Sunday, 14 December 2025

The Dead Mage Inn


[The Redwater Fellowship, a long-running D&D5e campaign in person since 2018]

Location: Dead Mage Inn - Lortmiill Mountains

Date: 7th of Patchwall - [Autumn]

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The RedWater Fellowship [Player Characters]

Lieutenant Spears - Male 1/2 elf | Phantom rogue/Echo Knight - an operative assigned by Lady Cowl's secretive organization to assist [played by Connor]

Nenwin Albion - Male Aasimar | Paladin of the god: Heironeous [played by Jake]

Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the Yellow King [played by Braydin]

Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]

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Non-player characters of note:

NPC: Thogra | Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set [with the party at this time]

NPC: Gothi | Female foreclaimer | Ranger [At town of Dragonkeep]

NPC: Lars | Male elf [VAMPIRE] | wizard [At town of Dragonkeep]

NPC Hester - Male Tabaxi | Cleric of Celestian [At town of Dragonkeep]

Tibaltuous - Male half elf | Bard [on mission South near the Pomarj in the Wildcoast [DM: more details: Blogpost]

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess: Raven Queen [played by Connor] [At town of Dragonkeep]

Dungeon Master: Sleet [blogging since 2018]

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Summary

The Redwater Fellowship's plan was to travel overland to the city of Fax, on the Wildcoast still under BlackRune control [the Fellowship's longtime enemy a powerful group of dwarven slavers] where there were a number of quests and tasks of interest to the Fellowship. On the way, they decided to visit Darkreach the realm of the Dreadking - a former member of the Fellowship, who hard turned away to follow Orcus a demon Price of undead - who ruled over all the former elvish lands now - an undead wasteland.

The Fellowship thought they knew the Lortmill Mountains. For three days, the peaks were their old, miserable selves—cold, wet, and relentlessly slow going. The Fellowship was trekking toward the high pass, to the site of a frozen lake where they had once fought within the metal shell of an entombed colossus named FERA. But nothing could have prepared them for what was found where that lake should have been. The ice was gone. The water was gone. In its place was a vast, mist-filled crater that had swallowed the landscape whole. And perched precariously on its edge, defying all logic, was a multi-story establishment named "The Dead Mage Inn." As they stared into that swirling abyss, some wondered: what strange new challenges awaited the Fellowship in a land now bordering the domain of an undead king?

There's a Tourist Trap on the Edge of an Undead-Infested Crater

Against all reason, the Dead Mage Inn is a thriving tourist spot. The innkeeper, Tharivol "Ashcloak" Elenion, explained that the rich, the learned, religious [cultists the innkeeper thinks] and curious scholars now make excursions to his remote outpost to gawk at the abyss. Imagine sipping warm honeyed ale, the scent of roasting venison in the air, while a 30-foot-tall specter of a woman drifts silently past the panoramic window, her form a pale stain against the eternal twilight. That’s the Dead Mage Inn.

The place is a marvel of unsettling comfort, filled with arcane relics, faded maps, and a massive fireplace burning with an ethereal blue flame. 

This light, Tharivol warned us, is crucial. Blue lanterns placed around the inn are the only things that ward off the undead and unnatural creatures from the mist. The guest rooms on the upper floors, each secured with enchanted locks, have their own smaller versions for protection. The sheer absurdity of it all is staggering—a commercial enterprise thriving on the very border of Darkreach, a land now ruled by the undead Dreadking. 

Tharivol’s concern for the RedWater Fellowship's plan to cross the mountains was palpable.

"None travel the pass now.. only death and destruction await you!"



The Naked and the Dead

Lt. Spears, ever the vigilant, was on watch when he started from a daze. Multiple dark figures had come out of the foggy mist. A massive figure mounted on a heavy warhorse, clad in full black plate armor, and radiating "waves of just evil" even from this distance. He was supported by approximately six or seven spectral figures. Blasts of black energy lanced out to hit the glowing blue lanterns. It appeared they were attempting to deactivate the inn's protective blue lanterns using the energy blasts or dispel magic.

Lt. Spears activated - fortunately - a silent horn of warning that only the Fellowship could hear. The Fellowship, caught in their sleeping quarters on the fourth floor, responded with a series of daring—and unarmored—maneuvers:

• Lieutenant Spears manifested his echo outside the fourth-floor window to throw magical daggers at the attackers from a distance. His attacks were quite effective even against the heavily armoured dark knight.

• Nenwin Albion, the paladin of Heironeous, jumped directly out of the fourth-floor window. Although he manifested his celestial wings to slow his descent, he landed roughly, taking minor damage, and engaged the knight - which they now realized was an anti-paladin while completely unarmored (DM: AC 13).

• Aeldred followed suit, leaping from the window and using his natural athleticism to tuck and roll into a standing position, ready for combat.

The conflict was characterized by brutal exchanges of physical and magical power:

• Nenwin’s Assault: Despite being unarmored, Nenwin struck the anti-paladin with his Holy Avenger sword, multiple times, the blade made for this role, cutting deep into the villain's leg for 45 points of damage.

• The Anti-Paladin’s Retaliation: The anti-paladin countered fiercely, striking Nenwin for heavy damage and allowing his warhorse to trample the paladin for an additional damage. Nenwin was also targeted by the lances of surrounding shades, forcing him to eventually retreat and take flight to survive.

• Aeldred’s Rage: Aeldred entered a Rage and utilized his Dragonborn heritage to exhale a 30-foot line of fire, scorching three of the spectral figures. He then engaged the anti-paladin with his flame tongue sword, dealing significant damage, though his attempt to use a Divine Smite failed due to the unpredictable nature of the local magic.

• Graxxuzazz’s Support: From the safety of the fourth-floor window, the lizard-folk sorcerer/warlock fired Eldritch Blasts—modified to deal psychic damage—at the figures on the ground.

• Lt. Spears' stealth attacks: using his echo knight and stealth continued the attacks to take out multiple wraiths.

• Thogra in support: The 1/2 orc assassin/cleric loosing bolts from his crossbow as well as calling upon the power of his god Set, to Bless the party as well as heal from range. 

The "Destructive Wave" and Retreat

As the battle reached its climax, the anti-paladin, nearly falling from his horse due to the Fellowship’s combined attacks, unleashed a "destructive wave" of energy. This wave washed out in a circle, blasting the Fellowship members back and dealing 31 points of damage to those caught in the radius.

Following this final display of power, the anti-paladin and his remaining forces disappeared into the mist toward the edge of the crater.

• Black Spheres: At the locations where the shades were defeated, the party found six black spheres, roughly three inches in diameter. These were later identified as artifacts belonging to "shade summoners," capable of summoning spectral support. Possibly useful, by inherently evil.. Thogra was willing to take these. Each allowing the user to summon a spectral shade to serve them once per day.

A Caged Heart Pulses in a Ruined Tower

The next morning, the adventurers decided to investigate the ruined tower out in the crater. The ruined signal tower perched on a rock mound roughly 200 feet from the path bordering the massive crater. This tower was a focal point of the Fellowship's investigation because it emitted a flickering light synchronized with a mysterious "heartbeat" that shone out through the region. 

The crossing was perilous. As Nenwin flew toward the tower on his magical steed, the anti-magic field struck again. The horse began to disappear from under him, a more insidious failure than the instant vanishing from before. With only a moment to react, he and his passenger were sent crashing into the tower wall. At least safe but bruised.

After navigating the anti-magic field and breaking through the tower's front doors, the Fellowship ascended a circular stairwell toward the upper levels. As they climbed, they noted a strong metallic smell of fresh blood and heard the sounds of a crying child. On the fourth level, they entered a room where a massive skeletal hand at least 10 feet across protruded from the center of the floor, its clawed fingers pointing out a window toward the Dead-Mage Inn. A pool of swirling black and red blood surrounded the hand, and huddled against the wall within this pool was a girl approximately 14 years old with long hair and luminescent purple eyes.

Chained against the far wall the young girl whimpered out her name, Ryhanna. She revealed the terrible truth: a necromancer had summoned her here, and her life force was being drained by the skeletal claw "to keep the undead flowing in this area." Her own terrified heartbeat was the source of the pulsing light.

Lt. Spear's using his throwing daggers was able to destroy the chains holding the celestial being. Once freed, Nenwin carried her out as she was extremely weak. She explained that without her energy being siphoned, the undead would be pulled back toward Darkreach.

Aftermath and Blessing

Nenwin directed Rihanna to travel northwest toward the Fellowship's base at DragonKeep, where she might find sanctuary. Before departing, she placed a hand on Nenwin, granting him a powerful celestial inspiration [DM: that provided a +10 bonus to all his saving throws]

Following her rescue, the tower began to shake and collapse, as the removal of its celestial "power source" seemingly destabilized the magical foundations of the structure. The party observed that the blood began to pour down into the lower levels of the tower as the fourth floor cracked under the strain of the shifting energy.

Nenwin was flying over as the party decided to either head down into the depths following a winding stairwell or retreat back to the safety of the path along the crater. 


Wednesday, 8 October 2025

Interlude - Tibaltuous' espionage travels

Tibaltuous, who is a bard and bounty hunter, departed Axegard while the RedWater Fellowship awaited the transformation of their flying tower's power source from demonic to a dragon heart.

His mission, as he defined it, involved heading East through the DarkReach — formely the elvish kingdom - the lands infested with undead and ruled by the Dreadking. His objectives were threefold:
1.  To scout for threats, particularly the undead (which he expected to find easily).
2.  To attempt to gain a list of high-level allies and enemies within the hierarchy of the BlackRunes.
3.  He also carried 3 tomes of forbidden knowledge and head of related to a bounty (either to Fax or city of Nulb). [DM: see blogpost for details on this bounty]

Understanding the need for communication while scouting, Tibaltuous planned to arrange for the Fellowship to use the sending spell to contact him once every two weeks. He intended for the cleric, Hester, to handle this spell, allowing Tibaltuous to brief the main party on his findings, such as discovering enemy camps, outposts, or information relevant to targets in the Blackrunes, undead and other key areas.

Since he was traveling alone and over long distances, he decided to pass his telepathic earrings on to Doc Holliday and Graxxuzzaz, as the item would be useless to him hundreds of miles away.

The Journey East and Route Adjustments

The bard traveled by horse, which he recognized as his only means of quick transport, as he noted sadly "I do not have a flying carpet" and needed to travel undercover to avoid suspicion. His journey was slow, and by the time the party's tower was fully ready (seven weeks later), he was only just entering the former province of Iron Helm.

1. Axegard
2. Dragonkeep
3. Northwick
4. Fax
5. Enstad [former Elvish capital now called Darkreach capital of the undead realm of Darkreach]

He initially debated his route across the mountains:
*   He rejected going directly toward Enstad calling it a "terrible idea" due to past troubles there.
*   He considered the Celine path further Southeast route, passing through Harrington before entering the mountains.
*   He contemplated traversing the Druid's Defile to scout BlackRune territory, but noted this path was heavily guarded by both the BlackRunes and Overlord Romack’s forces (who share an on-and-off truce there), meaning he would either have to pay a substantial amount of gold or rely on being very sneaky, potentially bribing a scout to lead him through mountain trails to bypass.

1. Thrunch
2. The bridge that the Fellowship had a supposedly valid and legal deed to ownership

Eventually, he chose to pass through the former Province of Iron Helm, recognizing that while dangerous—as either side might kill him on sight—it might be the easiest place to cross lines due to
known uprisings and rebellions occurring there. His planned path through Iron Helm - now also a protectorate under the iron fist of the Overlord Romack's forces. This involved heading far South to Northwick then to Thrunch, Fog Hollow, and eventually Rittersmarche. Along the way, the bard intended to check on the bridge that the party had a deed to ownership, reporting back to the party on its status.

Acknowledging that the Fellowship would be flying their tower north, he realized he would fall "way behind" his companions. Consequently, he decided to continue traveling South towards Highport to investigate the rumors he had gathered.

Intelligence Gathering

Despite his slow progress, Tibaltuous managed to gather significant intelligence concerning the shifting political landscape in the East:
**Highport Status**: He learned that Highport, formerly a major slave center on the Wild Coast, had been taken over by an unknown entity, and the BlackRunes had been pushed out. Given the existing alliance between the BlackRunes and the Orcish Empire, this suggests that the BlackRunes’ allies might be turning against them. He confirmed that the takeover was not by the undead.
**Elven Borders**: He heard a rumor that the elves residing in the Bright Deserts had completely closed their borders, refusing entry to all caravans and solicitors.
**Scarlet Brotherhood**: He gained information from a former galley captain who claimed to have been transporting an individual bearing a Scarlet Brotherhood tattoo, who was subsequently taken captive by the BlackRunes. This is notable because the BlackRunes were previously known to be allies with the Scarlet Brotherhood?

Tibaltuous concluded that the BlackRunes were likely being turned on by their allies, leading him to believe that this information should be reported back to the party, suggesting that it might be the "perfect time to strike while they are weak".

One Impact on the Fellowship’s Assets

The bard’s absence had an immediate effect on one of the Fellowship’s key assets in the tower:
**The Cube of Gold**: The party discovered that without Tibaltuous, the Cube of Gold lacked the
necessary followers to function with celestial power. Gothi was assigned as the caretaker of the Cube during the bard's absence. [DM: blogpost for more details]

By the time the Fellowship had flown their tower North to DragonKeep and travelled up into the mountain passes towards the former city of Enstad, Tibaltuous had arrived in the partially destroyed
war-torn town of Thrunch and was enjoying a warm night's rest at the Inn of the Lost Knight,  while the snow came down blowing hard in an early Autumn storm. 
Tibaltuous' adventures would continue, as Hester the cleric would check-in every 2 weeks by sending spells.

The Flying Tower finally - flies!

 


Location: City of Axegard-former Duchy of Ulek - now a protectorate of the Overlord Romack

Date: 17th of Goodmonth, End of Summer

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The RedWater Fellowship [Player Characters]

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess: Raven Queen [played by Connor]

Lieutenant Spears - Male 1/2 elf | Phantom rogue/echo knight - an operative assigned by Lady Cowl's secretive organization to assist [played by Connor]

Nenwin Albion - Male Aasimar | Paladin of the god: Heironeous [played by Jake]

Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the Yellow King [played by Braydin]

Aeldred - Male Red Dragon-born | Barbarian/Paladin/Ranger of the god: Pelor [played by Campbell]

Hester - Male Tabaxi | Cleric of Celestian [played by Devin]

Non-player characters of note:

NPC: Thogra | Male 1/2 Orc | Rogue/Cleric of the Egyptian god: Set

NPC: Gothi | Female foreclaimer | Ranger

NPC: Lars | Male elf [VAMPIRE] | wizard

Dungeon Master: Sleet [blogging since 2018]

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After arriving in Axegard, The Red Water Fellowship (Doc Holliday, Nenwin Albion, Graxxuzzaz, Aeldred, and Hester) have been waiting for their flying tower to be converted to be powered by a live dragon heart - formerly demonic engine which used souls as fuel. While the masters from Overlord Romack's army work with to transform the tower's power source from demonic to dragon heart, with the assistance of Gothi, the rest of the Fellowship take on some personal quests and activities. [DM: please see blogpost]

A Tower Reborn: From Demonic Engine to Dragon Heart

The Fellowship's flying tower's most significant overhaul was the replacement of its sinister power source. The demonic soul-sucking engine was meticulously removed and replaced with the still-beating heart of a black dragon. This new, draconic core consumed treasure for energy, with gold providing a baseline power level while magic items offered a significant boost. The refit also included essential structural repairs, sealing a large hole in the roof and reinforcing the main gate.

The artificer, Mr. Carssini, approached the party to discuss further enhancements. He offered his expertise in exchange for a 2nd dragon's heart the Fellowship had retained after the battle in the Old Hills. [DM: please see blogpost]

This "offer", sparking a debate among the Fellowship that revealed their evolving philosophy. The options were a "siege tower" modification, complete with a massive drill for breaching fortifications, or a "cloud obscuring mist" generator that would grant the tower unparalleled stealth. It was a choice between brute force and strategic subtlety. After weighing the tactical advantages, the party chose the path of the unseen, commissioning the cloud generator. This would be additional work, once the primary tower changes were complete.  Mr. Carssini would travel to Dragonkeep with the tower to complete this work at an additional expense of 1,000 gold coins.

The final and most profound upgrade was the integration of a new intelligence. FERA, the sentient consciousness from an ancient foreclaimer colossus that had been residing in Gothi's mind, was successfully installed as the tower's "operating system". This granted Gothi a direct mental and voice command link to the tower within a 200-foot radius, transforming their base into an intelligent, responsive, and loyal extension of the party itself. [DM: see blogpost]

While this extensive work took place, the party members resided in Overlord Romack's barracks. Spartan accommodations, but free - compared to very expensive rooms in any inn in the rebuilding city of Axegard.

The Black Rain Affair

While the tower was being refitted, Hester established a healing service - charging for a variety of divine spells - in support of the citizens of Axegard. Having acquired a license - at cost - from the local militia. His good work soon attracted unwanted attention. A one-armed man representing a local thieves' guild known as the "Black Rain" confronted him, demanding a "protection" fee.

Hester responded with quick thinking, casting improved invisibility to slip away and summon his companions by a message spell. Aeldred, Doc, and Graxxuzzaz and a little later, Nenwin as well, answered the call. The hunt for the Black Rain led the Fellowship into the stinking, filth-ridden underbelly of Axegard. Following a trail that only Aeldred's keen senses could parse through the muck, they pursued the guild members to the city sewers.

Their chase ended in a large sewer chamber, where they saw a single rogue. Graxxuzazz used a charm person spell to engage the man, and after some negotiating and persuading, were led to the guild’s hidden base.

This was located under the ruins of a guard tower below the sewer were some passages and chambers which appeared to date back to before the city was built. There, a cloaked figure stood waiting. A tense negotiation ensued, colored by the party's silent, telepathic debate [DM: all the party members had linked telepathic ear rings which allowed the silent communication].

"Arrest them", Graxxuzzaz projected. "Take them to the guards."

Doc countered, "Without proof? And we trust Captain Gold Smile to be impartial?"

Aeldred’s thought was decisive: "We tell them to return the money. Make them stop. Then we watch."

The cloaked leader, unaware of their internal deliberations, asked who the party members were, at this, some in the party smiled as Graxxuzazz the portly but athletic sorcerer/warlock launched into his grandiose, self-aggrandizing introduction:

"I am Graxxuzzaz, governor of the west, deacon of the south, chief of money, noble of the north, sir of treasure, finder of passages, the wrestler, the entertainer, slayer of evil, slayer of dragons, namer of lakes, holder of many titles, the healer, the collector, banisher of spirits, the reliable, master of locks, flyer of towers, master of fire, Parter of Waves, Master of History, master of elements, master of masteries, the bookworm, the traveller, closer of gates, slayer of giants, grand strategist, destroyer of otherworldly beings, the knowledgeable, persuader of the damned, defender of the weak, the generous, the liberator, purveyor of many things, Champion of Essyliss, crusher of stone beings, man of many faces, prophet of Essyliss, persuader of demons, the strong, the lucky, the wise, the willful, the abyss walker, the steadfast, the charismatic, killer of gods, president Senteq Saply, the powerful, the avatar, the great, the glorious, the first and only. 

The cloaked figure looked around at the party and back to the lizardfolk. Graxxuzazz finished with, "It is a pleasure to make your acquaintance."

Despite the long title list and delay, the Redwater Fellowship’s formidable reputation and persuasive arguments won the day. They convinced the leader to cease all extortion activities and return any stolen goods, resolving the conflict without bloodshed. After some follow-up in the days and weeks ahead, there appeared to be no further extortion from the thieves' guild called the Black Rain.. for now.

Champions of the People: Building a New Reputation

The encounter with the Black Rain marked a turning point. The Fellowship transitioned from passive observers to active benefactors, undertaking a comprehensive strategy to heal the city's social fabric. They established a free healing clinic [paying Hester to work there, but the three paladins - Doc, Nenwin and Aeldred all worked freely and tirelessly], donated substantial amounts of gold to help rebuild local businesses, and even offered their own physical labor to assist with reconstruction projects.

These acts fundamentally altered public perception. Where citizens once whispered about the morally ambiguous mercenaries of the RedWater Fellowship, they now spoke with reverence of a celebrated "force for good." Their fame as heroes, once possibly a source of apprehension, was now a symbol of hope.

During this time, they encountered the one-armed man from the Black Rain again. The young man's name was Baldrick Scalin, they discovered he was indebted to the guild. The party - Doc specifically - paid off his 500-gold-piece debt to the "Boss", securing his freedom and loyalty!

Baldrick, a level 5 rogue, pledged his service to the Fellowship - seemingly working for Doc directly as a new follower and shared a chilling detail about their negotiation. "You're lucky," he confessed. "When you were talking to the boss, there were probably ten rogues there, all with crossbows aimed at you through hidden slits in the wall."

While the party waited, two old comrades showed up, with a wagon and their priceless treasure the gold cube! Lars, the human boy/vampire wizard, and their old comrade, Thogra the 1/2 orc rogue/cleric of the Egyptian god Set. The two had travelled some time in the metal wagon - heavily reinforced to carry the weight of the solid gold cube [1' cube of 100% pure gold]. Worshipped by the bard Tibaltuous as a deity. [DM: see blogpost]

On the final days as the tower was made ready to leave to fly to DragonKeep and the party's time in the city concluded, they faced one last trial: bureaucracy

Captain Goldsmile summoned Hester to discuss his license. The Captain reminded the cleric of Celestian that even providing services for free required a license and that any compensation—even gold given so he wouldn't have to charge—was subject to a 10% fee. After a frustrating exchange, Hester paid a final 20 gold pieces, closing the book on their civic entanglements. Their tower, now a bastion of both arcane power and draconic energy, with some fanfare and hearty farewells from the army of Overlord Romack, took to the skies and flew off towards the Lortmill mountains and its next destination: the town of DragonKeep.

A Triumphant Return to Dragon Keep - and "Tower Day"

The Fellowship's return to their hometown of DragonKeep was a major milestone. The arrival of their flying fortress was a dramatic display of their newfound power and status, transforming what could have
been a simple homecoming into a legendary event that would be celebrated for years to come. To great revelry and happy welcoming from the towns people, these were the famous Redwater Fellowship! famed heroes and great benefactors for the downtrodden.

A proclamation was made, Henceforth called, the 26th of Goodmonth would be known as "Tower Day".

[Tower Day: A Roman-style triumph feast]

Erected in the town square was a near full-size wooden version of the tower and burned at the feast. All townsfolk and any and all from the area were invited. Guests from the Stonegiant camp, the monks of the 3 Crescent Moon monastery attend, as well as visiting merchants from the cities of Wayberry and Rastor all attended. The grand feast ended near midnight with the culmination of the wooden version of the tower being burnt as a huge pyre, to music, dancing and singing all through the town.

Small wooden versions of the flying tower are given to children in the town of DragonKeep as souvenirs and toys.

A Changing of the Guard

After the celebrations, the Fellowship's composition underwent a strategic shift. Doc Holliday opted to remain in DragonKeep, dedicating his skills to the monumental task of forging a powerful eldritch cannon for the tower's defense, working with both Gothi and Mr. Carssini. Pyra - from the Beta Crew - had mentioned the ancient dwarven forges deep in the silver mines. They could possibly be used to forge the eldritch cannon for the tower.

To fill his place on the upcoming expedition, Lieutenant Spears - an operative from Lady Cowl's intelligence forces in the army of Overlord Romack - who had previously adventured with Nenwin, joined the party. [DM: Player Connor took control of this new character, a half-elf Phantom Rogue and Echo Knight fighter, whose skills in infiltration and assassination would prove invaluable in the dangerous lands ahead]

With the festivities concluded and their roster finalized, the party turned their attention from celebration to the sober business of preparing for their perilous overland journey into enemy territory. Next steps, travel up through the mountain passes of the Lortmill mountains, then through the former elvish lands East of the Lortmill mountains. Now called Darkreach, an undead infested land ruled by the Dreadking [DM: a former player character named Robin who had taken on a patronage to the Prince of undead - Orcus and due to this patron had to leave the Redwater Fellowship - See blogpost].

The plan was to travel overland to the city of Fax, on the Wildcoast still under BlackRune control [the Fellowship's longtime enemy, The BlackRunes were a powerful but waning force in the area, group of dwarven slavers - DM: see blogpost for more details from way back in 2018!] where there were a number of quests and tasks of interest to the Fellowship.

Gearing Up for Darkreach and Fax

The party made meticulous logistical preparations for the arduous trek through the frozen mountain passes.

• Apparel: They acquired essential cold-weather clothing to withstand the harsh alpine environment.

• Mounts: They purchased mounts for the journey, including a medium warhorse capable of carrying the dragonborn paladin, Aeldred. Lt. Spears had a phantom steed, while Nenwin had his figurine of wondrous power - a Paladin's flying warhorse. Graxxuzzazz and Hester acquired light riding horses for from from the town's stables. Thogra would accompany them, riding a somewhat skeletal horse he called Rupert, that he assured the party was not undead!

• Equipment: The party's stash of magic items was distributed among the members to maximize their combat readiness for the work ahead. The party had acquired a fair number of items, those not to be used would eventually be power for the dragon heart engine of the flying tower.

• Security: Key treasures, including the valuable "golden cube," were secured within a newly acquired safe installed in the tower before their departure. Thogra was able to fix a safe scrounged from a destroyed bank in Axegard -  for the cube as well as some other more valuable items of the party.

Anomaly at the Crater: The Dead-Mage Inn

The party's journey took them into the familiar Lortmill Mountains, the first three days of travel were

cold, wet and slow, but no dangers encountered. They took a pass that led to the high road over the mountains towards the site of the former frozen lake where the colossus, FERA, had once been entombed. When they arrived, they were met with a scene of profound and bizarre transformation.

The lake was gone, replaced by a vast, mist-filled crater. Perched precariously on the crater's edge was a structure that had not been there before: a multi-story establishment named "The Dead Mage Inn." The building was surrounded by a series of lampposts that emitted a strange blue light.

As they approached, the area's bizarre magical properties—a phenomenon Graxxuzzaz recalled from his time inside the colossus, where magic "didn't work at all"—became terrifyingly apparent. The party's magically summoned horses winked out of existence, causing their riders to tumble to the ground. A stable hand called out to the party and welcomed them to the Dead-Mage Inn. He took the live horses after the party had removed all valuables and disappeared into a side building, no doubt the stables. 

As the party entered the inn, they see a bar and eatery with panoramic windows facing the crater. Decor includes arcane relics, faded maps, and a massive fireplace with a blue flame. The innkeeper and barman - Tharivol "Ashcloak" Elenion tells them of this new tourist attraction watching the swirling lights and sometimes creatures that float up out of the mist. Rich folk as well as scholars and the learned come now to watch and study. He made the Fellowship very aware of staying ALWAYS in the blue light of the lanterns spaces about the outside and inside halls of the inn. It warded off the undead creatures that dwelled in the mist filled crater. There were 5 levels to the inn. Levels 2 to 4: Guest rooms, each with enchanted locks and small blue lanterns to ward off undead. The top floor offered the best view of the nightly light show - Crater Lounge: A rooftop terrace with telescopes and enchanted viewing mirrors for observing the mist and lights.

The innkeeper explained the situation: He confirmed their fears, stating that normal magic does not

function correctly in the immediate vicinity, creating a dangerous and unpredictable anti-magic field.

After getting a table and engaging with some local merchants, the party are served a wonderful buffet of platters brought to the table. venison, steamed vegetables, hot buns and cheese, chilled wine and honeyed ale.

Aeldred calls over Ashcloak asking about the blue lanterns again. Learning of the warding power he offers to buy one. The innkeeper is evasive, but says he will think about it - would need to create more. When the party advise they are trekking over the mountains, Ashcloak looks surprised and concerned. "None travel the pass now.. only death and destruction await you!"

While this is going on, Graxxuzazz sees a twinkling light out in the crater. From what appears to be a
ruined tower. From his estimation this would be where the high outpost used to be before the massive explosion of the colossus FERA. [DM: See blogpost for more details]

The party then finish their meal, and relax with a glass of wine or ale. Next steps.. taking the treacherous pass around the crater?



Wednesday, 24 September 2025

Victory's Toll

Location: Silver mines, deep under the Town of Dragonkeep in the Lortmill mountains. Located in the world of Greyhawk

Date: 4th of  Goodmonth, end of Summer

***

The Beta Crew [player characters]

Pyra - Tiefling female, Rogue [played by Jake]

Vencer Astorio - Human male, Wizard [played by Connor]

Irakul SlyWarrior - Goliath male, Echo Knight/Fighter [played by Braydin]

Faust - Warforged, Warlock [played by Devin]

Valoran - 1/2 Elf male, Ranger [played by Campbell]

Notable NPC: Skrit - Kobold male, Priest of Istus - town mayor of DragonKeep

Dungeon Master: Sleet

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In the silent depths of the DragonKeep silver mines, the Beta Crew stood victorious amidst the carnage of their own making. They had successfully eradicated a hostile derro clan that had infested a gnomish complex from a bygone era, and the immediate echoes of battle had faded, replaced by the grim quietude of the slain. With the primary threat neutralized, the party’s objectives transitioned to the crucial post-conflict operations: locating any enslaved survivors who might have endured the ordeal and securing the spoils of their hard-won battle. Yet, the consequences of their victory—both in the logistical burdens of salvage and the unexpected spiritual price of their actions—would soon prove to be a trial as formidable as the battle itself, setting the stage for a haunting and transformative chapter in their history.

Securing the Spoils

The strategic necessity of clearing a defeated enemy's lair is a fundamental tenet of seasoned campaigning. This meticulous process serves multiple functions: it yields vital resources to fund future operations, uncovers valuable intelligence about the enemy's network and capabilities, and, most critically, ensures that no lingering threats remain to endanger the victors. For the Beta Crew, this methodical sweep of the derro enclave would prove fruitful, revealing not only tangible wealth but also a dire, spiritual artifact.

The Trapped Shrine

Beneath the main derro living area, the party discovered a desecrated sanctum, established within what appeared to have once been a gnomish priestly chamber. The room's focus was a finely crafted spear resting upon a delicate mechanism, near which lay a mysterious sphere. This latter object was encrusted with dried blood and covered in a disturbing collection of effigies, twigs, and bones.

A thorough investigation revealed the spear to be the trigger for an ingenious trap—a lever system connected to four hidden holes in the chamber floor and walls. Applying tactical foresight, the party successfully disarmed the device by jamming the levers with metal wedges and rock fragments, preventing the mechanism from activating. The recovered spear was subsequently identified as a Spear +2 of Returning. During the subsequent cataloging of the enclave's treasures, it was also noted that the derro leader, Martana, had worn a powerful magic ring, which was secured by the party.

Cataloging the Hoard

A comprehensive search of the derro settlement yielded a significant hoard of treasure and salvageable
goods. The party meticulously cataloged their findings before arranging for transport.

  • Coinage & Gems:
    • Gold Pieces: 865 gp
    • Silver Pieces: 768 sp
    • Gemstones:
      • Azurite (11 gp)
      • Coral (100 gp)
      • Emerald (800 gp)
      • Golden Pearl (90 gp)
      • Jasper (80 gp)
      • Red-brown Spinel (100 gp)
      • Rose Quartz (50 gp)
      • Zircon (60 gp)
  • Magic Items:
    • Arcane Scroll: Ghost Sound
    • Arcane Scroll: Invisibility Sphere
    • Potion: Oil of Shillelagh
    • Potion: Unguent of Timelessness
    • Armor: Ring of Protection +2 (recovered from the derro leader)
    • Weapon: Spear, +2 of returning (possibly cursed)
  • Salvageable Goods:
    • A wheel-less but finely made Carriage
    • A Pavilion Tent and a Canopy Bed
    • A fine oak dark wood Bench and a fine Riding Saddle
    • 2 Bolts of Linen
    • 1 Box of 20 Candles
    • 10 Racks of Firewood
    • 5 Small Casks of Oil and 1 Small Cask of Tobacco
    • 3 Bags of 10 Pitons, a Hammer, a Game Board, and a 50' Rope Ladder
    • 3 unidentified Casks of black liquid
  • Weapons and armour:
    • 21 small crossbows [basically a light crossbow but smaller]
    • 161 bolts
    • 17 shortswords
    • Master-craft longsword
    • 4 acid-filled clay spheres

The sheer volume and weight of the salvage necessitated a return to DragonKeep for reinforcements. This logistical imperative would not only introduce new complications but also force the citizens of DragonKeep to confront the brutal realities of the world beneath their feet.

The Grim Cleanup

With the enclave secured, the party confronted the grim ledger of their victory. The task of extracting the hoard and managing the carnage required enlisting outside aid. The militia's official involvement marked the first time the citizens of DragonKeep directly witnessed the scale of the subterranean threat, and their horrified reactions underscored the psychological chasm between the adventuring class and the populace they protect.

A Plea for Aid

Faust journeyed to the militia camp at DragonKeep to negotiate for laborers. He presented the militia sergeant with a generous offer: 35 gold pieces per person, supplemented by their choice of any standard weapons recovered from the derro. Recruitment proved difficult, as the townsfolk harbored a deep fear of the mines, specifically the cathedral chamber containing the skeletal remains of what they termed the "cursed dragon goddess." Despite this reluctance, the sergeant’s persuasion and the promise of substantial payment were sufficient to muster a small force: ten militia members (eight men and two women), accompanied by three mules for haulage.

Confronting the Carnage

The Beta crew decided to not let all know of the full carnage of the whole derro clan - including the non-combatants [children and elderly] - and started a pyre of the bodies of those in the former derro enclave. 

Once Faust brought the militia, they met the townsfolk in the former cathedral, itself being a massive

visceral horror with dead troglodytes and derro strewn across the vast chamber. The overwhelming stench of death and the ghastly tableau of the slaughter sickened two of the younger recruits. It thus fell to the Beta Crew to direct the disposal of the bodies. They gathered the corpses—derro warriors and troglodytes all, from the first battle—and constructed a massive funeral pyre from the salvaged firewood, oil and then alchemist's fire. Vencer lit the pyre with a well placed spell: fireball. 

This grim duty had a profound emotional impact on Pyra. As she handled the remains of the derro non-combatants, she was visibly shaken and overcome with sorrow. The stark reality of their actions weighed heavily on her, forcing her to confront what one of her own companions termed a "murderous montage." [DM: see blogpost

The extraction was an arduous, day-long effort but ultimately successful. With the assistance of the militia, the party transported the entirety of the treasure and salvage from the mines. The physically and emotionally draining labor left the entire party afflicted with one level of exhaustion.

A Haunting Victory

In a world where the veil between the material and the spectral is thin, acts of violence carry hidden costs. The party’s brutal efficiency in exterminating the derro clan unleashed an unforeseen spiritual backlash, proving that the deepest wounds are not always physical. Their victory, it seemed, had bound them to their victims in a terrifying and deeply personal way.

Nightmares and Curses

The first night after emerging from the mines brought no respite. All had restless sleep, but Pyra and Vencer were plagued by a shared, vivid nightmare; Pyra experienced the final, terrifying moments of a derro child, while Vencer lived through the death of an elderly derro man—both killed by the party's own hands. They awoke deeply disturbed, the visceral horror of the experience branding their minds and inflicting upon them a second level of exhaustion.

Skrit's Intervention

Recognizing the supernatural nature of their affliction, the party sought aid from Skrit, the acting mayor of DragonKeep and a high-level Priest of Istus. A spiritual examination confirmed that the spirits of the slain derro had anchored themselves to the adventurers, inflicting a powerful curse. Skrit then commenced the difficult rite of exorcism.

  • For Pyra, the ritual was successful. Skrit managed to exorcise the tormented spirit of the derro child. However, the spiritual strain of the process was immense, leaving Pyra with a third level of exhaustion. The tiefling also felt an affinity to children now, and possibly interested in starting a family.
  • For Vencer, the process was more complicated. Skrit removed the spirit of the elderly derro, but its departure severely weakened the wizard, halving his maximum hit points due to four levels of exhaustion.

Faust hypothesized that the parasitic spirits were likely tied to the blood-soaked effigy discovered in the shrine, suggesting it may have served as a spiritual focus for the derro clan. Their victory was now tainted. Weakened, cursed, and haunted, the Beta Crew was forced to reckon with the spiritual consequences of their campaign.

Whispers from the Grave

With the physical threat neutralized and the spiritual fallout being managed, the party’s focus shifted from combat to intelligence gathering. The extermination of the local derro raised a critical strategic question: were they an isolated enclave, or merely an outpost of a much larger subterranean civilization? To forestall future incursions, the party endeavored to understand the true scope of the derro presence by interrogating the dead.

First Interrogation

The party enlisted Skrit to cast Speak with Dead on the corpse of a fallen derro guard. By preparing their questions with care, they extracted several key facts:

  • The derro settlement was named Trello.
  • This was their primary settlement, not an expeditionary force.
  • They maintained no other settlements nearby.

Second Interrogation

While the initial intelligence suggested the threat was contained, the party remained circumspect. The following day, they retrieved a second derro corpse for further questioning. This session yielded alarming new intelligence that broadened the conflict significantly:

  • Trello had been in contact with another derro location known as Furst-Lach.
  • The last contact had occurred "last season," a temporal reference of indeterminate length.
  • Furst-Lach is located approximately a ten-day journey from the mines.
  • The derro had encountered a dire enemy - dark elves - DROW.

These interrogations transformed the party’s perspective. Their local victory was no longer an isolated event but the potential prelude to a wider war. They now possessed actionable intelligence about a deeper, more distant threat, confirming that their work in the Lortmill Mountains was far from over.

Seeds of the Future

As the immediate aftermath receded, the party's focus transitioned from reacting to the past to proactively shaping the future for the town of DragonKeep. The session concluded with a series of events that laid the groundwork for new political alliances, enduring personal changes, and the ongoing management of the mine's grim legacy.

Survivors and Prisoners

Among the derro's slaves, two survivors were discovered: a young hobbit female, found near death but saved by Skrit's divine healing, and an unconscious drow soldier - who they had met a number of months back [DM: see blogpost]. Though Skrit was reluctant to aid a drow, the party insisted, viewing the prisoner as a potentially valuable source of intelligence regarding the region's subterranean politics.

The Escaped Derro: A formidable two-headed derro seen during the battle escaped into a nearby ankheg hole. His whereabouts and intentions remain unknown, representing a significant unaccounted-for threat.

The Political Arena

With peace temporarily restored, attention in DragonKeep turned to the upcoming winter elections. Skrit announced his intention to run for Mayor, while Pyra declared she would seek a seat on the Town Council as the representative for the Redwater Fellowship. These declarations marked the party's formal entry into the political landscape of DragonKeep, a move that would have lasting consequences for the town's governance and the party's own autonomy. The influx of refugees that were not aware of the good works done by Skrit and the kobolds was not evident that the kobold priest may not win the mayorship. Two others were now contenders as well: 

Leetanna town militia [former slave]. 1/2 elf







Brother Darriss, a monk formerly from Wayberry the rumours say. 






The Beta crew - Vencer the strategist - are implementing a new plan to assist with Skrit's run for mayor and Pyra's for council member. The Beta crew can sense that there could be a brewing issue of demographics in the city. Vencer introduces his S.E.I program.

Skrit's Ethnic Inclusion progamme.

Through public works, community events, public investment, creating a sense of loyalty to the city through shared cultural identity and equality, based off of legends, holidays, food culture and communal spaces where groups mingle.


1. Gate and keep rebuilt - 100%
2. New tower built - 100%
3. Recovering farmlands for food - 2 fields ploughed and planted. 3rd will be ready for next Spring
4. Roundtower [with 2 cannons] - at 75% [fixing mechanism to rotate tower is still an issue]
5. Walls at 95% [all walls along main road and grasslands: complete, walls along river nearing completion]
6. 3 mine entrances are now open - two once again being explored by Pyra and her kobold miner crew. Small amount of silver being mined and refined.
7. Fighters stronghold - 100%
8. The mist is cleared from the large crater. Irakul and Cedric has worked to turn the crater into an arena for use by the town, with stands, seats and more. Also for training the militia. [70%]






Lingering Shadows

The events in the mine left indelible marks on the party. Faust, the once-unfeeling war-forged, began experiencing what appeared to be genuine emotion. Pyra, though cleansed of the possessing spirit, retained a lingering empathy from the derro child's perspective—a constant reminder of the lives she had taken - and possible interest in starting a family. Vencer was troubled by the nightmares but kept busy with his research and upcoming election for the town. Irakul the mostly silent goliath focused on the town militia. While Valoran took to the wilds around the town, keeping busy scouting and protecting the burgeoning town. 

The chronicle for this period closes with a candid warning from Skrit, who observed that their actions had cast a "shadow" over them all, a spiritual stain that would not be easily erased. Even so, the Beta Crew had done great work on behalf of the Redwater Fellowship and the town of Dragonkeep. All the residents looked up to them as heroes and leaders.

Wednesday, 10 September 2025

Descent into Darkness - Murderous Montage

Location: Silver mines, deep under the Town of Dragonkeep in the Lortmill mountains. Located in the world of Greyhawk

Date: 27th of Harvester, End of Summer

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The Beta Crew [player characters]

Pyra - Tiefling female, Rogue [played by Jake]

Vencer Astorio - Human male, Wizard [played by Connor]

Irakul SlyWarrior - Goliath male, Echo Knight/Fighter [played by Braydin]

Faust - Warforged, Warlock [played by Devin]

Valoran - 1/2 Elf male, Ranger [played by Campbell]

Notable NPC: Skrit - Kobold male, Priest of Istus - town mayor of DragonKeep

Dungeon Master: Sleet

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The extensive conflict between the Beta crew and the derro began with a planned mutual betrayal known by the Beta crew as the "Red Revelry," or "Red Wedding". 

After assisting the derro in a prior battle against troglodytes, the Beta crew were invited to a celebratory feast in the derro's feasting chamber, a former temple to a gnomish god. Both sides planned treachery: the derro poisoned the food and drink, while the Beta crew planned a surprise attack against the derro leaders, initiated by Pyra the Rogue's sneak attack. Pyra’s assassination of the derro leader went "very well," involving two stabs before Vencer's lightning bolt finished the leader and three sub-commanders, leaving all as smoking corpses. 

The Crew then fought the remaining derro leaders and the leader's son. Although two derro escaped, the Beta crew initially had the enemy on the run until the derro clan realized the heroes were a small party. 

This triggered a fighting retreat by the Beta crew, who were injured, low on spells, and being chased by

screaming derro firing crossbow bolts and throwing globes of acid.

The fighting retreat led the Beta crew back to a cathedral within the former dwarf complex, the resting place of a cursed dragon goddess skeleton. Here, Pyra’s kobold allies (miners) were waiting to spring an ambush - armed with crossbows and shortbows. 

As the derro rampaged forward through the entrance, Pyra's gas trap she had rigged was activated by a perfect shot of her crossbow. This created a poisonous gas cloud, which had minor but still was effective in blinding the derro. Then Vencer and Faust set up a devastating trap just inside the entrance:

Vencer cast web while Faust cast Hunger of Hadar.

The combined webbed and difficult terrain with horror, acid, and cold damage was a killing zone for the derro. The kobolds arranged on the 40' balcony around the cathedral rained down bolts and arrows into the globe of darkness. The area was in magical darkness due to the Hunger of Hadar spell, but cries and shouts of agony could be heard so the missiles were having effect on the trapped and blind derro. Caught in the magical darkness suffered cold damage upon starting their turn and acid damage upon ending it, causing many derro to be screaming, coughing, and covered in webs, acid, and frost.

Two derro were able to escape the killing ground and came right into the giant handax of Irakul's echo
knight wielding it in 2 hands. He cut down both as they struggled and stumbled forward.

A horn blast was heard, and scuttling in the darkness could be heard as the derro retreated. Then nothing. Vencer and Faust removed their spells to see what was coming next.

Valoran - invisible - heads down the passage to see what the derro were up to. Creeping down he passage, the elf feels the ground shake slightly, then nothing.. then again. a tremor and it recedes, but seems to be receding towards the cathedral? The ranger decides to move ahead, comes upon a group in a small room that he knew led back to the derro enclave, as well as two doors unexplored and something new.. a large hole in the ground. There are four derro here, one looking down the passage by the invisible ranger and three are looking down this NEW hole in the ground. One derro is strange looking.. two headed carrying a long staff like prod and jumps down into the hole..

Valoran sees one of the slaver's whips, previously had lightning capability and wanted to acquire, but decides to return to the party and advise. 

Vencer casts a light cantrip at the entrance so, they hear it before seeing—a wet, chittering sound, like bones grinding in a vat of slime. Then the erupting with a shower of dirt rock and floor tiles, a grotesque insectoid horror erupts from the soil. The ankheg’s massive mandibles snap with sickening force,
dripping with viscous acid that hisses as it eats through armor and flesh alike. Its segmented body glistens with a mucous sheen, twitching unnaturally as it writhes forward. The stench of rot and bile clings to it, a byproduct of its subterranean feasting. Victims are dragged screaming into its tunnel lair, their cries muffled by the choking earth. Few are ever found whole—most are dissolved, digested, and left as a slurry of bones and gore. The ankheg doesn’t just kill. It liquefies. 

The Beta crew, ready shoot bows, crossbows and spells with melee attacks as well. The ankheg picks up Faust in one claw dealing extensive damage.

Valoran had cast disguise to look like a kobold so was able to fool the derro a few times to go after more "dangerous" targets while using his bow to deadly effect. 

Pyra continued to stealthily assassinate or sneak attack the derro and ankheg.  

Faust able to break free of the ankheg's grasp with his familiar imp - Mephisto - attacked and cast eldritch blast to deadly effect.

Vencer lobbed spell after spell, the wizards spells hitting with deadly effect. While Irakul, he echo knight expertly brought his echo into range to attack and then move to deal extensive damage on the derro. 

More derro attack at this time, trying to gain the initiative, but the combined attacks of Pyra, Irakul, Faust Valoran and Vencer bring down the ankheg, even as a second of the tunneling horrors busts forth from the hole in the cathedral floor! All are wounded form the spay of acid, but in the end the Beta crew

bring down this second monstrosity, and as well killing nearly all the derro warriors. Only a handful run screaming back into the passage and darkness. 

The adventurers following the retreating derro encounter a trap, but persevere and catch up to the remaining derro. Old and young are trying to get away from the enclave down a passage further into the Underdark.

After some discussion about the right or wrong of it, the Beta crew complete what was to be called a "Murderous Montage" of all the derro that could be found. The underground former enclave of the derro was now under the control of DragonKeep, no longer a threat to the silver mines, and new areas to explores as the legends said that this former


dwarf/gnomish complex had been quite extensive in size and WEALTH. The "heroes" gathered what treasures they could fine and then returned to DragonKeep to rest and recuperate.

In the days ahead some of the Beta crew would have nightmares of the screams of the dying defenceless derro. Others slept soundly in their righteous thoughts of an evil clan of mongrel dwarves fully destroyed.

Legend and rumours said there were more - extensive - areas of the dwarven / gnomish complex to be explored. What other unknown dangers and more lurked in the dark? The Beta crew would delve these in the future..