Wednesday, 3 June 2026

The Voidspire and the Redemption of a King

Dungeon's and Dragon's campaign log for in-person game since 2017

Location: On the outskirts of the former city if Enstad - now called Darkreach. East of the Lortmill mountains in the realm of Darkreach - the undead realm

Date:  20th of Ready'reat month, Autumn [reference from our calendar it is November]

Year: 582

Current Status:

The Redwater Fellowship are travelling through the Lortmill mountains in Darkreach, formerly the lands of the elves, now an undead infested land ruled by the Dreadking [DM: background information - a former player character named Robin and close friend to Doctor Holliday who had taken on a patronage to the Prince of undead - Orcus and due to this patron had to leave the Redwater Fellowship]

Fellowship's route

Currently, after travelling under ground in a dwarven-built tunnel for some time and meeting denizens of the undead realm as well as survivors and assisting them, the Fellowship now stand near the former elven city of Enstad - jewel of the Oerth. Burnt by the dwarven slaver clan, the Blackrunes, and now the capital of the undead realm of Darkreach. The Fellowship are on a perilous quest to save and find redemption for a fallen comrade - Robin a former member of the Redwater Fellowship. Now the Dreadking and ruler of the undead realm of Darkreach. They make ready to infiltrate the city, and up into the flying fortress - Robin's/Dreadkings' base in search of their former companion - Robin - Doctor Holliday's oldest and former[?] friend.

Overall plan:

The plan was to travel overland to the city of Fax, on the Wildcoast still under Blackrune's control [the Fellowship's longtime enemy, the Blackrunes were a powerful but waning force - group of dwarven slavers in the area] where there were a number of quests and tasks of interest to the Fellowship. Recently, the party had decided to try and "rescue" Robin - now the Dreadking - and bring him back to the way of good. The party thus were heading directly into the undead heart of Darkreach where they assumed Robin/Dreadking resided in the former elvish city of Enstad.

The RedWater Fellowship [Player Characters]

  • Doctor Sigmund Holliday - Male 1/2 orc | Gunslinger/Paladin of the goddess: The Raven Queen [former close friend of Robin and joins part way from DragonKeep [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 King in Yellow [played by Braydin]
  • Aeldred -  Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]
  • Thogra - Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set. | [NPC - played by the DM: Dave]
  • Dungeon Master: Dave

---

Other Non-player characters of note:

  • Lieutenant Spears | Male 1/2 elf | Phantom rogue/echo knight - an operative assigned by Lady Cowl's secretive organization to assist. somewhere in Darkreach enroute to Fax.  [played by Connor]
  • Tibaltuous | Male 1/2 elf | Bard/Paladin [Bounty hunter] - currently under cover and scouting along the Wild Coast - South near the Pomarj. [DM: more details: Blogpost: https://sleet-dnd2.blogspot.com/2025/10/interlude-tibaltuous-espionage-travels.html] [played by Campbell]
  • Gothi | Female foreclaimer [ancient elvish race] | Ranger | At town of DragonKeep. Former member of the Fellowship [played by Jake]
  • Lars | Male elf [VAMPIRE] | wizard | At town of DragonKeep [looks like a pale, very young 15 year old]
  • Skrit | Male kobold | Priest of Istus. Former member of the Fellowship. Acting Mayor of the town of DragonKeep [until elections take place - next month]
  • Hester | Male Tabaxi | Cleric of Celestian | Enroute to DragonKeep. Former member of the Fellowship


Current quests or options for the party to look into:

Flying tower: Being upgraded at town of DragonKeep - good progress being made

Area Map - current status

City of FAX

  • Request from Greyskulls [a mercenary company] commander and mate- save son in Fax?
  • A Doctor in Fax - potential contact and ally against Blackrunes?
  • Robin's undead army in Darkreach - stop, leave, or..? Party needs to decide
  • Portal to Sea of Dust (Blackrune expedition) look into or not?

Personal quests:

  • Aeldred - oath to find and save family of dwarf smith who repaired Aeldred's heirloom sword [also Doc and Nenwin have agreed to asssit]
  • Doc Holliday - Elves are now East across sea in Bright desert (Doc personal potential quest)? The "Great Deliverance" a spell cast to take all the Elves to a secret location in the desert.
  • Graxxuzzaz's circus (he was circus master and has heard rumours they are near Fax now - potential personal quest)?
  • Tibaltuous' collect bounty for drow [he has the head of the drow] - Contact is in city of Fax
  • Map to secret Blackrune base/island off Wildcoast - Fax area (Kantif - a rogue, former ally from the Redwater Fellowship has this)

Latest session:

The air on the outskirts of Enstad, the former elven jewel of the Oerth, tastes of cold iron and stagnant
rot. The Redwater FellowshipDoc Holliday, Nenwin Albion, Graxxuzzaz, Aeldred, and Thogra—stood upon the jagged bluffs of the Lortmill Mountains, peering into the necrotic heart of Darkreach. Above them, the sky offered no warmth. The sun had been eclipsed by the Aura of the Black Sun, a void-like disc with a sickly green core and a shimmering golden corona.

The black sun was not just dark and foreboding but also a physical drain on the Fellowship. The "Pulse of the Void" every hour, a wave of dark energy rippled from that black disc. Each character felt a sickening thrum in their marrow, and they were drained permanently of a little life energy [DM: forced to mark off 1 hit point from their maximum permanently each time. Their mission was desperate: find and redeem their fallen brother, Robin, an Aarakocra Ranger who had surrendered his soul to Orcus and now ruled this wasteland as the Dreadking.

The Trek Through the Dead City

The descent followed a treacherous "zigzag" path toward the ruins. Hovering 800 feet above the charred
remains of ancient elven trees was the Voidspire—a brutal, 300-foot diameter hexagonal fortress of dwarven make. It was anchored to the rubble by two massive Shadow-iron chains, each link nearly twenty feet long.

“The wind here screams with a freezing, unnatural fury, but beneath its roar lies a sickening sound—the dry, rhythmic clacking of skeletal wings. Slithering through the ash-choked fog are the leathery, decaying shapes of six Bone Drakes. Their hollow eye sockets glow with a pale, cold malice, staring down at the approach. They do not just watch; they communicate, their jagged jaws snapping in sync with the distant, mechanical groaning of heavy siege engines shifting on the platforms above.”

Thogra
As the party navigated the ashen streets, they discovered a pathway of black obsidian stones. Thogra [DM: rolled a Natural 20 Religion check], identifying these as ancient elven anti-undead defenses. While the stones were anathema to the dead, they reacted to the necrotic infection the party had been carrying, making their limbs feel leaden and heavy.

Table Talk Highlight: Amidst the oppressive atmosphere, Graxxuzzaz looked at his character sheet and groaned. "It’s like a hot day in Saskatchewan," he quipped, "only with more necrotic drain and fewer mosquitoes."

The Gondola Infiltration (The Bag of Holding Gambit)

Tactical tension peaked when the party spotted an ascension platform—a massive wooden gondola—moving up one of the chains.

Four skeletal knights on skeletal horses were herding 14 living prisoners toward the spire.

“Before you lies your horrific path upward: a massive, dangling umbilical cord of bone and rusted iron that stretches into the black clouds. The links of this colossal chain are not forged in a traditional smithy; they are giant, interlocking vertebrae of an unholy primordial beast, polished smooth by centuries of friction. Clutched to this spinal column is a heavy, wide gondola. Its thick wooden platform is stained dark with old blood, groaning under the strain of its chains. As you step onto the swaying, unsecured wood, the entire structure shudders. With a jarring, sickening crunch of bone grinding against bone, the mechanism engages, slowly landing in place for the slaves to be herded on. you up into the black underbelly of the beast.”

Graxxuzzaz
To avoid the four Bone Drakes patrolling the skies, the party opted to not do a "Halo Jump" strategy from above the Voidspire, but subterfuge with their non-evil bag of holding. 

Graxxuzzaz activated his Ring of Invisibility, tucked the rest of the party into the Bag of Holding, and hitched a ride. Four skeletal workers managed the gondola. A minute into the ascent, the party "tumbled" out, surprising the workers and the frightened slaves! Graxxuzzaz unleashed a flurry of Eldritch Blasts (Rolls: 25, 20, 18). Nenwin Albion, attempting a heroic three-point landing, rolled a Dexterity check of 12, resulting in him landing squarely on his backside amidst the terrified prisoners. He assured them all was well. His high charisma and persuasion incredibly put them at ease. Attacks by Doc and Aeldrd destroyed two of the other skeletal workers. Thogra finished the skirmish with a critical hit from his heavy crossbow, shattering the central skeleton’s skull.

The gondola entered a large chamber with skeletal guards in four corners. None moved. The party assured the humanoid slaves to stay safe and hide; they would return for them after their mission no the flying fortress.

“The gondola clunks to a final halt, depositing you into an oppressive, pitch-black vault. The air here is freezing, thick with the stench of stagnant mold and ancient dust. Huge blocks of collapsed masonry choke the pathways, forming a claustrophobic maze of jagged stone. The massive main hatch is visible in the distance, but it is completely fused shut—sealed by ribbons of jagged, black Deathmetal that seem to drink the light. The shadows in this room do not behave naturally; they stretch, detach from the walls, and pool together. You can hear a faint, malicious whispering echoing from the rubble, accompanied by the scratching of claws that have never known the sun.”

Inside the Voidspire: The Soul Power Chamber

The Fellowship breached Deck 2: The Soul Power Chamber. The technical dread of the room was palpable; the thrumming of the fortress’s engine was felt in the characters' teeth. Rows of spectral containment cylinders filled with humanoid bodies in gel served as the fortress’s battery. All the humanoids were alive, slowly being drained of energy to power the flying fortress. Snaking cables went

from each glass cylinder to a massive crackling glowing sphere – the Extraction Nexus - in the center of the room.

“You step out into a blinding, nauseating hum. The traditional stone walls are gone, replaced by an endless, towering grid of glass cylinders. Inside each canister, a pale, translucent humanoid shape writhes in silent, perpetual screaming, their essence burning away like green oil. Skittering along the iron catwalks above are three monstrous, undead driders, their multi-jointed legs clicking rapidly as they tend to the tubes. In the center of the chamber floats a massive, volatile orb of swirling green fire—the Extraction Nexus Orb. It throbs like a dying heart, visibly sucking the vaporous souls from the tubes and pumping that stolen life down into the rumbling machinery of the floor. To the side, a door stands ajar, revealing a workshop cluttered with dissected remains, stained cots, and chalkboards covered in maddening geometric equations. “The party’s survival hinged on a series of high-stakes stealth checks (rolls of 27, 35, 34), allowing them to slip past the multi-legged sentinels unnoticed.

The Museum of Lost Friendship

Ascending to Deck 5, the Dark Barracks, the party bypassed thousands of dormant Shadows and Zombie husks. In the center of the decay, they found a "Memory Chamber" bathed in a pool of haunting white light. This was Robin's private sanctum, a preserved museum of his former life.

The room held relics of a friendship Orcus could not quite erase:

  • The original portrait of the Redwater Fellowship.
  • Old letters and a preserved flower from Doc Holliday's estate.
  • The leather Pistol Holster Doc Holliday had gifted Robin years ago.
  • Robin’s former weapon: a +2 Longbow.

On a side table sat an unfinished letter addressed to Doc Holliday: "I know you would never understand but I need you to know that I..." The entry in the nearby journal read: "Doc will come... I always leave the door open for him."

The Throne Sanctum: The Debate of Souls

The party reached the Throne Sanctum, an open-air spire where the Black Sun hung like a crown.

There stood Robin – now, the Dreadking.

“You emerge onto the roof of the world, where the open sky offers no comfort—only a vast expanse of dead, grey earth beneath a blackened, eclipsed sun. Violent forks of purple lightning cascade down from a roiling orb of raw energy suspended at the spire's absolute peak, grounding into the stone floor with deafening snaps. In the center of this storm stands a high, jagged throne of dark iron. Standing at the precipice beyond it is a tall, armored figure: the Dreadking, Robin. His back is turned to you, his gaze locked onto a glowing, ghostly projection of the world's continents, his spectral hand hovering over the southern wastes. In the corner, completely motionless, a tiny gnome servant stands shivering, holding a silver tray with a crystal carafe of wine as dark and thick as fresh venous blood.”







The Dreadking turned and a his ghastly visage, ½ sinew and bone showing, undead rot slowly taking over the once proud features of the Aarakocra – Robin.

Aeldred
Aeldred tried to reason with the Dreadking, as did Nenwin, but their appeals to the Dreadking’s goodness his former self were met with disdain. The Dreadking/Robin turned to Doc Holliday who had been silent pondering the situation, perhaps calling upon his goddess the Raven Queen for guidance. Then the two spoke. It was not Doc Holliday speaking to the Dreadking, but Sigmund Holliday speaking with his oldest friend, Robin.

It was at the moment that it seemed that Robin was trying to wish he could
change, to go back, to forsake his new patron The Demon lord Orcus that the
confrontation was interrupted by Darlin’, a clownish Rakshasa-hybrid in red robes and clown’s hat. Darlin’ was also a follower of Orcus.

Doc Holliday
In a moment of great inspiration most likely from his old friend Sigmund, Robin went to pull the amulet of Orcus that was embedded in his chest. As Darlin’s hand elongated intoa monstrous, clawed limb to strike Robin and stop his action, Doc Holliday drew with legendary speed. Doc Holliday scored a 30 to hit, dealing 20 radiant and 28 piercing damage, nearly severing the creature’s hand in a spray of ichor and a surprised scream of pain and anger.

The bone drakes dived into attack at Darlin’s command as the undead clownish villain engaged the whole Fellowship.

The battle was starting to look desperate, when Robin lying on the ground, called out to his old friend, “Under the throne!” Pointing up at the black sun.

Nenwin
and the collapsed. Nenwin, called upon his power to fly up and attack Darlin' with a choir one again singing as his wings spread took flight. [DM: this is now canon that the choir sings anytime Nenwin flies 😁]

Desperation drove Doc Holliday to reach into the void-space beneath the throne, grasping the Sphere of Annihilation. The entropy dealt him 30 force damage, but he held fast and called upon The Raven Queen. [DM: With a 06 percentile roll] The heavens opened.

A massive, porcelain-Face manifested from the sky. As the divine presence descended, Robin looked at Doc Holliday and made his final choice. In a visceral act of defiance against Orcus, Robin reached into his own chest and ripped his heart out, tearing the cursed amulet away from his flesh, his heart in tatters as it was pulled from his chest.

The Raven Queen’s hand gathered the Fellowship. She reached out and crushed the Sphere of Annihilation within her palm. The Black Sun shattered, the necrotic shadows receding as true sunlight returned to Enstad. Darlin’ was reduced to dust as were the attacking bone drakes.

Robin, though gravely wounded, was restored to his original, golden-brown Aarakocra form. As the Voidspire lost its power, it crashed into the mountains, the resulting shockwave crashing into a flying tower similar to the Fellowship’s that was being repaired at Dragonkeep! Somehow the knew this was called the Spire of Luna – perhaps it crashed and was destroyed as well.

The Divine Aftermath and Meta-Rewards

On the outskirts of the battle, the avatars of the gods appeared to reward their champions:

  • Doc Holliday: Granted ability score increases (maximum of +2 to one or +1 to two).
  • Aeldred: Completing his quest to remove the black taint on the sun, Received 1 ability point and the following boon: Sunburst of Pelor Evocation Power (1/Day) Effect: A 60ft radius burst of divine light centered on the caster. Any undead with 50 HP or fewer are instantly destroyed. All other creatures in the area are blinded for 10 rounds (no save)
  • Nenwin Albion: Granted +4 to ability points (player’s choice).
  • Graxxuzzaz: As the singular avatar of The King in Yellow on this plane, he received a +4 increase to Charisma, bringing his total to 24.

Meta-Rewards: All players have Leveled Up and earned one Inspiration Point usable on any future roll.

The session ended with a classic moment of table talk. Graxxuzzaz attempted to claim Darlin's Hat, an apparent artifact that resisted his Identify spell. Fearing a lingering curse, Aeldred immediately unleashed a breath attack, incinerating the "clown prince" headgear right off the lizard-folk’s head before he could even attune to it.

Until next session!



Thursday, 23 April 2026

Betrayal: "We are the Shorn"

 


Dungeon's and Dragon's campaign log for in-person game since 2017

Location: Lortmill mountains, East-southeast of the Fellowship's town base of Dragonkeep - in the realm of Darkreach the undead realm.

Date:  18th of Ready'reat month, Autumn [reference from our calendar it is November] 

Year: 582

Current Status:

The Redwater Fellowship are travelling through the Lortmill mountains in Darkreach, formerly the lands of the elves, now an undead infested land ruled by the Dreadking [DM: background information - a former player character named Robin who had taken on a patronage to the Prince of undead - Orcus and due to this patron had to leave the Redwater Fellowship]

Currently, after travelling under ground in a dwarven-built tunnel for some time and to the point of exhaustion and no food or water, found a sanctuary! A Star-Reach Aerie, an abandoned elvish treehouse, a place to rest and recuperate where they met a "ragtag group" of 12 individuals from two distinct backgrounds - Blackrunes and a merchant caravan. Graxxuzzaz created a teleportation circle to send all to the town of DragonKeep. Resting a while longer, the Fellowship then made ready to continue their underground venture further in the undead realm of Darkreach in search of their former companion - Robin.

Overall plan:

The plan was to travel overland to the city of Fax, on the Wildcoast still under Blackrune's control [the Fellowship's longtime enemy, the Blackrunes were a powerful but waning force - group of dwarven slavers in the area] where there were a number of quests and tasks of interest to the Fellowship. Recently, the party had decided to try and "rescue" Robin - now the Dreadking - and bring him back to the way of good. For awareness, only Doc Holliday in the party knows or knew Robin - was a close comrade -  before his fall and turn to Orcus. The party thus were heading directly into the undead heart of Darkreach where they assumed Robin/Dreadking resided in the former elvish city of Enstad.

The RedWater Fellowship [Player Characters]

  • Doctor Sigmund Holliday - Male 1/2 orc | Gunslinger/Paladin of the goddess: The 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 King in Yellow [played by Braydin]
  • Aeldred -  Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]
  • Thogra - Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set. | [played by the DM: Dave]

Dungeon Master: Dave

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Other Non-player characters of note:

  • Lieutenant Spears Male 1/2 elf | Phantom rogue/echo knight - an operative assigned by Lady Cowl's secretive organization to assist [played by Connor]
  • Tibaltuous Male 1/2 elf | Bard/Paladin [Bounty hunter] - currently under cover and scouting along the Wild Coast - South near the Pomarj. [DM: more details: Blogpost: https://sleet-dnd2.blogspot.com/2025/10/interlude-tibaltuous-espionage-travels.html] [played by Campbell]
  • Gothi | Female foreclaimer | Ranger | At town of DragonKeep. Former member of the Fellowship [played by Jake].
  • Lars | Male elf [VAMPIRE] | wizard | At town of DragonKeep [looks like a pale, very young 15 year old]
  • Skrit | Male kobold | Priest of Istus. Former member of the Fellowship. Acting Mayor of the town of DragonKeep [until elections take place - next month]
  • NPC: Hester - Male Tabaxi | Cleric of Celestian | Enroute to DragonKeep. Former member of the Fellowship.

Current quest or options for the party to look into:

Flying tower: Being upgraded at town of DragonKeep - good progress being made

City of FAX

  • Request from Greyskulls [a mercenary company] commander and mate- save son in Fax?
  • A Doctor in Fax - potential contact and ally against Blackrunes?
  • Robin's undead army in Darkreach - stop, leave, or..? Party needs to decide
  • Portal to Sea of Dust (Blackrune expedition) look into or not?

Personal quests:

  • Aeldred - oath to find and save family of dwarf smith who repaired Aeldred's heirloom sword [also Doc and Nenwin have agreed to assist]
  • Doc Holliday - Elves are now East across sea in Bright desert (Doc personal potential quest)? The "Great Deliverance" a spell cast to take all the Elves to a secret location in the desert.
  • Graxxuzzaz's circus (he was circus master and has heard rumours they are near Fax now - potential personal quest)?
  • Tibaltuous: collect bounty for drow [he has the head of the drow] - Contact is in city of Fax
  • Map to secret Blackrune base/island off Wildcoast - Fax area (Kantif - a rogue, former ally from the Redwater Fellowship has this)

The Redwater Fellowship

We rejoin our heroes as they take a final long rest in the Star Aerie - a former Rangers treehouse lodge for travellers. The sanctuary was extremely beneficial for the Fellowship as it allowed them full safety from the detrimental effects of Darkreach. They were able to commune with their respective gods as well as eat and drink from the remaining stores of food and water left by the ragtag group sent through the teleportation circle to DragonKeep [DM: For more information please see blogpost]

The elvish noble had advised the party they had about 10 hours before the protective spell he had been daily casting would fade away and the awful effects of Darkreach would once again impact them all: Food rotted within hours, water and drinks spoiled, divine magic was hindered or not even accessible, exhaustion and unable to sleep were the norm under the baleful black sun in the necrotic lands.

The group decide to continue following the ancient tunnels that appeared to be heading towards the former city of Enstad - their goal. At least then the black sun's effects would not hinder them. They travelled along again, Thogra casting create food and water with arms and head in a bag of holding which allowed the food and water to not spoil! The party still were unable to sleep or rest well.

While navigating a 40-foot-wide dwarven highway, a "mountains' marrow" artery originally designed for grand trade between elves and dwarves assumedly, the party encountered a luxury elvish coach. The pristine coach glittered with gold and silver filigree, the coach windows were covered with fine looking red curtains, what appeared to be two skeletal horses, a dwarven axe buried in one of the horse's skull, and cobwebs thick across the bones, but none on the fine coach. Only the silk curtains moving in a non-existent breeze and the flicker of a magical lantern near the coachman's seat.

One open door could be seen. Inside was a luxurious sitting area and on a small table in the centre were multiple platters of fruits and bite-sized morsels of meats, cheeses and more. Goblets sat nearby with a decanter of water or wine.

The party started multiple discussions on this being a trap or more. Graxxuzzaz cast a Mage Hand spell
and gathered some of grapes in the clawed mystical hand and brought them near. Smelling and peering at them, they looked like grapes. Non-magical. None at first but then Doc confident he could remove poison or disease took a grape. Then before any could react, walked over to the coach and climbed inside. The door closed and locked. Inside Doc started enjoying the feast of food and wine. The rest of the party hastened back, Aeldred and Nenwin had moved up the passage to scout ahead. the "Baneful Banquet" revealed its true nature. The ripe grapes were an illusion [detect magic having no effect] and the magically toxic facsimiles — causing the Doc Holliday continues to eat, as Nenwin and Aeldred attempt to break down the door to the carriage, an apparition manifests from the very atmosphere, rising with an unnatural, stomach-turning grace.

A female an elven female spirit - her eyes completely devoid of any feeling or life — no pupils or irises, only two hollow, brightly glowing white orbs. They lock onto the two paladins, cutting straight through the darkness and the meager light of the lantern attached to the carriage. Her jaw is unhinged, stretched impossibly wide into a grotesque, bottomless cavern. The pitch-black interior of her mouth looks capable of swallowing the light around her, acting as the violent epicenter for her deafening, agonizing shriek. Her long, dark hair defies all physics. It whips and floats wildly in the air around her head as if she were submerged in deep water, fanning out into the fog like writhing, spectral tendrils now all around the carriage as well as the two heroes.
As she floats upward, her bare, spectral feet hover entirely clear of gilded wood of the carriage. There is
no physical exertion or momentum to her movement; she simply glides vertically through the air, draped in a gossamer, ash-grey burial gown that clings tightly to her gaunt, skeletal frame. The hem of the dress doesn't have a clean edge—it dissolves into frayed, smoke-like ribbons that bleed seamlessly into the surrounding mist, making her look like a living extension of the haunted tunnels. Her pale, emaciated arms hang out from her sides, terminating in long, sharp, claw-like fingers. They curl and twitch as she hovers, as if she is preparing to dive down and rip the very souls out of the mortal men and elves below.

The sheer contrast between the grounded, heavily armed heroes and this weightless, floating nightmare cements her not just as a monster, but as an inescapable omen of their impending doom. And then. her mouth already open wide, expands even further and she, shrieks.
The wailing shriek bursts ear drums as the party members covered their ears blood pouring down between their fingers. Both Aeldred and Nenwin were affected and unable to react, hunched over in excruciating pain. 

Graxxuzzaz, opting for the "burn it all" approach, unleashed a lightning bolt for 37 points of damage, while using his sorcery skill to change it to a bolt of fire. This damage successfully snapped his allies out of their magical stupor but turning the carriage into a tinderbox.
Aeldred, a near 8' tall Dragon-born fueled by a blind rage, executed a staggering 31 Athletics check. In a display of terrifying strength, he "table-flipped" the long carriage onto its side to expose the spirit hiding within attacking Doc.
The Blessing of Set: Thogra cast the Blessing of Set [DM: adding a d8 to the party's combat, saves and skill check efficiency] grounding the skirmish in mechanical precision.
All joined in on the attacks on the banshee Aeldred, Nenwin, Thogra, and Graxxuzzaz and finally Doc Holliday after emptying his stomach contents after climbing on to the side of the malevolent carriage.
With a final thrust through the carriage floorboards, with his Holy Avenger sword, Nenwin impaling the female spirit's essence and ending the screeching threat. Allowing Doc to make it free of the effects but this had a detrimental effect as the coach exploded, in combination of magical fire and structural failure. All except Graxxuzazz are hit by the conflagration.

The Tragedy of the Shorn

The party continued along the underground highway. Passing through a massive cavern walking along a bridge with forges far below around a circular central glowing area. They came to another similar forge room but the bridge was cracked broken - the Fellowship's path forward stopped. Nenwin curious about the dwarven skeletons flew down and scanned the area. Large number of dwarven skeletons filled the forge works. It appears they all died here. The scene was a nightmare of industrial slavery, the party
found approximately 300 dwarf skeletons still hunched over their anvils, chained by both hands and feet. Nenwin assisted the party to come down from the high bridge and the party continued to investigate the nightmarish scene. Closer inspection of the shackles, the party noted that all the chains were inscribed with Elvish runes.. were the elves were the ones holding the keys to this misery?
No undead presence was felt by the paladins in the party, or Thogra's priestly senses. Fanning out, the party found more grisly evidence of the dwarves misery: beside a massive basalt anvil, the Fellowship found piles of rusted iron shears and petrified, matted hair, that looked like cut beards. The party looked grimly at each other, in dwarven culture, the loss of a beard signifies being reduced to "sub-humanoid livestock". The party found a number of stone slabs with dwarvish runes crudely at times marked into them:

1st rune tablet: The Text: "House Meliamne of Veluna promised us sunlight and trade. Lord Valerius
Meliamne swore by the stars that our hammers would build a bridge between worlds. We believed the Golden Age had come to the Lortmills."

Beside a massive basalt anvil, the Fellowship finds a pile of rusted iron shears and petrified, matted hair. A runestone here is stained with ancient blood:
The Text: "The towers do not fly on wind; they fly on souls. Valerius has traded our breath to the Prince of Gluttony. Today, they took the High Thane’s beard. They took his pride, then his life. We are no longer sons of the stone. We are the Shorn."

Behind the central violet-lit smelting pit, a mural has been defaced. It originally depicted seven glorious floating towers.
The Text: "Seven heights for Seven Meliamne Lords. Built by the hands of the beard-stripped. When the seventh keel was laid, the pact was sealed. We do not run to hide; we run to sharpen our steel. Let our runes turn black until the Spires of Veluna fall in flames."

These dwarves were ritualistically stripped of their beards—the ultimate dwarven indignity—and worked to death over 60 to 70 years, creating the flying towers for the elves.

 with Nenwin flying above, the party found the details of the evil betrayal the elves subjected the dwarves to. The dwarves called themselves "the Shorn". And in the end it appears the dwarves became the Blackrunes. The slaver clan that had taken over a large swath of lands and subjected many others to slavery and death.

Lord Valerius Meliamne, a patriarch of Veluna who apparently traded his soul (and the souls of his subjects AND all these dwarves' souls) to the Prince of Gluttony (the Demon Lord Graz'zt). 
Nenwin knew that Lord Graz'zt was a sworn enemy of Lord Orcus - Robin's patron [The Dreadking]
This creates a fascinating geopolitical tension.

Graxxuzzazz discovered and realized that the dwarves were building the flying towers. They most likely had even built the party's flying tower! In the forge-works, they recognized parts being crafted for a "demonic engine" nearly identical to the one in their own flying tower. It now was fortunately converted to a power source of a dragon's heart fueled by treasure and magic items, sparing them from the same demonic depravity that fueled House Meliamne. [DM for more info: Blogpost]
"We are no longer sons of the stone. We are the Shorn." These dreadful words echoed in the large cavern forge works, all the dwarf skeletons in this forge works and the previous one. 

Who was the real enemy? The dwarves, who had become a clan of slavers? The elves? Who were now all in the Bright Desert? 
These thoughts deeply troubled all the party members, especially Doc Holliday, as his closest friend and family friend were the elves he group up with. Did they know of this? 

The party discussed these troubling thoughts as they continued their journey. Walking Backwards and Linking Arms: To avoid being surprised from behind in the dark tunnels, the party discusses walking back-to-back or having Doc Holliday walk backwards with one arm on Aeldred’s shoulder.

Finally after a number of days more of travel, the Fellowship came out of a massive tunnel with large 30 feet high and 15 feet and 1 foot think doors open to the zigzag road going up into the Lortmill mountains. The party

By the time the Fellowship reached the lower mountain passes, they were dying. Aeldred again tried to create Good berries calling up[on his god, but the fruits were spoiled and rotten.
Thogra was able to one time to call upon his Egyptian god Set using the "vacuum" mechanics of the party's Bag of Holding [DM: NOT the "Evil Bag" - see below] by physically sticking his head and arms into the extradimensional space to cast Create Food and Water. This allowed some food and water, but the next time the priest/assassin tried this it failed. The party were extremely exhausted -no sleep and bare minimum of food and water - Graxxuzazz using an obscure item to eat dust allowed him to at least sustain himself partially! The party moved down the zigzag road into lower mountainous area, they knew the former city of Enstad was near.

In that moment of desperation, Aeldred — reached out to Pelor his god, [DM: an amazing % roll] and


the divine intervention was immediate, granting in effect a Hero’s Feast that cured the party of exhaustion and provided temporary hit points. 
The party at first tried to negotiate with the avatar of Pelor with their evil items they had collected over a number of adventures. 
Contents of the "Evil Bag of Holding": Over time, the bag became a repository for various dark artifacts and remains, including:
  • A number of Evil books
  • A "skeleton claw" and other "miscellaneous zombie" parts
  • A demonic medallion
  • An EVIL "intelligent" or possessed trident
  • Three skulls of "the Shorn" dwarves taken from the forge-works. These had been meticulously numbered and collected by Graxxuzzaz.
  • and more..
The god reminded the paladin that for divine support it must be a sacrifice. Not an item from the Fellowship's BAG of EVIL! Aeldred agreed to this wisdom from his god's avatar.

The cost was heavy in the end for this divine pact:

Starting on that day, 18th of Ready'reat, the party has exactly two weeks to remove the Black Sun of Darkreach, blanketing the land in gloom. If the celestial blight is not removed within 14 days, Aeldred faces total excommunication and the permanent loss of his holy powers. The mission is no longer just a rescue; it is a race against spiritual annihilation.

The reinvigorated party then moved onwards down the zigzag road, closer and closer to the former elvish city util around the corner they looked down on the ruined Jewel of Enstad in an ash choked valley.
The perspective is set against permanent violet storm above the jagged snow and ash dusted Lortmill mountains in the distance. A massive flying fortress hangs over the ruined city. It's Massive hexagonal stone platform at least 300 feet across floating approximately 800 feet above the city. It's rough dwarven engineered structure trailing two massive shadow iron chains that plunge into the rubble below. Each link on those chains are probably 10 to 15 feet in length. 

Green-black necromantic fire burns in iron crescents along the fortress battlements where skeletal figures can be seen standing. Far below, the former elven city of Enstad is a blasted ash choked wasteland now home to Robin's undead forces. The devastation from the Blackrune dwarf slavers is evident as the party sees the blackened forest of massive dead trees and more tree stumps fill the ruined central area. 
Among this total annihilation only one tree remains alive and green, standing as a solitary monument in the dead city. 



A putrid river of thick black sludge flows from the city's shattered spires and the base of the mountain before snaking out of view to the East. High above the sun is a a mere black disc in the sky, signaling the Dreadking's total influence over the realm. 
Four huge bone drakes can be seen patrolling the exterior airspace around the flying fortress. Their
massive skeletal wings beating and still as they glide and rise around Robin's flying fortress. As the black rays suns illuminate the area and come across the party the Fellowship fill a drain of their lifeforce as the golden halo once again engulfs each of them under the black sun's rays. [DM: each character was permanently drained of 1 hit point - so far]



Wednesday, 18 March 2026

In the Shadow of the Dreadking

 

[The Redwater Fellowship, a long-running D&D5e campaign in person since 2017]

Location: Somewhere in Darkreach - undead realm of the Dreadking - Lortmiill Mountains

Date: 8th of Ready'Reat - [Autumn]  YEAR: 582 CY

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The RedWater Fellowship [Player Characters]

  • Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess: Raven Queen [played by Connor]
  • Nenwin Albion - Male Aasimar | Paladin of the god: Heironeous [played by Jake]
  • Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the King in Yellow [played by Braydin]
  • Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]
  • Thogra - Male 1/2 Orc | Assassin/Cleric of the Egyptian god: Set

Dungeon Master: Dave 

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Non-player characters of note:

  • Lieutenant Spears - Male 1/2 elf | Phantom rogue/Echo Knight - an operative assigned by Lady Cowl's secretive organization to assist [played by Connor]
  • Tibaltuous - Male half elf | Bard [on mission South near the Pomarj in the Wildcoast [DM: more details: Blogpost]
  • NPC: Gothi | Female foreclaimer | Ranger [At town of Dragonkeep]
  • NPC: Lars | Male elf [VAMPIRE] | wizard [At town of Dragonkeep]
  • NPC: Skrit | Male kobold | Cleric of the goddess Istus [At town of Dragonkeep]

Summary

The Redwater Fellowship pushed deeper into the jagged Lortmill Mountains, crossing deep into the blighted necrotic realm of Darkreach. Formerly the verdant cradle of elven civilization, the land now groans under the iron-fisted rule of the Dreadking - see below.
Their primary objectives now are twofold: reach the city of Fax on the Wildcoast. On the way towards Fax, they decided to visit Darkreach [formerly the elvish city Enstad] the realm of the Dreadking. The Dreadking was a former member of the Fellowship named Robin, who had turned away to follow Orcus a demon prince of undead - ruling over all the former elvish lands now - an undead wasteland. Their goal, confront their former brother-in-arms and bring Robin "back to the light".



Overall plan:

The Fellowship is to travel overland to the city of Fax, on the Wildcoast still under Blackrune's control [the Fellowship's longtime enemy, the Blackrunes were a powerful but waning force - group of dwarven slavers in the area] where there were a number of quests and tasks of interest to the Fellowship.

Current quest or options for the party to look into:

The Fellowship's flying tower: Being upgraded at DragonKeep - good progress being made. Should be finished in 2-4 weeks. [DM: More details: Link]

City of FAX
  • Request from Greyskulls' mercenary crew commander and mate- save son in Fax?
  • A Doctor in Fax - potential contact ally against BlackRunes?
  • Magic Portal to Sea of Dust (Blackrune expedition) located in Enstad - now called Darkreach - look into or not?

Personal quests:
  • Aeldred - oath to find and save family of dwarf smith who repaired Aeldred's heirloom sword
  • Doc Holliday - Elves in Bright desert east across sea in Bright desert (Doc personal potential quest)?
  • Graxxuzzaz's circus (he was circus master and has heard rumours they are near Fax now - potential personal quest)?
  • Tibaltuous' collect the bounty for drow - Locations Fax or Nulb? [Tibaltuous had the head of the drow still]
  • Map to secret Blackrune base/island off Wildcoast - Fax area (Kantif has this - former party member now in or near Fax?)

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When we last left our heroes,  they had just decided to take a rest after a long an arduous journey through the high peaks of the Lortmill mountains. Having dealt with undead, exhaustion, the "Screaming Mists" of Darkreach - a physically manifestation of agony. The fog contained spectral, invisible claw-like hands that rend through armor and flesh, chilling the soul with psychic resonance, in the end claiming two of the party's horses. 
Above, the sun is a choked black disc, offering no warmth to a landscape where the horses of the Fellowship have already been claimed by the fog—lost to the precipice or consumed by unseen horrors in the gloom.

The Fellowship sought a momentary respite within a necrotic ravine filled with stunted, withered trees.

The peace was a facade. The putrid ground erupted with explosive force, revealing the Ash-Stalker Behemoth—a "demented" undead treant / shambling mound standing over thirty feet tall. A hollowed-out oak tree husk reinforced with frozen bones of a multitude of dead creatures the monster had consumed, the creature was powered by a pulsing, necrotic sphere of Shadowfell energy at its core. Clawed skeletal hands grasped and reached out while skulls attached to vine and roots clacked and gnashed broken fangs and teeth at the stunned party members. Shadow-life spectres circled the undead horror.
The initial eruption was devastating. Thogra and Nenwin were fully encased in the shifting, acidic soil, while Graxxuzzaz struggled to free himself from the crushing roots. Aeldred, showing the reflexes of a seasoned hunter, rolled clear and drew one of his many swords (DM: as favored by fortune’s roll), the blade humming with a blue light that cut through the gloom. 

Aeldred looked down and only seeing one hand of Nenwin - he
was being crushed and absorbed by the
acidic flow from the necrotic treant's sap. The draconian utilizing his belt of firegiant strength, pulled with herculean level might and Nenwin came free from the oozing muck and grasping vines. Allowing the trapped Fellowship member to scramble free from the "digesting" ground.
Graxxuzzaz eventually utilized a desperate Lightning Bolt using his sorcery skill to convert it to a bolt of fire to blast a hole through the necrotic mass so the lizardfolk could escape by casting Misty step.
Doc had been able to dodge back from the grasping vines, skeletal claws and pulling his pistol unloaded multiple rounds into the behemoth. Then was able to assist Thogra to escape the crushing muck. Thogra grinned up at his long time friend, "thanks Doc." Both turned to attack the demented treant.
Clouds of choking and blinding ash enveloped the party after any flaming attack which blinded and poisoned Nenwin.
Thogra called upon his god Egyptian Set to bring a powerful blessing on all the party [Bless spell - d6].

The battle reached a desperate point when Nenwin Albion, blinded and poisoned by the Behemoth’s ash, reached into his bag of holding for his final gambit. Sounding the Horn of Valhalla, he summoned twelve low level Berserkers. Designating them as the "Wood-cutting Crew," Nenwin ordered a reckless, "lumberjack-style" assault.
The berserkers ignored the necrotic rot, hacking into the Behemoth's trunk with great axes and a zeal beyond what the party had experienced before. Nenwin had not used the horn previously and all the party were amazed at the destructive force of the "wood-cutting crew". 
Even though the Behemoth’s Shadowfell energy granted it resistance to non-magical strikes, Aeldred and Nenwin pivoted the tide. Using Radiant Smites, they bypassed the titan’s resistances entirely, searing the necrotic marrow of the Treant-husk. 
It appeared the Ash-stalker treant decided to retreat by oozing down into the muck but it was too late for the former treant it was completely destroyed by the Fellowship and Nenwin's "Cutting crew".
[DM: unfortunately the party neglected to search so missed a few some treasure] 😕


Following the Behemoth’s fall, a cavern entrance was revealed. Inside the cave it became worked stone - floor and walls consisted of worked dwarven flagstones. There appeared to be a trap door, marked with the dwarven rune "117"—a countdown of miles to the capital of Enstad - the party was to discover later. A pressurized yellow-red acidic ooze bubbled between the stones. This was sleuthed to have possibly affected the treant as the flow did exit the cavern down around the base of the former majestic tree.
Aeldred, eager to bypass the hazard, located a hidden lever. However, standing directly atop the trap door while pulling the mechanism proved nearly fatal. A torrent of acid washed him down the tunnel. While his mundane traveling clothes were disintegrated, his +1 Monkish PJs (magical robes) and magical boots mercifully survived the sluice.
Taking the claustrophobic tunnel - made by dwarves for their height - the party passed countdown Markers: Runes 116 and 115 were discovered every mile, indicating a 3-to-4-day trek remaining to reach Enstad.
The Redwater Fellowship’s journey through the underground passages of the Lortmill Mountains was a grueling descent into physical and psychological torment. Seeking a safer route to avoid the undead legions on the surface, the party entered a winding, lightless cavern system built by dwarves. What began as a strategic detour soon became a desperate struggle for survival. The travel was hampered early on by a glowing yellow-red acidic ooze that bubbled up from between ancient flagstones
This corrosive substance filled the width of the tunnels, forcing the party to wade through it. The ooze was so potent that it disintegrated the Fellowship's regular clothing and, more catastrophically, leaked into their packs, destroying all their remaining rations and water skins
Party members facing days of travel with no supplies. Graxxuzzaz had a magical item that allowed him to eat dust for sustenance. He avoided the spoiled rotten food as did Thogra.
When the party’s hunger and thirst became unbearable, Thogra attempted to use divine magic to create food and water. However, the necrotic blight of the Dreadking’s realm reached even into the magical weave:
Rotten Rations: The 45 pounds of magically created food appeared black, spoiled, and rotten
Tainted Water: The 30 gallons of water were slimy and filled with "pus and pustules"
Ritual Failure: Even after Thogra performed a purify food and drink ritual, the supplies remained fundamentally "off." While the literal poison and disease were removed, the water retained a gritty, necrotic quality that tasted like the digesting fluid of the shambling mound.
As the party continued for days in the cramped, 8-foot-high tunnels, the lack of clean resources began to manifest physically. After drinking the purified but tainted water, the Fellowship’s veins turned entirely black and became highly visible across their skin—a terrifying sign of the realm's corruption. Aeldred and Nenwin suffered from growing exhaustion and a claustrophobic effect, their spirits flagging in the oppressive darkness.

A Moment of Hope: Sanctuary
In the midst of this misery, the Fellowship encountered a rare sign of life—or at least, a sign that others had survived. Scrawled on a cavern wall in what appeared to be blood or dark paint was the word "Sanctuary" in Elvish, accompanied by an arrow pointing toward a circular ramp. This discovery provided a sudden, sharp moment of hope for the weary party. Following the sign, they moved slwoly up the ramp for a number of minutes possibly up 00 feet to find a set of mahogany double doors. 
From the other side, they heard high-pitched screaming and voices calling out in Dwarven and Common about enemies "coming through the wall".
The Fellowship had to physically assist the survivors - who at first did not want to open the doors! - in opening the doors, which were secured with heavy chains and a wooden bar. Upon breaking through, they found themselves in the trunk of the Star-Reach Aerie, an abandoned elvish treehouse that had once served as a ranger waypoint. 
The scene was one of chaos:
The Combatants: The party immediately engaged Putrid Shades (spectral figures) that were attacking three survivors - two dwarves and a human. During the initial fray, Graxxuzzaz suffered a critical failure that left him under the effects of a Confusion spell, causing him to
stand aimlessly while his companions fought. To quickly end the threat, Aeldred and Nenwin utilized powerful Divine Smites and radiant attacks, which carved through the shadowy forms and caused them to dissipate instantly.
The survivors were grateful but surprised to see anyone. Explained that they had been trapped there for two months, enduring constant attacks from mindless skeletons and zombies led by an intelligent wraith that called upon the putrid shades that could pass through walls. The only true safe area was a zone that the elvish noble Elowen was able to command forth being an elf of Enstad.

The 12 Survivors of the Aerie
Once the immediate threat was neutralized, the Fellowship encountered a "ragtag group" of 12 individuals from two distinct - one potentially hostile - backgrounds:

The Blackrune Remnants (Dwarven Slavers):
  • Kargun Ironfist: A cynical dwarf veteran and the group's de facto leader.
  • Drok: Kargun's heavily wounded enforcer who openly voiced his distrust of magic-users
  • Skara: A human scout who originally spotted the elven markings that led the Blackrune group to the Aerie.
  • Brak: A young dwarf recruit who had suffered a mental breakdown due to the psychic "screaming mists" of Darkreach.

The Merchant Caravan Crew:  
  • Elowen: An elven noble and survivor of the fall of Enstad. He was the most vital survivor, as he knew the secret command words for the treehouse’s fading magical wards.
  • Master Tibalt: A wealthy merchant from Fax who was attempting to bribe the Blackrunes for protection with a bag of platinum
  • Miri: Tibalt’s daughter, who served as the group's medic and morale officer
  • Garrick: A human caravan guard suffering from extreme exhaustion
  • Finley: A halfling cook obsessed with the lack of "succulent spotted hair" to eat
  • Sariel: A half-elf acrobat and circus performer [not Graxxuzzaz's circus]
  • Oryn: A silent human traveler who registered as "slightly evil" to Nenwin’s divine sense, raising suspicions that he might be a spy
  • Tessa: A traumatized orphan child who claimed to see the same "procession of children" in the mists that the Fellowship had witnessed earlier
Initial Distrust and the Final Solution
The encounter was immediately marked by deep-seated distrust, as the Blackrunes were the Fellowship's long-time enemies  Kargun Ironfist even recognized the Fellowship, and the party debated the ethics of sending former slavers and a suspicious individual like Oryn to their home base at DragonKeep. The Fellowship ultimately devised a solution that prioritized both the survivors' lives and the security of their town:
Coordinated Security: The party used a Sending spell to contact Skrit, the acting mayor of DragonKeep. Skrit responded that the town would "prepare the usual interrogations" conducted by other Fellowship members: paladin Cedric and wizard Vencer and rogue Pyra to ensure the survivors did not pose a threat.

The Fellowship utilized a Teleportation Circle cast by Graxxuzzaz to bridge the gap between the Lortmill Mountains and the Fellowship's home base town of DragonKeep. The merchant crew was delighted to stay in DragonKeep, providing the town with a new professional caravan crew to help potentially expand trade. The Blackrune remnants were allowed to take their gear and weapons but were sent with the understanding that they would be closely monitored for any signs of "treachery" or "black confidence".

Before departing, the survivors left their remaining drinkable food and water with the Fellowship, which was essential for the party's continued journey into the heart of Darkreach. Elowen advised the magic of the sanctuary would last another 12 hours before an elf of Enstad had to activate again. So the Fellowship had time to rest.

While resting, Thogra also casts Sending spell again to their former member and ally Tibaltuous the bounty hunter/bard. Sending update from Tibaltuous:
The information provided by Tibaltuous is critical piece of intelligence regarding the Redwater Fellowship's enemies on the Wild Coast. At the time of the communication, Tibaltuous was operating undercover in the south near the Pomarj. His response, constrained by the spell to exactly 25 words, reported the following details:
Undercover Status: Tibaltuous has successfully gained the trust of a Blackrune commander, allowing him access to high-level strategic information from within the dwarven slaver organization.
Enemy Movements: He revealed that the Blackrunes are currently heading to the town of Highport.
Slave Raiding: The group is actively taking slaves and capturing other groups, the slavers are avoiding undead forces of the Dreadking/Robin.
Fortified Positions: He warned the Fellowship that enemy defenses have been significantly strengthened at Fax, which is now under siege by undead!
Enemy Morale: Tibaltuous noted a pervasive sense of "confidence" among the Blackrune forces. possibly over confident..?
Strategic Context
The Fellowship interpreted this message as confirmation that the Blackrunes in Fax and the Dreadking in Darkreach are adversaries now. They realized that the Blackrunes' continued demise and fall in power and confidence is directly tied to the surge in power and lands taken by the Dreadking's undead scourge.
Consequently, the party concluded that their mission to confront or redeem Robin is even more urgent, as any attempt to enter the city of Fax would eventually require them to contend with the Dreadking's reinforced influence. Unless they can covertly enter.

Many questions and few answers.

Next, to confront the Dreadking.. Robin former party member and once [maybe still?] good friend to Doc Sigmund Holliday.

Current Status MAP


1. Redwater Fellowship
2. Darkreach [ former elvish city of Enstad]
3. City of Fax [Blackrune control - under siege by undead]
4. Tibaltuous location
5. The Town of Dragonkeep [The Fellowship's homebase]

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Audio Summary: