The party opened the warded box in the temple and found a sentient, observing artifact: the Eye of Goram. Torji fell into a daze and was carried by Orrin. The Eye spoke and asked a question.
Exiting the temple, a drow claiming service to Vhaeraun demanded the Eye, calling the site “This Vhaeraun Forsaken Place.” He summoned reinforcements: a wizard (belt, ring, wand found later), a tiefling rogue, and multiple bugbears.
The party fought along the road back to the portal/entry point near the waterfall mist. Torji briefly regained consciousness but did not remember the temple events.
A massive horde of bugbears, demons, and other entities blocked the path. As the fight seemed dire, four major allies manifested: an ancient gold dragon and four seasonal Eladrin (Winter, Spring, Summer, Fall). They slew the horde and intervened decisively.
The gold dragon identified himself as Poldrointh and revealed the vials in the temple each contained a freed soul of an Eladrin or the dragon: White (Winter), Blue (Spring), Red (Summer), Orange (Fall), Gold (Poldrointh).
Poldrointh explained the Eye of Goram’s danger: it contains Netheril knowledge enabling theft of power, sentience, and artifact-imbued control. A Netherese figure, Zarthaal, attempted to subvert Netheril plans and hid critical knowledge in the Eye; multiple items may be required to unlock all contents.
The dragon warned Arranis’s homeland faces an assault from the northwest by orcs, bugbears, and allied forces; time is short due to differing passage of time between Feywild and Toril. Poldrointh provided four spectral steeds to speed the party to Tall Trees.
The session ended with the party assigned command of a section of Tall Trees’ defenses: 36 troops (16 archers, 16 foot soldiers, 2 clerics, 2 mages) and 24 hours to prepare palisades, trenches, and defensive plans.
Key NPCs and Allies
Poldrointh — Ancient gold dragon freed from a vial; explains Eye of Goram and Netheril/Zarthaal history; gives spectral steeds and tactical warning.
Eladrin of the Seasons — Winter (white vial), Spring (blue), Summer (red), Fall (orange); powerful Fey allies freed from temple vials and instrumental in clearing the road.
Drow Envoy — Servant of Vhaeraun who demanded the Eye and summoned forces at the temple exit.
Tiefling Rogue / Human Wizard / Bugbears — Opposing force encountered while escaping; wizard carried a belt, ring, and wand that were recovered after combat.
Items and Mysteries
Eye of Goram — Sentient artifact found in the temple box; contains Netherese knowledge about stealing power and imbuing sentience into items; asks questions; dangerous if accessed.
Vials in the Temple — Contained trapped souls of the Eladrin and Poldrointh; freed during the opening.
Recovered gear from the wizard — Longsword, shortsword, belt, ring, wand (for evidence/forensics).
Important Lore Revealed
Netheril developed techniques to siphon power and embed knowledge into items; the Eye holds that hidden lore.
Zarthaal was a Netherese Mage/Caster who hid and deviated from Netherese ambitions; understanding his secrets and information may require multiple artifacts to unlock fully.
The original imprisonment of the dragon and Eladrin occurred ~1400 years ago; their freedom, and the continued existence of Toril, suggests past good forces ultimately prevailed, but a danger remains that helped keep the dragon and eladrin imprisoned.
Time flows differently between the Feywild and Toril; the party must race to defend Arranis’s homeland.
Tactical Outcome and Orders
The party received four spectral steeds from Poldrointh to hasten travel to Tall Trees.
Tall Trees assigned the party a defensive sector on the forest edge with 36 troops (16 archers; 16 foot soldiers; 2 clerics; 2 mages) and 24 hours to prepare fortifications (wooden palisades, trenches, choke points).
Immediate strategic priority: reinforce the NW approach and prepare for an orc/bugbear assault.
Player Objectives and Next Steps
Secure and study the Eye of Goram under Blackstaff/Font protections; do not allow uncontrolled access.
Use the information from Poldrointh and the Eladrin for further leads on Zarthaal, Netherese strongholds, and what additional items might be required to unlock the Eye.
Fortify assigned sector of Tall Trees: allocate archers to elevated positions, place foot soldiers in trench/palisade, assign clerics to healing/ward duties, and mages to choke‑point area control.
Use sending stones to coordinate with Waterdeep and request any rapid reinforcements or specialist support (siege engineers, additional mages).
Evidence to Log
Eye of Goram — secure location and description; note sentience and exact phrasing of the spoken question.
Wizard loot — sword types, belt, ring, wand; tag for Sandrew/Blackstaff forensic review.
Vial descriptions and vial colors with matching freed allies.
Drow description and Vhaeraun markings on clothing/mask.
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