Monsters of Thay

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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Chapter 1
And so it begins...

A group of Thayan slaves, some old and some new to the lifestyle, were thrown into the arena pens and told to try to survive. There were several rounds and few survivors returning, until one group of five showed promise together and as such were chosen for a new sort of slave group, Slayers.

They were sent on their first mission the next day, after having magical manacles attached to one of their arms to keep track of them and stop them from running. They were taken out to the Thayan wilderness and armed. That done they were ordered to empty a hill cave of the insectoid vermin that have been messing up nearby Thayan work.

They found a dire boar at the entrance rooting around for a meal, and managed to convince it to step aside and allow them inside. After crawling through small, bug-infested tunnels they found a larger chamber filled with lightning clawed scorpions. After defeating them they then found a large, web-filled chasm, which forced them to work together to find safe ways for everyone to get to the other side safely.

Upon reaching the other side, Kotten, the magic using dwarf, realized that they had entered an odd bubble of magic, one cut off from the outside world. One noticeable effect of this was that the magical manacles that kept them enslaved no longer had the glowing runes upon them. They were still, however, seamless in-ward spiked and firmly attached to everyone’s forearms.

They did not have time to think much on this, however, as large jumping spiders crawled from the crevasses of the dug-out natural earth cave. This hard fought battle led them to finally decide to take a break, one that lasted several hours after securing the unexplored tunnel ahead of them.

With a significant rest behind them they proceeded onward down the sloping tunnel into a room with odd spider-people who spat webs at them and attacked them with weapons. After defeating them they found an oddity. A solid wall with a fixed and complex steel door.

On the door they found an inscription that no one recognized and three rows each with three symbols. Each row had symbols that represented magic or secrets, death, and tyrannical rule. After some experimentation they decided to force (with significant exhaustion) the rows to move so that all of the magic and secret symbols lined up. Opening the door.

Inside the door they found an empty room, clearly carved and not natural, made of stone. Off to one side they found another complex door that was locked and had an inscription in Chondathan (a human language used throughout the West and Heartland of the Realms) that said, “Daughter and Sister Eternally of the Land in Shadow, this Plagueland [known today as Changeland] is Secured in Your Passing.” and below the inscription there was a symbol of a crescent moon overlaid with a harp.

Not being able to open the door, however, the intrepid five decided to head of in the other direction, where they found odd insect-like reptilian creatures. Upon defeating them, however, they decided it was time for another rest.

The missing party members returned from guard duty and Prentice opened up the locked door that was skipped before. Inside they found whirling blades, crashing blocks of stone, a magical obelisk covered in glowing green runes, and a huge, humanoid rough cut statue with similar runes. They worked their way past the traps where Kotten started to take control of the magical pillar, but accidentally woke up the statue which carried out it’s previous instructions to kill people in the room and it, in turn, accidentally release a pair of fire beetles. Kotten, however, was eventually able take control of the runic pillar, turn off the traps, and take control of the statue.

The control of the statue came in handy when they used it to bash in part of the wall, which opened to a massive armor-covered insect-reptile thing and the statue helped lay it low as well as the horde of tiny hatchlings surrounding it.

Following the progressing tunnels they found a warren of passages dug out of the solid stone, as well as a hatching area, filled with more, young versions of the insect-reptiles.

After clearing these out they decided to try and dig out one of the collapsed tunnels and while this work was being done Prentice went back to check on the Red Wizard keepers of the group. He was warned that they needed to hurry and get back quickly or else it would be too late. No one cared. Eventually the Red Wizards left with their wagon and a massive hoard of undead zombies moved into the area. Some eventually made it into the cave which led to the decision to burn the web bridge down, cutting off the only way out besides continuing to dig.

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Chapter 2
Escape from the Underdark

Eventually they dug all the way through to the other side where they found that they were lost in the Underdark and outside of the magic bubble created by the runic pillar. Starting to work their way out they made it the rest of the day, running into giant rats and dividing oozes along the way. But who knows what else awaits them in the depths of the Underdark before they find their way out? Who knows when the magical bracers will reactivate and how long it will take the Red Wizards to find them once they do reactivate?

Turns out, that the bracers reactivated rather quickly, a few days at most.

While working to find their way out the gang ended up in a small lair full of kobolds. Which turned out to be followers of a small blue dragon, which Mercurious rushed in to visit with while the kobold fight was still ongoing. Turned out that this was a dead end, but after a very difficult fight the party was at least rewarded with a small pile of loot.

Headed back in what they thought was the right direction, the party then ended up walking into an enclave of dwarves and dragonborn "item recovery experts". Everything came out friendly, the party agreed to go rescue a group of their companions who were recently captured by drow and goblins. Part of the agreement was that the party would aim the dwarves and dragonborn in the direction of the magic-bubble pillar to use as a base of operations where Thay won't be able to spy them out and the dwarves would aim the party in the direction that they think will get them out of the underdark.

For their part, the gang of escaped slaves headed off to intercept the dwarf and dragonborn slaves, where they found that the drow were leaving to “a different part of the city” and that the goblins needed to bring the new slaves to the pens. That’s when the party struck, killing the goblins and hobgoblins and freeing the clearly drugged out slaves.

On their way to return the dwarves and dragonborn to their kin the party was ambushed by a small squad of devils who were lying in wait for them. Fighting through this obstacle the party managed to get the rescued slaves back to their people and were rewarded with information about a magical anvil of dragonborn-make that they think might be somewhere in Thay with some other dragonborn artifacts. The dwarves and dragonborn, for their part exchanged information about the direction to get out of the Underdark and the party told them out to get to the magical obelisk, which they think might be a dragonborn artifact.

As they traveled along they found a young male drow under attack from fire creatures. They attempted to rescue him and were nearly overwhelmed when an odd orc wearing animal skins and carrying a spear came charging in with a large bear companion tearing through the fire creatures. It then started tearing into the party until the two dwarves fled and at the end he was convinced to let them go through some desperate pleading.

The party recovered and healed from their wounds and went along their way, leaving the orc’s tunnels as requested. It wasn’t too far, however, that they ran into a small band of orc warriors wearing Thayan slave garb who attacked on sight and which the party defeated quickly. Upon their success they were greeted by two men wearing attire clearly associated with the Red Wizards, but these two were obviously not wizards. They seemed to be there to claim the party and bring them back into the slavery that they had escaped.

It was a hard fought battle and there were many close calls, but eventually the pair were defeated. Unfortunately the party’s healers were unable to get to Mercurious in time and the righteous tiefling’s life was lost. However, a half-elf, who had likewise been captured by the slave catchers was found chained up in a nearby tunnel. Despite being highly unimpressed with the groups social skills, this Aglarondan man choose to join them long enough to get everyone out of the dangers of Thay and safely beyond the borders of the Red Wizards’ reach.

After resting for a time the group headed off through the tunnels, making good progress. After stopping for lunch, however, they were approached by a drow woman who materialized out of the shadows. She gave them an offer. A map detailing passage out of the Underdark in exchange for them killing a young drow man who was an up and coming villain in their society, but that she could not risk striking against herself. Reluctantly the party decided to help the woman, killed the boy in the Misty Maze, a series of tunnels filled with thick hot steam, and also slew his small pet drakes.

Upon returning to where they were told to meet the woman they found a map placed into the center of the chamber and following it they hoped they might finally find a way out of the tunnels and into the long-missed daylight.

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Chapter 3
Into the Sunlight

Following the drow-provided map the party found their way to an underground river, which, according to the map, was the way out.

After going down the river a matter of feet they found a small carved shelf complete with an actual, civilized-looking door. They hadn’t realized until then just how much they missed the simple things that civilization brings you.

Going through the door into a stone-carved room they were confronted by a ghostly warrior, who informed them that they had two choices. One a powerful prison, the other full of undead horrors. They were also told that there was need to be cautious.

Proceeding onward the group found a room that had randomly appearing deadly scythe blades that would shoot across, as well as two magical discs. One embedded into the backside of the door that the party had opened, and the other in the corner. Upon closer examination it was determined that one was drawing energy from fire elements of the Elemental Chaos and the other was drawing on the Abyss, also in the Elemental Chaos.

Opening another door they found a team of warforged, which named Rust as a deserter and said, “If we bring him to the master perhaps we can get away from guarding ancient relics that no one even knows exist”. Upon defeating them (and opening two other doors, one revealing another warforged, along with a metal snake and two metal dogs and the other revealing a fiery angel and three demonic humanoids filled with rage). They then proceeded to another path that led them to another set of warforged and a small clay creature. Using the pit-trap against the very creatures that guarded the room, this fight was quickly and easily won.

Heading onward, with an unusually small gang this time around (the others had distemper or some such thing and had to stay home) four brave adventurers headed onward. Defeating the metallic defenders and also nearly defeating an angel who was teamed up with three demons. While the fight raged and was close to being lost, Peren drew the enemies after him as he rushed into the central part of the mystical prison, which held a massive, red-skinned demon chained to a stone throne. Everyone else escaped and heard his screams. Oh, and Dartanoso died, surely only a minor set-back.

Several hours later, after a good rest, Peren returned to them. Seemingly in one piece and quite alive, with stories of having spoken to this self-professed Demon Lord, Eltab. He came with a message that they should return to free him when they were powerful enough in order to allow him to slay Szass Tam, leader of all Red Wizards, Thay, and master of all the undead in the realm that threaten those around him. For this he informed Peren that he is being held to be used in another attempt at a massively powerful ritual that Tam had previously attempted in order to gain power greater than the gods. The first attempt failed and so now Tam must conquer a new realm to try it again. Eltab is being held in the meantime. Lastly, Peren mentioned that Eltab felt a very unusual thing when the ritual was being cast the first time. Magic that wasn’t supposed to exist flowed through him. Peren did not mention any more than this.

The party went to confirm all of this with the imprisoned Eltab, and the Demon Lord seemed a bit put off by having to explain things a second time. And off the four brave adventurers went.

And what they found was the exit…being guarded by a squad of Shadar-Kai. The shadow-infused guardians quickly launched into their offensively to bring down the party and, as it turned out, they were successful. Everyone was captured and hauled of in chains to who knows where, but almost certainly back into slavery…

With some skill and help from Budo and Jenda-Shan, two genasi cousins in the employ of the Chiascaro family, everyone was free and the gang was sent on their way safely out of Thay and on to Veltar, Aglarond, where they saw to the raising of both Dartanoso and Mercurious.

The only trouble was, Dartanoso’s parents were missing!

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Chapter 4
Island Rescue

The party discovered through the captain (of the Even Keel) of the Chiascaro family at the Two Shores Trading House (a half-elf man named Roderick) that Dartanoso’s parents had gone off on some crazy adventure following reports of an artifact.

Arriving at the island the Even Keel was attacked by a Sea Drake. The party encountered and helped the native population while defeating beasts, exploring dense jungle islands, and defeating Thayan agents working for a Red Wizard named Ulars Bhet.

They found and defeated Bhet only to find that he had been using a powerful magic crown along with an ancient aquatic gargoyle to control the Sea Drake and further he had the only intact ship on the area, the Raptor, where he was also holding the Chiascaro family.

Along the way the party found an odd area of raging Blue Fire that burned cold that seemed to be responsible for the destruction of the local temple/ziggurat.

Much fighting occurred and the Chiascaros were freed, the agents of Thay defeated, and the Raptor captured. It turned out that the Raptor was the artifact that the Chiascaros were in hunt for, being an ancient Halruaan vessel, the fact of which was rather exciting since the Halruaans were known for using flying ships.

With the raptor in hand everyone headed off to the safety of Aglarond.

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Chapter 5
Travel By Sea

Having escaped from the island with the Raptor now under their control (a good thing, since the Two Shores fleet of three ships was 2/3rds destroyed) the party led the way toward safety in Aglarond.

Along the route they came across an Earth Mote floating through the air towards the islands that had a small, sparkling blue spot on it…and then a swarm of what turned out to be flaming blue/black wraiths swirled around the flying stone. One broke away and wrought havoc on the ship, but with some skill the creature was defeated, although many of the crew had been slain.

Arriving back in Aglarond the local resources informed the party that there was likely two ways to remove the slave bracers. Use the control rod last seen in the hands of (what’s his name), the Red Wizard slaver or use the forge where the bracers were originally created to destroy them. They also learned that the bracers seemed to be old items of Imaskari make.

The Chiascaros agreed to continue looking into this matter, as well as gather information about the Raptor and take the ship into their fleet. But they suggested that the former slaves get far away from Thay and instead take the Raptor on it’s maiden voyage as a member of the Two Shores, to visit their offices in Westgate.

The journey began with an attack just a few days out of port by undead shark-people and their living masters.

Several days after this the party spotted a pair of flying kraken, but were able to avoid the trouble.

And then the party had problems when a crew member sent to help train the new crew turned up missing. After some investigation there was no sign of the cause of this event but a few days later it became clear when another Red Wizard named Zerthas, showed, up, summoned a small army of devils, and a female crew member revealed herself to be a succubus.

After a hard fight where the succubus almost escaped with Dok in hand, the devils were defeated but the Red Wizard, once again, escaped, and the Raptor arrived safely in port at Westgate, where they met Belaqua, the third partner of the Two Shores.

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