Adventurer's League Wiki

**Welcome to the Adventurer's League Wiki!**
A Wiki to track the events and NPCs of Chyckun's LMoP+ DnD campaign.

This campaign involves over 12 different players, and is my first time DMing for the lovely game that is Dungeons and Dragons. We have learned a lot and the Adventurer's League format helps us manage so many people, and the plot-holes that come with doing the same things over and over in different ways.

## The Story So Far

##### Goblin Ambush

Our heroes found themselves together initially to make some easy coin, hired to deliver supplies to a frontier town named Phandalin, acting as extra hands and protection for the average road dangers in a fantasy world. Their journey was not so average however, and quickly spiraled out of control when they found their contractor's horses dead in the road, victims of a goblin ambush that surprised them all the same. After surviving their first encounter, they followed the signs left behind by the goblins to their cave hideout, where they defeated all the goblins, rescued one of their contractors, and learned about some new developments from the goblins. The goblins were organizing, taking out caravans, isolating the town, and a mysterious new figure named The Black Spider, seemed to have set the events in motion with a small army of BugBears bullying everyone into submission. The human male Sildar Hallwinter was saved from being tortured by the goblins there, and explained his partnership with their benefactor, the dwarf Gundrem Rockseeker, who the party learned had been taken somewhere called "Cragmaw Castle" unlike Sildar. The dwarf and their brothers had stumbled across a cave entrance while mining amongst the Crags and mountain ridges that surround Phandalin, the frontier town they were heading to. This cave entrance, turned out to be the entrance to the legendary Wave Echo Cave, site of the Spell Forge created centuries ago, and lost centuries ago, during the era of Phandelver's Pact.

###### *Official Background*

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> More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver's Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path.
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> A powerful force of orcs reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
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> For centuries, rumors of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers—a trio of dwarves-have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines.
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> Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is.
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The party(s) then took Sildar the rest of the way to Phandalin to complete their delivery, and ponder their next steps.
##### Redbrand Brigands

The party helped Sildar establish himself in town at the Town Hall of all places. He informed the party that he is part of an influential organization named the Lord's Alliance, a powerful alliance of nobles that secured many of the areas along the Sword Coast and the Northern Ridges, ranging from Waterdeep, Neverwinter, and Silverymoon, all the way to Baldur's Gate itself. He met with the Rockseeker brothers after their discovery, to secure funding and agreements to use the resources of the Lord's Alliance to secure such a valuable site. The current TownMaster, Harbin Wester, was less than well received by either party, as they found out he was mishandling a threat to the town in the form of a mercenary and bandit group called the Redbrands, who had been causing trouble for the people and traders of the area. The party was introduced to many other townsfolk, but quickly got to work finding the RedBrand's Hideout after a scuffle outside a nearby saloon. They learned from some captured RedBrands that they had established themselves in the manor on the hill near the outskirts of town, and were led by a man named Glassstaff, a human mage potentially working with the Black Spider.

The party entered the basement of the destroyed old manor property, and fought their way through room after room of Rebrands, each group vying to go through a different secret entranceway to get to the end. One group went north, and the other went south. Either way they went however, they met an extremely unsettling eye monster, who called itself Nothic. It didn't seem particularly pleased about its current living arrangements with the Redbrands, and offered to assist the group if they fed him. They promptly did, feeding him literal dozens of bodies, and even coming back later to bring an entire cow to keep fattening up this 5'6 skinny eye monster.

Regardless of Nothic, they managed to fight through the remaining Redbrands and bugbears, all the way to GlassStaff's quarters to face him himself. On the way they rescued a particularly pathetic goblin, by the name of Droop, who was being bullied by bugbears having to lick the floor for their amusement. Droop accompanied each party through the rest of the dungeon, not being particulary helpful, but enjoying his time nonetheless.

One group managed to chase down and successfully incapacitate Glassstaff, who they learned that their true identity is Iarno Albreck. Iarno was a fellow Lord's Alliance envoy sent weeks ahead of Sildar to establish himself, and hadn't been heard of since. They were an old ally of Sildar, who would not be happy to learn of his betrayal.

The other group got too excited by an open chest in GlassStaff's quarters, and let him escape unharmed. This would have, undesirable consequences.. Regardless, they learned more about what was really going on here, and learned that "the dwarf" had been taken to Cragmaw Castle, as well as exactly where that really was. The center of the basement dungeon where Nothic lived, seemed to be emanating a strong magical necrotic energy, which pulsed in response to their magic use and attracted the Nothic to that site, where it had been for years before the Redbrands even showed up. It was discovered that this might be an old entrance to the Wave Echo Cave that was collapsed during the war that hid it, and that might be related to the strange energy signature.

#### Worlds Collide

Before the party could even get a drink at the saloon once returning, to mull over what had happened, the ground began rumbling and waves of magical energy pulsed over the area, knocking most to the ground. When they were able to collect themselves, many things were.. off to the say the least. Another large group of adventurer's stood with them, and seemed equally as perplexed. The event seemed to have connected the two very similar universes into one, leaving doubles of some things, and combining many others. It seemed that there were great magics afoot here, and the groups managed to agree that working together to get to the bottom of it, was the only real thing that mattered (besides getting fabulously rich).

After some tense first contact, a few good beers and discussing the plan going forwards brought everyone together, as well as their love for their new slav.. friend, Droop. Sildar and others simultaneously seemed to recognize and remember the events of both worlds, it seemed that anything significantly different such as new places in time or new people would stay apart, but similar people in multiple experiences would merge their experiences and states into one.

Confusing multiverse tropes aside, the groups exchanged information and stories about what they had done so far, and what their next steps were. They decided eventually, to handle one of the other more immediate threats to the area, a group of Orcs that had set up camp at one of the Crags, operating out of an old mine site called Wyvern Tor.

#### Orcs of Wyvern Tor

This was the first of the 4-person group sessions. With 12 players, 3 groups of 4 players worked well to balance the encounters and allow for more flexibility for playtimes. This was the first official Adventurer's League style mission, it ended up taking each group 1 session, in which I gave everyone way too many random encounters and the sessions took longer than expected, barely getting finished even late into the night.

Regardless of timing, each party created their own unique and exciting ways to handle taking out the Orcs at the dungeon, going as far as to infiltrate the dungeon in the last group. Group 2 scared off some of the orcs rather than killing them, and overall they efficiently kicked the orc presence out of the area. Despite perilous OwlBear attacks and many, many wolves, the groups made it back significantly stronger and wealthier for having done so. After this escapade, they agreed that maybe they should go try and rescue their dwarf patron Gundrem and try to root out the infamous Cragmaw Castle they had been hearing about.

#### Cragmaw Castle

The groups split into three again, and tackled Cragmaw Castle to secure the map of Wave Echo Cave, and try to find their dwarf patron. Upon arrival, they immediately took three INCREDIBLY different approaches, which will be listed as follows.

###### Group 1

This group snuck around the castle, locating a secret entrance towards the back, unattended. They snuck in, and immediately turned into the final room of the dungeon/castle, spooking some HobGoblins nearby who alerted their boss, King Grol, a giant Bugbear who ruled over the castle's inhabitants. He was in the process of negotiating a deal with a female Drow, and immediately took a knife to Gundrem's neck and threatened the party to leave him alone. They of course, did not listen, and King Grol cut Gundrem's throat open, leaving him on the brink of death in the center of the room, bleeding out. The party member Art dove in to touch Gundrem, in order to cast Cure Wounds, and took an onslought of opportunity attacks from his pet wolf and the Drow hiding inside, but managed to successfully bring him back before he could be killed for good. The party fought hard and cleared out the enemies in the area, managing to take King Grol hostage and get some rest by barricading the door. They interrogated King Grol, and learned a variety of useful tidbits. The drow died during the scuffle, revealing it to be a Doppleganger and not actually a drow.

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There is an wood elf settlement further into the forest.

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He has a "pet" owlbear in the tower to the south, along with some juicy loot.

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There is a mushroom circle relatively near the castle.

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He had seen a tower in the distance from the second floor on occasion, but has never been able to track it down.

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The Drow was not known to be a doppelganger, he doesn't know if the Black Spider knows that or not, or if this person really was sent by them.

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They managed to clear out the rest of the castle, killing all the goblins and alerting the horde at the end by triggering a tripwire trap, resulting in a showdown against the whole castle in the foyer.

After licking their wounds, they slept in King Grol's overnight, and left in the morning to be greeted by the Complication event, Targor's elite hobgoblin group. Three well armed hobgoblins, and two serenly calm wolves, accosted them when they began to leave, revealing themselves to be craven and happy that the party left the castle open for them, removing the bugbears from the equation. The party couldn't take their evil intent and insults, and ended up summarily executing them at range with overwhelming power.

###### Group 2

The second group waltzed straight into the front door, with Appolyon posing as the Black Spider himself taking more prisoners to the castle (the rest of the party). This disguise worked well with magical assistance from the rest of the party, and they managed to slip on in to the northernmost room, and ended up fighting the hobgoblins stationed up there without alerting the castle. They then caused some holy goblins to fight themselves, and made their way to King Grol, blowing up the room and nearly killing everyone inside, but successfully rescuing Gundrem, who again was executed by King Grol and barely survived. They cleared out the rest of the dungeon after triggering the alarm, when some goblins came to investigate the explosions heard through the castle and piles of dead bodies.

They ended up letting the Owlbear out, and let Targor live after agreeing that he could use the castle.

###### Group 3

This final group made their own path, literally, by climbing to the top of the castle using tools, and lowering themselves in through a gap in the roof. They rescued a New Party Member who was also kept prisoner by the goblins, who went with them to help secure his rescuers and their patron a safe passage out. They encountered the Owlbear down south after silently killing off the Hobgoblins watching the door, and managed to placate it with magic and some fresh food (corpses). They then proceeded to lead the owlbear to King Grol's room, and used it to absolutely demolish the encounter by just shutting the door after it. During the chaos, the drow made an escape, and the party was able to chase her (it) down and knock it out, learning that it was a doppleganger. They interrogated it, and learned the following tidbits.

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 They acknowledged being sent by the Black Spider, but were cagey about their alliances.

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 They were there to negotiate buying the map, and Gundrem, to make sure no one else knew where the cave was. king Grol thought he could squeeze some more money out of the agreement, and was stalling the handover for more gold.

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 The black spider is at Wave Echo Cave, looking for the Soul Forge.

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 Doppelgangers can read minds and are very charismatic, can convince people to do things they might not otherwise.

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This is a collaborative wiki, so please feel free to edit to add information and cater things as you remember. It keeps the community involved, and helps me a lot with not only time off my hands, but lets me know that you're enjoying the story/characters.

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