The Forgotten Realms


After leaving the Dale the group went to Luskan. Paige seemed anxious to get to the town of Greenest southeast of Baldur’s Gate. The group traveled by boat and stopped off in Waterdeep and Baldur’s Gate. Once the group arrived in Greenest they found it under siege by a blue dragon, kobolds and cultists. They were looting the town to assemble a hoard for the dragon Queen’s return. Here the hero’s aided the town throughout the night while the monk searched for someone named Leosin. She separated from the group while they saved the mill, took prisoners, defended the sally port, defended the keep from a dragon attack, saved villagers from the sanctuary of Chauntea and engaged in a one-on-one challenge with Cyanwrath, a half-dragon warrior of some skill.

In the end the looters sacked the town successfully but with little casualties. They left town towards the southeast but the heroes were too tired to track them immediately. They needed to rest.

Icewind Dale (Before the Melting)

Neutralizing the threat of Hedrun, the Ice Witch does not bring immediate relief to Icewind Dale. Auril’s wrath is unrelenting, and the rest of winter is no less harsh than its beginning. But the beast attacks on the local populace cease as do the raids by the Bear tribe. Word of your heroic deeds spread throughout Ten Towns. The people of the Dale settle in to wait out the winter, as they do every year. And they seem comfortable in the fact that the reign of the Ice Witch is finally at an end.

The black ice tower crumbles to the ground leaving a jagged foundation of the substance in its wake. Word of your heroism is accompanied by words of warning in regards to the black ice substance. Slowly but surely the people of the Dale become educated about the toxicity of the substance. Many willingly relinquish items and others agree to sell theirs so that they can be destroyed.

Once the pirates were rounded up their threat did not return. The pirate cove was routed and the ships returned to their respective towns. The speaker of Caer-Dineval agrees to part with the black ice ram that was recovered from the pirate ship – The Howling Fiend. The creation is brought to Stokely Silverstream in the Dwarven Valley who, with the help of his kin, destroy the vile effigy and many other items that you have managed to round up once and for all. Rounding up all of the ice is near impossible. Especially considering the location of tower foundation of the Ice Witch, north of the Sea of Moving Ice.

We find the characters in Bryn Shander. The town recently had a new speaker appointed. A wizard named Vaelish Gant who’s character was publicly called into question by Pwent Stonemuffin. Pwent claimed that a representative of Gant’s came to the Dwarven Valley with a contingent of miners. They began mining the valley and when told to stop by the dwarves the representative tried to arrange the sale of the valley on behalf of the Arcane Brotherhood, allowing the dwarves to live there but taxing them for using the mines they have worked for years. The dwarves forced the contingent back but not before they promised to return and drive the dwarves from their valley. Pwent then demanded to see these trade agreements. No such agreements have been brought forth however. The death of the Ice Witch has done much to distract from Pwent’s accusations however and life as normal goes on in Bryn Shander.

Beckthain has done some asking around and determined that the former speaker of the town, Duvessa Shane, was ousted from power on a vote of confidence. On a simple follow up with notable persons in town the ranger found out that many prominent people in town spoke out against her on account of her inability to contain the protection racket being run by Slim in town, on the urging of one Vaelish Gant. Duvessa then suspiciously went missing before the public hearing; an occurrence the sheriff of town noted was extremely out of character for her. She never appeared for the town vote, allowing Vaelish Gant, a wizard from Luskan, the opportunity he needed to cease control of the town. His promise to quell the protection racket seemed to work but the characters know better…the extortionists just moved on to the Lac Dinneshere region of the Dale. Gant’s character seems even more in question now.

Beckthain and Pylot traveled to Targos after the ranger got a tip that Duvessa was trying to rally support there. On the way the duo was mauled by a polar bear. The bear was protecting her cubs and the duo did not slay her. They forced her away and traveled on to Targos. In the shanties outside the walled city the ranger and charlatan learned that Duvessa was kidnapped by Slim on behalf of Gant. Once voted out he silenced her rebuttal. She petitions the heroes to vouch for her and help her take back Bryn Shander.

Wanting evidence Beckthain and Pylot tracked down Marek the Shank, a hobgoblin with a bunch of thugs at a hideout cave on Kelvin’s Cairn south side. Pwent tagged along but and tended to the campsite. The ranger and the charlatan routed the cave and found evidence of Gant’s involvement with not only Slim and the extortionists, but the ousting of Duvessa Shane as well. In the hideout the ranger also found the missing crate of silvered weapons as well as Auron’s, a Harper, body.

The duo then travelled back to Targos and informed Duvessa of what they learned. She was ecstatic and eager to present the evidence at the council of ten towns in Bryn Shander. Gant’s ambitions may be taking a turn for the worse…

A vote was taken a Gant ousted once evidence was presented. Many months pass but eventually Auril’s grip on the region loosens with the coming of The Melting. The North/South pass opens and with it trade starts to enter and leave the area once again heading south toward Luskan. As word travels around town about the possibility of the heroes departure many glasses are raised in their honor. People toast them in taverns, thank them on streets, and give them places of honor in mead halls throughout Ten Towns. Even though some troubles remain in the area the heroes have every reason to be proud of their achievements. The Heroes of the Wide have become the Heroes of Icewind Dale.

Icewind Dale (The Tower of the Ice Witch)

The group decided, after much deliberation, to take the fight to the Ice Witch. Pylot activated the mirror only to find a group of barbarians including the King of the Bear tribe. The group entered the Ice Tower with two barbarians from the Elk Tribe in tow, Hengar and Soren. Despite not wanting to rush into things the monk punched a barbarian in the face as a one-on-one test of might began between Pwent and the King. The scene devolved into a large scale fight that the group managed to overcome.

Ascending to the second level into relative darkness the group encountered the Ice Witch herself. There was little banter and Hedrun ordered a concealed wizard, Akar Kessel, to eliminate the party with the aid if an icy air elemental. A column of air rose in the middle of the chamber eighty feet into the air creating an area of lift. The group used this awkward flight to face off with the air elemental in mid-air after besting Kessel on the ground.

The air elemental proved to be more bark than bite as the group made it to the third and final level. Hedrun called out to Auril for aid and the Frostmaiden animated two statues of herself to help the Ice Witch defeat the party. The fight was vicious and in the end only Soren, the ranger and cleric stood tall when the Ice Witch fell for good. As in Baldur’s Gate, a deity had chosen a young but powerful host for their divine goals. Once again the Heroes thwarted the wishes of the god’s. Pylot and Paige were taken care of and after trying to search the tower the place began to tremor and come apart. The group had no choice but to return to the Verbeeg Lair through the magic mirror. They then eventually returned to Bryn Shander via Lac Dinneshere and the Dwarven Valley where they were hailed as heroes across the entire dale!

Icewind Dale (Pirate Hideout & Beyond)

After diplomacy with the speaker of the Caer-Konig the group sprung into action.

The group decided to locate the pirates on the lake. They had the ferryman take them so far that by sundown they could slip into a rowboat and make their way stealthily towards the far side of the lake and the suspected location of the pirates hideout.

The moon was particularly bright and aided the group travels. It also unfortunately aided the pirates in seeing them coming toward a 200’ hidden cove that help an abandoned trading outpost that the pirates were holed up in.

Flame arrows came sailing towards them as the rowboat stood still. There was a disagreement on the boat…the monk wanted to take the fight to the pirates, right here right now in a full on strike. Despite the fact that the group spied two pirate ships, one affixed with a black ice battering ram the monk figured she could take on the pirate contingent head on. Pylot was having none of this and tried to row away but Paige stopped him. In frustration he tried to boot her into the lake but she easily avoided the kick. It was not long before the pirates were upon them and after a one sided scuffle the group was taken prisoner.

The group was imprisoned but Pylot managed to secure a weapon and a lockpick from an unknown and unlikely ally. The group fought their way out of the hideout valiantly until numbers and uncertainty became overwhelming for them. In an act of desperation Pylot cast a magic spell on the captain of the pirates managing to befriend the man and turn the tables of the doomed escape.

After the group reunited (Pylot drinking with the captain and crew, Beck knocked out and Paige playing her part) a clever ruse found Paige in the captains tent. He tried to get frisky but in the end Paige was having none of it headbutting the man into oblivion. With their escape in hand the monk snapped and grabbed a short sword. She hacked the head off the captain and emerged from the tent in the middle of the pirate camp demanding the pirates to recognize her as their captain. They instead cut her down violently and swiftly. The situation was diffused by Pylot and Beck who created a distraction after recovering from the brink of death.

In the end the group along with a contingent of captives/turned pirates left on one of the ships while the pirates kept their ship the Howling Fiend affixed with the black ice demon ram. The group sailed away onto the lake and are now heading towards Easthaven where a majority of the captured crew hail from. The boat they are on also is a vessel taken from Easthaven.

On the way back the group saw Caer-Konig under attack so they stopped there but were not in time to aid the town. The group then took the fight to the Verbeeg Lair once again only to be driven out once more this time due to the untimely death of the Monk. The ranger and rogue made arrangements to take her body to Easthaven to seek a cleric capable of raising the heroine. The night before they left however Pylot was attacked in his room by Rycher, The Wildman and his renaming white crag cat. With the help of the ranger the rogue defeated the man who was hellbent on seeking revenge for what they had done to his beloved pet.

Before setting out for Easthaven on the ferry Pwent showed back up and agreed to accompany the group. The heroes caught up on what was happening in the Dale. The Arcane Brotherhood was attempting to secure trade lands here in the Dale right from under the dwarves noses in the Valley. They promised to return to drive the dwarves from their homes and take the lands by force. The black ice is stiall a problem in teh valley as Baerick Hammerstone will not listen to reason.

In Easthaven the group found no one capable of raising the monk but got a lead on an ex-adventurer cleric from Bryn Shander that could do the task. They paid passage and made their way to the town. On the way yeti’s, a winter wolf and the simulacrum of the Ice Witch attacked them in an attempt to destroy the group. They failed and the adventurers made their way to Bryn Shander and had the monk raised after securing a very pricey diamond from a local oddity store.

The group also attended a town hall wherre the coucil of Ten-Towns aligned to move against the Ice Witch. Pwent stood in for Stokely and vouched that the dwarves would help as well. Beckthain gave a impassioned speech that rallied many to the cause. The barbarians Hengar and Soren joined the group to seek clues to the Ice Witch’s lair at the Verbeeg Lair on Kelvin’s Cairn.

Before leaving town Beckthain and Pylot each had a private meeting respectively.

There were many encounters driven by the Ice Witch at the parties caravan along the way to the mountain lair. It was a grueling journey with wretched weather and near endless monster encounters which made travel slow going. At the lair the group laid waste to a contingent of remaining goblins but otherwise the lair was empty. The group did find a curious mirror that Pylot learned to use that allowed vision and transport to the Ice Witch’s tower…however when scrying for too long the Ice Witch peered back at Pylot from the other side of the mirror begging the question. “are you going to pay me a visit?” with a vicious smile. “I cannot wait to entertain all of you…”

Icewind Dale (cont'd)
Act 2 - Deepwinter

Pirates of Lac Dinneshere

Crossing the tundra the group reach the base of Kelvin’s Cairn by dark and track a wounded crag cat back to a goblin guarded lair. The lair was infiltrated but the group fled when odds proved too formidable. They were pursued by cultists of the Ice Witch and a possible giant as well as the other large white crag cat. When the coast was clear the group headed towards the nearest town – Caer-Konig.

Caer-Konig (arrival and stay at The Northern Light inn, crag cat pelt presented for curing / cloak project)
-a group is in town selling “protective wards” for ships that fish Lac Dinneshere

Fishers and merchants in Caer Konig grumble about the pair of Luskanites who have tried to get “protective” money from them. A few boats are painted with elaborate symbols that supposedly guarantee protection from Lake pirate attacks. The owners of the boats are private owners and transferred ownership of their vessels to these Luskanite and now pay a modest monthly “rent” to continue using the boats.

The group got into it with the Luskanites and they had their way with the lady monk until she was saved by her companions Pylot Nother and Beckthain Whitebark. The group plan to meet with the speaker of the town and explore possible ways to help the area around Lac Dinneshere that has been plagued by pirate attacks lately from a boat affixed with a black demon effigy used as a ram…perhaps the same icy black rock that was encountered in the Dwarven valley.

As they are heading towards the speakers residence they see plumes of smoke from across the Lake! The larger town of Easthaven to the south appears under attack from these very pirates! The speaker of the town stands on a deck outside his residence shaking his head as he speaks with a servant and a few other town members standing near him.

Icewind Dale
Act 1 - The Drawing Down

After the events at the Dream Vault the group ventured down Kelvin’s Cairn and ran into a Barbarian from the Elk Tribe who was curious about the smoke coming from the mountain side.

Tribe of the Elk
-Crossing the Tundra (yeti attack, white dragon overhead and wolves circling)
-The Elk Tribe Camp (was attacked by the Bear Tribe; prisoners taken to be sacrificed)
-Evermelt and the Bear Tribe (tangled with the tribe, ride the chute down to the sacred chamber)
-The Ice Witch & The Remains of Icingdeath (simulacrum of the Ice Witch and the remains of a powerful white dragon)

After assisting the Barbarian people the group made their way towards the Dwarven Valley.

Halls of Black Ice
-Crossing the Tundra (tundra wolves)
-The Situation in the Valley (Dwarves at odds, black ice found)
-Necromatic activity in the mines (Stokely Silvershield asks for aid, zombies and giant spider attack – the voice of an ancient evil haunts them)

Pwent Stonemuffin insisted on staying with his kin to aid them in their problems. The rest of the group ventured on to investigate the Lac Dinneshere region. The dwarves warned the group about a pair of extra large all white crag cats that had been venturing ever closer to settlements as of late. When told about the Ice Witch and the Frostmaiden Auril the dwarves looked concerned but not familiar. They mentioned a devout merchant type zealot who roams from town to town that has been preaching the approaching apocalyptic wrath of the Frostmaiden for some time. He has not ventured into the Dwarven Valley so the dwarves are not familiar with his message in detail. They know his name is Davrick Fain and he runs a type of second hand store in the town of Bremen called Nine Knuckles.

Return to the Realms

The group returned from their mysterious journey to find a mountain sanctuary in flames. A paladin, Diamara Strongheart explained what happened, and petitioned the characters to venture inside and save the dream vault. The characters explored the sanctuary, seeking to restore the survivors’ memories and prevent the fires from destroying the vault. They also earned an unlikely companion in Greta, the sanctuary’s cook, whose mind has been transferred into the body of a ravenous owlbear.

The group dealt with the fire as well as a rogue fire elemental that broke free from a magical furnace. They were aided by a drow who was really Sten, the Dreamkeeper – his mind swapped with a infiltrator.

It turned out that Diamara’s mind has been swapped too, suggesting that Lugicorion, a mind flayer was masquerading in her body to continue its mission. Worse, a captive spirit that the paladin brought to the sanctuary to exorcise was set free: the wraith of Emirikol the Chaotic.

The group dealt with these issues and were gifted the Dream Staff as a reward.

An Unexpected Jaunt

Night of the Walking Dead synopsis.

Muder in Baldur's Gate

Strict laws, segregation and violence ran a muck in the city. Politics, drama and intrigue reigned supreme in and outside of the walls of Baldur’s Gate. In the end Duke Silvershield rose up as the Chosen of Bhaal. The adventurers had to put him down and in doing so cemented their legacy as Heroes in Baldur’s Gate.

Bekthain Whitebark felt slighted by Silvershield’s and Skoond’s ruse. He denounced his affiliation with The Watch and Silvershield having learned that these two were responsible for the majority of the brutal crimes in Baldur’s Gate as of late including the massacre at the gate and the bombing of the Parliament of Peers.

Pylot Venen continued his shadow association standing beside the Guild unbeknownst to his companions. Rilsa Rael shook off the influence of Bhaal and helped usher in a new era of desegregation within Baldur’s Gate.

Pwent Stonemuffin helped Ravengard break free from the influence of the God of Murder, Bhaal. In doing so he gained the trust of the marshal of the Flaming Fist. Pwent decided to venture onward in the Realms but still holds ties to the mercenary group.

Paige the Monk helped to steer a good portion of the Parliament of Peers away from the High Hall before it exploded, effectively saving the lives of those who listened to her.

The Adventure Begins

A group of adventurers came together north of Baldur’s gate. Among them were Bekthain Whitebark, an elven ranger. Pwent Stonemuffin, a dwarven cleric. Pylot Venen, a human mage and Paige, a human monk. The four found their way into Baldur’s Gate via a merchant caravan they were escorting to The Wide on Founder’s Day, a grand holiday in Baldur’s Gate where no fee is charged for entry into the walled city.

The four found their way into the employ of various figures within Baldur’s Gate after Duke Abdel Adrian was unexpectedly slain by an assassin in The WIde resulting in a vicious monster erupting from the body of the Duke slayer. This unearthly beast was eventually brought down by the Heroes of the Wide. Imbralym Skoond approached Bekthain Whitebark while Blaze Ulder Ravengard approached Pwent Stonemuffin. Pylot Venen was also approached by Rilsa Rael in disguise.

The employers have had a hand in guiding the heroes in various directions offering guidance in a city that sits on the verge of a revolution. It is not clear who is “good” or “evil” in the bustling city of Baldur’s Gate. One thing is certain however, there is a tension in the air. Emotions run high as new decrees lead to class warfare and an organization comprised of those unlucky enough to be deemed a patriar fight back against a ruling class that threaten to drive the weak and weary from the very walls of Baldur’s Gate.

Can the heroes sort through the drama and intrigue that currently threatens to divide Baldur’s Gate? Or will vile schemes and power plays prove too much for the Heroes of the Wide…


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