Saturday, 29 February 2020

Rat Catchers..

The RedWater Fellowship prepare to delve into the unknown areas of the former temple to the Spiny Rat God, Galixtik. Moving through the bazaar, they encounter a wandering priest whom they purchase incense and holy water for the sacred ceremony to remove the rat god's followers, cultists. Hagrahoc the dragonborn rogue (?) in the lead, to a set of double doors, barred, chained and with a large stack of boxes and more. A few thugs help dismantle the barrier to the double doors and the party enters into the unknown.

The smell is fetid and rank on the other side as the party grip their weapons. The party discover a mural and tiles on the floor tell an ongoing story of four elvish brothers on a quest or path, there is ancient script, looking to be very old elvish. The flagstones are worn in many places. The party continues to delve further until they find a set of 3 doors. Graxusas uses his detect magic and Doc Holliday uses a detect life/blood capability of his sword.
One door leads to a stairwell where the party meets a horde of spiders. Defeating the masses and 1 large spider, the party descends a very long stair down to a sandy tunnel. Realizing they may have found a way out of the complex, they return up.
Another door they hear talking and shouting behind and then laughter. Carefully and silently Kantiff opens the door, they find a strange sight. four skeletons sitting at a table and looking to be playing a card game of some sort. It seems that Argus, Cheeber and Orlok continue to give another skeleton - Shagbat, a hard time about playing the card game.
Kantiff invokes a minor illusion of himself sitting in the room and the four skeletons are surprised by this but does not seem to aggravate them after they determine it is an illusion. Not seeing any reason to attack, the party leaves the bickering skeletons. Doctor Holliday seems torn between attacking and leaving, unsure what his patron deity would want - the Raven Queen. While leaving, Graxusas uses his thaumaturgy spell to slam the door and spook the four skeletons again!

The party explores further into what they think is the area of the complex that is held by the Spiny Rat God, Galixtik. Further one they find a
cavern where a large sloop - yes a ship - sits grounded in a stream of greenish water. The ship looks quite old with ragged sails. In the area, they see strange creatures - look to be rat like humanoids. Hargahoc advises these are called Skaven.
There is what appears to be rows of benches and a bar looking out into the large cavern. where some of the humanoid rats mill around on the old ship.



A battle ensues with the creatures, one of the enemies - a spellcaster - launches a fireball at the party. Gothi uses her jump spell and spider-climbing boots to leap across to a large pillar of stone. Using her ranger and bow to great effect. Kantiff continues to deal great damage with his sneak attack, cutting down opponents. Doctor Holliday fires his musket with loud thundering shots, sometimes killing with single shots. Cedric a powerful defender cuts down a skaven, using his protection ability to shield the heroes. Graxusas using his sorcerer spells, blasts into the skaven.
The majority are defeated, but the male leader with the scythe and a spellcaster female skaven are both able to escape into the rear of the ship and down a hole into a cavern below it seems. The heroes, take a breath and gather loot..

Until next time.

Saturday, 15 February 2020

The Scarlet Spider Syndicate

We rejoin our heroes as they lounge at the Broken Crown Inn.

Doctor Holliday ordered another Dark Storm and looked around at his associates, carefully. "Keep your eyes open, the city doesn't seem to be as safe as it used to be. We shouldn't over stay our welcome." Sigmund looked worried.
Kantif nodded with a leg of pork in one hand and taking a bite, savoring the juicy taste, replied, "“It might be to risky going into The Green. We don’t know if they through in actual prisoners or prisoners wrongly thrown in there. That and there’s probably hundreds of undead in there.”
The rogue/monk - now an assassin - expressed his concerns to Doc and the Fellowship.


Discussing plans to meet with Lady Ester and Aiden Serra. Two would be 'nobles' whom advised they would assist the party in meeting a a contact in the Thieves' Guild - the Scarlet Spider Syndicate. There was talk of going to Raisa's Curios, run by 3 gnome brothers, but the time was short and as well, Kantif pointed out, “I think we might’ve bought too much here. My coin pouch feels pretty empty. I wonder if we can find anything of value in The Green.”

Gothi discusses options to get Jawbone into the city. Kantiff thinks it is unlikely his disguise skills, so Gothi decides bribing a guard may work.
The party decides to follow-up on Jankin's contact - Professor Tuumel who works out of one of the three librarys in the city - the Obelisk.
The party takes 3 rickshaws to travel quickly to the library. While travelling, they learn of the war going Iuz and allies the Black Runes, against the Invincible Overlord Romack's forces. It seems recent battles have gone to Iuz as victories.. pushing back the Romack's armies.
on to the North between the demonic forces of
They hear that six paladins of the Duchy forces were recently sent into the Green. There is an underground ruler in the Green.. supposedly a troll or ogre with mage abilities.
Entering the strange edifice, The party asks for the professor.The library is a massive building

Graxusas joins the Guild of Arcane Lore, learning of the guild benefits of the library and alchemist lab as he gains in power and skills.

The heroes speak to the professor, while they notice a older student boy seemingly to be listening in to their conversations. They discuss the Holliday's tribe not having yet fealty to the Black Runes. They learn more of the Green. The party asks for her help doing research and she readily agrees. Another ally for the fledgling army to fight the Black Runes..?

Gothi bribes with a great deal of gold one of the Wayberry guards while the BlackRunes guards at the northeast gate to allow her to bring JawBone into the city.









The party meets with Lady Ester and Aiden Serra, they see the young man from the Obelisk, it seems he may be following them. Doc Holliday advises Lady Ester of this  and the beautiful young woman commands her associate deal with the boy.
The heroes are led to an alley and then to a small square. Taken to a sewer entrance, the party climbs down. Lady Ester smiles, winks and takes her leave of the group. Kantiff searches
to discover the symbol of the Scarlet Spider Syndicate is found, and tracks by Gothi. Venturing further into the fetid, dank sewers, the party carefully explores.
Continuing to search for tracks, Gothi easily finds many. Taking many turns and jumping over the muck slowly swirling by. They come to a central chamber after climbing down a ramp and stairs the Fellowship have not found any further sign of the Syndicate.

Turning at one point, Kantiff is wrapped by a tentacle from the oozing sewer water, and the party are
fighting for their lives as two massive mounds of moldy wet, putrid waste sling out tentacles at the party.

Defeating the two ropers, the party retraces their tracks and back to a large pipe near the entrance they came in. Kantiff determines there is a hidden symbol for the Syndicate and they know the entrance is nearby. A trek through the sewers and the party covered in much and stink was for naught.

With Kantiff using his roguish talents in the lead, they enter the guild of the Scarlet spider Syndicate.


A large room is entered where looks to be multiple exits. In the center of the room a bazaar has been setup where folks of variety of people ranging from humans, to 1/2lings, goblins, orcs, dwarves, and more barter and fence assumedly stolen gear, treasure and more.
Two largish brutes guard a large passage and after some discussion enter the Syndicate proper. They meet a dragonborn, a female dwarf, and a male tiefling.
interaction, the Fellowship step through into the
These the party learn are Hagrahoc, the Dragonborn, Elan the dwarf and Gyles the tielfing.


The leader they meet is Noose a handsome man of indeterminate age.

Bartering and discussion ensue. The master of the Syndicate is agreeable to helping the party into the Green.. on one condition ,they must deal with the former owners of this complex - the followers of the Spiny Rat God, Galixtik. It seems the creatures are coming back after being exterminated years ago. They must head into the unexplored areas and sanctify the areas with holy waters from a temple.

Agreeing to this trade, Hagrahoc - Noose's 2nd - is commanded to assist the group which the large dragonborn does VERY grudgingly with a spit.

The party prepares to delve into the unknown, to hunt rats...

Friday, 14 February 2020

New allies, Purchases and the Thief

Our heroes of the RedWater Fellowship stare down into the city of Wayberry. Gothi decides to let Jawbone his monstrous pet to stay outside.
 Entering the city brings back many memories to Doctor Holliday, whom takes on the role of guide.
A masker of the Guild of Arcane Lore stands with the guards near the gate, both town troopers as well as a few Black Runes.

The adventurers enter the city, to the left across the canal, sees a mob of undead as well as a few perceptive few note a smaller figure moving fast through a blasted building.

Doc recalls the Broken Crown Inn has a tavern as well as rooms to stay at. 3 stories tall, the place
looks well kept and clean as the party enters. They see a number of workers enjoying a drink after a long day of work. Some Black Runes sit at another table, while a 1/2 elf woman serves behind the bar and 2 young gnomes scurry around serving. Doc Holliday buys a round for the room to a cheer and then inquires of Thograa and the 1/2 orc woman with the mark around one eye. The party speaks to 2 patrons - Lady Ester and Aiden Serra - whom at first look to be upper-class but upon further conversations, that the 1/2 orc woman they search for is in the Green. The party learns they are also associated with the local thieves' guild  and possibly able to assist the heroes to enter the Green. There was once a coliseum, in the area high class area, now it seems to be where prisoners fight against undead to the pleasure of patrons ACROSS the canal.This is where the 1/2 orc woman was last seen.
A meeting is arranged for the next night.


Gothi and Kantiff, meanwhile meet a strange looking fellow whom turns out to be a pawnshop proprietor, named Samsen.
Dragon's Horde Pawnshop. The heroes sell the tall older man a number of items and monster parts collected, as well, are invited to meet tomorrow when his business is open.  Gothi brings out a number of animal and monster parts that Samsen is willing to purchase. Kantiff, uses his charlatan and persuasion skills to great effect to raise the amounts of gold acquired!
They also learn Thograa - through the unique wagon he had purchased previously. Last it was seen was near the Duke's palace. In their rooms, Doc also looks at creating some unique weapon - ice-thrower. Doc determines that Graxusas as well as Gothi would be needed to build. The three determine how to do it, but need the parts and ingredients to devise. Graxusas to do research and Gothi to do some gathering in the wilds.


The next day, Doc Holliday guides the party to a blacksmith, one Janlinks of the Ironworks a one legged and one armed 1/2 ogre - former warrior adventurer - whom seems to have no love for the
Black Runes. Doc Holliday uses some guile and suggestions to bring this master smith into the Fellowship's fledgling army.
Graxusas notes a roguish gnome - Teraco Brrrd from his past that had stolen a necklace from the lizardman. Graxusas, Kantif and Gothi follow the thief, they track him to a shed, a trap delays them, then into a small hidden room. Waiting and ambushing the gnome, they confront the slippery little rogue. They are able to attain the necklace, which looks to be powerful but also mildly cursed. They use the skeletal clasping hands to cast remove curse on the gnome and are able to remove the item. Shaking each of the three adventurers hands, the party agrees to part ways on friendly terms with the rogue.
The party visits the Dragon's Horde Pawnshop, there was a strange door to open, but the party solves the riddle to open. They purchase and trade for a number of unique items from Samsen. There is discussion on some dragon blood which was an heirloom of Graxusas - from a brass dragon.
The party heads up into the former upper-class neighborhood near the former Duke's palace, searching for Thograa and his wagon. After some time they notice it down an alley, now owned by a new 1/2 elf whom sells unique and exotic pets. It seems the man purchased the wagon from a fellow whom works for the guild. Gothi
purchases a strange feathered lizard-like creature - a raptin - as well as a large blue spider - a sea-eight -  named by sailors whom found the creature onboard sailing ships which Gothis is told to have unique poison effects
Taking their new items the party heads back to the Broken Crown Inn for the meeting with Lady Ester and Aiden Serra - the thieves guild contacts.. at this point the Graxusas, Kantif and Gothi realize their coin purses are slightly lighter! That damn gnome thief!

Saturday, 18 January 2020

Negotiations and the Inquisitor Darakus

The Fellowship of RedWater take a rest in the cellar under the Arcanist's mill. Sigmund sits on a table inspecting his wound. " I think its broken from a quick glance, the fangs also tore through nerves. This will take a while to heal." He sighs " I suggest we get what we can from this place to fortify and supply the camp and be on our way. Daylight burns."

“Be very careful in here. I’m not good with magic traps so we have to be extra careful. But we may be able to find some nice magic items or spell books for  Graxus or for Lukaan.” Kantif says.

A number of chests and crates are investigated and treasure gained.

The party investigates crates as well as further down a worked stone passage. Alert party members notice strange inconsistencies and it seems the walls may not be there. After some exploration, the party realizes the passage has no walls into a cavern - an illusion, where Gothi nearly stepped off into the dark and depths.

The party continues to explore, Graxusas using his owl familiar, then misty steps over to one area with a small pool and grassy area. Suddenly a large mass of insectoid creatures attack, slinging out
tendrils to take down the familiar and attack the sorcerer.

Using his versatile sorcerous skills, the lizardman misty steps back and then lightning bolts cracks out from his outstretched fingers to blast the creatures to a smoking ruin.

Gothi uses her boots of spider climbing to walk around the walls to search an alcove where a giant's skeleton lay, taking a sword and helm but leaving a medallion/locket that had a painting of a loved one (?) inside. Some further exploration is done, but Doc Holliday in some pain from his broken arm, wanted to get to the meeting place with his mother. The adventures leave the caverns and decide to return at a later date.
They explore the rest of the Arcanists' mill, finding some treasures but most of the main floor has been already ransacked. A large telescope is found in the tower.. how to install in the party's flying tower at some point is discussed.
Traveling on to the old picnic site, Doc Holliday reminisces on his times as a young lad in the lands.
Then the 1/2 orc talk further of his exploration in the Halls of Heroes. "One of the stories I heard when I was in the crypt was of a band of warriors known as the Bards of Hell. They wielded bows and lead the armies into battle. They would blow into these pipes that sounded like screaming people. I think replicating that for a group of scouts armed with Muskets short bows and short swords would make quite useful for guerrilla warfare.  We would need basic infantry and cavalry as well. Maybe we could slip into the green ward and free some prisoners when we are leaving Waybury."

The party meets up with Nalin - that party's apprentice blacksmith and Doc's mother to a tearful reunion.The Fellowship learn that the Black Runes and Greyskull mercenaries moved into the Duress estate, and commandeered 1/2 of the mansion. The party realized they needed to Meed with Commander Bajin and make amends.
Parting ways, the Fellowship head to the Duress estate meeting BlackRunes and Greyskull mercenaries. Ushered finally in to meet with Commander Bajin and his wife the drow elf, V’larra Giss’ben.
The Commander was no happy to hear nearly 40 of his troopers were dead because of the Fellowship's attack. But they did not have too much time to discuss.. a flash of blue light will be seen outside the manor. Then a goblin will race in and whisper in the commander's ear..

Looking at the party.. He will shake his head and say "Be careful now m'lads."

In strides a massive humanoid 8' tall wearing black platemail - head to toe - no skin visible. The helm is a grill of slits darkness behind no features visible. As the armoured figure moves, small puffs of steam (possibly) come from the various joints. A smell of brimstone and sulfur hits the party's nostrils. On the creature's back is a massive sword, easily 7' long.

Next steps in a tall woman they assume the figure is, but the face is covered in a mask. Wearing a head-to-foot black dress with gold trim. The woman, has 2 pistols holstered at her belt. A tall headdress also black and gold shows wisps of silvery white hair trailing down her back. Her skin looks a translucent white, the veins and bones somewhat visible under her skin.
The woman's mask white With bright red lips in a sad face. She will look at each person carefully, the eyes behind the mask glowing briefly as she does. Perhaps she has a spell in concentration, thinks Graxusas.
After looking at each both figures will stay standing and wait for a moment. And then the party hears a high pitched voice. "Where is everyone? Belial! Sargorn!"

The woman looks at the armoured figure and then as if with a small sigh moves over to the door and opens it wide. In will stride the Inquisitor Darakus is a hobbit - an amusing funny little hobbit barely 3 feet tall.
He will come in to the room last - after his 2 henchmen - seemingly a bumbling absent-minded fellow. Smoking a pipe.
"Interesting place.. A little run down in my opinion, but.. May suit our needs for the short term.."
Now.. Where is dinner!?"
Hmm.. Now whom do we have here.. You.. Commander. Well met. Good work holding that pass for so long!" he says with a sarcastic wink.
The commander grimaces at this and just nods to the hobbit. "Hail and well met Inquisitor Darakus. All mine is yours." The dwarf rumbles. 
"Ahh my dear," he says to Commander Bajin's wife, "you are looking as beautiful as ever. Not a day over 100 years old!" As he saunters by she fingers a wand at her belt but moves it away the masked woman puts a hand to one of the pistols.   
Nearing the large table, the Inquisitor hops up onto a chair. "Now where.. is my flying tower?" The hobbit asks.

The commander huffs.. " Rmmm.. We were not able to bring it down.. We have patrols out searching." 

The hobbit meantime has taken up an apple and bit a large chunk out of it. Screwing up his face.. "By Iuz's tail.. The fruit here is disgusting!" He tosses it over his shoulder it is about to hit the large armoured figure with a flash catches the fruit and crushes it in one hand. "So you failed me again, Commander. You were unable to take the mountain pass at Enstad.. Now this." The hobbit sighs.

Many of the perceptive party note the commander's wife slowly putting one hand on the gruff and fuming dwarf. Visibly calming down at her touch, With a quick glance at the party, the commander continues.. "Perhaps we should continue this in private, Inquisitor.."

The Inquisitor had taken up a bowl of grapes and was popping one in after an other. "Mmm..mmm these are good.. I see why they make wine here." Looking up as if for the first time seeing the group. "Hah.. I thought these were your lieutenants.. A strange bunch.." Looking at each of the Fellowship as he continues to pop grapes into his mouth. "Now who these fine folks..?" As he finishes saying this, the face covered woman moves to the inquisitors side and you hear a whisper.
The Inquisitor's eyes narrow. "Really…"
Commander Bajin stands and starts to talk, the Inquisitor holds up a finger and looks at the party.. "Now who are you?"

Further discussion, deception (DM: and good dice rolls!) look to appease the hobbit, whom then dismisses the heroes. The party make plans and then decide to head to Wayberry. A few hours later, it is dark and the large city appears ahead.

While riding, Cedric starts to doze and he dreams of a room deep under the ground.. of statues many statues.. The paladin starts to walk amongst the figures, many broken and destroyed or crumbling to dust. Some still fully whole. Warriors all. Orcs. All carry bows and a strange flute perhaps made of some large animal or monster bone. As Cedric continues to walk passing many 7' tall orcs carrying longbows or the strange flutes in hand, he begins to hear a sad wailing melody that takes him back to his previous life.
These are the Bards of Hell. Once an elite unit of the now fallen orc empire, that Doc Holliday mentioned. Cedric wakes in his dream near the fork in the tunnels to the tombs of the orc warlords. Cedric recalls this place in the Macgrah Chambers under the orcish camp. 
They need to find the leader of these soldiers.. then perhaps they can return to fulfill a destiny wrought in a forgotten age..


Towering spires of the guild merchant halls stab through the smoky clouds that fill the night sky, while the stone and wooden homes of the commoners huddle together on the streets. The light of the dual full moons
Familiar smells and tastes of the city fill the night air. The alchemists’ labs spew thick fumes into the night.
I f you were to climb one of the two rival wine merchant’s - Duress or Crakin -  you’d only see city. And more city beyond that. The city has become a womb of corruption, reaching out and holding you. Never yielding, but ready now to take one's wealth or life without remorse..
ugh an assortment of oddly shaped chimneys, the smoke suffused with sulfur and sea salts. The city markets, normally a cacophony of bartering voices and animal sounds, are hushed. The scents of the sweat meats, fruits, stale wine, and horse dung linger along the thoroughfares to create an atmosphere thick enough to taste.
creep their way through the mist and smog, creating small patches of illumination, some red and other patches in silvery white that amplify the shadows, making them longer and deeper than during the haze of daylight.

 But even worse.. the once great city has - or had - a dark and vile secret.. no longer: 
 The "Green Ward" or many now just call the "The Green" area once was the upper class area of Wayberry. Was overrun by undead a year and 1/2 ago. Now is walled off, all bridges blocked. A canal of water with holy protections continually invoked keeps the variety of undead back, as well. Criminals from all over are brought here, and loosed into the area to try and kill off the undead. The few that have survived and returned seem to
At night, green lights can be seen on occasion throughout the city, does not look to be at the same spot. This is where the area got its name.
think this is NOT working.. prisoners are given basic weapons and sent over the main west road into the Green. With a large influx of Duchy troopers whom did not surrender, The Green is a busy place..

Welcome to the city of Wayberry.

Saturday, 4 January 2020

Holliday's camp, some rest and the mage's windmill

2nd month of the year - Waterday -  27th day of Readying (for most - Elves it is the month of Yellowillow)

The Fellowship's tower set down in the rocky mount above the Holliday tribal camp. The party takes stock of the tower, looking for damage as well as resting themselves.
Kantif looks troubled. “Hmm. We just killed multiple Greyskulls, that’ll cause problems for our alliance. Not to mention also weaken our possible army. Hopefully they can revive their fallen allies.”

The flying tower had taken a fair amount of damage, the boulders form the Black Rune giants, and even a catapult had impacted heavily. As well, the dual fireballs as well as time had taken a toll.
Doc Holliday advises the party, " I feel a calling to go into the Macgrah chambers, I'll head in there alone. If Darling comes back I'm in trouble. Before I head in we should speak to Grandmother and ask if she has anything to help us." Sigmund looks at Graxxuzaz and nods. Grax tells the party that after studying the wizards spellbook he can now cast identify and find familiar but he needs incense and a pearl before he can use these spells.
“Do you know how to get to your mother, Doc? Is it far? We can’t afford to fly near the Blackrunes again with how much damage the castle’s taken.”Kantif says, concerned
Doc visits his grandmother, seeking wisdom as well as a pearl for Graxus to cast one of his new spells he had been able to research - identify.
Grandmother still strives to find Grandfather - whom Doc advises is now in the Abyss. Using her skills she reads his thoughts. Doc can see the determination in the ancient woman. Doc asks of places that may hold items to help them in their battles against the Black Runes, she mentions there was once a mill-  the Arcanist's Mill - abode of a recluse wizard in the ancient forest to the West. Supposedly the legends say he tapped the power of the flowing river to power some his spells and research.

 
While Doc enters the MacGrah Chambers - tomb of the ancients - looking for guidance as well as the armour of his family, Graxus starts casting multiple spells to determine what a number of items are that the Fellowship had acquired over the past weeks and all.
Graxus summons a new familiar - an owl.
Gothi also heads up into the wild, following a deer or animal path to discover a mountain lion. One of the magic items Gothi chooses allows her to raise a skeletal monster as a servant for a period of time.
Kantiff, heads up into the wilds North of the camp, and finds a waterfall where he meditates and delves deep into the way of the shadow monk to become an assassin like his father. When the monk rogue returns, he seems to have new skills as well.

Meanwhile, Doc Holliday delves further into the MacGrah Chambers, with little gear and his raven, Darling. The ancient warriors and leaders of the once great empire of the orcs look down upon the warrior with Doc sees a lone boatman in one of flowing rivers bisecting the land. Near the skeletal figure sits his grandfather. The scene changes and Doc sees his father is in a cell laying on the ground not moving. A taloned claw reaches for his head and the father wakes up with a groan..


Shadows take the area and then Doc realizes he is in the Shadowfell. He climbs a vast tower and looks down upon the lands, with rivers of red. The scene changes again, a conspiracy of ravens swirls him as he stands at the top of the tower and then they stop midair and form what looks to be a face. Doc Holliday falls to his knees and he feels the approval of the Raven Queen. He realizes he has the full powers of a paladin to the Raven Queen.
Waking up once again, he sees his raven familiar - Darling now has a white stripe. He searched for the armour of his father and ancestors, but was unable to find it. A script on the floor half rubbed away leads him to believe there is a third passage down in the tombs. Perhaps the whole party could delve it.

The party leaves the tower and camp behind, Lukaan the wizard staying with the tower to guard it, research it as well as learn more of the basics of wizardry! Taking their horses - Gothi riding JawBone - they head to the West towards the picnic site Doc's mother mentioned they had been to when he was a boy.
Gothi's excellent tracking skill allows the party to avoid a large contingent of Black Runes. They cross over a river and find the Arcanist's mill. From a distance the building is built into the side of a cliff. Gothi moves ahead and not seeing the floorboards being
rotten falls through into what looks to be a cellar. Not really hurt until a massive snake appears out of nowhere.. The Redwater Fellowship engages in battle. Graxus uses a new spell polymorph other - he turns the giant snake into a chicken! Yelling down to the party to toss the newly formed chicken. They do and he misses catching it! Everyone misses catching and the chicken dies and transforms BACK into a very angry snake. [DM: Battle continues after much laughing]
Graxus - whom had been tossing a coin most of the day - whenever it came up tails, something bad happened. When heads, it was positive. Lady Luck was having a time with the group. Finally defeating the giant snake, it disappears in a puff of greyish black mist. A passage leads off into the dark probably going into the cliff face.

Finding some dwarven merchant crates among the various other items in the cellar. One has a trapped box inside which has a black caustic mist engulfs the party.
What next for the stalwart heroes?

Saturday, 7 December 2019

The Flying Tower

When last we left our heroes of the RedWater Fellowship, they had defeated a guardian (?) of the tower and were flying high up into the air.
After much experimentation with the set of controls (6 buttons, 4 levers and 2 wheels) the Fellowship had determined how to fly the wondrous tower.
Cedric says, “I agree with Kantif, our main priority should be to stop our ascent. Although I do agree that this fortress will be a strong base, it will become quite obvious to anyone nearby when we head off somewhere. On that note we can’t expect to have the element of surprise if we get back to the Duress estate, we must be vigilant” 
The next step was decided to fly down to gather the horses and Gothi's monstrous companion, Jawbone. Further experimentation with the controls by Graxus and Gothi allowed the group to open a circular stairwell from the control room which led to a number of more levels. Searching through these, they find a dead 1/2 elf in what looked to be a bunk room. The body's organs had been removed. A search of the room recovered a 3 horned skull which seemed to be the skull of an infernal being which had some interesting dialogues with the party. A 2nd door is locked.
Meanwhile, Gothi deciding to walk down the wall outside using her boots of spider climbing, encountered some more spiders. Coming to the rescue, Kantif, Doc Holliday and Cedric engage the arachnids. Defeating the creatures, Kantif gathered some more parts of the creatures. they decide to take the tower to their horses. Everyone was wounded and tired, and decided to take a short rest, talking once again with the horned skull - which calls itself Bisbanh.
While travelling, Doc Holliday does some tinkering devising some new bullet types.
Delving further down a 2nd circular stairwell. Further levels included a library/study, there are ladders and 20 foot high shelves, all empty\, except Cedric noted a makeshift tiny little house made of
scraps of wood, cloth and scraps. Knocking on the tiny door no one answers. Footprints were noted to track through the dusty shelves.. the party moved onwards.
Down a passage through a door, they meet a 7' tall gargoyle. (2 sets of wings, 4 arms). Speaking to the creature, Doc Holliday asks to pass. The gargoyle - a very sad but sarcastic creature - would not allow them to pass. There was discussion of whom owns the tower and a deed. He is interested in fruits from the Shadowfell. So Cedric recalled there was a satchel back at the 1/2 elf body. Heading back Cedric, met a young woman whom it seems lived on the same level. Graxus pushed a button - number 2 - and the gargoyle warned Doc, whom decided to run back up.
Gothi again walks out and down the tower wall to find her companion and the party's horses. Jawbone had tracked down the bear and was gorging himself on the animal. Jawbone was very happy to see her master and brought the horses back to the tower and saw a blue shimmering shield surrounding it. Those inside felt a wave of what seemed like static electricity.
Cedric spoke with an elvish woman briefly and then at the pounding footsteps, she retreated
into her room and with a smile at Cedric, closed the door again.
Doc Holliday suggests forging a document to be the deed. Kantif, with some skill at forgery, writes up the deed. Then Kantif and Doc head back down to confront the gargoyle, while Cedric continues to search.
Gothi meanwhile has brought the horses and Jawbone to the tower and surprisingly she is able to push the double doors open, leading into a circular room in a shambles and looked to be a stables of
sorts. Graxxuzzaz notes Gothi's entrance to the tower through the view orb in the control room.
Kantif and Doc show the forged deed to the gargoyle - whom seems find with them passing and congratulates them on this in his sad voice.
Cedric knocks on the woman's door and she opens and invites him in. Sitting down at a fireplace, has a conversation again with the woman, the room seems bigger than the tower. Having tea, Cedric has a goblet of water and discuss the previous owner - an elf lord - and current events, the Black Runes, IUZ, the Overlord Romack and more. She learns of the party's names but does not pass on her own.
Meanwhile, Doc Holliday is praying to his goddess to convert the fruit into a Shadowfell fruit. Unfortunately the Raven Queen was not paying attention it seems.
Deciding to work on this potential ally - whom wants something from the Shadowfell later, the party decides to move the tower to the Duress Estate. While moving, Doc Holliday takes the small coffin holding the infernal dog - ally of the fallen elf lord. Taking the collar off the scaled black-skinned 3 headed dog comes back to life(?). Trying to tame the infernal 3-headed monster, Doc Holliday realizes it is an evil creature. even though he seemed to tame it and decides to put the creature back to sleep using the magical collar.

As the RedWater Fellowship flies the tower closer to the Duress Estate, they prepare for war to crush the invading Black Runes. Using the orb, they look down and see the various windows of the estate are lit. Torches and guards are at both internal and external gates. Graxus pushes the 6th button to activate the shimmering shield, which electrocutes Gothi - whom was on the outside of the tower using her boots of Spider climbing. This flash of blue energy also brings the attention of all the forces on the ground. Blasted by the electrical energy, Doc Holliday is able to swing out to help the ranger.
Landing the tower in one of the dead vineyards behind the manor, they look out to see over a hundred figures coming towards them. Doc Holliday fires his musket and cuts down one of the humanoids.
The figures at first were not doing a battle charge, but after confirming they were Black Runes, another volley is fired out.
Battling off the ground, using all their missile weapons, they continue to shoot and cut down the Black Runes. Some return fire, but the fire was sporadic and mostly ineffectual. A troop of 20 troopers, fire crossbows.
A Black Rune wizard with a tower shield guard is able to launch a fireball into the tower stables, doing damage, as well a giant lobs boulders crashing into the tower taking out blocks and making the whole structure shudder and shake. Many Black Runes fall as the Fellowship continue to rain down
fire. A 2nd fireball hits the tower but the shield - activated by Graxus protects the tower and inhabitants. The shimmering shield crackles and pops and then disappears.
Graxus then casts multiple fireballs - using his sorcerous skills - the explosion lights of the night, and the massive explosions cut down many of the Black Runes, screams of pain and agony echo through the night. Lukaan was throwing down blobs of fire and taking out the Black Runes from on high.
No one at the controls, the tower starts to float upwards. Bolts and a boulder once in a while crashed into the tower, shaking it to its foundations. Deciding the battle could not be won this night. the RedWater Fellowship's flying tower headed off into the night. Some of the party fell unconscious, but the healing skills of Cedric and the Doc were put to good use. Heading back to the Holliday tribal camp, the tower was badly damaged but still flying.
Setting down in the rocks high above the camp the party rested. A large creature was seen flying in the moonlit sky.. but did not seem to notice the tower moving close to the ground.
A message came to Doc from his mother, about meeting at an old place from his youth, the next day, where they would enjoy the river and meals.
Lukaan, mentioned he could see these Black Runes quite clearly, their armour emblazoned with the Black Rune ... with crossed hammers. The looks the party gave each other perplexed the mage.. a great battle had been won the mage thought.. many enemies killed.. why was the party looking stunned.. (DM: The symbol of the GreySkull mercenary company - LINK)

Saturday, 23 November 2019

The Crows, a Prisoner and the Tower

The RedWater Fellowship watered their horses and looked out around. What looks to be once a well made cobblestone road leads to a broken bridge. On the other side of wide slow moving river, the weed filled road disappears in spots but appears to lead up to the keep or tower. On the far side near the road a tall dead tree, appears to be a withered oak, fairly common to this area, Doc Holliday notes. its barren grey branches the resting place for a flock of large black crows.
A crow’s cage hangs from one large branch, what appears to be a gaunt figure sitting in the prison-cage.

Gothi, on the back of Jawbone, grinned and sprang forward, the monstrous dog-shark easily crossing the river. While the beast hunter crossed, Doc Holliday waded out to the centre area and noted a corner of a box(?) sticking out of the silt and rocks under the ice cold water. Diving down, he tried to move the the long box - man sized in length, possibly a coffin - but even his giant strength was unable to lift. With Cedric and Doc, the box was lifted out to shore. The black wood hardly warped and rotten, it seems this coffin had been in the waters for some time.

Kantiff, using his roguish talents looked for traps, but saw none and cracked open the long box. Inside was looked to be the remains of an elf warrior.. the armour and much rusted. Noting the heaviness of the coffin, the party investigated and found a secret compartment filled with bars of copper.
As Gothi reached the order side, the crows shout down with raspy calls as she approached. Staying a fair distance away, Gothi found some interesting tracks of a bear so decided to follow those.


Packing up the loot, the party dug a grave with the assistance of Graxus' spells and buried the fallen elf, with a ceremony to the Raven Queen.

Crossing over, the party approached the dead oak calling out to the gaunt figure. looking to be an older human male. Scraggly long beard and red hair are streaked with silver. Wearing worn and ragged shirt and pants. His skin and flesh is pecked and torn from the crows. At first thought to be dead, Doc Holliday detected life and the lifeforce of the prisoner was felt.
After some investigation, the party determined that the man was held with both magic and mechanical wards. Using their combined skills, they finally released the prisoner whom turned out to
be Highmage Lukaan Hilfos. A wizard of of the city of Greyhawk and once assistant to Leomund the White. Lukaan was captured by the guild Arcane Lore of Wayberry, for breaking the laws and thought he could escape.. Not having the best spells prepared he killed 2 Maskers - by mistake - and was sentenced to  “drainage”. His power being taken and then finally.. death.Once a 18th level wizard, the man was little more than a novice.. of the 5th rank.
Once released, the crows angrily burst into the air cawing and circling for a minute then fly off to the southwest. Their meal taken. Lukaan stretches first..many cracks and pops heard.. Then he slowly moves one hand mumbling.. And a single shower of sparks will shoot forth from a finger. Grinning, then chuckling then laughing, the wizard will cast the spell a few more times.. Then will rush over to the slow moving river to drink.. Coughing, he will see his face and will look back to the party.. With a smile. He cast prestidigation again and again cleaning himself and clothing. Though ragged, it will look fairly presentable.
He vows to help the party for now, a life debt of sorts. Doc Holliday provides him some makeshift clothing, and the party moves onward.
Gothi, whom had found and lost and found again the tracks to the bear, sadly rejoins the party. Her quarry safe this time..

Heading up to the tower keep, the party determines after recollection by Doc Holliday, the best way to enter was through the top, where once when Holliday had been young and in love, with Gilwin he
had climbed to the top under a dare and met something in the dark..

Starting to climb, the Doctor found some good handholds and footholds. The tower was in disrepair.. Walking by him with a grin again, Gothi walked up the side using her boots of spider climbing.
With ropes and climbing, the party makes it up to the tower heights.
Searching minimal is found, so the party decides to go down though the trapdoor and explore. Finding a mass of webs, and these webs are thick and sticky, the party was attacked by a group of spiders. The largest looking to be a formidable opponent. Doctor Holliday aimed carefully and fired a perfect
shot and it had no affect on the massive arachnid. The creatures smaller allies though were destroyed with non magical weapons. After a tough battle, the party did some scavenging and were able to acquire some body parts, eyes, and a large black rock inside the undead(?) spider.. its heart?

Moving ever downwards, they came to another round room. A amber sphere about 4' across, pulsating in the middle had what looked to be a set of 6 buttons, 4 levers and 2 wheels on a stand/console by it. 3 large tapestries hung on the walls. Words it seems in a row of what was soon to be determined infernal probably advised on what all the various buttons, levers and wheels did.
Doc Holliday started to ponder the implications of this language in a former elf keep..

Gothi.. unable to stop herself, pushed a button and then another! The party
felt a lurch as if an earthquake and then a rumbling hiss came from the stairs and a massive humanoid shape stepped into view.. the resemblance to a human was minimal.. the large form had a number of tentacles and sharp teethed mouths with long tentacle tongues (?) which proceeded to attack the party..
This was one of the toughest battles the RedWater Fellowship had had since the heroes had joined together. Nearly every member went down unconscious, but in the end, they prevailed against the undead/infernal creature.

Taking a breath and binding wounds and bringing others back from the brink of death, the party moved the tapestries and saw these were 3 large windows.. then realized they were now 400 feet in the air and getting higher. The party it seemed were in a cloud castle, a flying tower.. Lukann gasped and advised that this was it appeared to be one of 10 Elf cloud keeps lost  100s of years back.. now what to do next as the keep was flying straight up and quite quickly..

Doc Holliday's face goes a little slack, he then informs the heroes that his mother has been in contact, she - it seems - has some skill in witchery and was able to - using a sending spell - advise him:
"The Black Runes have arrived at the Duress estate!"