The air hung heavy with the scent of brackish water and damp wood as the ship carrying the intrepid adventurers approached a small, dilapidated dock nestled within a marshy delta near the mouth of the Delimber River. The journey from Waterdeep had been largely uneventful, save for a harrowing encounter with a sea mermaid horror that had temporarily claimed the life of the goblin artificer, Hat. As the vessel slowed to a halt, the ship’s captain announced a brief respite, instructing each group of passengers to leave at least one member aboard to ensure the ship’s security. Waer’dara volunteered to remain behind, her obsidian eyes scanning the horizon with a mixture of curiosity and caution.

Bartholemeow engaged the first mate in conversation, seeking insight into the nature of the dock town. The mate painted a picture of a quaint, unremarkable settlement, its primary attraction being a tavern called Limbeer’s Mouth, known for its passable ale—likely brewed with the very swamp water that surrounded them—and a slightly more palatable whiskey.

As the adventurers disembarked, they took in the sight of the rundown dock, its weathered planks suitable for mooring boats but ill-equipped for the offloading of substantial cargo. The captain, ever mindful of the time, granted the crew a mere two hours of shore leave, cautioning that the ship would depart promptly at midday. Any stragglers not aboard by the third group of three bell rings, spaced mere minutes apart, would be left to their own devices.

The Iron Vanguard, a formidable presence, marched towards the town in a disciplined line, while the Silent Fang, ever elusive, slipped away unnoticed, leaving a single member behind. The adventurers, drawn by the promise of refreshment and respite, followed in the wake of the Iron Vanguard, their footsteps leading them through the heart of the town, a humble collection of single-story structures bisected by mud-filled troughs.

Thalmiir, his armor gleaming and his axe at the ready, strode purposefully into Limbeer’s Mouth, engaging the barkeep in a spirited discussion regarding the quality of the tavern’s swamp beer. The dwarf offered his expertise, suggesting potential improvements to the brew, while Hat, ever the opportunist, proposed a business arrangement involving the sale of superior beer from their enchanted jug. The barkeep, however, politely declined, unwilling to disrupt the established order or permit the goblin to peddle their wares within the establishment.

As the companions debated the merits of the tavern’s offerings, a commotion erupted outside, drawing their attention. A bewildered local burst through the tavern’s doors, his voice tinged with urgency as he proclaimed the presence of a fire within the town. Tendrils of smoke could be seen rising from a nearby building, an alarming sight in a settlement so thoroughly saturated by the surrounding marsh.

The townsfolk, unaccustomed to such emergencies and lacking a proper fire brigade, hesitated, unsure of how to proceed. Eventually, those in positions of authority began to organize a rudimentary response, directing the gathering crowd to procure buckets and converge upon the blaze.

Hat and Pebblesong raced towards the source of the smoke, arriving to find a small fire smoldering within a window, its flames licking at the curtains and threatening to spread to the roof. A handful of locals had already begun to douse the flames with buckets of swamp water, their efforts valiant but insufficient.

Pebblesong, calling upon the primal magic of their druidic heritage, summoned forth a localized rainstorm, a shimmering cube of water materializing above the burning building. The conjured deluge swiftly extinguished the flames, leaving the structure drenched but intact. The townsfolk, initially stunned by the display of power, erupted into a slow, appreciative applause, their faces etched with a mixture of awe and gratitude.

Hat, ever the showman, seized the moment, acting as Pebblesong’s hype goblin and encouraging the crowd’s adulation. Their performance, a testament to their quick wit and charm, further endeared the companions to the gathered throng. Removing their colorful hat, they solicited “coppers for the rain” as a token of appreciation for Pebblesong’s timely intervention. The goblin’s charm and the crowd’s gratitude combined to fill their hat with a modest sum, which they dutifully split with their druidic companion.

Amidst the celebratory atmosphere, a woman’s voice rose above the din, her tone laced with agitation. She spoke of a diminutive figure, a halfling, whose comical misfortunes had inadvertently sparked the blaze. A tale unfolded of the halfling’s ill-fated journey through the town, a slapstick series of events involving a sneeze, a fart, and a startled horse that had kicked over a lit candle, setting the stage for the near-catastrophe.

Intrigued by the halfling’s role in the day’s excitement, Hat and Pebblesong resolved to investigate further, following the direction in which the diminutive figure had fled. Hat, utilizing their keen survival instincts, scoured the ground for traces of the halfling’s passage, while Puppet, their trusty companion, theatrically gestured towards a perfectly formed bootprint, its size and shape confirming the halfling’s involvement.

As they followed the trail, a peculiar figure stumbled forth from the underbrush, his naked form clutching a copper medallion. The stranger, introducing himself as “Fortune’s lackey,” spoke in cryptic riddles, his words hinting at a connection to the goddess of misfortune, Beshaba. Pebblesong, drawing upon their knowledge of the divine, recognized the medallion’s symbol as that of Beshaba, the antithesis to Tymora, the goddess of luck. Whispers of Beshaba’s favored souls, rare individuals who served as nexuses of ill fortune, echoed in their memory, tales shared by the clerics of their temple.

The odd man, claiming to be an instrument of Beshaba’s will, suggested that his presence might serve to absorb the party’s misfortunes, drawing their bad luck unto himself and growing stronger in the process. Pebblesong and Hat, intrigued by the concept, decided to test their luck, each flipping a coin into the air. The first coin, defying probability, landed upon the head of a nearby lizard, its tiny skull shattering under the impact. The second, seemingly swallowed by the muck, disappeared from sight, leaving the companions to ponder the nature of their fortunes.

The lackey, citing the encroaching cold, prepared to depart, but not before posing a final riddle to the adventurers: “Awe-inspiring force of nature, eternally to earth I fall. Yet I ever roar with power, always standing tall, what am I?” Pebblesong, their mind as quick as their magic, responded with the answer: “A waterfall.” The man, pleased by their wit and the balance of kindness and hostility they had shown him, proclaimed that they had earned the favor of Beshaba. As a boon, he granted each of them a small measure of the goddess’s power, a gift that could shape the course of their journey. With a final, comical misstep, Fortune’s lackey collided with a tree as he departed, vanishing into the wilderness to the northeast.

Back on the Wind Whisperer, Bhakris and Waer’dara noticed a peculiar sound began to echo across the river—a rhythmic thumping, growing louder with each passing moment. A large, gaudily decorated boat emerged from the mists, propelled by some unseen force as it cut swiftly through the water. Its red hull was adorned with intricate blue and purple patterns, while its deck teemed with revelers lost in the throes of celebration. A towering drum, manned by a dwarf, pounded out a primal beat, while the passengers engaged in an outlandish dance, their movements synchronized to the pulsing rhythm.

Bhakris, his curiosity piqued, sought to determine the nature of the strange vessel, suspecting a connection to the fey realms. As the boat veered towards them, a figure in a tall hat called out, inviting the adventurers to join their revelry. The Jade Diadem, as the boat was called, boasted of unparalleled speed and the promise of endless festivities. The figure, a member of the enigmatic Jade Diadem, extended an offer to the companions, promising a generous sign-on bonus for those willing to embrace the party’s eternal spirit.

Bhakris, ever cautious, declined the invitation, citing the absence of his wayward companions. As the Jade Diadem prepared to depart, Waer’dara caught sight of the Silent Fang member slipping away, dashing towards the town with a sense of urgency. The drow and the genasi, bound by their own code, chose not to pursue, content to let the consequences of the Silent Fang’s actions fall where they may.

Meanwhile, in the tavern, Bartholemeow and Thalmiir found themselves embroiled in a different sort of adventure. The bard attempted to busk for coin, his performance earning him the offer of drinks, if not the gold he sought. The arrival of a Silent Fang member, breathless and agitated, interrupted the revelry, as the group hastily departed, muttering about the need for tar and the captain’s presence.

Thalmiir, sensing the urgency in their words, set out to locate Captain Thaddeus Bramblewick, his booming voice echoing through the streets as he sought information from the townsfolk. A young girl, enticed by the promise of a penny, revealed the captain’s whereabouts, sending the dwarf on a determined path towards Fergan’s stall and, eventually, Old Lady Ray’s residence.

Thalmiir and Bartholemeow attempted to secure information from a stall vendor. The vendor, amused by the bard’s charm, shared the captain’s recent visit and his acquisition of a trinket before departing for Lady Ray’s abode. The shapeshifter, seizing upon the opportunity, purchased a bucket from the vendor, an act that sparked a spirited debate among the companions about the nature and purpose of such a receptacle.

As the scene unfolded, Captain Bramblewick found himself in a tender moment with Lady Ray and a child, the domestic bliss shattered by Thalmiir’s abrupt entrance. The captain, alarmed by the dwarf’s urgency, instructed him to locate Storm while he raced back to the ship, the gravity of the situation apparent in his hastened steps.

Aboard the vessel, the Silent Fang returned, their movements furtive as they descended below deck. Bhakris, ever vigilant, took it upon himself to inspect their belongings, ensuring that no threats lurked within. The genasi’s keen senses detected the scent of exotic spices, well-oiled leather, and sandalwood, but no trace of explosives. As he turned to leave, satisfied with his investigation, he found himself confronted by the entirety of the Silent Fang, their presence a silent challenge to his intrusion.

The tension mounted as the Silent Fang retrieved their bags, making their way above deck with purpose. With a deft toss of a grappling hook, they secured a line to the Jade Diadem, now some 200 feet offshore. The party boat’s crew cheered as the Silent Fang came aboard, their captain casting a disdainful glance towards Bhakris, Waer’dara, and the lone Iron Vanguard member who remained.

As the Jade Diadem disappeared upriver, propelled by the power of song and dance, the Wind Whisperer was left in its wake, the captain and the remaining adventurers arriving to find the ship secure but lacking the Silent Fang’s presence. Waer’dara recounted the events that had transpired, the magical vessel’s allure and the Silent Fang’s abrupt departure. The captain, pragmatic as ever, took the news in stride, noting that the Silent Fang’s passage had been paid in advance, though he mused on the missed opportunity to claim their abandoned belongings.

Thalmiir presented a bucket of tar he had procured from the town, believing it to be a necessity for the ship’s maintenance. The captain, appreciative of the gesture, clarified that such a small quantity would be insufficient for any significant repairs, speculating that the Silent Fang’s request had been a mere distraction, a ploy to cover their true intentions.

As the ship prepared to depart, the bells rang out thrice three times, a clarion call to any stragglers. The Iron Vanguard member, arriving just before the second set of chimes, secured their place aboard, while Storm, the crew member, dutifully waited a moment longer before sounding the final peal, an act of caution even in the face of a complete complement.

Bhakris, seeking to share the wonders he had witnessed, regaled his fey companions, Hat and Bartholemeow, with a poor rendition of the Jade Diadem’s enchanting song, hoping to pique their interest in the magical vessel and the mysteries it held.

With the wind at their backs and the promise of adventure ahead, the Wind Whisperer cast off, its prow pointed towards the Delimber River and the challenges that awaited them. The companions, their bonds tested and strengthened by the day’s events, looked to the horizon with a mixture of excitement and trepidation, eager to unravel the secrets that lay ahead and to forge their own legends in the annals of history.


Session Notes
  • The party is approaching a small, unnamed dock near the mouth of the Delimber River after a mostly uneventful voyage from Waterdeep, aside from a sea mermaid horror attack that temporarily killed Hat.
  • The ship’s captain announces they will make a short stop at the dock and asks each group of passengers to leave at least one person on the boat to ensure its security. Waer’dara volunteers to stay behind.
  • Bartholemeow speaks with the first mate to learn more about the dock town. The first mate describes it as a dinky, boring place with a tavern called Limbeer’s Mouth that serves okay ale (likely made with swamp water) and better whiskey.
  • As the boat approaches the dock, the party notices the area is a marshy delta with reed grass and slow-moving water. The dock appears rundown and half-hearted, suitable for tying up boats but not for offloading massive cargo.
  • The captain gives the crew two hours of shore leave, warning that they will leave promptly at midday and anyone not back by the third group of three bell rings (spaced 5-6 minutes apart) will be left behind.
  • The Iron Vanguard departs as a marching line towards the town, while the Silent Fang leaves unnoticed, except for one member they left behind.
  • The town consists of simple one-story buildings with mud troughs running through it. The party heads towards the tavern, following the Iron Vanguard.
  • Thalmiir, in his armor and with his axe, enters the tavern and engages the barkeep in a conversation about the quality of the swamp beer, offering to provide suggestions for improvement.
  • Hat joins Thalmiir at the bar, proposing a business deal to provide better beer from his magical jug, but the barkeep declines, not wanting to shake things up or have Hat sell beer in his establishment.
  • As the party assesses the beer quality, a bewildered local bursts into the tavern, announcing there’s a fire in the town. Smoke can be seen rising from a nearby building, an unusual occurrence for the damp, soggy town.
  • The locals are unsure how to react, lacking a proper fire brigade. Eventually, a few people in charge start organizing others to grab buckets and head towards the fire.
  • Hat and Pebblesong head towards the fire, which seems to have started with curtains catching fire in a window, causing some smoldering on the roof but not yet a full blaze. A couple of people are already working on putting out the fire with buckets of swamp water.
  • Pebblesong uses her Create or Destroy Water spell to make it rain in a 30-foot cube, effectively extinguishing the fire.
  • Pebblesong extinguishes the fire using her druidic magic to conjure rain. The townsfolk are initially surprised but then impressed, giving her a slow clap.
  • Hat acts as a hype man for Pebblesong, encouraging the crowd’s applause. He makes a successful performance check.
  • One woman in the crowd is still agitated, mentioning a “little guy” who started the fire by tripping, sneezing, farting, and scaring a horse that kicked over a lit candle. She says he was likely a halfling.
  • The group discusses the humorous chain of events that led to the fire, comparing it to the apocryphal story of Mrs. O’Leary’s cow in the Great Chicago Fire.
  • Hat takes off his hat and asks for “coppers for the rain” as payment for Pebblesong putting out the fire. He collects 3d4+2 coppers and gives Pebblesong 3 of them, keeping 7 for himself.
  • The party decides to investigate the halfling who caused the fire. The woman points them in the direction the halfling fled.
  • Hat looks for halfling tracks using survival. Puppet also looks and finds a perfect halfling-sized boot print, gesturing to it theatrically.
  • As they follow the trail, a strange naked figure stumbles out of the underbrush holding a copper medallion. He speaks cryptically, introducing himself as “Fortune’s lackey.”
  • Pebblesong recognizes the medallion’s symbol as that of Beshaba, goddess of misfortune and antithesis to Tymora, goddess of luck. She recalls hearing clerics at her temple discuss Beshaba’s rare “favored souls” who can become nexuses of ill fortune.
  • The odd man claims to be following Beshaba’s will, “tumbling from misfortune to misfortune.” He suggests he may absorb the party’s bad luck, making himself more powerful.
  • Pebblesong flips a coin to test their luck. It lands on the head of a lizard, splattering its brains. Hat flips a second coin which sinks into the muck.
  • The man says he cannot stay long due to the cold and poses a riddle: “Awe-inspiring force of nature, eternally to earth I fall. Yet I ever roar with power, always standing tall, what am I?”
  • Pebblesong correctly answers “a waterfall.” The man says they are blessed by Beshaba for solving the riddle and showing him appropriate amounts of kindness and hostility.
  • Pebblesong and Hat each receive a d10 they can add to one future ability check, attack roll, or saving throw as a boon from the favored soul of Beshaba.
  • The party receives a boon from a favored soul of Bishaba, allowing them to add a D10 to a future roll before or immediately upon arriving in Secomber. Ben notes they could theoretically never use it by never reaching Secomber.
  • Fortune’s lackey comedically runs into a tree while departing, heading in a northeasterly direction out of town.
  • The scene cuts to Waer’dara, Bhakris, and Dabshabah on the boat with members of the Silent Fang and Iron Vanguard. The Iron Vanguard patrols the deck while the Silent Fang remains mostly out of sight.
  • A rhythmic thumping noise can be heard in the distance, originating from the river. It grows louder over time, sounding like a deep drum.
  • A large, gaudily decorated boat emerges, moving swiftly upriver without sails or oars. It has a red hull with blue and purple patterns. The deck is crowded with people having a good time, and there are various structures including a large drum being played by a dwarf.
  • The boat’s occupants are playing outlandish music reminiscent of disco. Bhakris tries to determine if they are in a fey area but would need to interact with people to know for sure.
  • Bhakris notices magical effects propelling the boat and makes an arcana check to learn more. The boat begins veering towards them as the occupants notice their presence.
  • The boat’s passengers perform a choreographed dance and song called “The Dazzle” with instructions on how to do the dance. A figure in a tall hat calls out to them, asking if they are headed to Secomber.
  • The figure claims their boat is five times faster and invites them to join, mentioning they are part of the Jade Diadem. They are recruiting folks to keep the party going and offer a sign-on bonus, but state they are leaving soon.
  • Bhakris declines, saying part of his party is waylaid. Waer’dara notices the Silent Fang member slip off the boat and dash towards town.
  • Each crew was supposed to leave one person to watch the boat or forfeit their belongings and welcome aboard the ship. Waer’dara and Bhakris decide not to pursue the Silent Fang member, feeling it’s not their problem.
  • The scene cuts to Bartholemeow and Thalmiir at the tavern. Bartholemeow makes a performance check to busk for coin, getting a 15. He is offered drinks but not thrown out.
  • A Silent Fang member rushes into the tavern to their group in the corner. After a hurried conversation, they all leave. Thalmiir asks if something is wrong with the boat.
  • The Silent Fang says they need to find the captain and get lots of tar. Thalmiir and Bartholemeow make insight checks but are unsure of the meaning.
  • Thalmiir begins yelling for Captain Thaddeus Bramblewick. The bartender sends a message via patrons, and a young girl is brought forward who might know the captain’s whereabouts.
  • Thalmiir offers the girl a penny for the information. She reveals the captain went to Fergan’s stall before taking the penny and leaving.
  • Thalmiir rushes out to find the captain, going between stalls and yelling for him. A shopkeeper says the captain was there but questions who wants to know and if the captain owes Thalmiir money.
  • Joe’s character, Bartholomeow, attempts to purchase information from a stall vendor by offering a copper coin, but the vendor realizes it’s not a silver coin.
  • The vendor reveals that Captain Bramblewick was there earlier and picked up a trinket, then headed to Old Lady Ray’s place down the road.
  • Bartholemeow asks what items the vendor has for sale. The vendor lists leather pieces, a bucket, fabric, and thread, but says there’s nothing very fun to buy.
  • Bartholemeow decides to purchase the bucket for two silver pieces, despite it being overpriced. The other characters comment that he got ripped off, as the standard price for a bucket is five copper pieces.
  • The group discusses the definition and purpose of a bucket, consulting various dictionaries. They debate whether a bucket must be watertight and if it can be used for solids or gases.
  • The conversation devolves into a discussion about the origin of the phrase “kicked the bucket” and its relation to suicide by hanging. They also compare buckets to pails and their specific uses.
  • As the scene continues, Bartholemeow receives the bucket from the vendor. The vendor asks to pet Bartholemeow’s luxuriant fur, but Bartholemeow declines, saying he doesn’t give it away for free.
  • Thalmiir’s character rushes to a house, bursting through the unlocked door. Inside, he finds Captain Bramblewick in a tender scene with a woman (presumably Lady Ra) and a child on his knee playing with a wooden horse.
  • Bramblewick reacts strongly to the interruption, asking if it’s urgent. Thalmiir informs him that “they” left in a hurry, prompting Bramblewick to instruct Thalmiir to find Storm while he heads to the boat.
  • The scene cuts to the boat, where the six members of the Silent Fang come aboard and go below deck.
  • Mark’s character, Bhakris Edge, investigates their belongings to ensure they didn’t leave anything dangerous behind, like a monster or explosive charge.
  • Bhakris makes an investigation check and notices a rope or string coming out of one of the bags that could be a fuse, but it’s not lit. He smells the bag and detects exotic spices, well-oiled leather, and sandalwood, but no explosives.
  • As Bhakris turns to leave, satisfied that the area is secure, he is confronted by all six Silent Fangs standing silently behind him, questioning his presence in their area.
  • The Silent Fang members return to the ship, exchanging some banter with Bhakris about their whereabouts and whether he touched their belongings while they were gone. Bhakris assures them he only checked for potential dangers, which they seem to believe.
  • As Bhakris returns to his watch duty, the Silent Fang members grab their bags and head above deck, where they use a grappling hook and rope to board a magical party boat some 200 feet offshore. The boat’s crew cheers as the Silent Fang members arrive, and the captain casts a disdainful look back at Bhakris, Waer’dara, and the Iron Vanguard member still on the ship.
  • The party boat, known as the Jade Diadem, departs swiftly up the river, leaving the Wind Whisperer behind. The captain and the rest of the party arrive shortly after, having been told there was an indeterminate problem on the ship.
  • Waer’dara explains that the Silent Fang left on the party boat, which had a catchy tune and tried to convince them to leave as well. The captain is not too concerned, as the Silent Fang had paid in advance, though he mentions he could have claimed their belongings as forfeit according to the ship’s rules.
  • Thalmiir presents a bucket of tar he had collected from town, believing it was needed for the ship. The captain appreciates the gesture but clarifies that if the boat were in urgent need of tar, they would require barrels of it. He speculates that the Silent Fang was trying to create a distraction with their request for tar.
  • The party discusses the magical nature of the Jade Diadem, with Bhakris mentioning it was propelled by song and dance magic, allowing it to travel five times faster than their ship. Storm, a crew member, had heard of the Jade Diadem’s transportation and would have liked to see it.
  • The ship’s bells are rung thrice three times to signal departure, with the Iron Vanguard member arriving just before the second set of three. Storm waits a minute before ringing the bells a third time, even though everyone is already on board.
  • Bhakris shares a poor rendition of the song he heard on the party boat with his fey companions, Hat and Bartholemeow, thinking they might be interested in it for “random fey reasons.”
  • The Wind Whisperer casts off and heads toward the Delimber River and the adventure that awaits them upriver. The session concludes with the party discussing the fun and eventful nature of their experiences, despite being split up for part of the session.