Friday 25 June 2021

The Final Mephit, a Mimic and return


3rd of Planting - Low Summer 

Battle continues with the mephitis under control of the Dark Shadowy large mephit. An oppressive negative energy waves over the party - emanating from the large hole the stone giant has been digging into.

“Be careful with those tentacles! They sap the strength from you.” Corrin warns while in the midst of combat

The gaunt and near skeletal stone giant looks over quickly holding back a shadowy tentacle with a piece of chain. In a raspy rumble, "Aye small one.. they sap your life.."

You realize th
e giant looks weathered.. and older than his brother, possibly like a father in age or grandfather..

Hearing these words, Corrin realizes.. he feels older..? The shadowy tentacle seems to drain life force (years of life as well as strength). The lantern is a powerful artifact..

"Get away from the tentacles gentleman. I wish to live a long happy life. Death and old age be damned." Vencer yells preparing another spell

As Avalanche falls Pyra takes out her two daggers and prepares to fight as she moves Avalanche out of


harm's way.

The heroes start to coordinate spells in their attacks on the "Boss". Pyra binds the wounds of his pet ghole, Avalanche, carrying the 6-legged creature into the rocks and boulders hiding.

Irakul, continues to use his echo to destroy mephits attacking the party - as they explode. Skit uses his healing to assist and buff the party.

Corrin and Vencer coordinate doing damage and forcing the Boss away. Pyra uses her crossbow and sneak attack, the piecing bolts doing damage to the tentacles as well as the Boss. Zimblaa, the Steam Mephit and allies attack and are able to engage many of the Boss' minions. 

Then the injured mephit joins in the battle, engaging the negative mephit but having little effect. The Boss - using the Shadow lantern - summons shadows to engage the party.


The old giant, Treggin, fights off and with Pyra's help destroys one of the shadowy tentacles. Vencer uses his Shadowblade spell and scimitar in hand to hand combat, taking down a mephit. Slicing the wings off, and then skewers the mephit in the mouth. It explodes into both, Corrin and Vencer. 

The Boss summons another shadow tentacle and it wraps up the old giant. A final lava mephit is killed as it explodes in death, doing some more damage to some of the party.

Irakul swings the Giant handax and it flies out of the goliath's echo destroying the summoned shadow. The Boss - using a legendary action makes a smoke mephit explode right in the middle of the party, fills the area with smoke. Making it hard to breathe and see.

Vencer moves out of the smoke, and then uses one of his calling card spells - iceknife. Vencer has a small waterskin at his side. The wizard tosses up a handful, then intoning some words, an iceblade forms and with both hands flings it at the negative energy mephit.

The icy short blade flies true.. (NATURAL 20) striking the head burying in and explodes with icy shrapnel. The lantern falls to the ground, the shadowy tentacle shrivels up snaking back to the lantern. The mephit explodes, negative energy blasting in all directions. Fortunately the heroes were out of range.

The mephit scourge is defeated. Zimblaa survives and agrees to live in the area until he can return home - at least being friends to the giants.

The party finds a number of items as they search the room. A fallen gnome skeleton, has a variety of treasures the party is able to recover. Vencer starts to scan with a detect magic spell. The 1st item that is magical is the lantern. A crossbow is found as well that looks to be able to be cranked back further than normal for a more powerful shot. Dwarven crank Bolter.

The party find a steam/magical jackhammer. The power source the party cannot determine and the large device is partially destroyed - covered in magma and mud. Corrin and Irakul start to search a side room

with large containers. Corrin gets stuck to one.. and the party is fighting a mimic. After some heavy battling, one is destroyed.. 

The party decides to try and capture one -  a possible power source for the tower!

The party starts to try to subdue or knockout the creature. In the end the party are able to knock it out.

Further treasures are found.

After some further investigation, They determine that the gnomes and dwarves used the mimics as energy for the drills and jackhammers uses in the mine. Pyra and Vencer scavenge mechanical components as well as 6 feet of mithril wire. The adventurers decide to head back to Shraxin's smithy escorting the giant home. Between Treggin and Irakul, the two are able to drag a makeshift sled with


the unconscious mimic on top - strapped down.

Without further mishap or issue, the party returns to Shraxin's smithy, with a hearty welcome by the giant to his now MUCH older brother.

Shraxin offers to repair equipment - cleans and fixes Pyra's new dwarf crank Bolter

Skrit is able to scrounge up: A piece of a broken giant wheel made from precious, exotic wood. Vencer and Skrit look at this..  This could be made into a magic item - spear, staff. would have a potential to give some type of extra bonus - resistance possible if well crafted.

2nd, item: A pouch of 3 large, 6-sided dice made from amber (each about 2 foot cube), one of which contains a preserved pixie/fey flying humanoid - female - about a foot tall.

3rd item: A charred leather cuirass with a wooden stake through the breast. There are still fragments of skeleton and bone in the armour

Skrit is not sure about the nature/life of mimics, but he is QUITE sure that if the creature is not sentient it is unlikely to have a spirit or soul that the flying tower could use as fuel.

As he recalls from time studying in old temples in the Green.. infernal pacts require this and this one specifically - as he thinks back to the room with the cages, racks and all under the control room in the tower.....

Vencer casts detect magic. All three items have a glow to Vencer of a variation of types.

The spoke from the giant's wheel has swirls of abjuration  magic. The one die that has the fey in amber has enchantment glowing around the figure. The wooden stake, cuirass and bone has necromantic veins of magic like blood flowing through..

Corrin finds a jewelry box that plays a different song each time it wound. Songs the bard has never heard before. Plays a different song every time it is wound. A dwarven/gnomish combined magic and mechanical craftwork. The shapechanger continues to search..

Vencer, first, finds a freshly shed skin from a red dragonborn scaly skin. 2nd, A broken giant's wand, and approaches the giant to ask if it can be repaired combined into the broken stone staff from the dwarf statue of a god - [DM: Previous room...]. Vencer strikes a deal to have the staff and wand combined. It will take a week or so.

Irakul finds a a bag with a head of a devil or demon inside. [Bag of holding

Corrin continues to search, find a small little house - made for 1' tall creatures. 2 story doll house.

Corrin searches one final time. Finding a map showing an island off the coast of Fax - possibly a pirate stash. There is illusion magic on the map.. as Vencer scan goes over some of the words and geographic markings, determines there is an illusionary magical script covering extra details on the map - written in a way that the words/letters keep changing. The wizard with Corrin's assistance realize some of it is in a script. Kantif mentioned a few times used by the BlackRunes. Possibly a Black Rune stash..?

Pyra finds a slowly spinning compass. then a 2nd search, find a ghostly semi-translucent single gauntlet. [can cast magehand spell 2 times per day]

Treggin agrees to meet the party to fight the kobolds in ten days at the former mining town to the North. Now, to take the merchant to his home, then kobolds to capture!









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