The Kiss of Janus

This is a campaign run by Jason during Spring of 1479 (Faerun timeline) in Asbravn and the regions west of Cormyr.

Characters
Player Characters

Non-Player Characters

Introduction
Gossip of the self-proclaimed Dragonlords of Westgate is spreading like wildfire across the Dragon Coast. Supposedly these tomb raiders have found the true lair of the dragon Kisonraathiisar and brought back the riches from within. While these adventurers seem content with the jewels and gold they have found, they claim that there is much more to be found within. Unfortunately the traps, tomb guardians and signs of a spectral dragon prevented them from going further. They have said nothing of its specific whereabout other than that it lies to the west. However, they have offered to sell a map to anyone who pays a substantial fee up front and promises the Dragonloards a 50 percent cut of any treasure retrieved.

The general public initially scoffed at them saying that the true lair would have been plundered long ago by King Saldrinar. Scholars however note that if Saldrinar did indeed find Kisonraathiisar's true lair, why did he not use that money to expand Westgate, and why were not all these riches accounted for in the royal treasury? Instead, it makes more sense that the dragon's true horde was well away from Westgate, safe from even those closest to him.

The only clues available to go on were the dragon ruins upon the scaled corpse of Kisonraathiisar. While this particular scale was recovered and translated, it is believed that there may be more out there spread out over the entirety of the Dragon Coast. Below is the transcription from the scale.

For five days I have struggled against these eldritch bonds, but I have been unable to move a muscle thanks to my tormentor, Saldrinar—a mewling meat wizard from the South. Each day, another of his infernal spells is triggered by the previous one, granting me a brief moment of agonizing lucidity before I lapse back into a timeless sleep. I suspect that I can last no more than another day or two, but knowing that my time is nigh, I try to use these brief moments to manifest my last thoughts as runes upon my scales. While Saldrinar’s two-legged ants swarm across my kingdom and slaughter the tribes of dragonkin that I have carefully nurtured into stewards of my demesne, I see Null’s dull claws inexorably crushing the future that I had hoped to create. For millennia, my kind has labored to build kingdoms that might survive the King-Killer’s Baleful Eye. But just as I stood upon the cusp of escaping that curse, my plans were laid low by a scion of those arrogant Netherese fools. This Saldrinar cares not for the work of ages; he seeks only to steal what he cannot build and claim what is not his to own. In the desperate hope that another of Asgorath’s children might chance upon my remains and seek what I have found, I now reveal my most precious piece of knowledge: The Hills of the Seven Lost Gods are not what they first seem. Each of the seven rings of standing stones dates back to the last days of the Reign of Dragons, when the elder wyrms sought to reverse what the elves had wrought. My ancestors tried to focus the Weave into a weapon of unparalleled might that could shatter the Drifting Stars into clouds of rubble in the heavens above. But they scored only a glancing blow on the moon that circles our world, leaving only a string of tears and an inland sea to mark their failure. Now reason is once again undone by rage, and all that dragons have wrought crumbles slowly into dust.

Everyone's best guess is that the ruins must lie somewhere near the landmarks that Kisonraathiisar mentioned as he would want his lair close to the ancient dragon treasures. The hills mentioned could be any of those that surround the Sunset Mountains or the Storm Horns while the inland sea must be a reference the Farsea Swamp that must have gone dry over the centuries that followed.

As a result of these public musings, adventurers have flocked to towns around the area in droves hoping to find the ancient lair filled with riches beyond imagination for themselves. The prospect however has also caught the eyes of nobility and it is rumored that it is for this reason that Cormyr has taken control of Proskur. As such, the citizens (and thieves) remaining to be free have traveled westward and are settling in the farmer town of Asbravn.

With all the adventurers, tomb raiders, exiled Proskur citizens and thieves looking for a home in Asbravn, it wasn't long before a few merchant caravans made their way up there as well looking to sell their wares. In short, Asbravn has gone from a simple farmer's village to a bustling town filled with all sorts of people hoping to make their dreams come true or just make ends meet.

Chapter I
'''Mirtul 2nd. The Enchantment is Broken'''

The adventurers are enjoying a beautiful spring day -- the sun is shining, the birds are chirping, and the fresh air is invigorating. As if all that wasn't great enough, fliers were circulating that there was going to be a 99% off sale at the Dwarven Anvil about two hours passed high noon. Just about every adventurer in town turned out to see the wares that were on sale. When the posted time came to be, the prospectors were disappointed to find that the sale was hoax and that there was nothing discounted at all. The crowd became angry but before anyone could start any trouble, screams were suddenly heard around the town followed by shouts of a goblin invasion. A girl who works at Granny Smith's inn arrived shortly thereafter begging for help back at the inn.

Our intrepid heroes arrived at Granny's inn to find that a pack of hyenas being led by a gnoll hunter were scavenging around the main floor. The group made quick work of them while Baws scouted around to check the rest of the floor out. The second floor was empty but signs of combat were evident so the group continued up to the third. On this floor, a squadron of goblins were busy checking the floor out for survivors. A difficult combat ensued due to the tight corridors of the hallways. Aside from a troublesome goblin hexer, the heroes managed to keep things under control.

Shortly after the battle Qelvin hears a scuffle coming from upstairs. The group searches frantically for a way to get up to the attic. Luckily Baws found that many of the doors weren't locked (for him). A storage closet reveals a trap door and just as the group manages to force it open, a scream is heard from above. As the adventurers scramble up into the darkness, Qelvin cracks his sunrod and the looks upon a room filled with phantom warriors. Wasting no time the group immediately starts to attack the ghosts only to discover there is a specter as well. Luckily, the necrotic attacks of the undead were somewhat ineffective and the troupe systematically dissipates them. However, not before Brendan uses his holy symbol and accidentally channels more power than he can handle and turns into a beacon of holy light (literally).

During the battle the group notices an elven girl passed out on the floor. They go over to investigate and after a quick healing prayer from the cleric, she awakens startled but happy to find herself surrounded by a bunch of good looking men... and the suspicious half-elven woman. She introduces herself a Luxuria and explains that she was kidnapped by goblins while taking a nap and that was the last thing she remembers. The group scoops up what treasure they could find and then quickly head for the door as they hear the scream of a dragon outside. What they find is a young white dragon being held back by two dragonborn soldiers. A deadly battle ensues but our adventurers end up victorious thanks to everyone working together (even Baws).

All the threats finally being vanquished, the group makes their way to the center of town to meet up with everyone else who has sought safety within the powerful enchantment within the marketplace. As they finally get a chance to introduce themselves a dragonborn can be seen approaching from the distance. At this point the remaining goblins have entered the enchantment as well and lost their will to fight, forming a semicirle on the north side of the market. When the afore mentioned dragonborn makes his way into the enchantment he takes but a moment and then start slaughtering the goblins without hesitation.

This causes a chain reaction of things to occur. First, the citizens no longer feeling safe start to freak out and run in all direction to get away. Moments later a pulse of energy is felt as the enchantment breaks. Finally a large CRACK is heard deep within the earth sending shock waves through the ground causing spider cracks to form all over along with the sound of a loud WHOOSH. As the dust finally settles most people have retreated back to their homes, the remaining goblins have fled and the imposing dragonborn along with the goblins he killed are nowhere to be found.

*  *   *   *   *

Later than evening the troupe along with Luxuria retires at Granny Smith's, who is so appreciative of what they did she gives them free dinner and rooms. They discuss the day at the dinner table as well as their own history over some good mead and wine. Luxuria drinks too much and makes a move on a Brendan, however he resists her come-ons and puts her to bed in his own room. Meanwhile the rest of the group has a chat with granny and discover that her husband was once an adventurer himself but died from a disease he contracted while traveling. She also explains that the enchantment that was broken was put in place a long time ago by an elven wizard named Elisutrilale. The enchantment was supposedly put in place to protect the region from a powerful dragon that put to rest deep within the earth and that during the spell plague a portion of the enchantment surfaced above the ground right where the markeplace is.

The group eventually retires for the evening with lots of questions on their mind.

Chapter II
'''Mirtul 3rd. A Path Already Traveled'''

The adventures head to the market to hawk their treasures from the previous adventure. Along the way a young woman asks Brenden for help finding her husband, who apparently took off to the northwest in search of revenge. Brenden immediately grabs his newly made friends and sets out.

The group travels blindly to the northwest, not exactly sure what they are looking for. Along the way their companion Ladrithor begins to feel a burning sensation in his breeches and realized that his source of discomfort is Jericho's diary. Strangely, the diary shows a map of the surrounding area with an Orc encampment marked upon it. Using this map as a guide, the adventurer's follow along until they come to a clearing and an entrance to a cave.

The caves are a somewhat strange combination of smooth polished stone and walls of rubble. After an examination by the dwarf, it is realized that once upon a time these were more than simple tunnels. They were large halls magnificent halls carved out of the very earth, large enough for dragons to move around freely without risk of injury. It appears that at some point in the past the entire cave system collapsed and these tunnels are all that remain.

The group continues on into the cave and enter melle with a pair of cave bears and a bugbear. After that they continue on and run into a band of orcs and dire boar. At this point two things become clear. These tunnels are still filled with Orcs, and that someone else has been here as is evident by the piles of recently dead.

The group continues on deeper and deeper into the cave system. Along the way they run into a couple of blade spiders, which the group dispatches with some effort, and a young black dragon which causes the adventurer's to retreat for the night.

After the encounter with the black dragon the group proceeds with much more caution and they make their way to a heavily guarded alcove. The combatants brashly charge in, carving a trail towards the orc chieftan leaving piles of dead behind them. The battle is long and fierce, but the herioc group finally prevails and scores a large treasure horde along with Kieth Ledger, the peasant they were looking for.

Chapter III
'''Mirtul 5th. Bon Appétit'''

Our heroes find that they each, in their own way, been invited to dinner at Master Gula's house. Ladrithor and Luria were invited by Gula to provide protection during a dinner feast. Brendan was invited as a special guest by Gula's servant to provide a spiritual perspective. Lastly, Alkrivmereshkar and Dorias show up accompanied by Luxuria.

Everyone makes there way upstairs and are treated to a luxurious meal, which many of them only pick at as they have concerns about poison in the food. Gula tries convincing them to work with him to uncover the lost artifacts of Kisonraathiisar. The group is unimpressed.

After dinner the guests are invited downstairs to continue the discussion and enjoy some desert. However, shortly after becoming comfortable the entire room starts to fill with smoke from two burning fires. The thick smoke is quickly breathed in by everyone in the room and everyone falls into a deep sleep.

Meanwhile, Qelvin has snuck into Gula's house along with Invidia in hopes of finding the Sydan while the rest of the group distracts Gula. Unfortunately, Invidia went looking for Jericho's journal which causes a questioning between her and Qelvin. After discovering what the other was after, they realize they aren't exactly on the same side. Invidia teleports through shadows and then tries to subdue Qelvin but he somehow manages to teleport away.

Getting back to the group, everyone awakes in one of two holding cells. They spend awhile assessing the situation and figuring out how they're going to escape when Luxuria suddenly teleports herself out of the cell and pulls the lever to release the gates. The group then fights their way out of the dungeon and back up into Gula's house.

The group find Gula back in his room and he's very angry about something. The group tries to question him but in a rage he screams "Give it back to me!!!" and attacks them. The group was exhausted but managed to summon the will to defeat Gula despite his innate ability to regenerate. They were about to coup de'gras Gula when they realize the local militia is coming. The group decides it would be wiser to take off than to stay and be questioned.

The night passes and as the morning sun rises, Qelvin awakes to find himself miraculously alive and laying on Gula's roof. He overhears a conversation between Gula and a man known as Acedia. They speak about the dragon artifacts as well as someone named Iniustus. Qelvin carefully sneak off the grounds and heads back to his room.

Chapter IV
'''Mirtul 7th. Marble Menagerie'''

Qelvin and the rest of the group trade stories and on their recent encounters and realize that their next destination lies to the Northeast. Brendan also was sought out and asked for help in the rescuing of a farmer's daughter. The adventurer's get together and head out in search of Julie Stonecarver and the mysterious Asteikot artifact.

During their trip up to the "Grove of trees that are no longer trees", Ladrithor discovers that they've been followed by a group of Satyrs. Feeling particular clever, Ladrithor approaches them and attempts to figure out what they're doing by questioning them. The Satyrs, confused by this casual encounter, decide to let it play out to see what they can discover about the intruders. Ladrithor leads them back to the camp and introduces them to Dorias while the rest of the group stays safely hidden within the enshrouding candle.

The evening eventually turns into a drunk fest as Lad, Dorias and the Satyrs drink themselves silly to the point of passing out. Eventually the Satyrs awake to find that they've been captured. The group, not exactly sure what to do with them, eventually decide to leave them behind tied up as they continue on their way.

Eventually the group discovers what is known as the Marble Forest, a forest so old it has become petrified. Here they run into the Satyr's again who are non to happy and attack the group with the aid of an owlbear. The group makes short work of them and searches the surrounding area which leads them to the remains of a small camp which must have belonged to Julie. They also find an odd looking Nabassu Gargoyle that seems to be guarding an entrance of some sorts.

As they search the statue for clues it comes to life.

Winged creatures crouching there, Longing to glide through the night's air, Atop buildings and roofs, we have no proof, But some of them seem to move. They guard by day, At night, they play, Roaming the skies of their home. While guarding, they seem so alone, The extent of their loneliness is somehow unknown. They long for acceptance, they long for respect, So far, not one has gotten it yet.

What Am I?

The adventurer's correctly guess "Gargoyle" and the statue continues.

I'm supposed to kill you, but what fun would it be? I would rather have you take a test from me. Answer my riddles and enter you may, Get too many wrong and you become my prey.

The gargoyle then continues on testing the groups with many riddles (Riddle, , , , , , , ) of which they answer enough to gain entrance to the cave.

The group goes down a ladder to find an ancient cave system with a waterfall and a small river running through it. The group decides to follow the stream as it crawls deeper into the base of the mountain. Eventually they find themselves in a large room with carvings and symbols is known as the Notema Shrine. It is here they run into a group of devils and tieflings that try to slow them all down.

After the battle the group continues on deeper into the mountains and find that the stone walls slowly turn more and more into quarts rocks until they enter a large opening where the crystals glow softly. Here they find a group of smelly troglodytes with a pet behemoth ready to defend the entrance to the Mountain Keep.

The group passes through the entrance and a large courtyard opens before them. The group sees the remains of what was once a powerful keep surrounded on all sides by a mountain. Various stone sculptures adorn the grounds with a rather large statue of a dragon off in the back. The group spreads out and advances slowly, knowing that their presence is known. As they creep slowly forward they find an interesting fountain on the grounds that appears to have a calming and magical aura upon it. A drink from it refreshes the weary warriors as if they had just taken a Potion of Vitality.

Shortly after this the group here's the twang of a bow and they find themselves under attack. They rush forward to find the medusa being guarded by a pair of iron cobra's. The cobras slow the group down while medusa attempts to petrify the adventurers. The battle rages on for quite a while and eventually Qelvin falls victim to the medusa's gaze before the group fells her. The adventurers then search the area looking for an antidote as the medusa slowly bleeds out. Only after finding an item known as a Lens of Discernment did the group realize that is was the medusa's blood that was need as the cure.

The group manages to obtain five doses and use them to restore Qelvin, Julie, and three other adventurers that suffered from the petrification. Those rescued offer up gifts to their saviors and then head out on their way, longing to get back to their loves ones.

The surprise...

Chapter V
'''Mirtual ???. Fifteen Men on a Dead Man's Chest '''

Placeholder.

Out of Character
Things related to the campaign, but not exactly part of it.

Epicness
Sometimes characters go above and beyond, sometimes they go that extra mile that wasn't expected of them (although mostly those characters just happen to get lucky). Regardless, all these things are of a level referred to as "epic". This is a place to catalog those events.


 * The entire group ruining my Satyr encounter by getting them "Drunk off their asses and taking them hostage."

Criticisms
Complaints about the campaign, the way it's run or just general grievances you might want to get off your chest.

Miscellany
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