Saturday, 5 March 2022

An Ally, a Battle and a Race

 17th of Planting, Low Summer -  late morning

The adventurers continue to delve into the mines of the Cursed Goddess.

Further whispered discussion and a plan is devised. A group of kobolds can be seen in a large worked stone room overlooking the vast cavern. 

Boxes, crates and barrels are stacked around the room. On a wide area of the floor is a mosaic of tiles  dwarven or gnomish - most certainly as it shows the crossed hammer, pick, tome and glasses heraldry, now mostly scarred up and disfigured assume by the kobolds. 

The vast cavern is barely  lit by bluish glow on pillars and ceiling. Looked to have once been a set of forges and furnaces dominating the centre area. Now destroyed, bent and melted ruin of metal,
stone and wood. The imprint in the floor shows where the metal and wood tracks on the mining rail tracks were once, the vast majority of it removed.

Massive pillars in the room hold up the high ceiling, covered in the blue glowing moss in vast patches. Along the west and flowing South a glowing river of orange.. Lava one would assume.

Southeast corner of the cavern is a large stockade. From the distance a variety of humanoid and
smaller sized creatures can be seen. All the missing travelers and townsfolk, perhaps..?


Halfway along the west wall is a tunnel where the glinting red ruby scaled dragon head rests. A number of pinpoints of red light glow where scales or rubies lie scattered around the long neck and head. Over the river of lava is a partially destroyed stone bridge which leads to another tunnel in southwest corner.

After discussion with female kobold, it is decided. To take out this group. Pyra moved forward very quietly and keeping an eye on the kobolds in the room missed the tripwire at the entrance way. 
TRAP!
Swinging down is a hidden urn on a string to crash open on the door frame. A large cloud of white powdery dust billows out obscuring the area, and covering nearly all the party in the slightly
choking white dust. Even Mephisto the invisible imp is now a white flying creature.




Battle!

Pyra found two further traps - pits this time, by nearly stepping into them, fortunately the very lithe infernal was able to catch her


self and not fall into one filled with a black oily ooze and another with a fleshy pink and yellow mass with pseudopods, mouths' of sharp teeth and eyes.

It seemed the white party was very flammable when small clay pots were thrown fire engulfed and burned brightly and painfully on the party. Another pit trap this time filled with spikes.

These delayed and set back the heroes, but their coordinate efforts and tactics honed in the wilderness and previous caverns against the mephits proved invaluable here. 

Pyra's stealth and skill with a crossbow and sword continued to do attacks from stealth as well as


against engaged opponents did devastating damage. Irakul with his Echo knight again and again engaged and sliced kobolds dead with his Giant's hand ax. Vencer the wizard - swordsman dashed and teleported into and out of combat, then hurling spells devastated the kobolds. Faust, at first avoided the dust wanted to draw the kobolds into the tunnel, to try and engage  them on the party's terms, but it seems these kobolds were very cunning and more than willing to stay back, not to be drawn in. Using missile weapons and spells from the witch docktor. Stepping up, the warlock sent his imp Mephisto to do poison stinger attacks which most of the

time took down the small kobolds. Skrit, using buffs to assist the party falls into the black oily pit and starts to take damage from the acid.

The female kobold, a potential ally is left tied up and is attacked and killed by a draconic wolf. The kobolds clang a gong, alerting four elite flying kobolds whom join their brethren in defending against these hated invaders. But it is not enough, two are taken down, one sliced in half as he flew into the chamber by Irakul. Another takes a bolt in the eye from Pyra's Dwarven Crank Crossbow.

Vencer is grabbed by a pseudopod from the put trap and is restrained and taking damage from the caustic skin.


To tip the battle, Irakul throws one of the larger urns with a cloud like rune. As it crashes into the floor near the strongpoint of 3 kobolds and a heavily armed and tattooed gnoll, black clouds roil out in all directions and none can see them, but their cries and coughs tell that they are dying in the black cloud filling part of the room.

The witch docktor wove his hands together and threw a packet of dust at Mephisto the imp. The small creature seemed to change allegiance. Unable to be contacted or controlled by his former master Faust. Turning on the nearest opponent, Mephisto attacks Vencer. While this happens, the witch docktor makes his escape through the black cloud - coughing and gasping.


Vencer staggering and covered in blood, not seeing Faust able to control his infernal familiar, grits his teeth and flashes his swords up to slay the small but deadly creature. With a pop and screech the imp returns to the Nine Hells.

The battle over, the party looks about, all injured. The decision is made to go back to the checkpoint, and rest there. Traps are set and guards posted, but the adventurers are not disturbed.

Heading back to the chamber onto the cavern, it is still, no kobolds. The trap doors to the pits are closed automatically reset? Dwarven and gnomish ingenuity it seems.


Seeing the stockade the party moves out into the cavern stealthily up through the destroyed and ruin of dwarven forges. As they get closer it seems there is an alert kobold as the creature opens the stockade gates and races away into the dark. The humanoids start to leave. Then the party takes a closer look.. they are dead. Undead. Zombies mainly it seems and alerted to the party's approach.

The decision is to try and get to the bridge over the river of lava to the southwest. Taking a circuitous route they are able to fend off the majority, with missile weapons and spells. Going along the West wall, they come up to giant dragon head, seemingly dead, nearly mummified,


although not smelling of death. rubies and ruby scales litter the ground around the massive head. All stop at the untold wealth.. just lying there. As the zombies slowly move closer. All in the party grab either scales or rubies and the party is cut off. "Climb over the dragon's head!" 

All jump off or use magic to transport up onto the massive mostly skeletal head. As soon as they do, all are now elsewhere.

A blackness all around. They sense a presence. A vast intelligence. It.. SHE talks to them. IT is HER the Cursed Goddess. Any time one of them responds to Her they feel a crushing weight in their mind has Her mind seems to fully encompass theirs. After what seems like an eternity or was it a day or an hour.. or a split second - they feel Her presence leave. Something else takes Her god-like attention..? 

Their wits again their own, the mass of undead fully surrounds the dragon head. Reaching out but not touching. All are weak and tired [DM: 1 level of exhaustion for all] from their link to the Cursed Goddess, but they persevere onwards.

A bead of energy flies out from Vencer's fingertips and WHUMP! as a fireball clears an area and the
party tired but determined race towards the bridge over the lava.

"Run!" 

They make it, taking steps two at a time and it seems missing two traps as zombies fall as loose flagstones tip them. Kobolds again..

Racing into a long tunnel, this one wider, but still low. It seems the remaining zombies have
become occupied by something else in the cavern and move away. With a long breath, the party lean against worked walls and flagstone floors. This area it seems was built by the dwarves and gnomes. The Cursed Dragon awaits..


Sunday, 13 February 2022

Into the Mines of Drekarr

17th of Planting, Low Summer -  early morning

At the Gates.

Skrit tells the party what the commander said: “It sounds like they have a bronze dragon captive. Maybe if we free it it will prove a powerful ally to your employers. It also may be a ruse.” Faust states to the party

Skrit rolls his shoulders, the mention of the dragon causing a small kick of nervous energy in his small frame. He paces for a bit as he watches the remaining kobolds retreat into the mines. "Or it could be a true retreat. Look at them. We more than decimated their forces at little risk to our own. We have them on the run, and should pursue the advantage. If we pursue them now we could capture a few more, pushing them further to desperation. You saw how beaten the Marshall was, it this is a ruse its a very desperate one"

"Our forces have several large spells left. A fireball and I have all my second and 1st level spells remaining. I have several smaller broad reaching spells. But for the most part I will be blasting with my wands." Vencer says wiping the dirt from his chest that he got from his tactical maneuver of flopping on the ground.

The party gathers near the gate, all can see numbers of kobolds retreating up to the mine entrances.

Treggin the stone giant nods to the adventurers, wrapping a cloak from somewhere around a gash bleeding on his arm as a makeshift bandage. 

A 2nd horn blasts twice echoing across the valley and town. This one shorter and sharper.

Back on the other side of the bridge the party see Heste riding up in the wagon with supplies. He waves. Pyra notes a wagon near the smithy with the emblem of the merchant guild she worked for from Wayberry.

The streets and town of Drekaar stand empty it seems, victorious over the kobolds. 

The round tower crumbles burning, as well as the smithy and a number of tents and other smaller buildings billow smoke into the sunny morning sky. The surprise, giant's boulders, fireballs and holy bolts, demon attacks (both imp and Irakul's contract), Pyra and monks attack from the former tavern look to be a resounding success..

“Are we able to use 5 minutes to eat some of those honeycombs? Can someone tie up those kobolds and put them in the cart?” Faust points to the two unconscious kobolds

Suddenly Faust has an idea. “Vencer! Can you use your owl to see where the kobolds are headed? Maybe we can get Treggin to lob boulders at them to slow them down and buy us some time!” Faust exclaims.

Amongst the smoke you can see the kobolds swarm to 4 different mine entrances. Seemingly (?) whichever one is closest to them. From previous flybys by the scouts (Mephisto and Vencer's owls) the mine entrances - all 4 - are not large at all. As this mine was originally created by dwarves and gnomes the entrances are narrow and not even 7 feet in height. Treggin advises to Irakul in giantish he will not be able to venture into them unless a great deal of work is done to widen and increase the height, taking days, weeks or more

Discussion ranges on to power supply for flying towers. Vencer thinks back to a discussion Doc and Cedric had after returning from Overlord Romack's flying fortress/city. The power source for those were ancient dragon hearts.

"And the Kobolds have a dragon.."

Faust, listening to this, recalls a conversation with his patron on high level magicks being used to extract or harness the essence of a creature for other use. Not quite the same way as the warforged was created, but somewhat similar. The power to harness and hold an ancient dragon heart must be immense. But to keep a flying fortress/city afloat.. A vast source is required.

Irakul, ponders this conversation on power sources, thinking back to when his arm went into the bag of holding and the life force seemed to be draining from him into the Shadow Lantern. The goliath wonders if that is similar to the demonic engine of the flying tower. His arm has a shadowy greyness to the skin, in bright light the arm is nearly translucent. Not 100% sure but it seems creeping further up closer to the warrior's elbow...? 

Vencer gets a message or sending.. It is Ol' Greeta's voice. 

"Ahh young wizard, I recommend ya come visit me.. I am at your cave, have a.. proposal for ye" then you hear the familiar cackle of her laugh. (Not an evil or bad, just how the old lanky woman laughed)

Vencer responds "Before or after we capture the town?"

A response.. "That is a choice isn't it.. Heehee.. " Then no more.

Vencer thinks back, trying to focus on the battle.. there was something about an old woman and a cave..

The square stone tower explodes in a ball of fire, debris and smoke at this point. It seems Mephisto was successful in the imp's role in the siege.

"Wasn't one of our prophecies an old woman in a cave?" [DM: Blogpost]

Meanwhile.. At the Holliday camp over past weeks...

Gothi: studying the tower's energy and source - her interest as one of the Foreclaimers [DM: info ]- with Lukann the wizard

Kantif: at 1st looked into creating a musket, both the gold and skills. The 1/2 ogre smith whom fled Wayberry offered to teach the artificer skills (tinker tools), but this would be a long term goal - months to years. Kantif then decides to assist with finding missing people. A gnome pawnbroker refugee from Wayberry asks for assistance finding his younger brother Kreeg. Offered 100 GP. Kantif heads out into the wilderness - avoiding roving bands of former Black runes, forces of IUZ, and more..

Graxusas: studying the tome continues to read and forget everything as he reads it. He is able to read and retain the knowledge of a portal spell. This gives him the skills to create an item/spell scroll. The people of Graxusas bathed in the toilet of a god and this gave them the sorcerous power. Take a month working part time on it

Doc Holliday:  1st, goes through the long and difficult process to create BAD NEWS the musket for his use. Calling upon the power of his goddess - Raven queen - he is able to create the gun and with some extra capability as well (similar to a bless spell +1d4 to hit on attacks)

2nd, the discussion on the evilness of using the tower's life force drain to power it. After some debate, the party decides with a majority that the souls and spirits being sucked out to power the flying tower, either the souls are destroyed or sent to the Abyss. Most in the party now have decided this is NOT a good way forward

3rd, Doc is interested in taking over the mining town of Drekarr - if the retainers are able to complete their mission. with the decision to NOT use the flying tower as a means of transport to Enstad, Fax and beyond. The party start heavily discussion on future plans for the town and rebuilding

The camera moves back to the retainers currently in the Siege of Drekarr..

The kobolds continue to retreat into the four mine entrances. The party decide to have stone giant Treggin block some entrances - thinking they all connect - with the 4 monks and Eldeth the hobbit in support. The party advances on the closest mince entrance, Pyra climbing a wall, hears the
twang of a bow and an arrow grazes her shoulder as she twirls out of the way. The party climbs up. Moving into the entrance, they are able to kill the kobold archer. The archer is killed and the heroes move onwards.

As the party moves up, the cunning kobolds let loose with a number of traps on the party, ranging from tumbling rocks to small pit traps and more. A one legged kobold is deep in one mine tunnel and sacrifices his life but the party are able to escape before the whole mine collapses all around them.

At the highest entrance, there is a tower with 2 kobolds guarding with bows, and urns (probably filled with rotgrubs and flaming oil) Mephisto the imp is able to assist the party and distract and the two kobolds are killed.


Venturing into the tunnel, nearly all the party are hunched over as the tunnel at its highest is only 7 feet. Pyra's skill at avoiding traps saves the party many times against the cunning traps left to stop and slow them. 










After moving deep into the tunnels, the party comes upon a check point with kobold guards as well as a witch doktor (DM: seem to be sorcerer druidic type casters). They are able to defeat some but the docktor is able to escape and flee into the darkness.

The party comes upon a room with a balcony looking out over a vast cavern. far off in the cavern, a giant dragon head - ruby - is seen long neck coming out of a tunnel. It is not moving. Vencer thinks they are neutral. There was talk though before of a metallic dragon.. 

In the balcony room are a number of kobolds at least eight, all looking to be busy behind rows of crates and stalagmites and pillars.

A female kobold sits up against one wall bound hand and foot. She sees Pyra and tries to communicate. Faust sends up Mephisto - invisible to talk with her. It seems there is a power struggle between multiple factions of the kobolds. It seems the Marshall wants to sacrifice the dragon in a ceremony - or dragons? - which will give him immense power. 

The party - now unsure now is a good time or later after the Marshall kills the dragon..? The female advises the one head is killed. 3 heads. 1 copper. 1 ruby. 1 blue.. 

The Cursed goddess - is a 3 headed dragon it seems......

The party continues to discuss.. who or when to kill a dragon to save or..

Until next time.

Tuesday, 1 February 2022

UPDATED: Map of the Mining town of Drekarr

 Current status of town

The Heroes appear to have taken the town. Kobolds are retreating, towards #4 - mine entrances





Saturday, 29 January 2022

The Siege of Drekkar

 17th of Planting, Low Summer

A cave had been explored and setup as the group's encampment, a small stream nearby gives water for the group. a winding trail up through the scree and pine trees leads down to the main road South to the crossroads the party had travelled with Ol' Greeta.

Treggin the young stone giant was now with them, as well as Eldeth, Heste, and the four monks from the 3 Crescent Moon Monastery.

The adventurers were ready. Vencer and Faust sent familiars - Vencer his flock of 3 owls and Faust's imp, Mephisto - to scout during the day or night. The party had a very good details on the town, the disposition of kobold guards and buildings in use.

The scouts noted: 
  • Some kobolds are painted blue, seemingly multi-coloured - which the party have never seen before - with their natural scales being white, black or green or red.
  • Some of the buildings and tents are painted with blue in strange patterns
  • There are flights of the flying kobolds circling on occasion before flying off to patrol the areas nearby
  • The main gate has a group of kobolds there, with a wagon and debris blocking the gate
  • A number of ramshackle towers built it seems by the kobolds dot the area, with 1-2 kobolds standing guard
  • A larger round tower with a strange line of black 1/2 way up (#6) has a ballista on top with crew of kobolds. After closer look it seems to be a line of black stone all the way around. Two gun ports with cannon were about 10 feet above this
  • A square tower has a ballista as well as what looks like a large slingshot with a stack of urns (some marked in Draconic to be fire - with a wick and others to appear to hold the rotgrubs - which the party previously encountered (DM: blogpost)
  • Patrols of kobolds with scaled wolf like creatures patrol inside and outside the town
  • The graveyard looks to have a large number of graves - about 1/2 - dug up, contents no where to be seen
  • The chapel in the graveyard (#11) looks to be shut a yellow robed kobold - assumedly a leader or witch doctor according to Skrit's knowledge of the creatures - the only one to enter and exit the building
  • No kobolds go near the crater (#8)
  • Skrit advises kobolds - scaly-ones - are night creatures so it may be beneficial to attack during the day when the sun crests the mountains so the enemy will be hampered by the bright light (DM: this would indeed be a huge impact on the battle - disadvantage for nearly every kobold in the fray!)

A war council is convened and strategy and tactics discussed.
The party makes ready. Attack would occur at dawn as the sun crests and hits the town. Vencer scribes some scrolls with some key spells on them. The forest had been cut back from the walls, so the main party were gathered East of the gates, looking out. 



The main party was comprised of:
  • Irakul, Vencer, Skrit and Faust
  • Treggin the Stonegiant
  • The demon on contract with Irakul - all seemed to stay as far a distance from the creature as possible
Pyra, Eldeth - the hobbit warrior - and the 4 monks were holed up in the abandoned tavern (#5) now in the town. Treggin guiding through the mountains and Pyra's stealth had allowed them to enter the town unseen. Treggin then returned to the main party.

Faust decided to try and see if the rotgrub creatures would affect him, has wood, metal body. They don't seem to be interested in the warforged and the wiggling creature is removed.

Vencer cast enlarge on Treggin. The giant, now close to 30 feet in height. Others prepared spells, and weapons. Mephisto the imp was invisible hidden in the square
tower ready to create havoc amongst the urns of flames and rotgrubs. Pyra and team crouched in the old tavern, ready, waiting for the signal from the woods South of the main gate.

Treggin lifted a massive boulder and hurled it at the same time as Vencer cast fireball. Both attacks hit the round tower in unison. The rock pounding into one of the gun ports and causing a great deal of structural damage. Vencer's fireball explodes at the top of the tower, incinerating the 3
kobolds and damaging the ballista.
Pyra seeing and hearing this, reads a scroll intoning strange powerful words. A bead of energy launches and streaks out to explode in the smithy across the street. Mephisto starts to set fire to the urns in the square tower.
Then all attacked. arrows, bolts and blasts of magical and holy energy hit all over many focusing on the guards at the main gate. The kobolds were surprised. VERY surprised.



The siege of Drekkar was underway.



The kobolds tried to respond, but the coordinated attacks of the heroes and allies were extremely successful. Skrit cast bless on the giant and a few others. A 2nd massive rock flew and crashed into the round tower. Now the black stones purpose could be seen. It was a turret and the gun port was turning slowly towards the group in the forest.
Irakul's demon raced out charging towards the gate to engage the kobolds there. A 2nd fireball explodes at the top of the gate the majority of creatures burned alive.


Pyra is able to sneak attack a number of times firing her crossbow taking down kobolds. The four monks fired crossbows as well as Eldeth firing arrows as well. Irakul takes out a patrol racing up the road, 2 of the kobolds knocked unconscious - the 1st creatures who's spirits would be fuel for the flying tower. Vencer's spells have great effect taking down kobolds left and right. Faust fires off eldritch blasts to also take down the scaly creatures.


The demon had raced up and heaved part of the wagon blocking the gate entrance. The way into the town was open. Slaying a kobold and drenching himself in the blood from the creature, the demon roars!
A 2nd roar in response and the Marshall Drosgarr enters the battle - leader of the kobolds. A short dragonborn, his weathered scales, blue and gold. Wearing a protective chest plate, and carrying a longsword and shield with heraldry of a blue dragon in flight, he clashes his sword against shield to gain the demon's attention. Multiple spells and missiles hit the dragonborn, he shrugs them off. Trading blows with the demon with a githyanki body.


With a screech that echoes across the valley, the demon is beheaded. Even as the creature dies, it shouts out, "Irakulllll!!" and then withers away to dust.
While the Marshall Drosgarr was busy with the demon, the heroes and allies had made quick work of the kobolds all squinting in the bright sunlight (DM: disadvantage on a variety of rolls is huge!)
A thrid rock hit the round gun turret still slowing turning and with a pounding explosion and gout of flame and smoke the tower implodes and then starts to crumble.

Standing at the rubble by the gate, the Marshall
sees the stonegiant - 30 feet tall - come out from the trees, the heroes taking down kobold flyers with arrows and bolts, blasts of magic energy knocking kobolds off walls and frying them in their tracks.

Deciding the battle for the town was lost, the dragonborn disappeared into the smoke and fire. A blast of a horn rings out across the town. 




Then a magically enhanced grinding voice shouts:
‘KILL the metal Krillniss and save our cursed goddess!'
[Skrit recalls that a "krillniss" is a insulting term for a metallic type dragon]

The remaining kobolds fade into the smoke and flee up to the mine entrances. 
It appears the siege of the mining town of Drekkar is a victory.. for now. 







Saturday, 8 January 2022

Negotiations & the Demon Crow

 

15th of Planting, Low Summer

When last we left our heroes, they were in the midst of discussions with the monk of the monastery. A demon summoned/created from the corpse of a Githyanki, with Heste and Roxxberry arriving in the wagon.

Once the dust had settled the following had happened:
  • the demon was now outside the monastery, content to await his contract to be completed - destruction of the kobolds
  • Roxxberry had decided to leave - not wishing to associate with those whom summon/create demons. Well wishes on both side, the young paladin went off to find the army of Overlord Romack and rejoin her unit
  • the monk - 5th - was found and coaxed out to continue  discussion re: the illusion on the monastery, possible alliance.. and more

The monastery was intact, which was partially true.. The leaders indeed are dead, but the majority of the  monastery stands fine and intact. A glamour/illusion covers the area. 

Negotiations are broached re keg, allies vs. kobolds, the 5th shrugs and advise the kobolds "we’re not allies.. But also were not enemies."

The grizzled older man then looks up to a high mountain pass.

‘If.. Hmm.. “ he seems to ponder a difficult choice then sighs and continues, “there is a creature of IUZ that has taken over our high pastures, one reason we keep the illusion ongoing. It has killed all our sheep and some staff." The old man grimaces and continues, "If you will deal with this threat.. I will allow a quartet of Crescent monks join you in your attack on the kobolds. But only this. Once your aggression is complete they will return home. What say you?”

Asking about IUZ’s creature, they call it ‘spawn of IUZ’. A giant demonic bird-like creature with multiple arms and massive crow like head and wings. Can easily pickup a man, even a horse with greater effort..

 A gondola is required to get to the high pastures. Still operational from below, the 5th advises, he assumes the caretaker at the top is dead or has fled the demonic creature.

So the 5th can assist with the gondola ride up, but someone will need to take the similar controls for return. The gondola is a large 10’x20’ long walled box - open top with a locking gate at front and rear. A very thick cable apparatus attaches to the top. The 5th has a turnstile with a set of large rock weights he can control to start the gondola upwards. The elder advises there is a similar setup at the top and this allows the gondola to go up and down with little effort by the controller.

“Once you reach the top, there will be 2 small buildings. One is the caretaker’s home - Dizzg. He is a sullen old dwarf - at the best of times, but a friend. I hope he still lives.” The 5th looks up into the sky as clouds are starting to roll in.

There are two pastures, a fork in the path a 5 minute walk from the gondola. The right goes to our high vineyards - the snow globes.” Many in the party have heard of these, they make one of the Crescent Moon Monastery’s best wine.

“The left goes up to the pastures for sheep”  The 5th looks seriously at the group. “Do not underestimate this creature. It is fast, powerful, and shrugs off many attacks, seems to have some innate resistance to some magicks as well.” Grimacing the monk continues. “I saw it bite the head off one of our mercenary guards with one chomp of his long beak.”

He points up, “the pastures are a set of connected high glades, protected on all sides by high mountains and tall fir trees. The spawn of IUZ has seemingly taken a liking to this area.”




The adventurers prepare a trap and using cantrips (Skrit using Thaumaturgy and Vencer using prestidigitation) the sounds of sheep are heard near the gondola station. For a while nothing, then a perceptive Pyra sees the giant flying creature diving towards the echo of Irakul. 
The rogue warns the party as a screech vibrates down from the demonic creature. 

Back and forth the attacks go, and in the end, the giant demonic crow, crashes to the ground and only black dust remains.

Victorious, the party determine to find the creatures nest.

Trekking up into the pastures, they discover bones of dead sheep, deer, bears and a mountain lion, amongst he bones of dead humans in tattered robes of the monastery.

In the middle of a glade, a large nest, nearly 50' across is found. All feel a dread coming close to it, but steeling their nerves, they move up until sounds of squawking and chirping are heard. The demons young are awake and in the nest!

Preparing again, battle is engaged with the demonic young of the Spawn of IUZ. A shorter battle and the young demonic birds are destroyed. Also turning to black ash and dust. Some treasure is acquired, amongst the trees, broken furniture - even 1/2 a rowboat.

Making their way back down to the gondola, they take a moment to look out over the -now- peaceful valley and monastery - which still looks to be a wreckage, under the glamour still.

Taking the gondola down, they meet with the 5th. Whom is delighted at this news. A quartet of young monks 2 humans(male), 1 dwarf (male), and 1 half elf (female), stand ready to go with the heroes to the next leg of the journey and quest.

The Siege of Drekarr!





Sunday, 12 December 2021

Battle at the Monastery of the 3 Crescent Moons


14th of Planting

DM note: this was the 1st time we played in the new loft, and on the big table - was excellent!


The heroes having escaped Rastor, and dealt with the agent of the Overlord Romack successfully, journey up into the Lortmil Mountains South of the city. Avoiding patrols, Pyra scouts ahead, while Irakul assists Heste with finding the best path to take the wagon. The gifts provided by the agent V are distributed, as well as the discussion on how the Shadow lantern has taken over part of the interdimensional space in Irakul's bag of holding - according to the demon's head also in the bag. [DM: Blog post]

Pyra ponders upgrading her Dwarven crank bolder crossbow, with Skrit and Vencer's guidance, they make plans to do some work once back to the flying keep.

The road becomes a path and hard going, but with Pyra, Irakul and Skrit's guidance, the party makes good progress. They come to the wayfarer's lodge where they buried the keg belonging to the monastery [DM: blog post]. 

Travelling for another day, Heste pulls up at a fork in the path looking at the group from under his bushy eyebrows. The merchant has been pretty quiet since leaving Rastor, something ways upon him , but with his usual pipe puffing he points to the two paths. One leads up to the mining town of Drekarr, the other, to the Monastery of the Three Crescent Moons. Discussion and debate. The group decide to travel to the monastery and deliver the keg - hoping for an ally or reward at least.

Skrit intones a sending spell to Treggin the stone giant whom was to be meeting the party near the town of Drekarr to assist in the attack. To advise there would be a five day delay in the meet up. Treggin responds "Agreed, look forward to meeting, and destroying these kobolds."

Skrit also casts sending to Eldeth - the 1/2ling - whom will meet them also at the mining town.

Plan set, the wagon and walks move off into the mountains towards the Monastery of the Three Crescent Moons.

Mephesto the imp flies ahead as well as Pyra moving ahead with Avalanche - a six-legged armadillo - like creature that is extremely perceptive.

Vencer discovers the small - baby? - mimic that he had in his bag had become very grumpy as well as was eating some of his spell components. Thinking, he decides to bring the mimic out and placed in the wagon. It seems, the mimic was not happy in the bag. There was discussion to put in a bag of holding and then as It seems happier now they leave it in the wagon, as Vencer periodically feeds it, beef jerky and wine.

As the party moves higher into the mountains, the air cools, as Irakul guides along a set of zigzag switchbacks with Pyra notes a trail of smoke high up in the mountains, looking to where the monastery may be. Black smoke.. the party exchange worried and tense words and glances. 2 further hours of travel and the adventurers have to bundle up, there is snow on the ground, except for Skrit - due to his new boots - and Irakul, his giantish background.

They come around a large outcropping, they see the monastery. Looking like a small castle, but..


smoking and destroyed. A number of walls, destroyed, the drawbridge across a wide crevasse fallen.

The party start scanning closer as well as taking cover. Vencer and Faust send in their familiars to investigate. The very keen eyed owl sees much, and Vencer through the creature's eyes. It looks like a siege and battle may have taken place, and then one of Vencer's owls sees an older man in the robes and cloak with three crescent moons. A grizzled older man, bald with a salt and pepper beard. Looks to be missing one arm at the elbow, but not recently.

Pyra, Vencer, Faust and Irakul move up leaving the wagon hidden with Roxxberry and Heste guarding it.

 Pyra leaps up - using her boots of springing and striding - flitting up the side into the tumbled rocks on the left side, she has the old man in her sites of the crossbow. Vencer casts message and Pyra notes back to him that it looks like the old man is gathering some type of foliage, herbs or weeds or other..

Faust, Irakul and Vencer walk up the path until the old man turns hearing their approach. Talking with the man, they learn the monastery was attacked by both IUZ as well as Overlord Romack's forces. It seemed at first, Overlord Romack forces occupied and then when overlord's armies retreated, IUZ hordes attacked.

Something seems off, Vencer can tell he is not telling the full truth or holding something back. Vencer mentions the two mercenaries that the party saved from the tanglewoods (DM: blog post) - named Jonah and Telnio. The monk seems to not know these two.

He says," I am the 5th, Brother Targis. The 1st was killed by the Overlord Romack's forces, the 3rd and the 4th were tortured and killed by the mercenaries of Rastor - of IUZ. I am the last." 

All the party seem to feel he definitely is not telling the truth now. Also did not mentioned the 2nd. Vencer tries to encourage a potential discussion on alliance and taking on the kobolds, but the monk seems dismissive of this.

The discussion of the high priced barrel of wine and this brings his interest. "2 barrels?" 

Vencer shakes his head. "Just one." The old man looks over Vencer's should er just as Pyra notes the creature.

"Are they with you?" Brother Targis asks.

"Who?" 

Pointing, the party turns to see a winged creature - looks like a dragon with a rider.

Thinking quickly, Vencer, Skrit, Pyra and Irakul know that IUZ's forces have winged riders on wyverns.

A - most likely magically enhanced Vencer surmises - booms out, "I have come for MY sword and payment!" The Githyanki commander!

Skrit asks, "So did someone take the Githyanki's sword?" Irakul looks around with a smile. Skrit sighs. "You do know about how honour bound and possessive Githyanki are about their blades?" Skrit - as the party prepares - gives a detailed account on Githyanki and their blades and what the astral beings will do to retrieve and the grisly details on what they do to the thief whom took the blade..

BATTLE

The wyvern actually had three riders, a githyanki, a human and a drow. The party realizes these are the leaders of the mercenary group they recently fought. Drow female priestess, a female human (?) wizard or sorcerer and the powerful warlord Githyanki [DM: blog post].

Fireballs flew in both directions, spells and attacks. In the end, the Githyanki commander lies dying or dead. The Drow priestess seems to have been able to fly away but long shots may have taken down the wyvern. The female sorcerer slumped unconscious or dead in a saddle as well on same wyvern.


The enemy defeated, the party gathers the loot from the githyanki, then while the rest of the the adventurers discuss the strange
illusion on the monastery, Irakul, takes the demon head from his bag of holding, cuts off the githyanki's head with his Giant Handax and places the grinning head on the body.. 

As Roxxberry and Heste ride up in the wagon, the party all turn as a blast of dark energy waves out in all directions from the the forming demon.. 

"Yes, Irakul, you will get what you desire.. our agreement will be paid in kobold blood and lives! HAHAHAHa..." Cackles the 10' tall demonic figure, standing.

Saturday, 13 November 2021

Mission Impossible 2 - Battle & Escape

[DM: our 1st in person session in     a very LONG some time!  😄👇 Was great to sit at the table together, roll dice!]

 12th of Planting


When we last left our heroes, the majority of the group were in the Githyanki Commander's bedroom looking for the amulet, Overlord Romack had tasked the party to find to save Royce - whom was trapped in the Abyss. [DM: Link to blog entry]
Faust, Skrit and Roxx all are nursing drinks in the nearby tavern awaiting a signal, while Vencer, Pyra, Irakul with Vencer's familiars - spider forms - and Faust's familiar Mephisto the imp are in the bedroom

Faust's imp flew about the room cackling and then in a very deep voice, belying its size, “If something happens, my master should be able to cast invisibility on Pyra.” Mephisto says, communicating what Faust is saying
“I remember seeing the githyanki do something with that shelving over there. Perhaps she used a cloaking spell to hide the magic?”

All eyes turned to the wardrobe. Looking at the wardrobe, it is intricately carved a scene of what looks like a strange ship..(?) in a swirling sea. Vencer thinks back to his training and realizes this is the Astral sea.

Irakul continues to look over at the blade sitting above the fireplace on the mantle. 

The adventurers then hear someone at the door and it being unlocked.. scrambling quickly, the party move. All hide or go invisible. A drow guard enters the room. The demonic statue starts to
mock the guard and they have some words back and forth.
The drow moves over to the side table and pulls out a small leather bound tome. Mehpisto tries to see what is written on the binding, but cannot make it out. Leaving the room the door is locked again.
"That was close!" The demonic statue says with a chuckle.

Out in the main rooms, there is some shouting and more going on, it seems the forces of IUZ will be conscripting 14 to 40 year old males for demigod's horde-army.
This looks to be keeping the guests - and hosts - busy so taking advantage of this, the wardrobe is looked at. Pyra determines there are two traps, a mechanical and a magical trap.

The party noted the majority of rooms, doors and much of the furniture were made for a smaller stature person - this had been the mayor's mansion whom was a dwarf, before being commandeered by the Githyanki leader and her retinue.
1st floor

2nd floor


Master Bedroom - early on when Mephisto the imp was scouting..

After some thievery including: disarming traps, and lockpicking, Pyra was able to successfully unlock the wardrobe - the right door, the left had the magical trap - still enabled - an acid spray that would go across the room.
Vencer and the party were unsure of the exact phrase for the command word. So he goes over and starts to negotiate with the demonic statue. To give the password, it desires to be placed - secretly -  in a holy place of the demonic's choosing. The word is "Aucskoriykawn".
Pyra then Vencer try using the command word - they think the Githyanki used. The glyph glows and then fades away around the two door handles.
As Vencer looks about with a light spell, a rune burns into his hand of 3 crossed swords. The same one on the demonic statue that was on the mantle. Looking troubled at this, the wizard continues. Some jackets - assumedly the Commander's - as well as a small chest are found in the bottom of the wardrobe.
Pyra, investigating notes the small chest slightly shiver.. a mimic! Vencer takes out some dried
salted venison. The chest shivers again but does not move. Then Vencer pours a little wine - Three Crescent vintage - on the venison. As he does this, Pyra looks up. someone is unlocking the door! The party realize there has not been any noise - music, or shouting or announcements - for a while now..
Pyra closes the wardrobe door and hides in corner - invisible. Mephisto goes invisible. Vencer and Irakul go into the bathroom - leaving the door slightly ajar. All holding their breath..
In steps the Commander. She walks over and sits on the bed. Mephisto notes the Githyanki raise an eyebrow as she looks at the mantel. Then Pyra looks at the mantle -the demonic statue is no longer there - Vencer has it.
The githyanki walks over to the wardrobe mumbles a word and then taking out a key from around her neck, uses it in the lock. She starts to walk to the door to the room. 
Faust directs Mephisto to attack - poison sting! Mephisto appears above her head, and the stinger tail comes down but she is able to dodge, then again - hit.. the poison is resisted
Then Pyra - the assassin sniper, fires her crossbow. Critical Hit.

Battle starts.

The battle rages in the mansion, then as more and more drow and mercenaries appear, the party starts a fighting withdrawal out the window - with Vencer acquiring the mimic.. and its precious cargo..?
At this point, Faust, Skrit and Roxx join in as a relief force. Irakul goes down multiple times, with Roxx and Skrit healing him up again and again. Vencer launches a fireball and catches most of the
commander's forces dealing massive damage.  Faust kills one creature and able to extract a shard of its soul or spirit. With most of the party heavily wounded, they are able to make their escape. Taking back alleys and using all their skills (DM: party had to pass 4 different skill rolls to avoid patrols) to get to the slums and then to 'acquire' a rowboat. Taking it out on the lake they avoid a final mounted patrol - Vencer, Pyra and Faust using illusory magics to make the boat not there! (DM forgot to take photos of battle with minis! 😔)
Finally reaching shore South of Rastor, they are able to meet up with Heste on his wagon and head up into the mountains taking back roads and paths. One patrol is persuaded by Vencer to allow them to pass.

Finally making camp in the early morn, all rest and heal up wounds. At this point Agent V - Overlord Romack's contact appears. Overjoyed at the party's success, a large bag with some unique items is provided as well as pouches of platinum and a diamond each. Vencer speaks with Roxx to ensure this V is whom he says he is. She thinks back to her time as a courier and whom she may know in the intelligence arm of the army.. 
Agent V seems to be AND acknowledges the smart move to do this.. "Quite right my good man! One can never be too careful in this world!"
Taking his leave, the party has to decide where to go next. Off to gather kobolds or to the Monastery of the Three Crescent Moons..

Until next time!

P.S. the magic items provided for the Mission Impossible..