Location: City of Axegard-former Duchy of Ulek - now a protectorate of the Overlord Romack
Date: 17th of Goodmonth, End of Summer
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The RedWater Fellowship [Player Characters]
Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess: Raven Queen [played by Connor]
Lieutenant Spears - Male 1/2 elf | Phantom rogue/echo knight - an operative assigned by Lady Cowl's secretive organization to assist [played by Connor]
Nenwin Albion - Male Aasimar | Paladin of the god: Heironeous [played by Jake]
Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the Yellow King [played by Braydin]
Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]
Hester - Male Tabaxi | Cleric of Celestian [played by Devin]
Non-player characters of note:
NPC: Thogra | Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set
NPC: Gothi | Female foreclaimer | Ranger
NPC: Lars | Male elf [VAMPIRE] | wizard
Dungeon Master: Sleet [blogging since 2018]
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After arriving in Axegard, The Red Water Fellowship (Doc Holliday, Nenwin Albion, Graxxuzzaz, Aeldred, and Hester) have been waiting for their flying tower to be converted to be powered by a live dragon heart - formerly demonic engine which used souls as fuel. While the masters from Overlord Romack's army work with to transform the tower's power source from demonic to dragon heart, with the assistance of Gothi, the rest of the Fellowship take on some personal quests and activities. [DM: please see blogpost]
A Tower Reborn: From Demonic Engine to Dragon Heart
The Fellowship's flying tower's most significant overhaul was the replacement of its sinister power source. The demonic soul-sucking engine was meticulously removed and replaced with the still-beating heart of a black dragon. This new, draconic core consumed treasure for energy, with gold providing a baseline power level while magic items offered a significant boost. The refit also included essential structural repairs, sealing a large hole in the roof and reinforcing the main gate.
The artificer, Mr. Carssini, approached the party to discuss further enhancements. He offered his expertise in exchange for a 2nd dragon's heart the Fellowship had retained after the battle in the Old Hills. [DM: please see blogpost]
This "offer", sparking a debate among the Fellowship that revealed their evolving philosophy. The options were a "siege tower" modification, complete with a massive drill for breaching fortifications, or a "cloud obscuring mist" generator that would grant the tower unparalleled stealth. It was a choice between brute force and strategic subtlety. After weighing the tactical advantages, the party chose the path of the unseen, commissioning the cloud generator. This would be additional work, once the primary tower changes were complete. Mr. Carssini would travel to Dragonkeep with the tower to complete this work at an additional expense of 1,000 gold coins.
The final and most profound upgrade was the integration of a new intelligence. FERA, the sentient consciousness from an ancient foreclaimer colossus that had been residing in Gothi's mind, was successfully installed as the tower's "operating system". This granted Gothi a direct mental and voice command link to the tower within a 200-foot radius, transforming their base into an intelligent, responsive, and loyal extension of the party itself. [DM: see blogpost]
While this extensive work took place, the party members resided in Overlord Romack's barracks. Spartan accommodations, but free - compared to very expensive rooms in any inn in the rebuilding city of Axegard.
The Black Rain Affair
While the tower was being refitted, Hester established a healing service - charging for a variety of divine spells - in support of the citizens of Axegard. Having acquired a license - at cost - from the local militia. His good work soon attracted unwanted attention. A one-armed man representing a local thieves' guild known as the "Black Rain" confronted him, demanding a "protection" fee.
Hester responded with quick thinking, casting improved invisibility to slip away and summon his companions by a message spell. Aeldred, Doc, and Graxxuzzaz and a little later, Nenwin as well, answered the call. The hunt for the Black Rain led the Fellowship into the stinking, filth-ridden underbelly of Axegard. Following a trail that only Aeldred's keen senses could parse through the muck, they pursued the guild members to the city sewers.
Their chase ended in a large sewer chamber, where they saw a single rogue. Graxxuzazz used a charm person spell to engage the man, and after some negotiating and persuading, were led to the guild’s hidden base.
This was located under the ruins of a guard tower below the sewer were some passages and chambers which appeared to date back to before the city was built. There, a cloaked figure stood waiting. A tense negotiation ensued, colored by the party's silent, telepathic debate [DM: all the party members had linked telepathic ear rings which allowed the silent communication].
"Arrest them", Graxxuzzaz projected. "Take them to the guards."
Doc countered, "Without proof? And we trust Captain Gold Smile to be impartial?"
Aeldred’s thought was decisive: "We tell them to return the money. Make them stop. Then we watch."
The cloaked leader, unaware of their internal deliberations, asked who the party members were, at this, some in the party smiled as Graxxuzazz the portly but athletic sorcerer/warlock launched into his grandiose, self-aggrandizing introduction:
"I am Graxxuzzaz, governor of the west, deacon of the south, chief of money, noble of the north, sir of treasure, finder of passages, the wrestler, the entertainer, slayer of evil, slayer of dragons, namer of lakes, holder of many titles, the healer, the collector, banisher of spirits, the reliable, master of locks, flyer of towers, master of fire, Parter of Waves, Master of History, master of elements, master of masteries, the bookworm, the traveller, closer of gates, slayer of giants, grand strategist, destroyer of otherworldly beings, the knowledgeable, persuader of the damned, defender of the weak, the generous, the liberator, purveyor of many things, Champion of Essyliss, crusher of stone beings, man of many faces, prophet of Essyliss, persuader of demons, the strong, the lucky, the wise, the willful, the abyss walker, the steadfast, the charismatic, killer of gods, president Senteq Saply, the powerful, the avatar, the great, the glorious, the first and only.
The cloaked figure looked around at the party and back to the lizardfolk. Graxxuzazz finished with, "It is a pleasure to make your acquaintance."
Despite the long title list and delay, the Redwater Fellowship’s formidable reputation and persuasive arguments won the day. They convinced the leader to cease all extortion activities and return any stolen goods, resolving the conflict without bloodshed. After some follow-up in the days and weeks ahead, there appeared to be no further extortion from the thieves' guild called the Black Rain.. for now.
Champions of the People: Building a New Reputation
The encounter with the Black Rain marked a turning point. The Fellowship transitioned from passive observers to active benefactors, undertaking a comprehensive strategy to heal the city's social fabric. They established a free healing clinic [paying Hester to work there, but the three paladins - Doc, Nenwin and Aeldred all worked freely and tirelessly], donated substantial amounts of gold to help rebuild local businesses, and even offered their own physical labor to assist with reconstruction projects.
These acts fundamentally altered public perception. Where citizens once whispered about the morally ambiguous mercenaries of the RedWater Fellowship, they now spoke with reverence of a celebrated "force for good." Their fame as heroes, once possibly a source of apprehension, was now a symbol of hope.
During this time, they encountered the one-armed man from the Black Rain again. The young man's name was Baldrick Scalin, they discovered he was indebted to the guild. The party - Doc specifically - paid off his 500-gold-piece debt to the "Boss", securing his freedom and loyalty!
Baldrick, a level 5 rogue, pledged his service to the Fellowship - seemingly working for Doc directly as a new follower and shared a chilling detail about their negotiation. "You're lucky," he confessed. "When you were talking to the boss, there were probably ten rogues there, all with crossbows aimed at you through hidden slits in the wall."
While the party waited, two old comrades showed up, with a wagon and their priceless treasure the gold cube! Lars, the human boy/vampire wizard, and their old comrade, Thogra the 1/2 orc rogue/cleric of the Egyptian god Set. The two had travelled some time in the metal wagon - heavily reinforced to carry the weight of the solid gold cube [1' cube of 100% pure gold]. Worshipped by the bard Tibaltuous as a deity. [DM: see blogpost]On the final days as the tower was made ready to leave to fly to DragonKeep and the party's time in the city concluded, they faced one last trial: bureaucracy.
Captain Goldsmile summoned Hester to discuss his license. The Captain reminded the cleric of Celestian that even providing services for free required a license and that any compensation—even gold given so he wouldn't have to charge—was subject to a 10% fee. After a frustrating exchange, Hester paid a final 20 gold pieces, closing the book on their civic entanglements. Their tower, now a bastion of both arcane power and draconic energy, with some fanfare and hearty farewells from the army of Overlord Romack, took to the skies and flew off towards the Lortmill mountains and its next destination: the town of DragonKeep.
A Triumphant Return to Dragon Keep - and "Tower Day"
The Fellowship's return to their hometown of DragonKeep was a major milestone. The arrival of their flying fortress was a dramatic display of their newfound power and status, transforming what could have
been a simple homecoming into a legendary event that would be celebrated for years to come. To great revelry and happy welcoming from the towns people, these were the famous Redwater Fellowship! famed heroes and great benefactors for the downtrodden.
A proclamation was made, Henceforth called, the 26th of Goodmonth would be known as "Tower Day".
[Tower Day: A Roman-style triumph feast]
Erected in the town square was a near full-size wooden version of the tower and burned at the feast. All townsfolk and any and all from the area were invited. Guests from the Stonegiant camp, the monks of the 3 Crescent Moon monastery attend, as well as visiting merchants from the cities of Wayberry and Rastor all attended. The grand feast ended near midnight with the culmination of the wooden version of the tower being burnt as a huge pyre, to music, dancing and singing all through the town.
Small wooden versions of the flying tower are given to children in the town of DragonKeep as souvenirs and toys.
A Changing of the Guard
After the celebrations, the Fellowship's composition underwent a strategic shift. Doc Holliday opted to remain in DragonKeep, dedicating his skills to the monumental task of forging a powerful eldritch cannon for the tower's defense, working with both Gothi and Mr. Carssini. Pyra - from the Beta Crew - had mentioned the ancient dwarven forges deep in the silver mines. They could possibly be used to forge the eldritch cannon for the tower.
To fill his place on the upcoming expedition, Lieutenant Spears - an operative from Lady Cowl's intelligence forces in the army of Overlord Romack - who had previously adventured with Nenwin, joined the party. [DM: Player Connor took control of this new character, a half-elf Phantom Rogue and Echo Knight fighter, whose skills in infiltration and assassination would prove invaluable in the dangerous lands ahead]
With the festivities concluded and their roster finalized, the party turned their attention from celebration to the sober business of preparing for their perilous overland journey into enemy territory. Next steps, travel up through the mountain passes of the Lortmill mountains, then through the former elvish lands East of the Lortmill mountains. Now called Darkreach, an undead infested land ruled by the Dreadking [DM: a former player character named Robin who had taken on a patronage to the Prince of undead - Orcus and due to this patron had to leave the Redwater Fellowship - See blogpost].
The plan was to travel overland to the city of Fax, on the Wildcoast still under BlackRune control [the Fellowship's longtime enemy, The BlackRunes were a powerful but waning force in the area, group of dwarven slavers - DM: see blogpost for more details from way back in 2018!] where there were a number of quests and tasks of interest to the Fellowship.
Gearing Up for Darkreach and Fax
The party made meticulous logistical preparations for the arduous trek through the frozen mountain passes.
• Apparel: They acquired essential cold-weather clothing to withstand the harsh alpine environment.
• Mounts: They purchased mounts for the journey, including a medium warhorse capable of carrying the dragonborn paladin, Aeldred. Lt. Spears had a phantom steed, while Nenwin had his figurine of wondrous power - a Paladin's flying warhorse. Graxxuzzazz and Hester acquired light riding horses for from from the town's stables. Thogra would accompany them, riding a somewhat skeletal horse he called Rupert, that he assured the party was not undead!
• Equipment: The party's stash of magic items was distributed among the members to maximize their combat readiness for the work ahead. The party had acquired a fair number of items, those not to be used would eventually be power for the dragon heart engine of the flying tower.
• Security: Key treasures, including the valuable "golden cube," were secured within a newly acquired safe installed in the tower before their departure. Thogra was able to fix a safe scrounged from a destroyed bank in Axegard - for the cube as well as some other more valuable items of the party.
Anomaly at the Crater: The Dead-Mage Inn
The party's journey took them into the familiar Lortmill Mountains, the first three days of travel were
cold, wet and slow, but no dangers encountered. They took a pass that led tot he high road over the mountains towards the site of the former frozen lake where the colossus, FERA, had once been entombed. When they arrived, they were met with a scene of profound and bizarre transformation.The lake was gone, replaced by a vast, mist-filled crater. Perched precariously on the crater's edge was a structure that had not been there before: a multi-story establishment named "The Dead Mage Inn." The building was surrounded by a series of lampposts that emitted a strange blue light.
As they approached, the area's bizarre magical properties—a phenomenon Graxxuzzaz recalled from his time inside the colossus, where magic "didn't work at all"—became terrifyingly apparent. The party's magically summoned horses winked out of existence, causing their riders to tumble to the ground. A stable hand called out to the party and welcomed them to the Dead-Mage Inn. He took the live horses after the party had removed all valuables and disappeared into a side building, no doubt the stables.
As the party entered the inn, hey see a bar and eatery with panoramic windows facing the crater. Decor includes arcane relics, faded maps, and a massive fireplace with a blue flame. The innkeeper and barman - Tharivol "Ashcloak" Elenion tells them of this new tourist attraction watching the swirling lights and sometimes creatures that float up out of the mist. Rich folk as well as scholars and the learned come now to watch and study. He made the Fellowship very aware of staying AWALYS in the blue light of the lanterns spaces about the outside and inside halls of the inn. It warded off the undead creatures that dwelled in the mist filled crater. There were 5 levels to the inn. Levels 2 to 4: Guest rooms, each with enchanted locks and small blue lanterns to ward off undead. The top floor offered the best view of the nightly light show - Crater Lounge: A rooftop terrace with telescopes and enchanted viewing mirrors for observing the mist and lights.
The innkeeper explained the situation: He confirmed their fears, stating that normal magic does not
function correctly in the immediate vicinity, creating a dangerous and unpredictable anti-magic field.After getting a table and engaging with some local merchants, the party are served a wonderful buffet of platters brought to the table. venison, steamed vegetables, hot buns and cheese, chilled wine and honeyed ale.
Aeldred calls over Ashcloak asking about the blue lanterns again. Learning of the warding power he offers to buy one. The innkeeper is evasive, but says he will think about it - would need to create more. When the party advise they are trekking over the mountains, Ashcloak looks surprised and concerned. "None travel the pass now.. only death and destruction await you!"
While this is going on, Graxxuzazz sees a twinkling light out in the crater. From what appears to be aruined tower. From his estimation this would be where the high outpost used to be before the massive explosion of the colossus FERA. [DM: See blogpost for more details]
The party then finish their meal, and relax with a glass of wine or ale. Next steps.. taking the treacherous pass around the crater?
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