Friday, 25 June 2021

The Final Mephit, a Mimic and return


3rd of Planting - Low Summer 

Battle continues with the mephitis under control of the Dark Shadowy large mephit. An oppressive negative energy waves over the party - emanating from the large hole the stone giant has been digging into.

“Be careful with those tentacles! They sap the strength from you.” Corrin warns while in the midst of combat

The gaunt and near skeletal stone giant looks over quickly holding back a shadowy tentacle with a piece of chain. In a raspy rumble, "Aye small one.. they sap your life.."

You realize th
e giant looks weathered.. and older than his brother, possibly like a father in age or grandfather..

Hearing these words, Corrin realizes.. he feels older..? The shadowy tentacle seems to drain life force (years of life as well as strength). The lantern is a powerful artifact..

"Get away from the tentacles gentleman. I wish to live a long happy life. Death and old age be damned." Vencer yells preparing another spell

As Avalanche falls Pyra takes out her two daggers and prepares to fight as she moves Avalanche out of


harm's way.

The heroes start to coordinate spells in their attacks on the "Boss". Pyra binds the wounds of his pet ghole, Avalanche, carrying the 6-legged creature into the rocks and boulders hiding.

Irakul, continues to use his echo to destroy mephits attacking the party - as they explode. Skit uses his healing to assist and buff the party.

Corrin and Vencer coordinate doing damage and forcing the Boss away. Pyra uses her crossbow and sneak attack, the piecing bolts doing damage to the tentacles as well as the Boss. Zimblaa, the Steam Mephit and allies attack and are able to engage many of the Boss' minions. 

Then the injured mephit joins in the battle, engaging the negative mephit but having little effect. The Boss - using the Shadow lantern - summons shadows to engage the party.


The old giant, Treggin, fights off and with Pyra's help destroys one of the shadowy tentacles. Vencer uses his Shadowblade spell and scimitar in hand to hand combat, taking down a mephit. Slicing the wings off, and then skewers the mephit in the mouth. It explodes into both, Corrin and Vencer. 

The Boss summons another shadow tentacle and it wraps up the old giant. A final lava mephit is killed as it explodes in death, doing some more damage to some of the party.

Irakul swings the Giant handax and it flies out of the goliath's echo destroying the summoned shadow. The Boss - using a legendary action makes a smoke mephit explode right in the middle of the party, fills the area with smoke. Making it hard to breathe and see.

Vencer moves out of the smoke, and then uses one of his calling card spells - iceknife. Vencer has a small waterskin at his side. The wizard tosses up a handful, then intoning some words, an iceblade forms and with both hands flings it at the negative energy mephit.

The icy short blade flies true.. (NATURAL 20) striking the head burying in and explodes with icy shrapnel. The lantern falls to the ground, the shadowy tentacle shrivels up snaking back to the lantern. The mephit explodes, negative energy blasting in all directions. Fortunately the heroes were out of range.

The mephit scourge is defeated. Zimblaa survives and agrees to live in the area until he can return home - at least being friends to the giants.

The party finds a number of items as they search the room. A fallen gnome skeleton, has a variety of treasures the party is able to recover. Vencer starts to scan with a detect magic spell. The 1st item that is magical is the lantern. A crossbow is found as well that looks to be able to be cranked back further than normal for a more powerful shot. Dwarven crank Bolter.

The party find a steam/magical jackhammer. The power source the party cannot determine and the large device is partially destroyed - covered in magma and mud. Corrin and Irakul start to search a side room

with large containers. Corrin gets stuck to one.. and the party is fighting a mimic. After some heavy battling, one is destroyed.. 

The party decides to try and capture one -  a possible power source for the tower!

The party starts to try to subdue or knockout the creature. In the end the party are able to knock it out.

Further treasures are found.

After some further investigation, They determine that the gnomes and dwarves used the mimics as energy for the drills and jackhammers uses in the mine. Pyra and Vencer scavenge mechanical components as well as 6 feet of mithril wire. The adventurers decide to head back to Shraxin's smithy escorting the giant home. Between Treggin and Irakul, the two are able to drag a makeshift sled with


the unconscious mimic on top - strapped down.

Without further mishap or issue, the party returns to Shraxin's smithy, with a hearty welcome by the giant to his now MUCH older brother.

Shraxin offers to repair equipment - cleans and fixes Pyra's new dwarf crank Bolter. 

Skrit is able to scrounge up: A piece of a broken giant wheel made from precious, exotic wood. Vencer and Skrit look at this..  This could be made into a magic item - spear, staff. would have a potential to give some type of extra bonus - resistance possible if well crafted.

2nd, item: A pouch of 3 large, 6-sided dice made from amber (each about 2 foot cube), one of which contains a preserved pixie/fey flying humanoid - female - about a foot tall.

3rd item: A charred leather cuirass with a wooden stake through the breast. There are still fragments of skeleton and bone in the armour

Skrit is not sure about the nature/life of mimics, but he is QUITE sure that if the creature is not sentient it is unlikely to have a spirit or soul that the flying tower could use as fuel.

As he recalls from time studying in old temples in the Green.. infernal pacts require this and this one specifically - as he thinks back to the room with the cages, racks and all under the control room in the tower.....

Vencer casts detect magic. All three items have a glow to Vencer of a variation of types.

The spoke from the giant's wheel has swirls of abjuration  magic. The one die that has the fey in amber has enchantment glowing around the figure. The wooden stake, cuirass and bone has necromantic veins of magic like blood flowing through..

Corrin finds a jewelry box that plays a different song each time it wound. Songs the bard has never heard before. Plays a different song every time it is wound. A dwarven/gnomish combined magic and mechanical craftwork. The shapechanger continues to search..

Vencer, first, finds a freshly shed skin from a red dragonborn scaly skin. 2nd, A broken giant's wand, and approaches the giant to ask if it can be repaired combined into the broken stone staff from the dwarf statue of a god - [DM: Previous room...]. Vencer strikes a deal to have the staff and wand combined. It will take a week or so.

Irakul finds a a bag with a head of a devil or demon inside. [Bag of holding] 

Corrin continues to search, find a small little house - made for 1' tall creatures. 2 story doll house.

Corrin searches one final time. Finding a map showing an island off the coast of Fax - possibly a pirate stash. There is illusion magic on the map.. as Vencer scan goes over some of the words and geographic markings, determines there is an illusionary magical script covering extra details on the map - written in a way that the words/letters keep changing. The wizard with Corrin's assistance realize some of it is in a script. Kantif mentioned a few times used by the BlackRunes. Possibly a Black Rune stash..?

Pyra finds a slowly spinning compass. then a 2nd search, find a ghostly semi-translucent single gauntlet. [can cast magehand spell 2 times per day]

Treggin agrees to meet the party to fight the kobolds in ten days at the former mining town to the North. Now, to take the merchant to his home, then kobolds to capture!









Saturday, 29 May 2021

Future Whispers and Shadow Tentacles


30th of Coldeven
 Corrin looks into the swirling snow, “Should we go looking for Poet? We may need her help in battles to come. It also dangerous for her to be left alone.”

As the party stand there and discuss options, Poet appears out of the swirling mist and snow. "I was up near the statue or idol to the North.. it has a glimmer of magicks to it, although I don't recognize the god.. " 

Turning to Corrin, the woman shrugs, "do what you need to do to survive, I know not these 2 explorers and what they were doing down here. As you all say, it matters little, their spirits are long gone now.." The bard stands near the bridge waiting to move onwards.


Corrin says to Poet. “I apologize for upsetting you. I grew up on the streets as a child. I had to take whatever I could get my hands on in order to survive, even if it meant taking from the deceased. I assumed that these bodies could have something useful on them to help aid us in our missions. I do not believe in a deity but I’ll pay my respects to these men when I’m done.”

Poet nods, "my apologies this place is getting to me. I.." she pauses and frowns, "I am tired of this war amongst the kobolds, I think I may go back on the road after this, playing inns and taverns." Looking down at the 2 bodies, she ponders, "I wonder where the 3rd explorer is.." Pointing to the empty bedroll. Then the ice mephit appears.

As the party binds wounds and pulls jackets and cloaks tighter due to the cold, they see a puff of icy swirl and a single glow slowly moving towards them. An Ice maphit approaches wobbly in the air. Seems to only have one arm and part of face is melted away ice. It puffs out ice and sleet again.. a cough perhaps?

Its one glowing eye looks at the party and the creature nods, holding up its one arm a sign of peace..?

"Our thanks.." Another puff and spray of sleet and ice.. "or my thanks now."

Corrin looks around, “It is no problem. Do these territorial disputes happen often? I’m surprised you’re not fighting each other all the time.”

Vencer smiles at the Ice Mephit "would you regain strength if i blasted you with ice?" Vencer asks "We need allies."


Looking between Corrin and Vencer the mephit's single eye narrows and then opens wide as if understanding the wizard's and bard's remarks.

"The Boss.. He keeps all the mephits in line.. Yes! Normally we would never ally or work with dem' 'Lava boys' or the 'Smokers'.." The mephit's mouth goes into a sneer then softens,  "but da 'Misties', well.. They're OK.. they just need to get colder like us 'Icers'.

The mephit looks to Vencer a little fearfully at first..  "Maybe.... Ah... but you need to do it beside me.. not AT me, Wizard. One hit.." the mephit makes a "zkkkkkking" sound, "I'm a goner."

Vencer casts Frost Finger and intentionally misses the Mephit. The cone of cold and frost pours out of the outstretched fingers of the wizard. Zimblaa the ice mephit at 1st hesitates and then flies into the cold spray. As the adventurers watch, parts of the mephit's body grow back partially, his visage is no quite so melted away, while his chest and missing arm partially heal. The mephit's eye does not heal but the small creature cracks a smile and dives around through the air. "Ahh my thanks, human wizard! I have not felt so good for sometime.." He looks down at the missing arm with a sigh.. "Ahh seems somethings don't grow back, but I thank you! If I can help you I will against the... the Boss." He finishes with a whisper and look towards the area across the bridge.

At the silence.. Zimblaa looks about at the group all moving his arm around that ends just at the elbow "I say, you are an interesting lot.." The ice mephit's single eye ranging across all of the party. "Why exactly are you all down here? You allies with the rock lord.. but he is quite the loner.. Hah! Doesn't like the scaly runts, saw him tossing yer kin over a cliff!" with a motion to Skrit,  "or biggies like the rest of ye.."

“We are allies with him, we’re looking for his brother. We’d appreciate some help freeing him, that way we can deal with your boss.” Corrin says

Skrit shrugs a bit, keeping a level and calm gaze, even managing a bit of a smile, "All the more reason to show him that I am unlike...most of my kin"

Zimblaa looks down at Skrit curiously. "Indeed, you are different from the other scallies.. very interesting." the mephit then turns to Corrin. Zimblaa shudders and a shower of sleet and frost comes off him at Corrin's mention of giant and Boss. "The Boss uses the shady thing to keep the giant workin'.. wants that gate built!" The mephit shakes his still partially melted head. "He is crazy now.. all he thinks about is opening the gate to his.. home." the mephit shudders at the last word.

The party realize Zimblaa is the same name the smoke mephit used..

“The shady thing? What would that be?”, Corrin asks.

"Yes we are allied with the stone giant. And a Mephit with a similar name to you good sir." Vencer says

Zimblaa looks between Corrin and Vencer..

"Allied with giant.. curious and curiouser.." The mephit's single eye turns to the wizard, "Ye know Zimbla do ye? How is the old Smoker?"

Then realizing what Corrin asked he balls up into what looks like a malformed ball of ice and snow and falls to the ground with a whimper, "the shady thing eats us.. it took Zimblaaa last.. sucking the  steamer into the shadowy horror.. stay away from it! Only the Boss can control it!" The ball of ice and snow shakes, a puddle forming.. as the party realizes Zimblaa is crying..?

DM: Party roll insight or intelligence checks that wish too. Corrin rolled an 8 | Vencer got a 14

Corrin, still suffers from the effects of the rotgrubs does not notice, Whereas Vencer notices Zimblaa says each of the names slightly different.. drawing out the 'a' longer in some cases.

"Forgive my lack of knowledge of your customs. Are all Mephits a variation of Zimblaa or Zimblaaa?" Vencer asks and wraps a piece of cloth around a fresh burn

After a minute the puddle stops getting bigger. An eye appears in the snow-ice ball. Muffled voice, "Ahh certainly not! There is only one Zimblaa in all Icers. There is only one Zimbla and there is.. or was.. only one Zimblaaa. He's gone now.. probably not home.." With a sniffle the mephit snowball rocks a little. "Zimblaaaa was killed by the Stone Lord first. The Lavaboy cracked under the giant's boot!"

Pyra looks at the icy ball, "I wonder why and how all these mephits got here and where from?"

The party continues to search the area, Corrin continuing to use a torch to remove the ice from the two bodies - a dwarf and human. While Vencer investigates the dwarven idol/statue in the North area of the chamber. A dwarf in fine robes, with a broken stone staff. Vencer takes the broken staff - perhaps the


stone giant smith can fix.

The party persuades Zimblaa to try and ally Smokers and other Icers mephits to join in the battle against "the Boss". They will join the adventurers after they start their attack.

Further searching reveals: 

  • Glistening orange feather quill. Cannot dull and can be used to write any spells -very useful to a wizard - from a Scintillating parrot. Which originates from the same area as the Scarlet Brotherhood - jungles to the southeast. Which brings a pause and looks back and forth amongst the party. Vencer looks for any information or tattoos and finds 2 large "XX" on his inner wrist. After some history checks, they realize this is a pirate guild that ranges off the Wild Coast near the city of Fax.
  • Dragonborn scale pale green female 60 years old - in a pocket worn down as if someone rubs it possibly a good luck charm
  • Silver edged dirk (large dagger) seems to be able to hold a single spell for 24 hours. Vencer ponders on what spell could be cast on this
  • Well made white leather armour


Vencer confronts Corrin and asks him to shrink down to a dwarf and wear the fine white armour.
Corrin, pauses, and then advises his shapechange is like the disguise spell. 
Pyra seems to not believe, Corrin, while Vencer is unsure. [DM: Party trust takes a hit.] Those that had seen Corrin change form - his face and hands -  due to the rot grub attacks seem unsure..

The party finishes a short rest. The party investigates the trail of blood that leads to the frozen river. Looks to be a dark skinned elf. A drow. Irakul pulls the body out of the while one hand gloved and holding a black walking cane.

  • has a wide brimmed hat on, with an emblem of the Guild of Arcane Lore on side
  • Aqua blue fingerless glove. Arcane focus - that will provide all nonmagical non expensive spell components (anything under 10gP) for 1st-5th level spells. Can be used by any arcane type caster (bard, wizard, sorcerer etc.)
  • Sword cane made of black ironwood. Silver dragon's head. (equal to a shortsword for battle)
Heading further down the passage the passage warms up fortunately, the party starts to defrost. The passage no longer is covered in lava, mud or ice. Pyra is ahead flitting from shadow to shadow, keeping an eye out for traps as well as listening.. nothing. There is no longer the mining cart rail going along here as well. The Tiefling comes to a set of double doors, one hanging off its hinge. The other slightly ajar. 

The room is nothing like what they have explored so far. This must be - or was - part of the older dwarven/gnomish complex. The walls are finely chiseled and worked red stone of some type, while the

floor has an inlay black fine granite on white shiny flagstones creating a complex pattern. Arches along both sides with torch scones on each reach up into the dark. 
A heraldry in green and blue of a miner's pick and a craftsman's goggles is spaced along both walls. Arches lead to an upper balcony, that leads off into the dark.
It seems the mephits have not defiled, destroyed or changed this large hall..
The party hear a humming.. A child's hum, a lullaby..? They cannot quite make it out. From ahead in the darkness..

As the party crosses the room they here a girl’s voice from the dark..
“Hello… are you real..? Or the naggers back again..", a sigh "The flying pests.. they torment me..” It seems as if she is talking to herself.. A sigh again then a giggle if no response.

Pyra stealthily moves into further and then starts talking to the.. girl?

Vencer uses message spell to keep in touch with Pyra.
The girl's voice again.. “Aaa.. You.... You are seekers.. Fortune is your bread..  Danger.. Is your wine.. HEROES one and all.” Then a girl’s giggle..

“Would you like a fortune? Yes you want fortune, power .. Treasure.. Would you like.. Your fortune told to you..?” A pause, “Your future.. only a little price for that.. Only a small price.. A single memory shared.. A secret memory.. A special memory.. And you learn your fortune.. Tell me, who..“ A giggle again, “Who wishes to learn of their future…?”

The voice comes from the dark. The party tries dropping pebbles with a light spell into the large hole but it winks out.

The party moves up and they start a long conversation with the 'girl'. Corrin decides to name her Adrin. Which.. Adrin readily agree

The party decides one at a time to agree to the terms of the exchange. A special memory for a fortune told.

Vencer agrees then regrets right away. 
The memory.. A party before his graduation. Vencer's love - betrothed to another. A scuffle and Vencer killed him.- the wizard's friends taking away the body. Never found..
The party can hear the little girl croons in pleasure at this as if a thirsty person drinking a refreshing glass of water.. for a moment there is a glow in the dark in the hole, then a finely detailed card flits out of the darkness and floats right in front of the wizard.
The Fortune -- The Gambler
The card depicts a lanky old woman in a cave. The card has a small bloodstain. The back is pale brown with willow trees and a constellation designed with interlocking shapes.
"You will meet this woman in the cave. Do not do what she asks.. she is the Gambler and she will gamble with your life."

Pyra agrees.
The memory.. when she was 4 years old. Stealing bread from a chef, a guild member of the thieves guild in Wayberry. She had been with them ever since.. but no longer. 
A card flips up to be caught by the rogue.
The Fortune -- The Masked Wizard
The card depicts Gothi with a gloomy girl behind her - stalking her. It is bordered by embers. It has gilding on the picture. The back is green-brown with a mouth and a pair of eyes 

Skrit agrees
The memory.. Skrit wandering through a blizzard and finding a library dedicated to Istus and his exploration and investigation of the abandoned archive.
A sigh from down below as if in contentment and then a card flips up into Skrit's hand.
The Fortune -- The Juggler of Death
The card depicts a Cedric with a jagged scar standing in front of a Large burning tree. It is bordered by shadows. It is creased along the width. The back is olive with a castle and a chariot involving repeating design. 

Irakul agrees.
The memory.. Irakul describes early in his life when he left his tribe to seek out work, was deceived by a wizard or sorcerer into being forced to kill his own family. 
The Goliath reaches out as the card flips out of the dark.
The Fortune -- The Hanged Beggars
The card depicts 3 youths in nooses, wearing Black Rune armour with Irakul as executioner. It feels warm to the touch. The back is dark blue-violet with an open hand.

Corrin agrees.
The memory.. tried to sneak into a bard's house and steal some of his possessions except he caught me, The bard, Richardson Ashfield then good fortune or bad taught Corrin how to a bard.
Corrin catches the card deftly.
The Fortune -- The Nightmares
The card depicts a nightmare (burning horse from Hell) with many scars in an abandoned ruins. It has a beautiful silver gilded border. It is square-shaped. The back is dark green . Slight smell of brimstone.

Vencer casts detect magic (ritual) on the the area where Adrin speaks to the adventurers, a variety of magicks pulse in the area.. no set one more powerful than another. cards, they are all enchantment magic.

The party decides to move on.. as the humming begins again and child's lullaby. "Have fun.. but not too

much fun. heehee.. heeeheeeeheee." then more humming and another giggle. Then, "Don't die before your fortune comes true.." another giggle.

Vencer, a troubled look on his face, "and why is that?" 

The humming stops and another giggle. "You will join me if you die before your fortune comes true.." Then the giggling again, and then the humming of the child's lullaby continues.

At that troubling news, the party presses on. They come to a T intersection where the mining cart track heads into a passage no larger than the small carts.
Taking the larger passage it starts to ramp down as the lava and mud start to once again coat the walls, floors and ceiling,
Skrit, Corrin and Vencer feel a pressure on their minds. There is something.. ahead that is emanating an energy or something.. wrong.. opposite of what it should be. Irakul and Pyra don't seem to understand and are not affected it seems (DM: form of sanity check, where you don't want to understand)

The passage opens up into a large room, now the walls fully covered in lava and mud. A groan from a

large creature ahead in the darkness and shadows.

Irakul and Pyra move into the dark and shadowy room. and then a voice in the dark.. "You have arrived.." a gravelly guttural voice from the dark.

There is a giant about 12' tall covered in tattoos looks to be in a pit a pick in one hand, at 3 locations there are these black tentacles - shadowy - wrapped around his body. He is gaunt and looks to have gone without food or water for many days. He is the creature groaning. He looks to be working on something below him.

Vencer and Corrin cast mirror image. Skrit gets a bless spell off.

Initiative
Battle rages with groups of mud and lava mephits. The shadowy tentacles start to lash out at the party members, catching Corrin, and another wrapping up Avalanche.

The party hear battles going on further in the chamber, Zimblaa has brought friends and in engaging the mephits on the far side.

Then the Boss appears. A massive mephit darkness and shadow and inky blackness - any that look at

him just feel.. wrong. The Boss holds a lantern of silver and ebony. Inside is a black candle. Looking through the glass one can see swirling shadows and forms. The bottom of the lantern has shadowy tentacles dangling from it that move similar to the large tentacles attacking the giant and the party.

Skrit calls upon the power of Istus to do damage to mephits and heal party members, his bless spell being very helpful in key moments. Poet sings and the inspiration is helpful to each of the party.

The crafty Boss hides in shadow as Vencer uses his wizardry to teleport out of the tentacles range and then hits the shadowy form with his shadow blade -
does not seem to take psychic damage unfortunately, but DOES affect the Boss.. The stealthy attacks of Pyra cut down a tentacle with Avalanche, but the Boss shoots forth a new one the next moment.
Corrin casts reduce on the giant which gives the tired and gaunt figure a moment to break free from the shadowy tentacles. He now grapples with one.
Avalanche falls under the attack of the Boss as it breathes a cloud of black negative energy. Prya cries out in grief and anger!
The blade of Irakul cuts into a mephit cutting the dripping lava creature in half and it explodes doing damage to them all.
The party are back on their heels, injured and most spells and powers used. The mephits are reeling under the attacks of the heroes.. whom will win? 

Next week..


Saturday, 15 May 2021

The Icers, Lava Boys and 'Nat 1s


 30th of Coldeven

Our heroes had just avoided an untimely death of Corrin by these rotgrub leeches. Fast work by Skrit and Vencer had saved the bard, but burned him badly in the process.

“Oof. I’m feeling pretty woozy after all that. Thanks for your help for the most part. I think I may need to take a short rest after all that.” Corrin says as he holds his head, swaying on his feet.. his words slightly slurred..

A medicine check by Skrit  tells more of the affect of the secretion from the leeches, it seems they are attracted to blood, burrowing into a hosts body right to the heart. Corrin seems to be exhausted and tired. It seems as well, during this ordeal his changeling face reverted in colour - gray - to his base creature and the party members could see this.

Corrin tries to deceive the party, Vencer knows he is lying though. No one else seems to make mention. Skrit is able to create a salve from the excretions and his medical supply kit that helps Corrin somewhat.

Skrit advises the party that kobolds are cunning and use creatures like this, stinging insects, and other
types as a trap or weapon against enemies. Irakul finds some clay pots and the party working together - Vencer's mage hand cantrip being key are able to secure some of the rotgrubs in 2 sealed clay pots. Each one has a thick string attached - ready-made missile weapons.

In the mean time, Pyra is engaging with her new pet ghol and decides to name her Avalanche.

Leaving the sealed barrel alone - a symbol of many legged creatures on it - the party moves on across the bridge. "Centipedes..? Millipedes?" Pondered.. the adventurers decided to leave this barrel, after their experience with the rotgrubs.

(DM: Corrin goes up a level while the party rested)

Carefully moving forward, alert for any dangers as the mephits are very cunning and can hide easily as smoke, lava or a patch of mud.
The party moved onwards across the bridge over the river of lava, Pyra's good perception skills (with the help of Avalanche) allow her to find the weak points in the stone bridge. 

Safely to the other side without mishap, they once again feel a cool breeze from down below. Perhaps there is another exit to the mines there?

Pyra hears voices and screams echoing up as if a group of these mephits (?) seem to be shouting at each other from the slowly ramping passage.

The party finds some rooms, as well as broken and cast aside mining carts for the track. Searching the area, they find little until Vencer, Irakul and Pyra detect something along the one wall. The stone there is not quite right. A secret door.

Pyra investigates and is able to figure out how to open but needs some assistance and Irakul moves up to push the sliding rock. Irakul summons his echo on the other side and then swaps places with the echo. And is in the room. A moment later, a wisp of smoke appears behind the warrior and indignantly orders Irakul out of the room. "This is my private chamber. This is unacceptable! These are my belongings. You must leave!" 

Irakul, with a grin replies, "Why was there not a sign? The door was left unlocked? There was nothing stopping us coming in.

Pyra the rogue chimes in as she walks in, "yea.. very bad security." 

Back and forth they talk. "He will be upset at you!" 

Irakul tries to deceive the mephit, but the smoky creature seems to doubt this. Pyra and Irakul keep the mephit so confused and then corrin casts suggestion on the mephit and as it succumbs to the spell, Corrin is able to get the mephit to divulge many secrets. of the path ahead. They learn more of the stone giant prisoner. "The Boss" is getting the stone giant to build the gate. To the mephit's home plane, but this part is not the regular elements. 

It seems the Boss is able to make the mephits able to work together - normally they are quite combative against other types.

They learn the mephit is called Zimblaa. 

Vencer realizes he thinks that mephits if destroyed in this plane depends on if they were summoned or through a gate will decide if they can return once they are destroyed.. The mephits were summoned by the Boss, through multiple gates..?

Vencer puts the thoughts of revolution in the smoke mephit's mind.. while this goes on, some treasure is found in the broken chest as well as a table with papers, a book - all covered in dust.

Incense, a 3 pronged miniature trident, and a glass globe 1/2 filled with sand and water. Seems to be Divination magic. A tome is found that at 1st Irakul keeps but after prodding by Corrin may allow him to read it. [Book: To Cheat A Devil: The autobiography of a man who tricked dozens of minor devils, and even a few archdevils into doing his nefarious bidding.]

It seems a scroll is covered in cold magma.. so the party tries to  come up with ways to recover the scroll with 2 spells.

******

Web Orb

1st level evocation  (wizard)

Components: V, S 

Casting Time: 1 action 

Duration: Concentration, up to 1 minute 

Range: 50 ft.

Area of Effect: 1 creature Saving Throw: Dex / negates effect

You project a small, gray glob of fluid from your hand at a creature you can see. The creature is struck by the glob unless it makes a successful Dexterity saving throw.

When it hits its target, the glob expands into a small net of stick}* webbing as strong as fine steel wire. A Large or smaller creatine struck by the net is restrained. A restrained creature can use its action to make a Strength check against your spell save DC; if the Strength check succeeds, the webs burst and the spell ends.

A thin line of webbing trails from the net to your hand. As an action, you can make an opposed Strength contest against the restrained creature. If you win the contest, you pull the creature 10 feet closer to you; otherwise, it remains where it is. In either case, the creature remains restrained.

Sacred Champion

5ih-level transmutation Cleric, Paladin

Components: V, S

Casting Time: 1 action

Duration: Concentration, up to 10 minutes

Range: Touch

Area of Effect: 1 creature

Saving Throw: None

For the duration of the spell, one creature you touch has tactical advantage when it makes an attack roll against a fiend, and fiends suffer tactical disadvantage when they make attack rolls against the sacred champion.

********

The mephit continues to discuss, looking at the smaller passage. The one tunnel leads down to the level of the lava river. But there is only one way down, the ice cavern and then darkness and then into the main chamber where the gate is being built.

Wishing the party "Elemental god speed in destruction of the "Boss", Zimblaa realizes what it said his eyes get really big and he flies out of the room racing toward the North end of the bridge. 

Heading down the long ramp, the party hears more shouts and screeches from ahead and then a blue faint glow ahead.


The party sees into a mist, snow sleet filled room. in swirling eddies. The party can only see about 15 feet in any direction.

The party can hear ice mephits and magma mephits shouting and calling out to each other. It seems the ice mephits and the magma mephits are at odds, and it seems none seem to like the 'lava boys'.

Back and forth they yell and call out each other, while the adventurers come up with a plan to assist with one side - the ice mephits. All in the party are feeling the effects of the unnatural cold except Irakul and Skrit to their respective heritages.

The party stealths up to try and meet one of the ice mephits.

An ice mephit flies by trying to avoid the magma mephits, while Irakul and Corrin try to persuade it, a magma mephit appears and asks why to help the "Icers". Undeterred, both Corrin and Irakul side with the Icers, so the Lava Boy breathes burning magma on the two.

Combat. 


The battle rages back and forth, the breath weapons of the lava boys as well as when the mephits die the explode whittle down the hit points of the party. And then the lava ooze appeared...

A flowing live blob of burning lava it struck out at Vencer and Pyra at first and the lava ooze has the initiative. Irakul swings the Giant hand ax - a gift from the stone giant - a massive two-handed ax for Irakul.

[DM: the party have never rolled this many natural 1s - some bad fumbles!]

The guiding bolt of Skrit, The Handax of Irakul, the buffing spells and bardic inspiration of Corrin, the orbs of electricity from Vencer's wand and Pyra's sneak attacks finally bring the magma ooze down, Irakul's ax getting the killing blow - but the blast of magma hit all and many in the party are covered in burning wounds and magma.

Pyra  a near perfect shot kills to finish off the last magma mephit engaged with Poet.

A final magma mephit flees , possibly hit by a bolt by Pyra. The magma mephits are defeated. It seems only one ice mephit is left there alive now..?

The party finds an encampment where there is a human and dwarf - no fully frozen. Skrit determines that this was formerly a dwarvish/gnomish temple. It was probably much different room before the mephits came here. It was possibly more shaped and chiseled. The mephits probably the magma mephits changed the actual stone walls and shape of the room. 

Using a torch, Corrin starts to melt the ice and clothing of the 2 bodies while Irakul looks at the chest.

Poet is aghast as Corrin burns and tries to warm the body to acquire any possible treasure, but tries to deceive Poet that this is for a religious reason.
Vencer chimes in agreeing with Corrin but Poet still is adamant at this and walks into the swirling snow. Corrin looks for Poet and tries to cast message but is unable to locate her and she does not reply. Irakul opens the chest in the camp and acquires some additional treasures.. - a finely made bearskin fur jacket and a bag of coinage and gems, bandoleer with 3 throwing daggers, 

The party takes a breath and next time.. the Boss?



Saturday, 1 May 2021

The Chair in Darkness


The camera switches.. to the RedWater Fellowship.

Gothi Looks for evidence of the Foreclaimers and with assistance from Lukann, is able to research that there may be evidence in the large lake at the mountain pass to Enstad. The massive dragon.. in the frozen lake.

Kantif looks to find out information on the Raven Queen and also some extra training, hoping to see if Doc Holliday can train the monkish rogue with a musket. While talking to a number of refugees, he comes across a young human male - Angelo D'Carn (3rd level wizard). The young wizard is a member of the Guild of Arcane Lore - which had persecuted Lukann. 


 Kantif devises the idea to train the young wizard, with Lukann. Giving a false name for Lukann - "Nakul". Thinking this a way to put his differences aside. Lukann, though was offended when the suggestion was for the wizard to disguise himself. 

"I.. Lukann, a high wizard whom studied under Leomund?! I will not lie and beg and stoop. to some.. some initiate. I can snap my fingers and he will be dead! I will NOT do deception." Turning on his heel the wizard storms out of the Flying Tower control room.

Cedric trains a unit of light infantry. 14 refugees sign up - 7 humans and 7 dwarves. - minimal equipment. hide, padding or piecemeal. Some of the dwarves seem to have heavy armour experience. A veteran Sergeant - from the Green. Duchy of Ulek Army. Sergeant Sandrina  - will lead the unit under Cedric.

Doc Holliday starts work on an advanced musket - BadNews - using a variety of ingredients to enhance(?) the weapon:

  • Ground up Demon horn and Yeti horn
  • Melted down drown elvish chainmail (+3)
  • Mithril bars
At one point during the work to melt down the metals to an alloy to start the creation, Doc realized it was pulsing with a strange energy, but was able to use his skill and expertise as a gun-smithy and tools to complete forging the bar of metal which had a spiral swirl of dark adamantite (from the chainmail) and light (mithril) which he thinks will create quite an unique pattern along the barrel. 

We return to the 2nd crew deep in the Drekarr Mines.

With a wisp and pop of hot air, the final elemental - a "mephit" Vencer had advised - is now a small puddle of melting rock on the ground.

The party feels a warm breeze then strangely cool wafts of air as they stand in what appears to be a set of rooms - perhaps guardroom or central worker areas. an area where there once was a wall looks out


over the river of lava a few hundred feet below.. A variety of smashed and broken chairs, tables and small beds are littered in some areas, burnt and blasted as well as some covered in mud.. assumedly the mephits have been active in this area..

Vencer thinks back, he recalls a lesson or study going on for smaller form intelligent elementals - well possibly intelligent. Then recalls his teacher was a dwarf whom spent most of the lectures reading from dry/boring tomes. While Vencer spent more time teleporting an orange from his desk to his friend's Laria and back again.

What he does recall.. Mephits are small elementals a combination of various elements 

Mud - which splattered Corrin: earth and water

Magma - fire and earth

Etc..

Other than that they can be annoying and persistent.. That is all the wizard recalls.

Corrin recalls a late winter night in Greyhawk. He had taken up with a group of other Urchins. They called themselves the Nights of Greyhawk. (not realizing at time how to spell Knight). The Nights were hired by an dwarf to follow a human named Spydarr. Seemingly a mage.

At one point during this Spydarr in a graveyard attached to an abandoned temple summons a group of similar creatures.

They did not have the same accent ALSO the 3 were different types which immediately attacked each other until Spydarr waved a glowing hand to entrap all 3 in glowing chains. It seems different elementals NORMALLY do not work together (as these are the adventurers fought)

Spydarr then blasted 2 of the 3 elementals with bolts of energy and they exploded.. Killing the 3rd.

You hightailed it out of there then..

Sidenote: the job to follow Spydarr ended when he boarded a ship leaving for Fax in the WildCoast.

Vencer sifts through the furniture and lumber, Corrin follows suit.. commenting,

“I wonder what these Elementals could have been using this room for. Do they use like how we use them?”

Corrin pokes around a little but finds little so far. The piles of debris are primarily broken timbers, some loose bricks, rocks, and some broken furniture (stools and small table). A dented metal mug with a broken handle was the greatest find..

Pyra hears a rattle of chains and carefully - after nearly falling over - see a cage at the bottom of a long chain. Using his roguish skills of acrobatics, is able to climb down and sees a furry creature which seems to be part armadillo and a badger with plated armour and fur. Looks very hurt blasted with lava, steam, smoke and mud by the mephits. Good part of the small creature's fur and plates are gone.

Pyra easily is able to release the creature - a ghol from a nature check by Skrit - is a pet of the grey


dwarfs whom live in the underdark. It has 6 legs that end in long claws that are good for digging.  

A globe of darkness 5 feet in size holds a strange chair a throne. As soon as Corrin sits, he realizes he has been transported somewhere or some.. when? A vast chamber with 2 thrones. 2 sets of doors, 1 to left and 1 to right. The left side were locked the right.. open with a  gentle touch and the sounds of a massive, smithy, armoury furnaces and more. the shapeshifter looks out over a vast room where a multitude of dwarves work on a variety of metalwork.

Corrin is pulled out of the dream/vision/view by Vencer as the wizard pulled the bard from the chair. Still in darkness. Perhaps it teleports.. or is a vision of another time..?

Corrin goes in again, and tries to interact with a dwarf smith but the bard's hand passes right through the dwarf's shoulder.. exploring more he is still unsure of where or when he is.. and returns again as Vencer pulls the bard out of the chair.

Pyra agrees to go and is able to unlock and remove a trap on the other set of doors. Once unlocked they open with a touch - dwarven workmanship it seems is excellent.

The area seems to be sleeping chambers for royalty nothing can be moved or removed.. Then the rogue is brought out by Vencer.

While this goes on, Skrit starts a ritual to cast identify on a buckler they found.


Battle Lords Buckler shield. +1 shield.

  • Battle Insight 1st  level ability: +1d6 to initiative rolls
  • Battle Master - 2nd level (3 times per day) use can use a bonus action to give the 1d6 initiative to another comrade

As the party deliberates on what to do with the chair a shadowy mist appears with 2 glowing eyes.. and one of the mephits.

"Why are you taking my chair..? That is very rude." The mephit exclaims [in an English accent].
Vencer replies "I will take your life as well." as the wizard wipes his wet face.
That is even more rude! I don't believe it.." and combat was started.

Additional mephits fly up and engage the party. One attacks Pyra, and the ghol attacks it ferociously with four claw attacks. With Pyra's sneak attack they make short work of the creature.

After the battle, the heroes decide to take a long rest, retreating back up the stairs to the small way station. 
The next day now the 30th of Coldeven, the party more resolute and head back down to find the your stone giant.

Once again at the bridge over the river of lava over 100 feet below, they decide to explore the steps up to the left where one of the mephits - mud - had retreated into darkness. A room is explored where a smashed chest holds some treasure. Vials that seem to have a minor regeneration capability.
Then on the opposite corner sat 2 barrels one 1/2 full of water(?) and the other sealed. Corrin decides to check if it is water by dipping his hand into it and immediately feels biting pain as 2 somethings start to burrow into his flesh!
As the bar tries to pull one of the pale green and tan leeches or slugs or.. whatever they are, the other continues to burrow up his arm. In great pain, Vencer decides to use his wand of orbs - blasting Corrin in doing the damage to the creature - even as Corrin tries to dodge while trying to wind a rope around his arm... Then Skrit is able to light a torch. burning Corrin near to death but able to FINALLY kill the
leech.
Skrit is able to do some surgery and remove both creatures from Corrin, keeping him alive, but realizing that Corrin is either poisoned or diseased by the creatures.
The heroes then hear something swirling around in the barrel.. and realize there are more of the leeches...

Saturday, 17 April 2021

The long stair and Discussions at the Bridge


29th of Coldeven

 Corrin thinks about what could be useful for him and says to the giant, “I’ve been looking for this magical bandore called the Fochlucan Bandore. It’s uncommon so I don’t expect you to have it but it doesn’t hurt to ask.”

Irakul translates the request, the Giant frowns.. then walks away into a small storeroom (small for him). Sharzin can be heard opening and closing chests and boxes. He comes out shaking his head to Irakul.. (no bandore) with what looks like 3 stone disks all attached on a long iron rod with what looks to be leather handles. The disks each have a hole, the rod inserted in them. None of the holes are quite centered. He clumsily spins it between 2 fingers and as the disks grind or rub against each other a vibrating sounds.

Irakul advises that the giant got this device from some under-traders, grey dwarves. Seems it belonged to dark dwarves - a religious item..

As Vencer studies his tomes - looking over eagerly the text on a new spell - Ropetrick - he comes across a reference to 1 of 4 components for a luckstone: a pixie's wing. Looking up with interest at the rod and disks.

“What does it do?” Corrin asks.

Vencer looks at the three disks and rod.. No idea..

“Can you try using magic to find out?" The bard asks.

 I would but I unfortunately don’t know how to cast that spell.” Vencer replies with a sigh, "But I will try to use magic in another way to see what it does." Preparing an identify spell, taking the 10 minutes to cast.

The spell has no effect..

"Well. I don't like that at all." Vencer backs away and rubs salt on his hands. Narrowing his eyes, he looks to Skrit. "Perhaps it is not magical.. a religious item..?"

“I know a little about magic and religion. Perhaps I can study it.” Corrin says as he strokes his chin

Vencer raises an eyebrow, "There is no magic within it."

“Well it doesn’t hurt to try. Let me see it.”

He hands it to Corrin. "Some sort of religious tool. Most likely will be useful for Skrit."

Skrit and Corrin start a detailed investigation and discussion on the item. Noting there are extremely fine lines of a black diamond etched into each circular stone ring. As they rub against each other that creates the vibration effect. Skrit surmises that this device is a religious artifact - quite old - used most likely in religious ceremonies to the BlackRunes dwarf's god. (don't know the god - this has never been revealed - Kantif may have knowledge for his time working with the BlackRunes) 

The rod has fine leather wraps on each end would be held by 2 dwarves - 1 at each end - and they would rotate swing the device to start the rings spinning and vibrating.

Skrit notes a dwarf runes burned into the leather grips. One handle has a number "1" the other handle has a "2". The leather seems to be stained with sweat - possibly from long use. Not recent at all.

Enjoying the conversation with Irakul, Sharzin notes the goliath's small (to the giant) ax. He pulls out what looks like a small hatchet to the giant, but massive 2-hander ax to Irakul. The giant tosses the large ax to Irakul whom catches it..


“Hmm this staff seems interesting but I don’t think I’d be willing to buy it. Do perhaps have some studded leather armour? I’ve heard of a kind that can change its appearance at will (Glamour studded leather).” Corrin asks the giant

Irakul translates, but seems to be at a loss to explain "glamour" to the giant. Sharzin furrows his brows not knowing what the shapeshifter is asking for.

The giant brings out some armour leather with large scales on it. Scalemail the party assumes. Holding it up, would fit a normal male size humanoid.

“Before you check the axe can you check this set of armour?”

Vencer once again scans the well made engraved scales, dark blue of the mail. Seems to not be magical, but extremely well made. [DM: 15AC rather than 14 | lighter by 10lb. (35lb)]

Skrit and Vencer study it. Without modification, would be cumbersome. hard to move fast or nimbly. The thinking is an armorer or smith could modify with tools.

Skrit notices extensive smithy tools around.. assumedly Sharzin is the smith. One would assume also a stone carver or more...

"Irakul my good man, could you ask our large ally if he has any scrolls or items from mages? Perhaps a scrawny wizard was caught by him at some point?" Vencer drawls, with a sly smile.

“And maybe some alchemist tools from that wizard.” Corrin adds.

Irakul again translates. Sharzin frowns, not in misunderstanding but seemingly not interested in books or wizard tools. He motions Vencer and Irakul into a corner of the storeroom, packed full of boxes, chests bags and more.

In the corner a steady drip of greenish water puddles in and around a very large backpack. Using spells and ingenuity, the goliath and wizard are able to extract one tome from the damp and mold covered backpack without incident.. the tome written in Yaunti, tells of a cult. Vencer uses a mage hand to scrape off some of the mold but surmises further cleansing is needed before additional study. More books and whom knows what else still were in the backpack, but at this point Sharzin looked to be more and more frustrated as the party delayed searching for his brother.

Opening the massive - new - door, the giant murmured a blessing on them all as they followed the slanting passage with wide steps on one side and a mine car track on the other. After they passed through, the door was quickly closed with the sounds of chains and bars being firmly engaged to the door..

Gripping weapons tightly and taking a deep breath.. A light spell was cast on Irakul's ax and down into the dark the heroes delved. 

Vencer casts a new spell - Flock of familiars - which summons three fey spirits which appear as owls. [Peirce, Braith and Manon]. They become great visual scouts and Vencer sends one off into the dark.

Twice Irakul nearly fell to a skittering loose flagstone trap, but he was able to catch himself one time and the 3rd able to switch his echo so it clattered down into the dark - for 30' - and. Another trap a tripwire. Finally the party decided the rogue Pyra may be a better scout..

Ahead they came to a landing, where Pyra could hear a rasping voice or breathing.. The small landing left off to a side track to the right and a small room to the left. 

Pyra stealthily scuttles into the room, other than some small-sized furniture - a table, stools and a chest underneath -  and a wispy smoke coming from a darkened spot on the ground.


Skrit and Pyra search the room and then a pair of glinting lights appear. Then the 2 glinting lights coalesce into eyes in a smokey face of a 2' tall creature. A wispy smoke like creature with long ears and hooked nose and wispy wings. With a whoosh smoke billows around all even on the landing, some coughing and blinded and others alright. Skrit summoned the power of Istus to fire a bolt of divine power at the smokey creature. The divine power cuts through the creature with a screech and it flies out into the hall and down the passage further into darkness.

A wheezing cry can be heard echoing back up the passage, and then silence as the smoke disperses.

The chest - which Pyra is able to disable the needle dart trap - is searched and a glass tube with 3 emeralds inside, as well as 4 candles - magical that can not go out and give off light for an hour a day. 

The party then sets forth further down the slanting stairway and mine-cart track. Pyra, takes the lead searching for traps and is able to find a number of loose flagstones seemingly on purpose.


Ahead, Pyra feels a warmth ahead and red glow. The passage gets wider, and the track as well, seems the dwarven and gnomish miners had larger mine carts here. A station or guard post perhaps. Passages on one side and a stairway on the other are filled with steam. Corrin moves ahead to investigate the steam, out of the steam 4 points of light appear as more of these strange small figures form. The 2 creatures talk to the changeling (in a very English accent) which then grin and both breathe on the bard. Heated steam billows around as Corrin grunts in pain.


Combat.

More of these creatures appear, one seemingly like made of mud while another made of burning magma. The mud elemental - as Vencer advised the party sprays Corrin, Poet and Irakul with mud and Corrin is immobile. Vencer's arcane as well as Skrit's divine spells are effective against the creatures. Vencer's owls assist the heroes in battle able distract.

Irakul uses his Echo to great effect attacking the annoying creatures


from distance. Pyra uses her sneak attacks doing critical damage killing one of the steamy elementals. Corrin's spells and cutting words affect these cunning and vocal - mephits! Yes.. Vencer recalls the class of being now.


One of the mephits - the muddy one - has a brief dialogue with the silver-tongued Corrin and the party confirm the mephits hold the young giant prisoner or slave. A negotiation falls through and the creature's cackling laughter fades into the dark.




In the end the majority of the annoying creatures are dead, either mist water or molten slag on the ground. The party breathes a sigh in the hot humid air from the lava of river below. Only a cackling laughter far off across the bridge can be heard echoing and then.. silence.






Friday, 9 April 2021

The Stone Giant Proposal

 

28th of Coldeven

Before the party encounters the monster Corrin says, “These mines are pretty small and crudely made. I wish I was shorter.”

The party all hear the scrape of a boot on the floor behind.. Looking around they see Poet and Tulin crouched (well Poet crouching) in the passage behind.. The elf smiles, "A guide may be helpful.. at least for the area we know.. Yea?" She looks about with a frown, "These passages are quite.. clean.. no rubble.. strange."

“How is it strange? Wouldn’t the gnomes try to keep the passages clean?” Corrin asks

"Perhaps our time for chatter is later." Vencer says and goes to aid Irakul

Skrit spared a nod to Tulin for a moment, and ponders Poet’s words for hardly a few seconds, before noticing Vencer moving up, and he moves to join in assisting Irakul

Our heroes are engaged with a rocky mass with multiple tendrils which have pulled up Irakul the Echo warrior. Battling the creature, the party use magic, missiles and more many of the attacks deflect off its rocky hide but in the end, the creature is destroyed with minimal damage to the party it's hide was tough to cut through. The ecohing clang of a hammer on stone or metal continues..

After some gruesome dissecting the party acquires a variety of the 'eye' like pods which seem to be a
quartz or possible ebony or other rock. A body is found in the gullet and some items and treasure are acquired. There are two kobold bodies found, which brings a sadness to the mute Tulin. Skrit does a ceremony for both and the kobold nods appreciatively to Skrit. After that, Tulin carries the two bodies out, while Poet continues with the party. A VERY large metal key is found with the body. Armband of splendour (bonus to charisma based skills) as well as a Mage's Shoulder Holster for spellbooks.

With the enemy vanquished, and now with Poet and Tulin - the mute kobold - guidance, the party is able to determine the best route forward to find the giant. Still the area is very clean, no rubble or dust. Bypassing a number of passages, the heroes explore forth finding some stairs. This is a somewhat surprise as the passages had looked to be possibly natural up to now.

Pyra investigates and finds some markings, which look to be in an combined dwarvish and gnomish dialect. After further dialogue Vencer casts comprehend languages.. it seems that the words and
numbers may be names and number for a location of the level. 

The party heads down the stairs down into the dark.. the stairs seem to be made for much smaller creatures - gnomes? - so that passage is narrow and low for most of the party. After travelling probably about 20 flights of stairs. All the areas is surprisingly clean still. At the end of the long stairs down, the party sees ahead an entryway - no door. Passing through this, they feel like a heat wave from ahead - not uncomfortable just very warm. The


heroes come into a vast room, the ceilings are high - over 30 feet up. The ceiling and floor flagstones are carved and engraved with spirals. At this point the hammering has stopped and the party can hear the whoosh of possibly a furnace or bellows. Some discussion on whom goes first then.. 

Finally Pyra and Skrit scuttle forward stealthily. Using excellent team tactics, the party moves forward. Making it up to the very large stone door - 20 feet high - the party decides to try and parley with the giant (?) or whomever is on the other side of the massive door.

Prepared, Irakul, uses his echo knight to hammer on the door. A tremble goes through the ground as footsteps approach the door. and without a a sound the door opens an a massive form stands there. A stone giant. The giant has spirals tattooed over his body, similar to the ones on the flagstones and ceiling. A tense moment and then..

Irakul - fortunately has some ancestral relationship to Stone giants and is able to speak to the giant - his name is Shraxin. After some parley, an agreement is struck. It seems there are these small elemental creatures that have taken over some of the lower levels of the mines and the giant's smaller brother - Treggin.- had gone exploring as he was smaller. He has not come back and the elementals a very annoying group of
creatures of seemingly mud, steam, smoke and ice.. possibly have him trapped in the lower levels. They destroy the great works the stone giant creates. Shraxin is too large to go down there. Sharxin agrees that if they rescue his brother, the giant will fight the main clan of kobolds with the heroes.

Agreement struck, then discussion on trade happens. Corrin offers up the quartz black rock brings Shraxin to a rage - it seems the rock creature the party killed is a pet of the giant. The giant grabs out to Corrin but misses. Seemingly like a cat or dog, except it cleans the rooms and passages. Fortunately, with Irakul the goliath's input, the giant is appeased.  The party notes another of the large rock like creatures.

After some further discussion, the party is offered a room to rest - seemingly a gnomish sleeping chamber or barracks with even a spring. The parry broaches the subject of trade, and as the party rests, they discuss some possible offers.. after a short rest the party will venture forth.

The giant shows the group a passage way with a large barred stone door Sharzin put in place. This is the way to the lower levels where Treggin went, and the annoying elementals dwell.

Saturday, 13 March 2021

Shout - after shot - then into the Mines


25th of Coldeven 

The party is huddled down in a gully after Corrin was hit by the ballista bolt. “I am deeply sorry for the blunder I have made. They have a ballista up ahead so I suggest we turn back and hide until they’ve calmed down.” Corrin apologizes as he clutches his bleeding shoulder.

As Corrin arrived the party jump off the cart to prepare, the clanging [alarm?] stops.. and a voice can be heard yelling from the mine.. "Helloooo down there at the cart! We mean no harm.. we fired by mistake.. PEACE!" 

This echoes in the gulley the party is in.The voice seems to have accent of Greyhawk city or area. A noted feature  of Greyhawkians is how they draw out the "o"..

As the party debates and Corrin's shoulder is bandaged, they hear the voice call out again.. "Hellooo at the cart!?"

Vencer speaks up, "Yes! Yes! We still live fortunately. We shall lick our wounds and be right over!"

Gritting his teeth, Corrin yells, “Why did you fire at me? I was merely passing by and now I’m almost dead!”

Skrit, listens and thinks this is not the kobold yelling down to them. After Vencer and Corrin's shouted replies.. they hear some distant discussions (Skrit recognizes 1 or more kobold voices speaking to another - the one with a Greyhawk accent) There is some yelling back and forth. Corrin doesn’t seem to be able to the hear kobolds speaking because the massive wound in his shoulder from the ballista bolt.
“Can I have one of those Imperial Honey Combs? I’m in pretty rough shape here.”

Vencer tosses Corrin a comb. "Make sure to ration these if we want to have an item with a similar effect."
No one can see over ridge out of gully to where the building or ballista is. There are bushes, scrub, fallen trees and more on both sides of dirt road that would offer decent cover to view the area.

Pyra sneaks up the left side of the river and passed the waterfall. She flits from shadow to shadow in amongst the trees. The tiefling rogue sees a elf and a few kobolds at the ballista.

After some more dialogue, a truce is struck. The party ventures forth and moves up to the kobolds and female elf. The group of kobolds are  led by a female elf named Poet. There are three kobolds there,
there are 2 brothers - Tulin and Mulin, and an older female, Grizell. It seems there are multiple clans of kobolds in the mountains here. This group has splintered off from the main group - clan Krassis. The main clan is located at the mining village of Drekarr. 
Corrin had seen a flying humanoid creature earlier and the party asks about this, there are attacks being made by the Krassis clan and these have been recently been made by the Krass - elite winged kobolds.

Poet mentions the elf migration in association with the evil - demonic or infernal. Corrin is interested in that but Poet seems to have no love for other elves whom signed the pact and agreed to the Deliverance.

Poet broaches the subject of working together. It seems there is a threat in the local mine here. A giant.

The party agrees to look into this threat and delve into the mine. As the party brings the wagon up, a shout from Mulin is heard - at the ballista.. flying creatures are seen coming from the east. More the the Krass it seems. They fly by dropping globes of alchemy fire. Hitting some of the party. The Krass were not prepared for the reception the adventurers had and quickly two of the flying kobolds are shot down.. globes of the burning liquid catching when they hit the ground. The third seems to be a tougher creature, taking many shots both normal and magical before falling as well. 
Irakul is able to use his new ability to imprint an echo of himself on top of the building and is able to attack the flying creature high in the air to the surprise of the scaled creature!

The group recovers.. Poet advises she will assist the party if they help Poet and her kobold friends. It seems this building was made for those of small stature. they think it was built by gnomes whom were said to be the original miners.
 It seems a giant - possibly Stone giant - has taken over the mine now. The party agrees to deal either lethally or not with the giant for help with the kobold clan.

The leader of the Kass had a strange medallion, seemingly partially melted by the alchemy fire of the globes exploding as he hit the ground. Vencer recovered the medallion sensing magic. As well, amongst the burned bodies the heroes recovered 1 glass globe filled with the alchemy mix.
Making camp near the log house of the former mine, the party rested. Casting an identify spell on the medallion brought unexpected results. A voice in Vencer's head questioning him and then offering him untold power and wealth. The wizard found himself at the foot - literally of a 100' tall white skinned woman. The young man near her large toe. She wore a older style sandal from many years ago.. 
Further discussion brought a battle of wills, then as the party saw Vencer standing as if in a daze, Corrin went to try and take the medallion from his clenched fist and was also brought into the trance or power of the Goddess - at least she called herself a Goddess. Then Irakul tried to help All three were now under the effect and after a further battle of wills, the 3 heroes were able to break free. Vencer tossed the medallion into the fire at the camp, hoping it would be destroyed..
After a restful night, a hearty breakfast is brought to them by the mute Tulin. A wide smile as the young kobold bared his fangs he whistled and clicked his tongue and scampered off. 
Venturing into the mines, the small tunnels seem to be strange not well formed or cut stone like dwarves would do. The narrow low passages are difficult to pass for all except Skrit. Exploring into the dark Skrit casts a light spell on Irakul's great axe. The goliath takes the lead. There is a echoing bang from far deeper in the mines a constant regular beat it seems. The passages are clean.. very clean.. hardly any dust or loose rock, no old equipment or other mining gear..

Irakul steps into a larger room and looking about does not at first notice two long back tendrils slip around him yanking him from the ground. Looking up, the party sees a large mass of heaving stone..?
or flesh? Are there multiple eyes? 

More stone like tentacles reach down towards the party as the creature(?) slides along the ceiling toward the party..