Consecrated in Blood

Into the Hideout
Week 6 & 7

Acting on the intelligence gained 8 days ago, the adventurers investigate the ominous edifice of Tresendar Manor on the eastern edge of Phandalin.

Finding the manor in ruins, the Adventurers descend into the cellar, finding a cistern and a guard post. Slaying the three redbrands with ease, the heroes steal their cloaks and enter the rest of the hideout in disguise.

Navigating past the skeleton guards in the crypt, the heroes find three prisoners guarded by 2 redbrands. Successfully deceiving the bandits, they gain directions to the store room.

Unable to locate the hidden doorway to the rest of the hideout, the adventurers return to the cistern, searching the roomvfor hidden doors.

Finding the secret entrance, the adventurers step in a wide cavern, with a draft blowing in from a crevice running southward into the forests. There they aggravate a hideous one eyed psionic creature and find his treasure hoard, uncovering Talon, a magical longsword.

Moving northwards through the hideout, the group avoided a door that they could hear shouts and music behind, going into a quiet study and alchemy room inhabited only by a curious rat.

The adventurers took the time to search the room, ascertaining that whoever this alchemist was, they had been trying to brew potions of invisibility but failed thus far. Kinro took to the alchemy set with the trusted hands of a journeyman and managed to produce a flawed invisibility potion with reduced duration.

Leena and Faineth entered the next room, finding it empty, with a secret door in the opposite wall standing open. Giving chase, they managed to just catch a glimpse of the Bandit leader as he disappeared down the passageway.

Their chase interrupted by bugbears and a goblin, the two were wounded and forced to drop back towards their allies, giving the leader an opportunity to escape. The adventurers slew the bugbears while the goblin disappeared into the room they had avoided earlier.

After several rounds, a set of Redbrand Bandits, intoxicated and inebriated, appeared from the rum, shuffling over to where the adventurers stood, still disguised as Redbrands but blooded and torn.

Leena deceived the drunken bandits, convincing them she was a bandit or a god or… something…

The Redbrands, not totally convinced, set off to find the pair who were on guard with the prisoners. Sensing the danger, the party took the opportunity to slaughter the divided bandits, while Faineth drank the potion of invisibility and attempted to flee.

After a protracted (and rather confusing) fight, the adventurers had cleared the bandit nest, but their leader, who was revealed in a letter to be Iarno Albrek, the missing Lord’s Alliance agent, managed to make his escape.

Dealing with Drow
Week 5

After their battle with the Spider Queen, the adventurers returned to the fork in the tunnel and followed the other passage.

After some tense ‘negotiation’ the party agreed to be escorted into the den of a Drow Wizard, who was keeping slaves under guard of a small horde of Skeleton guards.

The party made a deal with the Drow Wizard, Faineth proving her youth by showing their hand too early in the negotiation, resulting in the party having to pay the blood price of the two gnomes they’d came to retrieve.

Taking the children, the party returned to the gnome party back up the tunnel, taking a Wand of Magic Missiles as their reward and returning to the surface where the two parties bid farewell to each other. The Underdark party informed the adventurers of some kind of unrest in the Underdark, explaining that they were taking the overland route across the great lake to avoid the heart of the madness.

The party returned to town, spotting black smoke rising in the distance.

Of Spiders and Lost Children
Week 4

The adventurers picked up where they left last week – deep below the Sword Mountains, following a narrow passageway through the rock. The party found themselves marching in single file along a narrow passageway. In the dark and claustrophobic space, the party were unable to make quick progress, and had to rest for the night in the tunnel.

During the night, the characters heard a variety of different noises – ranging from laughter to sobbing and screaming. Kinro’s mind was unable to withstand the pervading madness of the Underdark, and he succumbed to a bout of hysterical laughter for several minutes, feeling his grasp on reality beginning to slip.

The party carried on in the morning, until they came to a fork in the passage – one heading upwards into a draft and the other downwards into the earth. The party chose the rising passage.

Oblivious to his surroundings, Kinro accidentally surprised an Ankheg, which immediately burrowed and fled from the adventurers.

Following the Ankheg, the adventurers found a party of four strangers. A Dwarf, two Gnomes and a Svirfneblin. The strangers offered to pay the adventurers with magical trinkets if they agreed to assist them in recovering two lost children they had been travelling with.

Agreeing to help, the party backtracked to the fork and took the other turn, accompanied by the dwarf, a Paladin named Logar Brightfire.

Finding another fork in the tunnel, the party again chose the passage to their left and found themselves in a Spider den. Battling through waves of the arachnids, the adventurers eventually found the den of a bloated Spider Queen and slew the Queen.

A Dance with Orcs
Week 3

The Adventurers began this session in the aftermath of a bar brawl in the Sleeping Giant. Having captured two Redbrands alive in the fighting, the party set about interrogating their prisoners – except, it didn’t exactly go to plan.

Starting with the sober Redbrand, the adventurers tried the direct approach. Yet, the bandit didn’t fear the party, and Kinro’s attempt to rough him up resulted in his accidental murder.

Changing tack, Leena pretended to be a new recruit, and gained enough intel to infiltrate the Redbrands’ base of operations under Tresendar Manor.

Having rested, the party set out eastward to deal with the Orcs of Wyvern Tor (see Harbin Wester).

The party wiped out the raiding party hiding in the foothills and then set out down an underground river, eventually finding a ruined temple perched upon an island. Finding an elemental summoning ritual underway, the party slaughtered the Satyr and Kobold cultists, before Cerran consecrated the Temple in blood, naming it a place of worship in honour of Lathander.

Their path back blocked by rapids and a waterfall, the party set onward to find a way out of the Underdark.


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