Guardians of the Past

15th of Ches 1366 Year of the Staff

The heroes realize that the bloody fight in Undermountain with the evil wereboars has the potential of giving the party lycanthropy. Samira casts Cure Disease on herself and Tellazar, She informs Rehs and Corthen that she will pray in the morning for their cures and for Erith the day after.

The group discusses the need for help. They agree that the party needs to seek out experienced adventurers. So they travel to several of taverns before speaking to Filiare at the Dripping Dagger Inn. The retired fighter introduces the group to an elven warrior named Ayremyr. The group joins the elf for a drink. Corthen learns that Ayremyr hails from Evereska and that he has traveled to Waterdeep to seek out and find his missing brother. He tells the group that his brother is rumored to have died while adventuring in Undermountain and he would like seek out his sibling’s remains and give him a proper burial.

The group takes a liking to the young elven warrior. He is curious of the group’s experiences and asks if they will tell him of the Underhalls and their other adventures. Corthen suggests that Ayremyr join him in some sparring so that everyone can gage his combat skills. The lone elf accepts his offer and the group retires to Corthen’s fine manor house in the North Ward.

The heroes sit as the two elves spar with swords. The two battle with swords for an hour before stopping. Corthen and his companions are impressed with the Evereskan’s sword work. The group agrees to add the young elf to their roster. Erith dryly remarks that he hopes that Ayremyr sticks because he is tired of changing his songs every time there is a roster change in the group. Tellazar jokes that the group could just start calling him Vilnullas to save time and effort of learning his name.

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14th of Ches 1366 Year of the Staff

The party leaves the fountain room behind and searches several nearby hallways. The group finds a large room stocked with 4’ high stone bins half full of dried algae, fungus, mushrooms, and water. Rehs spots several eyeless white fish swimming in the water bins. The party interrupts a dozen kobolds who show up to fill baskets with the dungeon food. The kobolds slowly back away down a hallway the party was going to use. Tellazar tries telling the surprised kobolds to leave out another passageway but he is unsuccessful and they retreat out along the party’s intended pathway. Corthen leads the group out another hall into a room where the party discovers the corpse of a hairy goblin creature.

Tellazar directs the party using the map given to them by the Lords of Waterdeep. He succeeds in getting them to a large room on the map. The ornate room is immense; the golden floor shines with the reflected light. Enormous ivory pillars stand supporting a distant ceiling that soars up into darkness. The pillars are elaborately carved, with geometric designs and multiple shapes along their lengths.

Suddenly out of the darkness above a dozen creatures swoop down and attack the mostly surprised party. The creatures have the wings of eagles and the heads and antlers of stags. The beasts are fierce and are wearing the group down when Corthen uses the enchanted helm that he bought from Uldred and blasts the creatures with a Fireball. The party finishes off the surviving beasts with weapons and a few spells.

Corthen finds a secret door in the East wall. The secret door opens onto a chamber containing a massive stone coffin. Its domed lid is carved into the likeness of a female knight in full plate armor laying on her back with her hands folded on the hilt of her sword. The sword is naked laying over her body, tip towards her feet. Her coat of arms on the shield is a pair of crossed swords above a single eye. Samira and the elf warrior remove the heavy stone lid to see a red broadsword laying atop a suit of plate armor. In an instant, the glowing sword and armor vanish only to reappear on the heroes’ flank. The group tangle with the empty suit of armor wielding the sword. Corthen, Rehs, and the others defeat the creature. Tellazar inspects the sword and announces that it is enchanted. Corthen gathers it up for a later identification.

Corthen decides to use his flying shield to check the highest reaches of the pillared chamber. He discovers two caves near the top of the room. Among the bones he discovers a number of daggers, a few pieces of armor, and a few other weapons once carried by the victims of the winged stag creatures. As he is preparing to teleport down to the floor below with his enchanted ring a robed figure suddenly appears before him.

The elf warrior draws back preparing to engage the figure, but it stands motionless. The brown robed figure looks vaguely familiar to Corthen and he finally tries to find out what this mysterious interloper wants. After asking several questions without receiving an answer, he watches as the figure points a skeletal hand at him. Corthen asks a series of questions and the figure points to his hand. The elf finally deduces that the silent figure has appeared because he was getting ready to use his teleport ring. He asks the brown robed figure if it safe to use the ring and silent stranger shakes his head no and then disappears as if he was never present.

The elf pulls off the ring which he now believes may cursed and tosses it to the cave floor in anger. He retrieves a spike and anchors a rope before climbing down from the cave perch. Corthen relates to the others about the mysterious undead that he thinks he has seen before. Tellazar and Erith ask him several questions before everyone concludes that the party encountered this undead creature a year earlier when he appeared in a chamber holding miniature oak tree before walking through a paneled wall.

They decides to make way back to city above. On the return trip the party enters a throned room north of the well. The group leaves the room without spending time in the chamber when Muragh informs them he can see a frozen wyvern inside a bubble near the ceiling.

Traveling through another chamber, the group is charged by eight boars. The battle is intense and the five adventurers stand tough against the creatures, who they learn are were-boars. The party whittles the wereboars down but are wounded and bleeding without the extra blades and spells of Uldred and Vilnullas. A search of the next chamber reveals the rough hide sacks holding the treasure of the dead wereboars. The group takes the treasure and leaves Undermountain by the well to the city above.

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13th of Ches 1366 Year of the Staff

In the morning the party gathers to divide treasure from previous explorations, except for Vilnullas. When Erith asks Tellazar where the elven warrior is at, the mage replies, “He pulled a Kazlar on us.” Samira shares that the young moon elf packed up all of his belongings without saying a word and slipped off during the night. She says that he left a simple note in his room stating he was tired of the adventuring life and that he was going to travel with some new friends that he made recently to other lands. Corthen looks shocked and says nothing.

While the group is getting over the news regarding Vilnullas, Uldred steps forward. “As you know, I have a small following of dwarves that I lead in services to Gorm. Recently I have felt that I should be doing more in my service to my God. Although the time is poor, I feel that I need to spend some time with the worshippers of Gorm and help them with their faith.”

The party members are indeed shocked. No one says anything for several minutes, before Tellazar speaks up. He says, “I know I speak for the group, Uldred. We understand your need and you will be sorely missed. Should you ever crave to pick up your mace and travel into the unknown with friends, you will always be welcome.” The others chime in with agreement.

Uldred says, “My thanks! Now if I could ask one favor of my fine shieldbrothers, might we return to the mage’s underhalls one last time to bring back my sleeping brethren? I would very much like to cure them, if it is possible.” Corthen stands and gives Uldred a firm yes in answer.

The party prepares for adventuring in Undermountain. The group travels to the Yawning Portal where Uldred pays the descent fee. The party moves back toward their most recent explorations. The Spear of Lochal is used on the dead female wearing antlers. Samira asks her a series of questions and learns that her name is Faithera of Silvanus. Her companions were Rolmos, Malderian, and Minkel, and they hailed from Elversult, a city across the Dragonmere from Cormyr. Faithera says that she and her companions were killed by orcs. The party decides to remove her and her friends’ remains and have them interred in the City of the Dead.

The group returns to the Six Sleepers. Erith uses his ring to teleport the slumbering dwarves to Uldred’s suite above Felzoun’s Folly. The group says their goodbyes to Uldred. Erith then transports the dwarven priest so that he may look after the six dwarves.

The party of Corthen Nightglade, Rehs Wrenwinter Erith Talvera, Tellazar Hemzall, and Samira Asiya Bashirah are all that are left of the adventuring company. The five friends seek out new areas of the dungeon to explore and encounter some animated dead. The heroes wade into the group of skeletons and make short work of the mindless dead.

Trying a southern passage the party descends a flight of stairs but are soon driven from the room below by Magic Missiles and Heat Metal spells that are coalescing from thin air in the chamber. Somewhat battered the party decides to travel back to the Fountain of Wisdom and make camp for the night.

During the first watch, the stone door is opened and the party moves to fight off intruders. The heroes confront a group of adventurers who introduce themselves as The Company of the Green Griffon. The woman is Duranthia of Lathander; the warriors are Ergen Croft, Xirus Lole, and Folgris Blackhammer the dwarf; and their mage is Whidom of the White Wood. The Green Griffons say they have been adventuring in Undermountain since last year and have managed to destroy a number of goblins, bugbears, and a few strange beasts as well.

When the heroes introduce themselves the Green Griffons know alot about everyone present and ask about Vilnullas and Uldred. Corthen eyes them suspiciously, fearing some treachery, but Ergen explains that they befriended Uldred when they were new to the city and he spoke about his friends and gave them advice on Undermountain. Corthen informs the band that Uldred and Vilnullas have retired from the Guardians. He invites them to share the camp if they wish to help stand guard during the night. The Griffons agree and make camp as well.

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12th of Ches 1366 Year of the Staff

Tellazar spends the day casting Identify spells upon the items pulled from Undermountain.

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11th of Ches 1366 Year of the Staff

The party refreshed from a night’s rest proceed to explore the area of Undermountain around them. The next chamber explored reveals a stone block table 10’ long, 6’ wide, and 4’ high. resting on it is an iron coffer. Four stone doors line the walls of the dungeon room. Rehs inspects the iron coffer and learns that it is locked. He checks for traps and finds none. Carefully he picks the lock on the box before opening it. When he does he does a puff of greenish gas spurts from the open coffer. Rehs gags and tries to get far away from the stone table. Nothing else happens; Corthen goes up and looks inside and finds seven irregularly shaped finger bones of some age. Tellazar indicates that the bones radiate magic, so the party secures the coffer. Suddenly the table begins sinking into the floor, panicking the entire party. The group retreats out of the room into the hallway waiting for some horrible explosion or summoning of demons but nothing happens for quite some time before the group musters the courage to re-enter the room.

Rehs chooses to inspect the eastern door for traps. Finding none, he has Vilnullas open it. After passing through several turning hallways the party enters a pillared hall. Lying on the shiny marble floor the party finds four corpses pierced by many black arrows. As the group moves closer, two shadowy forms move out from the pillars and growl menacingly.

The growls come from two wolves who stand close to the bodies keeping the party from examining the dead adventurers. The party realizes the wolves are protecting the dead and decide to try and befriend them rather than attack them or drive them off. Tellazar suggests someone feed them. The group decides Erith should try since he has normal food, not the dried rations everyone else is carrying. The bard tosses out some sausages and cheese while talking soothingly to the two wolves. Both of the beasts quickly snatch up the food and eat it. Soon the bard has befriended both of the female wolves and the party is finally able to search the dead.

Corthen and Rehs look over the four human corpses. They appear to be two warriors, a rogue, and a female priestess. The woman wears a headdress of stag antlers and carries a staff with a quartz crystal on its end. Corthen strips the weapons and useful items from the group.

Suddenly Tellazar lets out a small yelp. Everyone turns to the mage fearing an attack, but the young mage is waving the map around and pointing to it excitedly saying, “This is it, this is it! We found it!” Once he calms down he shares that the room they are in, matches the treasure map left behind by Turnoc Redleaf two years ago.

The group is happy and quietly celebrate their luck. They spread out searching for a keyhole to unlock the hidden treasure vault. Vilnullas finds the keyhole on the base of one of the pillars. Corthen Nightglade places the key into the lock and turns it. A grinding of stones can be heard and a staircase in the floor is revealed between the two pillars.

Corthen, Erith, and Rehs descend the newly appeared stairs down into the vault below. Here the party discovers one large iron bound chest. The thief inspects it and declares it is free of traps. Corthen gives him a questioning look before opening the strongbox. Inside the party finds armor, a gold shield, a scroll case, several glass bottles, a black cap, and 24 Red Tear gemstones.

The group removes the chest and brings it out of the hidden chamber. Tellazar inspects the find and informs the group that the armor, hat, scroll, and two bottles of liquid are magical. Corthen turns the key back and the stairway closes again. In an adjoining chamber the parties finds two more corpses. Corthen inspects both humans but finds no treasure on the dead men.

The party travels east trying to discover an passage linking back to known areas near the entry well. In a room that is almost dark even when the party introduces light. The heroes carefully search the gloom and find a dead female moon elf with two crossbow bolts in her side. Samira decides to try and return her body to Waterdeep for identification and burial.

The party soon has passed quickly through several empty chambers and have linked up to the other side of their map. The adventurers bang upon the shields and wait to be pulled up. Corthen and Erith rig a sling to hoist out the two wolves. Samira turns over the young elf woman’s body to Lamris of Tymora. The party leaves the inn and retire to their respective homes.

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10th of Ches 1366 Year of the Staff

Tellazar, Uldred, Samira, and Corthen plan the attack against the undead being the party has taken to calling the whispering ghost. They had faced the creature once before and fear had driven the group from the room leaving Rehs behind to face its wrath.

This time the priests and the wizard are tailoring their spells for the creature. After a simple morning feast, the party breaks camp and makes their way back to the undead’s chamber. The spellcasters begin placing protective spells on party members which takes some time. Finally Corthen is given the signal to open the door and the heroes rush into face the Whispering Ghost.

A short battle erupts in the room. The party swiftly destroys the evil creature. A search of the room nets the party a number of coins and a large number of very small epidote gems. The group gathers all of treasure before leaving the chamber and traveling north.

Tellazar has the Lords map and directs the party to a chamber marked on the map. Stepping inside the Guardians of the Past find that the floor is glassy smooth rock of large alternating black and white tiles. A carved grinning human face serves as the capstone to the arched passage across the chamber. Corthen tells the others that he cannot see a ceiling above him with his elven sight.

The heroes cautiously move across the chamber and soon face a host of magical traps, including magic missiles, lightning bolt, and stirges and gargoyles that appear out of thin air and attack. The party fights the summoned creatures and suffer wounds from the spell traps of the room. Tellazar becomes increasingly frustrated by the room and has to have Samira tend to him to keep him alive from the all of the danger of the room.

Rehs tries to run quickly from one side of the room to the other arch. He is punished by the spells and suddenly disappears by falling through the floor. Uldred rushes out to find the missing thief. He soon joins him. Both heroes have fallen through a section of illusionary floor into a pit. The rogue has landed on a coffin surrounded by bones. He soon learns that the coffin is not what it seems as he is attacked by it. Rehs cannot break free of the mimic. Uldred manages to kill the shapechanger.

Erith suggests that he use the magic of the Ring of Undermountain to teleport everyone past the room into the hall beyond. The party is relieved with the plan and the bard uses the ring to ferry everyone to safety. Samira and Uldred exhaust their healing prayers and the party makes a simple camp in the next chamber.

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9th of Ches 1366 Year of the Staff

Erith shares with his friends that he has gained a bit of information from one of the Huntresses. Uldred asks him how he got the information to which the bard smiles and says a gentleman does not talk of such matters. Erith tells the group that he has learned that a secret passage is rumored to connect to the chamber of the Grim Statue. He explains that is what other groups call the room where they found the statue that discharges lightning.

The party agrees to give the area a try since there may be some choice goods hidden in secret chambers. Corthen and Vilnullas lead the party to the Grim Statue. They wait and observe the room and learn that the statue discharges at regular intervals and only move in once the lightning flies again. The party splits up and begins looking for secret passages. It is Uldred who finds it.

The heroes quickly scoot through the opening to avoid a lightning blast and find the next chamber is occupied. Six stout dwarves with unkempt beards lie on the stone floor snoring loudly. The party carefully inspects them, even having Rehs hold Muragh over them to ensure that they are not some dangerous illusions. Once they are sure of the situation, the party attempts waking the six dwarves. Nothing seems to work, not even magic spells like Dispel Magic. Rehs sees that all purses and valuables other than their armor, axes, and helms have been looted. One dwarf is clutching a wineskin, that he examines and tosses back.

The party searches the room and both Vulnullas and Corthen discover secret doors. The party decides to take the hidden passage on the West wall. The group travels through the halls and soon discover that one door links up the chamber of the whispering ghost that had previously attacked Rehs. The group passes by the door to seek other areas out.

The party finds a large empty hall off to the south. Exploring the area, each of the Guardians of the Past can hear faint pipe music that sounds as if it playing from outside of the chamber. The party seeks out the source of the melancholy pipe music, but they cannot find it and leave the room.

The party moves to a long chamber with of rusted blades protruding from cracks in the walls as well as long spikes descending down almost to the floor. The party slowly makes their way through the mass of rusted traps to the end of the room. There Samira finds a medium wooden shield covered in dust. Etched inside is the name Florin Falconhand in common. The party retreats and makes plans to attack the whispering ghost in the morning. The party makes its way back around to the Fountain of Thoughtfulness and makes camp.

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8th of Ches 1366 Year of the Staff

The party has spent the previous day and today resupplying and preparing their gear for re-entry back into the passages under Waterdeep. Corthen is fully healed from his three days of honor dueling against the sword champions of three of the noble houses. The group gathers at the Yawning Portal at night for their descent. The party makes it to the enchanted fountain room near the western edge of the dungeon’s first level. There the group makes camp for the night, intending to gain the benefit of the magical water to boost the spell casting of both the priests, Tellazar, and Erith.

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6th of Ches 1366 Year of the Staff

Corthen is healed in the morning before his 3rd and final Honor Duel. He meets Jorg Blackpool, the Lathkule champion on the floor of the arena. The middle-aged swordsman is armed with a bastard sword, shield, and wears plate armor. The warriors engage one another on the field and trade blows back and forth. Corthen battles Jorg moving about the arena in a fierce display of arms. In the end, Corthen collapses to the earth unconscious, but he fought valiantly and was in the fight until the end.

Corthen wakes once again from the care of the healer employed by the arena. He is glad to have the honor duels over with, even though he had hoped to win these contests. Upon leaving, several of the swordsmen who are employed at the field tell him that he has nothing to be ashamed of. One named Caladorn says that the noble houses employ the most experienced warriors they can buy and few can do much against them.

Tellazar, Samira, and the others bring up Corthen’s horse so that he can ride back to his manor house in the North Ward. Once they arrive at the grand house, the group taps a keg of ale and spend the afternoon drinking and swapping tales until an exhausted Corthen falls asleep in his chair.

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5th of Ches 1366 Year of the Staff

After dawn Samira and Uldred are permitted to heal Corthen’s wounds from the Honor Duel that he was engaged in the previous day. Erith suggests to Corthen that he ask for mercy if he is outmatched. He says that this would let the noble house regain its honor without Corthen being nearly killed in the process. The elven warrior turns down his friend’s suggestion.

Corthen returns to the Field of Triumph before Highsun to face the Zulpair House champion. Corthen meets the warrior named Zanben on the field. His opponent is dressed in chain armor and wields two short swords. Corthen is optimistic because he is better armed and is better protected in his plate armor. The two face off in the center of the arena and cross swords. The clash of steel and the cheers of the crowd fill the full stadium. Corthen soon learns that Zanben is lightning fast, striking quickly and often.

As skilled as Corthen is, Zanben is better. He finds several gaps in the elf’s defense and his swords pierce Corthen Nightglade. It is clear to everyone present that the Zulpair champion has the upper hand. He swiftly ends the duel on another critical blow to his elven opponent. Corthen collapses before the gathered crowd. Corthen is revived by the physics of the Field Master. Corthen gathers his gear and limps home in defeat with his friends to aid him in his journey.

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