The camera switches.. to the RedWater Fellowship.
Gothi Looks for evidence of the Foreclaimers and with assistance from Lukann, is able to research that there may be evidence in the large lake at the mountain pass to Enstad. The massive dragon.. in the frozen lake.
Kantif looks to find out information on the Raven Queen and also some extra training, hoping to see if Doc Holliday can train the monkish rogue with a musket. While talking to a number of refugees, he comes across a young human male - Angelo D'Carn (3rd level wizard). The young wizard is a member of the Guild of Arcane Lore - which had persecuted Lukann.
Kantif devises the idea to train the young wizard, with Lukann. Giving a false name for Lukann - "Nakul". Thinking this a way to put his differences aside. Lukann, though was offended when the suggestion was for the wizard to disguise himself.
"I.. Lukann, a high wizard whom studied under Leomund?! I will not lie and beg and stoop. to some.. some initiate. I can snap my fingers and he will be dead! I will NOT do deception." Turning on his heel the wizard storms out of the Flying Tower control room.
Cedric trains a unit of light infantry. 14 refugees sign up - 7 humans and 7 dwarves. - minimal equipment. hide, padding or piecemeal. Some of the dwarves seem to have heavy armour experience. A veteran Sergeant - from the Green. Duchy of Ulek Army. Sergeant Sandrina - will lead the unit under Cedric.
Doc Holliday starts work on an advanced musket - BadNews - using a variety of ingredients to enhance(?) the weapon:
- Ground up Demon horn and Yeti horn
- Melted down drown elvish chainmail (+3)
- Mithril bars
We return to the 2nd crew deep in the Drekarr Mines.
With a wisp and pop of hot air, the final elemental - a "mephit" Vencer had advised - is now a small puddle of melting rock on the ground.
The party feels a warm breeze then strangely cool wafts of air as they stand in what appears to be a set of rooms - perhaps guardroom or central worker areas. an area where there once was a wall looks out
over the river of lava a few hundred feet below.. A variety of smashed and broken chairs, tables and small beds are littered in some areas, burnt and blasted as well as some covered in mud.. assumedly the mephits have been active in this area..
Vencer thinks back, he recalls a lesson or study going on for smaller form intelligent elementals - well possibly intelligent. Then recalls his teacher was a dwarf whom spent most of the lectures reading from dry/boring tomes. While Vencer spent more time teleporting an orange from his desk to his friend's Laria and back again.
What he does recall.. Mephits are small elementals a combination of various elements
Mud - which splattered Corrin: earth and water
Magma - fire and earth
Etc..
Other than that they can be annoying and persistent.. That is all the wizard recalls.
Corrin recalls a late winter night in Greyhawk. He had taken up with a group of other Urchins. They called themselves the Nights of Greyhawk. (not realizing at time how to spell Knight). The Nights were hired by an dwarf to follow a human named Spydarr. Seemingly a mage.
At one point during this Spydarr in a graveyard attached to an abandoned temple summons a group of similar creatures.
They did not have the same accent ALSO the 3 were different types which immediately attacked each other until Spydarr waved a glowing hand to entrap all 3 in glowing chains. It seems different elementals NORMALLY do not work together (as these are the adventurers fought)
Spydarr then blasted 2 of the 3 elementals with bolts of energy and they exploded.. Killing the 3rd.
You hightailed it out of there then..
Sidenote: the job to follow Spydarr ended when he boarded a ship leaving for Fax in the WildCoast.
Vencer sifts through the furniture and lumber, Corrin follows suit.. commenting,
“I wonder what these Elementals could have been using this room for. Do they use like how we use them?”
Corrin pokes around a little but finds little so far. The piles of debris are primarily broken timbers, some loose bricks, rocks, and some broken furniture (stools and small table). A dented metal mug with a broken handle was the greatest find..
Pyra hears a rattle of chains and carefully - after nearly falling over - see a cage at the bottom of a long chain. Using his roguish skills of acrobatics, is able to climb down and sees a furry creature which seems to be part armadillo and a badger with plated armour and fur. Looks very hurt blasted with lava, steam, smoke and mud by the mephits. Good part of the small creature's fur and plates are gone.
Pyra easily is able to release the creature - a ghol from a nature check by Skrit - is a pet of the grey
dwarfs whom live in the underdark. It has 6 legs that end in long claws that are good for digging.
A globe of darkness 5 feet in size holds a strange chair a throne. As soon as Corrin sits, he realizes he has been transported somewhere or some.. when? A vast chamber with 2 thrones. 2 sets of doors, 1 to left and 1 to right. The left side were locked the right.. open with a gentle touch and the sounds of a massive, smithy, armoury furnaces and more. the shapeshifter looks out over a vast room where a multitude of dwarves work on a variety of metalwork.
Corrin is pulled out of the dream/vision/view by Vencer as the wizard pulled the bard from the chair. Still in darkness. Perhaps it teleports.. or is a vision of another time..?
Corrin goes in again, and tries to interact with a dwarf smith but the bard's hand passes right through the dwarf's shoulder.. exploring more he is still unsure of where or when he is.. and returns again as Vencer pulls the bard out of the chair.
Pyra agrees to go and is able to unlock and remove a trap on the other set of doors. Once unlocked they open with a touch - dwarven workmanship it seems is excellent.
The area seems to be sleeping chambers for royalty nothing can be moved or removed.. Then the rogue is brought out by Vencer.
While this goes on, Skrit starts a ritual to cast identify on a buckler they found.
Battle Lords Buckler shield. +1 shield.
- Battle Insight 1st level ability: +1d6 to initiative rolls
- Battle Master - 2nd level (3 times per day) use can use a bonus action to give the 1d6 initiative to another comrade
leech.
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