Session 2 – Veronica

Jeff fixes his suit and we head over to the other ship to see if we can open the door. With the device that we found, the door does open and we are able to search the ship. We find basic survival gear, some space suits and ammunition. Jeff swaps out his damaged space suit for a new one, though the new one is not armored.

Jeff checks out the operation of this ship and it seems operable. He accesses the logs and finds that this was not the original ship that was sent to check on the security of the base. This ship intercepted a communique from the base concerning a monolith they found in the mine, destroyed the Wesley Corp. ship and docked here.

The monolith is holding up the cavern roof inside the mine, and has strange markings on it. We decide to head into the mine to investigate.

We enter the warehouse and see several crumpled corpses laying around. One of them is wearing a backpack with a hose attached to it. Toward the back of the room we see a black creature about twice as big as a person, partially frozen to the back wall. Katya immediately fires a grenade launcher at the beast, and it wounds him.

The beast breaks free of the ice and starts shambling towards us. The rest of us take shots at him as well. As he moves in closer, Katya draws her chainswords and rushes the creature.

As the creature is occupied, Thomas runs into the mine and examines the monolith. There is strange writing on here that is consistent with other weird languages that have popped up recently. As soon as he does so, however, the creature turns around from where it was standing and runs at top speed into the monolith, missing Thomas by inches and cracking the monolith. The room shakes and rocks start raining down on him. We can’t see him anymore behind all of the rubble.

Dr. Reilly checks the Engineering and Supply areas of the base and we don’t find anything else. We gather what information we had and head back to the hangar. We take the equipment out of our shuttle and put it into the other shuttle, then take off toward Puck. Katya gives Dr. Reilly some of the gross monster chunks from her chainswords as samples.

We return to base and are debriefed by Captain Dearborn. He says that we should get some rest because our next mission is imminent, and it will be our first outing with our new ship, a Knight Errant class Corvette. We will be traveling to Warden Prime, with orbits Earth. Before he leaves, Dr. Reilly gives the monster samples to the lab for analysis.

We board the ship and enter cryo-sleep for the long journey. After we come up out of our cryo couches, our readouts show that it is 7:32 PM Earth time, but we have woken up 2 weeks early. We hear the female synthesized computer telling us that the ship has received a distress call and has automatically slowed the ship and changed course to intercept. We will be there in 13 minutes.

We suit up and prepare to board the other ship, then head to the bridge. The distress signal is coming from a ship called the Mariner of the Stars. It is a space cruise ship. We check the scanners and we see that there is power and life support on board, but the vessel is drifting.

Communications are opened between us and we speak with Captain Andre Martel. He says that there was an accident and the engines have been knocked out.

We are greeted by a young woman who says that she is in charge of security. Dr. Reilly stifles a guffaw upon seeing her. She leads us to the promenade area with all of the shops where we see patrons who are trying to enjoy themselves.

We make it to the bridge and meet the captain. He says that their drives have been sabotaged. They sent their engineering officer Miyamoto to check on things and she later reported that their engineering Chief Hardy had been murdered — bludgeoned to death. Their security forces have been overwhelmed. We ask to see the body, and he agrees, and says that the amenities of the ship will be available to us while we are working the case.

Session 1 – Veronica

We are a newly formed group of Wardens stationed on Puck, a moon of Uranus. The Warden base, Warden 5, is currently under construction. The closest existing stations are in the Kuiper Belt, Warden 4 (The Lighthouse) and Warden 2 (The Umbrella) orbiting Saturn.

Our team has been getting the lay of the land for the last couple of days. We are summoned by Captain Roland Deerborn to the briefing room. He is broadcasting from Warden Prime, stationed above Earth.

The Captain explains that though we just finished training, we have a situation that needs our attention Veronica Station (on the moon of Miranda, also orbiting Uranus). The ice mining colony sent out a broadcast which was a scream and some creature growling, and then nothing. We need to investigate.

We have a roster and schematics of the base, and will be taking an orbital shuttle (not our main ship) to check things out. There are 32 miners, 10 mechanics, 4 doctors, 3 administrators and 2 security officers. The commander on the base is John Levirit.

The team gears up and deploys. We take the shuttle to Miranda and descend into a deep canyon to reach the dock entrance. Strangely, there is a mist surrounding this area. Since it is a vacuum, we are at a loss as to why this can happen.

As we approach, we see that the docking bay doors have been left open. There is another ship in here, with the Wesley Corporation logo on the side. The ship seems fully functional but there are no hot spots where living things may be.

Jeff manages to hack into the base’s security cameras, and he sees that the supply area, engineering and the packing area do not have functioning cameras. The rest of the areas show piles of bodies, but no living beings.

He also finds communications that were attempted to be sent out from the last 18 hours, more recently than the 3 days that the Warden Captain told us. There are also video recordings of the security detail arriving 13 hours ago. There is grainy video showing the people in the base going about their business. Without any warning or alarm, objects are being thrown around and people being hurled into walls so hard that they are killed instantly. We see a black blur on the film that is darting between the people and tossing them around. There seems to be only one of them in the base.

The second recording is of the security shuttle landing. The team of 8 mercs pile off of the ship and set up a defensive perimeter around a single person who is not wearing combat armor. That person is taking some readings using an unknown device. They are moving toward the mine entrance, near where the three video feeds are out. As the video continues, we see them enter a set of doors and the feed goes out, but a few minutes later the person with the scanning device and two of the mercenaries run out of that area, and they run to the docking bay but we are not sure by the video if they made it out.

Dr. Reilly consults his information on creatures to try and determine what the assailant is, but to no avail.

We determine that the life support and gravity are all intact in the station, so we disembark and start looking around. We take a look at a fallen set of armor and it appears to be a highly advanced set of armor. His helmet seems to have been smashed in by severe blunt force trauma. Dr. Reilly checks the damage and takes samples.

Jeff tries to open the door of the shuttle but to no avail; it seems to be the most complicated door lock known to man. Also, strangely the Wesley Corp logo seems to be recently attached. This is perhaps a mercenary vessel.

We head into the base and just see bodies lying everywhere. On the security feed of our ship, we see the same person with the scanning device approaching our ship. He plants a device on our ship and enters. We race back to the ship and have to hack our way in. Katya runs to the cockpit and sees the man at the helm. She puts him in a headlock but he cackles wildly and throws down a grenade. Jeff is caught in the blast and takes some damage.

Session 20 – Final Rest

We see some elderly people and others, probably the orphans, in the tall grass. It seems like they have gotten out of the city and are leaving.

We are bringing the necromancer’s body into the down to take it to its final resting place, near the moat. We hear the cries of a young girl. The houses crumble to dust and there are now no building features here. The curse has been broken.

Session 19 – Skeleton Dojo

We climb down the wall into the graveyard and see that the skull woman is meditating, probably working on a spell as she is lying on the corpse of a dragon. There is a small cauldron in front of her that contains a brain. She seems to be pulling it apart with her magic. There are skeletons roaming the graveyard.

It is decided that the best tactic is to rush her. We go full speed for all out attack. However there are just too many skeletons and zombies roaming around, and whenever we attack them they explode. Zanne strikes a zombie with his spear and he detonates, nearly spraying goo on those nearby.

Fianna charges through the fray and savagely attacks the necromancer, striking her with a life-ending blow. She manages to knock her mask off to reveal a beautiful face and flowing red hair.

Suddenly a pool of blood rises up from the ground and creates a menacing form, then moves to attack us, spraying crystallized blood.

The dragon, seemingly dead until now, rises up and coughs a huge amount of black phlegm onto Zanne. He falls and seems nearly dead, as the phlegm is flowing into his mouth.

Fianna strikes the dragon and it seems to be causing the necromancer pain. She tells the rest of the party to attack the dragon.

Lennon uses healing magic on Zanne, but it doesn’t seem to help much.

Miri uses his bear familiar to dump over the cauldron with the brain in it.

The necromancer climbs up onto the wing of the dragon and it takes flight.

The pool of blood suddenly forms into flying pools of blood that looks like birds.

A lone skeleton continues to try to attack us, but is unsuccessful and no one seems to pay attention to him. It is suggested that we do not kill him and let him wander after us for eternity.

Zanne finally succumbs to his wounds and dies.

Miri’s bear spirit manages to push the necromancer off of her dragon and she falls to the ground. She finally seems to be slowing down from our strikes.

The gate coming from the city into the cemetery opens and a legion of fighters pour into the yard, led by a heavily armored woman on a horse. They are coming closer, but dozens of undead are in between us.

The group finally fells the necromancer. We find a telepathic ring that can allow one to converse with dragons. It also can create an illusory dragon and notify evil dragons within a certain range of its existence. Obviously she used the ring to call the dragon in the first place.

We also find a chunk of gold in the bottom of the cauldron. It is the missing piece of the crown!

The woman, Thia, quickly introduces herself and says that she hails from Mirabar. She has heard of the legend of the sacrifice, which this woman clearly is, and offers to help return her body to the fishing village.

As Miri looks at Thia, he sees the flag of Allegondor in front of her face. He lets the other group members know about it.

Since there is clearly danger still present here, we try to beat a hasty retreat.

Session 18 – Three of Nine

We speak with the barbarians and formulate a plan to attack the Wolf Clan from behind. However, they must cross the river to do so. They begin building a bridge across the river while we tend to other business.

We sneak inside the city. Approaching the place where we hid the shard of the crown, we do a perimeter search to find tracks of the invisible assailants that attached us last time we were here. We do find some tracks, but they are strange — as if someone had rolled a large ball in a circle around the outhouse pit. The magic users try and find out what this is, but initially aren’t able to find anything out.

After some thought, we think that this may be a ritual that someone is performing to pinpoint the shard, and we should study it further to figure out what it is. A couple of hours go by, and eventually they see that three ghosts are circling. Miri uses himself as a vessel and allows them to speak through him to the other magic users. They tell us that they are “three of the nine.” To us this means that they are probably three of the Neverwinter Nine, a group of wraiths.

Speaking to the ghosts, they say that they are guarding the pieces of the crown. We ask them where the others are, and they say that some are in the graveyard, and some are in the city. We take this to mean that the lost shard of the crown is with the witch, so we think we should confront her.

Belgha asks them if they know where the true heir to the crown is, and they say that the bloodline has not been broken and the heir still lives. He asks where they are, and before answering the vision fades away. As it does, a magical metal circlet emerges from Miri’s head, an apparent parting gift from the three ghosts.

Belgha takes the shard of the crown, and we head toward the city. As we get closer we hear combat, but no dragon. The frozen river has allowed the armies to reach each other so they are going at it pretty hard.

We come to the barbarian clan and advise them to attack. We sneak in alongside them to try and get by and get to the graveyard, but end up in the full battle to get through.

Making our way past the battle, we go stealthy and sneak past all of the combatants and arrive at the gate. Climbing over the wall, we get into the courtyard and see the remains of a white dragon, its dead flesh dropping off of it. Curled inside is the witch, beckoning us to come and face her.

Session 17 – Suicide Squad

We have cleared some of the towers of loot in the castle, and have found some magical arrows and a magical quiver.

After taking some time to figure out what to do, we decide to kill two birds with one stone — we will incite the orcs to attack the tower, and when they come in, trap them with the dragon.

Gadai goes up to a perch on the tower and starts firing arrows into the crowd of orcs to the north of us, but they don’t seem to be able to tell where the arrow came from. Belgha starts a fire on the wall to make it easier to see where we are, and Gadai starts using flaming arrows to shoot the orcs.

Zanne and Fianna descend from the tower, but the orcs are still quite a ways away so we lie in wait until they get closer. They do seem to be interested in what is going on at the tower, but are moving toward it slowly.

We wait until they get closer and start heading back toward the tower, making a lot of noise as we go so they are sure to follow us. They shoot arrows and Zanne takes a hit in his side but continues running.

As the orcs approach, they unlock a box that they were carrying and two blind ogres emerge. They lure the ogres inside and though they stumble around for a while, they eventually go to the bottom of the staircase where the dragon awaits. The orcs wait and see what happens.

Now that the orcs are inside the courtyard, Gadai sneaks over the wall towards the controls for the portcullis. After a while, the ogres emerge half-frozen from the steps, pursued by several drakes. Gadai slams the portcullis closed, and mass chaos ensues. The larger orc smashes the skull of one of the drakes with his two-handed maul. He then tells the other orcs to charge down the stairs toward the dragon and charges down himself, bellowing a mighty war cry.

Zanne and Fianna come down from their perch to the main courtyard and begin their attack. Fianna runs toward the unconscious ogre and quickly dispatches him, and Zanne hurls his spear which pins one of the drakes to the ground. We then dispatch the rest of the remaining drakes and ogres.

Suddenly the dragon emerges from the keep and, flying right past us, starts laying waste to the city. She doesn’t seem to be particular about who or where she is attacking.

While she is occupied, we slide down the icy stairs into the keep and into the lair where her hoard was. The huge orc who we saw, now missing an arm, is still down here and attacks us, missing Lennon only because he misjudged his size. We regroup and take him down.

We see before us piles of gold, the orc’s maul and a horn that was sliced off of the dragon. The rest of the loot is frozen solid in the ice, so we decide to simply have Lennon thaw a bit of it with his magical fire and take a sack of gold with us. We hurry back up the stairwell to the tower.

As we come up, the dragon breathes ice toward us and we narrowly dive out of the way. We head up to the wall and onto the parapet and look out on the city, which is almost completely frozen. The river is completely covered with ice, and there is mass chaos as people are trying to avoid the frost. We also see dozens of skeletons, zombie hulks and other undead laying waste to the wall from our vantage point, as well.

We hurry down from the tower and rush toward the forest and the barbarian clan.

Session 14 – Gathering Forces

The barbarians, Fianna’s people, are itching for a fight with the insurgent wolf clan members who have invaded part of Neverwinter, but we have convinced them to wait until we figure out a plan. Some of our group members are working on a bridge over the river as an escape or supply route for the spellscarred refugees that we’ve been taking care of. We note that the group of orphans we ran across previously are nowhere to be found (we never did discover their true base of operations).

During this time some others from the group see orks coming from the north. Belgha comes in and warns the rest of us. We decide to flee out of the front of the city to avoid the oncoming army. We take the spellscarred people with us and lead them to the barbarian tribe. The barbarians are wary about the spellscarred but Fianna vouches for them.

Gadai is scouting and comes across a group of orks, but they are suddenly and brutally cut down by a team of Harper’s Agents that seem to come from nowhere. Gadais does not know them, but Belgha recognizes their symbol.

We try and track the agents, and find some spots of ork blood from the corpses they are carrying. We find the corpses neatly tucked away under a log.

Suddenly a rope net grabs onto us (Zanne, Miri and Lennon). A woman introduces herself as Cimril, one of the agents. She says that their goal is to disrupt the ork’s supply line. They are moving on the city now and we should stay here so we remain safe. Also she casually mentions that we should fill our waterskins now; we figure that they might try and contaminate the river with corpses. We decide to rest for the night and set up camp and a watch.

The next morning we sneak back into the castle. As we come in, it looks like Jarlaxle has packed up and left. We look out from our vantage point on the tall tower and see that all the bridges in the city are on fire.

We begin to formulate a plan — we will kill some orks and plant wolf clan articles on them to incite fighting between the two groups, and perhaps our problem with both of these hostile forces will resolve itself.

Session 13 – Maze of the Illusionist

We have just gotten through the maze of the illusionist and are bathing in his healing spring. The Illusionist tells us that there is one more piece of the crown unaccounted for. Our group has one piece and Neverember has the rest.

Lennon has had a lobster claw grafted to his arm. We have found a book that is all about the art of grafting; this may help us remedy his situation.

Session 11 – Into the Scar

We discuss what to do next, and it seems like our only option is to descend into the scar and see what we can find down there. We’re thinking that the other pieces of the crown must be there.

We visit Jarlaxle and let him know that we cleared out the necromancer’s house, and also about the refugees that we saved and set up nearby. He tells us that far north of here there is a caravan of people who are on their way to settle in Neverwinter. They will likely take over some of the wealthier homes and try to fix them up. They are northmen who are farmers and hunters.

We set off, heading across the river in one of the boats and moving toward the scar. We find an opening and descend through a tunnel that has been dug through. We run into a dead end and have to find our way down. It is descending slightly.

Eventually we start descending quite quickly, more than 500 feet down, and it appears that we are directly underneath the river. We see a bit of a glow ahead and hear some sounds like a snake or insect.

Now we are far to the other side of the river, and we see what was making the glow and sound — there are piles of dead insects here and three crescent shaped spirits feeding on them. Lennon says that the Moon Wraiths are the spirits of dead werewolves, and they are strongest under the full moon but may not be as strong here.

We defeat them but are heavily damaged. We rest here for a bit and then look around, seeing that we’ve reached a dead end. We will continue looking through the other caverns.

Session 10 – The Wolves

We have the folks who we saved build some boats out of scrap metal. They tell us that they have been pursued by monsters.

At dusk we search the area around our new haunts. There are large mansions here. Most have been picked over, but in one we find a painting that will not come off the walls. The mages in the group determine that it is mystical — a “safe” of sorts. Belgha changes shape to match the person in the painting and is able to get in. There are 3 sacks of gold and silver in here.

We search the other houses and find clothes for the people we saved.

In a bureau we find a pair of gloves that are magical.

We head back and dump everything off, then go to sleep.

At our lair we are attacked by a pack of dire wolves and a sorcerer and his minions.