Thursday, 28 August 2025

The Red Revelry [A.K.A. Red Wedding]

Location: Town of Dragonkeep in the Lortmill mountains. Located in the world of Greyhawk

Date: 25th of Harvester, End of Summer

***

The Beta Crew [player characters]

Pyra - Tiefling female, Rogue [played by Jake]

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

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

Faust - Warforged, Warlock [played by Devin]

Valoran - 1/2 Elf male, Ranger [played by Campbell]

Notable NPC: Skrit - Kobold male, Priest of Istus - town mayor of DragonKeep

Dungeon Master: Sleet

[DM: Note this is part 2 of a single session in August, 2025. Please see blogpost for details re: the 1st half of the session focusing on the RedWater Fellowship in the city of Axegard, in Greyhawk]

Late Morning - The Beta Crew are deep in the silver mines under DragonKeep in the Lortmill Mountains. Having just recently defeated a troglodyte incursion into mines and then assisted the derro against the troglodytes.

The leader of the derro - a female dwarf had invited the adventurers to a feast and to discuss parleying and trading for slaves. [DM: see blogpost:]

The Beta crew decide to gather names of potential missing people to then 'negotiate' with the derro. [Legends ay derro are disfigured dwarves an early offshoot - that were slaves and servants to the evil and mysterious illithid - mind flayers - before they were able to escape somehow]

They briefly consider delaying the feast with the derro but decide against it, making an excuse to the derro leader that they need to report back to guards and secure areas. The derro leader does not seem to have an issue with this, Verang Martana Ebansang (the female derro leader) grants them four hours and offers to provide names of slaves upon their return.

They take their leave and travel the former dwarven and gnomish passages and chambers and then into


the silver mine tunnels. On the way, the discuss options, agreeing to trade for slaves, make the derro allies, kill the derro. All partake in the emotional discussions as they knew people from their town had relative sin friends in the slaves. Pyra and Faust question the derro leader's sanity and desperation for a truce and alliance.

Perhaps if they return with a larger force, they could destroy these evil slavers. Who the adventurers think in the end would betray them anyway!

Vencer comments with a slight smile, "It is time for a Red Wedding Feast."

The whole team knew what this meant. They would attend the dinner and at an opportune moment, attack the derro leaders hoping to kill as many as possible. Then prepare a trap with the Beta Crew's support forces, mainly kobold miners who had no love for the derro. Key to this strategy in the end was the safety of DragonKeep town. Having an evil laver force that close under the town would pose too great a risk. It had to be done.

The Beta Crew muster their kobold allies. Mainly minds, the kobolds were overjoyed at the word the troglodyte menace was taken care of. They were perturbed at the mention of the derro and battle with

them, but the persuasive talks of Pyra who led the miners in the tunnels was what brought al large number to raise arms and stand ready. At the start, Irakul had 9 proficient kobolds, then with Pyra's words, that swelled to 28!

Other races in the town, humans, dwarves, hobbits, orcs and others would continue to guard and maintain the town. The mines were Pyra's and her kobold miners area of expertise. Together the Beta Crew and the kobold miners would be victorious!

Irakul SlyWarrior was able to arm the kobolds with available equipment from Dragonkeep: spears, crossbows, daggers, short swords, and small round shields. Pyra's foreman, among the kobold miners receives a mastercraft longsword the delighted small creature babbled and yipped holding the long blade in to hands.

The Beta Crew also possesses a "manual of flesh golem" but this would of course take too long, Vencer


suggests it would make an excellent guard in their vault under the main keep in the town.

That afternoon, the Beta Crew rests for 8 hours - gaining all their spells and abilities back - and confirm the final plans for the deception. They miss the deadline of 4 hours, but plan to negotiate and talk their way through that with the derro.

Faust considers poisoning the derro, but Pyra notes dwarves (a derro subspecies) are immune or highly resistant to poison usually, so this was tossed aside. Other ideas involving "rock grubs" they had in clay pots, putting them in the food or other deceptive moves, are discussed but in the end, abandoned.

They solidify the "Red Wedding" plan: enter diplomatically, but attack at an opportune moment. Kobolds will set up an ambush in the vast chamber holding the cursed dragon goddess skeleton. The Beta crew would retreat, hopefully bringing the enraged derro - leaderless - along. Ranged around the balconies, the kobolds would have missile weapons, crossbows, short bows and flasks of oil ready to hopefully surprise the derro chasing after the Beta Crew

The kobolds are instructed to attack any "dwarf-looking thing" that comes out of the complex, as they have never seen derro before.

It was now evening around 9:00 PM. The heroes approach the derro complex. Once the party arrive in the vast chamber where the skeletal remains of the dragon goddess, Pyra as the rogue scouts ahead, setting up a gas trap connected to a pull mechanism near the entrance (a 30ft wide hole in the wall leading to the derro area they knew.

Sneaking down the wide passage, she saw two derro crouched behind rubble 30ft down a passageway, appearing alert.

The Beta Crew proceeds into the derro complex, Vencer casting a "light" spell on his staff. With diplomatic pretense they approach the two derro guards who stand and halt the Beta Crew. Vencer speaks in broken Dwarfish, apologizing for their lateness, claiming delays due to diplomatic envoys about the war on the surface. The derro seem to understand only a little.

One derro leads them through various rooms, the other staying in the passage. The party pass through a circular chamber with glittering colored stones and an eternal flame, then a room with gnome statues flanking smashed-open doors leading to darkness, indicating derro control but incomplete clearing of the area, more to explore for the Beta Crew perhaps.

They reach a large, P-shaped room with mechanical-looking frescoes, where they hear strange, "weird sounding" music. Vencer confirms this is skilled gnomish workmanship, still functioning even after these many hundreds of years.

They arrive at a balcony overlooking a large, fully lit cavern with waterfalls pouring into two streams feeding a large lake in the center of the cavern. Two waterwheels, with chained gnome/dwarf slaves nearby - one group appear to be working or repairing one of the waterwheels. Along the walls of the caverns are various balconies, with what appear to be families of derro, young and old peering out from small houses once finely crafted and with beautifully engraved frescoes, now haphazardly fixed and repaired. 

Two pens near the lake hold slaves (human, orc, elf, hobbit, goblin, drow). Approximately 50 derro are seen, with 30-40 slaves.

The strange lilting flute like music emanates from what looks to be a former gnomish temple, now the derro feasting chamber. The derro escort gestures to the temple as the location of the "feast." He sounds a horn, and all the derro look up. As the Beta Crew descends stairs towards the temple / feast chamber, the derro escort returns to the top - assumedly heading back to his post in the passage. Pyra recognizes one of the drow slaves as potentially one the party had engaged in battle during a previous encounter. Many months passed! [DM: please see blogpost] A male drow, soldier or servant of the drider that had escaped.

Six derro guards salute the Beta Crew as they approach the temple feast area. Vencer repeats his diplomatic excuse for lateness, his smooth way easily assuages any fears or doubts.

The Beta Crew are ushered and seated at a U-shaped main table in the former temple.


Two el
ves and human servants (all gagged slaves) pour drinks and serve mushroom, moss, grub, insect, and graell meat. One of the derro advise graell, are a versatile animal, similar to a goat but larger, noted for the succulent meat, sweet milk, good for transport and more in the caverns and tunnels in the depths. The Beta Crew sit at the head table with the leader's son. Four other derro sit at one lower table, three older derro at another.

The derro leader's son raises a mug to the Beta Crew, expressing interest in trade and their culture. As the drinking and early talks commence, an elf servant stumbles, dropping a platter, and is dragged away by a derro guard for punishment. This seals the deal with the party, soon.. the Red Wedding surprise attack would take place!

Faust
Then, Elder Martama Evans, looking slightly injured, arrives from another area of the derro's stronghold in the depths and joins the main table.

The Beta Crew (except Faust, who ingests some graell) all avoid eating or drinking, making it look like
they do but then, t
he ambush is triggered. Faust is poisoned - feeling quite nauseated and worse, it seems the derro had similar plans to take out the party!


Pyra

Pyra stealthily slides her dagger out of a boot sheath and then as Verang Martana Ebansang turns towards the rogue, Pyra thrusts the blade in the neck of the derro leader, dealing critical damage! Slicing across her throat, the derro female stumbles and falls back barely moving. Valoran the ranger looses an arrow at the leader's son, dealing significant piercing damage, and then shoots him again, leaving him choking on blood.

Vencer's lightning
Vencer maneuvers and casts a lightning bolt, hitting three sub-leaders at one of the lower tables, killing them and ensured to get Verang Martana Ebansang in the forked bolt (if she was still alive). Irakul, using one of the standard abilities of his class as an echo knight, brings down his massive ax on wounded derro and cuts one in half.

Two derro, throw acid flasks that catch some of the adventurers, the 10' wide caustic acid clouds burning them until they can escape the area gasping and coughing.  The remaining derro scatter, fleeing deeper into the complex towards the water wheels. and river. There are many derro out there, but taking out as many leaders as possible before the derro realize they vastly outnumber of the party was key.

Valoran

Once the derro realize the situation and they vastly outnumber the Beta Crew, the heroes make a fighting retreat to the main passage, passed the dwarven tomb to the cathedral where Pyra's kobold allies await, ready to spring the ambush.

Irakul
Taking damage during the retreat through the passages but the party seem to keep the derro on their heels.

By the time they reach the main cathedral entrance, Faust is no longer affected by poison. All are now injured, low on spells and abilities and are being chased by the screeching and screaming derro. The Red Wedding ambush so far looks to be working..


Until next session.

Wednesday, 27 August 2025

Activites in Axegard


Location: City of Axegard- former Duchy of Ulek

Date:  28th of Reaping - 25th of Harvester, End of Summer

***

The RedWater Fellowship [Player Characters]

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess Raven Queen [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 [played by Campbell]

Hester - Male Tabaxi | Cleric of Celestian [played by Devin]

Dungeon Master: Sleet

________________________________


Location: Dragonkeep in the Lortmill mountains. Located in the world of Greyhawk

Date: 25th of Harvester, End of Summer

***

The Beta Crew [player characters]

Pyra - Tiefling female, Rogue [played by Jake]

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

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

Faust - Warforged, Warlock [played by Devin]

Valoran - 1/2 Elf male, Ranger [played by Campbell]

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

Dungeon Master: Sleet

_________________________________

Note from DM: this session we started with the Fellowship and then transition the camera to the Beta Crew - separate post.

RedWater Fellowship

Morning after arriving in Axegard, The Red Water Fellowship (Doc Holliday, Nenwin Albion,

Graxxuzzaz, Aeldred, and Hester) wait for their flying tower to be converted to be powered by a live dragon heart. 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.

Hester - priest of Celestian - plans to sell his healing services to Axegard town folk and the army to gather information about his past (due to amnesia) and his old town. He asks around and find out there is some bureaucracy involved in offering his divine services in the town. He finally meets up with a Captain of the new city guard. Captain Meline Goldsmile, a half-elf captain, she advises she deals with services and support in the city now needing to ensure his services are legal.

After some back and forth, the Captain advises a license costing 100 gold is required in the city limits. Unfortunately, Hester cannot afford this. 

The vast treasure the Fellowship acquired is not in usable form - coinage or other. The dragon had melted into large formless masses of copper, silver, electrum, gold and platinum [DM: see blogpost for more information]. 

The party were planning to visit a smithy in Axegard or similar in the Overlord's army to melt down to usable form.

Captain Goldsmile offers the priest a deal: Hester can work for three days, she will personally cover the license cost, and Hester will pay her 50 gold. As standard across all who sell wares or services under Overlord Romack, 10% of any income is a tax paid to the empire. 

Hester accepts and also plans to sell services for ceremony spells: weddings, burials, child-naming and more. The tabaxi plans to either garner coin or information on his past as well as any interesting divine sites or similar that customers may know of.

 Meanwhile, Graxxuzzaz is spending his time reading a strange tome that will take 2 weeks to finish and plans to spend the remaining five weeks researching the King in Yellow. He consults the demonologist


Mr. Carssini, one of the three experts working on the tower (the others being Arch-Mage Crearis and a high priest, her twin sister). Mr. Carssini, chats with the lizardfolk warlock/sorcerer learning of his intent. With Graxxuzazz's permission, the demonologist  casts a high-level "identify" spell on Graxxuzzaz, determining his true intent and checking for curses.

Mr. Carssini identifies a symbol on Graxxuzazz's chest as belonging to "someone who shouldn't be named" – an Elder God one of the Old Ones, not a demon. He notes also a symbol on Graxxuzazz's forehead also invisible, suggesting a past connection to a different power entity that Graxxuzzaz and Tibaltuous had been beholden to. [Orcus - DM: see blogpost: ]

Mr. Carssini takes a pull from his cigar, "You travel and engage with unique and beyond extremely dangerous entities to this world, the cosmos and beyond, my friend. The King in Yellow, would see us, this planet, as a speck of dust on a small pebble in a vast limitless sea." The demonologist shakes his head, and continues. "I'll give you this for free. The King in Yellow resides in a place called Carcosa." 

Blowing smoke he sighs. "I will provide more information about the King in Yellow in about four


weeks, once the majority of my work is complete - removing the demonic power source from your tower. Until then I am, heh.., " he pauses, cracking his neck looking quite worn out and continues, "quite busy." 

He narrows his eyes. "In exchange for more information on your patron, a favor - potentially related to the smaller second dragon you defeated.. I would have that dragon heart and all for myself. I will over and above the information, provide the Fellowship some "extra" power for your tower." 

He grins at Graxxuzzaz. "Think about it."

Aeldred the paladin newcomer tot he Fellowship, seeks someone capable of repairing his family's heirloom, the Blood Drinker longsword, which requires a master smith or arch-mage to repair the missing blade. He is advised to seek out a dwarven smith in the army. The paladin finds a top weaponsmith, Sergeant Chadd Harblish, a mountain dwarf, who recognizes a rune on the sword from a family he knows, who had originally created the blade.

Sergeant Harblish is initially perturbed that a non-dwarf wields the weapon but offers to repair it IF Aeldred helps rescue his family, who are being held captive by Black Runes - the PRIME enemy of the RedWater Fellowship. How opportune.

Doc Holliday also pledges an oath to help, and Nenwin Albion does as well. The three paladins together. Sergeant Harblish estimates three weeks for the repair if compensated with 500 gold to cover other work, to be paid from the Red Water Fellowship's treasury (which contains a large, melted blob of gold and other precious metals that needs to be refined into coins).

Tibaltuous, the bounty hunter/bard, a member of the Red Water Fellowship is leaving Axegard and heading East through the Dark Reach (land of the Dread King) to scout for threats, particularly undead - will find those easily. He will attempt to gain a list of high level allies and enemies in the Black Runes hierarchy.

After assisting Aeldred with his negotiations with the weaponsmith, Doc Holliday starts working on designing a 12lb medieval cannon for the top level of the flying tower, as well as repairs and floorplans
and options for the crew quarters [top level] and the engine room [underneath the control chamber].

Nenwin, takes on a personal quest with an agent of Overlord Romack in the sewers of Axegard. [DM: see blogpost for full details]

Next post will have the activities of the Beta Crew.

Sunday, 17 August 2025

Return to the tomb of the Cursed Dragon Goddess

 The RedWater Fellowship D&d5e Campaign Blog

Location: Dragonkeep in the Lortmill mountains. Located in the world of Greyhawk

Date: 3rd day of Goodmonth, High Summer

The Beta Crew [player characters]

Pyra - Tiefling female, Rogue [played by Jake]

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

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

Faust - Warforged, Warlock [played by Devin]

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

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

Dungeon Master: Sleet


Current Situation & Recent Events:
The Beta crew is currently deep within the silver mines of Dragonkeep, dealing with a recent troglodyte invasion that has disrupted the town's lucrative mining operations. The Kobold miners, essential to Dragonkeep's economy, are on strike due to the infestation. The party's objective in entering the mines was to address this issue. Currently the Beta crew are in the old dwarven forge-works, a vast, ruined forge complex with shattered smithies, broken forges, and rusted machinery. A glowing river of lava flows slowly to the east, crossed by ropes strung across a broken bridge. The party had just recently defeated a group of troglodytes and a diseased troll. Pyra's "good sniping" took down some troglodytes trying to escape, falling into the river of lava, there screams echoing around the vast cavern.
A horn blast from across the lava river, originating from a large archway leading into the main dwarven complex of chambers and halls, signals the presence of more troglodytes to deal with. 
This complex is known to house the cursed dragon goddess skeleton. Which had been a previous encounter for the Beta crew. [DM: please see blogpost for details]

As the adventurers make ready to cross the rope bridge, Valoran, the Ranger, returned from a scouting mission catches up to the party, having tracked them through the silver mines to the forge works. 
Valoran came back with good intel from a recent scouting mission in the nearby mountains and areas around Dragonkeep.
The elf learned of "strange glowing lights" from a supposedly "long cleared out" mine entrance (far east, number three on the overland map, along the mountain pass to the former elvish city called Enstad - now the realm of the undead under control of Robin - former party member! [DM: please see blogpost  for more details].
He also heard from Kobolds working with Poet a bard - who runs one of the wayfarer lodges and mines

- about a group of gray-skinned dwarves, a caravan with ponies laden with goods and boxes, merchants it seems. Heading west towards the Monastery of the Three Crescent Moon [allies of Dragonkeep]. Pyra took the lead investigating for traps and dangers, finding none. The area of the dwarven complex is notably very clean, the tiled floor, free of dust. Faust sends his familiar (an invisible imp called Mephisto) ahead to scout the initial passageway. The familiar did not see any dangers and reported back to Faust telepathically. The party moved forward where Valoran used his tracking to find one set of troglodyte tracks heading down the passage, then abruptly stop, suggesting a secret door, trap or magical concealment. A pit trap was confirmed, activated by Pyra, though she was caught by Valoran as she hung over the yawning pit. The pit contained a troglodyte body suspended and not decomposed in a liquid a foot below the edge of the floor. Perhaps one of the retreating trogs recently fell in the party ponder. 

When Vencer poked his staff into the liquid, the liquid starts to travel up the staff! A gelatinous cube emerges to attack. The party engaged the gelatinous cube. Pyra's crossbow bolts, Ira's axe attacks, Valoran's arrow and sword, and Faust's eldritch blasts with Vencer's spells (specifically, Vencer's highly effective reduce spell then high-level Chromatic Orb spell causing massive cold damage) were enough to finish the gelatinous monster. The cube dissolved after defeat, leaving behind variety of coinage, including some platinum, two gems (aquamarine and emerald), two vials in a pouch [strangely NOT dissolved], a scroll tube and a magical quiver. 
On the other side of the pit trap is a large rusty iron door secured with two large padlocks. During the fight, Irakul had smashed one lock and Pyra now with time, uses her nefarious thief skills to unlock the 2nd padlock after oiling it up some her lockpick tools. 
The party heard some noise -  movement? - from the other side, then decide a Short Rest is the safe and smart course of action. Vencer cast a web spell on the door, "may slow whatever is there while we rest." The spell lasts for an hour. During the rest, a "faint horn" blast was heard again, further away though, indicating activity in other parts of the dwarven complex. Taking some time to identify the quiver and vials. [DM: the quiver holds 20 arrows or bolts, and enchants them over time. Once drawn the arrow or bolt is +2 for a minute then loses the enchantment. One vial is healing potion, always welcome in a party without a priest.]  Pyra takes out an empty vial and scoops up a small remaining part of the gelatinous cube. [DM: For a pet or cleaner? 😊] The second vial is not discernable. The scroll appears to have some type of destruction spell but Vencer's ritual cast identify spell is not able to confirm that either. Some further research will be needed.

The party having finished their rest, return to the locked door. Pyra now easily unlocks the remaining padlock and quietly removes. Motioning for the party to hold, the tiefling pulls out a small can with dropper of oil and drips this onto the four hinges. "Will help a little.. maybe." She smiles and motions for Irakul. Stepping forward the goliath shoulders the door open a slight bit. Enough for Faust's imp
familiar Mephisto to fly through into the room. The room is dark, a large forty feet wide angled out from the door, a long banquet table set with what appears to be goblets, dishes and cutlery. There are no chairs, strangely. A dais at the far end of the long banquet room leads to a pedestal. Cobwebs and dust cover the table and all the dishes and cutlery. Also standing ten feet from the door is what appears to be a stone statue. Looking to be a dwarf warrior - similar to other statues previously seen, but massive.. over ten feet tall.

The imp flies into the room and about, not seeing any creatures. Faust continues to use the imps senses, telling the party what is seen. 

Irakul pushes the door open further, now the oil that Pyra had put on the hinges starts to allow the hinges to swing more easily and the door opens without too much difficulty. Vencer casts the spell flock of

familiars - 3 owls - and sends one into the room. At this, the statue activates and a beam of energy shoots from the golems eyes to burn the familiar to dust.

Irakul, the echo knight manifests his echo in the room and has it swing his large ax at the statue. At the last moment, the statue moves! Blocking the haft of the ax. The echo then moves back before it is destroyed. Valoran thinks back and in discussions with Vencer are able to confirm this is a stone golem -  a VERY powerful foe.

The golem appears to not activate until creatures enter the room - visible. The party quickly close the door after Mephisto flies out, then ponder command words to control and other options. A stone golem is very powerful, potentially guarding something of worth. The golem would be a welcome addition to Dragonkeep's forces if the Beta crew can figure out how to control - if they can. 

Pyra locks the one padlock again and hears for a moment steps moving away from the door. Assume the golem is retreating deeper into the room. This will have to be a task for another day. The heroes have a goal, to remove the troglodyte threat in the silver mines.

Rested and ready, the party move down more familiar passages, these lead to the massive chamber

where the cursed dragon goddess was defeated months back. Moving down a long passage, they note the
statues - dwarven priest and commander -  flanking the door to the room of sarcophagi that held the undead mummy's they had fought previously. There was another door opposite, the party had not explored, quiet discussions, they decide to investigate. Similar dwarven statues flank the door.

Pyra carefully scans the door and area, as she moves forward notes a trace of purple dust as her hand
gets closer faint purple runes appear near her hand. "Some type of glyph" She murmurs. None recognize it but assume it is dangerous protecting the door.

The Beta Crew decide to move on, their primary goal still awaits as then if in response, two blasts of a horn are heard echoing down the passage. 

The party moves on, heading down a slanted passage. They find a huddled, slumped humanoid form on the ground. The party take no chances. Valoran looses an arrow and Pyra fires a crossbow bolt. Both hit the slumped form  but it appears to be dead, cautiously moving up they confirm a troglodyte, recently dead. There is a black crossbow bolt, engraves with a rune meaning "three" in an old dialect of dwarven. The bolt looks to be well-made so Pyra takes it, planning to use at an opportune moment. The trog also has no other treasure, but wears a necklace festooned with feathers and bones. Some type of protection possibly, non-magical. Vencer takes this. 

They hear a "thrum," like a thunder wave or sonic attack, suggesting another group in the area. They arrive at a large splitting staircase with four dwarf-like golem statues flanking two small doors and then a massive set of double doors facing the stairways. These statues were much bigger than the ones in the banquet hall - near 30' in height. The party had been here before. The double doors lead to the massive former underground cathedral built by dwarves three hundred years or more ago. Now it is the resting place of the dead cursed dragon goddess. A battle can be heard coming from the other side of the doors, so the party took one of the side doors and up some stairs they knew led to balcony overlooking the vast chamber. 

A battle indeed was in progress.

This chamber is the site of a chaotic battle between the A large force of troglodytes and short grey skinned dwarves with milky-white pupilless eyes. The party confirm these who are a "forgotten branch" of dwarves, called derro. Degenerates rumour says, many insane. They had formerly been servants of the illithid, mind-flayers.

The battle lines were drawn, one side nearer the party looking down from the balcony arrow slits were the troglodytes. a large number carrying a number of rudimentary but still sharp and deadly weapons. Three massive ogre sized troglodytes were moving forward. Three oozes, appearing to be black or grey were being herded forward by 'shepherd like trogs' towards the dwarves on the far side of the room. 

Between the two combatant forces were the remains of the dragon skeleton, two heads still there and no flesh at all on it. 

The dwarves were organized much more, they had crossbows and were peppering the troglodytes with
the deadly bolts. On occasion blasts of energy, fire and lightning shot forth from spellcasters to hit the horde of troglodytes.

It had appeared the dwarves - derro - had been winning, pushing the trogs back, but then the large troglodytes moves forward as well as the oozes and black pudding. The oozes and pudding were immune to the bolts and some of the spells cast by the derro. 

The battle was turning as derro were crushed under the massive clubs of the ogre-sized trogs and enveloped screaming by the oozes.

The heroes quickly discussed, the old quote "The enemy of my enemy is my ally", and the party jumped into action.

Pyra fired off bolts, her stealthy attacks taking down trogs with every shot. Vencer's spells - chromatic orbs, fireballs and webs killing and slowing the troglodyte advance. Irakul sent his echo down to engage the creatures cleaving all around with his massive two-handed Giant's handax.

Valoran nocked and loosed arrows taking out key troglodytes leading and goading the oozes forward. Faust sent in his imp to poison and kill trogs, while firing eldritch blasts and a well lined up lightning bolt to fry a group of trogs.

Both Pyra and Valoran killed most of the trog ooze handlers so the mindless creatures moved off to eat and consume any close by - mainly troglodytes! 

Pyra recalls the black bolt and cranks her crossbow. She sees a large group of trogs heading around the dragon's skeletal form and looses the bolt. It magically splits into 3 dark bolts and slams into the group spreading out. It appears the dark energy - necromantic - engulfs about 6 troglodytes and sucks the energy out of them until they are nothing more than wizened bones and skin! The rogue decides to hopefully get some more of those bolts! 

The tide of battle turned, Vencer with a powered up magic missile spell to fell the troglodyte shaman leader trying to raise the fallen giant trogs to join the battle, but in the end, all the troglodytes fought to the last creature, in a frenzy of blood and battle. Many of the derro were dead, but the battle was won! The party clambered down and spoke with the derro leader.

Following their victory, the derro expressed gratitude through their wizened elder, Verang Martana

Ebansang, who spoke Common to the party. She confirmed that the troglodytes were also encroaching on their lands. She mentioned casually that the derro had slaves - human, elf and dwarf mainly. Perhaps the adventurers were willing to trade? 

A significant and morally complex revelation emerged. the party members looked at each other in slight shock but cover it quickly.

The derro witch invite the party to a feast at their camp, located a couple of hours' walk away in the tunnels. 

These recent events have not only addressed the immediate threat to Dragonkeep's lucrative silver mines but have also introduced new factions and potential moral dilemmas. Will these derro be allies? Or will their slaver like culture make them an enemy of the Redwater Fellowship and Dragonkeep?

Until next time!

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.