Deep within a cavern system on a perilous mission, the intrepid adventurers pressed onward, their hearts heavy with the knowledge of Constable Boot’s demise and the uncertain fate of Sergeant Tishi. The echoes of their recent battle with the Dark Mantles still rang in their ears as they set up camp, taking a much-needed respite to gather their strength and tend to their wounds.

As they huddled around the flickering campfire, the group’s attention turned to their enigmatic companion, the goblin named Gorka. His broken speech and peculiar mannerisms made communication a challenge, but through patience and perseverance, Hat managed to glean fragments of Gorka’s tragic past. A tale of a goblin tribe lost in sorrow, a magical teleportation to the Feywild, and a fervent desire to reunite his scattered kin tugged at their heartstrings.

Amidst the revelations, a secret unfolded. Thalmiir, the grizzled dwarf, had been surreptitiously partaking in a mysterious elixir, his “medicine” as he called it. The group’s curiosity piqued, and they pressed him for answers. Thalmiir, visibly uncomfortable with the interrogation, reluctantly divulged that the draught was both his salvation and his potential undoing. Without it, he would surely perish, but once the last drop was consumed, its purpose would be fulfilled.

As the group grappled with the implications of Thalmiir’s condition, their attention was diverted by the sudden proclamation of Dabshabah, the young Brass Wyrmling they had rescued. With the innocence and entitlement of a dragon barely out of the nest, she declared the party as her interns, expecting them to cater to her every whim and desire. The adventurers, amused and perplexed by her demands, attempted to explain the intricacies of treasure and the nature of their relationship.

Through a series of heartfelt conversations and gentle guidance, they learned of Dabshabah’s harrowing escape from an ancient red dragon’s attack, her mother’s sacrifice, and the long, lonely journey that brought her to their midst. The group, moved by her plight, vowed to help her adapt to the world of humanoids and unravel the mystery of her mother’s fate.

With newfound purpose, the adventurers broke camp and ventured deeper into the cavern. They soon found themselves in a grand hallway, its walls adorned with mesmerizing swirls of text in countless languages, both familiar and foreign. As they traced the lines, they discovered a tapestry of lives woven together, the stories of elementals and giants, their ancestries and fates intertwined.

The lines converged upon a single, enigmatic glyph above the doorway at the far end of the hall. Those blessed with mystical insight glimpsed the truth it represented: the end of all things, the inevitable entropy that awaited even the mightiest of beings. Waer’dara, her intellect strained by the revelation, reeled from the psychic backlash.

As they stood before the dark, heavy wooden door, slightly ajar, the adventurers braced themselves for the unknown. Hat, his magical sight attuned to the arcane, perceived the chaotic, broken energy spewing forth from the crack, a maelstrom of magic that promised both wonder and peril.

With bated breath, they prepared to step through the threshold, their hearts pounding with anticipation of the challenges that lay ahead. The fate of Sergeant Tishi, the destruction of the mysterious artifact, and the safety of the engineering team hung in the balance. But for now, in this moment of respite, they found solace in each other’s company, in the bonds of friendship forged through shared hardship and the unyielding spirit of adventure that drove them ever forward.


Session Notes
  • The party is in a cavern system on a mission to confirm it is safe for an engineering team, discover the fate of Sergeant Tishi and Constable Boot, and confirm a mysterious artifact was destroyed.
  • They found the corpse of Constable Boot but no sign of Sergeant Tishi so far.
  • The party recently defeated some Dark Mantles that were attacking a Brass Wyrmling dragon. They decided to camp for 24 hours to take a long rest.
  • They have a goblin named Gorka with them who is difficult to communicate with.
  • The party discusses food supplies. They have been foraging and hunting creatures like spiders and Dark Mantles to supplement their rations. Pebblesong can create goodberries if needed.
  • Thalmiir asks Waer’dara about the dark elves’ relationship with spiders. Waer’dara explains it is more about equality and “spider parenting”, treating them like family.
  • Hat tries to communicate with Gorka. Through broken speech, Gorka mentions his goblin tribe is sad, he was teleported to the Feywild as a baby by magic, and wants to bring all goblins back someday. Hat gains some insight into interpreting Gorka’s speech patterns and gestures.
  • Thalmiir secretly opens a locked box containing metal spikes and vials of glowing blue liquid. He drinks one, calling it “medicine” and “a draft to lend me strength.”
  • Bartholemeow notices and questions Thalmiir about what he’s doing. Thalmiir is curt, telling Bartholemeow it’s none of his business and to leave him alone. Bartholemeow ignores the social cues and continues prodding.
  • The group examines the metal box containing Thalmiir’s medicine. It has no markings and appears to be of Dwarven make.
  • Bhakris asks Thalmiir what will happen if he doesn’t take his medicine. Thalmiir says he will die if he doesn’t finish it, but once he takes it all, it will do its work. He doesn’t need more after his current supply.
  • The group is concerned about depending on Thalmiir if he might suddenly die. Pebblesong worries if this is something all dwarves have to do. Thalmiir assures him it’s old dwarf stuff and Pebblesong has plenty of time.
  • Thalmiir tells them not to take any of his medicine or let it get broken. When pressed on what he’s dying of, he reluctantly says it’s the draught that would kill him if he doesn’t finish it.
  • Bhakris tries to recall any knowledge about Thalmiir’s condition based on his background in apothecary and medicine, but even with inspiration, his roll isn’t high enough to determine anything specific.
  • Insight checks reveal Thalmiir finds the topic embarrassing or shameful and is trying to give curt answers to get everyone to stop asking about it. He grabs at his heavily mutated left arm.
  • Bhakris assumes it might be an STD based on Thalmiir’s reluctance to discuss it. Waer’dara guesses he’s on blood thinners and doesn’t want to confront his aging.
  • Dabshabah the dragon declares the party as her interns, expecting them to provide for her material needs while she devises their long-term goals. She requires treasure but offers a grace period since she can’t carry it conveniently at the moment.
  • Bartholomeow performs “slam poetry” for Dabshabah as a gift, but it’s bad poetry that doesn’t rhyme, referencing things from the Feywild no one understands. Dabshabah asks if this will summon treasure or if the treasure is that he will stop.
  • Dabshabah appoints Bhakris as chief provisional intern, tasking him with making the other interns understand what treasure is.
  • Bhakris describes treasure as the beauty of stone untouched and uncrafted by man, slowly taking shape over thousands of years. Dabshabah loses interest, caring more about the final result than the origin story.
  • Thalmiir points out that when you hire someone, you pay them. Dabshabah panics, saying that isn’t how her mother said it was supposed to work. She asserts her dragon status should compel them to serve.
  • Thalmiir explains people only work for dragons for no pay because dragons are big, have sharp teeth, and destroy everything they love if they don’t. Dabshabah doesn’t meet that criteria currently.
  • Bhakris, aspiring to the Oath of Conquest paladin order, suggests showing dominance in battle to instill fear and drive compliance, being the one with power to follow through.
  • Waer’dara counters that their group operates on a mutual exchange of benefits, with each member bringing strengths to the team. They were hired by the Patron who offered a contract.
  • Dabshabah insists dragons bring endless benefits to followers through their magnificent presence, fierce protection, and wisdom to achieve greatness. She wishes her mother was there and worries the party will leave her.
  • Waer’dara comforts Dabshabah, saying she’s found a group who rescued her and don’t want to harm her. Dabshabah reveals she’s young and on her first trip away from home.
  • Waer’dara offers to team up and hugs Dabshabah to show they like each other. Pebblesong and Bartholomeow also hug/scritch Dabshabah.
  • Pebblesong notes dragons aren’t permitted in Waterdeep legally or magically. Dabshabah cleverly realized the exclusion doesn’t extend far underground.
  • They discuss returning to the city being a problem for Dabshabah. Waer’dara suggests focusing on helping her adapt to humanoid society and find out what happened with her mother.
  • Dabshabah reveals her mother, a glorious brass dragon, told her and her nestmates to flee from an attacking ancient red dragon. They scattered and she traveled as far as she could for many ten days.
  • The party reassures Dabshabah that her mother surely defeated the red dragon. Waer’dara honors Dabshabah’s self-resourcefulness and bravery during her time alone.
  • Dabshabah is happy for the party to learn from her draconic brilliance. She has been on her own for “many ten days” but is still quite young for a dragon.
  • The group encounters a young dragon who claims to be from the Blade Mountains, far from Waterdeep. They agree to let her travel with them for now.
  • Bhakris offers the dragon some rations, which she accepts, recognizing it as an act of service. The group realizes she is effectively a toddler with a limited worldview that humanoids are meant to serve dragons.
  • They decide to rest and then press forward, with the problem of the dragon not being able to enter Waterdeep being an issue for the future. Thalmiir walks in the back with the dragon to talk with her and keep her calm.
  • After breaking camp, they enter a grand hallway with swirling patterns decorating the walls. Upon closer inspection, the patterns are actually strings of text in various languages, some recognizable and some completely foreign.
  • The lines of text seem to collide, with the following text becoming larger. All the lines converge on a single glyph above the doorway at the far end of the hall.
  • Thalmiir checks for dangers or traps but finds none, though he points out the converging glyph to the others.
  • Bhakris and others read some of the text, discovering they tell dry biographical stories of various elementals’ lives. Each story is about a different being, but of a similar quotidian nature.
  • Pebblesong finds lines in Giant that merge, seeming to indicate two people meeting and living together. The lines all flow together towards the end of the room.
  • Hat examines the glyph magically. There is magic present in the room, but the glyph’s power seems to be in what it signifies rather than an active magical effect.
  • Hat begins ritually examining the magic further while the others wait, with some humorous interactions between Hat and Thalmiir.
  • The adventurers are investigating lines of text converging on a door in a cave. The lines are in various languages.
  • Pebblesong traces a line in Giant backwards, finding it describes the ancestry of a giant, getting more vague the farther back it goes until it ends with a reference to a great great grand giant coming from the east.
  • Thalmiir follows a line in Dwarvish and recognizes mention of the Golden Guard Clan, a relatively modern clan he has heard of but doesn’t know specifics about. The text seems to be a historical record older than the cave’s construction.
  • Pebblesong follows her line forward and sees it start to describe larger communities and groups of giants rather than just individuals. It merges with other languages like Orcish and Common.
  • As Pebblesong continues, the text shifts to a geological time scale, describing an ice age, then events on a planetary scale. It ultimately depicts the planet’s demise and disintegration into cosmic dust.
  • The lines all terminate at a symbol meaning “that which endures” by the door. Pebblesong reads a line in ancient Halfling that describes a similar fate of entropy for a different planet.
  • Those with the blessing of “that which endures” gain mystical insight that it represents the end of all things. Waer’dara’s intellect can’t fully grasp this and she takes 3 psychic damage.
  • Bartholomeow finds a line in Sylvan depicting the end of the Feywild. The adventurers compare notes and confirm they are reading the same text when looking at the same lines, not something customized to each of them.
  • The group discusses the glyphs and languages on the door, speculating if they represent a god, something powerful, or something that can survive calamity.
  • They ask Dapshebel if he can read any of the languages on the door, but he finds none of them to be suitable texts that he can read.
  • The door is described as a dark, heavy wooden door that is slightly ajar, with the text and symbol being the focal point rather than the door itself being ornate.
  • The group decides to keep going, as they still haven’t found any of the three missions they are on.
  • Hat uses his magic sight on the door and writing. The writing and rune were likely created with magic but have no enduring magical effects.
  • However, the crack in the slightly ajar door at the end of the hall is spewing forth chaotic, broken magical energy from multiple schools of magic, as if there were a giant bonfire in the room casting light out.
  • The source of this chaotic magic will be revealed the next time they play.