Monday, 7 July 2025

Interlude - Nenwin's Quest

Dungeons and Dragons 5e ongoing campaign in the world of Greyhawk

Location: City of Axegard - former Duchy of Ulel

Date: 30th of Reaping, High Summer

Characters: 

Nenwin


Nenwin Albion - Male Aasimar | Paladin of the god Heironeous [played by Jake]

Lt. Spears



Lieutenant Spears - Male 1/2 elf | Phantom rogue - an operative assigned by Lady Cowl's secretive organization to assist [played by Connor] 




 We return to the RedWater Fellowship, with a personal quest for Nenwin - paladin of the god Heironeous. The Fellowship have been successful in retaking their flying tower and now have flown it to Axegard in the former Duchy of Ulek. Now a protectorate and under control of Overlord Romack as the overlord's armies battle against the demonic hordes of Iuz and the cambion demon's allies.

The Fellowship, having done extensive work for the Overlord, have been granted the gifts of experts to assist in changing the power source of their flying tower from demonic soul destroying power source to a live dragon heart. [DM: please see blogpost for more details]. An arch mage, high priest and master artificer/warlock in demonology are currently at work to convert the tower's power source. They had estimated this would take approximately seven weeks to do. Thus the heroes have some downtime to rest, recuperate and pursue personal goals.

Nenwin a devout follower of his god is contacted by an avatar of Heironeous [DM: Jake rolled a 97% for contact!] and is given a personal quest to assist the local cathedral to the god in Axegard. He feels drawn to the area.

Quest for the Saint:

The cathedral of Heironeous is a ruin in Axegard having been destroyed by the demonic forces of Iuz. [DM: please see blogpost for more details]

The tomb to Saint Ferrante [an arch-paladin to the god] was violated and desecrated the saprophagous and remains of the saint are

all missing as the cathedral is being rebuilt and explored. 

It is said by slaves that were under the dominion of the demonic forces that a trio of witches oversaw the destruction of the cathedral to Nenwin's god and at the direction of Iuz, personally directed the buildings destruction. The Trio are said to be consorts of Iuz, not having been seen since Axegard was under siege and then taken Lord Royce's forces with the direct help of the Fellowship.

Task: Find the bones / remains of the Saint, as well as his armour and shield if possible. His sword was lost in the Sea of Dust in an expedition a score [20 years] back. [DM: possible future quest?]

Nenwin visits the ruins of the Cathedral of Heironeous, now a smoking ruin. He encounters a High Priest of Heironeous, who senses Nenwin has been "touched by the Avatar." The paladin experiences a

The destroyed Cathedral

vision: he sees the cathedral in its glory, then Iuz's forces taking over Axegard, the priests and followers of Heironeous being sacrificed, and the three witches destroying the cathedral, causing a huge explosion and collapse, and taking Saint Ferrante's remains deep underground. Nenwin realizes Saint Ferrante's bones are gone and feels a "homing" desire to find them, leading him down into the sewers. Knowing he needs stealthy or city-knowledgeable assistance for his quest, this is where Lady Cowl's operative Lt. Spears comes in.

Lieutenant Spears an agent recently returned from battling in the Jotun mountains to the West and convalescing in Axegard from some wounds taken in battle. As partial payment for a second dragon killed by the Fellowship, Lady Cowl requests that the Lieutenant assist the paladin in his quest in the sewers under Axegard. In the end this is a win / win for the Lady as this benefits Romack's forces to destroy any remnants of Iuz in the city. While speaking with a contact - Wormland, a dwarf also one of Lady Cowl's operatives, Spears is advised to not trust the Fellowship as they tortured Wormland! The dwarf holds a strong grudge against them specifically "Tumultuous Dude" and "Doc Dude," and an "Elvish Ranger archer". [DM: that would be Tibaltuous, Doc Holliday and Gothi. Blogpost]

Lt. Spears gets a message from Wormland to meet Nenwin at the Redwater Fellowship's Tower. He's warned again about the "evil" Redwater Fellowship by Wormland but is tasked to assist Nenwin without risking his own life.

Nenwin and Lieutenant Spears meet at the Redwater Tower which is in a rubble strewn area near the

The Fellowship's Flying Tower

West gate. Formerly a winery the scents of grapes, wine and all still permeate the air even though the winery was completing destroyed. An old crone and a young woman (supposedly sisters, one a high priest and the other an arch mage) are casting spells on a large black box engraved with runes and bound with platinum chains near the tower's broken gate. The living heart of a black dragon lies in that box it is rumoured.

Lieutenant Spears, using one of his skills covertly detects a nearly celestial aura around Nenwin, possibly from an item. He thinks back to Wormland's words. This paladin was not mentioned by the dwarf. Perhaps he should not pre-judge him.. 

The two get to planning. They are informed that the closest sewer entrance to the cathedral is still blocked by rubble. Nenwin and Lieutenant Spears travel to a sewer entrance two streets from the cathedral.

Around Noon, it is a hot and sunny day as the two clear debris from the sewer entrance and descend.

Sewer Entrance
They navigate the dark, misty, and foul-smelling sewers, following a pull to the left (towards the city center). Nenwin can sense the general location of the remains of his brother paladin and Saint.

Moving carefully and as quietly as possible, the two adventurers encounter signs of recent sewage overflow and a single set of tracks going their direction. Nenwin wings come forth this generates a singing choir, potentially alerting nearby inhabitants. [DM: it is canon now that when Nenwin uses his flying ability a signing choir can be heard in the area. ðŸ˜Š]

Spears and Nenwin reach a four-way intersection. Looking and listening they decide to proceed down the right path, encountering an area with increasing air pressure and a smell of cinnamon. Lieutenant Scales (Spears' familiar) is sent forward, confirming the strong smell of cinnamon and flowers, then a drop in air pressure and no smell.

Into the sewers
Nenwin performs a ritual spell to identify the magical mist as an enchantment, recognizing the spice smells as indicative of a summoning ritual by witches and demons. Nenwin notes a shadowy creature that briefly appears watching them and then scuttles away into the gloom.

Lieutenant Spears' familiar - a snake - called Lieutenant Scales, is sent forward but is affected by the mist perhaps and falls asleep due to enchantment. Nenwin invokes the power of his god to sense evil and feels "abyssally undead" presence ahead. The two prepare..

Battle!
Coming out of the sewer tunnels, they come to a more open area with a right turn. Under a pile of rags they can hear a murmuring and movement on one side. A skeletal, dwarf-sized, flesh creature (called "God" by itself) talks to the two briefly until Nenwin, his drive to destroy evil cannot be held back and engages it, and Lieutenant Spears attacks with daggers. 

The rogue has been walking on the walls and ceiling, benefit of Boots of Spider Climbing as he throws magical daggers cutting into the skeletal creature. Nenwin slices down with his Holy Avenger cracking and slicing bone. The second swing causes the creature to explode, revealing a large number of similar creatures half the size which all attack! They shoot out long black claw like strands which hit and drain life from both the rogue and the paladin.

Lt. Spear's uncanny dodge ability mitigates some damage. and uses a bonus action to deal more damage, heavily wounding one creature. Unfortunately the necrotic attacks take their tole and the rogue

is knocked unconscious by combined death effect when three attacks hit him (possibly a "death saving throw") and falls into the sewer water.

Nenwin casts a Fear spell that repels the majority of the creatures, making them run away screaming. Swooping down - with choir signing in the background - Nenwin pulls the rogue from the putrid and scummy sewerage and uses his Lay on Hands ability to heal Lieutenant Spears.

They pursue the fleeing creatures, heading towards the area where the sewage has risen, covering the walkway. They surmise this was a lower area and the rising sewage is a "demonic thing." Spears uses his spider-climb ability to move on the ceiling while Nenwin flies down the center of the sewer tunnel. They come to an open area with at a pool of sewage, but some dry area in front of large iron door with a demonic face and a keyhole. There are runes and script engraved in the door, the engravings filled with black substance.. dried blood?

The Demonic door
Lieutenant Spears - a 1/2 elf of many skills and abilities - studies a tome from his satchel for 10 minutes, and is able to ritual cast comprehend languages. He discovers the door says "Welcome to paradise" in multiple languages, including Orcish. After multiple failed attempts to open the lock, the rogue realizes it's a "fake complex" lock, similar to a master craftsman's trick that was done on him and his students friends when Spears was training. The rogue finds a hidden lock behind a loose eye on the demonic face and, recalling his master's lessons, successfully unlocks it.

The doors glide open, revealing what appears to be the Cathedral of Heironeous in its full glory. They see the three beautiful witches, standing behind Saint Ferrante's sarcophagus, performing a ritual. They reiterate in unison, "Welcome to paradise." The smell of cinnamon and potpourri is very strong here.

The witches explain they are returning the saint to life as "worshippers of
Harmonious," claiming they only want the best. Both Nenwin and Lieutenant Spears resist a mesmerizing/charm effect from the witches' words, shaking off the effects the two heroes attack! One witch glares at Nenwin, attempting to drain his life force, but he resists. She then moves away far back in the large room. The middle witch attack with magic missiles, dealing damage to Nenwin. The paladin shrugs off the magic attacks as his only focus is the Saint's bones. He begins to retrieve the bones, shield, and chainmail of Saint Ferrante from the sarcophagus. [DM: this will take two turns]

Lieutenant Spears attacks one of the witches with a thrown magical

dagger, heavily damaging her. The witches continue to attack Nenwin with black strands, dealing necrotic damage. One witch screeches at

Nenwin, making him roll a Constitution save [DM: a death save], the choir signing - from his wings - as he flies keeps his focus and he shrugs off the death effect. She attacks him with a claw dripping black oily goo, dealing significant damage.

Nenwin swings his Holy Avenger sword and slices into the witch draining an ability from her and regaining some health at the same time! Then the third witch casts Finger of Death spell from a long, crooked finger, dealing massive damage and ripping at the paladin's heart.

Battle in the Cathedral
The small creatures the two had met previously made of bones and rags come out from all over and attack sending the strands of necrotic energy at the two heroes.

Meanwhile, the witches teleport it seems and switch places, making it hard to distinguish them. They all appear heavily damaged. The two heroes realize it is only one witch! She is using some mirror images or illusion and casting spells from the other two images as well. They try to focus their attacks on the REAL witch.

Nenwin completes gathering Saint Ferrante's remains (shield, chainmail, bones) while Lieutenant Spears attacks one of the witches, who screeches
as the dagger impacts with a near fatal wound. The witch has blood streaming from multiple gashes and in
pain, looks close to death. All three screech again in unison and flee, firing black strands at Spears one final time but the rogue uses uncanny dodge to expertly take less damage. Then two of the witches disappear and the final - true - witch flees and disappears into the floor.

Nenwin uses an action to activate a holy power, causing the bones and rags of the killed creature to collapse, destroying them with his divine power. The entire room starts to change, the floor disappearing into sewer water and narrow walk-ways., the illusion dissipating. The smell of cinnamon and potpourri fades, replaced by sewage.

Nenwin determines the witches' ritual was likely an attempt to summon or raise Saint Ferrante as a revenant or undead knight.

From a sewer entrance in the far wall, they hear a whisper trailing away.. "I will find you."

Without further issue or encounter the two heroes exit the sewers. Nenwin returns the remains of Saint Ferrante to the High Priest at the ruined cathedral. The High Priest is delighted and gives Nenwin a statue of a horse (directly from the Avatar Heironeous), which Nenwin can name to call upon. A figurine of wonderous power: The Paladin's Flying Horse.

Lt. Spears sends a coded report to Lady Cowl, In it the rogue notes the task completed and full details on the witch and other activity under Axegard. Also, that the paladin, Nenwin,  is an excellent ally against the evils of Iuz and solidifying a new alliance for Nenwin with Lady Cowl's covert intelligence agency.

Nenwin plans to pray and name the horse. He turns to thank the rogue operative, Lieutenant Spears but the 1/2 elf has already moved off without a word. The paladin shrugs and heads back to the RedWater Fellowship's tower, to pray and contemplate his new item. The quest for the bones of Saint Ferrante completed.

Wednesday, 2 July 2025

Troglodyte Troubles

  The RedWater Fellowship D&d5e Campaign Blog

The BETA Crew

Location: Dragonkeep in the Lortmill mountains

Date: 30th of Reaping, High Summer


The BETA Crew [player characters]

Irakul SlyWarrior - Goliath male, Fighter [played by Braydin]

Pyra - Tiefling female, Rogue [played by Jake]

Vencer Astorio - Human male, Wizard [played by Connor]

Faust - Warforged, Warlock [played by Devin]

Valoran - Elf male, Ranger [played by Campbell - not at this session]

NPC: Skrit - Kobold [male] Priest of Istus - town mayor of Dragonkeep


Pyra's map
The BETA crew prepare with mining gear and "dungeoneering" equipment while looking over the map from their excursion way back to defeat the Cursed dragon goddess. After she was killed much of the tunnels and former dwarven works collapsed due to the earth quakes. Since then work by Pyra and her kobold miner crews had done extensive work clearing out some areas and opening new silver veins to be mined. The rumour was the troglodytes were centered in the old dwarven forge works and had come from deeper in and down..

The party nor Pyra and her kobold miners had not been that far in, a smaller collapse had blocked the tunnel to the dwarven forge works and the Tiefling rogue had focused her crews on the new silver veins discovered recently. 
Vencer had been doing research on some new spells, and had acquired some new alchemy supplies so brought along some key ingredients that may prove useful.
Hester, needed to bring his familiar back a spirit that came in the form of an imp - the warlock called it, Mephisto. Hester had also being researching his creator, talking to new refugees as well as reading any books or tomes he could find. Talking to the people - refugees - Hester chatted with a elderly draconian who had to leave the city of Wayberry. The neighborhood he had resided in was dealing with a great deal of noise and arcane lights and sounds at night. It seems Guild of Arcane Lore has returned to Wayberry! [Graxxuzzazz is a member] so there could be some information there. [DM: please see Blogpost for more on the Guild of Arcane Lore]. 
Honey Mead
Hester also learned more of another lead, found a tome in a small shop - recently opened up. Read 'n Mead, run by a young 1/2 elf woman named Elsyrra. As well as books she has a small honey mead production going as well as other drinks such as ale and fruit potent drinks. 
The tome that relates to a human wizard who worked in a college in Wayberry then moved to Enstad that did extensive work with war-forged. It appears he may have been on contract with the elves at the time of the Great Deliverance [where the vast majority teleported to the Bright Desert] It does not say anything about post-elvish rule for Enstad.

Valoran, the elf ranger was out on patrol so would not be joining the crew, although if he returned in time he would assumedly try to find the party in the mines.


The party heads towards the first switchback mine entrance, which was not pulverized by their stone giant allies during the siege. Guards have been posted since the troglodyte scare, now at all three entrances (the other two are caved in.
Pyra the rogue tiefling, takes the lead, her lithe form fading into the shadows as she moves ahead of the lanterns carried by the party. She comes to a small side tunnel where the shale rock is cracking and crumbles at a touch. The area has a small pool is forming. she recalls the kobold miner foreman, Zeegtrelk, had recommended shoring up the area with support timbers and possibly investigating further or blocking off the area.
Prya had noted boot prints recently, probably dwarf, she had become an accomplished tracker working with the scouts, outside but even better in the tunnels. The prints were heading in, but no similar pair heading out.
The rogue comes out of the shadow momentarily and gestures to the area for the party to be careful. The adventurers had a number of hand signals that allowed good communication as needed.
The group continues without incident further in, going over 200 feet down a narrow tunnel. These had been made by dwarves and gnomes and then later by kobolds so most in the party had to stoop over. Irakul most often or he would be banging his seven foot tall frame - head into support beams and rock outcroppings. The warrior, an echo knight continued to manifest an echo of himself ahead of the party, but behind Pyra. All were now used to this illusion he created that could attack as he did and do real physical damage
It was quiet too quiet.. Pyra had got used to the sounds of the miners working away on the silver ore, but now, no sounds except the drip of water, echoing down the tunnel or the slight scrape of a boot or clink of metal on metal from the warriors in the crew a ways behind her. She grimaced they were loud. Shrugging, she moved onwards as stealthy as ever.

The party reached a four way intersection: north to new mines, left to a collapse, and right to the Cursed
Goddess - the former dwarven complex where the cursed dragon goddess had perished. Pyra had been careful up to now and scanned the floor. 'Strange' she thought, the boot prints went to the North, an area they had started to excavate and mine with new veins of silver.

The guards hadn't reported anyone entering, frowning again, an interloper. S waited for the party to catch up and then whispered quietly with the rest of the party. Hester summoned his imp familiar, Mephisto, who was to accompany the rogue in the lead. Irakul would have his echo as near as possible as well. They decided to follow the boot prints into the new mine area.

Pyra is moving along and then instinctively stops and at the entrance to a cavern that had multiple mining tunnels off it, she looked carefully around. A glimmer of light came from a recently opened tunnel that had a collapse of shale rock.
There was no sound except the drip of water in the distance now. Mid step into the area she froze as she saw it. A wire was strung across the mine entrance about a foot above the ground. Easily caught by someone not looking. She kneeled down and carefully traced out it crossed the entrance and was looped around an outcropping on one side. Following the other way the wire attached to a clay flask wedged into some debris. Hitting the wire would pop the top off the clay
flask and assumedly something bad would come out!

Skillfully, with Mephisto perched on her shoulder giggling, she disarmed the trap, taking the wire and the clay flask. "May come in useful," she murmured.

Mephisto flew up and telepathically advised Hester the rest of the party could move forward.

The glimmer of light flickered appearing to be a lantern light. Sneaking forward with Mephisto circling silently, Pyra peers down the tunnel and sees a dwarf huddled over something near a lantern sitting on the ground. The dwarf is humming softly some unknown tune, and looks to be wearing BlackRune armour, as well as carrying a blunderbuss flintlock musket.

[DM: BlackRunes. One of the Fellowship's arch enemies. normally wore by dwarves - beardless -  part of the BlackRunes, a slaver clan/empire that had an iron grip on the Wild Coast but had recently been pushed back on all fronts by Overlord Romack's forces. Now in an uneasy truce.]

The party moved up slowly at Pyra's signal but Lady luck did not smile on them as Faust kicked a rock and it skittered echoing across the cavern floor. 

A clay flask [similar to the one Pyra disarmed from a trap] rolls out and bumps into a pillar in the room, breaking, it explodes in a cloud of acidic gas cloud and blinds both Mephisto and Pyra at first.

Then a voice calls out, "What are ye doing in my mines? Leave now!" After some parley, it appears this was Daross Neglichar. One of the original mine delvers from before the time the kobolds had taken over the mine. The dwarf had returned and was under the assumption the mines were his now.

Vencer smoothly stepped up and negotiated with Daross to have him be an ally instead, offer him a position as head of their mine operations, a place to live in DragonKeep, and ask for his assistance with
the troglodytes. The dwarf grumpily agrees, suggesting a percentage for him for all mining profits as well, being an advisor not the head of the operations. Coming to an agreement for now, the party take their leave of the dwarf, heading off to deal with the trogs down the eastern tunnel - as noted by Daross.

Daross

The party with Pyra in the lead still head to the dwarven forge Works. A massive chamber that had a river of lava flowing through it.

As they travel the tunnels the walls become worked stone and floor flagstones, fitted closely and expertly. The stench of troglodytes becomes overpowering, some in the party gagging and coughing from the overpowering odours.

Mephisto takes a short rest in Faust's pocket dimension, as the acid/light bomb had done a fair bit of damage to the familiar.

As they near the forge works, a green and purple light pulsed into the tunnel. All gripped their weapons resolutely and moved forward. No noise now, not even the drip of water.

The group arrives at the Old Dwarven Forge Works, peering out onto a wide balcony that overlooks a vast, ruined forge complex. Below them, mining tracks crisscross the dusty ground, leading to shattered smithies, broken forges, and rusted machinery, all long abandoned and covered in dust. The western

Dwarven Forge works

section of the forge has completely caved in, with rubble and debris piled high. To the east, beyond the ruined works, a glowing river of lava flows slowly, casting an eerie red light across the scene. The atmosphere is heavy with mystery and the remnants of a once-great civilization.

Ropes are strung across a broken bridge over the river of lava, the the once magnificent bridge, in ruins.

30 feet ahead on the landing looking over the vast cavern, the purplish-green light emanates from a 5-foot diameter sphere  floating about a foot off the ground  in the middle of the area. Boxes and supplies looked to be smashed and strewn across the area.

All see this sphere as a menacing danger.

Irakul sends his echo out to slash at the sphere, but his giant's hand Ax passes clean through it causing purple sludge to spray out and ooze down the sides to drip on the tiled floor.

At this moment, the walls erupt with hidden troglodytes, using their chameleon like power to hide and attack the unwary. The party were in battle!

The purple sphere continues to pulse as the troglodytes press the attack on the party, separated now by
the sneaky creatures hidden near the walls. 

The oozing sphere pulses again and a form starts to push out of it stretching the blob like surface, a massive face appears and then the rent that Irakul's ax had cut tears further as a massive clawed hand pushes forth. Something was coming and it was big. Very big.

A humanoid massive hulk pulled forth from the shaking sphere which collapsed as the 11 foot tall monster stepped on to the balcony. sores and pustules across its skin oozed purple sludge as it attacked Vencer. The immense troll's bite and claws rending the wizard who had fortunately just cast haste and was able to move away quickly!

Pyra dual wielding rapier and dagger stepped in and sneak attacked the troll her sword piercing deeply into the flank of the troll, it roared in pain and whirled on her but she disengaged and dodged back out of the creature's reach.

 Mephisto and Faust attacked, the warlock blasting the troll with twin blast of eldritch energy.

Vencer casts Haste and Magic Missiles, and Irakul attacks the large creature.


The party finish off the troglodytes first while keeping the troll busy. Vencer's fiery chromatic orbs stopping it form healing. The large creature aggressively attacks no thought to defense, dealing significant damage and having an necrotic aura and effect with claws and bite which deal extensive damage to the heroes. Vencer using a new spell actually has it hit itself at one point!

The Beta Crew successfully defeats the troll, as it falls the large creature's guts spill out, and start being pulled back into the deflated purple sphere.

The sphere starts to pulse again and gain shape! The party unload all their attacks on it. Pyra's sword, Irakul's giant hand ax, Vencer's chromatic orb and Faust's eldritch blasts damage it until there is nothing left but a smoking stain on the tiled floor.

The troll and troglodytes nearby dealt with, the party see figures moving amongst the old dwarven machinery. Pyra uses her crossbow to kill three fleeing troglodytes who attempt to cross the lava river, including one who falls into the lava. Her expert shots even reach over 300 feet to take two out that were clinging across the ropes and they fall into the lave, their screams echoing around the large cavern.

Some time is taken to heal with recuperate. Meanwhile, Mephisto is sent out invisibly, the imp notes some more troglodytes hiding in the machine works area. Telepathically advising Faust.

Vencer comes up with a brilliant plan. Using a silent image spell creates a image of a small child holding up a platter of raw flesh to entice the ignorant trogs out of cover. The ruse works! A group of seven troglodytes run towards the child image. Only to be engulfed if fire. Fireball cast by the wizard as a follow-up.

Vencer smiles grimly. 

A horn sounds, from across the lave and what looks to be a large archway into darkness. This the party knows went into the main dwarven complex of chambers and halls. Where the cursed dragon goddess skeleton was. It seems there were still more troglodytes to deal with.

The Beta Crew secures the area and moves towards the river of lava, checking the ropes for crossing. They confirm the ropes are frayed but stable.

What next for the heroes?

Dragonkeep - Status

 The RedWater Fellowship D&d5e Campaign Blog

The BETA Crew

Location: Dragonkeep in the Lortmill mountains

Date: 30th of Reaping, High Summer

The BETA Crew [player characters]

Irakul SlyWarrior - Goliath male, Fighter [played by Braydin]

Pyra - Tiefling female, Rogue [played by Jake]

Vencer Astorio - Human male, Wizard [played by Connor]

Faust - Warforged, Warlock [played by Devin]

Valoran - Elf male, Ranger [played by Campbell - not at this session]

NPC: Skrit - Kobold [male] Priest of Istus - town mayor of Dragonkeep

*************

Status update:

The Beta Crew are former retainers of the RedWater Fellowship. Originally hired on, all now are full members of the Fellowship. They: Vencer, Pyra, Irakul and Faust work as a team in support of the newly named town of DragonKeep. Originally called Drekkar, the town built by dwarves and gnomes near lucrative silver mines in the Lortmill mountains. The town had been taken over by a large force of kobolds under a cursed three-headed dragon goddess - now destroyed by the Beta Crew and allies. [DM: please see Blogpost]

While the Redwater Fellowship were far to the South on other quests [DM: please see Blogpost], the Beta Crew have been rebuilding the town, taking in refugees from the war between Overlord Romack's forces and the demon hordes of Iuz, as well as building new relationships with those nearby. 

Recently an influx of troglodytes had invaded the silver mines killing some of the miners and rumour has it were worshipping the skeletal remains of the cursed dragon goddess.

Local area Map

We join the session where the Beta Crew were planning to head into the silver mines and deal with these troglodytes!

1st order of business: Irakul deals with the Demon

Irakul had made signed a contract with a demon for services, now the demon has returned for payment. [DM: Blogpost]. The three, goliath, hobbit and demon are out in the mountains Northeast of Dragonkeep.

Tacros Flanolin, Hobbit Lawyer from the city of Rastor, hired by Irakul, represented Irakul in the negotiations. The flustered lawyer sweat profusely, never having dealt with Abyssal or infernal contracts before! Previously, the demon previously served Irakul once in a battle at the Three Crescent Moon monastery, and Irakul and his descendants were prophesied to be in servitude to the demon - Noted in said contract:  Page 257, Appendix 13, Clause 37, Sub-section B4, Paragraph 3 Sub-point 8.1

Shadow Lantern
The hobbit lawyer, Tacros, reads the original clause and then whsipers to Irakul,  "This won't go any further ya, if he was, you know, destroyed or something like that." Glancing over his shoulder at the towering 10' demon he gulped.. So potentially, if - as Tacros suggested - Irakul died OR the demon was permanently destroyed his descendants would no longer be beholden to the demon. 

Tacros Flanolin sighed flipping through the many pages of fine blood red script. "This contact is stronger than mithril platemail!" then kept studying it. Finally 3 hours later, he advises negotiating for "two times servitude because he only served you once AND give him that strange artifact you carry as you suggested, the Shadow Lantern. What does it do?" 

The goliath did not know the artifacts true powers as the party had only barely learned of some basic abilities, one being that it consumed the wielder's shadow and allowed the wielder to manipulate shadows and control them to great extent. The powers were many.. 

The Irakul, thinks upon this and then agrees, having the lawyer assist him in hopefully persuading the demon to this new contract. 

A successful Charisma check [19] with the lawyer also throwing in some jargon about contracts being null and void etc. leads to the demon agreeing to "Irakul performing two times servitude for up to 24 hours of time each." The demon's condition is that the wielder must "do whatever I say" but promises "Nothing that would hurt you now ally, Irakul!" Grinning very widely, his dual rows of teeth jagged and sharp the demon winks, "Battle. That would be fair as it is your skill." 

The contract will be complete and "null and void" upon the two times of servitude.

The demon cuts its hand with a silvered, black blade with silver etchings, and passes the blade to the Irakul to do the same. Tacros writes with pen - declining with a shiver to cut his hand for blood to sign the contract, and a copy appears in Irakul's hand.

Tacros mops his forehead with a hankie. "Now that's done, let's get back to Dragonkeep!"

***********

The town of Dragonkeep - current status



1. Gate and keep rebuilt - 100%
2. New tower built - 100%
3. Recovering farmlands for food - 2 fields ploughed and planted. 3rd will be ready for next Spring
4. Roundtower [with 2 cannons] - at 75% [fixing mechanism to rotate tower is still an issue]
5. Walls at 90% [all walls along main road and grasslands: complete, walls along river nearing completion]
6. 3 mine entrances are now open - two being explored by Pyra and her crew. Small amount of silver being mined and refined.
7. Fighters stronghold - 100%
8. The mist is cleared from the large crater. Irakul and Cedric has worked to turn the crater into an arena for use by the town, with stands, seats and more. Also for training the militia. [70%]


Dragon Keep Settlement Development

Population Growth: The settlement has expanded significantly. 197 in total now.  (143 working age, rest children and infirm).

Militia: Increased from 56 to 94.

Refugees: 37 new refugees

Skilled Workers: Includes two blacksmiths (one independent), four merchants (three tied to Wayberry, one to Rastor), a tailor, clockmaker/artificer, librarian, brewer, undertaker, two general store owner - [who are going into business together], innkeeper, and 3 other shopkeepers.

  • Blacksmiths: One blacksmith doesn't like the other and won't work together to transport goods to Dragon Keep. There may need to be some 'assistance' required there.

Fighter's Guild: Completed. [DM: Training there for a month allows all of your action surge attacks are strong" (automatic crits). for a duration]

The party realize no wealth is coming into the tow except for Pyra's work to open some silver veins in the mines - now shut down due to the troglodyte incursion in the mines!

Vencer proposes a new economic strategy:

Big Bold Beautiful Bill "The Quadruple B" 😊

  • Core Principles: Income-based tax with three brackets; working in militia pays less; militia supplies own gear; farmers pay tax in food. Working in the mines pay less tax, get a larger reimbursement on ore mined
  • Governance: Creation of an "office of election members" from the three tax brackets to bring issues to the town council. Taxes to be imposed on "incoming trade through territory." Bi-Annual elections for the council.
  • Redwater Fellowship Role: One permanent council member from the Redwater Fellowship (either Beta Crew or Flying Tower members) with a veto.
  • Civic Duty: Incentivize wealthy members to donate to public works via tax cuts and positions in an annually elected clergy/small council (rotating positions for honoured few through military or civic duty).
  • Endorsement: The Redwater Fellowship far to the South, reclaiming their flying tower, agree in full to the bill via "sending" spells cast between Skrit and Hester.

DragonKeep Council Approval is required so an "Emergency Council Meeting" is called (initially to be proposed to the monthly Town Council in 17 days). Vencer (Charisma check +5, Enhanced Ability cast by another, result 18) successfully persuades the "Dragon Keep Temporary Council" to pass the bill: BBBB motion, despite "grumblings from the back of the room where some of the people are thought just got here and assumed not having to pay taxes!"

The council acknowledges the plan's role in "keeping them all safe and keeping them well."

Future Plans: Skrit, current town mayor, will now plan a fair and public election process.

Current relationships with nearby "neighbours":

• Trade Routes & Alliances: Dragonkeep's Location: "the town was on a trading route. It's on a mountain pass. Supporting travellers, guarding the routes allow taxes to be gathered.

Wayberry & Rastor: Need to "make Parley and negotiating new trade and alliance agreements. Wayberry has "good" relations due to Overlord Romack forces being there. Rastor has no current contact, but one merchant in Dragon Keep has contacts there. Time to follow-up on that.

Allies:

Stone Giants: good

The Bard, Poet and her kobold mining crew at the southern mine: excellent

Monks at the Three Crescent Moon Monastery: good

  • Monastery Trade Depot: The Crescent Moon Monastery sells good spirits and a variety of spices that are of interest to both Wayberry and Rastor making Dragonkeep a potential central "trade depot."

********

NEXT: The party now prepare to enter their silver mines and engage the troglodyte menace.

 

Wednesday, 4 June 2025

Final battle in the Old Hills



Location: the Lortmill mountains - former Duchy of Ulek. In the Old Hills near the village of  Checcar

Date: 25th of Reaping, High Summer

***

The RedWater Fellowship:

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess Raven Queen

Nenwin Albion - Male Aasimar | Paladin of the god 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


We rejoin our adventurers as they prepare for the final tasks to convert the power source for their flying tower from a demonic - soul fueled - power source to a live dragon heart [DM: without the living dragon around it of course!]. While recovering from their battles and defeat of the ancient black dragon Zemycran [DM: see blogpost for details] they had decided to engage and subdue a younger black dragon that was resting in the destroyed village of Checcar. A team of three experts - arch-mage, high priest and a master artificer/warlock schooled in demonology were ready to teleport in to assist with the transformation of the tower. Ready when Hester casts a sending spell to the Lady Cowl - head of the intelligence and covert operations under Overlord Romack [DM: blogpost details on Lady Cowl], who the Redwater Fellowship had worked for on occasion.

The party's flying tower was located about 3 miles to the Southeast of the village, in a small valley. Both Aeldred and Nenwin took turns keeping an eye on the black dragon nesting in the ruin of a village building. They had noted the dragon egg as the dragon moved about. The rest of the heroes prepared, prayed to their various deities and Graxxuzzaz read a tome of eldritch lore - The All Seeing Tale of Inscrutable Rituals. It appeared that an arcane spell was buried in the text, but the full book - all 1011 pages - had to be read to discern what it was. Hester learns about the controls to pilot and fly the tower from Gothi the Ranger and Graxxuzzaz.

1st roll of the night. A good omen
Then the next day came. Early morning, the party made ready. Gothi would stay with the tower - as well as the party's bard Tibaltuous - ready to bring the tower close to the village once the dragon was defeated or subdued. It was known now that the elite team coming from Lady Cowl, could use a recently killed heart, within hours. 

A slight breeze was blowing as the heroes made their way to the village. then a misty rain started to fall. It was still quite warm, a pleasant walk even though the party had what appeared to be a extremely difficult task ahead. The village came into sight, the party saw the black dragon, she appeared to be asleep. Making their way carefully forward they saw the acidic lake and stream feeding into it. The amount of acid flow in stream had diminished since the demise of Zemycran but the acid from the former dragon's lair still permeated the stream and lake.

 A camouflaged blind is prepared expertly by Doc, allowing the party to keep an eye on the dragon and area. Doc Holliday checks his musket for and peers out to ensure his sniping shots when the battle will be engaged.  

The heroes prepare as the dragon sleeps
They note a lantern moving away from Percy's little building - the only one not destroyed. Percy, a herbalist, smoking pipe-maker it appears was still alive and working. The lantern moved off into the dark, assumedly the hobbit was off to gather some herbs for his pipe weed. A humming or whistling jaunty tune could be heard and this did not seem to alert or affect the dragon in her sleep.

Then as the morning sun started to peek over the hills, the party was ready, not long now, it was going to be a hot sunny day. Hester got busy, casting sending to Lady Cowl to advise them to teleport the team at the assigned hour, then he cast again using the divine magic of Celestian to enchant the party a water walking spell on the party, thus the acid filled water could be bypassed. Finally Hester cast Pass without trace which allowed the party to move extremely quietly -even those in heavy armour. 

BATTLE!
It was now getting close to 7 bells in the early morning and the heroes started to creep forward. Doc primed his musket, checked the powder, his sword and blunderbuss. He kept an eye out waiting for the signal - spells being cast at the dragon and then he would fire. Nenwin and Aeldred moved forward to sneak up on the dragon, both fortunately still under the affect of a path without trace spell - as both were fairly noisy at the best of times!

Graxxuzzaz moved forward into a shell of an old house, walls turned to slag by acidic dragon breath. The portly but athletic sorcerer prepared a Psychic Lance spell to attack when ready. Hester nearby was ready as well with a guiding bolt spell

Nenwin and Aeldred sneaked along and made it to a large blasted hole in the ground and started discussing the use of one of Percy's smoke weeds that could potentially affect a dragon. Wyrm's Bane. [DM: Supposedly toxic to dragons and made one immune to a dragon's fear effect].  Aeldred - being a draconian, breathed a little flame and lights up a pipe of the weed and the two adventurers pass the pipe back and forth.. right near the dragon! The rest of the party were unsure what was going on so held their fire and spells!

1. Dragon | 2. Percy's House

Now feeling quite "good" and confident that the dragon would not be able to notice them due to the Wyrm's bane, the two paladins scuttled around and over the lake [DM: water walking is a very helpful spell] as they walked over the water they saw the remains of the village. It appears the lake had filled some of the area, probably from a blockage somewhere down stream. The two noted a melted skeleton that. There was something glinting in the acid filled water. Treasure! Both agreed to come back once the dragon was vanquished.

Then the party is ready. Aeldred and Nenwin rises up and attack. Doc fires his musket the shot echoes out braking the stillness. Graxxuzzaz casts his Psychic Lance and Hester's bolt flies out as well. It appeared the dragon was only partially surprised, she also appeared to be quite injured already. One wing was folded in and partially shredded.

Nenwin called upon the power of his god and flew up and brought his Holy Avenger sword down onto

Nenwin flying to confront the dragon

the back of the dragon. She roared in pain as the knight drove the sword deep into her side. Nenwin did similar attacks, his longsword - "Blood drinker" cutting through the thick and scaley hide of the dragon. The shot from Doc found its mark, the gunslinger putting extra effect to it with the power smite of his goddess, the Raven Queen. Hester's guiding bolt went high, but the cleric jumped forward preparing another spell. Graxxuzzaz's Psychic lance spell blasted into the head of the dragon but she was able to throw off most of the detrimental effects of the spell.

The attacks did knock the dragon back but she took a deep breath and a cone of caustic acid hit some of the party doing extensive damage. She was hurt but not out of the fight! Back and forth the party took the battle to the dragon, until she was nearly down, acidic blood pouring out of multiple wounds. Then Nenwin was going to do a final attack and Percy  ran out into the fray! The Fellowship at first were scared for the hobbit bein killed or caught in the damage, until Percy casts a healing spell on the dragon! 

Dragon flying from a long distance
The party quickly realize they have a new opponent now. The dragon and Percy were allied. Even further, as Aeldred started to attack the dragon egg, it incensed both. The dragon went berserk and the hobbit ran to save the egg. There appeared to be some type of relationship here... mother and.. father to the egg?

The dragon now berserk, was fighting more fiercely and faster. [DM: attacking the Mother dragon's egg had greatly increased her fighting stats] Percy nimbly jumped off and grabbing the black dragon egg cast some type of teleport spell and disappeared just as Aeldred was going to swing his sword down. The barbarian/paladin/ranger went off into the bush and hills to track the hobbit down while the rest of the party fought the furious dragon mother!


Battle continued until the dragon was taken with a sleep spell - good work by Hester and Doc to keep the dragon "ready" for the elite team coming soon to transform the tower. 

Even while this happened the final dragon appeared! Coming from the old monastery - dragon lair. [DM: blogpost]. The party used their combined tactics and final spells and more to take this one down as well. Not as large as Zemycran or even as large as the mother dragon - still affected by the sleep spell!

Dragon prep for the elite crew
Aeldred and Nenwin catch up to the hobbit and the rogue/herbal master is killed - very permanently - turned into a "burning smear on the ground" by the two knights' multiple attacks and a flaming cone of breath from Aeldred. The egg is recovered as well, but it is not looking healthy as it had been blasted by Aeldred's flaming breath as well as multiple hand-ax attacks.

The battles over, and the one dragon subdued, a 2nd dragon dead and ready for any work if needed. Then the elite team arrive as the party see their tower coming over the rise. Gothi the ranger was flying it near. 

The team:

Mr. Carssini

Wore very strange looking clothing.. continuously smoking small cigars. His haunted look no doubt due to his calling of a warlock trained in demonology as well as artificer.

High Priestess of Purity - Alera Tn'llaris and Archmage Cavri Tn'llaris


Rumour It was said these two are twins, but one looked to be 20 years old and the priestess was looking to be over 80 years in age.







The party were able to recover a number of treasures and magic items and treasure from Percy's house and his pulverized body.
  • Crossbow of Speed +2
  • Ring of Invisibility
  • Dagger of Venom
  • Magical Vials: Two out of four vials found are identified as magical, one of which is "extra healing"
  • Burning Scroll: A magical scroll that the Fellowship were able to recover partially
  • Case with Puzzle Lock: A closed case found to contain something magical, but it requires solving a puzzle lock to open [DM: always good to have a thief in the party]

After greetings are made and the trio of workers look over the tower and the dragon, they determine that it will take up to SEVEN weeks of work for this transformation as the Fellowship want to add the intelligence that was from F.E.R.A. the colossus [DM: blogpost] - residing in Gothi the foreclaimer [an ancient elf-like race] - to control the tower! 
The party decided to fly the tower to Axegard for now and then rest and recuperate there while the activity to transform and repair the flying tower was completed.

With their tower now safe, and being converted from demonic energy source to dragon heart powered, the Redwater Fellowship had no major obligations, quests or timelines they had to follow.

Some options they started to discuss:
  • Of their home town, Dragon keep. 
  • How the war against the demon hordes of Iuz and the forces of Overlord Romack
  • How the battles or stalemate against the Blackrunes was going
  • Finally, potential news of their former companion Robin who was now an undead king in the city of Enstad. Was he an enemy or an ally?
  • Where was Lars, the boy vampire/mage who had the party's wagon and gold cube? [DM: Blogpost on the creation of the gold cube]
  • Intrigue in the town of Fax, where their old comrade Kantif was headed to
There were many other options for the Fellowship... what to do and where to go... Until next time!