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)

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