Saturday, 11 July 2020

Demons and Griffon riders

 Doc Holliday sighs, "Seems we got lucky coming out here. My apologies that we have been focused on my business so much recently. I plan to pay you all back rightfully when that time does come." Advising the party of the message from his Grandmother on the siege of Wayberry.

Kantif asks, “So what will our plan be regarding the siege of Wayberry? Should we try assisting Romack's siege or wait until it’s over then ask to work for him?”

The party discusses a variety of options but does not come to a final consensus until they know more on what is going on. The party recovers and speaks further to the ghost of the elf girl monk, Sarrah. She seems to have an affinity to the 1/2 elf, Kantif and implores him to stay with her, but he decides to stay with the party. She seems interested at 1st with Kaleer, but he being a clone of a 1/2 elf, but not a true 1/2 elf. 

Graxusas, no longer has the symbol of the goddess and it appears on Kantif's forehead and his wounds now starts to regenerate instead of the lizardman. Leaving her alone in the monastery, she weeps, but the Fellowship promise to return and either put her soul to rest or rescue her.

Kantif decides to go back and do some treasure hunting in the room's sarcophagus. The party waits and some traps and treasure are recovered.

Exiting the Monastery, the party takes the switchback ledges down the side of the cliff. They return to where they had stabled the horses and find them long gone. ties broken most likely after investigating. The party realizes after some discussion, that the time outside the monastery had passed much faster than while they were inside. It seems that over 4 days had passed while they were in the complex for 4 hours.

Traveling back on foot to Doc's camp and Wayberry, the party keep an eye out. Then, Gothi sees far int

he distance a flight of griffon riders. Graxusas send off his owl familiar to try and get their attention. After some hooting and hollering, and cantrip booming the sounds louder.. the Griffon riders - 2 gnomes per griffon - circle the party and then land.

After some wary questioning, the party has been found by a flight of Overlord Romack's army. Doc and the Fellowship mention the Flying tower that may be of help to the Overlord's cause.

Katch, the larger sergeant of the flight, offers to escort the party - as they are not 100% sure of their story, sending the griffon riders back with word and for further discussion. 

Travelling back by foot, the party learns more of the siege which has decimated Wayberry. The Overlord's flying fortress/city was right above the city, with a host of magic - fire, lightning, cold and more turning large areas of the city into a desolate ruin.

That night, camp is set and the party rests. Discussion on how the war goes on takes up much of the campfire discussion. The Scarlet Brotherhood are mentioned working with the BlackRunes as well as evil forces from the North have pushed back Romack's forces. Part way through the night the noises are heard and then a

demonic forces attacks. It seems the forces of IUZ, are striking, being allies - of a sort - with the Black Runes. A massive creature what looks to be a horned devil -but the 2 paladins feel this is a demonic creature.. looms from one side while a small scaly creature attacks from the other.

The Fellowship are prepared and are able to do devastating attacks on the two creatures.


Back and forth the battles go, Gothi's bow and Jawbone attacks doing great damage while the blasts of Doc's guns echo around. Cedric is able to block many of the blows with his great defensive skills, until a devastating blow to Doc takes the gunslinger /paladin down. Kantiff uses his sneak attacks as well as monkish abilities to great effect, while Graxusas' spells are quite effective. Cedric has the killing blow on the powerful demon.. or devil?

Defeating the 2 creatures, Doc lays dead on the ground. Katch the gnome griffon rider lies unconscious as well. Gothi is able to use the skeletal hand of the saint to cast a revivify spell on Doc and he is alive, but unconscious. The unique item crumbles to dust after casting this spell.

Doc Holliday has a dream or vision of his goddess the Raven Queen where she does not accept him to her realm yet, it seems she still has work for the 1/2orc to do. The next day, a wagon of Romack's army arrives to take the party faster to their destination, the Doc Holliday camp.

Arriving at the camp, they get Doc's father into the care of Grandmother Holliday and then the party takes Katch the gnome to the tower, which is hidden under the shield. Calling to Lukkan the former archmage now only a journey level wizard. The wizard allows them in to the tower and tells the Fellowship of what his research had uncovered. He takes the party to the main control chamber. A secret trapdoor is there, to a circular room below, where there are six racks with shackles arranged around the room. It appears the tower is powered by life force. The demonic power that runs this tower is similar to the power that cast the great spell to gate all elves to the Bright desert. There is a black sphere in the middle of the room that drains the energy. Lukkan looks to be gaunt and extremely drained of power. It seems the elves of the tower also had a pact with demonic forces.

The Fellowship have choices to make..

Saturday, 13 June 2020

The Black Wine Monastery

The RedWater Fellowship, having finished destroying the undead, they bind wounds and look to gather spoils.
Doc Holliday, reloads his pistol, "Keep your wits about you fellows. This place has me weary. Anyways we should be leaving Wayburry once we explore the Green to many people know us."
Cedric looks about, “I agree, once we start getting too well known, people may start coming to look for us.”
“Where did all these undead even come from? What kind of plague happened?” Kantif says, surprised from how many undead there were.
Graxusas can be barely understood being a wyvern says, "Onsssse were donsss everysssssing we needssss to do outsss here we cudsss hedsss backsss outsss towardsssss ensssssstad"
Gothi has a dream about being a dragonborn paladin named Arjhan and hopes to enjoy it again sometime...

Moving onwards, the party - with Graxusas still polymorphed into a wyvern - and decide to do some
scouting from on high.. Doc Holliday climbs on and the 2 swoop up into the air. Ahead are high cliffs with
a waterfall crashing down, probably over 100 feet up. It looks like the monastery was carved into the side of the cliffs, with 3 or 4 levels, and on top a large square building can be seen with high walls. A set of ramps zigzag up the side, wide enough for a wagon and horses.The various buildings are in disrepair, with buildings and areas have greenery growing on the ramps and more. Looks to be unused for many years. Many of the wooden ramps were falling apart, the bridges across the front of the misty waterfall looking treacherous.
Doc pulls out his elven spyglass. The wondrous item bringing the terrain into clear vision. No creatures or activity can be seen. Circling, the two scan down the main monastery. There is a large garden area with a large fountain - statue.
No life can be seen, dead vineyards spread out in all directions, the vines and plans all dead and black.

With a final circle, the two heroes fly back and inform the party. Meanwhile, Gothi, using her ranger skills, has found tracks of 4-6 riders that head towards the monastery.
Deciding to take the horses part way, up the Fellowship head up the ramps. Passing a number of ramshackle buildings, they decide to tie up the horses and move onwards. Find a larger building entrance, this one looked to be able to take wagons in. A ramp cut into the rock looked to lead upwards into the dark.
The doors, one hanging off one hinge and the other smashed inwards by brute force. An arrow is in the lintle above the doorway, shot from further sleuthing most likely further in. Perhaps something smashed the door in and one of the riders fired the arrow. Doc realizes the long arrow has his Father's mark on it..
Finding some old crates and tools, (Doc takes some of the tools) a single bottle of wine is found. Has the Black Wine Monastery symbol a sunburst with bunches of grapes and the wording: Silasin. Those whom could read Evlish, know this means "Black" or "Dark". Thinking back, Doc Holliday recalls the grapes in the region make a very dark purple to back wine and that was why - it is said - the monastery name came into use....

Strange sounds, bells ringing, and lights can be seen off in the dark. Doors slam.. strange music..

Traveling up the party comes out into the courtyard gardens of the monastery at the top of the cliffs.
Three bells can be heard to ring
A large statue 1/2 destroyed looked to be the elvish goddess Tilissa - goddess of Light. The fountain is long dry. The party searches around and finds the long grass in the area is razor sharp. Some is gathered up. Continuing to follow the tracks, of what they think are Doc's father and the husband of Ophelia Crakin, the party enters the monastery.
Searching through a variety of rooms the strange sounds continue, doors slam, a head can be seen peek out and disappear.
The party comes to a assistant to the Abbot, and searching further come upon grim findings. A room filled with torture equipment, cells, stains of blood and more.
The Fellowship see a head appear far behind in the dark, a bolt flies from Kantif's crossbow and hits, a female voice cries out. Graxusas steps into mist and appears beside the robed figure. Stepping back the door closes. The female elf - a spirit possibly - warns the lizardman of the creature that haunts the place, at 1 bell it will come for all, then she touches his forehead and a glyph appears there and then she is
gone.

Two bells can be heard to ring
The party finds a way down into the catacombs under the monastery. Hundreds of skulls line the walls, Coffins and tombs are set near and go off into the dark.
The party continues onwards following the tracks. They reach a point where walls have caved in a narrow crack - one person at a time can pass - goes into darkness. The party continues forward.
One bell can be heard to ring
Then a massive beastly growling and shuffling can be heard from behind as the party reaches a large room. Once probably a ceremony chamber, now a flow of water cuts through the room, a large table or tomb is in centre, with a humanoid skeleton on top. At the far end, the robed elvish woman looks to be crouching over a body on the ground.
The party quickly tries to disperse into the room and prepare for the crashing and growling coming from behind. some are able to react more quickly and prepare, others are slower. Then battle ensues as a 15' tall jet black beast, with massive claws - like short-swords - bursts into the room. A volley of attacks from the party hits the beast, barely slowing it down.
JawBone, Gothi's monstrous mount jumps across the streams to the centre and at that moment the skeleton rises and attacks.
Kantif gets multiple critical hits. The attacks of all the party do incredible damage.
The beast is incredibly strong, its swings knocking
back party members easily. Critical hits seem to all focus on one of the creatures legs, making it very difficult for it to move, but in the end that did not slow it down, as it had the ability to step through the shadows. Swinging mighty blows, multiple party members go down - Gothi, Vencer and Kaleer - but in the end the party defeats the creature.

Graxusas, is able to ensure Gothi and Vencer don't die. At first Kantiff did not seem to care if his clone - Kaleer - lived, but the party decides to save him.Although Graxusas did not notice, the glyph on his forehead was glowing and he had been slowly regenerating.
The robed woman looks to be administering to Doc's Father, seems to be in a coma. A priest's skills will be needed for him to recover.
Perhaps the curse of the Black wine Monastery is now set to rest...
As Doc Holliday cradles his father's head and breathes a sigh of relief..
"Sigmund!" Grandma Holliday's voice sounds in his mind, "Wayberry is under siege!" Doc looks about at his friends, his jaw dropping.. "A cloud castle.. or fortress in the sky is attacking!"
OverLord Romack's legions had engaged the BlackRunes and Iuz's forces at Wayberry...

Saturday, 23 May 2020

The Bazarr and Tidings of 2 Fathers of the Red Water Fellowship

The RedWater Fellowship stand once again in the bazaar near Noose's guild of thieves.

As some of the party start looking about talking with merchants, Kantif goes up to Hagrahoc once he’s alone. “Since we finished this mission successfully, I’d like to discuss what you had in mind with finding Advull (Kantif’s father).”
The large dragonborn looks down at the 1/2 elf with a toothy grin. He asks the rogue/monk for some treasure and would supply the details,

"I think we should get clean before we take Ms.Crakin home, hate to smell up the place," D
oc says as he tries to wipe grime off himself. The party are all covered in sewage so head off to a side cavern where they find a small natural stream and waterfall. There the heroes clean up. Gothi's pet dinosaur (?) Qtyp - seems to have become a scavenger and goes out looking at night or when the party rests. Finds a broken spear, but the spear head seems to be majicked.. Vencer is able to detect the magical aura on a number of spoils of battle the party had gathered and then with Graxusas spell-use able to determine what they are. Entering the bazaar, the party find some unique items barters with a number of strange merchants and even find a gate to another plane..(?) Cedric can feel the souls or spirits of a large host from a black gate or door. Declining to pass through even though he felt a pull from the portal.
Doc Holliday gets some nice clothes, while others acquire some new items. The party then encounter a strange tiefling.. Thurr Tynne (DM: pronounced "13". This merchant the players had encountered before - Laughing Moons campaign )
A number of the party acquire the green flaming red pickles and enjoy their effects. Graxusas the rotund sorcerer becomes quite athletic. Gothi cooks one, and gets thrown around like a rag-doll. Kantif eats one and a duplicate/clone of Kantif appears!  After some discussion and persuasion, Clone - Kantif-2 decides to stay with the group now going under the name Kaleer.

Meeting up with Noose - guild-master of the Scarlet Spider Syndicate, a pleasant meal and drinks are had.The Master is pleased with the outcome and the removal of the rat cult. His plans to expand further under the city could now continue.
He agrees to the provide the guide to the Green where the heroes can continue their quests to find Thograa as well as the member of Doc's tribe. The party decides to take Ms. Crakin back to the Crakin estate first, and then go to the Green. Noose tells Hagrahoc he will accompany the heroes to the Green. The dragonborn does NOT seem to be happy about this.

Kantif learns his father was working for the Black Runes.. possibly an assassin or a scout or undercover espionage over a month ago in Wayberry early on in the invasion. He may be moved on West or Southwest if still with the BlackRunes. It seems he reports - most likely - to the Inquisitor Darakus that rules the local area.. which the party had met previously.

Leaving town, getting some gear and their horses, they leave town for the Crakin estate. They arrive at the estate, under guard by some Crakin escorts. Meeting some of his childhood and teen years enemies: Dunbirk, Tyler and Kristin. and the patriarch of the Crakins, Ophelia Crakin.
After some tough and go negotiations, Doc and the fellowship learn that Doc's father and Ophelia's husband went out to together and she holds a extreme grudge.. as her husband perished. This was to find the plague that was affecting the Duress estate. So it seems Doc's father is held in a church or monastery to the North, once a rival winemaker as well.
Doc had a deep urge to go find and hopefully save his father so that was the next step after the party votes.

Traveling the party crosses a massive canyon with a long rope and wood bridge. The horses get restless and then skeletal hands burst out of the ground, pulling a horse down and the party is attacked by undead. After an eventful battle, the undead defeated, the Fellowship bind wounds and take a breath.
Next time, the old monastery..



Saturday, 16 May 2020

Rest, treasure and an interesting turn of Events

 As the RedWater Fellowship rest and recuperate, they search for treasure and wake the remaining skaven. It did not seem the ratman spoke common so they set a guard on him and started searching further.

Kantif turns to Doc, upset from the recent events. “You were too reckless in that fight. We almost lost you and we almost died trying to save you too. You have to be more careful next time.” Doc lays in a pool of his own blood heaving and smiling "My time came for me, that rat had to die and I would have gone down either way. I have accepted my fate, it's coming sooner rather than later I know that. All of us aren't going to make it through this war." 


Using the golden scarab to find treasure, it scuttled into a crack in the wall. Kantif investigates and is able to find a secret door. After dealing with locks and traps, they are able to enter the small room.


 What looks to be a bedroom is quite well decorated, there are three tapestries, show the 3 Elvish brothers continuing their quest.
One tapestry shows the second brother defeated by a large 3-headed scaly creature. Another tapestry details the third brother was falls to a host of infernal minions. The 3rd tapestry shows the last of the four brothers walking up a long path to black castle with two towers, with a sea of bones surrounding. The Fellowship decide to take the 3

tapestries for future study and possibly selling or display in the flying tower.
Some interesting items are found, and the Fellowship decide to take a rest and recover as all are tired and wounded.
The 2 captives recover and speak with the party. 
 
One is named Vencer, whom is a wizard and had been captured by the skaven. The other.. a young woman named Penelope Crakin, daughter of one of the three Crakin brothers Doc Holliday knew
well and the party had met outside the Duress estate. (DM: see blog entry: Reunions, old friends and enemies) She is Tyler Crakin's daughter.
 
Doc Holliday and the rest of the party look at each over in shock and there are many plans forming as the Crakin clan are merchant opponents and enemies as of late.. There looked to be some possible evidence that Doc's father was being held by the Crakin clan. The young woman does not seem to recognize Doc or the name of Holliday, and seems oblivious to the war between Duress and Crakin.

The prisoner is interrogated and they determine the rat warrens where the creatures lived. The party lets the skaven leave as it had fulfilled the bargain to point out the way out and the rat warrens. Searching they find some more treasure amongst the rooms. They are able to find some of Vencer's gear as well as Penelope's. The party decides it is prudent to get Penelope back to the Crakin estate, thinking there may be an option to negotiate.
Leaving the former rooms of the Rat god, they encounter what seems to be traps that would have hindered any coming into the rooms. Passing those, the party come across a number of false doors, and old storage rooms. These lead out to a different secret door entrance into the sewer near the underground bazaar. Hagrahoc, is quite certain these new ways into the complex will be very useful

to the thieves guild.. his grin is toothy and wide.
 

(DM: a short session this time due to technical difficulties)

Thursday, 14 May 2020

Temple of the Galixtik the Spiny Rat God

Our Heroes barter with the strange gnome tinker whom paddles with sewers under Wayberry. The party trade for a number of interesting items. Eli, seems to have minimal to no interest in gold.. mumbling in his high-pitch voice "Got lot's of that!"
He is quite interested in a number of the monstrous body parts and fluids the party has acquired, as well as magic items they have. Mumbling and exclaiming as Gothi pulls out giant spider eyes and then Doc Holliday shows the gnome: remorhaz blood and fins.
He shows the party how to use a few of the seemingly technology and magic fused devices, they decide to trade for.

Doctor Holliday, offers the gnome artificer a welcome at his family tribe stronghold, hoping the small gnome - he is just over 2' tall - a job and describes the wondrous flying tower. Eli's eyes light up at this and the RedWater Fellowship think they may have another joining the ranks of the ragtag crew..

Taking their leave, the party moves off into the gloom and starts exploring more towards the thrumming and murmuring sounds of the rat god cult to Galixtik. The sewers continue, the putrid smell no better here than before. Tracking the skaven, they are able to determine the creature has taken a tunnel where the flow waterfalls down into the gloom. Successfully traversing the slippery and dangerous space, the party moves on. Passing a large flow whirlpooling down a drain, the murmuring and thrumming is getting louder as they reach another waterfall of
sewage coming down into the passage.. Doc Holliday and Gothi climb up - trying to stay dry but are soon covered in filth - to a large grate where the flow of sewage pours down.
A massive room comes into view as the murmuring as now chanting in a strange squeaking tongue that ends in this heavy thrum.
A shiver runs up heroes' spines as they gaze into a large chamber. A strange glow that lights up a vast room does not seem to emanate from any one point. There are 6 massive pillars, 3 on each side. Dominating the room is a shimmering yellow 1/2 translucent (one can see through it) giant statue on a steep set of stairs at the far end - now you know it is an idol to the Spiny Rat God, Galixtik. Standing over 70  feet high, the lifelike statue hunches over a group of worshippers.
A swirling amber and green putrid fluid pours out from the

chest, oozing down the steps over 4 bound humanoid captives, tied down to shadowy black low tables struggling in their bonds. The ooze flows over them and then into many holes in the steps. This seems to then flow into the sewer.  A putrid and slow moving flow of sewage water flows from under the stairs and the idol, in a channel on each side of the room through each of the 6 pillars. It ends in a whirlpool in a central pool that the party assume further down to whence they came.
There are a probably 20 to 30 of the Rat like humanoids - skaven - in the room. Most seem to be kneeling or crouched in worship, swaying to the music and a strangely soothing voice..
The party note at the massive clawed feet of the idol, the female quarry! One of 2 skaven they have been hunting. She slowly dances facing out to the group as if in a trance, singing in a very soothing voice that seems to affect the rats..

The party prepares, and unleashes a mass of attacks on the skaven. Shots ring out, arrows fly, a Silence spell nullifies the female skaven. Her singing stopping seems to lessen the powers of the rats. Then a web spell holds her in place from Graxusas. The shot and blows of Doc Holliday pierce and cut down many, as he jumps forward into the thick of the rats prostrated on the floor with masses of rats at their feet. Cedric attacks a massive hulking rat that had been drinking from the sewer as well as skaven that are in full platemail, shield and sword. Kantif uses his sneak attack to deadly affect, Gothi, walking up the side of the nearest large pillar, shoots her bow hitting many of the rodent humanoids.
With surprise over, the battle is engaged. The massive hulking skaven attack and smite down on to paladin Cedric. Doc Holliday now fully surrounded is swarmed by masses of rats and skaven trying to bear the determined 1/2 orc to the ground.
Hargrahoc, is able to sneak attack as well, using his eldritch knight skills to good effect, as does Gothi's warlock henchman, Asagron, eldritch blasts hitting many skaven while the rangers mount, JawBone, tears into masses of the swarming rats.
The battle continues until the ancient priest appears and it looks bad for the RedWater Fellowship.
Then tragedy.. Doc Holliday falls to the ground a deathly pallor to his already greyish skin. Having already used his orcish endurance to battle back, the paladin lies dead.
The party is able to get a revivification potion to bring back Doc Holliday and the tide turns.. just in time. Seeing the battle turning, the high priest steps through the gate to the Shadowfell where the putrid essence is pouring forth from.
Standing over the masses of dead rats and skaven, the party takes a breath and binds wounds and
wipes brows covered in sweat and blood.
Realizing this is the location to do the ceremony to stop the rat gods coming, the 2 paladins work together to allowing Doc Holliday to pray and reach out to the Raven Queen to power the ceremony.

 For a moment, Doc Holliday sees a shadowy castle and a figure at a
window, as the figure walks by it briefly looks out at the paladin, then turns and walks out of view.
Cedric, feels as if a wave of fate washed over him, seeing his goddess Istus. As she fades from view,  Cedric sees a battlefield. It looks to have been a pyrrhic victory between a host of dwarves - dark skin even black - and a smaller contingent of humans and elves. Cedric feels as if he is floating above and sees a young soldier with heraldry of 2 tall trees wrapping around a large sword dripping with green blood.
The young soldier, multiple arrows in his back oozing blood looks up and Cedric is shocked to see the dying soldier seems to see the paladin.
One blood covered hand raises as the soldier says.. "Santislar".. then the soldier's hand drops the eyes glaze over and life fades.. and Cedric is once again standing in the temple to the former Rat god..



The Skaven and masses of rats are dead or scattered, except 1 skaven which slept through the whole battle courtesy of a sleep bolt from Kantif.  Of the four captives, two are dead from a last blast of a spell from the old priest skaven, but the party rescued two, still unconscious, but alive.

Friday, 17 April 2020

The Tinker's wares

Eli looks you all over noting with a very practiced eye the quality of equipment and clothing the Fellowship are wearing.

"Well now.." Scratching one ear he smiles, "I may have a few items I've tinkered with that may be of use to you.."

Pulling out a small chest, he mumbles a few words and with 4 glowing purple runes appear and fade away.. then fiddling with a small lock open the chest. He starts pulling out a number of items that would definitely not fit in the small box!

  • Gem Sight. Creates a beam of light to target (DM: equal to a laser target sight)
    • Targeting site that can be added to any missile weapon. Will give wielder advantage to hit. Can be used 4 times per day. Recharges at dawn - (d4+1 - MAX4). 
    • Note the turn that it is used, the wielder is now a better target. Any enemies with missile weapons (or spells) get advantage to hit until wielder's next turn.
  • Flint-omatic. A small handheld flint and steel on a spring. A lighter - holds an amount of oil in some cotton. Allows one to light a fire very quickly. Needs to be refilled with oil once in a while.
  • Spring Loaded Boots: When these contraptions (small springs and tight ropes, that attach closely to the user's boots) attached to a wearer's boots, can jump twice as far as part of your movement but there is a 10% chance that they work too well and you jump 3 times as far, take fall damage equal to the distance covered, and end your turn prone. Can be used 3 times per day. (recharge at dawn (1d3+1 - MAX3)
  • Ale of the Great Wrym. A sealed tankard with a dark ale. Grants a temporary 5 hit points. Once used, they are gone.
  • Janx's Books of Cults - A leading explorer's journal of all the latest known on cults in the lands. A set of 6 journals/tomes.
  • Clockwork Hamster (miniature):  constantly mimics any sound nearby including wielder's voice, footsteps, etc. Great for distractions or in a corridor as they hear footsteps following them. Lasts for 1 minute. Can be used 1 time per day (10% chance for it to break upon using)
  • A very large scale. Looks to be tarnished brass. Eli says is a Brass Dragon. (2 feet long by 1 foot wide)
  • Potion of Shrinkage - reduces drinker's height to 1' tall for 1 hour. 
  • Whispering EarRing  - can throw your voice - similar to a message spell to any creature wearer can see within 50 feet. Can be used 4 times per day (recharges 1d4+1 at Dawn. MAX4)
  • Jellyfish in a jar of seawater - bright blue and red streaks. touch it and get a shock/paralyzed.
  • Climber's Claws - Give +1 damage in unarmed combat. Also advantage on athletics/acrobatcs climbs and add 10 feet of climbing speed
  • The Tongue Tattoo. Temporary. when places on tongue, the tattoo will allow the user to cast suggestion 3 times as a bonus action. After the 3rd use, the tattoo fades away.
  • FireMaker Applied to any metal melee weapon. 
    • This is a copper tube and plate attached to the handle of the weapon.. As a bonus action, you can activate the FireMaker, adding an extra d6 of fire damage to the weapon until the start of your next turn. 
    • This feature may be used 4 times before the weapon must spend at least 1 hour in direct sunlight to recharge the power source. 
    • In the event you roll a 1 on an attack roll while the FireMaker is activated, the FireMaker overloads and destroys itself and any non-magical weapon it's attached to, dealing 1d6 of fire damage to the wielder. If the weapon is magical, only the FireMaker is destroyed. However, the fire explosion reflects off of the magical weapon and does an extra d6 (for a total of 2d6) fire damage to the wielder.

Friday, 10 April 2020

Tracking the Skaven and the Sewer Tinkerer

The RedWater Fellowship feel rested and decide to continue to track the Skaven.

 “Do you know if we’re getting close to the main nest? Would we have to wipe out all the rats or just their leaders be okay?” Kantif asks Hagrahoc.

The dragonborn rogue/warrior grimaces and in his hissing broken common, advises it makes sense.. but he does not know the extent of the Skaven cult. "I know leetle of thesse passsaggesss and the Ssskaven waysss." He advises further that the area was never explored and was sealed off for many
years even before Noose and the guild took residence in the upper areas closer to Wayberry.

Returning back to what seems to be a central area with multiple exits at the cardinal points, as well as a trap door in the centre. After some more exploration of the trapdoor which led to what appeared to be a storeroom and Gothi using her ranger skills, they find the tracks again heading through the South door. There is a symbol painted in blood of a 2-heaaded rat on the door. Coming to a "V" intersection, they easily are able to follow the tracks. It seems the murals of the four elf brothers - now three -
continues, where with some religious knowledge they determine the three brothers are now in the Abyss. Facing strange and infernal creatures. Asagron examined them closely, but the artwork looked different from his view into the Abyss where his father was trapped. The mural has been defaced with a large hunched over rat with a spines coming out of its back. Doc Holliday takes a hammer to part of the symbol to the rat god destroying some but making a deafening noise. Then Cedric pulls out a spare flask of holy water and this burns away the symbol to the god.

Deciding to follow the tracks still they stay to the left, the putrid smell of the sewers seems to have come back, as the adventurers move down the passage to a door. The sewer smell is quite powerful now, as they enter the room. A sewer channel crosses the room on one side, while there is a large pile of bones and a barred door on the right.

Keeping his pistol aimed at the bones, Doc Holliday moves over to the door and hearing noise behind lifts the large bar. It seems though the noise comes from something very large, desperately trying to replace the bar, the door flies open and the 1/2 orc is thrown back as a monstrosity appears. Looking to once have been either human or skaven, it was a mix of both disfigured and hunched it still stood over 9' high.
Battle was engaged. AS the creature was beat down by the blows, arrows, spells of the Fellowship, it
called out to its brethren and the mass of bones shifted and morphed. The humanoid,  rat, animal and other creature type bones fused together and finally stood into a giant skeletal form.
Battling back and forth the heroes finally defeat the two monsters. Taking a short rest, the party discover some treasure and move once again following the tracks.
They lead down once again into the sewers, one side a narrow ledge to walk and the other, slow moving green and dark sewage.
Following along, Gothi keeps an eye on the tracks, while Kantif uses his keen eye to look for any traps. They come to a point where a half submerged skeleton - looking to be skaven - lays on on the ledge. Then further ahead is another. Searching and investigation show the skeletons don't seem to be a threat. Then Graxusas at the rear of the party with Hagrahoc, hear a singing voice.

Preparing for battle or worse, the group hide using the pass without trace ability of Kantif to hide VERY well. Up the passage behind them comes a small canoe floating and being paddled by a small figure, which is doing the singing.

Looking to b a gnome he is very surprised when the party basically come out of the shadows along the wall. The party learn this is Eli Garthfinkle Dunadin, the 4th of Sigolar. A gnome merchant tinker whom sails the sewer channels looking for items lost and cast away. He builds many into new and unique items he sells.
The RedWater Fellowship breathe easy.. until a drumming throb can be heard. "That is the cult of the spineys." Eli advises. "They are preparing for a ceremony. This will last probably 12 hours.. then they do the sacrifices." Nodding sagely to the group as the heroes do some trading with the strange little gnome.