Campaign 2: the Red Crest
Part 2.1: The Child that Explodes
The party travelled to Waterdeep looking for work. They met Cefanderios, a middleman some of them knew previously. After consulting some records, he gave Tonilm a crystal longsword he called Callandor.
He sent the party south to Nightstone, a small town on the way to Daggerford, to investigate a lack of communications from the region. He assigned them Haren Penormi as a guide. They found the town scorched and burned with no sign of any people. After some investigation, they found an underground complex containing a ruined spell circle and evidence of magic taking place on an industrial scale. Eventually, they encountered The Child That Explodes. They think he was an intended sacrifice to the circle, but somehow interrupted it, causing the circle to backfire. The child was high. They subdued the child and returned to Waterdeep. V took notes on the remains of the spell circle.
Part 2.2: Fenno and Wen
After reporting back, the party was told to meet Wen at a tavern and go their next job. They met a shady fellow who asked them to break a man out of jail. The party sent Vale in to scout out the place, planning to send V to extract the prisoner. Unfortunately, guards ambushed V, and he barely made it out alive. The party decided screw that mission, and they convinced Wen to give them an extension. That night, unbeknownst to the rest of the party, Aesden convinced Chrome://dino and Vale to go back and finish the mission. They broke out Fenno Orillee, who thanked them and promised them a favor.
The party decided it was time to return to Ritonar. On their way back up, they deduced that the man they had been hired to free was a crime lord. They congratulated themselves on not freeing him.
The party found Bartholomew’s cave infested by bandits. The party managed to take down the bandits easily, but realized that there was a much larger force out and about that will eventually return. They fortified the base and prepared for the attack. The party managed to defeat the bandits and continued on to Red Larch.
Part 2.3: Stolen
Unfortunately, upon arriving at Red Larch, they found the Blood Princes and the humble home of the Blood God missing. They learned that a few days previously, the house had been assaulted and some “strange artifact” had been taken north. chrome://dino offered to banish Tonilm back to his kingdom, but yanked him back at the last second.
The party learned from an agent in Amphail that Ritonar was taken north from Daggerford by sea to “the base”. They killed the agent and took two rings with this symbol on them:

Part 2.4: Tuern
The party headed to the island of Gundbarg for supplies and fresh sail. V kidnapped a kid. Vale was mad about that and returned the kid.
The party sailed to Ruathym and found nothing, so they sailed to The Purple Rocks with similar results. Finally, they sailed to Tuern. There, they heard wild tales of spiked monsters and decided this was the place. They scouted the island and realized the main landmark was the heavily guarded silver mines.
The party sent Vale in to scout the place. Vale killed the foreman and stole his face. He told the staff that there was strange stuff afoot and he had hired some investigators. The rest of the party showed up, and Vale brought the party back to “his” office. They heard a scream from outside. Vale remembered he had neglected to hide the foreman’s body and turned invisible. A few seconds later, a clerk ran out screaming that the foreman was dead. Someone used mind magic to convince her she had killed the foreman. She screamed in despair and threw herself into the mine. Chaos broke out. The party managed to sneak into the mines.
The party was teleported to Arnzipal and Slannesh, who had been pressed for info on the Orb. They eventually found a room similar to the British Parliament chamber. It was filled with very angry people frozen mid-attack in the chairs on the sides. On the throne was a figure Chrome, Aesden, and Vale recognized. The man they saved from the courthouse is the leader of the organization they have been hunting.
He bantered with the party a little and offered Vale the chance to join him. Vale asked the rest of the party to leave the room. They did. A few minutes later, Vale came running out of the room with a dagger in his shoulder, shouting for the party to run for it. The party looked into the room and saw the man frozen in place in the act of throwing a second dagger and summoning a cloud of daggers. The party ran and found a teleportation circle, and they managed to trigger it and get out. The circle took the party to the basement of a tavern in Waterdeep. They stole some horses and ran full tilt for Bartholomew’s cave where they stashed the orb and jumped into it.