Top 10 of Mind

Wherein the most pressing issues occupying the PCs thoughts are presented...

Act II - Discovery
  1. You have discovered the name and history of the goddess who has been reaching out to you: Arumbelle, goddess of nature and homesteads.  She has marked you as her Chosen, something that usually brings enormous power and has been unheard of since the Time of Troubles (Why did she choose you, how did she choose you?). But she is still weak, only able to communicate by pulling little threads of magic on Faerun. 
  2. Incremental if marginally greater power seems to be transferring to you as Arumbelle has been reawakened in the hearts and minds of those around you: Marks of the Goddess when the cave of second weir identified her connection to you; extra resilience when you spoke her name aloud. This fits with A’lai Aivenmore’s proportional faith theory, but how it works exactly is fairly abstract and there is little recorded evidence to back it up. 
  3. You have uncovered the general locations of Arumbelle's old major temples & shrines and learned of her faith's traditions & practices. It’s unclear if the places of worship are in ruins, destroyed, or desecrated. 
  4. More generally, Arumbelle is weak because she is all but dead; imprisoned by the Rites of Felak Doun, 5 vile incantations that form an antithetical counterpoint to Arumbelle. They include the Rite of Power, the Rite of Murder, the Rite of Slavery, the Rite of Terror, and the Rite of Betrayal. She was destroyed when then Rites came into existence. 
  5. The evil god who created the Rites, Felak’Doun, was betrayed and killed during the Time of Troubles, all knowledge of the Rites lost as his followers disbanded… save for an obscure reference in one book that contained the last known locations of the Rites — tomes written in blood on humanoid skin — as of some 500 years ago, but that page was ripped out. 
  6. The man who removed the page was Telloux the Pious, who also seems to have imbued the Hark with unnatural power, and given her a volcanic scepter that matches the description of an artifact associated with the Rite of Power. This may imply Telloux uncovered at least one of the Rites (Power?) and was able to follow the ceremony to activate it. 
  7. Golun-dal learned earlier that there is a group called the Cult of Doun led by the Lady of The Glen’s enemy, Vallzan, and potentially allied with the demon lord Fraz’Urb’Luu, a known ally of Doun. What are they aims of this Cult to a dead god? Are they connected to Telloux? 
  8. How are the mind flayers related? The goddess seems to have tried to help you defeat them through the lady of the glen’s gifts, but it’s unclear what role the illithids play, and what role their relationship with Jeremius Mason, the Monarch, plays. Jeremius Mason seems to have taken a keen interest in illithids from an early age, and the illithids seem to have been able to enhance their enthralling powers somehow, potentially with sfos. But it’s all a bit muddled. Before Old Weir fell, Shinyu Sal was sent by the Hibernal to Innesbyr to learn more about the Monarch's organization, but she has not been heard from for many years.
  9. The mind flayers see you as a threat to their cushy deal with the Monarch, and are out to get you. They have a vast network of thralls in their employ. Through the monarch’s influence with the Lord’s Alliance, you have been placed on Wanted posters for numerous murders (some real, some…loosely associated, all vaguely accurate). This could make travel in the Lord Alliance more complicated.
  10. The town of Old Weir remains a mind flayer thrall colony, filled with your loved ones—children, partner, friends. That is, if they weren’t all killed when you failed to comply with the colony's order to return and recant your "tall tales". Innesbyr mining activities also remain profitable, the Underdark operation switching to jadeite as the platinum dwindled. The Monarch-Mind Flayer alliance remains unknown to the broader realm, most believing Old Weir a town of sfos addicts — a useful cover for thralldom. A few kindred spirits have been sympathetic to your cause but have respected your wishes to keep information quiet until called upon. They may aid you in #FreeOldWeir - Bhin and Ledo at the Mootscarp; Sheena Canaglym of Dragonspear; A’lai Aivenmore at Candlekeep; and the Cave of the Second Weir, of course. 

Act II - Emergence
  1. Their lives were stolen from them during twenty-five years of thralldom in Old Weir.
  2. The group was rescued by the last survivors of the Battle of Old Weir but Zireael did not survive. They met his adoptive daughter, Falka, who is bent on avenging Z's death. 
  3. A dead or repressed goddess has been reaching out to those sensitive enough to hear, sending signs of this group's importance. 
  4. The group needs to learn who this goddess is, and some have suggested an old Magic College in the High Moor, or--of course--Candlekeep. 
  5.  Clues to who this goddess is seem elusive to the group, if only they had any information about her, anything at all, that might help inform their research...
  6. The Monarch and the Mind Flayers were in cahoots, an exchange of mines for minds, but everything else about the alliance is poorly understood.
  7. The Monarch, Jeremius Mason, now resides in Waterdeep, as one of the influential and secretive Masked Lords. 
  8. Shinyu Sal, an old Hibernal operative sent to Innesbyr with Sha'hale, was reportedly seen in Old Weir. She may have more information on Sha'hale's final days. 
  9. The group has nothing, literally nothing, except the clothes on their backs. Travel with few rations could prove difficult, fighting without weapons could prove difficult, buying things with no coin could prove difficult, and casting spells with no material components could prove difficult. They probably need supplies and gear and spell components soon. 
  10. They likely need to keep a low profile around the region given they all went missing at once. 

Act I - Games within Games

  1. An army of mind flayer thralls has left Lakeville and marched towards Old Weir. 
  2. They are known to and wanted by this mind flayer army. 
  3. An army of stone giants is awaiting their word in the foothills of the Greypeaks. 
  4. They were told a strange prophecy by an old crone: when whitestone gives way to black earth and the shells come in with the tide, you will find aid from stone or from iron or from blood. They chose iron and were given a key to help aid in this prophetic vision. They have identified potential locations of the key's door. They also got their hands on the stone. 
  5. They keep seeing the same constellations at odd times and a shamanistic goblin recognized them, knew they had the key, and called them by constellation name.
  6. They are wanted with a reward out for their capture in the Vostewylde Alliance for killing Kearn'an the Bold and a number of VA Guards. The Weir Watch pushed out the VA Guard, in part catalyzed by the Misfit Six intervening to save a Weir Watch from a VA Guard. The wanted posters were taken down in Old Weir.
  7. Lakeville consumes A LOT of sfos but it’s unclear why. Rya, for example, hasn’t asked for it once, and Safad and Dunny were immune to Ssefillusk's mind blast effect. 
  8. Rya and Sha’hale originally set out to investigate the monarch because they didn’t like his despotic tendencies, his encroachment on Old Weir, and they were suspicious of how he grew to power and wealth so quickly.
  9. The Hibernal sent them to find Rya in case they were compromised as an organization and there was some connection between Rya's disappearance and Sha'hale's death. 
  10. They may have pissed off a beholder named Kas the Allseeing by killing its minions, and may be wanted by it.

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