Sunday, 1 February 2026

Into Darkreach - the Undead Realm

 


[The Redwater Fellowship, a long-running D&D5e campaign in person since 2018]

Location: Dead Mage Inn - Lortmiill Mountains

Date: 27th of Patchwall - [Autumn] YEAR: 582

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

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 of the god: Pelor [played by Campbell]

Thogra | Male 1/2 Orc | Assassin/Cleric of the Egyptian god: Set

Dungeon Master: Dave 

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

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]

NPC: Gothi | Female foreclaimer | Ranger [At town of Dragonkeep]

NPC: Lars | Male elf [VAMPIRE] | wizard [At town of Dragonkeep]

NPC Hester - Male Tabaxi | Cleric of Celestian [At town of Dragonkeep]

TibaltuousMale half elf | Bard [on mission South near the Pomarj in the Wildcoast [DM: more details: Blogpost]

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

Summary

The Redwater Fellowship's plan was to travel overland to the city of Fax, on the Wildcoast still under BlackRune control [the Fellowship's longtime enemy a powerful group of dwarven slavers] where there were a number of quests and tasks of interest to the Fellowship. On the way, they decided to visit Darkreach the realm of the Dreadking - a former member of the Fellowship, who hard turned away to follow Orcus a demon Price of undead - who ruled over all the former elvish lands now - an undead wasteland.

Currently having recuperated in the Dead Mage Inn near a mist filled crater, next goal is entering the undead  realm of Darkreach. Magic and divine contact is chaotic and limited due to strange  forces emanating from the crater. [See blogpost: https://sleet-dnd2.blogspot.com/2026/01/the-stairwell-of-blood.html]

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.

Recently the party had decided to try and "rescue" Robin - now the Dreadking, ruler of Darkreach [the former lands of the elves] - and bring him back to the way of good. The party thus were heading directly into the heart of Darkreach where they assumed Robin/Dreadking resided in the former elvish city of Enstad.

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' bounty for drow - Locations Fax or Nulb?
  • Map to secret Blackrune base/island off Wildcoast - Fax area (Kantif has this - former party member now in or near Fax?)
*************
The Redwater Fellowship’s trek into the blighted lands of Darkreach is marked by moral conflict, psychological horror, and the constant threat of the undead.

Robin - before his new patronage
The party decided it was time to confront Robin - hoping to return him to the way of good, but they needed Doc Holliday to do this - Doc was one of Robin's oldest friends. 
Lt. Spears mission - an agent of Overlord Romack's army, in the intelligence cohort of Lady Cowl, had no interest in this and advised the Fellowship that he would meet them all at the city of Fax. Leaving on his own, the heroes bade him good luck and hoped to see him soon in Fax.

Encounter with a lone Traveler
While waiting for Doc Holliday to trek from DragonKeep to the crater - a week's journey at best - near the Dead Mage Inn, the party decide to head out into the wilderness. Aeldred came upon some "large clawed" tracks after speaking with a snowy-hare. After a half hour of tracking, they see in the distance a medium-sized humanoid, appears to be a draconian - white scaled. 

The party call out and confront the humanoid, named Vako with white draconian scales, carrying alongbow and heavily cloak with the cold weather. Nenwin utilized his divine sense and detected "evil" radiating from the stranger. Despite Vako’s claim that he was simply fleeing the BlackRunes and the Dreadking and heading to the south, Nenwin drew his blade feeling the 'evil' was not allowed to continue. Seeing the blade, Vako fired arrows which had a paralyzing affect, hitting Aeldred - magic. Graxxuzazz and Nenwin initiated combat.
Graxxuzazz utilized psychic attacks that caused blood to leak from Vako’s eyes and ears which also paralyzed the draconian, while Nenwin used a magical attack to invoke fear, rooting the traveler in place. It was a very quick battle, Vako being a seasoned adventurer, but no elite warrior like those in the Fellowship. The draconian tried to fly away, but Nenwin the Aasimar was faster.

After subduing and tying him to a tree, the party looted his magical arrows, platinum and some gems but ultimately returned his belongings after realizing he was not an immediate threat. The disgruntled Vako "flipped them the bird", Graxxuzzaz gave the draconian some gold and warming to the lizardfolk sorcerer warned them to watch for a "strange undead procession" he had seen up further in the mountains.

The party returned to the Dead Mage Inn, and came upon the idea to use a teleportation circle to connect with DragonKeep - a circle already there - to allow Doc Holliday to instantaneously join the party! Thanks to Thogra's recalling Graxxuzazz had this spell capability.

The Screaming Mists of Darkreach
The party gathered their horses - or summoned them magically - and moved deeper into the Lortmill Mountains toward the former elven city of Enstad, they entered the "screaming mists". This claustrophobic fog was filled with the high-pitched, overlapping screams of men, women, and children. The mist felt physical, like invisible hands clawing at their armor and bodies, inflicting biting cold and psychic damage.
The psychological toll was devastating to their mounts. Aeldred and Graxxuzazz both lost their horses to the mist; the animals became so spooked by the spectral faces, claws ripping. and noise that they bolted into the fog, where one fell off the edge of the treacherous path and the other was heard being consumed wetly and gruesomely by unseen horrors. The party talked about retreating, and then Nenwin took his flying paladin's horse above the mist, the sun appeared only as a black disc in the sky, signaling the Dreadking's total influence over the realm. The Paladin could see the mist started to disperse a ways ahead, so as long as they could hold out a little longer they would be fine.

The Siren and the Broken Bridge
The Fellowship reached a broken stone archway—a dwarven and elven construction that once spanned a 50-foot-wide ravine. There, they were greeted by a beautiful woman floating above the crevice. Doc's quick hand as always had his pistols ready and two bullets went through the apparition with no effect.
The enchanting singing affected Doc Holliday and Thogra. Nenwin and Graxxuzazz were able to resist the alluring musical voice, while the other were compelled to run toward the woman floating in the empty space over the precipice.
To save his companions, Graxxuzazz attacked Doc to break the charm, while Nenwin, mounted on his flying warhorse Kieran, physically intercepted Thogra just as he was about to jump off the cliff. Once the party resisted her song, the woman vanished with a mischievous smile.

The Melancholy Procession 
Finally reaching the top of the mountain pass, the party looked down through he swirling dark grey and ash like snow and black sun-lit land into the true realm of Robin/Dreadking - Darkreach. The once beautiful lands of the elves was now a blighted deathly sore on the lands of Oerth. The Dreadking was slowly turning the lands into a comparable to his patron Orcus' realm in the Abyss.
While descending the treacherous zigzag road, the party witnessed a somber funeral procession floating through the air. This group of 50 shrouded figures included skeletal Clydesdale horses pulling carriages filled with coffins. Among the spirits were four children; one girl made the sign of the Raven, to Doc and he recognized the secret sign of his goddess the Raven Queen. Another pallbearer one of six carrying a large 8' long coffin exchanged a secret sign with Thogra - the secret sign of Set the Egyptian god. It appears the dead and undeath went across pantheons and time and space. This melancholy event proved divine for the paladins, as the somber energy refreshed and healed all three, Nenwin and Aeldred as well as Doc Holliday.

As the party sought a place to rest to combat their growing exhaustion, they entered a ravine filled with stunted and withered, necrotic trees. The peace was shattered when the putrid ground erupted, revealing a giant shambling mound. This "demented" undead growth stood 20 feet taller than a standard specimen, with spectral shadowy forms floating in around of it as it rose to attack the weary Fellowship!


Sunday, 18 January 2026

The Stairwell of Blood

 


[The Redwater Fellowship, a long-running D&D5e campaign in person since 2018]

Location: Ruined tower near the Dead Mage Inn - Lortmiill Mountains

Date: 9th of Patchwall - [Autumn]

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

The RedWater Fellowship [Player Characters]

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

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

Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the Yellow King [played by Braydin]

Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]

Thogra - Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set [Non-Player Character]

Dungeon Master: Dave [blogging since 2018]

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

Other Non-player characters of note:

NPC: Gothi | Female foreclaimer | Ranger [At town of Dragonkeep]

NPC: Lars | Male elf [VAMPIRE] | wizard [At town of Dragonkeep]

NPC Hester - Male Tabaxi | Cleric of Celestian [At town of Dragonkeep]

Tibaltuous - Male half elf | Bard [on mission South near the Pomarj in the Wildcoast [DM: more details: Blogpost]

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess: Raven Queen [played by Connor] [At town of Dragonkeep]

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

As we rejoin our heroes.. they stand in the ground floor of the ruined tower, looking down and out. Rumbling all around them as dust falls from the ceiling and chips or mortar and stone fall. The flow of blood continues to pour down the stairs from above and down the stairwell into the darkness.

It seems there was a secret door into a lower level the Fellowship did not see the last time they were here months ago. [DM: see blogpost for more details] As the ground and floor rumbles lightly, the party quickly decide that exploration below is needed and form up to head down as Nenwin flies in deactivating his god-given figurine of wondrous power the Flying Horse of Heironeous

With Lieutenant Spears in the lead, Aeldred and then Nenwin, and finally Graxxuzazz and Thogra taking the final position, the Fellowship head down the blood soaked steps into the dark. Aeldred ignites his flaming sword without difficulty to light the way.

The flow of blood does not case and makes the footing slippery and treacherous. On occasion a thrumming and noise can be heard, but the party realize this seems to be just in their minds.. and then another vibration. A new double thump - heartbeat - seems to be reverberating up from below.

The rogue/echo knight moving ahead to use his Darkvision travels for a number of minutes, until he sees a landing ahead. There is a doorway off to the left with what appears to be a crumpled form while the blood continues to flow down the circular stairwell and through the doorway. Lt. Spears heads back and advises the group and then all move forward. 

The crumpled form after further investigation is a humanoid-size skeletal form with rusted chain mail on and ragged leather and clothing. Has the insignia of the BlackRunes - a sergeant - [DM: the dwarf slaver clan that rules a larger area of the Wildcoast and the Redwater Fellowship's chief enemy],
a dagger at the belt as well as a pouch. The rogue quickly cuts the pouch from the belt, some coins and two gems and a small journal are found. The dagger appears to be a standard BlackRune crafted weapon, well made dwarven craftsmanship. 

The small book appears to be a journal, with a messy scrawled script on the pages, in an unknown language. Graxxuzazz confirms it is dwarfish. The final entry seems to be about the soldier - a Sergeant in a unit that had been directed to go through a portal to "the Sea of Dust Expedition" was re-directed to head into the Lortmill mountains, the soldier didn't know the units task, but engaged with both undead enroute as well as forces of Overlord Romack as well. The sergeant complained as well of missing his family, wife and 2 children located in the city of Fax. More reading later for the Graxxuzazz to learn more about the fallen soldier.

With a closer look at the skeleton, Lt. Spears realizes the cause of death for this trooper. The top of the skull is sheared completely off, right above the eye sockets. The top of the skull and rest of the helmet are no where to be seen. The rogue looks about more carefully now.. a trap?

Lt. Spears motions for the party to hold position and slowly scans the area and then moves forward, watching every step. Scanning the ground under the light of Aeldred's flaming sword, the rogue notes a strange discoloration of a flagstone and taking out some tools, gets to
work. With a satisfied grin, the rogue notes the clever trap activator - the very slightly discolored flagstone. He may not have seen it if not for the flow of blood over the rock. Using his thieves' tools, he disarms the scything blade trap and being careful, is able to dismantle and take the majority of the trap with him. "May come in handy.." he says to himself.

Motioning the party forward, Lt. Spears moves forward, on high alert for anything.

The party advances, the rumbling and shuddering from above appears to have lessened, but the thumping heart beat is still reverberating in the back of the adventurers' heads. The passage continues around a corner a slight musty smell wafting forward. The party lose sight of Lt. Spears, the rogue excels at melding into the shadows unless he wishes to be seen.

The rogue moves forward again, carefully scanning, thinking about the scything blade trap he had dismantled grimly. Along the right side of the passage he sees some boxes and small barrels. Most appear to be broken. Investigating, he find a shipping box labelled in what appears to be dwarven runes or script. Making note of that, the rest appear to be junk or smashed open and contents removed. The passage opens up into what appears to be a small room. The rogue returned to the group
and signaled "ok" to move forward then again disappeared into the shadows.

Graxxuzazz was able to decipher the script on the case. Looked to be a BlackRunes weapon case. Lt. Spears checked for traps and Graxxuzazz didn't seen any trace of arcane runes for a magical trap. The case was opened, and inside packed is sawdust and wood chips were six foot long black paper wrapped cylinders. Each with a hand's length black string coming out of one end. A weapon perhaps or..?

The party thought about using one - pulling the string- but decided this was most likely a bad idea. Perhaps out in an open space outside would be safer. Taking the case, Graxxuzazz emptied out part of his pack, after all remembering magic was still an issue down here so accessing a bag of holding could be risky. The room appeared to have been at one time a sleeping quarters, now a mess and mostly looted as L. Spears came upon some coinage in the refuse.

There was not other exits so the party retraced their steps back to the central stairwell. As the party descends the winding stone stairwell, the metallic stench of blood becomes overwhelming. The black and red liquid that pooled around the skeletal claw on the fourth floor is now a rushing torrent, cascading down the steps like a macabre waterfall. Nenwin slipped at one point, covered in the blood but was able to brace himself and recover without minor injuries, the Fellowship all then move more carefully down. 

Aeldred thinking outside the box, dips his sentient longsword "Blood Drinker" in the flow and at first, it does nothing, and then after a few moments the blade greedily sucked up the blood! The paladin was able to recover some injuries due to this. In the end thought Aeldred feared the blood being tainted and removes the blade even as it vibrates in anger? 

The thumping increasing of the heart vibrating in the back of their heads. Once again, Lt. Spears led the way, Aeldred and Nenwin, then Graxxuzazz and Thogra following in the rear, keeping an eye out behind the heroes.  

The metallic stench from the blood seems to become even more foul.

The heart thumping grew in their heads as they descended probably another three hundred feet at least. Then the rogue saw a purple light growing throbbing at the same count as the seemingly heartbeat. Making their way to the large opening, the walls are weeping a dark ichor, and the very stone seems to be turning into porous, bone-like coral.

The pounding in their heads reaches a peak as the party sees an open cavern ahead with a terrible sight. 

At the base of the tower, the stairs open into a vast, vaulted cavern. This is a "vein" to Darkreach—a natural tunnel systems being used to funnel legions under the Lortmill mountains into the former Duchy of Ulek. It appears that their former companion Robin, now the vassal to Orcus Prince of Undead- had designs in all directions not just the Wild Coast.

Hundreds of lesser undead—skeletons in rusted elven mail, dwarves, and larger skeletons, shuffling zombies, and flickering shadows—are marching in a mindless, silent procession down a massive southern tunnel. 

Back towards Darkreach. 

It appears the removal of the celestial power source (Ryhanna) has caused a localized planar tremor. Massive stalactites are falling, crushing swathes of the marching undead. The ceiling is groaning as cracks in the surface appear.

Standing at the center of the cavern, acting as a massive pillar of malice, is the Skeletal Titan. It stands

at least 30 feet tall, its bones a polished, obsidian black. Its right arm ends in a jagged, splintered stump at the wrist—the missing claw is the one the party encountered and "deactivated" on the 4th floor, above. A glowing purple heart[?]is visible in its rib cage.

Despite its injury, the Titan is a terrifying sentinel. It uses its remaining massive hand to scoop up clusters of undead and hurl them like "bone-bombs" at the collapsing exits, attempting to clear the path for the rest of the horde. It raises its head in a silent scream as it tries to push through the small tunnel but unable to fit.

With the cavern collapsing and the Titan central in the cavern, the party deliberate: Do they stay and attempt to destroy this undead engine of war, or use the chaos of the falling rocks to slip past into the Darkreach tunnels and escape the crumbling tower? Ore head back up and try to fly back to the crater's edge and safety..

The Fellowship prepare for a massive battle. A skeletal titan, and a horde of undead! The party had noted that their magic and divine connections were fully available, This was a boon, so the party made preparations by casting spells and preparing defenses and more. Although a few of the party balked at it, Thogra summoned his favourite ally: FLUFFY - the bone hydra.

The skeletal hydra had regrown up to six heads - they take a longer time to regenerate for the poor monster.
Thogra cast a more powerful bless spell on the party.
Lt. Spears and Nenwin in the lead flying out calling for the titan for a one-on-one combat! As the paladin flew out the unseen choir sung in his wake.
Aledred jumped out to slice and slash at skeletons and zombies moving in a horde towards the exits to the East, back to Darkreach.
Lt. Spears, threw multiple daggers and using his fighter technique was able to take extra attacks. His blades cutting down skeletons and zombies with ease. The lizard-folk sorcerer lined up rows of undead
letting loose a sorcery enhanced lighting bolt. The smell of burning undead flesh permeated the area.
Fluffy's many skeletal heads chomped down and destroyed multiple skeletons and zombies as they streamed by continuing to move towards the exit to the East. 
The undead did not attack the party, none even responded if attacked just kept moving. The only one that responded.. was the undead titan.
At that moment, it noted the group with Nenwin flying toward him. It opened its mouth and it was as if they jaw elongated to part way down its chest. A silent scream hammered all the heroes. The effect was detrimental to only one of the Fellowship - Aeldred was slowed as if in molasses. 
Nenwin's attacked - smashing and cutting with his Holy Avenger great sword. The blade cutting deep into the black ebony bones of the titan's rib cage. The titan swung around the stump of his hand and smashed into the Nenwin doing tremendous damage and knocking the paladin back.
The party continued to attack the undead horde streaming through the cavern even as they fully ignored the heroes.
Every so often in the battle the titan wailed again in the Fellowship's minds, but fortunately none fell under the slow effect again. The party decide to change tactics and all focused their attacks on the titan. A web spell from Lt. Spears slows the titan briefly, his thrown blades still doing extensive damage with his sneak attack. Fluffy and Thogra were buried under a collapse of rock and ceiling rock falling as the titan slammed one skeletal foot into the ground. They spent the next while digging out hurt but still ok.
Graxxuzzaz casts another lightning bolt fully enhanced with all his sorcerous skill and it cracked the bones of one shoulder.
Aeldred finally free of the slow effect brings his swords in to cut and carve the titan. One blade - Blood drinker - did not let him attack with it! Perhaps drinking the tainted blood had some detrimental effect on the sentient blade. Undaunted, the paladin brought his other sword in and hacked off pieces of bone from the titan.
The titan did smash and attack but in the end fell as the party scattered out of the way of the gigantic humanoid.
VICTORY!
The undead continued to shuffle and float by, ignoring the party. All it seems heading back to Darkreach. 

Deciding to not go through the tunnels, the Fellowship were about to head up the stairs again when Thogra noted the glint of metal. A mirror like metal shield. Never one to leave treasure, Nenwin flew over and gathered it up.

Leaving quickly the party make it back up the stairwell the blood flow it seems had slowed and then stopped as they ascended. Magic and divine connection were once again not active or reliable. So the party took their changes with Nenwin and his flying horse. All were safe except Thogra and Nenwin as his flying horse figurine of wonderous power deactivated  and they crashed into the side of the crater, but bruised and battered were able to climb to safety.

Returning back to the dead mage inn, the party realize that 5 days had passed while in the tower and caverns - even though it was less that 24 hours the party had been in there. The lingering effect of the former colossus Fera on time still an impact.

Ashlcoak was sad at first about the undead leaving then starts thinking up new angles for tourism and his inn. He also discusses trade and security agreement with Dragonkeep. In the end, he fully agreed the undead scourge removed was a great event. He provides full meals and drinks, and much more importantly, gives one of the bluelight lanterns to party as a gift [DM: keeps undead 30' away unless power powerful/intelligent].The party rest and recuperate. 

Next time, into the undead realm of Darkreach!



Sunday, 14 December 2025

The Dead Mage Inn


[The Redwater Fellowship, a long-running D&D5e campaign in person since 2018]

Location: Dead Mage Inn - Lortmiill Mountains

Date: 7th of Patchwall - [Autumn]

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

The RedWater Fellowship [Player Characters]

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

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

Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the Yellow King [played by Braydin]

Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]

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

Non-player characters of note:

NPC: Thogra | Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set [with the party at this time]

NPC: Gothi | Female foreclaimer | Ranger [At town of Dragonkeep]

NPC: Lars | Male elf [VAMPIRE] | wizard [At town of Dragonkeep]

NPC Hester - Male Tabaxi | Cleric of Celestian [At town of Dragonkeep]

Tibaltuous - Male half elf | Bard [on mission South near the Pomarj in the Wildcoast [DM: more details: Blogpost]

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess: Raven Queen [played by Connor] [At town of Dragonkeep]

Dungeon Master: Sleet [blogging since 2018]

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

Summary

The Redwater Fellowship's plan was to travel overland to the city of Fax, on the Wildcoast still under BlackRune control [the Fellowship's longtime enemy a powerful group of dwarven slavers] where there were a number of quests and tasks of interest to the Fellowship. On the way, they decided to visit Darkreach the realm of the Dreadking - a former member of the Fellowship, who hard turned away to follow Orcus a demon Price of undead - who ruled over all the former elvish lands now - an undead wasteland.

The Fellowship thought they knew the Lortmill Mountains. For three days, the peaks were their old, miserable selves—cold, wet, and relentlessly slow going. The Fellowship was trekking toward the high pass, to the site of a frozen lake where they had once fought within the metal shell of an entombed colossus named FERA. But nothing could have prepared them for what was found where that lake should have been. The ice was gone. The water was gone. In its place was a vast, mist-filled crater that had swallowed the landscape whole. And perched precariously on its edge, defying all logic, was a multi-story establishment named "The Dead Mage Inn." As they stared into that swirling abyss, some wondered: what strange new challenges awaited the Fellowship in a land now bordering the domain of an undead king?

There's a Tourist Trap on the Edge of an Undead-Infested Crater

Against all reason, the Dead Mage Inn is a thriving tourist spot. The innkeeper, Tharivol "Ashcloak" Elenion, explained that the rich, the learned, religious [cultists the innkeeper thinks] and curious scholars now make excursions to his remote outpost to gawk at the abyss. Imagine sipping warm honeyed ale, the scent of roasting venison in the air, while a 30-foot-tall specter of a woman drifts silently past the panoramic window, her form a pale stain against the eternal twilight. That’s the Dead Mage Inn.

The place is a marvel of unsettling comfort, filled with arcane relics, faded maps, and a massive fireplace burning with an ethereal blue flame. 

This light, Tharivol warned us, is crucial. Blue lanterns placed around the inn are the only things that ward off the undead and unnatural creatures from the mist. The guest rooms on the upper floors, each secured with enchanted locks, have their own smaller versions for protection. The sheer absurdity of it all is staggering—a commercial enterprise thriving on the very border of Darkreach, a land now ruled by the undead Dreadking. 

Tharivol’s concern for the RedWater Fellowship's plan to cross the mountains was palpable.

"None travel the pass now.. only death and destruction await you!"



The Naked and the Dead

Lt. Spears, ever the vigilant, was on watch when he started from a daze. Multiple dark figures had come out of the foggy mist. A massive figure mounted on a heavy warhorse, clad in full black plate armor, and radiating "waves of just evil" even from this distance. He was supported by approximately six or seven spectral figures. Blasts of black energy lanced out to hit the glowing blue lanterns. It appeared they were attempting to deactivate the inn's protective blue lanterns using the energy blasts or dispel magic.

Lt. Spears activated - fortunately - a silent horn of warning that only the Fellowship could hear. The Fellowship, caught in their sleeping quarters on the fourth floor, responded with a series of daring—and unarmored—maneuvers:

• Lieutenant Spears manifested his echo outside the fourth-floor window to throw magical daggers at the attackers from a distance. His attacks were quite effective even against the heavily armoured dark knight.

• Nenwin Albion, the paladin of Heironeous, jumped directly out of the fourth-floor window. Although he manifested his celestial wings to slow his descent, he landed roughly, taking minor damage, and engaged the knight - which they now realized was an anti-paladin while completely unarmored (DM: AC 13).

• Aeldred followed suit, leaping from the window and using his natural athleticism to tuck and roll into a standing position, ready for combat.

The conflict was characterized by brutal exchanges of physical and magical power:

• Nenwin’s Assault: Despite being unarmored, Nenwin struck the anti-paladin with his Holy Avenger sword, multiple times, the blade made for this role, cutting deep into the villain's leg for 45 points of damage.

• The Anti-Paladin’s Retaliation: The anti-paladin countered fiercely, striking Nenwin for heavy damage and allowing his warhorse to trample the paladin for an additional damage. Nenwin was also targeted by the lances of surrounding shades, forcing him to eventually retreat and take flight to survive.

• Aeldred’s Rage: Aeldred entered a Rage and utilized his Dragonborn heritage to exhale a 30-foot line of fire, scorching three of the spectral figures. He then engaged the anti-paladin with his flame tongue sword, dealing significant damage, though his attempt to use a Divine Smite failed due to the unpredictable nature of the local magic.

• Graxxuzazz’s Support: From the safety of the fourth-floor window, the lizard-folk sorcerer/warlock fired Eldritch Blasts—modified to deal psychic damage—at the figures on the ground.

• Lt. Spears' stealth attacks: using his echo knight and stealth continued the attacks to take out multiple wraiths.

• Thogra in support: The 1/2 orc assassin/cleric loosing bolts from his crossbow as well as calling upon the power of his god Set, to Bless the party as well as heal from range. 

The "Destructive Wave" and Retreat

As the battle reached its climax, the anti-paladin, nearly falling from his horse due to the Fellowship’s combined attacks, unleashed a "destructive wave" of energy. This wave washed out in a circle, blasting the Fellowship members back and dealing 31 points of damage to those caught in the radius.

Following this final display of power, the anti-paladin and his remaining forces disappeared into the mist toward the edge of the crater.

• Black Spheres: At the locations where the shades were defeated, the party found six black spheres, roughly three inches in diameter. These were later identified as artifacts belonging to "shade summoners," capable of summoning spectral support. Possibly useful, by inherently evil.. Thogra was willing to take these. Each allowing the user to summon a spectral shade to serve them once per day.

A Caged Heart Pulses in a Ruined Tower

The next morning, the adventurers decided to investigate the ruined tower out in the crater. The ruined signal tower perched on a rock mound roughly 200 feet from the path bordering the massive crater. This tower was a focal point of the Fellowship's investigation because it emitted a flickering light synchronized with a mysterious "heartbeat" that shone out through the region. 

The crossing was perilous. As Nenwin flew toward the tower on his magical steed, the anti-magic field struck again. The horse began to disappear from under him, a more insidious failure than the instant vanishing from before. With only a moment to react, he and his passenger were sent crashing into the tower wall. At least safe but bruised.

After navigating the anti-magic field and breaking through the tower's front doors, the Fellowship ascended a circular stairwell toward the upper levels. As they climbed, they noted a strong metallic smell of fresh blood and heard the sounds of a crying child. On the fourth level, they entered a room where a massive skeletal hand at least 10 feet across protruded from the center of the floor, its clawed fingers pointing out a window toward the Dead-Mage Inn. A pool of swirling black and red blood surrounded the hand, and huddled against the wall within this pool was a girl approximately 14 years old with long hair and luminescent purple eyes.

Chained against the far wall the young girl whimpered out her name, Ryhanna. She revealed the terrible truth: a necromancer had summoned her here, and her life force was being drained by the skeletal claw "to keep the undead flowing in this area." Her own terrified heartbeat was the source of the pulsing light.

Lt. Spear's using his throwing daggers was able to destroy the chains holding the celestial being. Once freed, Nenwin carried her out as she was extremely weak. She explained that without her energy being siphoned, the undead would be pulled back toward Darkreach.

Aftermath and Blessing

Nenwin directed Rihanna to travel northwest toward the Fellowship's base at DragonKeep, where she might find sanctuary. Before departing, she placed a hand on Nenwin, granting him a powerful celestial inspiration [DM: that provided a +10 bonus to all his saving throws]

Following her rescue, the tower began to shake and collapse, as the removal of its celestial "power source" seemingly destabilized the magical foundations of the structure. The party observed that the blood began to pour down into the lower levels of the tower as the fourth floor cracked under the strain of the shifting energy.

Nenwin was flying over as the party decided to either head down into the depths following a winding stairwell or retreat back to the safety of the path along the crater. 


Wednesday, 8 October 2025

Interlude - Tibaltuous' espionage travels

Tibaltuous, who is a bard and bounty hunter, departed Axegard while the RedWater Fellowship awaited the transformation of their flying tower's power source from demonic to a dragon heart.

His mission, as he defined it, involved heading East through the DarkReach — formely the elvish kingdom - the lands infested with undead and ruled by the Dreadking. His objectives were threefold:
1.  To scout for threats, particularly the undead (which he expected to find easily).
2.  To attempt to gain a list of high-level allies and enemies within the hierarchy of the BlackRunes.
3.  He also carried 3 tomes of forbidden knowledge and head of related to a bounty (either to Fax or city of Nulb). [DM: see blogpost for details on this bounty]

Understanding the need for communication while scouting, Tibaltuous planned to arrange for the Fellowship to use the sending spell to contact him once every two weeks. He intended for the cleric, Hester, to handle this spell, allowing Tibaltuous to brief the main party on his findings, such as discovering enemy camps, outposts, or information relevant to targets in the Blackrunes, undead and other key areas.

Since he was traveling alone and over long distances, he decided to pass his telepathic earrings on to Doc Holliday and Graxxuzzaz, as the item would be useless to him hundreds of miles away.

The Journey East and Route Adjustments

The bard traveled by horse, which he recognized as his only means of quick transport, as he noted sadly "I do not have a flying carpet" and needed to travel undercover to avoid suspicion. His journey was slow, and by the time the party's tower was fully ready (seven weeks later), he was only just entering the former province of Iron Helm.

1. Axegard
2. Dragonkeep
3. Northwick
4. Fax
5. Enstad [former Elvish capital now called Darkreach capital of the undead realm of Darkreach]

He initially debated his route across the mountains:
*   He rejected going directly toward Enstad calling it a "terrible idea" due to past troubles there.
*   He considered the Celine path further Southeast route, passing through Harrington before entering the mountains.
*   He contemplated traversing the Druid's Defile to scout BlackRune territory, but noted this path was heavily guarded by both the BlackRunes and Overlord Romack’s forces (who share an on-and-off truce there), meaning he would either have to pay a substantial amount of gold or rely on being very sneaky, potentially bribing a scout to lead him through mountain trails to bypass.

1. Thrunch
2. The bridge that the Fellowship had a supposedly valid and legal deed to ownership

Eventually, he chose to pass through the former Province of Iron Helm, recognizing that while dangerous—as either side might kill him on sight—it might be the easiest place to cross lines due to
known uprisings and rebellions occurring there. His planned path through Iron Helm - now also a protectorate under the iron fist of the Overlord Romack's forces. This involved heading far South to Northwick then to Thrunch, Fog Hollow, and eventually Rittersmarche. Along the way, the bard intended to check on the bridge that the party had a deed to ownership, reporting back to the party on its status.

Acknowledging that the Fellowship would be flying their tower north, he realized he would fall "way behind" his companions. Consequently, he decided to continue traveling South towards Highport to investigate the rumors he had gathered.

Intelligence Gathering

Despite his slow progress, Tibaltuous managed to gather significant intelligence concerning the shifting political landscape in the East:
**Highport Status**: He learned that Highport, formerly a major slave center on the Wild Coast, had been taken over by an unknown entity, and the BlackRunes had been pushed out. Given the existing alliance between the BlackRunes and the Orcish Empire, this suggests that the BlackRunes’ allies might be turning against them. He confirmed that the takeover was not by the undead.
**Elven Borders**: He heard a rumor that the elves residing in the Bright Deserts had completely closed their borders, refusing entry to all caravans and solicitors.
**Scarlet Brotherhood**: He gained information from a former galley captain who claimed to have been transporting an individual bearing a Scarlet Brotherhood tattoo, who was subsequently taken captive by the BlackRunes. This is notable because the BlackRunes were previously known to be allies with the Scarlet Brotherhood?

Tibaltuous concluded that the BlackRunes were likely being turned on by their allies, leading him to believe that this information should be reported back to the party, suggesting that it might be the "perfect time to strike while they are weak".

One Impact on the Fellowship’s Assets

The bard’s absence had an immediate effect on one of the Fellowship’s key assets in the tower:
**The Cube of Gold**: The party discovered that without Tibaltuous, the Cube of Gold lacked the
necessary followers to function with celestial power. Gothi was assigned as the caretaker of the Cube during the bard's absence. [DM: blogpost for more details]

By the time the Fellowship had flown their tower North to DragonKeep and travelled up into the mountain passes towards the former city of Enstad, Tibaltuous had arrived in the partially destroyed
war-torn town of Thrunch and was enjoying a warm night's rest at the Inn of the Lost Knight,  while the snow came down blowing hard in an early Autumn storm. 
Tibaltuous' adventures would continue, as Hester the cleric would check-in every 2 weeks by sending spells.

The Flying Tower finally - flies!

 


Location: City of Axegard-former Duchy of Ulek - now a protectorate of the Overlord Romack

Date: 17th of Goodmonth, End of Summer

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

The RedWater Fellowship [Player Characters]

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

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

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

Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the Yellow King [played by Braydin]

Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]

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

Non-player characters of note:

NPC: Thogra | Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set

NPC: Gothi | Female foreclaimer | Ranger

NPC: Lars | Male elf [VAMPIRE] | wizard

Dungeon Master: Sleet [blogging since 2018]

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

After arriving in Axegard, The Red Water Fellowship (Doc Holliday, Nenwin Albion, Graxxuzzaz, Aeldred, and Hester) have been waiting for their flying tower to be converted to be powered by a live dragon heart - formerly demonic engine which used souls as fuel. While the masters from Overlord Romack's army work with to transform the tower's power source from demonic to dragon heart, with the assistance of Gothi, the rest of the Fellowship take on some personal quests and activities. [DM: please see blogpost]

A Tower Reborn: From Demonic Engine to Dragon Heart

The Fellowship's flying tower's most significant overhaul was the replacement of its sinister power source. The demonic soul-sucking engine was meticulously removed and replaced with the still-beating heart of a black dragon. This new, draconic core consumed treasure for energy, with gold providing a baseline power level while magic items offered a significant boost. The refit also included essential structural repairs, sealing a large hole in the roof and reinforcing the main gate.

The artificer, Mr. Carssini, approached the party to discuss further enhancements. He offered his expertise in exchange for a 2nd dragon's heart the Fellowship had retained after the battle in the Old Hills. [DM: please see blogpost]

This "offer", sparking a debate among the Fellowship that revealed their evolving philosophy. The options were a "siege tower" modification, complete with a massive drill for breaching fortifications, or a "cloud obscuring mist" generator that would grant the tower unparalleled stealth. It was a choice between brute force and strategic subtlety. After weighing the tactical advantages, the party chose the path of the unseen, commissioning the cloud generator. This would be additional work, once the primary tower changes were complete.  Mr. Carssini would travel to Dragonkeep with the tower to complete this work at an additional expense of 1,000 gold coins.

The final and most profound upgrade was the integration of a new intelligence. FERA, the sentient consciousness from an ancient foreclaimer colossus that had been residing in Gothi's mind, was successfully installed as the tower's "operating system". This granted Gothi a direct mental and voice command link to the tower within a 200-foot radius, transforming their base into an intelligent, responsive, and loyal extension of the party itself. [DM: see blogpost]

While this extensive work took place, the party members resided in Overlord Romack's barracks. Spartan accommodations, but free - compared to very expensive rooms in any inn in the rebuilding city of Axegard.

The Black Rain Affair

While the tower was being refitted, Hester established a healing service - charging for a variety of divine spells - in support of the citizens of Axegard. Having acquired a license - at cost - from the local militia. His good work soon attracted unwanted attention. A one-armed man representing a local thieves' guild known as the "Black Rain" confronted him, demanding a "protection" fee.

Hester responded with quick thinking, casting improved invisibility to slip away and summon his companions by a message spell. Aeldred, Doc, and Graxxuzzaz and a little later, Nenwin as well, answered the call. The hunt for the Black Rain led the Fellowship into the stinking, filth-ridden underbelly of Axegard. Following a trail that only Aeldred's keen senses could parse through the muck, they pursued the guild members to the city sewers.

Their chase ended in a large sewer chamber, where they saw a single rogue. Graxxuzazz used a charm person spell to engage the man, and after some negotiating and persuading, were led to the guild’s hidden base.

This was located under the ruins of a guard tower below the sewer were some passages and chambers which appeared to date back to before the city was built. There, a cloaked figure stood waiting. A tense negotiation ensued, colored by the party's silent, telepathic debate [DM: all the party members had linked telepathic ear rings which allowed the silent communication].

"Arrest them", Graxxuzzaz projected. "Take them to the guards."

Doc countered, "Without proof? And we trust Captain Gold Smile to be impartial?"

Aeldred’s thought was decisive: "We tell them to return the money. Make them stop. Then we watch."

The cloaked leader, unaware of their internal deliberations, asked who the party members were, at this, some in the party smiled as Graxxuzazz the portly but athletic sorcerer/warlock launched into his grandiose, self-aggrandizing introduction:

"I am Graxxuzzaz, governor of the west, deacon of the south, chief of money, noble of the north, sir of treasure, finder of passages, the wrestler, the entertainer, slayer of evil, slayer of dragons, namer of lakes, holder of many titles, the healer, the collector, banisher of spirits, the reliable, master of locks, flyer of towers, master of fire, Parter of Waves, Master of History, master of elements, master of masteries, the bookworm, the traveller, closer of gates, slayer of giants, grand strategist, destroyer of otherworldly beings, the knowledgeable, persuader of the damned, defender of the weak, the generous, the liberator, purveyor of many things, Champion of Essyliss, crusher of stone beings, man of many faces, prophet of Essyliss, persuader of demons, the strong, the lucky, the wise, the willful, the abyss walker, the steadfast, the charismatic, killer of gods, president Senteq Saply, the powerful, the avatar, the great, the glorious, the first and only. 

The cloaked figure looked around at the party and back to the lizardfolk. Graxxuzazz finished with, "It is a pleasure to make your acquaintance."

Despite the long title list and delay, the Redwater Fellowship’s formidable reputation and persuasive arguments won the day. They convinced the leader to cease all extortion activities and return any stolen goods, resolving the conflict without bloodshed. After some follow-up in the days and weeks ahead, there appeared to be no further extortion from the thieves' guild called the Black Rain.. for now.

Champions of the People: Building a New Reputation

The encounter with the Black Rain marked a turning point. The Fellowship transitioned from passive observers to active benefactors, undertaking a comprehensive strategy to heal the city's social fabric. They established a free healing clinic [paying Hester to work there, but the three paladins - Doc, Nenwin and Aeldred all worked freely and tirelessly], donated substantial amounts of gold to help rebuild local businesses, and even offered their own physical labor to assist with reconstruction projects.

These acts fundamentally altered public perception. Where citizens once whispered about the morally ambiguous mercenaries of the RedWater Fellowship, they now spoke with reverence of a celebrated "force for good." Their fame as heroes, once possibly a source of apprehension, was now a symbol of hope.

During this time, they encountered the one-armed man from the Black Rain again. The young man's name was Baldrick Scalin, they discovered he was indebted to the guild. The party - Doc specifically - paid off his 500-gold-piece debt to the "Boss", securing his freedom and loyalty!

Baldrick, a level 5 rogue, pledged his service to the Fellowship - seemingly working for Doc directly as a new follower and shared a chilling detail about their negotiation. "You're lucky," he confessed. "When you were talking to the boss, there were probably ten rogues there, all with crossbows aimed at you through hidden slits in the wall."

While the party waited, two old comrades showed up, with a wagon and their priceless treasure the gold cube! Lars, the human boy/vampire wizard, and their old comrade, Thogra the 1/2 orc rogue/cleric of the Egyptian god Set. The two had travelled some time in the metal wagon - heavily reinforced to carry the weight of the solid gold cube [1' cube of 100% pure gold]. Worshipped by the bard Tibaltuous as a deity. [DM: see blogpost]

On the final days as the tower was made ready to leave to fly to DragonKeep and the party's time in the city concluded, they faced one last trial: bureaucracy

Captain Goldsmile summoned Hester to discuss his license. The Captain reminded the cleric of Celestian that even providing services for free required a license and that any compensation—even gold given so he wouldn't have to charge—was subject to a 10% fee. After a frustrating exchange, Hester paid a final 20 gold pieces, closing the book on their civic entanglements. Their tower, now a bastion of both arcane power and draconic energy, with some fanfare and hearty farewells from the army of Overlord Romack, took to the skies and flew off towards the Lortmill mountains and its next destination: the town of DragonKeep.

A Triumphant Return to Dragon Keep - and "Tower Day"

The Fellowship's return to their hometown of DragonKeep was a major milestone. The arrival of their flying fortress was a dramatic display of their newfound power and status, transforming what could have
been a simple homecoming into a legendary event that would be celebrated for years to come. To great revelry and happy welcoming from the towns people, these were the famous Redwater Fellowship! famed heroes and great benefactors for the downtrodden.

A proclamation was made, Henceforth called, the 26th of Goodmonth would be known as "Tower Day".

[Tower Day: A Roman-style triumph feast]

Erected in the town square was a near full-size wooden version of the tower and burned at the feast. All townsfolk and any and all from the area were invited. Guests from the Stonegiant camp, the monks of the 3 Crescent Moon monastery attend, as well as visiting merchants from the cities of Wayberry and Rastor all attended. The grand feast ended near midnight with the culmination of the wooden version of the tower being burnt as a huge pyre, to music, dancing and singing all through the town.

Small wooden versions of the flying tower are given to children in the town of DragonKeep as souvenirs and toys.

A Changing of the Guard

After the celebrations, the Fellowship's composition underwent a strategic shift. Doc Holliday opted to remain in DragonKeep, dedicating his skills to the monumental task of forging a powerful eldritch cannon for the tower's defense, working with both Gothi and Mr. Carssini. Pyra - from the Beta Crew - had mentioned the ancient dwarven forges deep in the silver mines. They could possibly be used to forge the eldritch cannon for the tower.

To fill his place on the upcoming expedition, Lieutenant Spears - an operative from Lady Cowl's intelligence forces in the army of Overlord Romack - who had previously adventured with Nenwin, joined the party. [DM: Player Connor took control of this new character, a half-elf Phantom Rogue and Echo Knight fighter, whose skills in infiltration and assassination would prove invaluable in the dangerous lands ahead]

With the festivities concluded and their roster finalized, the party turned their attention from celebration to the sober business of preparing for their perilous overland journey into enemy territory. Next steps, travel up through the mountain passes of the Lortmill mountains, then through the former elvish lands East of the Lortmill mountains. Now called Darkreach, an undead infested land ruled by the Dreadking [DM: a former player character named Robin who had taken on a patronage to the Prince of undead - Orcus and due to this patron had to leave the Redwater Fellowship - See blogpost].

The plan was to travel overland to the city of Fax, on the Wildcoast still under BlackRune control [the Fellowship's longtime enemy, The BlackRunes were a powerful but waning force in the area, group of dwarven slavers - DM: see blogpost for more details from way back in 2018!] where there were a number of quests and tasks of interest to the Fellowship.

Gearing Up for Darkreach and Fax

The party made meticulous logistical preparations for the arduous trek through the frozen mountain passes.

• Apparel: They acquired essential cold-weather clothing to withstand the harsh alpine environment.

• Mounts: They purchased mounts for the journey, including a medium warhorse capable of carrying the dragonborn paladin, Aeldred. Lt. Spears had a phantom steed, while Nenwin had his figurine of wondrous power - a Paladin's flying warhorse. Graxxuzzazz and Hester acquired light riding horses for from from the town's stables. Thogra would accompany them, riding a somewhat skeletal horse he called Rupert, that he assured the party was not undead!

• Equipment: The party's stash of magic items was distributed among the members to maximize their combat readiness for the work ahead. The party had acquired a fair number of items, those not to be used would eventually be power for the dragon heart engine of the flying tower.

• Security: Key treasures, including the valuable "golden cube," were secured within a newly acquired safe installed in the tower before their departure. Thogra was able to fix a safe scrounged from a destroyed bank in Axegard -  for the cube as well as some other more valuable items of the party.

Anomaly at the Crater: The Dead-Mage Inn

The party's journey took them into the familiar Lortmill Mountains, the first three days of travel were

cold, wet and slow, but no dangers encountered. They took a pass that led to the high road over the mountains towards the site of the former frozen lake where the colossus, FERA, had once been entombed. When they arrived, they were met with a scene of profound and bizarre transformation.

The lake was gone, replaced by a vast, mist-filled crater. Perched precariously on the crater's edge was a structure that had not been there before: a multi-story establishment named "The Dead Mage Inn." The building was surrounded by a series of lampposts that emitted a strange blue light.

As they approached, the area's bizarre magical properties—a phenomenon Graxxuzzaz recalled from his time inside the colossus, where magic "didn't work at all"—became terrifyingly apparent. The party's magically summoned horses winked out of existence, causing their riders to tumble to the ground. A stable hand called out to the party and welcomed them to the Dead-Mage Inn. He took the live horses after the party had removed all valuables and disappeared into a side building, no doubt the stables. 

As the party entered the inn, they see a bar and eatery with panoramic windows facing the crater. Decor includes arcane relics, faded maps, and a massive fireplace with a blue flame. The innkeeper and barman - Tharivol "Ashcloak" Elenion tells them of this new tourist attraction watching the swirling lights and sometimes creatures that float up out of the mist. Rich folk as well as scholars and the learned come now to watch and study. He made the Fellowship very aware of staying ALWAYS in the blue light of the lanterns spaces about the outside and inside halls of the inn. It warded off the undead creatures that dwelled in the mist filled crater. There were 5 levels to the inn. Levels 2 to 4: Guest rooms, each with enchanted locks and small blue lanterns to ward off undead. The top floor offered the best view of the nightly light show - Crater Lounge: A rooftop terrace with telescopes and enchanted viewing mirrors for observing the mist and lights.

The innkeeper explained the situation: He confirmed their fears, stating that normal magic does not

function correctly in the immediate vicinity, creating a dangerous and unpredictable anti-magic field.

After getting a table and engaging with some local merchants, the party are served a wonderful buffet of platters brought to the table. venison, steamed vegetables, hot buns and cheese, chilled wine and honeyed ale.

Aeldred calls over Ashcloak asking about the blue lanterns again. Learning of the warding power he offers to buy one. The innkeeper is evasive, but says he will think about it - would need to create more. When the party advise they are trekking over the mountains, Ashcloak looks surprised and concerned. "None travel the pass now.. only death and destruction await you!"

While this is going on, Graxxuzazz sees a twinkling light out in the crater. From what appears to be a
ruined tower. From his estimation this would be where the high outpost used to be before the massive explosion of the colossus FERA. [DM: See blogpost for more details]

The party then finish their meal, and relax with a glass of wine or ale. Next steps.. taking the treacherous pass around the crater?