The chill of Waterdeep’s autumn had not yet taken hold, but unease clung to the companions like a damp fog. They had returned to the City of Splendors shaken by their most recent ordeal in the Underdark, uncertain whether what they endured had been real, dream, or some cruel manipulation. Their thoughts were troubled: who was pulling them across planes and shadows? And why?
Thorn’s sharp mind was the first to push for action. He would not allow unanswered questions to fester like rot. With Elora, Maledurk, and Tempest at his side, he pressed into the city’s libraries, tomes in hand, seeking whispers of ancient monsters, old curses, and truths that had been buried in ink and parchment. Yet the search was uneven—while Thorn and Tempest uncovered fragments of history and perilous knowledge, Elora and Maledurk found themselves defeated by dusty shelves, closing books with baffled frowns and little to show for their efforts.
It was Thorn’s persistence that led them back to Blackstaff Tower, that great spire of wizardry whose very stones hummed with restrained power. Vajra Safahr, the Blackstaff herself, remembered their deeds in Chult and listened as the companions laid bare the pattern of horrors that had plagued them: Asererak, Strahd, the Demogorgon. Vajra’s expression grew grave as she considered their tale. To her, the line was clear: they had drawn the attention of powers that should have remained distant. Whether curse, mark, or cruel fascination, they were now pieces upon a board few mortals dared play upon.
She spoke of liches whose grasp reached beyond death, of Strahd’s cursed domain existing apart from reality, and of the Demogorgon’s intrusion into the Underdark where it had no rightful place. Her warning was stark: you meddle with beings who are not bound to this world, and they are watching you now. Still, she pledged to keep watch and offered the libraries of her tower, urging them to search further.
The Emerald Enclave, too, offered its counsel. In the green hush of the City of the Dead, where gravestones rose like worn teeth from the grass, the companions once more communed with the disembodied voice of Jareth. Her tone carried the weight of ancient woods. She had sensed the lifting of the Death Curse when the companions triumphed in Chult, but also something left behind—a lingering scar upon the land, unnatural and unresolved. She bid them travel east to the High Forest, where in person she might pierce the mystery clinging to their souls. The summons was gentle, but urgent.
Their research revealed darker truths still. In forgotten ledgers and brittle scrolls, Thorn uncovered the name Vecna, a lich whispered of as eternal, a god to his cultists, a presence that may have predated even the sundering of the planes. Asererak, it seemed, had once been his disciple. The realization weighed heavy: the threads binding their fate were spun from powers older and more insidious than they had dared imagine.
Yet the Blackstaff offered them more than knowledge—she entrusted them with a wand of teleportation, an artifact of dangerous but extraordinary power. With it, they could carve through distance, leaping across the Sword Coast at will, though never without risk. The companions accepted it solemnly, understanding its value and peril alike.
The decision was made. They would not linger in Waterdeep. They would seek Jareth in the High Forest and unravel this tangle of curses, domains, and ancient enemies. Thorn attuned himself to the wand, his fingers trembling with the weight of possibility as he traced its dark wood. With the others gathered close, he spoke the command, and reality itself bent.
The world stretched thin, their bodies drawn like threads of light through an endless void. Time was both instant and eternal, a heartbeat and a lifetime. Then, with a snap like the release of a bowstring, they stood once more upon solid ground. Before them lay the familiar fork of a river they had traveled years before—grass rippling in the wind, the waters whispering against stone. They had arrived exactly where they had intended.
The air was quiet save for the rush of the river, but their hearts beat with anticipation. Ahead lay the High Forest, and within it, answers. Or perhaps only deeper mysteries.
Party status and objective on returning to Waterdeep: Clarifying city authorities and factions to consult: The DM outlines Waterdeep’s governance and organizations: The party prioritizes consulting the Blackstaff and the Emerald Enclave for guidance beyond routine politics. Initial research intent and checks: The party asks about magical means to detect manipulation or deception and whether such phenomena have been recorded historically. Investigation checks are requested. Audience with the Blackstaff (repeat visit due to prior service to Waterdeep): The party recounts: the Death Curse and Acererak in Chult; entanglement with Strahd; awakening in the Underdark and encountering the Demogorgon; and the Strixhaven episode where they were “different people.” The Blackstaff’s immediate assessment: She has not heard of similar cases affecting others recently and believes the group appears singled out, though she has not been looking for such patterns; she will begin watching and coordinating inquiries. Hypothesis: their confrontation with Acererak (an ancient lich) may have marked or cursed them such that they still attract or are affected by powerful forces even after his defeat; she cannot confirm this but notes such lingering effects are attested in old tales. On Strahd: known to pull people into his own domain and toy with powerful heroes; few return. Strahd is magical and powerful but not the same kind of wizard as Acererak. On planes/domains: On broader threats/incursions: On Strixhaven: The Blackstaff grants the party access to Waterdeep’s libraries and advises researching Acererak, Strahd, the Demogorgon, and related planar lore. Consultation with the Emerald Enclave: The party reconnects with Melanor Felbranch (their prior contact), in the City of the Dead at the Falkenmere gardens, and is brought to a hidden grove to commune. They again commune with the disembodied voice of Jareth. Library research findings (driven by Thorn’s strong check, with Tempest assisting): Cosmology & planar separations: Acererak & Vecna: Strahd & Barovia: Demogorgon: Implication noted in texts (restated without conjecture): powerful entities and wizard-made demiplanes recur throughout history and may intersect with mortal affairs. Discovery of a Wand of Teleportation in city custody: Teleportation guidance from the Blackstaff: Teleportation circles vs. teleportation: Wand details: Known circles & familiarity: Travel planning with Jareth’s invitation in mind: The party debates boat vs. road (traveling upstream is hard; the High Road to Daggerford, then to Secomber, is considered). They opt to use the wand to minimize travel risk while maximizing familiarity: Teleportation execution and result:Session Notes