THE BEGINNING IS THE END IS THE BEGINNING
Five months. It’s been five months since you travelled to Red Larch. Five months since you were tasked with finding the lost delegation of Mirabar. Five months since you began fighting members of the four elemental cults. Five months since you were too late to stop them from bringing forth the apocalypse.
You failed. The world ended. The cults battled amongst themselves to end the world. And in the fury of battle, it wasn’t clear who won. Because the world lost. The east of Faerun, where the Endless Wastes lie, were engulfed in flame. The north, with the lands of Sembia, Inpiltur, and Narfell, was swept up by tornadoes or turned into floating isles in the sky, beacons of flying death. The South, with the lands of Dambrath and the Shaar, have been swallowed by the earth or turned into mountainous terrain, impossible to navigate. There are rumors that the Underdark in that region was entirely destroyed. And finally, the west, the Sword Coast, your home, where your new friends and allies, and even enemies lived, fell into the sea.
You, like many refugees, find yourselves now in a central territory, once known as Turmish, just southwest of the Pirate Isles, in the city of Alaghon. Turmish is relatively untouched by the elements, but is surrounded on all sides by them. You escaped here with your lives, and not much more. The mining town of Phandalin is completely under water. Melech is missing. Sildar Hallwinter is dead. The Lord’s Alliance is in ruins, as well as the Harpers, the Order of the Gauntlet and the Emerald Enclave. If the Zhentarim still exists, it has fallen completely silent. There are no more heroes, and the world has never before been in such dire need of them.
This is Faerun now, and the damage appears to be irreparable.
You move through your homes, a refugee camp on the outskirts of the city, finding work when you can, helping those you can, but disheartened and keeping a low profile.
The Traveling Nameless left their shantytown at the outskirts of Alaghon to deliver provisions to the nearby town of Nonthal, when they were ambushed by zombies. After quickly dispatching them, they traced a cult amulet and its magic back to Ironfang Keep, home of the Heralds of the Manticore.
Navigating their way through traps, false traps, and zombie guards, our heroes met Flaxuul, a beholder and the last survivor of the Heralds of the Manticore, who was working on a ritual to turn back time before the elemental cults ruined the world so that he could start his own brand of apocalypse. The Nameless struck a deal with Flaxuul, agreeing to retrieve the ritual’s key ingredients – four elemental stones from the four elemental territories.
THE BLACK GEODE
The Traveling Nameless, on their quest to collect the four elemental orbs for Flaxuul’s time ritual, entered the Black Geode, headquarters of the Cult of the Black Earth.
Upon defeating waves of cultists, elementals, and lieutenants, our heroes discovered Rhundorth the dwarf, part of the Mirabar delegation the party had been tasked with locating at the beginning of their adventure, almost a year ago. Rhundorth revealed that not only were the other delegates still alive and prisoners of the various cults, but the Cult of the Eternal Flame had captured Melech as well, and that each cult leader was attempting to summon the elemental gods, the princes of the apocalypse.
The Nameless went on to encounter Marlos Unrayle, leader of the Cult of the Black Earth as he attempted to bring forth the earth god Ogremoch. Defeating him and cancelling his ritual, our heroes collected the earth elemental orb, as well as Marlos’ weapon Ironfang.
THE WEEPING COLOSSUS
The Traveling Nameless, on their quest to collect the four elemental orbs for Flaxuul’s time ritual, entered the Weeping Colossus, volcanic headquarters of the Cult of the Eternal Flame.
After nimbly bounding on pillars surrounded by lava and dispatching a cultist Razerblast, they discovered the cult’s prisoners – Teresiel the Silverymoon elf from the Mirabar delegation, and their very own Melech. Upon learning the cult’s password “Hail to the Heart of Fire” and getting past the Flaming Skull guardian, the Nameless encountered an Efreeti named Darjeeling, who they convinced to let them pass under the condition that they defeat the Eternal Flame and somehow provide him with a larger home (?).
The Nameless went on to encounter Vanifer, leader of the Cult of the Eternal Flame as she attempted to bring forth the fire god Imix. Our heroes finally started fighting as a unit as they ducked for each other’s attacks, and used a combination of Veylin’s Hold Person, Patzer’s Hew, Hollykhan’s deft double shot, Davorian’s Sneak Attack, and Nim’s Lightning Bolt to defeat Vanifer before her ritual got too far.
THE HOWLING CAVES
The Traveling Nameless, on their quest to collect the four elemental orbs for Flaxuul’s time ritual, entered the Howling Caves, floating headquarters of the Cult of the Howling Hatred.
While expertly crossing frozen lakes, breathless caves, and hazardous chasms, our heroes deftly fought off an air elemental, withstood a hall of Manshoon’s whispers, and rescued the Mirabar delegate Deseyna from a pair of invisible demon barlguras.
The Nameless went on to defeat four priests in an extremely windy hall of worship, only to find Aerisi Kalinoth, leader of the Cult of the Howling Hatred, finishing her ritual to bring forth the air god, Yan-C-Bin.
As if they were experienced superheroes, the Nameless broke Aerisi’s concentration with a combination of paralysis, witch bolts, and good old fashioned iron and steel to cut off her wings (gross) and stop her from even getting a shot off at them. Retrieving the third elemental orb, the party narrowly escaped from the thunderous fall of the floating isle.
THE PLUNGING TORRENTS
The Traveling Nameless, on their quest to collect the four elemental orbs for Flaxuul’s time ritual, entered the Plunging Torrents, sunken headquarters of the Cult of the Crushing Wave.
After being shot out of their airship’s cannons by Melech, our heroes were tempted by a floating globe of water, survived steep waterfalls, drowned cultists locked in a cage, and evaded ghasts, ice mephits and torturous pirates. They used a narwhal horn in a scrying ritual to examine other caverns in the Plunging Torrents, and successfully befriended a resident of the cave system, a giant octopus they named George.
With the help of George, the Nameless defeated two Dark Tide knights and their water weird mounts, and moved on to confront Gar Shatterkeel, leader of the Cult of the Crushing Wave. However, they found the portal open, the elemental goddess Olhydra fully realized, and Shatterkeel unconscious and guarded by the crocodiles.
In their attempt to push the Princess of Dark Water back through the portal and into her elemental realm. However, with teamwork, tenacity, and more than a little luck, the Traveling Nameless managed to instead destroy her completely, close the portal, and retrieve the final elemental orb.
THE END IS THE BEGINNING IS THE END
The Traveling Nameless made their final stand against a coming apocalypse of any kind.
After following Flaxuul through his time portal, our heroes ran through a raging battlefield to the doors of Scarlet Moon Hall, an old Eternal Flame base that Flaxuul made his home.
The Nameless talked their way past 2 of 3 elemental cult lieutenants, found some great loot in the armory, and confronted Flaxuul.
Somehow surviving blast after blast of the beholder’s eye rays, Nim finally killed the cult leader and saved the day. With a stroke of genius, devised an escape plan – everyone but Veylin hide in the portable hole they found, have Veylin tie the hole around her neck like a bandana, and drink her Potion of Gaseous Form to fly through the battlefield unharmed.
As they successfully reached the end of the warzone, Melech swooped in on the Oncoming Storm with Lord’s Alliance reinforcements, and extracted our heroes to safety.