The adventurers found themselves ensnared not by webs but by the fog of forgotten memories and the whisper of danger lurking in the dark. Thalmiir Brukur, the stout-hearted dwarf with a history rich in battle and loss, voiced his concerns about his faltering memory, particularly an encounter with a giant spider that seemed to elude his grasp like mist through fingers. This sparked a ripple of unease among the group, for memory, they realized, was a treacherous ally in the caverns beneath Waterdeep.
As they gathered around the flickering light of their campfire, a solemn ritual unfolded. Each member delved into the recesses of their mind, seeking signs of erosion. Waer’dara, whose soul was intertwined with the dark tapestry of the Spider Queen, found her memories intact. Pebblesong and Bhakris, too, stood unscathed by the shadow of forgetfulness. Yet Bartholemeow, the fey cat with a penchant for the arcane, confessed to gaps in his memory, a lingering haze from his indulgences in the Feywell. Hat, the goblin artificer, was haunted by the ghost of something forgotten, an important thread lost in the weave of his thoughts.
Their introspection led to a tangled discussion on the nature of memory, a philosophical journey that frustrated Thalmiir, who yearned for the comfort of action over words. As the night drew its dark cloak around them, preparations for rest were made, with Thalmiir wrestling with a stubborn chest and Bhakris, the Earth Genasi Paladin, lamenting a missed opportunity to intimidate a spider, a moment now etched in the annals of their shared stories.
The morning greeted them with the mystery of a blessing, a gift from their leap into enchanted pools, now waning yet leaving behind a whisper of power. The passage of bats through the cavern marked the rhythm of the night as they ventured deeper into the unknown, only to cross paths with Gorka, a goblin who fancied himself a powerful wizard. Armed with nothing but a stick and bluster, Gorka’s threat of annihilation was met with diplomacy and confusion, a dance of words that led to revelations of lost companions and a mysterious orb that held the key to their fractured memories.
As they navigated the treacherous paths of the cavern, strategy and camaraderie became their shield against the darkness. The encounter with a Carrion Crawler, a beast of nightmare and decay, tested their mettle. Hat and Bartholemeow, nimble and quick, served as bait, drawing the creature into a trap of falling stalactites and the fierce resolve of their companions. Pebblesong’s rage, Bhakris’s strength, and Waer’dara’s arcane might, coupled with Gorka’s improvised weaponry, turned the tide of battle, leaving behind the remnants of a fallen adventuring party and the promise of treasures untold.
Among the spoils was a sword, untouched by time, its blade singing with magic. Hat, with his knowledge of the arcane, unveiled its properties, a beacon of hope in the enveloping gloom. Yet, as they celebrated their victory and pondered the path ahead, the cavern yielded one more secret—a chamber of stone and shadow, where the surreal became real, and the ground was littered with disembodied feet, an ominous portent of the magic that twisted the very fabric of this place.
As the adventurers stood on the threshold of battle, facing the grotesque ballet of animated feet, humor and dread intermingled in their hearts. The promise of a stomping, the agony of defeat—wordplay became their fleeting refuge from the bizarre reality they faced. With the +1 sword in hand and strategies forming amidst the chaos, they steeled themselves for the confrontation ahead, a testament to their unyielding spirit and the bonds that had turned them from strangers into comrades.
In the heart of darkness, beneath the earth that was both tomb and crucible, our adventurers stood united, a beacon of light against the encroaching shadow. Their journey, woven from battles fought and memories lost, continued to unfold, a tapestry rich in valor, friendship, and the relentless pursuit of the unknown.
Key Events
- The session begins with the group discussing Thalmiir’s memory issues, specifically his inability to recall details of a past encounter with a giant spider beneath Mithril Hall. This concern arises from a previous encounter hinting at memory loss dangers in their current environment.
- Thalmiir calls for a group check-in on memory issues, prompting insight checks from the party. Waer’dara, Pebblesong, and Bhakris find no issues with their memories, while Bartholemeow acknowledges gaps in his memory, attributing them to drug use in the Feywell. Hat realizes he’s forgotten something important but can’t recall what it is.
- The group humorously attempts to confirm their identities and memories, leading to a discussion on the nature and reliability of memory. Thalmiir expresses frustration with the conversation’s direction, seeking to focus on practical matters.
- Thalmiir prepares for bed, attempting to do so unnoticed as he deals with a locked chest. Bhakris expresses disappointment in not being able to intimidate a spider earlier in their adventure.
- The group discusses the effects of a blessing they received from jumping into pools, noting that while some effects are expiring, a sense of a lingering blessing remains, though its specifics are unknown.
- The party sets a watch for the night, noting the passage of bats through the cavern but deciding to formalize watch duties later.
- Continuing through the cavern, the group encounters a goblin named Gorka, who claims to be a powerful wizard and threatens them with a stick he claims is a wand of annihilation. The party attempts to de-escalate the situation, with Bhakris and Hat speaking in Goblin to communicate with Gorka.
- Pebblesong uses Druidcraft to grow a flower on the end of Gorka’s stick, which surprises and disarms him. Gorka’s speech in Goblin is recognized but makes little sense, suggesting he’s using a form of the language with entirely different grammar and structure, indicating a profound linguistic anomaly.
- Bartholemeow attempts to communicate with a character named Gorka in Goblin, but the conversation leads to confusion on both sides.
- Gorka, initially confused, switches back to Common and mentions not wanting to annihilate the group.
- Bhakris Edge steps forward, acknowledging Gorka’s efforts and mentions a creature they had to annihilate because it tried to eat them.
- Gorka reveals he was with someone named Cairon during a big fight and expresses fear.
- Thalmiir Brukur mentions walking with someone named Cole Smith, who lost his memories despite warnings against his actions.
- Gorka hints at an orb that needs to be destroyed to prevent forgetting, describing it as a round object.
- The group discusses a plan to destroy the orb and clear the area for a mining team, considering it a completion of two quests.
- Gorka, holding a piece of driftwood, is asked about the Spittlebark tribe but has no knowledge of it.
- The group notices a cluster of stalactites that could serve as a trap for an enemy.
- Hat and Bartholemeow are considered as bait to lure a creature due to their nimbleness and cat-like qualities.
- Bartholemeow gives Hat bardic inspiration to aid in an upcoming encounter.
- Thalmiir positions himself to attack the stalactites when the creature is near.
- The group prepares for combat, with Bhakris handing Bartholemeow a torch for visibility.
- Hat, attempting to sneak, accidentally alerts a Carrion Crawler, leading to an initiative roll for combat.
- The Carrion Crawler attacks Hat, but Hat resists the poison and avoids a bite.
- Waer’dara Dryaalo’ara and Bhakris engage the Carrion Crawler, with Bhakris causing a stalactite to fall on it.
- Pebblesong enters a rage and attacks the Carrion Crawler, while Gorka uses a makeshift catapult to deliver the final blow.
- The group explores the remains of an adventuring party, finding gold, a garnet, and a longsword with a skeletal design.
- The session ends with the group considering the magical properties of the items they found.
- The DM clarifies that while the default rules of D&D 5e apply, they can be adjusted for the game. This is in reference to a newly discovered sword that hasn’t rusted despite being in a context where everything else has.
- The sword is identified as special and potentially magical, but requires time or an Identify spell to reveal its properties.
- Hat, a character, offers to use an Identify spell on the sword, but realizes the spell requires a pearl worth 100 gold pieces, which is not consumed by the spell.
- The sword is revealed to be a magic longsword with a +1 enchantment, identified through ritual casting by Hat.
- Thalmiir expresses interest in the sword but ultimately decides to stick with his axe, while Bhakris and Hat discuss the possibility of using the sword.
- The group finds a coin purse and a gem totaling 47 gold pieces, planning to celebrate their victory.
- Gorgo, a goblin ally, expresses excitement about joining the adventurers as they decide to press forward into a cavern.
- The adventurers encounter a chamber with a large stone foot suspended by chains, surrounded by scattered humanoid feet in various states of decay but without blood or gore.
- Thalmiir and Bhakris investigate the room, noting the absence of any apparent source for the feet and the presence of foot-shaped indentations in the walls.
- A foot is observed falling from nowhere, landing among the other feet without a clear source, leading to speculation about a magical or supernatural phenomenon.
- As the adventurers approach the large stone foot, it twitches, followed by similar movements from other feet in the room, prompting the group to prepare for combat.
- The session occurs at Initiative 0, indicating a unique or unexpected event is taking place.
- A player suggests creating an environment or actor within the game, leading to a discussion about the difficulty of inserting an event into the game’s initiative order.
- An unusual event unfolds where a significant number of feet, animated by magic, begin moving towards the players by flapping and undulating their toes.
- The animated feet are implied to be the work of wizards, causing frustration among the players.
- Pebblesong is identified as the fastest member of the party, though it’s noted that nothing else has been organized by initiative order yet.
- The group acknowledges their victory in the current scenario but plans to wrap up the session at 9:25, hinting at a future encounter involving combat against the animated feet.
- There’s a playful exchange about the situation they’re facing, with references to “the agony of defeat” and being “in for a stomping,” indicating both concern and humor about the upcoming challenge.
- A player expresses apprehension about the number of animated feet they will have to combat, highlighting the threat’s magnitude.
- The usefulness of a +1 sword in the upcoming battle is mentioned, suggesting the party is considering their available resources and strategies.
- Bartholemeow is encouraged to try using iambic pentameter, leading to a joke about the difference between metric and imperial measurement systems.
- The session ends with a humorous anecdote about a drug dealer selling shoes that were “laced” in a way that caused an extended period of confusion or hallucination, playing on the words “laced” and “trippin’.”