Sunday, 26 May 2024

The Siege of Axegard


 15th of Reaping. High Summer

The road East is full of dead soldiers, with carrion eaters flying, crawling and legged in abundance. Vultures, crows, jackals and other animals are spooked many a time as the Fellowship travel in their wagon. The party look for any loot and scavenging, but it appears many if not all were looted where they lay dead or dying by either comrades or others.

The hot sun beats down baking the land, the rising stink of the dead bodies hard to manage. Part way along, Gothi, riding Morsel her cavebear, notes a dying orc soldier in the livery of IUZ emblazoned on his hard leather armour. A spear had was lodge in the side of the dying warrior's chest, the shaft broken off 6" out. "Kill me.." He gasps out blood dribbling down his chin.

The orc at first is belligerent of the group, even after some torture by Tibaltuous - nudging the spearhead with his boot - until the orc grimaces and cries out, coughed up more blood and then provides some minimal information as the bard tries to deceive the warrior, that the adventurers were followers of Iuz. The orc defiant, spat blood at the bard and so Tibaltuous healed the orc to continue his 'interrogation'. The orc again asked to die. But it appeared Tibaltuous had other plans making ready to enthrall the orc with his reading of the Psalms of Orcus from the tome he and Graxxuzazz were reading. [DM: Blogpost]

Gothi and Doc were against this; in their view was an evil act and thus the paladin of the Raven Queen took out Lucky 7 - his executioner's sword and finished the orc off.

As the Fellowship travelled, Gothi sent out his pet scavenger - Scurvy. The reptile had come across some interesting finds: the ruby ring turned out to be a powerful Ring of Spell-turning! A once magical harp - now broken [perhaps fixable] as well as a pair of wire-rimmed glasses - with one lens cracked. As they rolled along, the party decided to share out some magic items found recently and in the forgotten city of Herodia as they travelled.

As the next day dawns -16th of Reaping - the Fellowship come across the another still living soldier on the long road. A tall young man, long red hair with blue eyes, wearing furs, his muscular form covered in sweat probably from a fever. The boy - probably only 17 - had lost one arm, the blood seeping through what appears to be a thin bandage hastily wrapped around surmised Doc with a practiced eye. The party this time decide to work together and heal and support the youth. Doc Holliday cauterizes the wound with his flaming sword, and then applies some of his medical skills to keep the lad from dying. The young man after recovering somewhat, at first a little wary agrees to provide all the information he knows for allowing him to leave, and travel back to his homeland - the land of Black Ice many weeks
travel to the far North. He was part of a clan of seafarers who lived in clans along the West coast of the Dramidj Ocean, plying their long boats far along the coasts of that cold and unhospitable land. The way the boy talked about it, seems he liked the cold waste of the North much more than the hot lands he was in now. Through gritted teeth from the pain, he told them his name was Halia Rain-night. The youth was a font of information on Axegard, it seems that the remaining defenders were mainly demons and giants. Led by a massive white-skinned giant, Chief Tonoklagh. Not a frostgiant the youth was quite sure. Wielding dual massive swords and wearing black and red armor, the giant used magics to great effect as well. 

After some more descriptive details, Tibaltuous nodded sagely, "Cloud giant."

The young man went on advising his clan had been press-ganged - as 'mercenaries' to fight for Iuz. The young warriors were enthused to go off to battle but the times and death of most of his clan had tempered that young enthusiastic mind, the ravages of war taking its toll. The demons started to use the humans and other 'living' forces of Iuz in their demonic rituals. Now, Halia wanted to go home, the majority of his clan destroyed in Axegard. Both by demons and aerial bombardment by the forces of Lord Royce.

The party are skeptical the young warrior could travel such a long distance so Doc provides the barbarian a shortsword and advises of the Fellowship's town - DragonKeep - to the North in the mountain pass that may provide some respite on the way. Halia grateful for this, takes his leave, wishing the party good luck. The Fellowship continue their wagon ride East. Lady Luck smiles on them as they are able to find a stray horse, which helps pull the heavily laden wagon.

The Fellowship have no further encounters along the way, finally coming to Axegard. The once splendid river town was now under siege by the forces of Lord Royce. The lands surrounding the town blasted and smoking, in ruins. The town itself barely visible through a black and blood red shadowy dome. Evil emanates from the area even from a long distance.


Royce's' forces are on both sides of the river and as well have ships anchored up river and down blocking all access to the town. Pickets of the Lord's forces stop the Fellowship but after making them selves known as the RedWater Fellowship, they are escorted to the tents of the Lord Royce. 

The group are provided a fine large tent for them to relax and rest in. Their wagon with precious cargo right outside. Gothi goes out into the forest with Scurvy sending the growing reptile off to scavenge outside in the ruined town and away from Royce's pickets and patrols. While Lars stays near the wagon, leaving his coffin on it. Morsel at first was barred from the area, but Gothi being a hero of the Fellowship, the large cavebear is allowed to rest next to the wagon. Gothi's skills with animals showing as the three horses now are not spooked by Morsel.

Royce is delighted to see all the heroes, Doc, Graxxuzazz and Gothi and the new members, Hester and Tibaltuous. A war council is in progress. The party is introduced, all enjoying the long list of Graxxuzazz's titles. Royce's council somewhat in awe, Royce smiling as he had heard list the titles before, but not some of the newer ones.

 The dome of darkness and shadow appeared about a week past. All attacks are being blocked and and arcs of shadow hit the griffon riders killing them. Lord Royce looks to the Fellowship, "There is a way.." grinning at the heroes. "We have a former resident of the town a sewer worker."

The party look at each other.. sewers.. again. Great

Lord Royce signals a retainer and a small humanoid enters from the side looking around furtively. A half-goblin, half-gnome female,  with long blue hair and violet eyes, peering out from under a wide brimmed red hat. 

"Her name is Gizzard." Royce motions the goblin/gnome forward.

Wearing tattered clothes, remnants of a life spent navigating the grimy underworld. The fabric clings to her wiry frame, patches of faded brown and gray barely concealing her gnarled skin. A rusty dagger, its blade chipped and stained, hangs from a frayed belt. The creature’s eyes dart nervously, ever watchful. A backpack with shortsword sheathed on it, as well as a hand crossbow at her belt, completes the ensemble. The backpack appears worn, its leather weathered by the damp conditions of the sewer, yet it seems to bulge with equipment, treasure or perhaps just the necessities for survival in this harsh environment.

The party is introduced. "We will make an all out attack on the town, a feint, but it will cost many lives.." Royce points to a map on the large table, "while you RedWater Fellowship have the most critical task, if you are agreeable.." Royce smiles grimly and continues, "guided by our friend Gizzard into the downstream sewer entrance and under the town. There it is imperative to find a way to disable or stop the demonic shadow shield, then we should be able to finish this siege!" 

The Lord Knight/Priest of Tempus looks around at the grim faces as they contemplate this extremely dangerous mission. He winks. "I may be able to assist you with your quest too.. to find your tower." Motioning to a familiar face Lady Cowl steps out of the shadows and nods to the Fellowship.

"We will of course, assist with some gear and supplies. And.. We can possibly teleport you closer to your goal. The tower. " The enigmatic head of Overlord Romack's secret and shadowy intelligence group advises.

Discussing briefly, the party agrees, listing some supplies needed:

  • Masterwork Thieves' tools
  • Black powder and ammunition
  • Potions of water-breathing for each [needed to get down to the sewer entrance at the river bed, down river of city] 
  • Herbs and incense worth 1000gold [only partially provided]
  • Potions of healing
The party makes ready, leaving the wagon its precious cargo [the cube] and much of the supplies they won't need for this espionage mission guarded by Lars.
Early morning of the next day, 17th of Reaping, the Fellowship leave the camp of Lord Royce with his good wishes and salute. The army preparing for the feint attack. All realize some of these soldiers would die this day.
Gizzard takes the adventurers South along the river and then they wait. It is a clear, the early morning stars twinkling. A slight breeze from the West as the party prepares. Horns blast and lights flash explosions are heard, the attack at Axegard is underway. 
Gizzard pops the cork on the water-breathing potion and downs it motioning to the party to do the same and she wades out into the river and under the dark cold water.
A strange feeling of breathing water.. but the party get used to it and follow the little goblin/gnome swimming down into the dark water. Except Graxxuzazz, who is adept at holding his breath for very long periods being a lizardfolk.
They come to the large metal grate covering the sewer entrance - locked. The party are able to deal with this after some time, - missing the skills of their former rogue Kantif at first. A magic ward blasts out as well, injuring some but the party take this in stride - or swimstroke - and head in. After a time they break the surface of the flowing putrid sewage and are able to stand in a sewer tunnel. The smell is atrocious the sewage coats them all until Tibaltuous casts prestidigitation to clean up.
Gizzard at first seems happy to be back in the sewers, she tells the party she was an engineer down her before the war and demons/giants took over the town.
They start to explore the sewer tunnels. Then Gizzard advises, "Something smells wrong.. something
tastes wrong.." The party hadn't really noticed anything other than the smelt was ghastly and fetid sewer water was filled with who knows what.. Hester casts death Ward on himself and advises the party he
has healing  and aid available.
Moving further then all felt something different a shift.. or a pressure..? Gizzard points to the flow, "It shouldn't be getting deeper.. it should be staying level.." The sewage was over the canal edges now, that flowed normally down the center of the sewer tunnels; now lapping around their ankles and calves. As they moved closer to the town then what they thought was past the shadowy dome. They were now under the town.. The pressure and feeling of.. wrongness.. growing with them all.

Next time.. in the sewers under the DEMON controlled town of Axegard.

Sunday, 5 May 2024

The Long Road

 13th of Reaping High Summer

The wagon crew come across a broken stone bridge over a stream. A single soldier leaning against the railing on the far side can be seen. Gothi - riding Morsel her cavebear - swim across the wide stream to

investigate. The soldier is dead, looking to be a mercenary perhaps of the army of Iuz. Doc checks the body and the man looks to be dead 3 days. Looking at the partially broken bridge, the heroes look troubled, until Graxxuzazz calls upon his god's sorcerous powers to cast Wall of stone  using it to repair the bridge and allow the heavily laden wagon to crossover.
Later that evening, as the party rests, Tibaltuous is reading the books from the shadowplane [DM: blogpost] that they had acquired under the theatre in the undead lands near Enstad. The heroes travel onwards. Graxxuzazz decides to take back the 'book of Orcus' the lizardfolk had 'lent' [his words] to the bard. This large tome - found in the Lost city of Herodia - made of what feels like skin
appears to suck in the light, is a 'bible' to Orcus. Various cult/insane[?] authors wrote of their god/patron and his life so far. It is an.. extensive read.. 13 books or testaments. 54 of the 666 Abyssal Psalms  (one for each layer of the abyss Orcus Has/had sway over) The Black Darkness. The final 'book/testament' in the large tome does not open or allow any to open to those pages.

Tibaltuous notices this and a tussle ensues with various abilities being used to keep or snatch up the book. After some back and forth  [DM: to some laughter and merriment of the group] The bard and sorcerer come to a compromise and read the bible of Orcus together, alternating paragraphs and pages at times. They actually spend their watch reading the time, fully engrossed in the book.

This does not bode well for the two seasoned members of the party, Gothi and Doc. Hester, new and not knowing the history of ancient evil artifacts and such and how they have affected a previous party member [DM: blogpost], just looked and felt troubled.

Some further activity happens where Gothi while on guard that night, tries to inject a paralysis venom from her spider companion, but the athletic but portly Graxxuzazz is able to fight off the venom and confront the ranger. Tibaltuous awakes, and casts hold person on Gothi! Doc jumps up aiming both pistols back and forth at the group and book having finally had enough as Lars the vampire/warlock boy expresses his disbelief at the group.

Graxxuzazz polymorphs into a giant eagle and Tibaltuous jumps on board with book in hand and the


two fly off into the night. They find a safe spot to land after noting a long line of twinkling lights in the night. Taking a closer look they see a wagon train on the main road. Appearing to be moving Westwards.

The two find a safe spot to land, reading the tome more, finishing book two. By this point they are exhausted, the tome seems to be very difficult to read. Taking their full concentration.


Map of area [blue dot is party location]


As the sun starts to rise the sorcerer and the bard note that the long line of twinkling lights was a wagon train. an army, looking to be in full retreat. The army of IUZ.

The Defeated Army


As far as the eye can see a column of troops, humanoids of all sizes, humans, orcs, goblinoids, giants and ogres and more. The standard of IUZ's skull hangs at an angle from a wagon filled with wounded soldiers.

Looking beaten, injured and defeated, head West. Wagons filled with wounded troops roll and creak onwards, some dead and dying are left at the side of column, most tossed carelessly out of the way. Carrion eaters flying and crawling, already pick away at the dead and dying soldiers, the living heedless of the those being eaten. 

As the Fellowship watch, a small group quickly mark where a comrade is dead, piling rocks on top of the covered body and leave a sword stuck in ground, helmet hanging on it. The six wearing torn black leathers, one holding a standard of a blood
stained white rose on green. They stand for a moment, and there is a murmuring from the six, all hold a similar handax up high for a moment to the shallow rock covered grave. Then one by one rejoin the column trudging westward, dirty faces tired and worn - defeated.

On the edges of the  long column, outriders leave and return.. scouts possibly. With spyglass and scope, Hester and Doc are able to note a small contingent of riders  further along, at the top of a small hill, maybe 300 feet from the column , appearing to be watching, the standards are indistinguishable from

this distance. Using the magically enhanced spyglass the group appears to be possibly the leaders of this defeated army. What appears to be a large muscular red-skinned ogre riding some type of two legged lizard. In thick furs, even in the hot summer day. A standard hangs unmoving in the windless day. 4 fanged green snakes about to lunge on a red background. Two goblins, also hold a standard with the fanged skull of IUZ nearby. Nearby are at least 10 or more fully armoured humanoids standing ready, a white cloaked female human, long black hair, 1/2 the height of the ogre stands nearby. The woman seems to be in an animated conversation with the ogre.

The party hide the wagon and keep a watch on the retreating army through out the day. They need to head East along that road. With an army albeit a wounded and defeated one it appears in the way, they need to wait. 

Doc decides to recover the body of the fallen soldier during the night, stealthily going to the shallow grave and removing the rocks. The wagons a weary soldiers on the road move on, not noticing. Using his enhanced strength the 1/2 orc easily carries the body back to camp. Where the newest party member Hester calls upon his god Celestian

[DM: Info]
to speak with the dead. The priest is able to garner a few pieces of information from the cryptic and belligerent recently dead soldier. 

Tibaltuous and Graxxuzazz read the third book of the Bible of Orcus. The two appear to become quite engrossed while reading not noticing or hearing anything. A shake of the shoulder bringing them out of their trance-like reading of the black-covered tome. 

The bard and sorcerer look to be tired as if doing a very hard day's work, even though all they did was read the tome. The two discount the misgivings and warnings from Gothi, Doc and now Hester, saying "knowing more of your enemy is a good strategy.."

Gothi's reptilian scavenger [a lizard/dinosaur-like raptor] has grown now nearly 2 feet in height and comes back with a horses hoof bloody tendons dragging with a horse shoe still attached. Gothi notes the scavenger has a ring - silver with a single ruby inset - on one of the creature's long fangs. Distracting him, with some tasty spiced deer jerky, she is able to pull it off the tooth, without losing a finger! The fine looking ring appears to be worth a great deal to the ranger's practiced eye. Perhaps Graxxuzazz or the new priest, Hester may be able to detect if the bauble is magical...

During the nightly stop, a familiar face appears in the campfire set by Gothi. Lady Cowl, the untrusted [by the party] and enigmatic head of OverLord Romack's secretive intelligence forces. She advises the group that Lord Royce's forces had indeed laid siege to Axegard. Then, the Lady confronts the party on the torture to one of her agents that had been following the Fellowship in Wayberry. [DM: Blogpost], Getting somewhat upset at the attitude of the heroes and even swears - unsightly for a Lady of her standing one would think - cuts short the dsicussion without providing key information she says she had  to the group.

The next day dawns, 14th of Reaping High Summer, Iuz's army and long wagon train not in sight. Dead and dying still line the road, the scavengers with multiple legs and winged now.. feast.

As they journey Eastwards towards Axegard, the Fellowship all receive a message - group Sending it seems - from Lady Cowl.

"Fellowship, pardon my uncouth language during our last interaction. The loss of my son to the
illithids, as well as the betrayal of others in the organization has strained my patience and more beyond measure it seems.

"We deal with an enemy that can impersonate ANY. Loved ones, those most close and more. Be on your guard against this, trusting even a most familiar face can be your peril.

"The last information I will give you is free and to form even a somewhat  tenuous level of trust: your tower looks to be 90 miles Northeast of your last known position. This image of the area may be helpful.

"To Overlord  Romack's victory!" Message ends, no option to reply.

They each receive an image in their mind of a map of the area, the tower appears in the high hills near a small mountain village. Probably 4 days East from Axegard by fast horse, they estimate maybe a week maybe more by wagon - unless they can acquire some more draft horses... next step, meet with Lord Royce!


Tibaltuous acquired a sword in the Lost temple of Herodia. It is a sentient weapon and has decided to impart its full potential to the bard as it deems him now worthy to wield the blade.

Sir Lawrence Sigurd Zlatennce, Third of Seventeen

  • Dancing Blade (upon choosing its wielder, will ask what form of blade and permanent until
    choosing new wielder (or wielder's death)
  • Intelligent
  • Speaks: common and archaic elvish (long lost language of the grey elves)
  • +1 - +3
  • Levitation: Can levitate wielder for up to 3 times per day (5 minute duration)
  • Glows as torch brightness at all times while unsheathed

On the first round of melee this weapon is +1, on the second +2, on the third +3. On the 3rd round, it drops back to +1 and the cycle begins again. In addition, after 3  rounds of melee its wielder can opt to allow it to "dance."

Dancing consists of loosing the sword (bonus action) on any round (after the first) when its bonus is +1. The sword then fights on its own at the same level of experience as its wielder. After 3 rounds of dancing, the sword returns to its wielder, who must hold it (and use it) for 3 rounds before it can dance again. In other words, it is loosed to dance for 3 more rounds, going from +1 to +3, and must then be held by its wielder at a +1 state and physically used for 3 successive rounds of melee combat.

When dancing, the sword will leave its owner's hand and may go up to 30 feet distant. At the end of its 3rd round of solo combat, it will move to its possessor's hand automatically. Note that when dancing the sword cannot be physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.

Bonus action is required to move the blade to a new target or any distance up to 30'. The blade initiative is same as wielder. The dancing sword fights alone at the same level (and class) as its possessor-if a 4th-level fighter, the sword fights alone exactly the same: if a 7th-level thief is the wielder, the sword will so fight when dancing.

 NOTE: it does not get class abilities (sneak attack etc for a rogue) or any bonus to damage other than the +1-+3. Proficiency bonus to hit is allowed.

Relieved of his weapon for 3 melee rounds, the possessor may act in virtually any manner resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat- as long as he or she remains within 30' of the sword. If further than 30' from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.

Bards can release a sword of dancing on any round in which its plus isn't a +1. (so after 1 round of melee can toss the blade to start dancing for 3 rounds)