The Seven Oaks - Mid-Point Summary Aug 7, 2022 • Neil The story begins in Greenest, as you get a view of the village, it is in utter chaos, homes burning, people fleeing, almost like the apocalypse has begun. Above the village, an Adult Blue Dragon is flying in circles, while cultists from the Cult of the Dragon raid the village with kobolds under their commands, stealing anything that looks remotely valuable. Your Party tries their best to reach the keep in Greenest, rescuing a few innocent villagers in the process. When your group arrives in the castle, the dragon uses its breath to fry some guards on the walls; it flies off after being attacked a bit, possibly out of boredom or disinterest. The next day, your Party is asked by the governor of Greenest to locate the cultists’ camp, where a monk by the name of Leosin is held hostage; he is holding vital information about the cult and their plans. One way or another, your Party manages to free and save Leosin. You return to the castle of Greenest, and the Governor and Leosin are extremely thankful. After a quick briefing, your Party was told to return to the camp and check what can be found in the caves located there. There are several large eggs (possibly dragon eggs) to be found, as well as one of the leaders of the cult, who tried their best to flee but fails. Your Party then learns about the plans left behind by the cult, which state that the treasure is to be transported by carts hidden among a normal caravan on a trading route to Waterdeep. While traveling with the caravan (which took about 2 months), you learn that working with the cultists is a powerful group called the Red Wizard of Thay. Once in Waterdeep, some investigation by your Party revealed that the goods are being sent north to a roadhouse used to maintain the road between Waterdeep and Neverwinter. Once there, more investigation leads to finding a hidden tunnel where lizardfolk are transporting the treasure a few days of travel away to the castle in the Mere of Dead Men. When you fight the lizardfolk, one surrenders ( and joined your party - Snapjaw) and begs them to help him overthrow the cult in the castle, so that the lizardfolk may no longer be abused by the bullywugs (frogmen). Your group enters the castle and learns over some time that there is a portal in the basement, you eventually reach the teleportation circle in the basement. Once you teleport your way, to the nearby village of Parnast, to get onto the flying castle that will soon leave. Your Party, faced off against the owner of the castle, The castle also houses a guardian to protect the hoards, which attacks you as you dared to enter its lair. And took control of the castle. End of book one Representatives of groups and factions from across the Sword Coast meet to discuss their concern about the Cult of the Dragon, and to draw up plans for opposing the cult. Many of the power groups represented on the council don’t all trust each other, and some even have conflicting goals. Over the course of many council’s meetings and ones still to come, you need to forge this disparate, feuding group into a coordinated force. Only with all factions working together and contributing to the overall outcome, can enough power be brought to bear against the cult to prevent Tiamat’s return. You’re invited by the Council of Waterdeep and Made into an investigative force under the guidance of The Order of Wolves – a covert organization Headed by none other than Lord Belaros (Nir) Neverember. You 1st mission under this new order – was to investigate where Maccath the Crimson had gone and if still alive – she a being Tiefling sorcerer of the Arcane Brotherhood, is an acknowledged expert on the Draakhorn—an ancient relic being used by the cult to summon dragons to their cause. She disappeared three years ago in the Sea of Moving Ice, where you found out she was a prisoner of the white dragon Arauthator. You made way to Arauthator’s iceberg lair and convince Maccath to join you. Also, by killing the dragon and carrying off valuable dragon lore, you dealt a blow to the cult and gained the Arcane Brotherhood as allies in the process. Currently you are chasing Varram the White he is a close ally and confidant of Severin, but the Cult of the Dragon leader is unaware of how his old friend’s actions have threatened the cult’s plans. Varram’s White Dragon Mask has gone missing, stolen by a thief allied with the Zhentarim and now hidden from normal scrying magic. Varram is desperate to retrieve the mask before Severin discovers it is missing, and so he has created the pretense of taking a group of trusted followers to seek out a site of ancient magic in the Serpent Hills, which he claims will help the cult in its plans to summon Tiamat. In truth, Varram is seeking the Tomb of Diderius—site of an ancient divination pool that he hopes will show him the location of the lost mask. Harper agents have heard rumors of the theft of the White Dragon Mask, and Leosin Erlanthar has recently learned that the dwarf Varram was seen in the trade settlement of Boareskyr Bridge, near the Serpent Hills. With the Harpers already spread far and wide on their intelligence-gathering missions, you the adventurers are a perfect choice to pursue the wyrmspeaker. The cult’s leaders aren’t oblivious to the damage being caused by your Heroics. And assassins try to stop your interference, but the cultists misjudge the strength needed to complete the job. Though on their second attempt on your lives they managed to make off with the mask you had in your possession. Having learnt the location of Varram. Following him into the tomb of Diderius you are now on his trail and getting closer to catching him. Blog Categories: Games (44) D&D (43) Lost Mines of Phandelver (10) Curse of Strahd (1) 3 Wizards 1 Cleric (4) HotDQ (2) Photos (4) Tech (2) Wildemount (8) EBAC (7) The Seven Oaks (4) Freehold (4) Space Engineers (1)