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Session 6

Session 6 synopsis

Provided by Rick

After wrapping up some researching in Waterdeep, getting some supplies, and topping off some magical do-dads (the precursor to modern day “Whatchamacallit”… but with more pizazz), you realize you need to reach Tall Trees in under 2 weeks, Tall Trees being the Elven establishment nearest where you believe the Vale from the poem is located, which is where the battle between Arranis’s people and Sarya took place … a trek that will take at least 3 with fast horses. You were able to convince the Blackstaff to Gate you to Arranis’s home in Nordahaeril, a 3-4-day ride from Tall Trees, due to Arranis’s strong ties to area, necessary for the wizard’s lack of personal knowledge to get you to the right location. It also provided a good opportunity for you to speak with Arranis’s father, Adran, one of the foremost scholars on Eaerlann and the Fey Realm.

You arrive without mishap only to find your welcome not entirely warm. There has been dark stirring in the forest, and your sudden appearance in the middle of the Elven village was met with a bristle of arrow tips. Fortunately, Arranis’s presence allowed cooler heads to prevail until you could plead your story to the town council. Arranis, in the meantime, was able to speak with his father and discuss some of what had transpired in Waterdeep. Adran felt this was news the Council of the Wood (Caerilcarn) in Tall Trees would want to hear, and in short order you all appeared before the town council to explain your appearance. Once you tell gloss over some of the events from Waterdeep, they Council agrees the Caerilcarn needs to hear the news and that any information regarding the Veil would be best discussed with them as well. The next morning you are provided horses, supplies, and sent on your way with Adran in tow.

Arranis’s and Adran’s knowledge of the woods leads you unerringly into depths of the ancient forest. Despite their skill, your group is set upon numerous times the first day alone, which Adran assures you is not normal and has to do with the darkness that has fallen on the forest. Even your first night’s sleep is disturbed by a slithering surprise. Your second day did not fare much better, but just as it seemed your luck had gone from bad to worse, a four-legged creature joined the group, a blink dog, which Adran identified as a guardian of the forest, who agreed to join the group and keep an eye on them. Fortunately, the blink dog’s senses picked up an ambush that awaited them further down the road. A band of hobgoblins launched an attack on the group, but the group was not caught unawares. They quickly set a counter-offensive, only to find more enemy troops charging through the trees. Your troop was surprised to suddenly find the enemy being marshalled by a human fighter backed by a human mage. Once they got in close, the fighter seemed to recognize the group and called for one of his crew to run back to report in that they may have found their quarry as he rushed forward to deal with their prey. But the stalwart adventurers turned the tables on the ambushers, and the hunters became the hunted. While they seemed to think Adran was the main target, your group rallied to protect him and cut the enemy down one by one. You managed to incapacitate the leader as well. When the enemy realized they had lost the advantage, the mage turned tail and took the last opportunity to report back to their leader. Though Orrin was not quick enough to catch him, the new companion, the blink dog, managed to teleport close enough to make a final attack and stop him before he could make that report.

Following the battle, the party tied up the leader and searched the bodies of the fallen enemy and the camp. You find the following:

  1. Crystal Orb
  2. War Hammer
  3. Dagger
  4. Rod
  5. Ring
  6. Potion
  7. 3 hide armor
  8. 1 studded leather armor
  9.  2 chain mail armor
  10. 3 shields
  11. 2 long swords
  12. 3 morning stars
  13. 5 javelins
  14. 2 crossbows
  15. 15 crossbow bolts
  16. Short bow
  17. 6 hunting arrows
  18. 4 whistling arrows
  19. 10 standard arrows
  20. 18 gp
  21. 23 sp
  22. 44 cp
  23. 2 gems (worth 25 gp total)
  24. Standard camp equipment… looks like these guys were here for a few days but were planning to be around a while, though it seemed some of the their supplies were getting to them outside of the regular roads as there was not a stockpile of food, but feeding them would have required travel along routes that likely would have been noticed.

3-15 appear to be standard equipment of the bugbears, not much to look at. Some of the leader’s equipment is decent, bordering on fine, as is the mage’s.

 

Session 6 Overview — Nordahaeril Gate, Journey to Tall Trees, Ambushes, and Hobgoblin Band

Scene Summary

- The party prepped in Waterdeep, resupplied, and convinced Khelben Blackstaff to Gate them to **Nordahaeril** to save travel time and reach **Tall Trees** within the campaign window.
- Arrival was tense; locals raised bows until **Arranis** vouched for the group and escorted them to meet the **Council of the Wood** (Caerilcarn).
- Adran Dalanthan accompanied the group as guide and scholar; the Council asked the party to bring news to Tall Trees and investigate signs of a spreading darkness in the forest.

Journey and Forest Threats

- Despite Arranis and Adran’s skill, the party encountered multiple ambushes on the first day; Adran noted this level of hostility was abnormal and symptomatic of the forest’s corruption.
- Night watches were disturbed by subtle, slithering threats; the forest felt tense and watchful.
- A blink dog guardian joined the group, offered to keep watch, and proved critical in a later engagement.

Hobgoblin Ambush

NPCs and Creatures

- **Adran Dalanthan** — Scholar of Eaerlann; Arranis’s father and local guide.
- **Blink dog guardian** — Forest guardian; scout and interceptor; allied to the party.
- **Hobgoblin leader** — Captured for interrogation.
- **Human fighter and mage** — Ambush leaders; mage killed while fleeing.

Clues, Motifs, and Consequences

- The High Forest shows coordinated hostility and repeated ambushes—evidence of a larger force or campaign driving enemies through the woods.
- Adran may be a specific target; interrogate the captured leader for motive and orders.
- The blink dog’s willingness to help suggests remaining fey/guardian networks may be contacted for local intelligence and rites to cleanse corruption.
- Loot and battlefield items might reveal sigils, payment marks, or correspondence pointing to an organizer or staging area.

Immediate Player Objectives

- Interrogate the hobgoblin leader for origin, employers, and orders.
- Analyze recovered gear and camp remnants for sigils, runes, ash residue, or foreign magic traces.
- Consult Adran and the Council of the Wood about political or historical reasons he would be targeted.
- Track the mage’s likely route and search for nearby camps, lairs, or message caches.
- Use the blink dog as a local contact for guidance on corrupted areas and protective rites.