Wednesday, 2 July 2025

Troglodyte Troubles

  The RedWater Fellowship D&d5e Campaign Blog

The BETA Crew

Location: Dragonkeep in the Lortmill mountains

Date: 24th day of Harvester, High Summer


The BETA Crew [player characters]

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

Pyra - Tiefling female, Rogue [played by Jake]

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

Faust - Warforged, Warlock [played by Devin]

Valoran - Elf male, Ranger [played by Campbell - not at this session]

NPC: Skrit - Kobold [male] Priest of Istus - town mayor of Dragonkeep


Pyra's map
The BETA crew prepare with mining gear and "dungeoneering" equipment while looking over the map from their excursion way back to defeat the Cursed dragon goddess. After she was killed much of the tunnels and former dwarven works collapsed due to the earth quakes. Since then work by Pyra and her kobold miner crews had done extensive work clearing out some areas and opening new silver veins to be mined. The rumour was the troglodytes were centered in the old dwarven forge works and had come from deeper in and down..

The party nor Pyra and her kobold miners had not been that far in, a smaller collapse had blocked the tunnel to the dwarven forge works and the Tiefling rogue had focused her crews on the new silver veins discovered recently. 
Vencer had been doing research on some new spells, and had acquired some new alchemy supplies so brought along some key ingredients that may prove useful.
Hester, needed to bring his familiar back a spirit that came in the form of an imp - the warlock called it, Mephisto. Hester had also being researching his creator, talking to new refugees as well as reading any books or tomes he could find. Talking to the people - refugees - Hester chatted with a elderly draconian who had to leave the city of Wayberry. The neighborhood he had resided in was dealing with a great deal of noise and arcane lights and sounds at night. It seems Guild of Arcane Lore has returned to Wayberry! [Graxxuzzazz is a member] so there could be some information there. [DM: please see Blogpost for more on the Guild of Arcane Lore]. 
Honey Mead
Hester also learned more of another lead, found a tome in a small shop - recently opened up. Read 'n Mead, run by a young 1/2 elf woman named Elsyrra. As well as books she has a small honey mead production going as well as other drinks such as ale and fruit potent drinks. 
The tome that relates to a human wizard who worked in a college in Wayberry then moved to Enstad that did extensive work with war-forged. It appears he may have been on contract with the elves at the time of the Great Deliverance [where the vast majority teleported to the Bright Desert] It does not say anything about post-elvish rule for Enstad.

Valoran, the elf ranger was out on patrol so would not be joining the crew, although if he returned in time he would assumedly try to find the party in the mines.


The party heads towards the first switchback mine entrance, which was not pulverized by their stone giant allies during the siege. Guards have been posted since the troglodyte scare, now at all three entrances (the other two are caved in.
Pyra the rogue tiefling, takes the lead, her lithe form fading into the shadows as she moves ahead of the lanterns carried by the party. She comes to a small side tunnel where the shale rock is cracking and crumbles at a touch. The area has a small pool is forming. she recalls the kobold miner foreman, Zeegtrelk, had recommended shoring up the area with support timbers and possibly investigating further or blocking off the area.
Prya had noted boot prints recently, probably dwarf, she had become an accomplished tracker working with the scouts, outside but even better in the tunnels. The prints were heading in, but no similar pair heading out.
The rogue comes out of the shadow momentarily and gestures to the area for the party to be careful. The adventurers had a number of hand signals that allowed good communication as needed.
The group continues without incident further in, going over 200 feet down a narrow tunnel. These had been made by dwarves and gnomes and then later by kobolds so most in the party had to stoop over. Irakul most often or he would be banging his seven foot tall frame - head into support beams and rock outcroppings. The warrior, an echo knight continued to manifest an echo of himself ahead of the party, but behind Pyra. All were now used to this illusion he created that could attack as he did and do real physical damage
It was quiet too quiet.. Pyra had got used to the sounds of the miners working away on the silver ore, but now, no sounds except the drip of water, echoing down the tunnel or the slight scrape of a boot or clink of metal on metal from the warriors in the crew a ways behind her. She grimaced they were loud. Shrugging, she moved onwards as stealthy as ever.

The party reached a four way intersection: north to new mines, left to a collapse, and right to the Cursed
Goddess - the former dwarven complex where the cursed dragon goddess had perished. Pyra had been careful up to now and scanned the floor. 'Strange' she thought, the boot prints went to the North, an area they had started to excavate and mine with new veins of silver.

The guards hadn't reported anyone entering, frowning again, an interloper. S waited for the party to catch up and then whispered quietly with the rest of the party. Hester summoned his imp familiar, Mephisto, who was to accompany the rogue in the lead. Irakul would have his echo as near as possible as well. They decided to follow the boot prints into the new mine area.

Pyra is moving along and then instinctively stops and at the entrance to a cavern that had multiple mining tunnels off it, she looked carefully around. A glimmer of light came from a recently opened tunnel that had a collapse of shale rock.
There was no sound except the drip of water in the distance now. Mid step into the area she froze as she saw it. A wire was strung across the mine entrance about a foot above the ground. Easily caught by someone not looking. She kneeled down and carefully traced out it crossed the entrance and was looped around an outcropping on one side. Following the other way the wire attached to a clay flask wedged into some debris. Hitting the wire would pop the top off the clay
flask and assumedly something bad would come out!

Skillfully, with Mephisto perched on her shoulder giggling, she disarmed the trap, taking the wire and the clay flask. "May come in useful," she murmured.

Mephisto flew up and telepathically advised Hester the rest of the party could move forward.

The glimmer of light flickered appearing to be a lantern light. Sneaking forward with Mephisto circling silently, Pyra peers down the tunnel and sees a dwarf huddled over something near a lantern sitting on the ground. The dwarf is humming softly some unknown tune, and looks to be wearing BlackRune armour, as well as carrying a blunderbuss flintlock musket.

[DM: BlackRunes. One of the Fellowship's arch enemies. normally wore by dwarves - beardless -  part of the BlackRunes, a slaver clan/empire that had an iron grip on the Wild Coast but had recently been pushed back on all fronts by Overlord Romack's forces. Now in an uneasy truce.]

The party moved up slowly at Pyra's signal but Lady luck did not smile on them as Faust kicked a rock and it skittered echoing across the cavern floor. 

A clay flask [similar to the one Pyra disarmed from a trap] rolls out and bumps into a pillar in the room, breaking, it explodes in a cloud of acidic gas cloud and blinds both Mephisto and Pyra at first.

Then a voice calls out, "What are ye doing in my mines? Leave now!" After some parley, it appears this was Daross Neglichar. One of the original mine delvers from before the time the kobolds had taken over the mine. The dwarf had returned and was under the assumption the mines were his now.

Vencer smoothly stepped up and negotiated with Daross to have him be an ally instead, offer him a position as head of their mine operations, a place to live in DragonKeep, and ask for his assistance with
the troglodytes. The dwarf grumpily agrees, suggesting a percentage for him for all mining profits as well, being an advisor not the head of the operations. Coming to an agreement for now, the party take their leave of the dwarf, heading off to deal with the trogs down the eastern tunnel - as noted by Daross.

Daross

The party with Pyra in the lead still head to the dwarven forge Works. A massive chamber that had a river of lava flowing through it.

As they travel the tunnels the walls become worked stone and floor flagstones, fitted closely and expertly. The stench of troglodytes becomes overpowering, some in the party gagging and coughing from the overpowering odours.

Mephisto takes a short rest in Faust's pocket dimension, as the acid/light bomb had done a fair bit of damage to the familiar.

As they near the forge works, a green and purple light pulsed into the tunnel. All gripped their weapons resolutely and moved forward. No noise now, not even the drip of water.

The group arrives at the Old Dwarven Forge Works, peering out onto a wide balcony that overlooks a vast, ruined forge complex. Below them, mining tracks crisscross the dusty ground, leading to shattered smithies, broken forges, and rusted machinery, all long abandoned and covered in dust. The western

Dwarven Forge works

section of the forge has completely caved in, with rubble and debris piled high. To the east, beyond the ruined works, a glowing river of lava flows slowly, casting an eerie red light across the scene. The atmosphere is heavy with mystery and the remnants of a once-great civilization.

Ropes are strung across a broken bridge over the river of lava, the the once magnificent bridge, in ruins.

30 feet ahead on the landing looking over the vast cavern, the purplish-green light emanates from a 5-foot diameter sphere  floating about a foot off the ground  in the middle of the area. Boxes and supplies looked to be smashed and strewn across the area.

All see this sphere as a menacing danger.

Irakul sends his echo out to slash at the sphere, but his giant's hand Ax passes clean through it causing purple sludge to spray out and ooze down the sides to drip on the tiled floor.

At this moment, the walls erupt with hidden troglodytes, using their chameleon like power to hide and attack the unwary. The party were in battle!

The purple sphere continues to pulse as the troglodytes press the attack on the party, separated now by
the sneaky creatures hidden near the walls. 

The oozing sphere pulses again and a form starts to push out of it stretching the blob like surface, a massive face appears and then the rent that Irakul's ax had cut tears further as a massive clawed hand pushes forth. Something was coming and it was big. Very big.

A humanoid massive hulk pulled forth from the shaking sphere which collapsed as the 11 foot tall monster stepped on to the balcony. sores and pustules across its skin oozed purple sludge as it attacked Vencer. The immense troll's bite and claws rending the wizard who had fortunately just cast haste and was able to move away quickly!

Pyra dual wielding rapier and dagger stepped in and sneak attacked the troll her sword piercing deeply into the flank of the troll, it roared in pain and whirled on her but she disengaged and dodged back out of the creature's reach.

 Mephisto and Faust attacked, the warlock blasting the troll with twin blast of eldritch energy.

Vencer casts Haste and Magic Missiles, and Irakul attacks the large creature.


The party finish off the troglodytes first while keeping the troll busy. Vencer's fiery chromatic orbs stopping it form healing. The large creature aggressively attacks no thought to defense, dealing significant damage and having an necrotic aura and effect with claws and bite which deal extensive damage to the heroes. Vencer using a new spell actually has it hit itself at one point!

The Beta Crew successfully defeats the troll, as it falls the large creature's guts spill out, and start being pulled back into the deflated purple sphere.

The sphere starts to pulse again and gain shape! The party unload all their attacks on it. Pyra's sword, Irakul's giant hand ax, Vencer's chromatic orb and Faust's eldritch blasts damage it until there is nothing left but a smoking stain on the tiled floor.

The troll and troglodytes nearby dealt with, the party see figures moving amongst the old dwarven machinery. Pyra uses her crossbow to kill three fleeing troglodytes who attempt to cross the lava river, including one who falls into the lava. Her expert shots even reach over 300 feet to take two out that were clinging across the ropes and they fall into the lave, their screams echoing around the large cavern.

Some time is taken to heal with recuperate. Meanwhile, Mephisto is sent out invisibly, the imp notes some more troglodytes hiding in the machine works area. Telepathically advising Faust.

Vencer comes up with a brilliant plan. Using a silent image spell creates a image of a small child holding up a platter of raw flesh to entice the ignorant trogs out of cover. The ruse works! A group of seven troglodytes run towards the child image. Only to be engulfed if fire. Fireball cast by the wizard as a follow-up.

Vencer smiles grimly. 

A horn sounds, from across the lave and what looks to be a large archway into darkness. This the party knows went into the main dwarven complex of chambers and halls. Where the cursed dragon goddess skeleton was. It seems there were still more troglodytes to deal with.

The Beta Crew secures the area and moves towards the river of lava, checking the ropes for crossing. They confirm the ropes are frayed but stable.

What next for the heroes?

Dragonkeep - Status

 The RedWater Fellowship D&d5e Campaign Blog

The BETA Crew

Location: Dragonkeep in the Lortmill mountains

Date: 23rd of Harvester, High Summer

The BETA Crew [player characters]

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

Pyra - Tiefling female, Rogue [played by Jake]

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

Faust - Warforged, Warlock [played by Devin]

Valoran - Elf male, Ranger [played by Campbell - not at this session]

NPC: Skrit - Kobold [male] Priest of Istus - town mayor of Dragonkeep

*************

Status update:

The Beta Crew are former retainers of the RedWater Fellowship. Originally hired on, all now are full members of the Fellowship. They: Vencer, Pyra, Irakul and Faust work as a team in support of the newly named town of DragonKeep. Originally called Drekkar, the town built by dwarves and gnomes near lucrative silver mines in the Lortmill mountains. The town had been taken over by a large force of kobolds under a cursed three-headed dragon goddess - now destroyed by the Beta Crew and allies. [DM: please see Blogpost]

While the Redwater Fellowship were far to the South on other quests [DM: please see Blogpost], the Beta Crew have been rebuilding the town, taking in refugees from the war between Overlord Romack's forces and the demon hordes of Iuz, as well as building new relationships with those nearby. 

Recently an influx of troglodytes had invaded the silver mines killing some of the miners and rumour has it were worshipping the skeletal remains of the cursed dragon goddess.

Local area Map

We join the session where the Beta Crew were planning to head into the silver mines and deal with these troglodytes!

1st order of business: Irakul deals with the Demon

Irakul had made signed a contract with a demon for services, now the demon has returned for payment. [DM: Blogpost]. The three, goliath, hobbit and demon are out in the mountains Northeast of Dragonkeep.

Tacros Flanolin, Hobbit Lawyer from the city of Rastor, hired by Irakul, represented Irakul in the negotiations. The flustered lawyer sweat profusely, never having dealt with Abyssal or infernal contracts before! Previously, the demon previously served Irakul once in a battle at the Three Crescent Moon monastery, and Irakul and his descendants were prophesied to be in servitude to the demon - Noted in said contract:  Page 257, Appendix 13, Clause 37, Sub-section B4, Paragraph 3 Sub-point 8.1

Shadow Lantern
The hobbit lawyer, Tacros, reads the original clause and then whsipers to Irakul,  "This won't go any further ya, if he was, you know, destroyed or something like that." Glancing over his shoulder at the towering 10' demon he gulped.. So potentially, if - as Tacros suggested - Irakul died OR the demon was permanently destroyed his descendants would no longer be beholden to the demon. 

Tacros Flanolin sighed flipping through the many pages of fine blood red script. "This contact is stronger than mithril platemail!" then kept studying it. Finally 3 hours later, he advises negotiating for "two times servitude because he only served you once AND give him that strange artifact you carry as you suggested, the Shadow Lantern. What does it do?" 

The goliath did not know the artifacts true powers as the party had only barely learned of some basic abilities, one being that it consumed the wielder's shadow and allowed the wielder to manipulate shadows and control them to great extent. The powers were many.. 

The Irakul, thinks upon this and then agrees, having the lawyer assist him in hopefully persuading the demon to this new contract. 

A successful Charisma check [19] with the lawyer also throwing in some jargon about contracts being null and void etc. leads to the demon agreeing to "Irakul performing two times servitude for up to 24 hours of time each." The demon's condition is that the wielder must "do whatever I say" but promises "Nothing that would hurt you now ally, Irakul!" Grinning very widely, his dual rows of teeth jagged and sharp the demon winks, "Battle. That would be fair as it is your skill." 

The contract will be complete and "null and void" upon the two times of servitude.

The demon cuts its hand with a silvered, black blade with silver etchings, and passes the blade to the Irakul to do the same. Tacros writes with pen - declining with a shiver to cut his hand for blood to sign the contract, and a copy appears in Irakul's hand.

Tacros mops his forehead with a hankie. "Now that's done, let's get back to Dragonkeep!"

***********

The town of Dragonkeep - current status



1. Gate and keep rebuilt - 100%
2. New tower built - 100%
3. Recovering farmlands for food - 2 fields ploughed and planted. 3rd will be ready for next Spring
4. Roundtower [with 2 cannons] - at 75% [fixing mechanism to rotate tower is still an issue]
5. Walls at 90% [all walls along main road and grasslands: complete, walls along river nearing completion]
6. 3 mine entrances are now open - two being explored by Pyra and her crew. Small amount of silver being mined and refined.
7. Fighters stronghold - 100%
8. The mist is cleared from the large crater. Irakul and Cedric has worked to turn the crater into an arena for use by the town, with stands, seats and more. Also for training the militia. [70%]


Dragon Keep Settlement Development

Population Growth: The settlement has expanded significantly. 197 in total now.  (143 working age, rest children and infirm).

Militia: Increased from 56 to 94.

Refugees: 37 new refugees

Skilled Workers: Includes two blacksmiths (one independent), four merchants (three tied to Wayberry, one to Rastor), a tailor, clockmaker/artificer, librarian, brewer, undertaker, two general store owner - [who are going into business together], innkeeper, and 3 other shopkeepers.

  • Blacksmiths: One blacksmith doesn't like the other and won't work together to transport goods to Dragon Keep. There may need to be some 'assistance' required there.

Fighter's Guild: Completed. [DM: Training there for a month allows all of your action surge attacks are strong" (automatic crits). for a duration]

The party realize no wealth is coming into the tow except for Pyra's work to open some silver veins in the mines - now shut down due to the troglodyte incursion in the mines!

Vencer proposes a new economic strategy:

Big Bold Beautiful Bill "The Quadruple B" 😊

  • Core Principles: Income-based tax with three brackets; working in militia pays less; militia supplies own gear; farmers pay tax in food. Working in the mines pay less tax, get a larger reimbursement on ore mined
  • Governance: Creation of an "office of election members" from the three tax brackets to bring issues to the town council. Taxes to be imposed on "incoming trade through territory." Bi-Annual elections for the council.
  • Redwater Fellowship Role: One permanent council member from the Redwater Fellowship (either Beta Crew or Flying Tower members) with a veto.
  • Civic Duty: Incentivize wealthy members to donate to public works via tax cuts and positions in an annually elected clergy/small council (rotating positions for honoured few through military or civic duty).
  • Endorsement: The Redwater Fellowship far to the South, reclaiming their flying tower, agree in full to the bill via "sending" spells cast between Skrit and Hester.

DragonKeep Council Approval is required so an "Emergency Council Meeting" is called (initially to be proposed to the monthly Town Council in 17 days). Vencer (Charisma check +5, Enhanced Ability cast by another, result 18) successfully persuades the "Dragon Keep Temporary Council" to pass the bill: BBBB motion, despite "grumblings from the back of the room where some of the people are thought just got here and assumed not having to pay taxes!"

The council acknowledges the plan's role in "keeping them all safe and keeping them well."

Future Plans: Skrit, current town mayor, will now plan a fair and public election process.

Current relationships with nearby "neighbours":

• Trade Routes & Alliances: Dragonkeep's Location: "the town was on a trading route. It's on a mountain pass. Supporting travellers, guarding the routes allow taxes to be gathered.

Wayberry & Rastor: Need to "make Parley and negotiating new trade and alliance agreements. Wayberry has "good" relations due to Overlord Romack forces being there. Rastor has no current contact, but one merchant in Dragon Keep has contacts there. Time to follow-up on that.

Allies:

Stone Giants: good

The Bard, Poet and her kobold mining crew at the southern mine: excellent

Monks at the Three Crescent Moon Monastery: good

  • Monastery Trade Depot: The Crescent Moon Monastery sells good spirits and a variety of spices that are of interest to both Wayberry and Rastor making Dragonkeep a potential central "trade depot."

********

NEXT: The party now prepare to enter their silver mines and engage the troglodyte menace.

 

Wednesday, 4 June 2025

Final battle in the Old Hills



Location: the Lortmill mountains - former Duchy of Ulek. In the Old Hills near the village of  Checcar

Date: 25th of Reaping, High Summer

***

The RedWater Fellowship:

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the goddess Raven Queen

Nenwin Albion - Male Aasimar | Paladin of the god Heironeous

Graxxuzzaz - Male Lizard-folk | Sorcerer/Warlock of the Great Old One - the Yellow King

Aeldred -  Male Red Dragon-born | Barbarian/Paladin/Ranger

Hester - Male Tabaxi | Cleric of Celestian


We rejoin our adventurers as they prepare for the final tasks to convert the power source for their flying tower from a demonic - soul fueled - power source to a live dragon heart [DM: without the living dragon around it of course!]. While recovering from their battles and defeat of the ancient black dragon Zemycran [DM: see blogpost for details] they had decided to engage and subdue a younger black dragon that was resting in the destroyed village of Checcar. A team of three experts - arch-mage, high priest and a master artificer/warlock schooled in demonology were ready to teleport in to assist with the transformation of the tower. Ready when Hester casts a sending spell to the Lady Cowl - head of the intelligence and covert operations under Overlord Romack [DM: blogpost details on Lady Cowl], who the Redwater Fellowship had worked for on occasion.

The party's flying tower was located about 3 miles to the Southeast of the village, in a small valley. Both Aeldred and Nenwin took turns keeping an eye on the black dragon nesting in the ruin of a village building. They had noted the dragon egg as the dragon moved about. The rest of the heroes prepared, prayed to their various deities and Graxxuzzaz read a tome of eldritch lore - The All Seeing Tale of Inscrutable Rituals. It appeared that an arcane spell was buried in the text, but the full book - all 1011 pages - had to be read to discern what it was. Hester learns about the controls to pilot and fly the tower from Gothi the Ranger and Graxxuzzaz.

1st roll of the night. A good omen
Then the next day came. Early morning, the party made ready. Gothi would stay with the tower - as well as the party's bard Tibaltuous - ready to bring the tower close to the village once the dragon was defeated or subdued. It was known now that the elite team coming from Lady Cowl, could use a recently killed heart, within hours. 

A slight breeze was blowing as the heroes made their way to the village. then a misty rain started to fall. It was still quite warm, a pleasant walk even though the party had what appeared to be a extremely difficult task ahead. The village came into sight, the party saw the black dragon, she appeared to be asleep. Making their way carefully forward they saw the acidic lake and stream feeding into it. The amount of acid flow in stream had diminished since the demise of Zemycran but the acid from the former dragon's lair still permeated the stream and lake.

 A camouflaged blind is prepared expertly by Doc, allowing the party to keep an eye on the dragon and area. Doc Holliday checks his musket for and peers out to ensure his sniping shots when the battle will be engaged.  

The heroes prepare as the dragon sleeps
They note a lantern moving away from Percy's little building - the only one not destroyed. Percy, a herbalist, smoking pipe-maker it appears was still alive and working. The lantern moved off into the dark, assumedly the hobbit was off to gather some herbs for his pipe weed. A humming or whistling jaunty tune could be heard and this did not seem to alert or affect the dragon in her sleep.

Then as the morning sun started to peek over the hills, the party was ready, not long now, it was going to be a hot sunny day. Hester got busy, casting sending to Lady Cowl to advise them to teleport the team at the assigned hour, then he cast again using the divine magic of Celestian to enchant the party a water walking spell on the party, thus the acid filled water could be bypassed. Finally Hester cast Pass without trace which allowed the party to move extremely quietly -even those in heavy armour. 

BATTLE!
It was now getting close to 7 bells in the early morning and the heroes started to creep forward. Doc primed his musket, checked the powder, his sword and blunderbuss. He kept an eye out waiting for the signal - spells being cast at the dragon and then he would fire. Nenwin and Aeldred moved forward to sneak up on the dragon, both fortunately still under the affect of a path without trace spell - as both were fairly noisy at the best of times!

Graxxuzzaz moved forward into a shell of an old house, walls turned to slag by acidic dragon breath. The portly but athletic sorcerer prepared a Psychic Lance spell to attack when ready. Hester nearby was ready as well with a guiding bolt spell

Nenwin and Aeldred sneaked along and made it to a large blasted hole in the ground and started discussing the use of one of Percy's smoke weeds that could potentially affect a dragon. Wyrm's Bane. [DM: Supposedly toxic to dragons and made one immune to a dragon's fear effect].  Aeldred - being a draconian, breathed a little flame and lights up a pipe of the weed and the two adventurers pass the pipe back and forth.. right near the dragon! The rest of the party were unsure what was going on so held their fire and spells!

1. Dragon | 2. Percy's House

Now feeling quite "good" and confident that the dragon would not be able to notice them due to the Wyrm's bane, the two paladins scuttled around and over the lake [DM: water walking is a very helpful spell] as they walked over the water they saw the remains of the village. It appears the lake had filled some of the area, probably from a blockage somewhere down stream. The two noted a melted skeleton that. There was something glinting in the acid filled water. Treasure! Both agreed to come back once the dragon was vanquished.

Then the party is ready. Aeldred and Nenwin rises up and attack. Doc fires his musket the shot echoes out braking the stillness. Graxxuzzaz casts his Psychic Lance and Hester's bolt flies out as well. It appeared the dragon was only partially surprised, she also appeared to be quite injured already. One wing was folded in and partially shredded.

Nenwin called upon the power of his god and flew up and brought his Holy Avenger sword down onto

Nenwin flying to confront the dragon

the back of the dragon. She roared in pain as the knight drove the sword deep into her side. Nenwin did similar attacks, his longsword - "Blood drinker" cutting through the thick and scaley hide of the dragon. The shot from Doc found its mark, the gunslinger putting extra effect to it with the power smite of his goddess, the Raven Queen. Hester's guiding bolt went high, but the cleric jumped forward preparing another spell. Graxxuzzaz's Psychic lance spell blasted into the head of the dragon but she was able to throw off most of the detrimental effects of the spell.

The attacks did knock the dragon back but she took a deep breath and a cone of caustic acid hit some of the party doing extensive damage. She was hurt but not out of the fight! Back and forth the party took the battle to the dragon, until she was nearly down, acidic blood pouring out of multiple wounds. Then Nenwin was going to do a final attack and Percy  ran out into the fray! The Fellowship at first were scared for the hobbit bein killed or caught in the damage, until Percy casts a healing spell on the dragon! 

Dragon flying from a long distance
The party quickly realize they have a new opponent now. The dragon and Percy were allied. Even further, as Aeldred started to attack the dragon egg, it incensed both. The dragon went berserk and the hobbit ran to save the egg. There appeared to be some type of relationship here... mother and.. father to the egg?

The dragon now berserk, was fighting more fiercely and faster. [DM: attacking the Mother dragon's egg had greatly increased her fighting stats] Percy nimbly jumped off and grabbing the black dragon egg cast some type of teleport spell and disappeared just as Aeldred was going to swing his sword down. The barbarian/paladin/ranger went off into the bush and hills to track the hobbit down while the rest of the party fought the furious dragon mother!


Battle continued until the dragon was taken with a sleep spell - good work by Hester and Doc to keep the dragon "ready" for the elite team coming soon to transform the tower. 

Even while this happened the final dragon appeared! Coming from the old monastery - dragon lair. [DM: blogpost]. The party used their combined tactics and final spells and more to take this one down as well. Not as large as Zemycran or even as large as the mother dragon - still affected by the sleep spell!

Dragon prep for the elite crew
Aeldred and Nenwin catch up to the hobbit and the rogue/herbal master is killed - very permanently - turned into a "burning smear on the ground" by the two knights' multiple attacks and a flaming cone of breath from Aeldred. The egg is recovered as well, but it is not looking healthy as it had been blasted by Aeldred's flaming breath as well as multiple hand-ax attacks.

The battles over, and the one dragon subdued, a 2nd dragon dead and ready for any work if needed. Then the elite team arrive as the party see their tower coming over the rise. Gothi the ranger was flying it near. 

The team:

Mr. Carssini

Wore very strange looking clothing.. continuously smoking small cigars. His haunted look no doubt due to his calling of a warlock trained in demonology as well as artificer.

High Priestess of Purity - Alera Tn'llaris and Archmage Cavri Tn'llaris


Rumour It was said these two are twins, but one looked to be 20 years old and the priestess was looking to be over 80 years in age.







The party were able to recover a number of treasures and magic items and treasure from Percy's house and his pulverized body.
  • Crossbow of Speed +2
  • Ring of Invisibility
  • Dagger of Venom
  • Magical Vials: Two out of four vials found are identified as magical, one of which is "extra healing"
  • Burning Scroll: A magical scroll that the Fellowship were able to recover partially
  • Case with Puzzle Lock: A closed case found to contain something magical, but it requires solving a puzzle lock to open [DM: always good to have a thief in the party]

After greetings are made and the trio of workers look over the tower and the dragon, they determine that it will take up to SEVEN weeks of work for this transformation as the Fellowship want to add the intelligence that was from F.E.R.A. the colossus [DM: blogpost] - residing in Gothi the foreclaimer [an ancient elf-like race] - to control the tower! 
The party decided to fly the tower to Axegard for now and then rest and recuperate there while the activity to transform and repair the flying tower was completed.

With their tower now safe, and being converted from demonic energy source to dragon heart powered, the Redwater Fellowship had no major obligations, quests or timelines they had to follow.

Some options they started to discuss:
  • Of their home town, Dragon keep. 
  • How the war against the demon hordes of Iuz and the forces of Overlord Romack
  • How the battles or stalemate against the Blackrunes was going
  • Finally, potential news of their former companion Robin who was now an undead king in the city of Enstad. Was he an enemy or an ally?
  • Where was Lars, the boy vampire/mage who had the party's wagon and gold cube? [DM: Blogpost on the creation of the gold cube]
  • Intrigue in the town of Fax, where their old comrade Kantif was headed to
There were many other options for the Fellowship... what to do and where to go... Until next time!

Wednesday, 9 April 2025

Dead Comrades Raised, Plunder and Planning

 


Location: the Lortmill mountains - former Duchy of Ulek. In the Old Hills by the village of  Checcar

Date: 22nd of Reaping, High Summer


The RedWater Fellowship:

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin of the Raven Queen

Nenwin Albion - Male Aasimar | Paladin of Heironeous

Graxxuzzaz - Male Lizard-folk | Sorcerer / Warlock of the Great Old One - the Yellow King

Aeldred -  Male Red Dragon-born | Barbarian/Paladin/Ranger

Hester - Male Tabaxi | Cleric of Celestian


We rejoin our heroes near the former monastery and lair of the now dead Zemycran the black dragon scourge of the Old Hills. The party rest in the tower. The party still look to acquire a dragon's heart - live or very recently dead - to replace the power source of their flying tower a mechanical and magical marvel - currently powered by a demon engine.

Graxxuzazz had  a very large decision he had been pondering for some time now. Choosing his old god, or following Orcus, the Prince of Undead or the Great Old One - The King in Yellow - an enigmatic being of untold power from the far reaches of space and time. The portly but athletic lizardfolk sorcerer finally decided. Turning away from his old god of the lizardfolk and the demonic prince to cast his fate with the one called the King in Yellow - who was said to reside in the fabled city of Carcosa. The King in Yellow or his servant passed on strange signs and portents in the sorcerer's dreams these were.. not too troubling.. 


Doc Holliday, Paladin of the Raven Queen and Tibaltuous the bard of the Fellowship lay dead. Hester, after resting had the divine power to raise them both - after acquiring a diamond for each ritual.

The Ritual of Celestial Rebirth

In the top level of the tower, the twinkling stars above through the large gap in the roof of the flying tower [DM: Party needs to get that fixed!], the air is thick with the scent of incense and the soft glow of celestial light. Tapestries hang on the walls, quickly added by Hester, adorned with intricate star maps and shimmering crystals, showing the divine power. 

At its center, a small altar carved from moonstone awaits the sacred ceremony.

Hester, the revered priest of Celestian, steps forward, his robes flowing like the night sky. His eyes, reflecting the wisdom of countless stars, are fixed on the lifeless form of Doc Holliday, the 1/2 orc paladin/gunslinger a devout knight of the goddess the Raven Queen. 

With a deep breath, Hester begins the ritual. He raises his hands, and a soft, ethereal light emanates from his fingertips. The light dances and swirls, forming patterns that mirror the constellations above. As he

chants the ancient incantation, the temple resonates with a harmonious hum, the very essence of celestial music.

"By the grace of Celestian, the Keeper of Stars, I call upon the power of the heavens. Let the light of the cosmos guide this soul back to the realm of the living. Doctor Sigmund Holliday, paladin of the goddess the Raven Queen hear the call of the stars and return to us.

The light intensifies, enveloping Doc in a cocoon of celestial energy. Hester's voice grows stronger, each word imbued with divine power. The crystals around the altar begin to glow, their light merging with Hester's spell. As the ritual reaches its climax, Hester places his hands gently on Doc's chest. 

The light pulses, and a surge of energy flows through the paladin's body. Slowly, his chest rises and falls, and color returns to his cheeks. The temple falls silent, save for the soft whisper of the stars. 

Doc opens his eyes, filled with wonder and awe. He gazes at Hester, the priest who had bridged the gap between life and death. Though the 1/2 orc was a devout follower of the Raven Queen, the divine power of Celestian had granted him a second chance. 

Hester smiles, his eyes twinkling like the stars. "Welcome back, Doc Holliday. May the light of Celestian guide you on your new journey."

Doc took time to recover, his thoughts on the Raven Queen, as well as on his journey in purgatory once again as he had died before. It seems the Raven Queen still had tasks for him in this world and not yet ready to take him to the next..

Even though Hester was drained of energy and tired, he performed a similar ritual for the fallen bard, Tibaltuous. The bard who had once enchanted many with his melodies, quick wit, and insults to enemies in the midst of battle had never believed in the divine. With a deep breath, Hester begins the ritual again. Though he had been a non-believer, the divine power of Celestian had brought the dry-witted 1/2 elf back from the dead.

Hester smiles, his eyes twinkling like the stars. "Welcome back, Tibaltuous. May the light of Celestian guide you on your new journey."

Tibaltuous, a new outlook on life, raised his head to see his old friends and some new strangers nearby. What next for the bard's plans?

Taking some time to recover - using both magical and normal healing the party explore areas of the tower they had not bene able to visit for some time.

They encountered Lady Sadra - one of the two occupants in the tower - an elven woman magically bound to her chambers for over two centuries. Nenwin has a conversation with Lady Sadra, an elf who


has been magically bound to her room in the tower for 238 years. She explains she committed crimes against the demons who created the tower and was exiled and imprisoned in a stately room. She told Nenwin about the tower's previous demonic influence, as well, demonstrated knowledge of previous tower visitors, and was quick to warn the paladin about the dangers of entering her room. If he entered it would be unlikely he could leave and would be trapped with her! Nenwin decided to not chance it, but promised to visit again and look at ways to free the elf.

The party - with Nenwin's very firm prompting -  performs an elaborate ritual to destroy Graxxuzazz's Book of Orcus after realizing its danger. The Book of Orcus puts them at risk from Orcus being able to find


them and spy on the Fellowship. The group creates a ritual circle with holy water and religious symbols, each member carves their god's symbol at cardinal points in the ground a safe distance from the tower. Then once prepared all party members combine spells and attacks to destroy the book

Four barbed demons manifest and are destroyed without mishap by the prepared heroes.

The Book of Orcus is destroyed, leaving behind cold blue flames. These are collected in clay pot, continuing to emit a cold blue flame. The party decide to study these at a later date.

 and now decide to enter the lair - all the Fellowship eager to plunder the treasure hoard of a dragon! In the lower chamber of the monastery is a wide hole going straight down into darkness. Over 30 feet across, the edge and walls of the hole look to be melted - assumedly by dragon's acidic breath. Down into the gloom Nenwin flies first his bright sword a beacon of light. 50 feet down he hovers his wings beating as he looks about holding the sword high to light up the area. The other members start climbing down with ropes and spikes.

As the oppressive darkness recedes, the party sees the dwarven monastery that once stood as a beacon of stone-carved majesty, now fallen into ruin and corrupted by the acidic influence of its former occupant, Zemycran the black dragon. The monastery itself is carved deep into the rock, with towering columns and arches hewn from solid granite, their surfaces now worn and pitted from years of acidic corrosion. Once ornate runes that adorned the walls have been partially eroded, leaving behind jagged scars in the stone that hint at the monastery's once glory and the ancient rites once practiced there.

The burial chambers, sacred to the dwarves who sought eternal rest among their ancestors, are now warped and twisted. The orderly rows of sarcophagi lie cracked and melted, their contents either disintegrated by acid or strewn across the chamber in grotesque displays. Pools of seething acid bubble ominously throughout the area, some filling the low points in the floor and others spilling out from cracks in the walls and ceilings, as though the rock itself is sweating poison. The acidic water glows faintly with an unnatural green hue, casting flickering, eerie light across the cavernous halls.


The dragon's influence is unmistakable—acid drips steadily from jagged stalactites, creating a symphony of hissing splashes as it falls into the pools below. The very air is thick and acrid, stinging the eyes and throat, and wisps of vapor rise from the acid as it eats away at the stone and any remnants of organic matter. Broken remnants of dwarven artifacts are scattered throughout, some partially dissolved,

others twisted by exposure to the corrosive environment. Skeletons humanoid, animal and monstrous litter the area as well.

In the monastery's central hall, which may once have housed an altar or a place for reflection and prayer, the black dragon has made its lair. Jagged shards of melted stone and bone form a grotesque nest, with treasures plundered from the monastery and beyond embedded within. The entire environment feels alive with corrosion and decay, a twisted mockery of the monastery's original purpose, where peace and reverence have been replaced by fear and destruction. It is a realm of danger and despair, the dwarven sanctity now overshadowed by the overwhelming power of the dragon’s acidic dominion.

But here.. the treasure glints in the light, the acid having melted coins into piles and swirling gold, silver, electrum, copper and platinum. The adventurers flinch and gasp in pain as the drips of acid fall on exposed skin.

Nenwin casts detect magic, while Graxxuzazz prepares an identify spell.

The magical items include:

  • Elvish chainmail [magical +1 protection]
  • Manual of creating a flesh golem
  • Bronze Horn of the Hero - which summons berserkers for the wielder
  • Ring of shootings stars
  • Ioun stone of leadership

The melted coins that were able to be recovered looked to number:

899 platinum, 3678 gold, 4209 silver, 2068 copper coins. The mass would need to be melted down and separated.

Other items of note:

  • A cast iron chandelier easily five-foot across lies on its side. It has five arms forged to depict writhing dragon heads. Within each dragon’s open mouth magical heatless flames lighting up the area in a different colour for each head. A long metal rod leaning against the wall enables the user to open or close each mouth to increase or decrease the amount of light. The whole is worth 200gp. but weighs 75 lbs.
  • An alchemy equipment and wizard supplies set. A mass of glass bottles and retorts, along with a small cauldron and dozens of small tools and other pieces of equipment, sit upon a side table. The equipment of a wizard or alchemist it appears, the whole set is a great prize for an alchemist or wizard, weighing 40 lbs. but quite bulky and fragile. If packed carefully, the rest of the equipment is designed to fit into the cauldron (but if packed poorly without padding, most of the glass items won’t survive any travel).
  • Chainmail barding: designed for a truly monstrous horse—weighs 80 lbs. and is worth 750gp. It is so finely made it could be magically enchanted.
  • A dwarven skull drinking cup made for or by Zemycran. Top of this dwarven skull has been sliced off, and its eye sockets, mouth and other orifices crudely filled with silver. A cast-iron handle has been fused to the skull where the vertebra should be. Appears the dragon used this macabre drinking cup to toast his victories.
  • Ornate scroll in a black bone tube sealed with wax holds the deeds to a prominent bridge - shrine. In the Thrunch Foghollow and Esmerin. Crossroads. The bridge spans across a massive waterfall, joining the Jewel river  then cuts through the Suss forest. Ornately decorated and quite detailed in its description of the property, it looks genuine. While it may—or may not—be genuine, the landmark detailed belongs or belonged to a powerful local noble family The Krells. Led by Vicount Johann Krell. Rumours the party know of, say few would willingly tangle with their retainers and servants.

A gilded cage with 2 small figures is perched on top of a pile of silver coins. Opening the cage and the two figures transform to 'full-size' humanoids. It appears the gilded birdcage was some type of magical prison.

After some investigation, the Fellowship find out, Aeldred, a draconian, had been in a group of three adventurers travelling North away from the lands controlled by the BlackRunes. They have allies with many of the humanoid tribes of the Pomarj. In the trek North a flight of 3 dragons came upon the crew.

Ella the elvish druid died 1st trying to wild shape to fight one dragon in flight. Then, Tomar, went down. The human wizard melted by a large spray of the acid from the larger female dragon a young adult - Zemtrynorka - Aeldred would later learn this name.

Aeldred fought well but in the end fell to all three dragons attacking the dragonborn went unconscious. He awoke in this gilded cage. An older elf was also imprisoned in the cage with the adventurer. One of

his feet badly wounded by probably an acid attack. Fassirn L'sarr is a clerk - or was - from Enstad and had been a slave under the BlackRunes. He told Aeldred, and now the Fellowship, he had been caught by 2 dragons in the Old hills trying to evade forces of IUZ. He had been a slave of Zemycran for sometime, cataloguing his various treasures. The two were fed on occasion by a giant draconian. Fassirn advises Aeldred both are indeed small while in the cage. He had not seen any dragons or draconians or dragonlings lately.

The sounds of Combat, roars and more Echo down to the two in the cage.. Then, it is quiet, until the RedWater Fellowship rescued the two.

Transporting the treasure - after Aeldred advised on what items were his - out of the lair took some time, with ropes and pulleys used to raise it all and then store it in the Flying Tower.


Both the elf clerk and the draconian were amazed to see the flying tower and were concerned at its power source - souls - until the Fellowship advised on their plan to 'capture a dragon' and cut the heart from the monstrous beast to power the tower.

Now, as arrangements are made with Lady Cowl to convert the tower's power source from demonic to dragon heart, our heroes face a new challenge in the nearby village of Checcar. 

An injured young black dragon, with what appears to be an egg beneath it, rests atop a building - presenting both an opportunity and a danger as the repair team's arrival draws near. 

Sending Spells between Hester and Lady Cowl:

Hester: 

SEND: Found dragons. Two left. Need repair team. ETA? At what point do you need the dragon heart in the process? Any items that might help capture?

Lady Cowl responds:

REPLY: Good work. Need 1 dragon. 3 crew will be ready to arrive in 2 days. You need to have dragon unconscious halfway through process.

REPLY: the 3 crew can keep dragon heart in stasis once they arrive. do not worry about it being dead/alive after crew arrives

So the plan was to start the fight with the dragon in the village of Checcar at the 7th bell. Then soon after the Lady Cowl's experts would arrive [teleport in]: An Archmage, high priest, and artificer/demonologist. The process to convert would take probably about 2 weeks.

The tower could finally have its demonic energy be removed! Then, the still looming threat of the Black Runes and the expansion of the dread king's undead realm East of the Lortmill Mountains, as well IUZ the demigod still warred across the lands to the North and West - all were still concerns for the Redwater Fellowship.

We will pick up NEXT time as our party prepares to execute their daring dragon capture plan...

Sunday, 6 April 2025

The Village of Checcar

 The village of Checcar - where a dragon looks to be asleep.


Map of the village

  1. Dragon resting
  2. Percy's Smoker Pipes



Schemes and Strategies

 The Fellowship have a number of potential quests, old friends, optional side quests, personal quests and more as they deliberate their next move. Having recovered their tower, what is next?

  • No contractual obligations
  • No time sensitive quests
  • No emergency or pressing need to be anywhere (unless players/characters feel differently)

There is still an over-arching interest to work against:

  • The Demigod IUZ
  • The BlackRunes (which either has an ally of the Scarlet Brotherhood or they control the BlackRunes.) 
  • Mindflayers are involved with BlackRunes as well.

Work with:

 Overlord Romack (and son Lord Royce & Lady Cowl)

Uncertain party's relationship - at least to me as DM:

Robin [former party member now worshipper of Orcus] and his ever expanding Undead realm - capital being Enstad. Now called: The DreadKing of the realm of DarkReach

There also was - as some in party know - the Lost City of Herodia (area now controlled by Orcus worshippers) which the party barely explored.

Next steps, quests, old friends and..:

  • Flying tower situation, convert engine to dragonheart.
  • Tibaltuous bounty for drow - Locations Fax or Nulb?
  • Request from Greyskulls commander and mate- save son in Fax?
  • Elves in Bright desert east across sea in Bright desert (Doc personal potential quest)?
  • Graxxuzzaz circus (potential personal quest has left Enstad - location possibly Verbobonc or Fax)
  • Doctor in Fax - potential contact ally against BlackRunes?
  • Robin's undead army now controlling Enstad and large area of former elvish/BlackRunes area - stop, leave alone or..?
  • Enstad, appears BR are planning to leave and use Heart of Enstad to 'restart' the  river flow East. Destroy or not the riverboats. Lady Cowl may have news on this
  • Portal to Sea of Dust (BR expedition) look into or not?
  • Check warehouse where riverboats are being built. Blue glow from large hole in centre?
  • Map to secret BlackRune base/island off Wildcoast - Fax area (Kantif has this)
  • Kantif enroute to find father in Fax
  • Thogra, the thief/priest of Set, where is he now?
  • The golden CUBE. Lars.. Where are they now? Last known to be with Royce's army

Woolly Bay - Fax, Strandkeep and Bright Desert

Town of Fax
Last the Fellowship heard the BlackRunes still control Fax.
Kantif had personal knowledge having being a BlackRune trooper before deserting a mercenary company. He passed on some of his knowledge to Doc, Graxxuzazz, Gothi and Tibaltuous on the town.

1. River to Enstad and Lortmill mountains. Some of party so many months ago took this route.
2. New 30' wide 20' deep canal being dug - at the time Kantif left - assumedly to enhance the town's defenses with a full moat from the Narrows inlet to the South inlet
3. Towers - stone, built at these locations
4. Large tower 100' high was in construction at time Kantif left
5. Isle of the One Tree - former druidic holy location. No one visits here, rumoured haunted/cursed


Wednesday, 12 February 2025

Dungeon and Dragon

 

Location: the Lortmill mountains - former Duchy of Ulek. Near the village of  Hallowuud

Date: 20th of Reaping, High Summer

The RedWater Fellowship:

Doc Holliday - Male 1/2 Orc | Gunslinger/Paladin

Nenwin Albion - Male Aasimar | Paladin

Graxxuzzaz - Male Lizard-folk | Sorcerer

Tibaltuous -  Male 1/2 elf | Bard/Rogue/Warrior

Hester - Male Tabaxi | Cleric

The battle continues between the RedWater Fellowship and the black dragon, Zemycran. The glittering black scaled dragon hovering about 15 feet high roars again and a rain of acid pours from the cavern ceiling scalding all the heroes.

Tibaltuous calls out in support to all his allies using Mantle of Inspiration which allows them all to move and heals some wounds and then the bard casts a faerie fire spell engulfing the bone dragon.

The bone dragon lungs at the demonic cloud giant, cutting deeply with claws into the giant's chest and arm. Chief Tomklagg roars in pain falling to one knee, his hammer slipping from his grip. He looks up grimly and taking up the hammer in blood-soaked hands, swings the hammer at the bone dragon's head crashing it into one glowing green eye. At that moment, a hoard of dragonlings pour out of the tunnel mouth behind the party swarming the cloud giant. The small creatures look like a combination of a kobold and a draconian. A single larger dragonling flies out and hovers in the far depths of the cavern.

Graxxuzazz casts a fireball centered on the bone dragon, sculpting it around Hester and partially around the giant.. 

WHUMP! 

Many of the dragonlings perish in the fire, but the rest ravage and tear into the cloud giant while breathing small gouts of acid into the giant. A white-scaled draconian leaps out hissing and attacks Hester, cutting into the cleric with a jagged bladed scimitar.

Nenwin held by Zemycran in one massive claw attacks the black dragon with his holy sword. The magical blade slices through the black scales into black flesh as the dragon roars in pain. The power of the sword drains a spell from the dragon [Mass Suggestion]  and this heals some of the paladin's wounds. Grinning, Nenwin swings again and cuts into the dragon even deeper, acidic blood spraying over the paladin. The blow cuts into the claw and the dragon releases the paladin who swoops away on his wings.

Zemycran buffets his wings, a cloud of caustic acid blows over all the party and knocks back some, the acid eating into skin and clothing. The dragon seeing the battle not going well, flies up the passage out of sight. Tibaltuous calls out an insult but all that can be heard is the dragon's laughter - possibly strained.

Doc flies down to engage the bone dragon and makes two perfect hits guided by his deity the Raven Queen [DM: 2 critical hits!] with his magical longsword, Lucky Seven. The blows infused with holy power, cut through bone and dried sinew.

Tibaltuous runs up the passage after Zemycran as the tunnel starts to shake and rumble. Large chunks
of stone start to fall, clouds of dust and debris coming down as the bard rounds a corner and sees a long tunnel, the dragon no where in view. Nenwin catches up to the bard who had gone down crushed under rock and burned by acid. The paladin pulls the bard out of the collapsing passage, and moves back down to the main cavern.

Graxxuzazz, Hester and Doc finish off the dragonlings, a Toll the Dead spell in the end from Hester takes out the white draconian, she falls while trying to escape down the passage. All visible enemies are dead, except for Zemycran fled up the collapsed passage where clouds of dust billow out into the room amongst the still dripping acid.

The Cloud giant looks down at the Fellowship. His body is covered in acid burns and razor thin cuts from the dragonling claws and jaws, roasted in places from the fireball, deep gouges from the bone dragon. He picks up his giant hammer. The head of the weapon swirls with clouds of mist as he heaves a sigh and winces. "Our contract.." he rumbles, "is complete. My oath fulfilled."

Doc, Tibaltuous and Graxxuzazz look up at the giant and feel a burning sensation in their brain for a moment with a smell of brimstone.. 

"If you visit me in my fortress in Kalscihgarrak" [DM: a realm on the 374th layer of the Abyss was confirmed later], the word seems strange and extremely hard to pronounce, the giant cracks his neck with a loud pop as he says this, "you can expect a WARM welcome." The giant grins, leering evilly down at the party. Raising his hammer he calls out and with a swirling cloud of black dust, he sinks into the ground. 

The heroes look about, the one flying dragonling has disappeared up into some  small tunnels near the ceiling of the cavern. The acid continues to drip down around them burning their skin and clothing on occasion. A distant roar echoes in the cavern, Zemycran is still out there. The party loot the draconians and make haste back the way they came.

Discussion on the size of a dragon's heart for converting the power demonic power source for the flying tower, Vencer, Lukann as well as Graxxuzazz had agreed that a young to adult dragon would be required for the size of the tower. Based on the conversations the three had had with Overlord Romack's flying fortress, which takes at  least five ancient dragon hearts for that massive structure to stay aloft. 

The party has Graxxuzazz cast identify spell on some magic items acquired from the white draconian. Heward's Handy Haversack. 2 pouches were filled to the rim - one with seawater and one with fine dirt. The large pouch holds a skeleton and a black leather cloak as well as 2 stone runes - look to be Runes of power - possibly evil language . Graxxuzazz does not recognize the language, but the runes can explode. Nenwin takes those even as the others protest as the paladin detected evil from the two stone runes.

While this happens the heavily wounded Tibaltuous continues to regenerate [DM: very good ring to have - Ring of Regeneration].

The party exit out of the cavern following the stream filled with the acidic flow. The party then move up and over the cliff where the 2 waterfalls meet. Moving towards the ruins of the monastery, it takes about 15 minutes, the area starts to fill with a heavy mist that is once again caustic and burning. The group cannot see further than 30 feet. 

The party decide to fly up and over the mist. The party see in the far distance near the flooded village a smaller black dragon. It does not appear to be coming this way. 

Graxxuzazz in eagle form, Nenwin flying with his wings, Tibaltuous flying with Sir Lawrence his sword, Hester flying held aloft by his Celestial guardian and Doc is flying on his Nightmare stallion.

The party prepare and hover close together, over the ruins. Knowing the dragon is near.. maybe?

Nenwin flies around in a circle, holding up his sword. He roars, "Dragon! Come fight me!" The words echo across the area.. nothing. The mist swirls below them, every once in a while the ruins of the dwarven monastery glimpsed.

Nenwin calls out again, "Zemycran! don't be a coward!"

A deep chuckling can be heard in the mist below somewhere, "Come join me in the mist." The party look down but do not see the creature.

The party prepares, all looking down. Some use healing potions and start to cast healing spells. Then Nenwin and Tibaltuous see two glowing orbs below.. eyes! 

Then as they calls out a warning, a great gout of acid blasts up out of the mist catching the whole party! Tibaltuous falls to the ground dying. Doc falls as his nightmare dies, the gunslinger/paladin groaning and unconscious after he crashes into the ground. Hester falls as his avenger guardian dies in the blast of acid. The cleric falls to the ground and is dying.

Nenwin tucks his wings in and drops quickly sword blade first right into the dragon. He carves down through the neck of Zemycran, doing extensive damage with the blade. The dragon roars again.

All start to feel the caustic mist burning them. Nenwin continues to hack and thrust his Holy Avenger blade into the dragon. The blade sucks more magic from the dragon, [DM: pulling a legendary ability to resist] which then heals Nenwin. The Aasimar continues to swing and dart around the dragon.  Graxxuzzaz  casting a lightning bolt at the black dragon. The dragon is able to counter spell this, At this point, Nenwin reacts quickly using his mage hunter abilities thrusts the blade into the chest. Zemycran is extremely wounded his acidic blood pouring over the paladin.

The dragon roars in pain as well as frustration at these puny humanoids. They just won't die! He has destroyed so many over the many years, these - he realizes, are not like the townsfolk or even the soldiers  and warriors he had fought before. A new feeling enters him.. dread.. fear.. of losing his own life! 

Nenwin is able to drain another ability with the last hit [DM: Synaptic static spell] healing the paladin once again as the magic energy is drained from the dragon. 

Graxxuzazz calls upon his sorcery skills and casts a lighting bolt again, this one arcing across to hit the large creature. The lizardfolk teleports away so he can just stay in view. 

The acidic mist continues to eat away at the Fellowship, those already unconscious one step closer to death..

Zemycran now bleeding and near death sees these puny creatures keep coming back. Healing each other. Growling he rumbles, "No longer." With one claw he swipes at Doc lying in the ground, the claw rips through the 1/2 orc killing him, Then with another claw, he does the same to Tibaltuous. The bard dies with a grin and an insult on his lips..

The dragon looks around a grin starting to form his jagged teeth dripping acid as he looks down at the final two. They are going to die he thinks. Zemycran calls out, "I will supp on your melted flesh and bone!" The dragon breathes a stream of acid at Graxxuzazz, the sorcerer dodges part of the spray. Nenwin dives out of the way as well, and then dodges a bite from the massive jaws of the dragon and swings again with his two-handed sword, cutting through a large scale on the dragon's chest.

The paladin rips the blade out of the chest of the dragon, a gout of acidic blood washing over Nenwin. He then thrusts the blade deep into wound already in Zemycran's chest, his arms deep, pushing the blade further.  He feels the blade hit bone as it goes into the spine. 

The dragon gasps and cries out still unbelieving that he could be dying. "No.. how.. I.. arggh... gurgle" and the dragon crashes to the ground. Not moving.


Zemycran was.. DEAD. 

The dragon scourge of the Old Hills - defeated by the RedWater Fellowship!

The party regroup realizing they had little time to rejoice, trying to save their friends. Nenwin heals the cleric, Hester. Hester after recovering is able to use a revivify spell on Doc, but at this point could not save Tibaltuous lies dead.
The acidic mist starts to recede from the area. After leaving the
immediate area, the group rest. pondering next moves. Next steps were to get to the tower and bring it to the monastery. Find a way to raise Tibaltuous if at all possible. A diamond would be required.
They note a smaller dragon sleeping it appears on the top of a ruined building in the flooded village near the pipe shop. That.. would be their next target. After exploring the dragon's lair.

Their ally Gothi the ranger still at the tower loads everyone on board and flies the tower out of sight of the ruined village and smaller dragon resting there. The Fellowship return to the monastery and Gothi lands the tower. 
The acidic mist had receded.. now either rest or explore.. all were wounded and fatigued. As well their good friend and ally Tibaltuous the bard still dead.
What next for the Redwater Fellowship?