Sunday, 22 May 2022

The Siege of Holliday Stronghold

The RedWater Fellowship are back, and feverishly working.. preparing defenses and traps for the oncoming demonic horde that Gothi had spied only 3-4 hours away at current march. On his excursions she was able to bring down a 10 point deer and a recovered a solid blue sphere with 3 concentric lines around the centre

Using the arcane energies of Graxusas, the druidic powers of Obaz, as well as sweat and the might of the Holliday camp - both Holliday clan and refugees participating - the defenses are prepared.

Fortunately for the camp, they had a number of days to prepare for an attack of some sort - at the time assuming it may have been BlackRunes. Defensive works are raised, walls and obstacles as well. The party decide to also lay some traps - tumbling logs, rock avalanches and more along the only route to the stronghold [DM - arrows on map below]. Kantif's rogue experience, Goth's ranger skills and Doc's battle knowledge allow for some cunning traps to be laid. As well as plant growth spells to keep the majority of the horde down the road.

Obaz's connection to nature allow the firbolg to prepare hallucinatory terrain to make some areas look impassable. Units of archers had been prepared, Uk’walir knights are ready at the main wall. Lukann the wizard advises to deactivate the tower will take 1 hour, and 1 soul and 1 hour to  It uses souls to power. Also the Fellowship determine when it is operational it is a beacon to demons, they can sense its soul power. 

All members prepare for battle, sharpening blades, communing with nature, Gothi restrings her bow and prepares finely sharp arrows. Doc has some new ammunition forged, Graxusas feels tendrils of energy in his scaly hands readying his connection to elemental powers, while Kantif meditates.

Cedric agrees to guide the non-combatants to their newly acquired town - no name yet, the former mining town of Drekarr - so they will not be killed or captured by the demons.

Gothi stays out riding Jawbone, and it is a bright sunny afternoon. Just after 2 bells, the Holliday camp hears horn blasts from the lookout tower along the road. 

The horde is encompassed by a swirling black cloud. Gothi's keen eye is able to confirm that this is not smoke or dust.. it is a mass of flying insects. They chew and raze the land as they progress along the road, all the plant life and more is ravaged and destroyed or eaten. A blasted ruined landscape is left behind the cloud of death. All manner of demonic creatures follow the cloud, running, squirming, slithering and scraping along towards the Holliday camp. 

Racing up to the top of the hill, she makes it to the 1st ambush location - a large stand of trees she leans down, the sweat covered Jawbone not slowing. Grabbing a rope she pulls it. and a large tumble of logs and boulders crashes down into the horde moving along the pass below. Screams, screeches and yelps of pain can be heard amongst the crash of boulders and tumbling logs. The ranger races on to the next ambush.

Graxusas prepares to cast a lighting bolt along the road where the plant growth has pushed the horde into a funnel. As the lizardman let's loose the forking bolt of energy clears a long swath of the creatures. Many may have been resistant to the lightning, but the sorcerer's attunement to the elemental power blasts through to incinerate many of the demons. Only the most powerful lope forward shrugging off the attack.

Standing near the 1st bridge, Kantif makes ready a swath of caltrops and ball bearings. They know the ball bearings will have little effect, but may slow them down or into the caltrops. 

Doc Holliday sits on a coal-black mount. Standing nearly a foot taller than any standard horse, the
nightmare blows out flame as she snorts, slamming a pie sized hoof into the ground, where smoke tendrils raise from the burning rock. [DM: Doc had paid the toll and summoned the Nightmare with his new spurs - acquired from the Makra Tomb  - see blog post]

Gothi continues to race along the tree line of the hill, she pulls the 2nd rope, it snags on a root and nearly pulls the ranger from her saddle, but Gothi quickly recovers and pulls hard as the second avalanche of rocks tumble down into the oncoming demons. Many more fall under the rocks and jagged death. Some demons stop to rend and eat the flesh of their kin. But the vast majority lumber and race onwards. The screeches and gurgling cries of pain lost in the war cries and tramp of the horde.  

As the Holliday force looks on, a black roiling cloud of smoke(?) slowly creeps towards them. Then it can be seen not to be smoke, but a vast swarm of insects in ash, continually changing from ash and brimstone to flying insects, these infest and destroy everything and anything in their path, leaving a barren gaunt landscape behind. Doc spies what looks like his a leader and fires his musket taking the demonic leader in the shoulder. As the creature slumps, it is enveloped by the horde, some tearing it to pieces other just tramping onwards.

Gothi races for the final trap, a double sized set of logs and pulling it she races towards the bridge and safety.


Graxusas lets loose another lightning bolt and it clears another path of destruction in horde. The Fellowship retreats across the bridge as the demons somewhat slowed but the majority are still lumbering forward. Out of the black cloud a flight of larger demon wasps fly over the river. Flights of arrows cut into the giant wasps, some go down falling into the swirling water of the river.

The battle is engaged. Creatures race for the bridge, being cut down by the units of archers, deadeye shots by Gothi, spellfire of Graxusas, Doc's musket and Kantif's bow. Back and forth the battle raged. Again and again, the demon wasps fly out and it looks like the demons may take the 2nd bridge.

Then the demons pull back.. At the head of the demonic chaos can be seen a large horse.. No.. A
nightmare ..unicorn.. With dual  horns, jagged wicked sharp spikes from the creatures head,  slightly curved but as long as a scimitar.. The demonic creatures massive plate sized hooves  stamp down, flashing up sparks and leaving  smoking imprints in the ground.

The rider wears shimmering black and red chainmail, a shield with the symbol of IUZ prominent on front hangs from the saddle, while a spear rests easily in one gauntlet clawed fist, a spiked flail at his belt.

You note many squabbles amongst the creatures, some fighting and eating and rending smaller and weaker forms.

Holding up 1 fist, the horde instantly calms, except for one small dog-like scaled creature which continues to howl. A Large clawed paw from behind swiftly slams down on the scaled hound ending its howl with a crunching gurgle. The creature now dead is swarmed upon by its fellow demons and quickly is pulled out of view, the working of many jaws into flesh can be heard for a little.

Taking off a large black full face helm, silver hair tumbles down over the handsome male elf’s black skin. The drow, smiles, pointed white teeth in contrast to the dark skin. Bright lavender blue eyes sweep over the defenses and ragtag force arraigned against the demonic host.


Smiling more broadly he bows from the saddle sweeping an arm down. “Hail and well met! I am R’alaagishar Moondrake Yn’slyy, leader.. ‘ he pauses and looks back to the horde of crawling leaping


squirming bipedal and multi legged creatures shift and swarm about behind the elf rider. At his turn they immediately calm and quiet. (DM: “R’alaagishar” is demonic for General)

He reaches out a gauntleted hand to point to the tower.

“We have come for the Xxl’cragishal Tower. It belongs to our Lord. The elves forfeit their contract to Him.” The elf lowers his hand to pat the restless unicorn/nightmare.

Sweeping his hand back to the force of demons behind him. “You may leave with your lives .. And souls as well” looking back to the Holliday force, “If you give us the tower. We can even perhaps be allies against the BlackRunes. I understand you have no love for them similar to us.” He will wait for a moment for a reply.

If a an insult or derogatory reply, the horde will bellow, screech wail and surge forward and jump like a living creature. 

Looking back across his forces, his unicorn-nightmare circles, stamping a hoof with sparks flying, slowly Raising a hand, Moondrake makes a fist and the demons fall silent.

“Well now, if your lives are not worth anything.. Perhaps these ones are..?” As the drow elf finishes, an orc, and 2 humans are thrust forward in chains.

Negotiations start. It seems the general desires the tower, 

Graxusas offers that the RedWater Fellowship will take on a quest to  recover the Heart of Enstad, and if they do this, the Fellowship will be able to retain the Demonic Tower.

The party recall now that the Heart is now in the Sea of Dust. [DM: see blog post ]

After some epic level persuasion by Graxusas [DM: rolled amazing - 35 on a D20. Needed a 30]

The General produces a contract, but in the end the party disagrees, only giving their word. So the plan is they are given a month - 30 days, tower is left where it is, once the Fellowship bring the Heart to the General, they are able to take the tower.

The Fellowship reluctantly agrees leaving his ancestral home, Doc feels a great deal of emotions. The party then arrive at their town (Drekarr). repairs and rebuilding has been taken place. Treggin the stone giant as well as monks from the 3 Crescent moon monastery assisting. The refugees and more start to populate the town. A new bustling lively place being created. Infantry units are being trained a new stronghold being built.

While their demonic tower sits at the old Holliday camp, It seems Lukann stayed in the tower as it was closed. 

The RedWater Fellowship are the rulers of a new town.. for now.

Sunday, 1 May 2022

The Uk'walir Knights and tidings of War

19th of Planting, Low Summer

Our heroes of the RedWater Fellowship recover from their excursion into the Makra Tomb.

Gothi had not returned yet, but one of the Holliday orcish scouts had met her and she was heading off towards the Duress Estate area. Obaz was spending time with the refugees, healing them as well as the strange negative effects emanating from the Makra Tomb, the druid's affinity to nature bringing much healing back to the area. Declan and Doc's cousin Kyarra were both recovering under the watchful eye of Obaz and GrandMa Holliday.

While the rest of the Fellowship had entered the tomb, Cedric had decided to head off to the town of Drekarr to start work on the new Fellowship base of operations. He would escort 20 of the refugees that had skills helpful in rebuilding the town, but also non-combatants. 

Doc decides to inspect the 'troops', while the party takes a long rest.

Approximately 90 'soldiers' with 45 noncombatants - these included refugees, farmers, bakers, various civilian types, as well as a core of 20 actual soldiers and the Holliday orc clan. A lieutenant  formerly of the Wayberry militia had also joined the group as well as 2 sergeants, one from Wayberry
and one from Overlord Romack's retreating army. A recent young man whom is an engineer's apprentice - Tollyn - advises they came across a BlackRune camp to the Southeast which was completely abandoned.
In a war council, they decide on areas to guard and defend, as well as have an escape route - into the Makra tomb. Blowing up the bridge is discussed, magic - wall of fire, fireballs, kegs of oil and other tactics discussed. Talk of visiting the BlackRune camp as well, perhaps later.. salvage supplies there. About 2 days travel by horse. The BlackRunes had completely withdrawn over the mountains to the East.
The bridge and towers



Different units were designated, armor and armour distributed. Four units are created, 2 archer units, a levy of townsfolk and an orc guard unit made up of the Holliday clan.

Finishing their long rest, the party prepares to reenter the Makra tomb.

Graxusas, Kantif and Doc enter into the depths. They make it through the door into the newer area, the feeling of 'wrongness' is gone. The slime still covers floor and parts of the walls. The trio use magic and torches for some time to destroy the slime filled grubs.

After clearing the area, they get to where the sphincter the walls and floors blackened by the explosion completely clear of the slime and had been, there are now strands of shriveled and burnt flesh hanging down. Doc is able to cut these down with his flaming sword. The Fellowship enter into a hexagonal room. in the centre is a pool of the slime and suspended above is a shriveled and burnt massive heart. The group thinks it may be the size of a titan's heart, larger than a giant for sure. There are four defaced statues with faces shorn off stand in corners.
Prodding the burnt husk with a mage hand spell, it crumbles to dust. The heart seemed - the party thinks - to once extrude the slime that had filled the chambers and passages, no longer.
After taking the time to destroy all the slime with torches and Graxusas' firebolts, Doc pulls out Lucky Seven  sword to cut the four chains holding the heart, but they decide to use mage hand to crumble the heart around the 4 large hooks holding up the heart husk. One by one the chains fall free and then finally the blackened husk falls to the ground in a poof! of ash and smoke dust.
Doc reaches out with his paladin senses to detect any evil, undead or demonic - or other - presence. Only desecrated grounds can be felt in the area.
Moving on the party comes to a set of double doors, there is ancient orcish runes above the door. Doc is able to decipher: The Nog'ra Chamber - the 1/2 orc thinks this may be another burial chamber. 
Kantif searches for traps and cannot see any, pulling on the large rings, the doors slowly swing open showing another hexagonal room. There are burial chambers - six - spaced around the room, although one looks to have filled with rubble and a cave in. Each chamber has a sarcophagi with a skeleton laying on top of it. Doc recalled some clans did not bury or entomb their dead, but rather enshrined them on top of a monument.
In the centre of the room is a statue of a male orc with crossed sword and battle axe.
The level of dust on floor and area confirms it seems that there has not been any in the area in a very long time. There seems to be something on the bones of the skeletons, but it was hard to confirm from a distance. Doc moves up, Lucky 7 in hand. Using his divine sense confirms the five skeletons are undead. The Paladin also notes the skeletons are covered - head to foot - in minute writing engraved in their bones. An ancient dialect of orcish. Older even than what was on the tomb door.
Doc is able to decipher, Kantif and Graxusas not able to reach the language out to them:

Uk’walir knights were the elite force from all the orc clans in the lands, a great honour - the greatest - to be invited and join the small group. All genders were welcome, the deciding factor was the honour of the individual
At that moment, the writing - which was on the wrist bones of one of the orcish skeletons, glows briefly and disappears. All crush a gem in their mouth - a glowing red ruby - and sit up and the skeleton now with a flaming sword in one hand a flaming ax in the other near Doc swings at the paladin but misses. They note the writing had disappeared from same wrist and arm on all the skeletons.
Determining to find out what all the writing is and try to recruit them, the Fellowship hold back their attacks as Doc continues to get attacked as he tries to read the script engraved all over their bones.
Graxusas uses his spells to impact and disable the skeletons - command spell worked well.
Doc is able to read section by section, as they disappear from each of the skeletons.
Reading more, Doc realizes the history of the knights is written over them. Something happened in their history made them fallen.
A great war between orc and elf - once allies. The elves were expanding over the mountains from the East. The knights betrayed the orc clans to the elves whom were besieging the citadel

Kantif dodges then also uses a bag full of ball bearings to slow down the enemy as Graxusas uses his spells and Doc tries to read as the skeletons hack at him.

The Uk’walir knights opened a secret way in  into the citadel allowing an elite force of elves to enter. The elves took the main gate losing many, but were able to open the gates letting the vast forces of the elves and allies - dark shades -into the citadel 

Polymorphing into a bonedevil, Graxusas is able to resist some of the attacks. Section by section,


Doc reads off the story, taking blows and trying to parry.  Doc uses his paladin spell Bane to try and limit their attacks. Finally, after a number of rounds of combat, the final section is read:

The pact had been to allow all the non combatants to leave alive, but the elves broke the pact, killing and pillaging the clans. Including  children and elderly, none were safe. The dark shades were a demonic force under the elves control or a demonic pact.. we are the Fallen Uk’walir knights. Our deeds are our ruin.

At that moment, the final section of script fades away, and the skeletons disappear and reappear on the tombs laying down once again. It seems though the engravings of their history did not, the bones are bare. A critical hit on Doc disabled his left arm. the wound opened to bone, fortunately the flaming blade cauterized it somewhat.

The trio breathe heavily, Doc heavily wounded heals himself with the divine energy of the Raven Queen. Doc thinks perhaps of a ceremony of some type is performed the knights may be able to join them to re-forge their honour.

Obaz and GrandMa Holliday think that with 2 weeks of healing he could recover. The witch doctor thinks though a magical salve could be created to speed up the healing. The Fellowship look through the long list of various monster ingredients they have harvested. Obaz and Grandma are able to create the salve the primary ingredient being rat ogre bone marrow (DM: Blog post), which they recall did regenerate, RedWater leaves (DM: Blog post) sharp grass from the Black Wine monastery (DM: Blog post).

Using the salve, heals and regenerates the wound. Doc's arm is still sore but usable.

Doc takes an entourage back to the room of the Uk’walir knights and performs a ceremony to allow them to rest after one final task. Defend the Holliday Stronghold. After a long and strenuous ceremony, it is complete, and the five remaining knights stand at Doc Holliday's command. A powerful force. (DM: inspiration to Doc for this move)


Kantif during this time speaks to the refugees and folks of his father the infamous assassin - Fargin - giving a description of the elf. None have seen elves for some time - since the Great Deliverance (DM: Blog Post). Both the son and father have one similar feature blue eyes with flecks of gold. Tollyn, the young apprentice engineer recalls seeing a man - human of this description in Wayberry 6 months back a small temple to the Elvish god near the Duke's palace.

Graxusas checks in on the bug creature in the library of the flying keep. A little house had been built, chunks of paper used to repair it. Graxusas acquires and makes actual miniature items so the creature does not use torn pages from the books.

The three now refreshed from a long rest, prepare once again to enter the Makra tomb as there was still one section unexplored.

Behind locked and trapped door, with no mishap they find some treasures:

Sandin’s Portable tool table

A rectangular box, (1’ x 2’ x 6”) made of fine wood, weighing 10lbs. 

Upon the command word, quickly transforms into a finely crafted table 4’ x 6’ (table height based on user) useful for a variety of crafting skills and tasks.

In drawers below table are all the basic tools and very basic ingredients and supplies to assist with the work required. Using same command word will transform table back into box.

Upon attunement, becomes a tool table for the crafting professions:

• Tinkering table (covers jeweler or fine craftwork metal smithy)

• Alchemy table (covers poison, medicine or herbalism)

• Cooking table

• Artist table (covers forgery and writer)

• Woodworker table

• Weaver table (covers Leatherworker)

• Blacksmith table (covers weapon and armour)

The table can only be used by the attuned person. If the attuned person wishes to switch table type (i.e. from tinker to cooking), the table will be dormant for 3 days as it magically creates the tools and ingredients. Once another attunes the table type cannot be activated for a full day and changed for 1 week.

For a user with the background profession, gives advantage on making basic/simple changes and repairs. Once per day, can give advantage on complex/difficult creations or changes. If user already has advantage, gets +4 to rolls.

Note: the basic supplies and ingredients do not allow creation of anything worth greater than 1GP. Does not supply the primary ingredients for creation (i.e. does not supply a shield for enhancing or a pair of boots, or ring, or all the ingredients for a full meal, etc.)

Nightmare’s Spurs

These coal black metal spurs have a wide metal shank razor sharp.

Once attuned and equipped, the wearer can summon a nightmare whom may dutifully serve. If given a treat of crushed platinum, rolled oats and apple, the nightmare will serve automatically.

 No treat and a DC13 wisdom check be required to force the bond on the nightmare, as they despised forced servitude, if the check fails, then the nightmare appears, neighs, rears up and in a choking flash-of smoke and brimstone disappears.. 

A rider summons their mount by tapping the spurs together or passing them through blood of a sentient creature, the nightmare will appear from another plane, in a flash of fire and smoke.

Can be used once every 24 hours.

Duration: Nighttime, will last until Dawn| Daytime, will last 1d4 hours plus wisdom bonus

As the trio make it back to the Hall of Heroes, they look out the large main doors, seeing a bright sunny day. Taking a deep breath, all step forward and then they hear the dreaded sound. 

A horn blast! It comes from an outlying watchtower

Graxusas sends up his owl, does not see anything, except Gothi riding Jawbone along the road path towards the stronghold.

Doc musters the troops - pulling along Graxusas, Kantif races down to the bridge.

Kantif is at the bridge when the ranger pulls up on her mount, Avalanche both ragged and exhausted. "They are 3-4 hours away. The scrabbling, screaming demonic horde flying and running towards here!"


Until next time..

Saturday, 2 April 2022

Return to the RedWater Fellowship


18th of Planting, Low Summer

 Irakul, resting in the town of Drekarr has strange dreams dark and deathly. Continually being executed by a large figure which turns out to be himself. A booming voice echoes in the background.. "Irakul.." then the goliath is standing at the drawbridge to the Three Crescent Moon Monastery. Where he had summoned the demon. The demon stands there, not with the Githyanki body as last seen at the battle here (DM: Blog post) but with a much larger demonic form nearly 12 feet in height. "We have a contract, you must fill your side of the bargain." 

Irakul looks about, and realizes he never read the contract. The demon grins, razor sharp teeth - too many - splaying out widely. A scroll flips out from the demon's clawed hand rolling out at least 10 feet, covered in minute writing, at the bottom, is Irakul's mark and a rune of some sort, the mark of the demon. The goliath gets confused trying to read the flowing blood red script. The demon, advises Irakul has a week to read and understand the contract. Agreeing to this, the demon slices off Irakul's good hand and wipes his blood across the long scroll. The goliath's blood pours out and splashes across and is soaked up by the words and vellum.

Then the echoknight awakes from the nightmare. For a moment he can see a scar on his wrist.. where the hand had been chopped off. Then it is gone. A contract needs to be completed.

Vencer decides to visit ol' Greeta up at the old encampment. At first he is reluctant, but decided to visit her. The old woman offers news of the wizard's family - one is in danger. Price is eating one of her strange berries to learn the news. Vencer refuses having a long past grudge/feud with his family. So now one of the portents of the future remain unfulfilled.. (DM: Blog post)

Skrit is able to cast sending to contact his liege/employer - Cedric. Status update given and instructions back and forth. The plan then is to rebuild the town now as the party's new base of operations. the crew resting and ready with some kobold followers - of Pyra and Skrit - as well as Treggin the stone giant - start to go about the task of rebuilding the town. Potential new ally/neighbor in the Three Crescent Moon monastery, the monks leave advising one of the Three - the monastery is led by three equal monks - would attend within a fortnight to make future plans and agreements. 

The artifact taken - Shadow Lantern (DM: Blog post) - Skrit determines it is most likely affecting Faust - his body both organic and inorganic - is fading, becoming see through - not sure if his essence is being drained by the shadow fey artifact. Irakul, whom had carried previously is not as affected by the device. Faust's shadow is gone. The kobold warned Faust repeatedly, but the warforged dismissed this, willing to take the chance.

With the quest complete - now that it had changed from capturing kobolds for fueling the demonic tower - to capturing the town and defeating the Cursed Goddess and Marshall - the camera moves back to the RedWater Fellowship!

The party are at the Holliday camp. All except Gothi whom is out on a long hunt for exotic beasts and ranging the area to assist fugitives from the demons and BlackRunes - advising and guiding them to safety. The camp has been much improved since the large number of refugees had arrived. Nearly one hundred and fifty folks had arrived, of all races, species and ages. The Holliday clan and RedWater Fellowship welcoming all - while discreetly using spells to ensure none are spies or worse..

Overhead map of the Holliday Stronghold and area


Dock, boats, source of fish and a way to exit the stronghold


The main encampment of the Holliday Stronghold

The Flying Tower of the RedWater Fellowship

The Fellowship had spent some time on personal tasks:

Doc spent time and resources with help to hammer and forge a rifled musket in the tower's smithy. Using a variety of exotic ingredients as well as spells to successfully produce the magical musket.

Ground floor - Stables and smithy



Kantif spent some time looking for a pawnbroker's brother - whom had been very willing to pay for his rescue. Scouring the countryside, even coming close to Wayberry at one point following what seems to be a very lethal bounty hunter whom had captured a BlackRune commander and took the woman to Wayberry - assumedly to the forces of IUZ. Unsuccessful in finding the gnome's


brother, he did encounter a number of other refugees, assisting them to safety. The pawnbroker gives the rogue/monk a strange disc supposedly from the Sea of Dust (DM: Info). Strange runes or letters cover one side. The other glitters like a rainbow. First thinking of creating a musket similar to Doc, he realized this was unlikely without the ingredients and more. So started looking into a longbow and what was needed for that.. perhaps a treant's wood could be enchanted..

The Control room
Gothi spend much of her time out hunting with Avalanche and also some time with Lukann working on studying the power source for the flying tower. The more all learned of the demonic tower, the less they liked the idea of using it as the power drained a creature's soul or spirit.


Graxusas spends time in the flying tower reading a strange tome as well as researching spells and looking for news from his circus. His time in the library he notes the small house has been improved by the  1/2 foot tall creature that dwells there. Taking scraps of paper and pages from some tomes. The lizardfolk decides to ensure less books are ruined and provides the creature with many small and useful items to improve the dwelling. After a time, he gets a good glimpse of the diminutive humanoid. sleek bluish green skin, with four arms and two legged, it races amongst the
shelves and books looking about furtively. Graxusas tries to engage it in conversation, but realizes it will take some time to gain some trust with this small secretive creature.

The library and Ladies Chamber

Some days passed as the Fellowship rested and prepared for battle with BlackRunes or demonic forces.

A new stranger enters the camp human vagabond, covered in tattoos, wild read hair and bushy beard, spindly and tall. A young woman and two children - a young boy and girl - accompany the man having joined up with the stranger on the road to the Holliday refuge.

2nd bridge and tower


Walking up, the lanky human saw the 2 bridges with defensive towers and then buildings and many tents, Doc and Cedric question the tall human, whom goes by the name Obaz. The stranger enters the camp and immediately makes friends with 2 small children. Obaz feels there is some force undeath, or something wrong - alien. The druid calls forth life to the area and this brings green life to the area. The 2 children that had accompanied them, shriek as Obaz goes invisible. Doc and others run up. Looking about hand on weapons. Then not seeing anything, they head into the defense council for the Holliday stronghold.

Obaz decides to reveal their true nature after hearing the plans and war council of the Fellowship - a firbolg. They join the group, all in the Fellowship seeing the great benefit of a druid joining the cause! As the council progresses, they decide on forming some units amongst the refugees as many have combat experience. Twenty are former soldiers, a lieutenant and more.

Further into the night, cups of mead, wine and ale flow, food is plentiful as Obaz using his nature skills calls forth food for the refugees. A small feast is had by all. Obaz still has two small children following them. The firbolg druid playful with two small humans.

Later in the evening the perceptive firbolg hears a scream before anyone else and jumps up and out of the council tent. A young woman screeches. The rest of the Fellowship soon follow. 

Stumbling out of the double doors of the Makra Tomb is a young woman, covered in something black from head to foot. A perceptive Obaz confirms it is blood on the girl. Kyarra - Doc's cousin. After some healing and words, it seems that Declan, and the girl on a dare went into the tomb of heroes. Deep into.. They were attacked. A white furred humanoid with long claws. Declan was still in the tomb. She is becoming feverish. Two of the Holliday clan take the girl to Grandma - witchdoctor of the clan.

The Fellowship gear up and prepare to enter the Makra tomb. Obaz requests to come along and all agree the firbolg's nature based support will be effective. The seemingly undeath or wrongness is compelling to the druid.

The Makra Tomb - Heroes, Witchdoctors, Warlords, Leaders and other renown figures of the Orcish clans of old..

Exploring into the familiar chambers to Doc, the party all feel the wrongness. As if postive is negative and vice versa. Graxusas and Obaz discuss.. possibly some planar activity a gate or other has happened in the tombs.

Walking the long hall with the statues looking down, Doc can hear their whispering - the long passed warlords speaking of their battles and victories, the wizards and witch doctors discussing herbal potions and spells.. many and varied stories distract the paladin/gunslinger.

Moving on the party find Declan, leaning up against the low 1/2 foot wall around the large circular hole or pit in the centre of the chamber. Coughing up blood, the young man, calls out "Doc.." as Obaz intones druidic magic to heal the young man from a distance.

At that moment, a large white furred creature leaps out from behind the statues and attacks, then more appear and battle is engaged. The creatures are tough, but in the end are defeated, though one bit deeply into Doc and the wound looks to be infected.. learning that the creatures came from


the Warlord's tomb deeper in the complex. The furred creatures transform to a human form once they die, still giant size. Ensuring Declan safely returns to the surface, the party they decide to delve further in to make this right. The hole/pit used to once be a pool, then became a portal to the Abyss. It was closed by the two paladins, but a smell of brimstone still lingers.. Graxusas, casts wall of stone and seals the hole.

Passed the tomb of the warlord, is a new door that Doc was quite sure he had never seen in his various times of exploring. Passing through the doorway, the party is a scene that could come only from a fevered nightmare:

The stone passage ahead merges with a pale grayish pink material that glistens wetly. It’s as though the walls, floor, and ceiling up ahead are made of glistening sickly grey-pink flesh, dripping and oozing. A trail of thick, sludge like violet slime puddles on the floor and trails off into the dark..

Looking at the ooze, small wriggling worm-like creatures are seen. It is decided not to and not tough the slime, Graxusas does take a sample in a vial.

Carefully moving forward, trying to not touch the walls, the Fellowship's boots sink into the flesh like floor. The feeling of wrongness is nearly overpowering as they move forward, all fighting


symptoms of nausea and headaches. The slime pools on the floor in spots, so the adventurers are able to move forward without stepping into it. Turning a corner, a blast of psychic energy hit all as a horrendous creature moves forward towards them slowly. Four stumpy legs, the greyish flesh oozing wounds all over, four arm like tentacles and a faceless maw filled with rows of long teeth. Then 2 grey-skinned humanoids carrying large double bladed axes engage the party from the rear. Wearing no armour, the faceless creatures relentlessly attack the party. A long and tough battle sees the Fellowship victorious.

Determining the slime is coming from a sphincter like hole in the wall further down the passage after Obaz does some scouting shape-changed as an owl. How to destroy? A keg of alchemist fire inserted into opening. (DM: some bad jokes at this point 😝) 

Obaz calls forth his druidic magic transforming Doc into a giant ape. Taking the keg, Doc the ape runs down the hallway getting covered in the slime and feeling the grubs burrowing into his feet and one hand - the other holding the keg on a shoulder. Inserting the keg with all his strength, he races back as waves of psychic negative energy crash over him. AS he races up the passage, Graxusas stands forth, the rotund - but athletic - lizardfolk intones a spell and a bead of glowing energy flies passed Doc as the ape races back towards the entrance.

KABOOM!!

The fireball detonates at partially visible keg and a second explosion. All of the heroes crash to the ground as a wave of negative energy washes over them all....

Then silence. Once the smoke clears the party look about and at each other. The feeling of wrongness.. is gone.. it seems the Fellowship were successful!

Trekking out to rest, they decide to return on the morrow as there were more passages and a door to explore. It seems that the Tomb of Makra was connected to the ancient orcish citadel of old, once a vast stronghold for the orcs before the Orc /Elf wars 500 years past.

Sunday, 20 March 2022

The Cursed Goddess and Marshall Drogarr

17th of Planting, Low Summer -  late afternoon

Our heroes take a deep breath  and look about. All still feel very exhausted form the mind-link to the Cursed Goddess. This area is different from the rough caverns and  claustrophobic mining tunnels so far explored. Still warm from the close by lava river, but a cool breeze can be felt coming down the corridor. These hall features intricately carved walls and a polished floor. Every line is precise. Every block of stone, door and flagstone is perfectly cut to stand the test of time. Down the center of the floor in the tunnel, every 20 feet, a ring of multi-coloured tiles encircle a mosaic of the crossed hammers, tome and glasses - the former builders of this complex.

The party notes the undead moving off towards the destroyed dwarven forges and furnaces in the centre of the large cavern. Vencer, sends his owl familiar to scout. Flying high above, the owl's excellent senses note a well-armed group of kobolds fighting the undead, around ten or twelve with a number of the draconic wolves as well.

All can hear a thrumming echoing down the hall, louder now from when they entered the mining tunnels, not sure what it is, but suspect something to do with the Cursed Goddess. Pyra moves carefully forward, the rogue looking for traps carefully on floor, walls and ceiling, "These kobolds are very cunning," she murmurs. There is a door ahead on the right as she moves forward. There is no dust no debris on  the floor or walls. Finding this strange some investigation is made and the
there seems to be an arcane glyph or runes  in opposite corners on each of the stones. It seems to be a form of the prestidigitation spell to keep the area clean. "Perhaps the gnomes.." Skrit decides.

Skrit, ever curious notes dwarven runes carved into the blocks around the well made door. Seemingly a burial chamber for 2 brothers - Tomb of the Illuminated Brothers. Vencer wanted to move onwards, feeling some urgency. as the party moved forward down the passage, Skrit.. looks back and then impulsively, open the door a crack. No trap, but a slight woosh of stale air as it glides open without a creak.

"Ahh guys..", the party looks back to see Skrit peaking into the room behind the slightly open door. Some sighing, they return and peer into the room. A rectangular room with two sarcophagi, a pedestal with an open tomb and the far wall covered in a mural. Skrit carefully moves to the pedestal and book, looking back at the two sarcophagi. Pyra carefully moves in to look at the right. Irakul and Faust stand guard while Vencer murmurs a few words as his eyes glow briefly as he casts detect magic


Pyra expertly - even exhausted - notes a trap on the tomb. If the lid is moved something will happen in the floor around the base of the sarcophagi. Again, in the zone, the rogue easily is able to disable and recover part of the gas trap.

As Skrit throws up a light, they see the details of the mural, a dwarf holding a hammer and a gnome holding a large tome. Moving up to the pedestal, the tome is quite large, 2' by 1'.

Moving up to the pedestal - which Vencer warns is magical as well as the book - Skrit scans the book - seems to be written in gnomish. Vencer casts comprehend languages. Extensive information on building fortifications, defensive works and engineering. Ritual casting identify, Skrit determines it is Jarl and Zeer's Illuminated Tome (+1 to intelligence and add engineer profession).

Pyra lifts the lid and sees a dwarf sized mummified figure in dust covered banded armour. Looking closely, Pyra notes something under the body, a space or compartment. Pyra reaches over to move the body aside and at the moment of touch, the glowing eyes open as a moaning wail with lightning speed grabs the rogues arm. Necrotic energy pulses through the contact and she gasps in


pain. "We have a problem here.." She says.

The party engages in battle with the dwarven mummy. Irakul summons his echo and is able to cut twice into it with his Giant's Handax. Vencer blasts an orb of fire narrowly missing Pyra, as it impacts into the wall. Faust will use his Eldritch blast, one impacting into the creature as it hisses. The life energy continues to be drained from Pyra as the undead dwarf clutches her arm. 

Skrit looks about wildly and then runs over to the tome, grasps it and holds it up in the air above his head and a pale blue glow encompasses his form as he calls upon the divine energy of Istus. The undead dwarf screeches and shields its face with one clawed hand, lets go of Pyra and retreats from the divine energy pulsing out from the kobold cleric. Moving to the doorway it looks back and moans again. Skrit advances on it and it continues to move, "I've got the power!" the cleric yells. He continues to force the mummy down the hall, towards the bridge over the river of lava. Skrit keeps holding the tome up, and the undead scrambles up the flagstones and it flips - kobold trap - and the mummy tumbles into the lava.. screeching. (DM: 1 point of inspiration to Skrit)

Pyra, slightly recovered unlocks the dual locks on the compartment in the bottom of the sarcophagus. Irakul casts identify on the ax. Dwarven Battle Ax, (will return to a dwarf whom is attuned to it). Pyra is able to open the compartment finding mithril ingots, gold and silver rolls of coin.

Exploring the hallway further, the adventurers come up to large flagstone stairs going down. Moving quickly, Pyra feels a wire on her foot at the last moment but unable to stop it: CLICK. A trapdoor open up in the floor behind the rogue and the rest of the party reflexively try to not fall. 

Skrit falls - again - into the pit of black acidic ooze. Saving the large book in his hands, he falls on his back. Faust uses his bracers extends his octopus arms to reach down to the cleric, sea water dripping from his long extended arms as the warforged pulls Skrit out of the put. 

Coming down the stairs carefully, the tunnel opens up into a large room. The stairs split into two staircases, one coming down each side of the room. There are four dwarven statues by four doors - two on each side - and then massive double doors facing the party - nearly 20 feet wide and 80 feet high. The four doors have similar runes like the tomb of the Illuminated Brothers explored earlier. As the party moves down the stairs, Pyra notes one of the steps is slightly uneven. Another trap. Skrit is about to step over the trapped flagstone and Pyra grabs the kobold's shoulder. The next step is also trapped. 

"Thanks Pyra!" Skrit whispers back. The party move over avoiding the two steps. For statues, two male dwarves and two female gnomes. The runes are in dwarvish and gnomish. One though is strange. Skrit recalls dwarves have false tombs or an entrance to utilities,, stores and secret passages.

Vencer can hear the shouts or talking of kobolds, and thrum of energy at the main large doors.

Pyra notes gouges in the floor around the small door on the left closest to the large main doors. Skrit thinks it may be a supplies or back access to the area. Opening the door, they don't see a tomb, but hall and then goes up a set of stairs. The sounds of kobolds talking and shouting and the thrum of energy is louder this way. Decided, all the party take the passage and close the side door. The sounds of thrumming and shouts of kobold voices is louder, echoing down the hall. 

Moving quite stealthily, the group note these areas are dust filled and debris on the floor, seems only the main halls and room are kept clean by the dweomer.

A stairway heads up and then a long hallway heads left and right curving out of sight, every twenty feet or so is a aperture seemingly an arrow slit on the inside wall. This is where the racket, voices and booming voice of the Marshall emanates from.

All the party peek through the arrow slits. they are 30' up looking out into a vast room, lit in a bluish and amber glow.

A massive worked stone chamber, ceilings nearly 100 feet high probably over 200 feet wide and 300 feet long,  the walls made of large blocks of fitted stone, primarily blue with some copper and only a couple of red, the red have a mix of blue and copper veins of colour. The blue and copper toned blocks give off a glow to light up the whole room, the ruby blocks are dark, except for the veins of blue and amber.


The Cursed Goddess lies in this room, her long metallic blue neck and head laying on a set of cushions, seemingly in a trance. The stump of a second head visibly seen where the ruby dragon head and neck were cut. The third head, copper dragon, looks to be unconscious, strapped down with large heaving chains and massive buckles. The thrumming sound seems to be the unconscious copper dragon. Center of the room there is a large structure of metal and wood, two towers, created by the

kobolds - led by the Marshall. This is where all the mining rails and wooden ties are now, in a massive structure arching over the dragon. A large group of kobolds, chained and being yelled and cursed at between being whipped pulls on two massive ropes, slowing raising a massive blade - a guillotine above the neck of the unconscious copper dragon head. Vencer seems to note something strange about the blade and contraption, but cannot put a finger on what is amiss.

The Marshall, standing in a third tower, directs the work, his booming voice magically enhanced to fill the room as he directs the groups of kobolds to raise the blade. A single rope from his tower goes to a mechanism where the massive blade is slowly raising. 


Flitting about the room are the four flying kobolds, two of the witch docktors also direct and seem to be working near the Cursed Goddess, one feeding Her from a large vat, which seems to be keeping her in the trance.

As they adventurers look on, the massive blade rises higher over the copper dragon head, kobolds with whips lash out at the two groups of chained kobolds pulling the massive blade higher.

Discussing quickly the heroes come up with a plan. Pyra and Faust will use their expert missile weapon and magic attacks to snipe and attack from the shelter of the arrow slits. Irakul, Skrit and Vencer will upon the surprise attack climb through the arrow slits at the far end to attack as well, Faust would go with but his warforged body was too wide to fit through the arrow slits. Making ready, buffing spells cast, and potions drank, the team were ready. Then.. attack! 

Pyra cranks her crossbow and let flies a bolt at the Marshall, with a critical hit. Faust summons his putrid undead vassal and sends it down to attack on the main floor, it lumbers off towards a stairway down the party passed at the South end of the hall.

Vencer with 3 mirror images, Irakul and Skrit float down into the room - feather fall from Vencer as Irakul is enlarged to the size of a giant. Skrit casts bless on them as well. Blasts of divine energy hit flying kobolds, as well as a pillar of force damage crush a flying kobold crushed into the floor.

Then battle is engaged. Multiple kobolds let fly with arrows, witch doktors blast Irakul whom is a prime target now in his giant form. Marshall Drogarr directs the battle at this time from his tower declining to engage in melee. Irakul lumbers towards him. Skrit casts sacred flame and takes down one of the elite kobold flyers, the glowing blue energy engulfs the flyer whom seems to think this is a blessing from the Goddess and not being attacked.

Vencer is charmed by one of the doktors, and is enticed to moved towards the druidic/sorcerer spellcaster. Ignoring the battle for now, Vencer moves off. A blast of energy from the goddess seems to encompass an area the heroes are in the room and a storm of lightning and thunder crack down in the area, mostly ineffective but doing some damage. The kobolds chained to the 2 massive ropes are screeching and crying, wailing in fear. The ropes go slack and then the massive blade lurches down but stops above the copper dragon head.. for now.


Irakul, slaughters a kobold in his drive to the Marshal's tower. A blast of energy hits Irakul and using his goliath endurance is able to shrug off most of the damage. Moving up to the tower, he swings and his Giant's handax into the structure. two more hits and it is starting to tip as the Marshall holds on. Faust's putrid undead seems to be battling undead as the warlock fires out eldritch blasts at the Marshall, hitting most of the time, but the dragonborn shrugs most of it off.

Irakul swings one more time using his echo knight ability and the tower starts to crash down, pulling the rope that is attached to the main two towers. The blade slices down towards the copper dragon head, and then a hidden second blade swings out and cuts the Cursed Goddess head, both the blue and copper heads sliced off. A rumbling shakes through the whole room, dust trailing down from the ceiling. The party all having a link to the goddess suffer psychic damage as they hear her scream in their minds. The Marshall, tumbles to the ground, rolls his body covered in a blue, amber nd blood -or ruby - ichor gets to one knee.. and then.. laughs, his booming laughter echoing around the room. 

A blue, amber and red glow emanates from the 100 foot dragon body and starts to slowly move towards the dragonborn, while the battle rages on.

Many of the kobolds seeing their Goddess killed, break, shrieking and wailing running towards the two doors one in the South and one to the North. Some stay loyal to the Marshall and continue to fight as the room shakes and rumbles, cracks forming in walls, ceiling and floors.  The Marshall is attacked heavily but not enough as the glowing energy encompasses him. The party hear a final wail of anguish from the Cursed Goddess as the dragonborn seems to grow in height and regenerate.

Skrit notes as some of the kobolds run through the North door, the glimmer of treasure.. the dragon's treasure! Signaling the party, all deem it wise to leave now as the place was starting to come apart, cracks and large chunks of masonry starts to tumble down amongst the dust and the dead or near dead.

The party are able to escape through he North door, last seeing the Marshall still encompassed by the blue, amber and ruby glow, his booming laughter still echoing around. Gathering treasure as fast as they can as more cracks appear in walls, ceiling and floors.

"We have to go now!" Yells Vencer over the din. 

Minutes later, they tumble out of higher up secret entrance to the mines, covered in dust blood and sweat. Many of the remaining kobolds have dispersed but a group of the slaves pulling the two ropes, had bene released by Pyra. With Skrit's language skills, the group now had some loyal followers. 

As the party made their way down to the main town, the rumbling continued, dust billowing up into the sky form the multiple mine entrances, most blocked by the ally Treggin the stone giant.

The glowing form then of the Marshall could been seen far up, Irakul urged Treggin to lob a few boulders at the dragonborn, but due to range and the clouds of dust, his aim was off and the Marshall floated up into  the mountains. gone.. for now. Taking stock of the treasure gained, the allies and status of the town, the Siege of Drekarr was complete. The caravan route over the mountains once again free from the kobold scourge.

The monks of the Three Crescent Moons advised they would advise their Master and assumed aa delegation would return to open up talks of an alliance or trade or more. Treggin would go speak with his brother, and a good friendship at least as well as vows to work at times in rebuilding the town as well as exploring the mines were agreed to.

The heroes, looked about, Pyra noting her wagon from her business in Wayberry, assuming it had bene waylaid by the kobolds. The contents gone, but wagon intact. One or two of the kobolds she saved seemed eager to travel with her; the rest - sixteen or so - under the guidance and future leadership of Skrit seemed most willing to put down the sword and take up the hammer and sickle to build and farm in the mining town. One a female witch doktor apprentice, even understood gnomish so would be able to assist reading the tome Skrit was eager to study.

It seemed that after sending spells to the RedWater Fellowship, decision was made. The mining town of Drekarr would soon be the groups new stronghold. With allies near and far, an opportunity for them all.

Vencer, Skrit, Pyra, Irakul and Faust, one and all.. the Heroes of Drekarr.

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..