All in Recaps

As the war boils against the Coven of Zul, the Mortal Guardians discover a critical vulnerability in their efforts: the supply of riftbreakers has been nearly exhausted. Midnight moonstones, a crucial component in the construction of the devices, have become almost impossible to find. Without them, the only way to contain the rifts is through highly dangerous arcane rituals. Fortunately, the Mortal Guardians' newest allies, the deep gnomes of the subterranean city of Lapiszora, may have discovered a solution! Join us, fellow guardians, as we delve into the depths below the Undergrim Citadel in search of midnight moonstones--before the coven discerns our peril and tries to take advantage!

A new ally visits the Mortal Guardians in Cindervaeld and asks for assistance in a most serious matter: Lady Clarissiel believes she has discovered the identity of a member of the Coven of Zul. And worse, a close friend of hers appears to have been placed under a vile, evil curse by this suspected individual. Dark deeds lead to devilish consequences as the Guardians investigate Clarissiel’s information. Join us as we venture into the shadows of jealousy and betrayal--and be wary of those whom you trust as the masks of deception crumble!

Following the Mortal Guardians’ first victory in Cindervaeld, they pushed forward operations to root out and defeat the nefarious Coven of Zul within the city! However, the coven has had many months to entwine itself in all walks of life in the Bright Burning City, and our Guardians have a tremendous challenge ahead of them. Today, even as they prepare to investigate new leads, a sinister machination is at work right in their midst, and when it unfolds, it shall unleash a terrifying menace!

With the destruction of the sanctum at Brightgleam Valley, we’ve struck the first blow against the Coven of Zul in the shining city of Cindervaeld. However, despite that success, it appears that the challenges ahead will be daunting indeed--for the coven has advanced further in their efforts here than we faced at home in Wintervaeld. Truly, our brothers and sisters in the Mortal Guardians of Cindervaeld have suffered terrible defeats, and the nobility are in utter disarray. We must move quickly! To that end we will strike a suspected meeting location, attempting to disrupt an exchange between the coven and several of its important agents. This will send a clear message that their hold on Cindervaeld is at an end. Light be with you, Guardians!

Six months following the defeat of Lord Vaarelixian in Waterdeep, the Mortal Guardians have nearly driven the Coven of Zul from the Sword Coast. With a trove of information gathered from the Conductor’s assets, our brave heroes have fought tirelessly to ensure these cultists have nowhere left to hide. Following the coven’s trail, we have tracked down a sanctum nearly where it all began: not far from Arcamaryndel, the mages college on the outskirts of the moors and in the shadows of the shining city of Cindervaeld. Whatever forces remain, a sanctum of this size has not been found before, and the impending assault will surely be dangerous--for the coven grows desperate in these late hours, and they will not yield without a fight.

When last we left our brave Mortal Guardians, they were in a tense battle with none other than Lord Vaarelixian and the Conductor! They swiftly defeated the Conductor’s elite assassin, Mr. Early, but were overwhelmed by foul void-magic at the hands of Lord Vaarelixian. What will become of our heroes in the moments ahead? Will they break the horrific spell of the evil lord of the Coven of Zul--or will they suffer defeat at the hands of this vile menace? Join us for the climactic confrontation in The Mortal Guardians: The Last Curtain, Part 2!

Guardians, it’s time to take the fight to our enemy! With the backing of our noble allies, we have the standing to act against the Conductor and House Vaarelixian without fear of broad reprisal in Wintervaeld. To that end we shall make our boldest move: we will assassinate Lord Vaarelixian and capture the Conductor! Tonight at Glimmergarden the Conductor is hosting one of his frequent masquerade festivals, and we shall infiltrate this event and strike the heart of our enemy’s financial backing. With the removal of the Conductor and Durevant Vaarelixian, the Coven of Zul will be within our grasp!

Guardians! Your selfless efforts continue to provide us with tremendous opportunities! Lords Aurel and Bellisente Freykelgrim of Wintervaeld--whose lives you saved at the Feast of Autumn--have requested to meet with you to forge an alliance against our common enemies. And what’s more, they have implied they have a spy within House Vaarelixian itself! A dangerous game is afoot, certainly, but you are more than ready for this challenge. Meet with the Freykelgrims and secure a treaty against House Vaarelixian and the Coven of Zul--but be on your guard! You’ve dealt with devils, but there is no measuring the scope of treachery amongst nobility!

Guardians, we have achieved a breakthrough against the nefarious Coven of Zul. With your help--and the secrets obtained from the devilish duo Pont & Mortagne--we have located the hideout of the enigmatic Conductor. Whilst spying on his estate, we tracked and followed several members of his company, the Sirenian Symphony, and discovered a plot against the nobility of Waterdeep. The Coven intends to strike during the upcoming Feast of Autumn, a festival for citizens to offer thanks to one another and to the gods for trade, commerce, and seasonal blessings. We must act quickly and with precision--for if we are not careful, this could turn into a royal mess!

Guardians, an unexpected and rather bizarre visitor has arrived at our headquarters under a flag of truce. She is none other than Enimity Pont of the team of assassins who orchestrated the attack on these very premises--and whose partner, Malise Mortagne, you expertly defeated most recently! What’s troubling is that she has asked to meet with you personally to entertain negotiations pertinent to our conflict with the Coven of Zul and its financier, the enigmatic Conductor. Given the diabolic nature of Malise Mortagne, we urge extreme caution in dealing with this… individual. Whatever dark bargain she offers, you can be certain there will be hidden agendas. Those who deal in death and darkness rarely reveal their true purpose until it is too late!

Strange happenings are afoot within our halls, Guardians! Following the savage attack by the Coven of Zul it seems we are now being haunted by eerie and menacing spirits from beyond. While we work rapidly to pursue our enemies and bring the fight to them, it seems we have a particularly grim task for you: discover what manner of ghosts and apparitions have taken hold in our headquarters and put them to rest. Use whatever force you must, but be mindful--these beings may offer clues about our adversaries!

The shadows of war descend upon us, Guardians! We’ve been attacked at the heart of our organization--right here at home in Waterdeep! Agents of the Coven of Zul and the nefarious Conductor infiltrated our headquarters and struck at us directly! Hurry back and save as many as you can! Then without hesitation pursue those who did us wrong and bring them to justice. We must stop these monsters before they escape or hurt anyone else!

Guardians, gather round! With the capture of a trusted ally of the Coven of Zul, we have gained valuable information about their activities. They are colluding with local nobility, the powerful Vaarelixian family, from whom they rent property on the family's very large estate--no doubt where they perform despicable rituals without interruption. We need you to be our eyes and ears! Go to the Vaarelixian estate and see what you can learn about the coven’s presence there. But, be warned! Do not under any circumstances cause a situation without approval from the guild! The nobility are a vengeful lot, and we have enough enemies already. Be cautious--and don’t do anything rash!

Guardians! We need your help! One of our own has gone missing--captured, we fear, by the Coven of Zul! The agent disappeared while traveling to Mirabar to investigate a possible rift, and we need you to brave the wildlands and find our colleague. Additionally, we urge caution in the extreme, as new, terrifying creatures are rumored to prowl the area. This is all, no doubt, the work of our enemies in the coven. May the Everburning Light guide your steps!

A remote school of mages near the Evermoors suddenly closed its doors and refused any visitors. Concerned at the unusual development, nearby local townsfolk sent word to Silverymoon for help, but when a troop of soldiers entered the school grounds, the gates suddenly closed--and not a soul has emerged since. Alive, that is! Walking skeletons now emerge from the moors around the school, harassing townsfolk and travelers on the roads. Fearing the appearance of an arcane rift, the Mortal Guardians have summoned you to investigate--and to do all that you can to thwart whatever evil is at work. May the Everburning Light guide your steps!

Help the Mortal Guardians as they aid a beleaguered settlement to the north of Wintervaeld where townsfolk have been reported missing. Many suspect the work of cultists or brigands, but the Guardians see signs of deeper, darker influences. Join the investigation and help protect the innocent! May the Everburning Light guide you always!

What do you get when you put a group of adventurers, a den of thieves, and rats all in one place? There's only one way to find out! Enter the seedy underside of the Dancing Dagger to see what's causing all the fuss. Sure as something waits in the shadows, a reward is promised in exchange for the aid of brave (or curious) adventurers! Just remember: discretion is appreciated within the walls of the Dancing Dagger.