Sunday 27 November 2022

Encounters in Lortimill Mountains

24th of Planting Low Summer

The RedWater Fellowship continues to fly towards Enstad, avoiding many possible encounters if they had had to walk or ride.

Two are of interest to them amongst the days of flying..

First a manor house high on a cliff is noted, with smoke trailing from multiple chimneys. After scouting, it looks to be off a side path from the main road over the mountains. No folks are noted in the outer

buildings - a stables and what looks like a shed. The manor is dilapidated and in need of repair in many areas - roof tiles missing, some windows broken, the grounds overgrown.

Circling and scouting further no life is noted. Landing the party explores, until Kantif and Graxusas go to the main door and knock. A moment passes and a tired old voice can be heard coming to the door as it opens a hobbit in the clothes of a footman or butler peers out squinting in the sunlight. "Master! you have returned! Praise be." The hobbit says this to Kantif - it seems (?) that he looks like the owner of the house? Making way for two to enter, the butler takes them to a sitting room and provides tea in a tea pot with cups. 
Gothi, Obaz and Doc all are outside exploring..
A voice is heard from the 2nd floor - seems to be the mother of the Lord of the house. Wants to know what is happening. After some further dialogue between Kantif and HIS butler, the rogue heads upstairs to see HIS mother, while Graxusas searches other rooms.
While this is going on, Obaz and Gothi find a grave to the Lord of the manor.. Raising the alarm to Doc, the gunslinger makes into a 2nd for balcony where Kantif meets HIS mother (?) whom does not seem to be too happy - a ghost that ages both the rogue and the gunslinger.
After the battle, the manor disappears and all that is left on the ground is a teapot. Graxusas confirms it is magical and can summon the manor again with the right amount of special herbs and spices.. they know not if it is still Kantif is Lord of the Manor now or is the butler still there or..?


7th day of Highsummer [Reaping]
A few more days pass and a single camp is seen after a long day of flying. A tent, campfire and figure huddled over it for warmth. [DM's note: this high in the mountains, it is cold, but fortunately not at snow level - yet].

The party approaches cautiously and openly to greet the older man. until Kantif realizes he knows this man. [DM: blogpost:
Kantif spent some time looking for a pawnbroker's brother - whom had been very willing to pay for his rescue. Scouring the countryside, even coming close to Wayberry at one point following what seems to be a very lethal bounty hunter whom had captured a BlackRune commander and took the woman to Wayberry - assumedly to the forces of IUZ
Offering stew and drink tot he party, the man seems open to barter. Seems the bounty hunter is still looking for BlackRunes to take to the forces of IUZ - located at Wayberry.
After some negotiation, Doc has had enough and pulls his pistol and fires. 

Combat next session!

Sunday 23 October 2022

Giant's TreeBall Game - final score

 21st of Planting Low Summer


The battle has swung in the Fellowship's favour. After a surprise attack well-coordinated by all of the adventurers. Giants and ettins crash to the burning ground amongst smoldering trees in the glade. A firbolg shaman (?) supports the firegiant leader casting spells from cover to buff and aid, until some of the party focus on the elusive shaman.

Seeing his leader dying the firbolg uses druidic type magic to escape, the firegiant's last words, ".. but it was just a game.." and then slumps over dead with an arrow from Gothi deep in giant's chest.  

Gothi takes care of the griffon - wing-clipped, while others search for treasure. She heals the griffon with her magic, and confirms the wings would need to regrow unless powerful magic is used. Gothi's little scavenger feathered raptor discovers a magical copper coin.

A single older dryad survives the game/battle. Obaz use their skills to heal her/tree and assist with her recovery. After she recovers, she tells them this is a yearly event for the giants and ettins, perhaps.. now no longer.

A number of magic items are recovered, including an armlet, massive 15' long flaming sword, amulet, eyeball from the female ettin leader, 2 giant-sized chests as well hold some wealth, coin and more. One trapped with pins in the lock as well as glyph trap.

Gothi shows the coin to Graxusas whom casts identify on it. This actually does not determine what it is, but opens a communication to a voice. Whom Graxusas starts to have a conversation with. Seems to be a being that wants some work done in the town of of Fax the Wild Coast.

The Lizard-folk sorcerer - for good or bad- announces ALL his titles, and advises the name of the Fellowship to this entity. It seems very interested in all the details but divulges little in return. Making a bargain, the communication ends. Graxusas, confirms that to activate the coin, an identify or similar spell must be cast upon it.

1 - Party location

2 - Town of Fax

Obaz notes as they move to the far end of the glade all the trees have withered and died - this since the battle ended. Obaz discovers three dryad bodies with their throats slit. The druid falls to their knees grief-stricken. Obaz starts then to search for the despicable firbolg, and confirms the footprints all

around the dryad bodies. Calling his friends, they decide Doc, Obaz and Gothi decide to hunt the firbolg down and after some excellent tracking by the ranger. After a long chase, they see the giant in the distance.

A short battle as the firbolg was already wounded and he goes down. Carrying some items of interest as well as a 1/2 body-sized magical tattoo (?) of a sword - where Doc thinks about cutting his leg off or skinning.. then they decide to just bring the body back.

Returning to the group, Further rest is taken - away from the smoldering glade. Items are identified and divided amongst the group.

The remaining dryad is very thankful of the group but declines to join them in their new town, her place is here to recover and restore, Obaz again assists using their druidic powers before the Fellowship once again leave, some transforming for flight. [Graxusas cast polymorph other on the griffon INTO a griffon
so her wings are restored at least for a time!] Flying up into the sunny sky, the party again heads East.. towards Enstad.

Sunday 25 September 2022

Score and Attack

Housekeeping for town the party has control of.

New Name: Dragon's Keep

Rebuilding: 

  • Converting town hall into a Fighter's Keep - primary
  • Walls of the town - secondary
  • Recovering farmlands for food - tertiary
  • The mist is cleared from the large crater as Skrit finishes the ceremony. Plans to turn the crater into an arena for use by the town, with stands, seats and more. Also for training the militia by Irakul
The BETA crew:
  • Skrit to still be the patron saint of the town while he rebuilds the town.
  • Pyra the mayor, but focuses mostly on rebuilding her wagon and supplies of curios, magic and unique items. She decides to head into the mines, she has 3 kobolds attend with her. 2 miners and a foreman. They allow her to search the tunnels
  • Vencer works on researching a new spell (3rd level spell portal spell)
  • Irakul will be organizing the town militia, while also studying the demonic contract he had made. Reading it seems there are sections where it notes, Irakul and descendants would be servants/slaves of the demon - 2 weeks until the demon returns [DM: BLOG post]. Irakul's arm, which had faded partially now returning to 'normal'. Graxusas assists with finding a lawyer to look at the demonic contract
  • Faust seems to be turning translucent or linked to the Shadow plane due to the artifact he still is attuned to - Shadow Lantern. Quite fascinated by this, he allows it to continue. Looking to do some research on how it is happening. The warforged does not know much about the Shadowplane but realizes he is becoming a creature of the ShadowPlane. Not enjoying light of the sun as much but definitely likes shadow. Research is needed - but to do this a library or similar is needed.

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

21st of Planting Low Summer

 Circling the large glade under fire as the smoke plumes rise into the night sky, the Fellowship debate on moving onwards or trying to save the glade's inhabitants. Obaz had advised that many of the trees were linked to dryads.

As the party debates, the battle/game continues. Then decision to take the giants and ettins on.

Some stealthy movement to rescue a griffon by Gothi and Kantif. 

Party kills an owlbear and scare off her cubs.

Attack the giants and ettins goes extremely well. Most of the ettins go down as well as the female leader. 

Battle continues with the firegiant leader, Obaz is still a wyvern, Grax is polymorphed into a fire giant. 










Friday 23 September 2022

Giant's TreeBall Glade

 The large glade the giants seem to be having the game:


  1. Ettin camp?
  2. Ettin's grove
  3. Hillgiant grove
  4. Mushroom covered hill
  5. Broken bridge
  6. Ruins?
Below are some close-ups..



















Saturday 3 September 2022

The RedWater Fellowship fly

21st of Planting, Low Summer

In the still un-named mining town (formerly Drekkar), the RedWater Fellowship prepare to leave and take the journey to Enstad - formerly the capital of the Elvish lands.

The party discuss the contract  - 30 days - made with the leader of the Demonic horde - it seems Skrit confirms that not all contracts HAVE to be written when negotiation and dealing with demonic forces. Also the party having had dealing with demons and lower plane creatures, are pretty sure the demons will most likely plan to have mutual betrayal. 

Rebuilding of the towers and walls continues under the skilled engineer eye of Skrit. Pyra still the favorite of the kobold contingent. 'Skritsville seems to be a popular name of choice.

The Fellowship decides to take a flight rather than trek through mountain passes. Using Obaz's shape change and Graxuzas polymorph other spell and fly the adventurers as wyverns.

Engaging with some townsfolk, they get some horse saddles modified.

Before leaving, the party decides to investigate the crater area, where there is a pool of mist about 10' down. The party can feel the evil emanating from the area, further investigation and discussion with some of the kobolds whom resided here before confirmed only the Marshall entered the area, no others. The large crater - about 80 feet across,  (DM: Map - #8) is confirmed to be desecrated ground. 

Kantif casts pass without trace on Doc and Obaz summons a small bird to flank the 1/2 orc. Obaz does druid craft cantrip to try and infuse life into the dead ground. but is unsuccessful. 

Climbing down into the mist, Doc senses fey and undead from the whole area. Calling out with the name of a historic dwarf and gnomes - a folk hero. Obaz conjures snakes down to explore, while some wrap around the firbolg's body staying safe and not wanting to explore.

The gunslinger/paladin and druid head into the mist. Realizing they can only see about 2 feet around them, they stay close. They hear scraping and a hiss in the mist around them.. then another hiss from a different direction, and again and more and then from all around. All the Fellowship are fighting against an overwhelming wave of fear. Then out of the mist, diminutive


creatures attack. Doc has fought there before - ghouls. Slashing and biting they swarm the two, until the rest of the Fellowship join in.

Battling back and forth, a number of times some of the party are paralyzed. The blasts of Doc's pistol echo out to the town streets, some folks looking curiously, while most stay back. 

At times, the party are pushed back against the edge of the crater and then surge against undead. Spells pulse through the 10' high cloud of evil mist, lighting bolts from Graxusas as well as Obaz, the druid's


conjured snakes are helpful, taking on a ghoul. Kantif uses his monk and rogue skills to pierce and kill the dwarf and gnome ghouls. Gothi's bow and sword make short work of many, her arrows cutting down many. Graxusas polymorph's into a firegiant.

Unfortunately the party are not aware of this, and attack the giant-turned sorcerer, until they realize whom it is!

The battling finishes, and the party for a moment sees a large dwarf like figure in the middle of the crater.

Graxusas ventures closer and then detects the dwarf and slams down the large hammer [the lizard sorcerer keeps in his bag of holding]. Glass and rock blast in all directions as the hammer smashes into it.

From the crumbled remains of what it seems was a statue, looked to be a councilor Dentil. Once a leader of the town long ago. Graxusas and Obaz debate the religion and magicks of the statue, confirming in the end that the statue was keeping the evil from spreading. There was once a temple here. The party look a little aghast at this.. as the mist starts to spread out of the crater.

Obaz finds a shard from the statue, and it turns out to have the ability to summon elementals. Graxusas finds what looks like a belt buckle.

Cedric and Skrit realizes that sacrificing the unique magic item that could create a temple to Istus could be used to stop the spread and bless the area to allow it to once again be used. The black death area has moved out from the crater. Starting this ceremony, the Fellowship make ready to venture forth. 

The belt buckle turns out to be enchanted from a belt of stone giant strength. Gothi gets a collar created that allows JawBone - his mount and companion to use it.

Obaz and Graxusas and Jawbone shape change into wyverns, Goth, Doc and Kantif ride.

Flying off to the Southeast, the party head for Enstad up into the mountains.

Avoiding a number of encounters along the way, the party make excellent time flying off and on with rest breaks. Finally a few days of travel. the party hear shouts and roars and laughter echoing down amongst the mountains.

Flying high, they come across a glade surrounded on all sides by mountains and cliffs. The glade is quite large, once filled with most likely many trees and other flora of all descriptions.

The area where the party or scout spies into the small valley a small cliff near a waterfall into a pond below still blossoms with all manner of greenery, flowers and bursts of colour. The glade.. no longer. Roughly rectangular in shape, approximately 500' in length and 200' at the widest point. 

Smoke billows up from a large number of broken and blackened trees filling the glade.


At Either end of glade were once majestic trees a grove of ash and oak trees there and a stand of pine and dogwood at the other end. The grass and flowers are burnt black or still burn in patches, all across the area. 

2 ponds, one below the party the other in the middle of the glade, swirl with broken and destroyed tree limbs and bracken.

On one side, a group of hill giants led by a black-skinned larger giant - firegiant, face off against a group of two-headed giants - ettins. All carry long clubs for the battle.

What appears to be A burning ball of tangled vines 3 feet across covered in sap and tar is being used as a projectile to hit their opponents.

Near both groves at each end which both are. burning (hill giants more so) can be seen what appear to be a small group humanoid sized figures. Obaz feels the nature, and realizes these are dryads whom once dwelled in this glade. Most are dead..

As the party watches from on hight, the firegiant ducks blows from 2 ettins and swinging his large sapling blasts the burning vine ball from 50 feet away into the grove of ash and oak trees. It crushes a once grand oak tree. Tree limbs and greenery blasted and burning.

The hill giants roar in victory raising their tree limbs. The ettins also roar but in frustration. The sounds


echo around the valley and into the surrounding hills and mountains.

An old dryad lies near the oak barely moving, while another young dryad looks to try to comfort her..

A younger male ettin, brings the burning vine to whom seems to be their leader a large female in partial armour. One head with gold ringlets of hair, the other red and straight, both sweaty from the confrontation. Actually quite pretty - for a giant kind - both faces grin slowly moving the ball forward with 2 tree limbs one in each large hand.. keeping it off the ground by batting it back and forth.

There is a short horn blast from the hill giant glade - and older giant with only 1 arm takes the horn from his lips and lets it hang on a slightly burnt branch of a dogwood tree.

At that moment, the female flings the vineball up and with both tree trunks hits it far into the hill giant's backfield.. where an ettin and older fellow with no hair on either heavily tattooed head confronts 2 hill giants - a young male with bulbous features and brown hair 1/2 the ettin's size and a female older looking similar, perhaps a sister or mother.


A scuffle as the 3 swing tree trunks at each other and the ball for 1/2 a minute. The majority of the giants on both sides converge there until the flaming vineball flies out of the cloud of smoke and dust right to the female ettin. She catches it deftly with BOTH saplings and juggles it across the field only the older one-armed giant in the way. Dodging to the left she swerves right and deftly runs by the hillgiant as he stumbles.

With an overhead 2-armed swing, she rockets the vineball into the grove blasting a large dogwood tree to the ground, its mighty trunk cracked and burning.

Victorious shouts from the ettins as they gather around their leader to congratulate her.. the hillgiants and firegiant confer with glares of hatred at the 2-headed giants move back to centre field...

The party at first decide to move on, but then a variety of plans form and discussion back and forth as the battle or game below.. continues.

Sunday 22 May 2022

The Siege of Holliday Stronghold

The RedWater Fellowship are back, and feverishly working.. preparing defenses and traps for the oncoming demonic horde that Gothi had spied only 3-4 hours away at current march. On his excursions she was able to bring down a 10 point deer and a recovered a solid blue sphere with 3 concentric lines around the centre

Using the arcane energies of Graxusas, the druidic powers of Obaz, as well as sweat and the might of the Holliday camp - both Holliday clan and refugees participating - the defenses are prepared.

Fortunately for the camp, they had a number of days to prepare for an attack of some sort - at the time assuming it may have been BlackRunes. Defensive works are raised, walls and obstacles as well. The party decide to also lay some traps - tumbling logs, rock avalanches and more along the only route to the stronghold [DM - arrows on map below]. Kantif's rogue experience, Goth's ranger skills and Doc's battle knowledge allow for some cunning traps to be laid. As well as plant growth spells to keep the majority of the horde down the road.

Obaz's connection to nature allow the firbolg to prepare hallucinatory terrain to make some areas look impassable. Units of archers had been prepared, Uk’walir knights are ready at the main wall. Lukann the wizard advises to deactivate the tower will take 1 hour, and 1 soul and 1 hour to  It uses souls to power. Also the Fellowship determine when it is operational it is a beacon to demons, they can sense its soul power. 

All members prepare for battle, sharpening blades, communing with nature, Gothi restrings her bow and prepares finely sharp arrows. Doc has some new ammunition forged, Graxusas feels tendrils of energy in his scaly hands readying his connection to elemental powers, while Kantif meditates.

Cedric agrees to guide the non-combatants to their newly acquired town - no name yet, the former mining town of Drekarr - so they will not be killed or captured by the demons.

Gothi stays out riding Jawbone, and it is a bright sunny afternoon. Just after 2 bells, the Holliday camp hears horn blasts from the lookout tower along the road. 

The horde is encompassed by a swirling black cloud. Gothi's keen eye is able to confirm that this is not smoke or dust.. it is a mass of flying insects. They chew and raze the land as they progress along the road, all the plant life and more is ravaged and destroyed or eaten. A blasted ruined landscape is left behind the cloud of death. All manner of demonic creatures follow the cloud, running, squirming, slithering and scraping along towards the Holliday camp. 

Racing up to the top of the hill, she makes it to the 1st ambush location - a large stand of trees she leans down, the sweat covered Jawbone not slowing. Grabbing a rope she pulls it. and a large tumble of logs and boulders crashes down into the horde moving along the pass below. Screams, screeches and yelps of pain can be heard amongst the crash of boulders and tumbling logs. The ranger races on to the next ambush.

Graxusas prepares to cast a lighting bolt along the road where the plant growth has pushed the horde into a funnel. As the lizardman let's loose the forking bolt of energy clears a long swath of the creatures. Many may have been resistant to the lightning, but the sorcerer's attunement to the elemental power blasts through to incinerate many of the demons. Only the most powerful lope forward shrugging off the attack.

Standing near the 1st bridge, Kantif makes ready a swath of caltrops and ball bearings. They know the ball bearings will have little effect, but may slow them down or into the caltrops. 

Doc Holliday sits on a coal-black mount. Standing nearly a foot taller than any standard horse, the
nightmare blows out flame as she snorts, slamming a pie sized hoof into the ground, where smoke tendrils raise from the burning rock. [DM: Doc had paid the toll and summoned the Nightmare with his new spurs - acquired from the Makra Tomb  - see blog post]

Gothi continues to race along the tree line of the hill, she pulls the 2nd rope, it snags on a root and nearly pulls the ranger from her saddle, but Gothi quickly recovers and pulls hard as the second avalanche of rocks tumble down into the oncoming demons. Many more fall under the rocks and jagged death. Some demons stop to rend and eat the flesh of their kin. But the vast majority lumber and race onwards. The screeches and gurgling cries of pain lost in the war cries and tramp of the horde.  

As the Holliday force looks on, a black roiling cloud of smoke(?) slowly creeps towards them. Then it can be seen not to be smoke, but a vast swarm of insects in ash, continually changing from ash and brimstone to flying insects, these infest and destroy everything and anything in their path, leaving a barren gaunt landscape behind. Doc spies what looks like his a leader and fires his musket taking the demonic leader in the shoulder. As the creature slumps, it is enveloped by the horde, some tearing it to pieces other just tramping onwards.

Gothi races for the final trap, a double sized set of logs and pulling it she races towards the bridge and safety.


Graxusas lets loose another lightning bolt and it clears another path of destruction in horde. The Fellowship retreats across the bridge as the demons somewhat slowed but the majority are still lumbering forward. Out of the black cloud a flight of larger demon wasps fly over the river. Flights of arrows cut into the giant wasps, some go down falling into the swirling water of the river.

The battle is engaged. Creatures race for the bridge, being cut down by the units of archers, deadeye shots by Gothi, spellfire of Graxusas, Doc's musket and Kantif's bow. Back and forth the battle raged. Again and again, the demon wasps fly out and it looks like the demons may take the 2nd bridge.

Then the demons pull back.. At the head of the demonic chaos can be seen a large horse.. No.. A
nightmare ..unicorn.. With dual  horns, jagged wicked sharp spikes from the creatures head,  slightly curved but as long as a scimitar.. The demonic creatures massive plate sized hooves  stamp down, flashing up sparks and leaving  smoking imprints in the ground.

The rider wears shimmering black and red chainmail, a shield with the symbol of IUZ prominent on front hangs from the saddle, while a spear rests easily in one gauntlet clawed fist, a spiked flail at his belt.

You note many squabbles amongst the creatures, some fighting and eating and rending smaller and weaker forms.

Holding up 1 fist, the horde instantly calms, except for one small dog-like scaled creature which continues to howl. A Large clawed paw from behind swiftly slams down on the scaled hound ending its howl with a crunching gurgle. The creature now dead is swarmed upon by its fellow demons and quickly is pulled out of view, the working of many jaws into flesh can be heard for a little.

Taking off a large black full face helm, silver hair tumbles down over the handsome male elf’s black skin. The drow, smiles, pointed white teeth in contrast to the dark skin. Bright lavender blue eyes sweep over the defenses and ragtag force arraigned against the demonic host.


Smiling more broadly he bows from the saddle sweeping an arm down. “Hail and well met! I am R’alaagishar Moondrake Yn’slyy, leader.. ‘ he pauses and looks back to the horde of crawling leaping


squirming bipedal and multi legged creatures shift and swarm about behind the elf rider. At his turn they immediately calm and quiet. (DM: “R’alaagishar” is demonic for General)

He reaches out a gauntleted hand to point to the tower.

“We have come for the Xxl’cragishal Tower. It belongs to our Lord. The elves forfeit their contract to Him.” The elf lowers his hand to pat the restless unicorn/nightmare.

Sweeping his hand back to the force of demons behind him. “You may leave with your lives .. And souls as well” looking back to the Holliday force, “If you give us the tower. We can even perhaps be allies against the BlackRunes. I understand you have no love for them similar to us.” He will wait for a moment for a reply.

If a an insult or derogatory reply, the horde will bellow, screech wail and surge forward and jump like a living creature. 

Looking back across his forces, his unicorn-nightmare circles, stamping a hoof with sparks flying, slowly Raising a hand, Moondrake makes a fist and the demons fall silent.

“Well now, if your lives are not worth anything.. Perhaps these ones are..?” As the drow elf finishes, an orc, and 2 humans are thrust forward in chains.

Negotiations start. It seems the general desires the tower, 

Graxusas offers that the RedWater Fellowship will take on a quest to  recover the Heart of Enstad, and if they do this, the Fellowship will be able to retain the Demonic Tower.

The party recall now that the Heart is now in the Sea of Dust. [DM: see blog post ]

After some epic level persuasion by Graxusas [DM: rolled amazing - 35 on a D20. Needed a 30]

The General produces a contract, but in the end the party disagrees, only giving their word. So the plan is they are given a month - 30 days, tower is left where it is, once the Fellowship bring the Heart to the General, they are able to take the tower.

The Fellowship reluctantly agrees leaving his ancestral home, Doc feels a great deal of emotions. The party then arrive at their town (Drekarr). repairs and rebuilding has been taken place. Treggin the stone giant as well as monks from the 3 Crescent moon monastery assisting. The refugees and more start to populate the town. A new bustling lively place being created. Infantry units are being trained a new stronghold being built.

While their demonic tower sits at the old Holliday camp, It seems Lukann stayed in the tower as it was closed. 

The RedWater Fellowship are the rulers of a new town.. for now.

Sunday 1 May 2022

The Uk'walir Knights and tidings of War

19th of Planting, Low Summer

Our heroes of the RedWater Fellowship recover from their excursion into the Makra Tomb.

Gothi had not returned yet, but one of the Holliday orcish scouts had met her and she was heading off towards the Duress Estate area. Obaz was spending time with the refugees, healing them as well as the strange negative effects emanating from the Makra Tomb, the druid's affinity to nature bringing much healing back to the area. Declan and Doc's cousin Kyarra were both recovering under the watchful eye of Obaz and GrandMa Holliday.

While the rest of the Fellowship had entered the tomb, Cedric had decided to head off to the town of Drekarr to start work on the new Fellowship base of operations. He would escort 20 of the refugees that had skills helpful in rebuilding the town, but also non-combatants. 

Doc decides to inspect the 'troops', while the party takes a long rest.

Approximately 90 'soldiers' with 45 noncombatants - these included refugees, farmers, bakers, various civilian types, as well as a core of 20 actual soldiers and the Holliday orc clan. A lieutenant  formerly of the Wayberry militia had also joined the group as well as 2 sergeants, one from Wayberry
and one from Overlord Romack's retreating army. A recent young man whom is an engineer's apprentice - Tollyn - advises they came across a BlackRune camp to the Southeast which was completely abandoned.
In a war council, they decide on areas to guard and defend, as well as have an escape route - into the Makra tomb. Blowing up the bridge is discussed, magic - wall of fire, fireballs, kegs of oil and other tactics discussed. Talk of visiting the BlackRune camp as well, perhaps later.. salvage supplies there. About 2 days travel by horse. The BlackRunes had completely withdrawn over the mountains to the East.
The bridge and towers



Different units were designated, armor and armour distributed. Four units are created, 2 archer units, a levy of townsfolk and an orc guard unit made up of the Holliday clan.

Finishing their long rest, the party prepares to reenter the Makra tomb.

Graxusas, Kantif and Doc enter into the depths. They make it through the door into the newer area, the feeling of 'wrongness' is gone. The slime still covers floor and parts of the walls. The trio use magic and torches for some time to destroy the slime filled grubs.

After clearing the area, they get to where the sphincter the walls and floors blackened by the explosion completely clear of the slime and had been, there are now strands of shriveled and burnt flesh hanging down. Doc is able to cut these down with his flaming sword. The Fellowship enter into a hexagonal room. in the centre is a pool of the slime and suspended above is a shriveled and burnt massive heart. The group thinks it may be the size of a titan's heart, larger than a giant for sure. There are four defaced statues with faces shorn off stand in corners.
Prodding the burnt husk with a mage hand spell, it crumbles to dust. The heart seemed - the party thinks - to once extrude the slime that had filled the chambers and passages, no longer.
After taking the time to destroy all the slime with torches and Graxusas' firebolts, Doc pulls out Lucky Seven  sword to cut the four chains holding the heart, but they decide to use mage hand to crumble the heart around the 4 large hooks holding up the heart husk. One by one the chains fall free and then finally the blackened husk falls to the ground in a poof! of ash and smoke dust.
Doc reaches out with his paladin senses to detect any evil, undead or demonic - or other - presence. Only desecrated grounds can be felt in the area.
Moving on the party comes to a set of double doors, there is ancient orcish runes above the door. Doc is able to decipher: The Nog'ra Chamber - the 1/2 orc thinks this may be another burial chamber. 
Kantif searches for traps and cannot see any, pulling on the large rings, the doors slowly swing open showing another hexagonal room. There are burial chambers - six - spaced around the room, although one looks to have filled with rubble and a cave in. Each chamber has a sarcophagi with a skeleton laying on top of it. Doc recalled some clans did not bury or entomb their dead, but rather enshrined them on top of a monument.
In the centre of the room is a statue of a male orc with crossed sword and battle axe.
The level of dust on floor and area confirms it seems that there has not been any in the area in a very long time. There seems to be something on the bones of the skeletons, but it was hard to confirm from a distance. Doc moves up, Lucky 7 in hand. Using his divine sense confirms the five skeletons are undead. The Paladin also notes the skeletons are covered - head to foot - in minute writing engraved in their bones. An ancient dialect of orcish. Older even than what was on the tomb door.
Doc is able to decipher, Kantif and Graxusas not able to reach the language out to them:

Uk’walir knights were the elite force from all the orc clans in the lands, a great honour - the greatest - to be invited and join the small group. All genders were welcome, the deciding factor was the honour of the individual
At that moment, the writing - which was on the wrist bones of one of the orcish skeletons, glows briefly and disappears. All crush a gem in their mouth - a glowing red ruby - and sit up and the skeleton now with a flaming sword in one hand a flaming ax in the other near Doc swings at the paladin but misses. They note the writing had disappeared from same wrist and arm on all the skeletons.
Determining to find out what all the writing is and try to recruit them, the Fellowship hold back their attacks as Doc continues to get attacked as he tries to read the script engraved all over their bones.
Graxusas uses his spells to impact and disable the skeletons - command spell worked well.
Doc is able to read section by section, as they disappear from each of the skeletons.
Reading more, Doc realizes the history of the knights is written over them. Something happened in their history made them fallen.
A great war between orc and elf - once allies. The elves were expanding over the mountains from the East. The knights betrayed the orc clans to the elves whom were besieging the citadel

Kantif dodges then also uses a bag full of ball bearings to slow down the enemy as Graxusas uses his spells and Doc tries to read as the skeletons hack at him.

The Uk’walir knights opened a secret way in  into the citadel allowing an elite force of elves to enter. The elves took the main gate losing many, but were able to open the gates letting the vast forces of the elves and allies - dark shades -into the citadel 

Polymorphing into a bonedevil, Graxusas is able to resist some of the attacks. Section by section,


Doc reads off the story, taking blows and trying to parry.  Doc uses his paladin spell Bane to try and limit their attacks. Finally, after a number of rounds of combat, the final section is read:

The pact had been to allow all the non combatants to leave alive, but the elves broke the pact, killing and pillaging the clans. Including  children and elderly, none were safe. The dark shades were a demonic force under the elves control or a demonic pact.. we are the Fallen Uk’walir knights. Our deeds are our ruin.

At that moment, the final section of script fades away, and the skeletons disappear and reappear on the tombs laying down once again. It seems though the engravings of their history did not, the bones are bare. A critical hit on Doc disabled his left arm. the wound opened to bone, fortunately the flaming blade cauterized it somewhat.

The trio breathe heavily, Doc heavily wounded heals himself with the divine energy of the Raven Queen. Doc thinks perhaps of a ceremony of some type is performed the knights may be able to join them to re-forge their honour.

Obaz and GrandMa Holliday think that with 2 weeks of healing he could recover. The witch doctor thinks though a magical salve could be created to speed up the healing. The Fellowship look through the long list of various monster ingredients they have harvested. Obaz and Grandma are able to create the salve the primary ingredient being rat ogre bone marrow (DM: Blog post), which they recall did regenerate, RedWater leaves (DM: Blog post) sharp grass from the Black Wine monastery (DM: Blog post).

Using the salve, heals and regenerates the wound. Doc's arm is still sore but usable.

Doc takes an entourage back to the room of the Uk’walir knights and performs a ceremony to allow them to rest after one final task. Defend the Holliday Stronghold. After a long and strenuous ceremony, it is complete, and the five remaining knights stand at Doc Holliday's command. A powerful force. (DM: inspiration to Doc for this move)


Kantif during this time speaks to the refugees and folks of his father the infamous assassin - Fargin - giving a description of the elf. None have seen elves for some time - since the Great Deliverance (DM: Blog Post). Both the son and father have one similar feature blue eyes with flecks of gold. Tollyn, the young apprentice engineer recalls seeing a man - human of this description in Wayberry 6 months back a small temple to the Elvish god near the Duke's palace.

Graxusas checks in on the bug creature in the library of the flying keep. A little house had been built, chunks of paper used to repair it. Graxusas acquires and makes actual miniature items so the creature does not use torn pages from the books.

The three now refreshed from a long rest, prepare once again to enter the Makra tomb as there was still one section unexplored.

Behind locked and trapped door, with no mishap they find some treasures:

Sandin’s Portable tool table

A rectangular box, (1’ x 2’ x 6”) made of fine wood, weighing 10lbs. 

Upon the command word, quickly transforms into a finely crafted table 4’ x 6’ (table height based on user) useful for a variety of crafting skills and tasks.

In drawers below table are all the basic tools and very basic ingredients and supplies to assist with the work required. Using same command word will transform table back into box.

Upon attunement, becomes a tool table for the crafting professions:

• Tinkering table (covers jeweler or fine craftwork metal smithy)

• Alchemy table (covers poison, medicine or herbalism)

• Cooking table

• Artist table (covers forgery and writer)

• Woodworker table

• Weaver table (covers Leatherworker)

• Blacksmith table (covers weapon and armour)

The table can only be used by the attuned person. If the attuned person wishes to switch table type (i.e. from tinker to cooking), the table will be dormant for 3 days as it magically creates the tools and ingredients. Once another attunes the table type cannot be activated for a full day and changed for 1 week.

For a user with the background profession, gives advantage on making basic/simple changes and repairs. Once per day, can give advantage on complex/difficult creations or changes. If user already has advantage, gets +4 to rolls.

Note: the basic supplies and ingredients do not allow creation of anything worth greater than 1GP. Does not supply the primary ingredients for creation (i.e. does not supply a shield for enhancing or a pair of boots, or ring, or all the ingredients for a full meal, etc.)

Nightmare’s Spurs

These coal black metal spurs have a wide metal shank razor sharp.

Once attuned and equipped, the wearer can summon a nightmare whom may dutifully serve. If given a treat of crushed platinum, rolled oats and apple, the nightmare will serve automatically.

 No treat and a DC13 wisdom check be required to force the bond on the nightmare, as they despised forced servitude, if the check fails, then the nightmare appears, neighs, rears up and in a choking flash-of smoke and brimstone disappears.. 

A rider summons their mount by tapping the spurs together or passing them through blood of a sentient creature, the nightmare will appear from another plane, in a flash of fire and smoke.

Can be used once every 24 hours.

Duration: Nighttime, will last until Dawn| Daytime, will last 1d4 hours plus wisdom bonus

As the trio make it back to the Hall of Heroes, they look out the large main doors, seeing a bright sunny day. Taking a deep breath, all step forward and then they hear the dreaded sound. 

A horn blast! It comes from an outlying watchtower

Graxusas sends up his owl, does not see anything, except Gothi riding Jawbone along the road path towards the stronghold.

Doc musters the troops - pulling along Graxusas, Kantif races down to the bridge.

Kantif is at the bridge when the ranger pulls up on her mount, Avalanche both ragged and exhausted. "They are 3-4 hours away. The scrabbling, screaming demonic horde flying and running towards here!"


Until next time..

Saturday 2 April 2022

Return to the RedWater Fellowship


18th of Planting, Low Summer

 Irakul, resting in the town of Drekarr has strange dreams dark and deathly. Continually being executed by a large figure which turns out to be himself. A booming voice echoes in the background.. "Irakul.." then the goliath is standing at the drawbridge to the Three Crescent Moon Monastery. Where he had summoned the demon. The demon stands there, not with the Githyanki body as last seen at the battle here (DM: Blog post) but with a much larger demonic form nearly 12 feet in height. "We have a contract, you must fill your side of the bargain." 

Irakul looks about, and realizes he never read the contract. The demon grins, razor sharp teeth - too many - splaying out widely. A scroll flips out from the demon's clawed hand rolling out at least 10 feet, covered in minute writing, at the bottom, is Irakul's mark and a rune of some sort, the mark of the demon. The goliath gets confused trying to read the flowing blood red script. The demon, advises Irakul has a week to read and understand the contract. Agreeing to this, the demon slices off Irakul's good hand and wipes his blood across the long scroll. The goliath's blood pours out and splashes across and is soaked up by the words and vellum.

Then the echoknight awakes from the nightmare. For a moment he can see a scar on his wrist.. where the hand had been chopped off. Then it is gone. A contract needs to be completed.

Vencer decides to visit ol' Greeta up at the old encampment. At first he is reluctant, but decided to visit her. The old woman offers news of the wizard's family - one is in danger. Price is eating one of her strange berries to learn the news. Vencer refuses having a long past grudge/feud with his family. So now one of the portents of the future remain unfulfilled.. (DM: Blog post)

Skrit is able to cast sending to contact his liege/employer - Cedric. Status update given and instructions back and forth. The plan then is to rebuild the town now as the party's new base of operations. the crew resting and ready with some kobold followers - of Pyra and Skrit - as well as Treggin the stone giant - start to go about the task of rebuilding the town. Potential new ally/neighbor in the Three Crescent Moon monastery, the monks leave advising one of the Three - the monastery is led by three equal monks - would attend within a fortnight to make future plans and agreements. 

The artifact taken - Shadow Lantern (DM: Blog post) - Skrit determines it is most likely affecting Faust - his body both organic and inorganic - is fading, becoming see through - not sure if his essence is being drained by the shadow fey artifact. Irakul, whom had carried previously is not as affected by the device. Faust's shadow is gone. The kobold warned Faust repeatedly, but the warforged dismissed this, willing to take the chance.

With the quest complete - now that it had changed from capturing kobolds for fueling the demonic tower - to capturing the town and defeating the Cursed Goddess and Marshall - the camera moves back to the RedWater Fellowship!

The party are at the Holliday camp. All except Gothi whom is out on a long hunt for exotic beasts and ranging the area to assist fugitives from the demons and BlackRunes - advising and guiding them to safety. The camp has been much improved since the large number of refugees had arrived. Nearly one hundred and fifty folks had arrived, of all races, species and ages. The Holliday clan and RedWater Fellowship welcoming all - while discreetly using spells to ensure none are spies or worse..

Overhead map of the Holliday Stronghold and area


Dock, boats, source of fish and a way to exit the stronghold


The main encampment of the Holliday Stronghold

The Flying Tower of the RedWater Fellowship

The Fellowship had spent some time on personal tasks:

Doc spent time and resources with help to hammer and forge a rifled musket in the tower's smithy. Using a variety of exotic ingredients as well as spells to successfully produce the magical musket.

Ground floor - Stables and smithy



Kantif spent some time looking for a pawnbroker's brother - whom had been very willing to pay for his rescue. Scouring the countryside, even coming close to Wayberry at one point following what seems to be a very lethal bounty hunter whom had captured a BlackRune commander and took the woman to Wayberry - assumedly to the forces of IUZ. Unsuccessful in finding the gnome's


brother, he did encounter a number of other refugees, assisting them to safety. The pawnbroker gives the rogue/monk a strange disc supposedly from the Sea of Dust (DM: Info). Strange runes or letters cover one side. The other glitters like a rainbow. First thinking of creating a musket similar to Doc, he realized this was unlikely without the ingredients and more. So started looking into a longbow and what was needed for that.. perhaps a treant's wood could be enchanted..

The Control room
Gothi spend much of her time out hunting with Avalanche and also some time with Lukann working on studying the power source for the flying tower. The more all learned of the demonic tower, the less they liked the idea of using it as the power drained a creature's soul or spirit.


Graxusas spends time in the flying tower reading a strange tome as well as researching spells and looking for news from his circus. His time in the library he notes the small house has been improved by the  1/2 foot tall creature that dwells there. Taking scraps of paper and pages from some tomes. The lizardfolk decides to ensure less books are ruined and provides the creature with many small and useful items to improve the dwelling. After a time, he gets a good glimpse of the diminutive humanoid. sleek bluish green skin, with four arms and two legged, it races amongst the
shelves and books looking about furtively. Graxusas tries to engage it in conversation, but realizes it will take some time to gain some trust with this small secretive creature.

The library and Ladies Chamber

Some days passed as the Fellowship rested and prepared for battle with BlackRunes or demonic forces.

A new stranger enters the camp human vagabond, covered in tattoos, wild read hair and bushy beard, spindly and tall. A young woman and two children - a young boy and girl - accompany the man having joined up with the stranger on the road to the Holliday refuge.

2nd bridge and tower


Walking up, the lanky human saw the 2 bridges with defensive towers and then buildings and many tents, Doc and Cedric question the tall human, whom goes by the name Obaz. The stranger enters the camp and immediately makes friends with 2 small children. Obaz feels there is some force undeath, or something wrong - alien. The druid calls forth life to the area and this brings green life to the area. The 2 children that had accompanied them, shriek as Obaz goes invisible. Doc and others run up. Looking about hand on weapons. Then not seeing anything, they head into the defense council for the Holliday stronghold.

Obaz decides to reveal their true nature after hearing the plans and war council of the Fellowship - a firbolg. They join the group, all in the Fellowship seeing the great benefit of a druid joining the cause! As the council progresses, they decide on forming some units amongst the refugees as many have combat experience. Twenty are former soldiers, a lieutenant and more.

Further into the night, cups of mead, wine and ale flow, food is plentiful as Obaz using his nature skills calls forth food for the refugees. A small feast is had by all. Obaz still has two small children following them. The firbolg druid playful with two small humans.

Later in the evening the perceptive firbolg hears a scream before anyone else and jumps up and out of the council tent. A young woman screeches. The rest of the Fellowship soon follow. 

Stumbling out of the double doors of the Makra Tomb is a young woman, covered in something black from head to foot. A perceptive Obaz confirms it is blood on the girl. Kyarra - Doc's cousin. After some healing and words, it seems that Declan, and the girl on a dare went into the tomb of heroes. Deep into.. They were attacked. A white furred humanoid with long claws. Declan was still in the tomb. She is becoming feverish. Two of the Holliday clan take the girl to Grandma - witchdoctor of the clan.

The Fellowship gear up and prepare to enter the Makra tomb. Obaz requests to come along and all agree the firbolg's nature based support will be effective. The seemingly undeath or wrongness is compelling to the druid.

The Makra Tomb - Heroes, Witchdoctors, Warlords, Leaders and other renown figures of the Orcish clans of old..

Exploring into the familiar chambers to Doc, the party all feel the wrongness. As if postive is negative and vice versa. Graxusas and Obaz discuss.. possibly some planar activity a gate or other has happened in the tombs.

Walking the long hall with the statues looking down, Doc can hear their whispering - the long passed warlords speaking of their battles and victories, the wizards and witch doctors discussing herbal potions and spells.. many and varied stories distract the paladin/gunslinger.

Moving on the party find Declan, leaning up against the low 1/2 foot wall around the large circular hole or pit in the centre of the chamber. Coughing up blood, the young man, calls out "Doc.." as Obaz intones druidic magic to heal the young man from a distance.

At that moment, a large white furred creature leaps out from behind the statues and attacks, then more appear and battle is engaged. The creatures are tough, but in the end are defeated, though one bit deeply into Doc and the wound looks to be infected.. learning that the creatures came from


the Warlord's tomb deeper in the complex. The furred creatures transform to a human form once they die, still giant size. Ensuring Declan safely returns to the surface, the party they decide to delve further in to make this right. The hole/pit used to once be a pool, then became a portal to the Abyss. It was closed by the two paladins, but a smell of brimstone still lingers.. Graxusas, casts wall of stone and seals the hole.

Passed the tomb of the warlord, is a new door that Doc was quite sure he had never seen in his various times of exploring. Passing through the doorway, the party is a scene that could come only from a fevered nightmare:

The stone passage ahead merges with a pale grayish pink material that glistens wetly. It’s as though the walls, floor, and ceiling up ahead are made of glistening sickly grey-pink flesh, dripping and oozing. A trail of thick, sludge like violet slime puddles on the floor and trails off into the dark..

Looking at the ooze, small wriggling worm-like creatures are seen. It is decided not to and not tough the slime, Graxusas does take a sample in a vial.

Carefully moving forward, trying to not touch the walls, the Fellowship's boots sink into the flesh like floor. The feeling of wrongness is nearly overpowering as they move forward, all fighting


symptoms of nausea and headaches. The slime pools on the floor in spots, so the adventurers are able to move forward without stepping into it. Turning a corner, a blast of psychic energy hit all as a horrendous creature moves forward towards them slowly. Four stumpy legs, the greyish flesh oozing wounds all over, four arm like tentacles and a faceless maw filled with rows of long teeth. Then 2 grey-skinned humanoids carrying large double bladed axes engage the party from the rear. Wearing no armour, the faceless creatures relentlessly attack the party. A long and tough battle sees the Fellowship victorious.

Determining the slime is coming from a sphincter like hole in the wall further down the passage after Obaz does some scouting shape-changed as an owl. How to destroy? A keg of alchemist fire inserted into opening. (DM: some bad jokes at this point 😝) 

Obaz calls forth his druidic magic transforming Doc into a giant ape. Taking the keg, Doc the ape runs down the hallway getting covered in the slime and feeling the grubs burrowing into his feet and one hand - the other holding the keg on a shoulder. Inserting the keg with all his strength, he races back as waves of psychic negative energy crash over him. AS he races up the passage, Graxusas stands forth, the rotund - but athletic - lizardfolk intones a spell and a bead of glowing energy flies passed Doc as the ape races back towards the entrance.

KABOOM!!

The fireball detonates at partially visible keg and a second explosion. All of the heroes crash to the ground as a wave of negative energy washes over them all....

Then silence. Once the smoke clears the party look about and at each other. The feeling of wrongness.. is gone.. it seems the Fellowship were successful!

Trekking out to rest, they decide to return on the morrow as there were more passages and a door to explore. It seems that the Tomb of Makra was connected to the ancient orcish citadel of old, once a vast stronghold for the orcs before the Orc /Elf wars 500 years past.