Friday, 17 April 2020

The Tinker's wares

Eli looks you all over noting with a very practiced eye the quality of equipment and clothing the Fellowship are wearing.

"Well now.." Scratching one ear he smiles, "I may have a few items I've tinkered with that may be of use to you.."

Pulling out a small chest, he mumbles a few words and with 4 glowing purple runes appear and fade away.. then fiddling with a small lock open the chest. He starts pulling out a number of items that would definitely not fit in the small box!

  • Gem Sight. Creates a beam of light to target (DM: equal to a laser target sight)
    • Targeting site that can be added to any missile weapon. Will give wielder advantage to hit. Can be used 4 times per day. Recharges at dawn - (d4+1 - MAX4). 
    • Note the turn that it is used, the wielder is now a better target. Any enemies with missile weapons (or spells) get advantage to hit until wielder's next turn.
  • Flint-omatic. A small handheld flint and steel on a spring. A lighter - holds an amount of oil in some cotton. Allows one to light a fire very quickly. Needs to be refilled with oil once in a while.
  • Spring Loaded Boots: When these contraptions (small springs and tight ropes, that attach closely to the user's boots) attached to a wearer's boots, can jump twice as far as part of your movement but there is a 10% chance that they work too well and you jump 3 times as far, take fall damage equal to the distance covered, and end your turn prone. Can be used 3 times per day. (recharge at dawn (1d3+1 - MAX3)
  • Ale of the Great Wrym. A sealed tankard with a dark ale. Grants a temporary 5 hit points. Once used, they are gone.
  • Janx's Books of Cults - A leading explorer's journal of all the latest known on cults in the lands. A set of 6 journals/tomes.
  • Clockwork Hamster (miniature):  constantly mimics any sound nearby including wielder's voice, footsteps, etc. Great for distractions or in a corridor as they hear footsteps following them. Lasts for 1 minute. Can be used 1 time per day (10% chance for it to break upon using)
  • A very large scale. Looks to be tarnished brass. Eli says is a Brass Dragon. (2 feet long by 1 foot wide)
  • Potion of Shrinkage - reduces drinker's height to 1' tall for 1 hour. 
  • Whispering EarRing  - can throw your voice - similar to a message spell to any creature wearer can see within 50 feet. Can be used 4 times per day (recharges 1d4+1 at Dawn. MAX4)
  • Jellyfish in a jar of seawater - bright blue and red streaks. touch it and get a shock/paralyzed.
  • Climber's Claws - Give +1 damage in unarmed combat. Also advantage on athletics/acrobatcs climbs and add 10 feet of climbing speed
  • The Tongue Tattoo. Temporary. when places on tongue, the tattoo will allow the user to cast suggestion 3 times as a bonus action. After the 3rd use, the tattoo fades away.
  • FireMaker Applied to any metal melee weapon. 
    • This is a copper tube and plate attached to the handle of the weapon.. As a bonus action, you can activate the FireMaker, adding an extra d6 of fire damage to the weapon until the start of your next turn. 
    • This feature may be used 4 times before the weapon must spend at least 1 hour in direct sunlight to recharge the power source. 
    • In the event you roll a 1 on an attack roll while the FireMaker is activated, the FireMaker overloads and destroys itself and any non-magical weapon it's attached to, dealing 1d6 of fire damage to the wielder. If the weapon is magical, only the FireMaker is destroyed. However, the fire explosion reflects off of the magical weapon and does an extra d6 (for a total of 2d6) fire damage to the wielder.

Friday, 10 April 2020

Tracking the Skaven and the Sewer Tinkerer

The RedWater Fellowship feel rested and decide to continue to track the Skaven.

 “Do you know if we’re getting close to the main nest? Would we have to wipe out all the rats or just their leaders be okay?” Kantif asks Hagrahoc.

The dragonborn rogue/warrior grimaces and in his hissing broken common, advises it makes sense.. but he does not know the extent of the Skaven cult. "I know leetle of thesse passsaggesss and the Ssskaven waysss." He advises further that the area was never explored and was sealed off for many
years even before Noose and the guild took residence in the upper areas closer to Wayberry.

Returning back to what seems to be a central area with multiple exits at the cardinal points, as well as a trap door in the centre. After some more exploration of the trapdoor which led to what appeared to be a storeroom and Gothi using her ranger skills, they find the tracks again heading through the South door. There is a symbol painted in blood of a 2-heaaded rat on the door. Coming to a "V" intersection, they easily are able to follow the tracks. It seems the murals of the four elf brothers - now three -
continues, where with some religious knowledge they determine the three brothers are now in the Abyss. Facing strange and infernal creatures. Asagron examined them closely, but the artwork looked different from his view into the Abyss where his father was trapped. The mural has been defaced with a large hunched over rat with a spines coming out of its back. Doc Holliday takes a hammer to part of the symbol to the rat god destroying some but making a deafening noise. Then Cedric pulls out a spare flask of holy water and this burns away the symbol to the god.

Deciding to follow the tracks still they stay to the left, the putrid smell of the sewers seems to have come back, as the adventurers move down the passage to a door. The sewer smell is quite powerful now, as they enter the room. A sewer channel crosses the room on one side, while there is a large pile of bones and a barred door on the right.

Keeping his pistol aimed at the bones, Doc Holliday moves over to the door and hearing noise behind lifts the large bar. It seems though the noise comes from something very large, desperately trying to replace the bar, the door flies open and the 1/2 orc is thrown back as a monstrosity appears. Looking to once have been either human or skaven, it was a mix of both disfigured and hunched it still stood over 9' high.
Battle was engaged. AS the creature was beat down by the blows, arrows, spells of the Fellowship, it
called out to its brethren and the mass of bones shifted and morphed. The humanoid,  rat, animal and other creature type bones fused together and finally stood into a giant skeletal form.
Battling back and forth the heroes finally defeat the two monsters. Taking a short rest, the party discover some treasure and move once again following the tracks.
They lead down once again into the sewers, one side a narrow ledge to walk and the other, slow moving green and dark sewage.
Following along, Gothi keeps an eye on the tracks, while Kantif uses his keen eye to look for any traps. They come to a point where a half submerged skeleton - looking to be skaven - lays on on the ledge. Then further ahead is another. Searching and investigation show the skeletons don't seem to be a threat. Then Graxusas at the rear of the party with Hagrahoc, hear a singing voice.

Preparing for battle or worse, the group hide using the pass without trace ability of Kantif to hide VERY well. Up the passage behind them comes a small canoe floating and being paddled by a small figure, which is doing the singing.

Looking to b a gnome he is very surprised when the party basically come out of the shadows along the wall. The party learn this is Eli Garthfinkle Dunadin, the 4th of Sigolar. A gnome merchant tinker whom sails the sewer channels looking for items lost and cast away. He builds many into new and unique items he sells.
The RedWater Fellowship breathe easy.. until a drumming throb can be heard. "That is the cult of the spineys." Eli advises. "They are preparing for a ceremony. This will last probably 12 hours.. then they do the sacrifices." Nodding sagely to the group as the heroes do some trading with the strange little gnome.


Thursday, 26 March 2020

The sewer tunnels of the Cult of the Spiny Rat God


The Heroes of the RedWater Fellowship have some options since the Skaven - rat like humanoids - scurried down a hole. The door the party went through leads to a small passage where the hole goes down through the next deck and into what appears to be a cavern below. 3 doors are also visible, one on right, left and facing you.
The door to the left is smashed open and hangs off 1 hinge. A dark cabin - looking to have a hammock inside. The door to the left is slightly ajar. The door facing them is closed and looks to have a lock as well.
The hole down is dark but you can hear faint skittering noises from the far distance below. 
Below 1 deck they hear muffled thumping and as if a gagged person. exploration reveals a human whom is gagged and bound. 
The man emaciated, tired and very injured man sees Gothie and drops to his knees. It seems he was one of a race of mankind that served Gothie's race, the Foreclaimers. It seems Asagorn the Grim,  was mugged with a group of others whom all had been taken away for sacrifice (?) or other nefarious reasons... 
For saving him, Asagorn swears fealty to Gothie as she of course saved him (not the whole party!).
The party moves onward and then down the hole the Skaven had retreated down. After securing a rope, the party is able to climb down into a cave with a sandy floor, with glowing green moss or mold is covers some of the room. Gothie scavenges some of the glowing moss (tiny glowing flowers) for later research.
The party once again sees the ongoing mural that is either on the floor or walls of the four elvish brothers on a quest. One seemed to have died fighting a multi-headed scaly beast. 
The rogue Kantif using his expert level rogue skills is able to find some traps on the route following the Skaven. There looks to be arcane spells that blasted a door open. Graxusas is able to determine it was a lighting bolt. 
The fetid and putrid smells of the sewer seem to be growing.
Multiple doors and passages are explored, the Gothie's ranger skills come in handy to track 1 of the Skaven. There is a small grate with a narrow 2' wide tunnel it seems to have shuffled around and then moved on again. The party then moves on, and looks into a large
room. A large cistern of swirling sewage seems to enter here. There is a scaffold as well as crane that a group of Skaven seem to be operating. They lift what looks like a humanoid body floating down into the area. Carrying it out it gets drooped into a large group of giant rats which tear into the dead body with gusto. There looks to be one larger Skaven that is directing and yelling at the rest of the humanoid rats.
The RedWater Fellowship prepares an ambush..
Battle!
The whole party focuses fire on the leader and does an extreme amount of damage to the large Skaven, it roars in pain as arrows, bullet and blasts of magic and eldritch energy hit it.
The battle goes back and forth, at one point a sneaky Skaven tosses a large bottle into the midst of the bunched up party which incapacitates 1/2 the party. Cedric uses his Shadow bow to teleport over to where the injured leaders was being healed by a another of the ratmen. The battle at one point did not look good but then all the party used their skills and abilities to tactical effect - Kantif used his sneak attack to great to devastating hits. Gothi's arrows hit and with his ranger skills are deadly. Doc Holliday blasts from his pistol are on target and do massive amounts of damage. Jawbone chews a number of the giants rats, his chewing can be heard rending the flesh as they screech in pain. Hargahoc, the rogue dragonborn assists with his magical enhanced melee attacks. Graxusas' blasts of hit quite often to good effect as well.

One Skaven is able to retreat down into a sewer pipe.. other than that all are defeated. The RedWater Fellowship take stock and rest, gathering treasure and loot. Magical items are identified and chosen by the party as they rest..

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.