War has come to the Well of Dragons. Across the Sword Coast, a great alliance gathers for a battle that will determine the fate of Faerûn. The banners of the Lords' Alliance fly beside the holy warriors of the Order of the Gauntlet. Harper spies move unseen through enemy lines while the mages of the Arcane Brotherhood prepare powerful magic for the coming siege. From across the sea, the Elves of the Moonshae Isles have answered the call, led by Prince Galin and his royal guard. Above them soar the metallic dragons, ancient enemies of Tiamat, led by the Son of Bahamut, who has united dragonkind against the coming darkness. As armies assemble around the Well of Dragons, the legendary Blackstaff, Vajra Safahr, works alongside the Heroes of Waterdeep to prepare for the conflict that will decide the fate of the world. One vital mission remains. Deep within the ranks of the Cult of the Dragon, a Harper agent has uncovered the location of a hidden ritual that anchors Tiamat's presence to the Material Plane and grants the Dragon Queen the power to manifest in Faerûn. If the ritual can be disrupted, Tiamat's arrival may be weakened and the balance of the coming war may shift. With time running short and enemy forces tightening their grip around the Well of Dragons, the Heroes of Waterdeep must infiltrate the cult's stronghold and extract the agent before the secret is lost. Though the armies stand ready for battle, the Cult of the Dragon has not yet committed its full strength. Their vast host waits in uneasy anticipation, holding position around the Well of Dragons and guarding the sacred ritual site. They do not seek victory through war alone—they await the return of Tiamat in her full glory, confident that once the Dragon Queen rises, no force in Faerûn will be able to stand against her.
Upon returning back to the Gateway House also known as the Infinite Tavern the CW is once again greeted by Syranna.
“I confess that I’m surprised at how well you have persevered. Your actions have significantly disrupted activity in the Doomvault. But the task is not yet complete."She tells the story of how she came to be trapped in the Doom Vault. Near the village of Daggerford on the Sword Coast, the Red Wizards of Thay plotted to extend the evil reach of their land and its master, the lich lord Szass Tam. At a site called Bloodgate Keep they built a powerful portal, fueled by elemental nodes, that could allow Thayans to instantly transport whole armies into the very heart of the Sword Coast. With this power, the Red Wizards would surely overthrow and take control of the North. However, groups of heroes recently assaulted Bloodgate Keep and its master, the lich Tarul Var. With the help of a renegade Red Wizard named Mennek Ariz, this assault was successful. Bloodgate Keep fell, and Szass Tam’s plans of invasion were crushed. What no one expected, though, was that despite the fall of the keep itself, parts of the Bloodgate Nexus (an interconnected series of teleportation circles) survived, and a Thayan Resurrection cell leader named Syranna devised a way to use it against Szass Tam. Syranna had been part of the team that originally assembled the Bloodgate Nexus, and knew that remaining nodes allowed direct access to a secret Thayan training ground known as the Doomvault.
"Unfortunately, we failed in our our goal of destroying the Thayan Phylactery's . However, you have given me a second chance. We must enter the black gate. Fight our way to the Temple of Extraction and destroy the Doomvault!"
Before the CW dives back into the horrors of the Doom Vault, Deornoth and Martha work to restore the party. Deornoth heals everyone while Martha “heals” Hooves and T-Pain the Doom Vault way: by killing them with necrotic magic and bringing them back correctly. The CW gains temporary hit points before things inevitably go sideways again. Hooves sighs deeply.
“God damn it. Here we go again…”Then he charges.
Kazit Gul, a Thayan archmage, built the Doomvault to siphon the souls of those who perished within it for use in his dark experiments. One of these was the creation of an extradimensional vault in which he stored his phylactery. Eventually, Szass Tam and his followers defeated and enslaved Gul. They changed the Doomvault into a monstrous menagerie and arcane laboratory. Although the space is still called the Phylactery Vault of Kazit Gul, it now also holds the phylacteries of Szass Tam and all his elite lich servants, including Talis' former master, Rath Modar. Also within the Doom Vault is a great treasure horde. A treasure horde that contains several legendary relics. The party enters the Doom Vault hoping to acquire these legendary relics to gain an advantage against Tiamat.
Now that things have calmed down, it’s time to clean up after the battle. The party is in pretty bad shape but their spirits remain high.
“Tomorrow, we battle Tiamat! We will show no fear! We will be fear itself!”
The night sky doesn’t look right. What day is it? Then you realize that’s the wrong question. What season is it? How long have we been gone? The party is horrified to learn that not only has more than two months past, but that Tiamat has returned. The party learns that the Waterdeep counsel believes that they had died in their mission to Xonathal. They also learn that Elia Silver, Prince Galin, McCath Crimson, Talis the White, and the monk Leosin have taken the white dragon mask to Ironspine keep against the will of the counsel of Waterdeep. The players have agreed to accompany a retinue of the Lord’s Alliance to Ironspine Keep. The soldiers have been tasked with returning the white dragon mask to Waterdeep.
Xonthal’s Tower is legendary among the wizards and tale-spinners of Faerûn for its unusual magical defenses, including a magical hedge maze that surrounds it. Spreading out along the edge of the hedge maze is a village, also called Xonthal. The settlement began as a place where Xonthal’s many apprentices established homes of their own. As years passed, more settlers were drawn to the area as word spread that the wizard and his apprentices offered excellent protection against marauding orcs and monsters. The village is smaller now than in the tower’s heyday, but about three hundred people still live there.
After such a long journey you are finally back home. Back to Waterdeep. This next session should be fun relaxing time of dinner parties, spa days, and other recreational activities. So feel free to level up your character, buy supplies etc. or don’t. Really all you need is some nice dinner clothes.
Neronvain won the fealty of an elf named Galin—a warden of the forest who pledged his service to the wyrmspeaker in exchange for ending the attack on his home village The Hero’s have since learned that Neronvain is Gavin’s brother, and has sided with the Cult of the Dragon. Nerovain is the Green Wyrmspeaker and can often be seen with Chuth the Green Dragon. The animals of the Winterglen (forest) seem to be working with Chuth and report directly the activities of the forest. The Green Wyrmspeaker Neronvian has established a stronghold for himself and Chuth within an old fortress with a large cave complex. In the meantime the Paladins of Tiamat scour the Winterglen looking for the relics of Tiamat. Relics that Talis the White was searching for. The Hero’s have recovered these relics. Paladins of Tiamat
"For the glory of Tiamat!" "By the will of the Queen of Dragons!" "In the name of Tiamat, I will conquer all!" "No foe can stand against the might of the dragons!" "Let us dominate, and reign supreme!"
Neronvain , the Green Wyrmspeaker and brother to Galin, has established a stronghold for himself and Chuth within a cave complex in the Misty Forest, its entrance hidden behind a waterfall that tumbles down a high cliff. The green dragon has taken over the largest cavern of the stronghold as one of its many lairs.
The Tomb of Diderius and its magic pool are hidden within a complex of chambers carved into a towering cliff. Originally part of the manse the wizard Diderius built around the mystical divination pool, the complex was converted to a crypt only after his death. The crypt looks down over the ruins of the town that grew up around the magic pool to cater to those who came seeking Diderius’s wisdom.
The hero land in the port city of Caer Callidyrr in the port district near the Haggling Huts. The goal is to make for Altrand. Altand is the only known Elven or Druid Village in the Winterglen to have survived the Green Dragons Attacks. Galin, the warden, is the protector of the Winterglen. He has been fighting back against the cult of the Dragon. A green dragon named Chuth
Delaan Winterhound of the Emerald Enclave is involved with investigations into recent dragon attacks in the Druid grove the Winterglen. She spent weeks wild shape traveling from the Moonshae’s to Waterdeep. She brings word that a Green Wyrmspeaker and the green dragon Chuth are leading the raids. The cult raids have slowed down and now the cult has spread out across the islands. They appear to be looking for something. The Cult of the Dragon still controls the trade route between Waterdeep and Callidyrr. A group of Harpers lead by Leosin left for Caer Callidyrr more than 2 months ago. No word has come from them. The council fears that the Harpers may not have even made it to the Moonshaes. It would be normal for the Harpers to notify the council once they arrived. But trading vessels with Caer Callidyrr have essentially stopped. Everyone is too fearful to travel the open ocean.
Maccath has become obsessed with finding the stolen runes stollen by Arauthator. Like most members of the Arcane Brotherhood, she is dedicated to the point of arrogance, believing that even if she is fated to die as a dragon’s plaything, she will have accomplished something magnificent first. Maccath believes these stollen artifacts may show the location of several hidden dragon masks.
The Sea of Moving Ice was the last known location of the Draakhorn. No one can pinpoint its present location from the sound, or even verify with certainty that the relic is still in the northern sea, but the search must start there.
“The one person who could tell us more is a tiefling sorcerer called Maccath the Crimson. No one alive knows more about the Draakhorn than her, but the Arcane Brotherhood, of which she is also a member, hasn’t seen her for almost two months. She was investigating the Icewind Dale region and the Sea of Moving Ice when she disappeared.”The white dragon Arauthator (Old White Death) haunts the Sea of Moving Ice like an avenging wind. Personifying the brutality and savagery of his kind, Arauthator appears to be an ally of the Cult of the Dragon. Arauthator created a lair at Sky Reach Castle and was seen flying with Talis the White. Sky Reach Castle was controlled by the cloud giant Blagothkus. Since Blagothkus’ death and the crashing of Sky Reach Castle the giants in the north have been raiding Ten Towns (Icewind Dale) in search of the adventurers who killed their ordain leader (Blagothkus) and destroyed Sky Reach Castle. The Council of Watterdeep has charged the party with investigating the disappearance of Maccath the Crimson, finding the Draakhorn, and determining if Arauthator or Tallis the White is working with the Cult of the Dragon. Ten Towns has requested assistance with dealing with the White Dragon Arauthator as the dragon has become increasingly aggressive. The Council is not sympathetic to request.
The Cult of the Dragon is has been brining multiple caravans all to a single place. An old ruined Castle in the middle a swamp.
After expertly navigating the Mere without a map or guide the party ran into Voaraghamanthar (the black death) an Ancient Black Dragon. The Black Death gave the party the same deal that was given to the Cult of the Dragon. Retrieve the remaining Twinned Crown of Myrmoran located in Uthtower. In exchange for the crown the Black Death will give the party a scale of Tiamat. Uthtower is home to the Serpent people's god. In few days time the moons over Faerûn will align in such a way that waters around Uthtower will recede giving the Cult of the Dragon and the Party time to try and retrieve the artifact. The serpent people will likely not be happy by the invasion of their sacred temple and the waters of the sword coast will only recede for a short time. The clock is ticking.
Having liberated Daggerford the party prepares to head into the Mere of Dead Men in search of Rezmir and Castle Naerytar. The party, perhaps feeling a bit cocky after killing Mondath and her blue dragon, ignore the warnings of the Mere. Besides the cult of the Dragon, the Mere is the Domain of Voaraghamanthar (The Black Death), an ancient black dragon. The party was also warned to stay clear of Uthtower and tribes of lizard people who claim it as their holy land. Having no maps, no clear route through the Mere, no cult to follow because they are now weeks behind the caravan, they take the plunge into the Mere.
The treasure looted from the Greenfields is headed northwest’s toward the Mere of Dead Men. Hidden in unmarked freight wagons that are part of the regular merchant traffic of that well-traveled road. The heroes must find out where all that loot is going, which means taking a long, danger-filled trip northward.
Never split the party. Yet, that is exactly what has happened. Martha, Hooves, and Wilbo, disguised as cultists, are escorting a wagon of prisoners to the ‘caves’. The monk Leosin has asked them to investigate the caves to find out what the cult is up to. T-Pain is in pain. Having lost his armor and his pride he finds himself hiding in the wagon with the Greenest prisoners. Leosin, wounded, is with him. Lilifern, having turned into a rat and fled, finds Deo, and Cinaed. This group tracks the caravan the caves.
In the warm light of day, Governor Nighthill and other leaders want to know who was behind the attack on Greenest, and why the town was a target. The raiders retreated toward the northeast, and their trail is easy to spot. A small, stealthy group could follow the trail to the raiders’ camp and gather information.
The party starts in the The Juicy Drum Tavern. Half the party lives in Greenest and is at the tavern to enjoy an evening relaxing and drinking. The other half of the party are visitors. They arrive for their own various reasons. After the party meets the adventure will begin.