Key Events

**Episode 19 Recap**

* Party materializes on the teleportation circle for the guild of the gifted located in a ruin approximately 5 miles outside of the city of the city of Hull, on the spacious manicured grounds of Rasputin the Gray who is the Guild's High Lord
* There are raucous sounds nearby of drinking, dining and storytelling, and there is a 30ft x 10ft floating skiff
* Shak-Tar recognizes the skiff as a Githyanki astral skiff and the nearby creatures as a Githyanki raiding party
* The party unleashes a surprise attack as the alarm comes from the ships sentry
* The Githyanki are routed and scattered, by numerous attacks including an ice flurry, a flurry of blows that landed a critical hit, and an Arms of Hadar
* At this point in the battle, Brightburn, a young red dragon, who was off scouting, noticed the surprise and hit the majority of the party with a cone of incinerating flame
* Bloodedge transformed into an giant eagle and dropped Xanphia off to dispatch the sentry while rising to attack the dragon
* The dragon crushed the eagle and Bloodedge plummeted back to the deck of the skiff
* A divine smite perpetrated on the Gith knight captain, caused him to retreat upon the back of Brightburn leaving his troops to die
* The Gith captain, Kaptin Sly recognized that the party had the silver sword
* The Gith left behind their astral skiff, a +1 flying shield, and 6 +1 spears

**Episode 20 Recap**

* The party traded Gibes with Planktal Nikton as he questioned them about the dead Githyanki on Rasputin's property
* Poppy learned how to operate the Githyanki raiders skiff, powering it with cast spells, they also claimed the Flying Shield, a Horn of Blasting, and 6 +1 spears
* Lady Luna debriefed the party learning of the fate of Krutch, the battle with ShatterSpike, and the subsequent betrayal by Bragg and the Duergar. she also learned about the encounters with Osterneth, and the Shield of the Hidden Lord
* Luna asked that the party undertake a quest to find the Hall of the Orator to find and artifact called Fortunes Breath to help feed the city, which has been struggling to feed the refugees from Krutch. Even with every priest casting Create Food and Water as often as possible
* The party re-connected with Scorch Firebrand, the Azer Blacksmith and he took the enchanted spears, the Githyanki plate armor, and the chardalyn and offered to make 2 items for the party. He also asked that the party help Smudge rescue his lady friend Bertha the Beautiful from his father, the goblin king.
* Kalash met Cortana, who said she had been sent by the Council of Kalashtar Elders, and that she was seeking the Kalashtar meant to become the Archon, and quell the dark Quori influence among the Kalashtar
* The Party learn from Phinneas that Access to the Hall of the Orator is connected to a a tribe of Slaad that inhabit a fortress in Carceri
* The party reconnected with Tomasz, who seemed to have some sort of memory related to the Hall of the Orator

**Episode 21 Recap**

* The party is able to learn through Blood Edge of a teleportation circle that would take them to the River Styx where they should seek the lanternbearer and ask him to take them to the southernmost fork of the river to gain passage to Carceri. He also gives the specific coordinates needed to access the teleportation circle there
* This information was corroborated by Shak-Tar through a vision of Glum beckoning, and through Tomasz finding an ancient tome with reference to the Hall of the Orator and information about the lanternkeeper and the souther fork of the River Styx
* The factions of Hull decide to each send a delegate to help and keep an eye on the party
	+ The Skivers send Moredeth a female human spellcaster
	+ The Subs send Steeltoe's son Mattock son of Steeltoe a hulking subhuman of questionable heritage
	+ Octavius sends Lankhammer his second son
	+ The Guild of the Gifted sends Planktal Naton the Half-Drow Wizard and Guild Lord of the Sanctum
* The party learns much about the Slaad, colors, how they reproduce, and their magic resistance
* The teleportation works without error, and the party ends up in a small hewn chamber and the only egress is into a cavern
* There is an ambush by local wildlife several darkmantles and a roper. The party manages to fight them off.

**Episode 22 Recap**

* The cave creatures retreat, skittering as far away as they can in the darkness and the party realizes that there are only 2 directions to go in the cave they are in one toward the sound of swiftly flowing water, and one that goes deeper into the darkness

* The party decided to head towards the water, where they came upon a hut or shack near the banks of the river near a decaying old dock.
* The inside of dwelling is covered in a thick layer of dust and appears to be abandoned. the hut was furnished with a stone bed and writing desk and and there were remnants of old habitation and study, parchments, quills, old inkpots
* Carved into the floor planks of the dock is a riddle:
	+ In shadows deep, where Stygian rivers flow, A vessel silent, glides through the woe. No wings to soar, nor feet to tread, Yet carries souls among the dead. It sails through ebony, veiled in night, Guides lost spirits toward the light. No oars to row, no captain's hand, Yet it obeys the dark's command. What am I, in this abyssal stream? A phantom craft, a silent dream. A passage through the realm unseen, Answer true, what lies between?
* The party responds by dropping their fare into the river upon which a shimmering boat appears with poles for each member to navigate
* After swiftly gliding down the river for a while, the party encounters some rapids and just managed to navigate passage safely
* As rapids recedes and the danger ebbs, the party notices a large group of short blue spectators on the banks gibbering amongst themselves and watching them
* They meet the Xvarts, and Radimanthus who is their mayor they feed the characters and introduce them to Glum, the Hydroloth from their dreams visions and portents related to the Hall of the Orator
* The group strikes a deal with Glum for aid in finding the hall
* Xanphia dips the sword and changes both its properties, and her own character
* Glum introduces the group to a Styx ferryman, the lanternkeeper and they contract with him for passage
* There are Sirens encountered, and the witch Moredeth falls into a stupor after jumping in the river
* The party comes to a swirling vortex in the river, and the Lanternkeeper disappears while the party gets crushed and jumbled up on the boat.
* The party comes to in the midst of a battle several Slaadi are battling a dark entity and its fiendish hound companion
* The party killed a Slaad Warrior, Grimshear the abyssal blade, and then brought him back from the dead at the insistence of Zythorax the Green Slaad leader. the party surrendered their weapons and agreed to follow the Slaad to the citadel.