Swordcoast Adventures

Night of the Living Dead

Start- 15 Flamerule, Late Evening, The Broken Ward

We fought hard the vampire spawn but retreated into Hammerstone General Goods, the building with the children, and began what amounts to a siege. Before we entered we had to break free of the spawn and Jeremy gallantly gave his life so we could accomplish that. Not knowing if he was dead or alive we saw him being carried off by the spawn to an unknown destination.

When we reached the interior of the building we noted a total of six scared children and began to fortify the clumsily bored up windows. Erick sent in two more adventures to assist us and they bear a sealed bundle of papers for Alatar. Their names a Olin and Gerard and they are brave and hearty fighters and wield divine magic. Barring a few incidents we were able to bring inside and administer some healing to the many wounded.

We put the children in one of the rooms and left them until we heard their screams. One of the spawn broke threw the window with a large stone and used her mind dominating powers to make one of the children invite he and her comrade in. We now do battle with the intruders while the building is becoming surrounded by a large number of spawn.

How we will get out of this predicament the gods only know!

End- 16 Flamerule,Early Morning, The Broken Ward

The Broken Ward

Start- 14 Flamerule, Morning, Sewer Rat’s Treasure Room

We recovered the body of the Sharran mage and turned his corpse over to the city authorities. There was an imprisoned Shadow Thief in the treasure room that freed himself during our battle with the gargoyles and tried to make his way out with some of the Sewer Rat’s treasure. We stopped him and turned him over to the city watch and kept a good amount of gold and magic items for ourselves. Needless to say we may have made mortal enemies of the Sewer Rats.

The job we came to Waterdeep for is done, the Shadow Thieves are broken and the remnants of the guild will be routed out be the city watch. We have only to give our personal testimonies to the Lords. Balthorr does live but Alatar has chosen to break his oath made in the name of his god and informed the authorities about his relationship with the Shadow Thieves and the possession of illegal poisons. We are as yet unaware of the outcome of that situation.

We have learned of the aging curse that affects the Silvertrees and have accepted another task in their name and in the name of all goodly folk of the Realms. See Home Page

We are now in the Broken Ward at the behest of Abbot Gudrun Thorunn of the Order of Many Moons to find a monk name Furii Fallon that has gone mad with blood hunger. Without the Satient Fountain to ease his hunger he will eventually break into the city proper killing innocents and endangering the secrets of the peaceful vampires of the Abby. And if this fountain is not found all the monks of the Order will fall to the same fate. We encountered and battled three aurochs in the ward mad with terror and maimed beyond recognition by tooth and claw. A short distance away we found many more animals that could only be the livestock of the residents of the Ward. They were torn to shreds and among them, feeding on the bodies, we spotted a fanged and crazed woman covered in blood, most likely one of the vampire spawn of Furii. How many other spawn he has created is unknown, but they are hostile because she now attacks us unprovoked.

End- 15 Flamerule, Early Morning, Abbey of the Many Moons

Congratulations!!! ACT I has been completed:

You have gathered the almost all of the evidence required to bring this issue of the Shadow Thieves to the Lords of Waterdeep. You have the illegal poison in Balthorr’s possession and no doubt that when his home is raided by the authorities they shall find more, sealing his doom. You have the Shadow Slippers, evil fell magic that can only be used for evil purposes, you have ST Harozz, alive and ready to testify to the Lords about the goings on in the recently burned Foaming Flagon, You have your own testimonies backed up by respectable characters such as Erick Silvertree and his mother Loria. You also have the other shopkeepers and residents of the trade ward that have been threatened , extorted and assaulted by the Shadow Thieves and their associates. Erick and his mother have been busy convincing them that you have effectively broken the backs of the Shadow Thieves and they are no longer in danger of reprisal.

The process has begun, Sir Rennis Fairstavis, a direct represenative of the law enforcing Lords of Waterdeep has been briefed by Erick and Loria Silvertree and all the evidence has been presented. All but the testimony of your party and the events you bore witness to. Also, with all fingers pointing to a real situation that threatens the city the powers that be will go to more extreme methods of information gathering. The body of the Sharran mage will provide information about who created and supplied these magic slippers to the Shadow Thieves, a most valuable piece of information.

You have also killed, captured or caused to flee many of the Shadow Thieves in the Trade Ward and beyond. You have seriosly weakened their defenses and left them ripe for the authority to come in and brush them away once and for all. Also, You have instilled the other shopkeepers in the ward to come forth with the abuses the Shadow Thieves brought upon them, they no longer fear them as they once did; your brave actions are directly responsible for that. It looks as if the folk of the city are safe from this particular threat. And more directly the Silverdragon Inn and its owners, the family Silvertree, are safe from the dangers without.

Last Piece

Start- 14 Flamerule, Early Morning, Plane of Shadow

We were attacked by Shadow Wolves while on the Shadow Plane. A traveler name Travis came from the darkness to aid us in the battle. Travis was trapped here and we were able to provide him a way out via the shadow slippers. Before we were able to use the magic to get home Balthorr used his intimate knowledge of the function of the Slippers to leverage his freedom. He would not instruct us on their function until we all promised to let him go after we were back on our home plane.

Upon reaching the prime material plane we made our way to the Silver Dragon Inn to update the Silvertrees on our progress. It seems to us the Erick and Loria continue to age and weaken but they will not speak of it until the Shadow Thieves have been shut down completely. Erick is happy and proud of our work thus far and there is one more task to complete the list of evidence that will prompt the Lords of Waterdeep to act. We must retrieve the body of the mage that accompanied the Shadow Slippers into Waterdeep. He can be questioned from the nether world and be forced to answer honestly about how such powerful and evil magic items were created in abundance.

We hired a spellcaster to assist us in finding the body. We believe that it is in the possession of the Sewer Rats. Also, another friend of the Silvertrees arrived in Waterdeep to aid us in our adventures. He is a ranger named Sorbin

We have found the body in a treasure room of sorts deep in the wererats territory…and by the gods! We alerted the protectors of this place…gargoyles!!

End- 14 Flamerule, Morning, Sewer Rat’s Treasure Room

On the Plane of Shadow

End- 13 Flamerule, Late Evening , Sewers

The battle against Balthorr and his henchmen in the Torch Chamber proceeded well and suddenly ST Harozz appeared in the Torch Chamber with bolts in his back and near death. He warned that he burned the Inn of the Foaming Flagon to eradicate the Shadow Thieves rather than be a slave to them. He tells many died in the fire but some followed him into the sewers before the cellar burned. Now there are desperate Shadow Thieves ahead of us and the Sewer Rats behind. We are wounded and short of spell and healing. Balthorr, now our captive a fearing his life instructed us on the use of the Shadow Slippers that he was bringing to the STs. We made our escape into the Plane of Shadow, a loathsome place or darkness and foul energies. We now make our way along the plane and the baying of Shadow wolves now surround us; Gods have mercy…

End- 14 Flamerule, Midnight, Plane of Shadow

Of Sewers and Torches

End- 13 Flamerule, Late Afternoon, Sewers

Making our way through the sewers burning our colored torch. It must be the right color because we have not been attacked by wererats. We were told we would know when we were to light a different colored torch but we decided to do it early for some reason. Shortly after we switched we were attacked as promised, further showing us we should have waited until there was a clear sign to make the switch…by the gods what’s wrong with us!!

We defeated several wererats with no apparent consequences. Either the Sewer Rats don’t know or don’t care about their kin. Further into the sewers we come to a large room where the other set of torches were found. This chamber is filled with a sickly scum that fills the walkways beneath out feet, the smell is awful. We could have studied the torches and with a few quick experiments we might have been able to alter the colors or at least removed them forcing Balthorr to carry on without it, perhaps the wererats would have softened them up for us. We will never know.

Now torchlight in the distance and it is Balthorr and his company. We have a quick decision to make, hide and prepare for an ambush or fight them outright with no plan whatsoever. We go with the latter.

We are now battling diligently against a powerful foe…

End- 13 Flamerule, Evening, Torch Chamber of the Sewer Rats sewers

Into the Depths

Start- 13 Flamerule, Evening

despicable types ever seen within the walls of Waterdeep. Before it was over the message was given to ST but Carmen had her pockets picked and Corax was threatened but stared down his challenger. ST must have had enough because he was generous with his information. Later we called in our favor with the Plague Rats and found out the torch colors that will guide us safely through the sewers. We know that sometime today Balthorr will be making his way to the Flagon with a shipment of magical items that are supposed to aid the Shadow Thieves in their crimes. We now will enter the sewers to intercept Balthorr and the shipment and take whatever evidence we might receive to the authorities. We killed two guards and captured a third that were guarding the entance to the Sewers in the cellar of the Flagon. We will break the backs of the Shadow Thieves in Waterdeep before this day is done!

End- 13 Flamerule, Late Afternoon in the Foaming Flagon’s Cellar

Turtle Stew

Start- 13 Flamerule, Day

Into the sewers again amongst the filth and scum. We defeated a known denizen of that area, a huge snapping turtle and in doing so gained the favor of the Plague Rats. Their leader, Plague Mistress Calassa, will provide a favor of information when needed; you contact her thru Marla.

End- 13 Flamerule, Evening

Loot- 1 huge snapping turtle

No Fight, Just Buisness!

Start: 11 Flamrule, evening, right after the battle with the gangers

Here is something I wanted to retrofit. This is something Martha “The Cackling Lady” said in response to your inquiry about the Plague Rats:

Into Deloun Alley you go! Down and down and then follow your right hand till you come to a puddle filled with slime and scum and a wee little boat….ah hahahahaha!!! Yes, a wee little boat that the Rats used to call their own. Why dont they use it, eh? Why indeed?! Poor little Rats…hehehehe. Beyond the puddle is more filth, scrape some up for me, lads?! …heehee….. And then you’re in their filthy little hole and just a matter of time and they’ll find you they will. Might not like to have visitors…hahaha…but tell ’em Martha sent you, that should help, oh yes, that should help indeed!!! Ah hahaha Ah hahaha!!!

End: 13 Flamrule, day, just retrieved ganger gold from the money lenders


Extracting info from Kaymish and Lliira’s Night

Start: 11th of Flamerule at 0200

Brought Vandross, priest of Cyric, back to the Inn of the Silverdragon

Tazzarof, Wilora, arrives and conducts interrogation of Kaymish and takes Vandross

13th of Flamrule- spent day shopping and reported for guard duty at the Inn at 1600. Gambit by ST assasians leads party from Inn where they ran into Erick, Surly and Hugoth on the road to the Castle Ward around 2200. Battle in Lorias apt ensues, 2 Doppelgangers defeated.

End: 13th of Flamrule at 0000


It Begins

Coming to Waterdeep, the City of Splendors via the Trade Way or the High Road to one of the large gates you cant help the feeling of awe that comes to you. Whether this is your first time or your hundredth the magnitude of this place amazes you. The large gray stone walls 30ft high with battlements atop as far as the eye can register speak of strength and security. Mount Waterdeep far in the distance, near the sea, carries the huge palace as it gleams in the sun; it is a seat of power where the Lords deal out justice and law to thousands of citizens. Tall spires, twisted, round and squared reach far into the sky. Flags and banners of every color flap and wave in the strong breeze that flows off the ocean. And the people, more people than one would see in a hundred smaller kingdoms put together move and saunter about to the rhythm of their own business. The wealthy, dressed so richly with fabric and jewels, walk amongst the poor. Some so impoverished that even one of the rich man’s least expensive baubles count be earned in a lifetime of labor. So many of all the goodly races, of all shades of skin and all fashion of dress fill the place. Hundreds of horses and wagons carry their riders or goods above the muddy paths that lead off the main thoroughfares. The city is filled with sound and smoke and smells of every kind and intensity. Some delicious and some that make would make you ill if you breathed them for too long. But with all this happening you cant think of a better word for the place than Life, pure Life, busy, dirty, begging , thieving, thriving, shouting and exploding life. Pure, wonderful life…you think you may just like it here for a while.


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