Location: the Lortmill mountains - former Duchy of Ulek. In the Old Hills by the village of Checcar
Date: 22nd of Reaping, High Summer
The RedWater Fellowship:
Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the Raven Queen
Nenwin Albion - Male Aasimar | Paladin of Heironeous
Graxxuzzaz - Male Lizard-folk | Sorcerer / Warlock of the Great Old One - the Yellow King
Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger
Hester - Male Tabaxi | Cleric of Celestian
Doc Holliday, Paladin of the Raven Queen and Tibaltuous the bard of the Fellowship lay dead. Hester, after resting had the divine power to raise them both - after acquiring a diamond for each ritual.
The Ritual of Celestial Rebirth
In the top level of the tower, the twinkling stars above through the large gap in the roof of the flying tower [DM: Party needs to get that fixed!], the air is thick with the scent of incense and the soft glow of celestial light. Tapestries hang on the walls, quickly added by Hester, adorned with intricate star maps and shimmering crystals, showing the divine power.
At its center, a small altar carved from moonstone awaits the sacred ceremony.
Hester, the revered priest of Celestian, steps forward, his robes flowing like the night sky. His eyes, reflecting the wisdom of countless stars, are fixed on the lifeless form of Doc Holliday, the 1/2 orc paladin/gunslinger a devout knight of the goddess the Raven Queen.
With a deep breath, Hester begins the ritual. He raises his hands, and a soft, ethereal light emanates from his fingertips. The light dances and swirls, forming patterns that mirror the constellations above. As he
chants the ancient incantation, the temple resonates with a harmonious hum, the very essence of celestial music."By the grace of Celestian, the Keeper of Stars, I call upon the power of the heavens. Let the light of the cosmos guide this soul back to the realm of the living. Doctor Sigmund Holliday, paladin of the goddess the Raven Queen hear the call of the stars and return to us.
The light intensifies, enveloping Doc in a cocoon of celestial energy. Hester's voice grows stronger, each word imbued with divine power. The crystals around the altar begin to glow, their light merging with Hester's spell. As the ritual reaches its climax, Hester places his hands gently on Doc's chest.
The light pulses, and a surge of energy flows through the paladin's body. Slowly, his chest rises and falls, and color returns to his cheeks. The temple falls silent, save for the soft whisper of the stars.
Doc opens his eyes, filled with wonder and awe. He gazes at Hester, the priest who had bridged the gap between life and death. Though the 1/2 orc was a devout follower of the Raven Queen, the divine power of Celestian had granted him a second chance.
Hester smiles, his eyes twinkling like the stars. "Welcome back, Doc Holliday. May the light of Celestian guide you on your new journey."
Doc took time to recover, his thoughts on the Raven Queen, as well as on his journey in purgatory once again as he had died before. It seems the Raven Queen still had tasks for him in this world and not yet ready to take him to the next..
Even though Hester was drained of energy and tired, he performed a similar ritual for the fallen bard, Tibaltuous. The bard who had once enchanted many with his melodies, quick wit, and insults to enemies in the midst of battle had never believed in the divine. With a deep breath, Hester begins the ritual again. Though he had been a non-believer, the divine power of Celestian had brought the dry-witted 1/2 elf back from the dead.
Hester smiles, his eyes twinkling like the stars. "Welcome back, Tibaltuous. May the light of Celestian guide you on your new journey."
Tibaltuous, a new outlook on life, raised his head to see his old friends and some new strangers nearby. What next for the bard's plans?
Taking some time to recover - using both magical and normal healing the party explore areas of the tower they had not bene able to visit for some time.
They encountered Lady Sadra - one of the two occupants in the tower - an elven woman magically bound to her chambers for over two centuries. Nenwin has a conversation with Lady Sadra, an elf who
has been magically bound to her room in the tower for 238 years. She explains she committed crimes against the demons who created the tower and was exiled and imprisoned in a stately room. She told Nenwin about the tower's previous demonic influence, as well, demonstrated knowledge of previous tower visitors, and was quick to warn the paladin about the dangers of entering her room. If he entered it would be unlikely he could leave and would be trapped with her! Nenwin decided to not chance it, but promised to visit again and look at ways to free the elf.
The party - with Nenwin's very firm prompting - performs an elaborate ritual to destroy Graxxuzazz's Book of Orcus after realizing its danger. The Book of Orcus puts them at risk from Orcus being able to find
them and spy on the Fellowship. The group creates a ritual circle with holy water and religious symbols, each member carves their god's symbol at cardinal points in the ground a safe distance from the tower. Then once prepared all party members combine spells and attacks to destroy the book
Four barbed demons manifest and are destroyed without mishap by the prepared heroes.
The Book of Orcus is destroyed, leaving behind cold blue flames. These are collected in clay pot, continuing to emit a cold blue flame. The party decide to study these at a later date.
and now decide to enter the lair - all the Fellowship eager to plunder the treasure hoard of a dragon! In the lower chamber of the monastery is a wide hole going straight down into darkness. Over 30 feet across, the edge and walls of the hole look to be melted - assumedly by dragon's acidic breath. Down into the gloom Nenwin flies first his bright sword a beacon of light. 50 feet down he hovers his wings beating as he looks about holding the sword high to light up the area. The other members start climbing down with ropes and spikes.
As the oppressive darkness recedes, the party sees the dwarven monastery that once stood as a beacon of stone-carved majesty, now fallen into ruin and corrupted by the acidic influence of its former occupant, Zemycran the black dragon. The monastery itself is carved deep into the rock, with towering columns and arches hewn from solid granite, their surfaces now worn and pitted from years of acidic corrosion. Once ornate runes that adorned the walls have been partially eroded, leaving behind jagged scars in the stone that hint at the monastery's once glory and the ancient rites once practiced there.
The burial chambers, sacred to the dwarves who sought eternal rest among their ancestors, are now warped and twisted. The orderly rows of sarcophagi lie cracked and melted, their contents either disintegrated by acid or strewn across the chamber in grotesque displays. Pools of seething acid bubble ominously throughout the area, some filling the low points in the floor and others spilling out from cracks in the walls and ceilings, as though the rock itself is sweating poison. The acidic water glows faintly with an unnatural green hue, casting flickering, eerie light across the cavernous halls.
The dragon's influence is unmistakable—acid drips steadily from jagged stalactites, creating a symphony of hissing splashes as it falls into the pools below. The very air is thick and acrid, stinging the eyes and throat, and wisps of vapor rise from the acid as it eats away at the stone and any remnants of organic matter. Broken remnants of dwarven artifacts are scattered throughout, some partially dissolved,
In the monastery's central hall, which may once have housed an altar or a place for reflection and prayer, the black dragon has made its lair. Jagged shards of melted stone and bone form a grotesque nest, with treasures plundered from the monastery and beyond embedded within. The entire environment feels alive with corrosion and decay, a twisted mockery of the monastery's original purpose, where peace and reverence have been replaced by fear and destruction. It is a realm of danger and despair, the dwarven sanctity now overshadowed by the overwhelming power of the dragon’s acidic dominion.
But here.. the treasure glints in the light, the acid having melted coins into piles and swirling gold, silver, electrum, copper and platinum. The adventurers flinch and gasp in pain as the drips of acid fall on exposed skin.
Nenwin casts detect magic, while Graxxuzazz prepares an identify spell.
The magical items include:
- Elvish chainmail [magical +1 protection]
- Manual of creating a flesh golem
- Bronze Horn of the Hero - which summons berserkers for the wielder
- Ring of shootings stars
- Ioun stone of leadership
The melted coins that were able to be recovered looked to number:
899 platinum, 3678 gold, 4209 silver, 2068 copper coins. The mass would need to be melted down and separated.
Other items of note:
- A cast iron chandelier easily five-foot across lies on its side. It has five arms forged to depict writhing dragon heads. Within each dragon’s open mouth magical heatless flames lighting up the area in a different colour for each head. A long metal rod leaning against the wall enables the user to open or close each mouth to increase or decrease the amount of light. The whole is worth 200gp. but weighs 75 lbs.
- An alchemy equipment and wizard supplies set. A mass of glass bottles and retorts, along with a small cauldron and dozens of small tools and other pieces of equipment, sit upon a side table. The equipment of a wizard or alchemist it appears, the whole set is a great prize for an alchemist or wizard, weighing 40 lbs. but quite bulky and fragile. If packed carefully, the rest of the equipment is designed to fit into the cauldron (but if packed poorly without padding, most of the glass items won’t survive any travel).
- Chainmail barding: designed for a truly monstrous horse—weighs 80 lbs. and is worth 750gp. It is so finely made it could be magically enchanted.
- A dwarven skull drinking cup made for or by Zemycran. Top of this dwarven skull has been sliced off, and its eye sockets, mouth and other orifices crudely filled with silver. A cast-iron handle has been fused to the skull where the vertebra should be. Appears the dragon used this macabre drinking cup to toast his victories.
- Ornate scroll in a black bone tube sealed with wax holds the deeds to a prominent bridge - shrine. In the Thrunch Foghollow and Esmerin. Crossroads. The bridge spans across a massive waterfall, joining the Jewel river then cuts through the Suss forest. Ornately decorated and quite detailed in its description of the property, it looks genuine. While it may—or may not—be genuine, the landmark detailed belongs or belonged to a powerful local noble family The Krells. Led by Vicount Johann Krell. Rumours the party know of, say few would willingly tangle with their retainers and servants.
A gilded cage with 2 small figures is perched on top of a pile of silver coins. Opening the cage and the two figures transform to 'full-size' humanoids. It appears the gilded birdcage was some type of magical prison.
After some investigation, the Fellowship find out, Aeldred, a draconian, had been in a group of three adventurers travelling North away from the lands controlled by the BlackRunes. They have allies with many of the humanoid tribes of the Pomarj. In the trek North a flight of 3 dragons came upon the crew.
Ella the elvish druid died 1st trying to wild shape to fight one dragon in flight. Then, Tomar, went down. The human wizard melted by a large spray of the acid from the larger female dragon a young adult - Zemtrynorka - Aeldred would later learn this name.
Aeldred fought well but in the end fell to all three dragons attacking the dragonborn went unconscious. He awoke in this gilded cage. An older elf was also imprisoned in the cage with the adventurer. One of
his feet badly wounded by probably an acid attack. Fassirn L'sarr is a clerk - or was - from Enstad and had been a slave under the BlackRunes. He told Aeldred, and now the Fellowship, he had been caught by 2 dragons in the Old hills trying to evade forces of IUZ. He had been a slave of Zemycran for sometime, cataloguing his various treasures. The two were fed on occasion by a giant draconian. Fassirn advises Aeldred both are indeed small while in the cage. He had not seen any dragons or draconians or dragonlings lately.The sounds of Combat, roars and more Echo down to the two in the cage.. Then, it is quiet, until the RedWater Fellowship rescued the two.
Transporting the treasure - after Aeldred advised on what items were his - out of the lair took some time, with ropes and pulleys used to raise it all and then store it in the Flying Tower.
Both the elf clerk and the draconian were amazed to see the flying tower and were concerned at its power source - souls - until the Fellowship advised on their plan to 'capture a dragon' and cut the heart from the monstrous beast to power the tower.
Now, as arrangements are made with Lady Cowl to convert the tower's power source from demonic to dragon heart, our heroes face a new challenge in the nearby village of Checcar.
An injured young black dragon, with what appears to be an egg beneath it, rests atop a building - presenting both an opportunity and a danger as the repair team's arrival draws near.
Sending Spells between Hester and Lady Cowl:
Hester:
SEND: Found dragons. Two left. Need repair team. ETA? At what point do you need the dragon heart in the process? Any items that might help capture?
Lady Cowl responds:
REPLY: Good work. Need 1 dragon. 3 crew will be ready to arrive in 2 days. You need to have dragon unconscious halfway through process.
REPLY: the 3 crew can keep dragon heart in stasis once they arrive. do not worry about it being dead/alive after crew arrives
So the plan was to start the fight with the dragon in the village of Checcar at the 7th bell. Then soon after the Lady Cowl's experts would arrive [teleport in]: An Archmage, high priest, and artificer/demonologist. The process to convert would take probably about 2 weeks.
The tower could finally have its demonic energy be removed! Then, the still looming threat of the Black Runes and the expansion of the dread king's undead realm East of the Lortmill Mountains, as well IUZ the demigod still warred across the lands to the North and West - all were still concerns for the Redwater Fellowship.
We will pick up NEXT time as our party prepares to execute their daring dragon capture plan...