Xanstin's Adventurers League
Season 3 Rage of Demons
Season 3 Rage of Demons
1490 DR Year of the Star Walker’s Return
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations.
Tier 1 Storyline
After the destruction of Mulmaster by the Elemental Cultists the Phlan refugees seek a new home. They head to Hillsfar to discover the city has been consumed by madness and has become extremely xenophobic and is only allowing humans entrance. Worse a recent string of strange occurrences has the locals on edge. The factions have gathered here on the borders of the forest of Cormanthor to determine what’s happening. (DDEX03-01)
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. While investigating for a group of abducted Halflings, a group of adventurers are captured by a Red Plume patrol. They are pinned against a deadly group of Halfling gladiators reenacting the destruction of Northkeep in the Hillsfar Arena. With the supernatural passion seeping through the city a riot breaks out in the arena and the red plumes intervene. The heroes take this opportunity to clear out and escape the crazed city. (DDEX03-02)
Continuing on to investigate the settlements around the Spot a group of adventurers happen upon a Red plume caravan under ambush. They join the bandits and route the red plumes and find out the local farmers are being harassed and robbed by the local militia. They set upon a red plume caravan and stop it to find out it is housing more kidnapped people on their way to be traded with Duegar slavers. They manage to take down the slavers and collect enough evidence to incriminate some corrupt Red Plumes. (DDEX03-05)
The hamlets outlying hillsfar have been struck by an odd malady. Rumors have it that a travelling carnival visited those locations before the disease struck. The factions rally some heroes to investigate. They are caught in a horrific carnival run by Doctor Jubal. They are attacked while following the campaign and follow their attackers into a mirror maze where they are confronted by a fiend named Tak who has been impersonating Dr. Jubal. After proving victorious the sickness spreading seems to subside. (DDEX03-06)
Finally reaching the spot the scouts for the factions take a short breather in the Plodding Plow, the local inn. They are asked by the innkeep to investigate rumors of goblin raids in the local hamlets and farms. They head off into the woods and discover that the rumors are true and follow the tracks into a cavern system in a hillock a short distance away. They work their way clearing the complex and discover it is being occupied by demons taking prisoners and a band of goblins that was being led by a demonic goblin. They successfully cleared the complex and brought the prisoners back to the Stop. (DDEX03-10)
After a brief rest in the Plodding Plow, Elanil Elassidil has received word from the factions that they have found a way into the city and have heard that a faction contact inside has a special mission she needs assistance for. The heroes gain access through the sewers and the contact informs them that the First Lord of Hillsfar, Torin Nomerthal appears aberrant and his court has been infiltrated by demon operative from Maerimydra. They sneak in to the First Lords tower as hired help for a masquerade ball under the effects of spells to hide their true race. While there they discover he has a planned trip to waydown coming up. The lord comes under attack by an elf infiltrator to the city and in the chaos the heroes discover that his betrotheds brother is an incubus in disguise. (DDEX03-12)
First Lord Torin Nomerthal and several his advisors will be leaving Hillsfar to inspect the Wall with only a small contingent of Red Plumes. While waiting for instructions at the Plodding Plow the heroes are dragged into taking down the First Lord by Elanil. They discover that the First Lord has broken off the main regiment with a small detachment to go to Yulash. While there they are able to get Battleguard Lorhanna to assist them once they take down the Lord and his retinue in taking control of the Red Plumes. They breach the first lords tent and manage to take him down including his retinue one of which was a demon in disguise. They have dethroned the mad First Lord and now have real hope Hillsfar can return the City of Trade it once was for all, not just humans. (DDEX03-14)
Tier 2 Storyline
Agents of the fire giants of Maerimydra, a city in the Underdark, have overtaken the drow outpost of Szith Morcane. The factions seek out adventurers to free the outpost’s leaders for questioning on the giants’ activities. A group of heroes travels to the underdark through the waydown and makes their way to Szith Morcane meeting a mind flayer Huum who teleports them to its entrance. They fight their way through the ruined city and defeat back the demons who are aiding its current lord a Fire Giant. They manage to rescue Solom Ned’razak, the drow archmage and former leader who agrees to help figure out what is going on with the giants. (DDEX03-03)
Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been discovered, and must be brought back to civilization. The adventurers venture into the forest Cormanthor in search of the ruined Eventide Abbey. As they press deeper it becomes clear the forest itself suffers from a strange ailment that drives those who linger there to madness. Ascending to the treetops to enter the Abbey, the adventurers confront the lingering spirits of the temple’s defenders in an attempt to free them from the bonds of undeath. They succeed in freeing Meiras spirit from her bonds and leads the party to safety. (DDEX03-07)
An escaped duergar slave stumbles into the village of Elventree. With her she brings a malady that grips the small settlement in a bout of madness that seems unshakable. The factions call upon the adventurers and ask that they go into the underdark to investigate the strange malady. They follow the waydown river encountering umber hulks and eventually a mind flayer with slaves which have succumb to the madness. Through these encounters, the party learn about Zortagra a temple deeper in the underdark. Once inside the temple, the group meets a female duergar—commanding that her people drink from an unusual samovar. The duergar Daleen, claims to be the reincarnation of the duergar goddess Deep Duerra. After a pitched battle with some denizens of the outer planes, the group determine that the samovar may be the source of Zortagra’s madness. They bring it back to Elventree to further study its effects. (DDEX03-08)
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call “The Waydown.” The group has been charged by the factions with escorting an emissary and some supplies as a gesture of good faith back to his home in the Underdark without alerting the Red Plumes. Arriving at the garrison to avoid suspicion they participate in a large dinner feast and pose as the nights’ entertainment. They wait until the guards rest for the night and sneak their way to the sinkhole to descend down into the underdark. They start to head down the waydown river being attacked by waves of Kuo-Toa scouts. The party arrives at the ruined temple signaling the end of their journey, only to discover that kuo-toa fanatics captured the drow caravan intended to help carry the supplies back to Szith Morcane. They venture through the slimy shrine to rescue the captive drow from the kuotoa cult and their demonic masters. With the supplies delivered and the drows freed the head back to the surface. (DDEX03-09)
In the search for allies in the Underdark, heroes are called upon to travel through the recently opened Waydown sinkhole to find the lost myconid colony of Sporedome. It is said that they once cultivated a strain of mushrooms that could protect one from falling into madness. They head into the underdark and just after entering Sporedome they are ambushed various fungi. Upon defeating them, they find one of their previous victims: a derro called Mallag. The derro’s journal clues them into the increasing reach of the faerzress and the goings on in the dome. They then come upon a group of the mushroom people about to put a member of their own race to death for kidnapping their sprouts and the spreading the corrupted spores of the demon queen Zuggtmoy. As luck would have it, this is the Sacred Seer that the group learned about from the derro. The myconid sovereign allows the characters to interrogate Sacred Seer, but only if they return their other circle members and sprouts. They set off for the derro camp defeating them and the demons that have possessed them. They return the spore back to the colony and allow the Sacred Seer to take control of her colony. In return she offers her aid and allows them to take some braincap mushroom back to Elventree to be studied. (DDEX03-11)
The factions have been helping the drow of Szith Morcane since the fire giant of Maerimydra displaced them. With the drow pushed away from their homelands, nothing will soon stand between the Graz’zt-maddened fire giants and Hillsfar itself. In an effort to keep the fire giants away from Hillsfar the factions have decided to enlist adventurers to retake the drow outpost of Szith Morcane—giving both the factions and the drow a base from which to lay siege to Maerimydra.
A group of bold adventurers head into the underdark with a small force at their call and spend time gathering allies among the native races around Szith Morcane under a common banner. They rest for a moment before launching an assault to free the city from fire giant control. The adventurers are given discretion in how to direct the forces for maximum tactical impact. The raid the complex and drive back the fire giants liberating the drow outpost from a more nefarious enemy charged by demons.(DDEX03-15)
Tier 3 Storyline
Drow refugees have brought news that the Crimson Trinity is preparing a blood ritual to empower Graz’zt. The five factions have agreed to ally with the drow to liberate Szith Morcane, foil the ritual, and destroy the Crimson Trinity. The factions are planning to smuggle in two groups of adventurers to replace the captives bound for the arenas. The adventurers successfully stop the ritual and the demons are held at bay for now however fail in liberating Szith Morcane. (DDEP03)
Rumors of faceless demonic creatures have been steadily rising in the Hillsfar region, and it is said that far below the surface of Faerun, nestled in the bowels of the underdark, ancient terrors are stirring. A council has been summoned outside of Elventree by the factions to meet with Murssvayas a drow wizard who wishes to take back his home from the giants. Under his direction the head into the underdark to the howling caves to free a captured alchemist who has the secret on how to remove the blood frenzy from the giants.
They raid the complex fighting through giants and demons alike to reach the hanging gardens below being overseen by a coven of hags. Dealing with the hags the party rescues Xaven the alchemist and whisk him away back to Sporedom to begin the ritual. They are successful but need one final reagent, and task the party to capture the demon blooded fire gaint from Maerimydra.
They set off for the Black Ember Outpost which holds a secret passage to the bowels of Maerimydra which will allow them into the city unseen. After defeating the denizens they head down the four mile long passage into the city. With the aid of Pipyap the Imp they discover that in the coliseum one can find one of the tainted giant leaders. They sneak through the city to the coliseum and battle to take him alive. Successful they begin the journey back to Sporedom. (DDEX03-04)
With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. The factions have met at sporedom and tasked the party with leading the charge to assault the fire giant city and stop their wrath. First they must take several outposts along the way to ensure any reinforcements are cut off. They attack the eastern forward based and try to gain allies of undead nearby but are unsuccessful in gaining their support. They meet back with the bulk of the troops as the assault begins.
Once they breach the city the forces are quick to organize and mount a counter attack, led by the mother. They beat back the attack and move further into the city. Unsure that they can take the city the faction leaders gather to discuss options and decide that an assault on the undying temple may be the only option as they suspect the dark prince Graz’zt is within. They are teleported to the entrance and find Elisandre and her goat who insist on following. The tower caught between two planes of existence makes the progress slow but with each puzzle and fight they inch their way towards the prince.
Arriving finally at the greater temple they find the dark prince seated on his throne awaiting their arrival. He is surrounded by seven symbols of evil each representing one of the demon lords charging him with power. The party and the small girl go and begin to destroy the symbols as some keep the prince occupied. During the fight however Graz’zt sees who the child and her goat truly are. The daughter of the Dark Sun and the herald of Shiallia go into a killing spree and aid the party destroying the symbols and demons. The adventurers focus on Graz’zt in a fierce fight but prove victorious yet again plunging the demon back to the abyss. All the factions gather to celebrate the liberation from the demonic incursion, but the girl and her goat have mysteriously vanished just as quickly as they appeared. (DDEX03-16)