Sunday 12 December 2021

Battle at the Monastery of the 3 Crescent Moons


14th of Planting

DM note: this was the 1st time we played in the new loft, and on the big table - was excellent!


The heroes having escaped Rastor, and dealt with the agent of the Overlord Romack successfully, journey up into the Lortmil Mountains South of the city. Avoiding patrols, Pyra scouts ahead, while Irakul assists Heste with finding the best path to take the wagon. The gifts provided by the agent V are distributed, as well as the discussion on how the Shadow lantern has taken over part of the interdimensional space in Irakul's bag of holding - according to the demon's head also in the bag. [DM: Blog post]

Pyra ponders upgrading her Dwarven crank bolder crossbow, with Skrit and Vencer's guidance, they make plans to do some work once back to the flying keep.

The road becomes a path and hard going, but with Pyra, Irakul and Skrit's guidance, the party makes good progress. They come to the wayfarer's lodge where they buried the keg belonging to the monastery [DM: blog post]. 

Travelling for another day, Heste pulls up at a fork in the path looking at the group from under his bushy eyebrows. The merchant has been pretty quiet since leaving Rastor, something ways upon him , but with his usual pipe puffing he points to the two paths. One leads up to the mining town of Drekarr, the other, to the Monastery of the Three Crescent Moons. Discussion and debate. The group decide to travel to the monastery and deliver the keg - hoping for an ally or reward at least.

Skrit intones a sending spell to Treggin the stone giant whom was to be meeting the party near the town of Drekarr to assist in the attack. To advise there would be a five day delay in the meet up. Treggin responds "Agreed, look forward to meeting, and destroying these kobolds."

Skrit also casts sending to Eldeth - the 1/2ling - whom will meet them also at the mining town.

Plan set, the wagon and walks move off into the mountains towards the Monastery of the Three Crescent Moons.

Mephesto the imp flies ahead as well as Pyra moving ahead with Avalanche - a six-legged armadillo - like creature that is extremely perceptive.

Vencer discovers the small - baby? - mimic that he had in his bag had become very grumpy as well as was eating some of his spell components. Thinking, he decides to bring the mimic out and placed in the wagon. It seems, the mimic was not happy in the bag. There was discussion to put in a bag of holding and then as It seems happier now they leave it in the wagon, as Vencer periodically feeds it, beef jerky and wine.

As the party moves higher into the mountains, the air cools, as Irakul guides along a set of zigzag switchbacks with Pyra notes a trail of smoke high up in the mountains, looking to where the monastery may be. Black smoke.. the party exchange worried and tense words and glances. 2 further hours of travel and the adventurers have to bundle up, there is snow on the ground, except for Skrit - due to his new boots - and Irakul, his giantish background.

They come around a large outcropping, they see the monastery. Looking like a small castle, but..


smoking and destroyed. A number of walls, destroyed, the drawbridge across a wide crevasse fallen.

The party start scanning closer as well as taking cover. Vencer and Faust send in their familiars to investigate. The very keen eyed owl sees much, and Vencer through the creature's eyes. It looks like a siege and battle may have taken place, and then one of Vencer's owls sees an older man in the robes and cloak with three crescent moons. A grizzled older man, bald with a salt and pepper beard. Looks to be missing one arm at the elbow, but not recently.

Pyra, Vencer, Faust and Irakul move up leaving the wagon hidden with Roxxberry and Heste guarding it.

 Pyra leaps up - using her boots of springing and striding - flitting up the side into the tumbled rocks on the left side, she has the old man in her sites of the crossbow. Vencer casts message and Pyra notes back to him that it looks like the old man is gathering some type of foliage, herbs or weeds or other..

Faust, Irakul and Vencer walk up the path until the old man turns hearing their approach. Talking with the man, they learn the monastery was attacked by both IUZ as well as Overlord Romack's forces. It seemed at first, Overlord Romack forces occupied and then when overlord's armies retreated, IUZ hordes attacked.

Something seems off, Vencer can tell he is not telling the full truth or holding something back. Vencer mentions the two mercenaries that the party saved from the tanglewoods (DM: blog post) - named Jonah and Telnio. The monk seems to not know these two.

He says," I am the 5th, Brother Targis. The 1st was killed by the Overlord Romack's forces, the 3rd and the 4th were tortured and killed by the mercenaries of Rastor - of IUZ. I am the last." 

All the party seem to feel he definitely is not telling the truth now. Also did not mentioned the 2nd. Vencer tries to encourage a potential discussion on alliance and taking on the kobolds, but the monk seems dismissive of this.

The discussion of the high priced barrel of wine and this brings his interest. "2 barrels?" 

Vencer shakes his head. "Just one." The old man looks over Vencer's should er just as Pyra notes the creature.

"Are they with you?" Brother Targis asks.

"Who?" 

Pointing, the party turns to see a winged creature - looks like a dragon with a rider.

Thinking quickly, Vencer, Skrit, Pyra and Irakul know that IUZ's forces have winged riders on wyverns.

A - most likely magically enhanced Vencer surmises - booms out, "I have come for MY sword and payment!" The Githyanki commander!

Skrit asks, "So did someone take the Githyanki's sword?" Irakul looks around with a smile. Skrit sighs. "You do know about how honour bound and possessive Githyanki are about their blades?" Skrit - as the party prepares - gives a detailed account on Githyanki and their blades and what the astral beings will do to retrieve and the grisly details on what they do to the thief whom took the blade..

BATTLE

The wyvern actually had three riders, a githyanki, a human and a drow. The party realizes these are the leaders of the mercenary group they recently fought. Drow female priestess, a female human (?) wizard or sorcerer and the powerful warlord Githyanki [DM: blog post].

Fireballs flew in both directions, spells and attacks. In the end, the Githyanki commander lies dying or dead. The Drow priestess seems to have been able to fly away but long shots may have taken down the wyvern. The female sorcerer slumped unconscious or dead in a saddle as well on same wyvern.


The enemy defeated, the party gathers the loot from the githyanki, then while the rest of the the adventurers discuss the strange
illusion on the monastery, Irakul, takes the demon head from his bag of holding, cuts off the githyanki's head with his Giant Handax and places the grinning head on the body.. 

As Roxxberry and Heste ride up in the wagon, the party all turn as a blast of dark energy waves out in all directions from the the forming demon.. 

"Yes, Irakul, you will get what you desire.. our agreement will be paid in kobold blood and lives! HAHAHAHa..." Cackles the 10' tall demonic figure, standing.

Saturday 13 November 2021

Mission Impossible 2 - Battle & Escape

[DM: our 1st in person session in     a very LONG some time!  😄👇 Was great to sit at the table together, roll dice!]

 12th of Planting


When we last left our heroes, the majority of the group were in the Githyanki Commander's bedroom looking for the amulet, Overlord Romack had tasked the party to find to save Royce - whom was trapped in the Abyss. [DM: Link to blog entry]
Faust, Skrit and Roxx all are nursing drinks in the nearby tavern awaiting a signal, while Vencer, Pyra, Irakul with Vencer's familiars - spider forms - and Faust's familiar Mephisto the imp are in the bedroom

Faust's imp flew about the room cackling and then in a very deep voice, belying its size, “If something happens, my master should be able to cast invisibility on Pyra.” Mephisto says, communicating what Faust is saying
“I remember seeing the githyanki do something with that shelving over there. Perhaps she used a cloaking spell to hide the magic?”

All eyes turned to the wardrobe. Looking at the wardrobe, it is intricately carved a scene of what looks like a strange ship..(?) in a swirling sea. Vencer thinks back to his training and realizes this is the Astral sea.

Irakul continues to look over at the blade sitting above the fireplace on the mantle. 

The adventurers then hear someone at the door and it being unlocked.. scrambling quickly, the party move. All hide or go invisible. A drow guard enters the room. The demonic statue starts to
mock the guard and they have some words back and forth.
The drow moves over to the side table and pulls out a small leather bound tome. Mehpisto tries to see what is written on the binding, but cannot make it out. Leaving the room the door is locked again.
"That was close!" The demonic statue says with a chuckle.

Out in the main rooms, there is some shouting and more going on, it seems the forces of IUZ will be conscripting 14 to 40 year old males for demigod's horde-army.
This looks to be keeping the guests - and hosts - busy so taking advantage of this, the wardrobe is looked at. Pyra determines there are two traps, a mechanical and a magical trap.

The party noted the majority of rooms, doors and much of the furniture were made for a smaller stature person - this had been the mayor's mansion whom was a dwarf, before being commandeered by the Githyanki leader and her retinue.
1st floor

2nd floor


Master Bedroom - early on when Mephisto the imp was scouting..

After some thievery including: disarming traps, and lockpicking, Pyra was able to successfully unlock the wardrobe - the right door, the left had the magical trap - still enabled - an acid spray that would go across the room.
Vencer and the party were unsure of the exact phrase for the command word. So he goes over and starts to negotiate with the demonic statue. To give the password, it desires to be placed - secretly -  in a holy place of the demonic's choosing. The word is "Aucskoriykawn".
Pyra then Vencer try using the command word - they think the Githyanki used. The glyph glows and then fades away around the two door handles.
As Vencer looks about with a light spell, a rune burns into his hand of 3 crossed swords. The same one on the demonic statue that was on the mantle. Looking troubled at this, the wizard continues. Some jackets - assumedly the Commander's - as well as a small chest are found in the bottom of the wardrobe.
Pyra, investigating notes the small chest slightly shiver.. a mimic! Vencer takes out some dried
salted venison. The chest shivers again but does not move. Then Vencer pours a little wine - Three Crescent vintage - on the venison. As he does this, Pyra looks up. someone is unlocking the door! The party realize there has not been any noise - music, or shouting or announcements - for a while now..
Pyra closes the wardrobe door and hides in corner - invisible. Mephisto goes invisible. Vencer and Irakul go into the bathroom - leaving the door slightly ajar. All holding their breath..
In steps the Commander. She walks over and sits on the bed. Mephisto notes the Githyanki raise an eyebrow as she looks at the mantel. Then Pyra looks at the mantle -the demonic statue is no longer there - Vencer has it.
The githyanki walks over to the wardrobe mumbles a word and then taking out a key from around her neck, uses it in the lock. She starts to walk to the door to the room. 
Faust directs Mephisto to attack - poison sting! Mephisto appears above her head, and the stinger tail comes down but she is able to dodge, then again - hit.. the poison is resisted
Then Pyra - the assassin sniper, fires her crossbow. Critical Hit.

Battle starts.

The battle rages in the mansion, then as more and more drow and mercenaries appear, the party starts a fighting withdrawal out the window - with Vencer acquiring the mimic.. and its precious cargo..?
At this point, Faust, Skrit and Roxx join in as a relief force. Irakul goes down multiple times, with Roxx and Skrit healing him up again and again. Vencer launches a fireball and catches most of the
commander's forces dealing massive damage.  Faust kills one creature and able to extract a shard of its soul or spirit. With most of the party heavily wounded, they are able to make their escape. Taking back alleys and using all their skills (DM: party had to pass 4 different skill rolls to avoid patrols) to get to the slums and then to 'acquire' a rowboat. Taking it out on the lake they avoid a final mounted patrol - Vencer, Pyra and Faust using illusory magics to make the boat not there! (DM forgot to take photos of battle with minis! 😔)
Finally reaching shore South of Rastor, they are able to meet up with Heste on his wagon and head up into the mountains taking back roads and paths. One patrol is persuaded by Vencer to allow them to pass.

Finally making camp in the early morn, all rest and heal up wounds. At this point Agent V - Overlord Romack's contact appears. Overjoyed at the party's success, a large bag with some unique items is provided as well as pouches of platinum and a diamond each. Vencer speaks with Roxx to ensure this V is whom he says he is. She thinks back to her time as a courier and whom she may know in the intelligence arm of the army.. 
Agent V seems to be AND acknowledges the smart move to do this.. "Quite right my good man! One can never be too careful in this world!"
Taking his leave, the party has to decide where to go next. Off to gather kobolds or to the Monastery of the Three Crescent Moons..

Until next time!

P.S. the magic items provided for the Mission Impossible..


Saturday 9 October 2021

The Merchant of Shiboleth

11th of Planting

When last we left our heroes...

 “I suggest we try to find some place to buy supplies and magic items. We don’t know when we’ll back in civilization. Unfortunately though, I don’t have any money.” Faust suggests.

Vencer pats the few coins left in his measly coin purse and says " I am the same my friend. We will perhaps use the funds of our group and the money lent to us by our employer."

Rox looks about and sighs. “I wish I could help or come with you all.” She has one of the kobold’s shortswords polished to a shine and the the blade was jagged and worn it looks deadly sharp now. A shortbow and quiver of barbed arrows sits nearby repaired and ready.

Eldeth rests under Skrit’s medical care now, looking to be sleeping peacefully. 

"If things go bad we need someone to be able to return what information and funds we have gathered to our employers. We also need someone on the outside and this isn't a job we can't have filled." Vencer says and traces his fingers across the new spells in his spellbook.

Roxx sighs nodding in agreement.

Around 2 bells in the afternoon, Gruuulin the winged serpent was asleep wrapped around the chandelier chain then with a flash of blue light disappears. Vencer - and now Faust - know this is when a Master of the familiar unsummons or sends the creature back to its home plane..

Vencer does some research into the access/contact cards the Jade Sanctuary gives out to guests. A combination of illusion, divination and alteration magic is involved in the creation. Vencer determines that a laboratory and further extensive research and ingredients will be required to duplicate.

Faust is interested in getting some adventuring gear, magic and other. So they speak with Xirra whom advises that magic items are not readily available since the war started or previously. Other gear - related to wilderness or mountain survival is, a number of shops and stores sell this as it is a mining town. The topic of healing potions is raised or holy water. There were previously 2 temples in the town. A goddess of luck called Miss Fortune - Roxxberry raises her head at this, seems she is a worshipper of the goddess. Vencer have taken a course in lesser deities has heard of the demigod -

once a hero raised to divine status. Lady Luck, Queen of Cards, some - ill-informed think she may be the goddess of misfortune and bad luck... her temple - is close to the slums on the west part of Rastor. Skrit of course was not impressed by this goddess of fortune ill or good.

The other temple is a temple to Zuoken. physical and mental mastery, monks and other martial artists worship him and follow his monastic way.  It closed when the forces of IUZ were far away but heading towards this frontier. 

The party makes ready and Xirra summons a carriage for the group. The rain is pouring down at this point. A young male human driver pulls up and takes them into the slums. The area looks to have had a fire here, many if not all are charred shards and ruin. There is a single standing building unaffected by the fire. A sign showing 2 coins flipping into the air hangs on one corner. The building definitely does not look like a standard temple, more like a tavern or casino.

The driver is not required to wait and horses and carriage roll off into the pouring rain. After some surveillance and covert investigation - Mephisto the imp is very experienced in this area as well as Vencer's familiar - the party note some eyes following their movements from a 2 story building the majority burned and fallen away. Heading around back, the party uses Pyra's rogue skills and  more to gain entry to a 2nd floor window. The party all enter and start to explore. No one is encountered on the 2nd floor as the adventurers move through what appears to be a storage room and office. They move to a stair down that opens up into a large area with gaming tables, and sitting areas. A casino. They hear some movement in a bar area and encounter a worker - a dwarf.

Surprised but not afraid, the dwarf tells the party that all the priests, casino master, are out of town since the takeover by IUZ forces. He is a caretaker. Faust and Vencer inquire on purchasing potions and holy water. The dwarf declines.. but then suggests a wager. rolling dice. Vencer and Faust wager and bear the dwarf gaining minor healing potions in the wager.

Taking their leave - through the door this time - the party then walk up the other temple to Zuoken in a upper class area of town, more patrols walk these areas. This large building is multiple stories tall no windows until the 4th floor. The doors are firmly closed. 

A passing old man holding a piece of canvas over his head to keep some of the rain off yells at them the temple is closed and none are there.. the party discusses breaking in and other options. Vencer thinks back to his studies, the wizard did a project on this in his final year. The god is one of law, punishing law-breakers, monks and martial artists. Likely the party thinks the Zuoken priests departed much before IUZ's forces came close. AS the god diametrically opposes IUZ. At this, the party decide to return to the Jade Sanctuary. 

The Mission Starts

The party prepare. Vencer's familiar still in spider form in the mansion note a gnome - short and wizened - casting a spell on each statue or bust in all the rooms.  This causes some great concern..

Vencer approaches nearby and casts identify through his spider. It seems to be a magic mouth spell was placed on the busts and statues. This brings some relief to the wizard. Although they think it may be an alarm system..

Faust visits the library in the Jade Sanctuary on Githyanki. The warlock finds minimal information. Dwellers on the astral sea, they look to have  a primary enemy of the illithids.

Closing on 7 bells in the evening, Vencer and Irakul - now disguised as the Merchant of Shiboleth, a swarthy, greasy haired man - with Irakul at his side - no longer hooded but masked as a body guard and Mephisto the imp on the wizard's shoulder. His cover being a merchant formerly to Wayberry now looking for new ventures in iron for weapons and other works in the forges in Shiboelth. Vencer casts flock of familiars and has two more spiders in tow. 

The rest of the party - Faust, Skrit, Pyra and Roxxberry - will walk up to the mansion. 

Taking a fancy carriage to the mansion the merchant and bodyguard arrive and are ushered in after showing the invitation. The reception is going on a number of guests already there, local
merchants, town council and more. Vencer socializes, although most folks stay away from Irakul. There is a strange music (?) coming from all the busts and statues - the aforementioned magic mouth spells. (DM: think 80s instrumental). 

As the two with invisible Mephisto on a shoulder - mingle enjoying some appetizers and drinks, the outside party arrives at the Golden Bloom. There is a buzz of conversation and cheers and clapping is heard from the 2nd floor.

Vencer notes a robed drow that the spiders had noted before, it seems the male had cast a spell covertly but Irakul notes this and looks to be scanning all the guests as he weaves through the crowd.

Vencer and Irakul make their way upstairs. More guests occupy the 2nd floor and seem to be mainly gathered around a large model of an arena.


Arena battles. in the centre of the main landing is a miniature arena. Small figures  - humanoid and monstrous - battle each other. It seems there is magic but not illusion here, study it looks to be real. An attendee, moves dead bodies out of the way and 2 new combatants engage.

A manticore looks to be fighting three dwarves, throwing spikes from its spiked tail. Defeating and starts to eat one of the dwarves as an attendant picks up the manticore with a thick glove as it tries to bite him. Lifting the roof of a outer building to the arena, Puts the creature into a cage.

The attendant then bring out two new combatants. An elf female carrying a short spear and buckler versus a insectoid creature, 4 arms and 2 legged. Carrying a glaive as well as what looks like multiple throwing 3 bladed star like weapon. 

A number of guests laugh and point some making bets on the winner. A fat merchant pokes Vencer in the ribs and wagers 50 gold on the insectoid. Vencer agrees.


They square off, the elf does well at first scoring 2 hits on the insectoid. It then blurs and is missed. She is hit multiple times, her spear knocked out of her grasp. The insectoid disappears and the girl twisting around with buckler in both hands, exhausted. At this point, Vencer intervenes getting his spider familiar to enter the battlefield. This creates an up roar as it crawls through the outer arena and then through the miniature halls into the arena. It attacks the insectoid killing it and the spider disappears. The insectoid - a thri-keen - is dead.

The guests are in an up roar, some think this addition to be part of the entertainment. Others cry


out calling this to be a farce or rigged event. Some happy some sad at losing bets wander away. The attendee - a drow male picks up the dead insectoid and puts it in a case. He then delicately grabs the female elf avoiding the glaive as it struggles and a small outside building of the arena is noted. The drow lifts the roof and places the winner in a cell amongst a variety of other creatures.. a firegiant, a demon or devil covered in chains, a group of humanoid fish like creatures. Another building on opposite side of the arena perhaps holds more combatants.

Vencer confronts the losing merchant and agrees that the contest was rigged and takes no winnings. The merchant passes his card to Vencer: Frant Werks. Purveyor of the wondrous and unique.

At this point the drow wizard with spell still going - they assume - is now walking the 2nd floor intently looking at all. The magic mouths on the statues stop the strange music and announce 'Dinner is served." Tables are brought out and a large sumptuous buffet is served to all.

Vencer and Irakul continue to avoid the drow wizard and then the wizard is able to get his familiar to crawl under the door into the commander's room.

Vencer then summons another spider planning to distract the attendants and guards, Vencer and Irakul move down to the large statue to cast misty step. A wave of pain crashes into Vencer now with a splitting headache. He steps back from the strange statue looks around, gets his other spider familiar to appear in the arena - shouts of screams are heard to distract all. and the wizard misty steps into the commander's room. The spider crawls under the one door and notes a bathroom. A number of magical items are scanned in the room: a large ax, a statue of a demonic creature as well as a room to the South, the chest at the bottom of the bed, the door to the hall, a flask on the side table. 

Vencer moves over to the fireplace and looks about the axe. Vencer steps on a board in front of the fireplace and hears a click.. a flight of darts shoot out from cracks in the fireplace, hitting both heroes. The wizard is feeling woozy and exhausted. Irakul is fine. 

Mephisto is sent back to his home plane and then flies invisibly to the outer window to the commander's chamber. Vencer opens the window allowing Mephisto to enter the room. 

Irakul steps up to cast identify on the axe, and the small demonic creature animates and twists its head to look at the goliath. "I wouldn't do that.." in a screechy voice.

Irakul stops casting, and loses his single spell. The party can hear some announcements happening in the main part of the house but cannot hear details. Mephisto looks out into the alley, but does not see the guards, then flies out. Rain continues to pour down, the guard at the side door huddled out of the rain.

The outside crew continue to enjoy some drinks and food at the Golden Bloom watching the rain
come down in sheets, then while Pyra walks around and sneaks to the base of the mansion and is able to scale the wall without issue.

The party look at the options, the chest the wardrobe the strange demonic statue, the flask on the side table, the fireplace, the axe. But where is the amulet..? How much time do they have?

Saturday 25 September 2021

Mission Impossible - Familiars!

 

10th of Planting

The Beta team relax, study and prepare at the Jade Sanctuary. Studying new spells, discussing tactics, preparing gear and relaxing in the baths, pool and sauna.

Division of gained magic items takes place..

Queue the Mission Impossible music..

Aerial View


The party arrives in the area by carriage, and go into the Golden Bloom Tavern. An older pub beams and interior are covered in soot and smoke. Cozy. The party acquires a booth that is partially outside and in. Allowing a perfect view of the mansion. A rotund dwarf approaches and the party orders the Monastery Crescent wine as well as some water for some.

Vencer has summoned his flock of familiars (2 spiders and a seagull to carry them) and Faust sends off his invisible imp familiar to do the recon.



2nd Floor


1st Floor


Having done some excellent recon and scouting, as well as having a number of glasses of wine at the tavern, the party has an excellent map now of the building.

The party then returns to the Jade Sanctuary. Discussing and getting some supplies and clothing on the way and other needs for the upcoming event. Vencer will be attending as a disguised merchant with an invitation, supplied by V. As well as a poison and sleeping potions.

Faust visits the library at the Jade Sanctuary and has some philosophical and physiological conversation with a drow - Saran -  also staying at the Sanctuary. Faust tries to acquire knowledge for using poison and magic against the drow.. he gleans some minimal knowledge.

The party hears of a hanging coming up at midnight - 3 young Black Runes - at this, Irakul recalls back to his fortune being told (Blog entry). The party takes a carriage  - with a large bribe to get out the gates to the event. The party is surprised to see Eldeth - the 1/2ling they had rescued and was going to meet with them once they leave again. Heavily bruised and standing with the young men, the rest in ill-fitting Black Rune armour.

The party uses some persuasion with a Githyanki and drow watching the event as well as bartering to be able 'acquire' Eldeth as a slave. Vencer uses his persuasive skills and deception to good effect to seal the deal.
While this is going on, Irakul feels similar to have transported to be the executioner and takes the role. He tightens the ropes around the necks of the two older boys and then does the hanging.

After the execution.. the party returns in the carriage, the goliath is near comatose but does come back to his senses part way back on the ride. Irakul thinks back again to the fortune being told to him. He feels now though able to bring forth some magic in the form of a noose..
[Echo Noose - spectral misty noose goes around a creature's neck.  Mute another creature/ once per day. DC:??]
It is close to 2 bells in the morn.. and the party rests.. 

The next morn, a rainy day in Rastor and final preparations for the heist.

Friday 24 September 2021

The Heist - Map

The Commander's Abode


Vencer's owl and Fausts' 'raven' do some aerial recon.
 

Saturday 4 September 2021

The Jade Sanctuary


8th of Planting

The party now much smaller, can all fit in the wagon - also with the large keg hidden a day’s travel outside of the town. As the warhorse clops along the street, the group see  bustling and busy streets, folks - primarily dwarves with full beards on both males and some females, but as well a large variety of races and more present - going about their business. It seems the war is a far off discussion or memory.. except for the combined patrols of Rastor city guards accompanied by 2-3 drow and rarely - a githyanki.

Notably Eldeth was no longer with the group. The female hobbit had slipped away off the wagon in the throngs at the gate. Not entering the town or being confronted by the guards. Irakul found a hastily scrawled note that she would meet the group on the road back through the mountains.


Faust looks around the town, fascinated by the many people and sites, his eyes swiveling and scoping. “There seems to be many interesting people and creatures here, each with their own life and story to tell.”

It is evening and the wagon passes through a town square market still doing a busy trade, traders and stall folks calling out to passerby of their variety of wares for sale at extremely low prices.

Heste comments, “Interesting, I had heard tales of the forces of IUZ wreaking havoc, pillaging, razing whole cities and putting the people into slavery.. or worse.. ” shaking his head he looks about. “Mayhap this mercenary crew is different.”

Clucking and slapping the reins lightly on George - Heste’s name for the warhorse - the wagon moves off towards the Jade Sanctuary. The bustling noise drifting into a murmur behind..

Arriving at the Jade Sanctuary, Heste advises he can take the wagon and horse for now, he knows a stables. Planning to meet around noon tomorrow. The party agrees and the old man clucks at George and they trundle off. Vencer summons his owl to follow the wagon into the night.

From the outside it looks to be a large stone block building, well maintained. Intricate details and patterns cover most of the building's outer structure. There are 2 statues flanking the double door entrance. Both sitting, one female and the other male. Probably 10’ tall, weathered and faded runes on a stone plaque at each figure’s feet. The Made of a greenish blue jade. 

An old man works in the street down the way.

After some scrutinization and all they determine the plaque notes in the Kettish language, “The Sister and The Brother”. Once a dual deity worshipped in the lands of Ket and deserts to the West. 

As the weary adventurers enter the sanctuary through the thick, stone doors, they are welcomed by amazing, but unknown scents and a very noticeable calm and restful peace.

A foyer filled a variety of blossoming flowers and bushes flank a large fountain, the water tumbling and gurgling gently. A woman, close to seven feet tall stands to one side waiting expectantly it seems for them with a welcoming smile. She wears a fitted robe of red over dark blue skin in contrast  with long black curly hair. A look to Pyra and the rogue knows she has infernal blood as well, even as small horns can be seen through the perfectly styled hair.

With an undetermined accent, “Our pleasure to welcome you to the Jade Sanctuary. We will look


forward to your stay with us, We are  Xirraa, your host...” she trails off at seeing Ara, the tall woman cries out in joy and scoops the dwarven girl up amongst a long series of complaints mixed in with some swearing from the dwarven girl.

Xirra calls out and from behind the fountain 2 attendants dressed in blue and green fitted clothing come at her call.

Ara looks back to the party quickly and with a resigned sigh, shrugs her shoulders. “My thanks again and see you later. Xirra will take care of all your needs.” Smiling she walks with the 2 attendants out of sight.

Xirra smiles and arms wide, “Welcome.. To the Jade Sanctuary!”

Walking through a central garden area, there are the same 2 staff that bustled Ara the dwarf off, they are in the garden, working - the female pruning a  plant and the male doing some maintenance on a walkway

A perceptive Pyra notes a small number of black and red furred monkeys in the trees watching the


group curiously. They do not approach. Xirra just smiles when asked. “They are our long time guests. Have always been here as long as I have.”

The infernal woman walks on explaining, “We are not open yet for our normal season, but with the.. “ she pauses and the with a side glance at armoured and armed adventurers “change in leadership of Rastor, we are now open for a select few guests. “

Leading the group through the calm and peaceful place, the infernal woman smiles as she sees the affect on the party, the smells and beauty wipe away the weary travel of the past days and weeks.


She guides the group to a suite where advising they can rest or leave equipment, “Securely and privately,” Xirra says. She passes each of a bronze card that will allow the holder access to that room as well as all the areas of the Sanctuary.

All feel a vibration from the card as they take it. A pattern draws on the one side engraving an exact picture of the holder. On the opposite side is a likeness of the dual statues outside, but one statue, left side being the male and right being the female.

Vencer rolls an arcana check, he has heard of these, they are a kind of life key card. Once assigned to a guest it links to the person similar to attuned magic items.

Xirra, after some persuading advise that there are 3 other groups of guests, 2 githyanki soldiers (Ziglartin and Pkalla), a single drow( did not give a name, male) all as far as she knows are part of the mercenary force, and a Noble from the North west. He has a retinue of 4 whom look to be guards\attendants, none of the Jade Sanctuary staff are allowed to serve him. She recalls they called him Villion she was not sure if that was a name or title.. Possibly another language.

Xirra does not seem that concerned about the political changes, as long as the Jade Sanctuary continues to thrive.

Multiple platters of fruits, meats, cheese, sweets, and more are brought in by the same 2 attendants - a man and woman   - whom do not speak.


“The baths are open as well as the pool for your use and at your leisure. Note.. There are fish in the pool, they are harmless.. but playful.” The infernal smile showing sharp teeth but in a friendly way. “If you need anything in the J.S. just hold up your bronze pass and either say ’Xirra’ for we,“ motioning to herself, “to assist, or say ‘Jade’ and we“ she motions to the 2 attendants standing nearby, “will be there to assist.”

Bowing all 3 make their leave after any further questions or requests.

The party makes note of the strange way that Xirra refers to herself as we. Vencer is able to connect with his familiar and the little owl is riding in the cart unbeknownst - it seems - to Heste. He approaches a large round stone building - a merchant's hall -  that has a ramp going down. Into the gloom the wagon. A large unground stables is attended by a young man. Heste leaves the wagon and George with the young man and head's off through double doors.

Back at the Sanctuary, the griffon rider is finally awake. Her name is Roxberry or Rox for short.
After finding out more about what happened, to her and her griffon as well as the Controller and her magically sealed scroll tube, Roxberry seems eager to help once she learns the party's intentions and goals.

After delectable food and excellent drinks or many types, the party relax on cushions in their suite.

Faust ventures out into the pool area and communes with his patron. Summoning his familiar. At the floor in front of the warforge starts to bubble, the flagstone rips apart like flesh, and an infernal creature comes out as a wave of brimstone and heat hits Faust. For a moment, a view of a massive gate and a winding river and then it closes with a pop. An imp. The infernal creature looks with glee at its new Master - Faust. The warlock hears within his mind an extremely DEEP voice.. "How may I serve you?"
Another spirit or soul for the true Masters below.. Faust yearns to find out about his master and the imp promises infernal help.. Faust decides to name the creature, Mephesto.

Vencer assists Rox and ensures she rests and eats. Skrit uses his medical skills to ensure she recovers as well.

Irakul tries to take the devil's head out of his bag of holding. It seems the head advises it cannot survive without a body. It asks to bring a recently dead body. It seems there is a section to the bag of holding is blocked by the head of the infernal creature. 

Pyra practices with her crossbow in the gardens. Sees the monkeys flitting between and as one seems to keep an eye on the rogue.

The party relax.. none perhaps except Vencer may have enjoyed this level of luxury. Vencer writes a letter to his school.

The party sleeps and then late at night, around 1 bell after midnight a strange creature enters the room. Faust, finished his recharging, notes a breeze. The party are able to react but it is not an enemy. It is a messenger.

A dragon-like snake-like creature without legs is coiled around the post of the double windows. As it uncoils it flies into the centre of the room and with its tail drops a pouch and then moves back to the window again. Bearing its teeth, a smile or a sneer?

All have weapons ready.. it tilts its head curiously at all then looks back at Faust. the Warlock opens the pouch and there is a squared piece of paper with a wax seal - of Overlord Romack.

Breaking the seal, the warlock reads out loud:

Greetings, RedWater Fellowship. I have need of you in the City of Rastor. I hope you can meet tomorrow at High Noon. There is a certain sewer - 3 palm trees hang over in the slums area. If you can meet me there, I hope you can do something to support Overlord Romack. 

A stylized V finishes the note.

At that point, the dragon flyer flies off into the air. The party discusses late into the night, deciding to meet with this 'V'. The party realizes after Rox points it out that they are fairly unique and stand out in a crowd: a kobold, a tiefling, a goliath, a warforged, and a human plus another with Rox..

The next morning, the party encounters a drow in the gardens. The tall lithe elf is very interested in


Faust - warforged. Faust proudly stating he is unique. This perks the drow's interest even more. The drow offers to meet later with Faust. "Perhaps we can talk by the pool later." The elf advises his name is Zerann.

A library in the Jade Sanctuary is explored where a number of books are found as well as history of the Sanctuary.

Vencer confirms the location of the slums in the city. Faust asks his imp to transform into a raven to scout. Changing form the imp looks to be in pain and with bones cracking and flesh pulling and stretching it changes into a raven. 


This is very beneficial. As the raven floats around, Faust - looking through the eyes, sees a former town square and imprinted into the flagstones are three large stylized palm trees. This would have been hard to notice walking. Taking wheeled cabs, the party heads out to the square of the three palms. It seems it was originally four palms but one was destroyed or the flagstones removed.

In the centre of the square they note a trader with a variety of clothing, boots, shoes and more. The party barters and buys a variety of clothes. The trader motions, and then moves a chest out of the way to a sewer entrance. Yelling out to some other folks in the square, he looks to be distracting all..

Taking this opportunity, It is locked, but this does not deter Pyra whom is able to pick it quickly.  Lifting the square grate - like a trapdoor - the heroes head down into the dark, dank and fetid


sewers.  Seeing nothing moving, the heroes form up on a walkway. Mephesto scans the area as well as Pyra but after about 50 feet the dank mist obscures all vision.

Vencer momentarily feels something touch his shoe or boot. Then the party hears the click-clack of booted feet coming near. Possibly more thna 2 feet. Then a tall figure appears out of the mist. About 5' tall, portly with ruddy cheeks, and greying hair with mutton chops. Carrying a walk stick. 

"Ahh the RedWater Fellowship. A pleasure to meet you all!" He beams.


V
talks to the group and advises of a RESCUE mission.. not a person.. but an item. This is to help save Lord Royce whom is trapped in the Abyss. [DM see blog post] The item an amulet will allow the wearer to create a gate portal to the plane where Royce is held. Creating a portal to a specific place/person in the Abyss or Hell is nigh impossible. Except with an amulet like this. An artifact.

V continues, "The Commander of the town - a Githyanki - holds this item. There will be a reception in two nights. This would be the most opportune time while the guards and the commander are busy with this event.."


At that moment, a tentacle slings out to stealthily wrap out to Vencer, Pyra notices this, and fires. 

Battle ensues with a giant carrion crawler.

Back and forth with the monstrous creature which paralyzes multiple creatures.

In the end the massive creature dies. 

V is impressed and advises he will bring supplies and a map of the location..

Saturday 21 August 2021

A Fallen Hero


6th of Planting

 The crackle and snap of the campfire is soothing to the party's ears. Akran, Eldeth, Ara although tired huddle near the warmth of the small smokeless fire - Skrit's knowledge of outdoor craft although primarily book-learned is exceptional - and eat the mixed stew of vegetables ol'Greeta had given the group as well as rabbit and pheasant mixed in, courtesy of Pyra's crossbow to make a very filling and tasty late dinner.

Vencer's spell - Leomund's Tiny Hut keeps the group safe as the night air cools down up in the mountains.

Peren - the old firbolg - declined to enter the magical hut, preferring to lean back against a tree in the small clearing. His form seemingly to blend in with the tree and undergrowth.

Eldeth - the 1/2ling - tells of her time in the jungle coasts far south and east, she seems to know the seas well. She seems to be interested in staying with the adventurers, if they will have her as an ally. She seemed familiar with some weapons gathered from the fallen kobolds, shortbow, and a spear and a dirk.  Whereas both Akran and Ara will be grateful for an escort to the large town of Rastor.

After the hectic battle in the early evening, it is a comfort for all to relax and rest for a little..


Vencer relays some stories of petty noble squabbles and how one of them ended up with the mayor of a town being bucked off into a river. Just trying to pass the time. Corrin will be sitting there thinking to himself. He seems to be having some kind of internal struggle as he twirls the Luck Stone around his fingers. Irakul and Pyra take watches with Peren who's alert senses are helpful.

The night passes without event except for a screech from a passing flying kobold flight. It is cool in the mountains, a cloudless sky promising a warm day later in the afternoon.

The griffon rider is still unconscious, but doing better every day, Skrit advises. The party makes good time sticking to the road, but staying alert for kobold patrols. The majority of the rescued prisoners are able to ride the wagon. The merchant Akran and dwarf Ara both raise an eyebrow at the sight of the keg - from the Monastery of the Three Crescent Moon. Vencer and Corrin discuss options privately on what to do with the valuable cargo. 

The group travel for the day, and nearing the end of the day come to a fork in the path where they note three large carts moved up towards one of the mines in the area. Traveling on, there is no encounters, and then after a long day walking and riding in the wagon, the party finds a good spot to hide and camp


for the night. A small cave near a waterfall - big enough though to take the wagon and warhorse in with a sandy floor. There is a small pool - seems to connect to the waterfall - but no other exits or danger seem to be there. Setting watches and having a small covered campfire the group bed down for the night. The night passes peacefully, the two moons cross the sky in a starfield twinkling. Irakul sits near the entrance with a dozing Peren, the firbolg still not fully recovered. The warrior looks about and then hears the faint tramping of feet and a twinkle of a torch or lantern through the trees. A late night group is travelling the road.
Irakul, takes a careful peek and sees a troop of kobolds with three or four prisoners in tow. a swoop and call from one of the elite flying kobolds makes the goliath duck. He cannot see well in the dark.. the kobolds can. Waking the party, they are resolute. More prisoners to be freed! Confidant in their course of action, Corrin, Vencer, Irakul and Pyra will take on the ambush. Leaving Skrit to look over his former prisoners, the griffon rider with Heste.

The four adventurers skirt along the road as the band of kobolds head on the road South. Finding a
likely spot for the ambush, Corrin requests to try his plan that he had wanted to use at the last kobold encounter
The group agree and prepare, spells and weapons. Rounding a bend in the path, the group of kobolds walk on, whispering softly, prisoners looking to be three to four in the middle of the group. Vencer sees what looks to be a larger figure. Possibly an ogre.
AMBUSH

Corrin and Vencer prepare spells, Irakul has his echo out and Pyra cranks her crossbow. Corrin casts the

Phantasmal Force at the ogre of the Shadow Mephit Boss. As the spell finishes, the ogre slows and looks about shaking his head hard, the spell.. has no effect. [DM needed a 15 to save, rolled 18-2] While this happens, the assassin - Pyra - fires a bolt into a robed kobold at the rear. The bolt flies true and kills the kobold gurgling as it falls to the ground. A kobold carrying a lantern cries out "Kragin has been hit!" The other kobolds react quickly and combat is engaged before the other party members can react with surprise.
Pyra, fast as always, fires at the ogre, her hit dealing extensive damage (DM: sneak attack again) as the bolt catches the large brute in the side. Corrin whispers in the ogres ear - casting Dissonant Whispers - the ogre fails this save and cries out running off into the darkness.
A massive worg - about the size of a small pony - leaps up and onto Corrin knocking him over and

ripping into the bard with jaws locked. The second worg not seeing any others nearby, attack Corrin as well! Both mauling him close to death. Kobolds then attacked some fanning out into the dark while a few guarding the prisoners. 
Irakul invokes his echo close to one one kobold whom held his action and in surprise attacks and destroys the echo. Irakul swings the Giant's Hand Ax slicing through the kobold sergeant. Vencer perched in a tree looks down aghast at the worg's attacking Corrin. Launches an orb of fire from his wand into the smaller worg which yelps in pain. A kobold holding his crossbow ready fires and hits the wizard. The wizard then crouches near the trunk in cover. The ogre, shaking off the effects of Corrin's spell returns to the battle.
Pyra looses another bolt at the ogre hitting the large brute in the shoulder it bawls out in a gurgling cry not dead but injured.
Corrin looks down at the 2 worgs, one trying to snap at his chest stomach and arm, the larger with jaws locked ripping at the bard's leg. Blood flying everywhere, Corrin casts reduce on himself and with his size reduced tries to retreat. The worgs attack again, even though a kobold tries to call one off to attack Irakul. But both worgs are in a blood frenzy and continue to rip into the changeling bard, killing him.
The battle continues. A smaller kobold moves up to the executioner - Irakul and slices the goliath in one leg. Irakul becomes a true killing machine. He slices down kobold after kobold. One with his head removed, a second gets a blade down into his chest. The goliath slams three attacks into the already
injured ogre. Irakul, slashes off one arm, takes off his other hand at the wrist and then buries his ax into the ogre's chest. The ogre falls forward gurgling blood, as Irakul deftly jumps out of the way.
Pyra fires her crossbow again and a bolt catches the larger worg in the flank injuring it.
The worgs finally turn after repeated calls from their handler to attack Irakul and his echo. With the ogre falling the remaining kobolds retreat into the night keening and screeching. The two monstrous animals are finished and the party gathers around Corrin. Seeing the strange grey featureless face of the bard, both Vencer and Pyra seem to not be too surprised at this - the bard having shown his true nature once before.
The three heroes try vainly to save Corrin but in the end they are not able to. Skrit is too far away and his healing skills do not raise the dead.
Gathering the prisoners, and treasure from the fallen enemies, the group return victorious, but sad at the loss of a comrade.
The prisoners a family, grandfather - Victor, father - Brom and Lionna - Mother and young daughter - Aubrey. whom advise they were travelling  West of Rastor and were raided by the kobolds.

All - especially the former prisoners are surprised at the visage of the dead Corrin. Skrit starts a ceremony to Istus and speaks with dead to the spirit of Corrin. It seems he did not have any formal
faith. The spirit wished to be cremated but have his visage drawn in the notebook Corrin carried. 
Doing a quick sketch, Eldeth passes on the notebook to Vencer. The pyre is made at the entrance to the cave, and then Vencer takes a ball of bat guano in wax and rubs in Sulphur, a little bead of fire launches and a perfect sphere of flame blossoms in the tinder and explodes in a fireball.
A moment of silence for the party as they each take some time to think about the bard's contributions, his music, his artistic skills.. [DM: Corrin will be remembered in the Hall of Heroes. RIP]

The party moves on, resolute in their quest.

An Amulet of the  that has three finger bones. The device allows a wearer to have proficiency in a skill the owner of the finger if they were specialized in that skill. So gives the wearer proficiency in a skill (if the wearer already has prof. they get +2 on the roll) A Ring of Protection is found as well.

Skrit assists the family as Brom advises the town of Rastor - where the group are heading towards has been overrun and taken by the forces of IUZ. It seems the town at the approaching army opened the gate and welcomed the army which now bivouacs to the North, most likely heading East after the

retreating forces of the Overlord Romack. It seems though the town is still open for business, a mercenary crew - The Darkelnaarr - a group of black-skinned elves - drow and a leadership of the group are the githyanki. Irakul, Pyra and Vencer all heave heard of these creatures - none met one. Raiders and or travelers of the Astral plane and sea, githyanki are known to be fierce and tough opponents whom know magic, mind magic and weapons all.
With this news, the various members of the former prisoners decide to continue onwards. Heste is adamant that he must reach Rastor for some reason.. the other former prisoners all wish to travel on as
well with the town being peaceful. Travelling on the next day, they reach a wayfarer's lodge. [DM #2 on map]. It looks to be after careful scouting by Vencer's owl familiar. The group decide it may be a good idea to hide the keg from the monastery so take this off into the woods. As they are returning, they hear a girl screaming. Vencer sighs. Seems the party may be getting tired of saving folks..
A strange humanoid has come out of the lodge. is it alive.. or a golem.. or..
Wary at first of this new creature, the party learns this humanoid - a warforged - had been dormant - or asleep? for 25 years. Further discussions and the party agree to take this warforged by the name of Faust - a collector of souls it seems. This brought a look between Vencer, Irakul and Pyra. [the primary quest for this party is spirits or soul energy to power the flying tower - DM blog entry]

The party travels and meets a patrol of dark elves led by a githyanki outside Rastor. An interaction nearly had the new Faust being attacked by the githyanki. With the soothing words of Vencer, the situation was turned to a benefit, learning some information of the town.

Travelling on, they finally make it to the town where after paying a toll, the party enters the town of Rastor. Some take their leave, and the party moves off led by Ara to the Jade Sanctuary inn.