Saturday, 29 January 2022

The Siege of Drekkar

 17th of Planting, Low Summer

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

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

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

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

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



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

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

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

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



The siege of Drekkar was underway.



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


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


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


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

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

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




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

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







Saturday, 8 January 2022

Negotiations & the Demon Crow

 

15th of Planting, Low Summer

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

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

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

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

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

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

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

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

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

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

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

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

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




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

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

Victorious, the party determine to find the creatures nest.

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

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

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

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

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

The Siege of Drekarr!





Sunday, 12 December 2021

Battle at the Monastery of the 3 Crescent Moons


14th of Planting

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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

"Are they with you?" Brother Targis asks.

"Who?" 

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

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

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

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

BATTLE

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

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


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

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

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

Saturday, 13 November 2021

Mission Impossible 2 - Battle & Escape

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

 12th of Planting


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

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

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

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

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

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

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

2nd floor


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

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

Battle starts.

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

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

Until next time!

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


Saturday, 9 October 2021

The Merchant of Shiboleth

11th of Planting

When last we left our heroes...

 “I suggest we try to find some place to buy supplies and magic items. We don’t know when we’ll back in civilization. Unfortunately though, I don’t have any money.” Faust suggests.

Vencer pats the few coins left in his measly coin purse and says " I am the same my friend. We will perhaps use the funds of our group and the money lent to us by our employer."

Rox looks about and sighs. “I wish I could help or come with you all.” She has one of the kobold’s shortswords polished to a shine and the the blade was jagged and worn it looks deadly sharp now. A shortbow and quiver of barbed arrows sits nearby repaired and ready.

Eldeth rests under Skrit’s medical care now, looking to be sleeping peacefully. 

"If things go bad we need someone to be able to return what information and funds we have gathered to our employers. We also need someone on the outside and this isn't a job we can't have filled." Vencer says and traces his fingers across the new spells in his spellbook.

Roxx sighs nodding in agreement.

Around 2 bells in the afternoon, Gruuulin the winged serpent was asleep wrapped around the chandelier chain then with a flash of blue light disappears. Vencer - and now Faust - know this is when a Master of the familiar unsummons or sends the creature back to its home plane..

Vencer does some research into the access/contact cards the Jade Sanctuary gives out to guests. A combination of illusion, divination and alteration magic is involved in the creation. Vencer determines that a laboratory and further extensive research and ingredients will be required to duplicate.

Faust is interested in getting some adventuring gear, magic and other. So they speak with Xirra whom advises that magic items are not readily available since the war started or previously. Other gear - related to wilderness or mountain survival is, a number of shops and stores sell this as it is a mining town. The topic of healing potions is raised or holy water. There were previously 2 temples in the town. A goddess of luck called Miss Fortune - Roxxberry raises her head at this, seems she is a worshipper of the goddess. Vencer have taken a course in lesser deities has heard of the demigod -

once a hero raised to divine status. Lady Luck, Queen of Cards, some - ill-informed think she may be the goddess of misfortune and bad luck... her temple - is close to the slums on the west part of Rastor. Skrit of course was not impressed by this goddess of fortune ill or good.

The other temple is a temple to Zuoken. physical and mental mastery, monks and other martial artists worship him and follow his monastic way.  It closed when the forces of IUZ were far away but heading towards this frontier. 

The party makes ready and Xirra summons a carriage for the group. The rain is pouring down at this point. A young male human driver pulls up and takes them into the slums. The area looks to have had a fire here, many if not all are charred shards and ruin. There is a single standing building unaffected by the fire. A sign showing 2 coins flipping into the air hangs on one corner. The building definitely does not look like a standard temple, more like a tavern or casino.

The driver is not required to wait and horses and carriage roll off into the pouring rain. After some surveillance and covert investigation - Mephisto the imp is very experienced in this area as well as Vencer's familiar - the party note some eyes following their movements from a 2 story building the majority burned and fallen away. Heading around back, the party uses Pyra's rogue skills and  more to gain entry to a 2nd floor window. The party all enter and start to explore. No one is encountered on the 2nd floor as the adventurers move through what appears to be a storage room and office. They move to a stair down that opens up into a large area with gaming tables, and sitting areas. A casino. They hear some movement in a bar area and encounter a worker - a dwarf.

Surprised but not afraid, the dwarf tells the party that all the priests, casino master, are out of town since the takeover by IUZ forces. He is a caretaker. Faust and Vencer inquire on purchasing potions and holy water. The dwarf declines.. but then suggests a wager. rolling dice. Vencer and Faust wager and bear the dwarf gaining minor healing potions in the wager.

Taking their leave - through the door this time - the party then walk up the other temple to Zuoken in a upper class area of town, more patrols walk these areas. This large building is multiple stories tall no windows until the 4th floor. The doors are firmly closed. 

A passing old man holding a piece of canvas over his head to keep some of the rain off yells at them the temple is closed and none are there.. the party discusses breaking in and other options. Vencer thinks back to his studies, the wizard did a project on this in his final year. The god is one of law, punishing law-breakers, monks and martial artists. Likely the party thinks the Zuoken priests departed much before IUZ's forces came close. AS the god diametrically opposes IUZ. At this, the party decide to return to the Jade Sanctuary. 

The Mission Starts

The party prepare. Vencer's familiar still in spider form in the mansion note a gnome - short and wizened - casting a spell on each statue or bust in all the rooms.  This causes some great concern..

Vencer approaches nearby and casts identify through his spider. It seems to be a magic mouth spell was placed on the busts and statues. This brings some relief to the wizard. Although they think it may be an alarm system..

Faust visits the library in the Jade Sanctuary on Githyanki. The warlock finds minimal information. Dwellers on the astral sea, they look to have  a primary enemy of the illithids.

Closing on 7 bells in the evening, Vencer and Irakul - now disguised as the Merchant of Shiboleth, a swarthy, greasy haired man - with Irakul at his side - no longer hooded but masked as a body guard and Mephisto the imp on the wizard's shoulder. His cover being a merchant formerly to Wayberry now looking for new ventures in iron for weapons and other works in the forges in Shiboelth. Vencer casts flock of familiars and has two more spiders in tow. 

The rest of the party - Faust, Skrit, Pyra and Roxxberry - will walk up to the mansion. 

Taking a fancy carriage to the mansion the merchant and bodyguard arrive and are ushered in after showing the invitation. The reception is going on a number of guests already there, local
merchants, town council and more. Vencer socializes, although most folks stay away from Irakul. There is a strange music (?) coming from all the busts and statues - the aforementioned magic mouth spells. (DM: think 80s instrumental). 

As the two with invisible Mephisto on a shoulder - mingle enjoying some appetizers and drinks, the outside party arrives at the Golden Bloom. There is a buzz of conversation and cheers and clapping is heard from the 2nd floor.

Vencer notes a robed drow that the spiders had noted before, it seems the male had cast a spell covertly but Irakul notes this and looks to be scanning all the guests as he weaves through the crowd.

Vencer and Irakul make their way upstairs. More guests occupy the 2nd floor and seem to be mainly gathered around a large model of an arena.


Arena battles. in the centre of the main landing is a miniature arena. Small figures  - humanoid and monstrous - battle each other. It seems there is magic but not illusion here, study it looks to be real. An attendee, moves dead bodies out of the way and 2 new combatants engage.

A manticore looks to be fighting three dwarves, throwing spikes from its spiked tail. Defeating and starts to eat one of the dwarves as an attendant picks up the manticore with a thick glove as it tries to bite him. Lifting the roof of a outer building to the arena, Puts the creature into a cage.

The attendant then bring out two new combatants. An elf female carrying a short spear and buckler versus a insectoid creature, 4 arms and 2 legged. Carrying a glaive as well as what looks like multiple throwing 3 bladed star like weapon. 

A number of guests laugh and point some making bets on the winner. A fat merchant pokes Vencer in the ribs and wagers 50 gold on the insectoid. Vencer agrees.


They square off, the elf does well at first scoring 2 hits on the insectoid. It then blurs and is missed. She is hit multiple times, her spear knocked out of her grasp. The insectoid disappears and the girl twisting around with buckler in both hands, exhausted. At this point, Vencer intervenes getting his spider familiar to enter the battlefield. This creates an up roar as it crawls through the outer arena and then through the miniature halls into the arena. It attacks the insectoid killing it and the spider disappears. The insectoid - a thri-keen - is dead.

The guests are in an up roar, some think this addition to be part of the entertainment. Others cry


out calling this to be a farce or rigged event. Some happy some sad at losing bets wander away. The attendee - a drow male picks up the dead insectoid and puts it in a case. He then delicately grabs the female elf avoiding the glaive as it struggles and a small outside building of the arena is noted. The drow lifts the roof and places the winner in a cell amongst a variety of other creatures.. a firegiant, a demon or devil covered in chains, a group of humanoid fish like creatures. Another building on opposite side of the arena perhaps holds more combatants.

Vencer confronts the losing merchant and agrees that the contest was rigged and takes no winnings. The merchant passes his card to Vencer: Frant Werks. Purveyor of the wondrous and unique.

At this point the drow wizard with spell still going - they assume - is now walking the 2nd floor intently looking at all. The magic mouths on the statues stop the strange music and announce 'Dinner is served." Tables are brought out and a large sumptuous buffet is served to all.

Vencer and Irakul continue to avoid the drow wizard and then the wizard is able to get his familiar to crawl under the door into the commander's room.

Vencer then summons another spider planning to distract the attendants and guards, Vencer and Irakul move down to the large statue to cast misty step. A wave of pain crashes into Vencer now with a splitting headache. He steps back from the strange statue looks around, gets his other spider familiar to appear in the arena - shouts of screams are heard to distract all. and the wizard misty steps into the commander's room. The spider crawls under the one door and notes a bathroom. A number of magical items are scanned in the room: a large ax, a statue of a demonic creature as well as a room to the South, the chest at the bottom of the bed, the door to the hall, a flask on the side table. 

Vencer moves over to the fireplace and looks about the axe. Vencer steps on a board in front of the fireplace and hears a click.. a flight of darts shoot out from cracks in the fireplace, hitting both heroes. The wizard is feeling woozy and exhausted. Irakul is fine. 

Mephisto is sent back to his home plane and then flies invisibly to the outer window to the commander's chamber. Vencer opens the window allowing Mephisto to enter the room. 

Irakul steps up to cast identify on the axe, and the small demonic creature animates and twists its head to look at the goliath. "I wouldn't do that.." in a screechy voice.

Irakul stops casting, and loses his single spell. The party can hear some announcements happening in the main part of the house but cannot hear details. Mephisto looks out into the alley, but does not see the guards, then flies out. Rain continues to pour down, the guard at the side door huddled out of the rain.

The outside crew continue to enjoy some drinks and food at the Golden Bloom watching the rain
come down in sheets, then while Pyra walks around and sneaks to the base of the mansion and is able to scale the wall without issue.

The party look at the options, the chest the wardrobe the strange demonic statue, the flask on the side table, the fireplace, the axe. But where is the amulet..? How much time do they have?

Saturday, 25 September 2021

Mission Impossible - Familiars!

 

10th of Planting

The Beta team relax, study and prepare at the Jade Sanctuary. Studying new spells, discussing tactics, preparing gear and relaxing in the baths, pool and sauna.

Division of gained magic items takes place..

Queue the Mission Impossible music..

Aerial View


The party arrives in the area by carriage, and go into the Golden Bloom Tavern. An older pub beams and interior are covered in soot and smoke. Cozy. The party acquires a booth that is partially outside and in. Allowing a perfect view of the mansion. A rotund dwarf approaches and the party orders the Monastery Crescent wine as well as some water for some.

Vencer has summoned his flock of familiars (2 spiders and a seagull to carry them) and Faust sends off his invisible imp familiar to do the recon.



2nd Floor


1st Floor


Having done some excellent recon and scouting, as well as having a number of glasses of wine at the tavern, the party has an excellent map now of the building.

The party then returns to the Jade Sanctuary. Discussing and getting some supplies and clothing on the way and other needs for the upcoming event. Vencer will be attending as a disguised merchant with an invitation, supplied by V. As well as a poison and sleeping potions.

Faust visits the library at the Jade Sanctuary and has some philosophical and physiological conversation with a drow - Saran -  also staying at the Sanctuary. Faust tries to acquire knowledge for using poison and magic against the drow.. he gleans some minimal knowledge.

The party hears of a hanging coming up at midnight - 3 young Black Runes - at this, Irakul recalls back to his fortune being told (Blog entry). The party takes a carriage  - with a large bribe to get out the gates to the event. The party is surprised to see Eldeth - the 1/2ling they had rescued and was going to meet with them once they leave again. Heavily bruised and standing with the young men, the rest in ill-fitting Black Rune armour.

The party uses some persuasion with a Githyanki and drow watching the event as well as bartering to be able 'acquire' Eldeth as a slave. Vencer uses his persuasive skills and deception to good effect to seal the deal.
While this is going on, Irakul feels similar to have transported to be the executioner and takes the role. He tightens the ropes around the necks of the two older boys and then does the hanging.

After the execution.. the party returns in the carriage, the goliath is near comatose but does come back to his senses part way back on the ride. Irakul thinks back again to the fortune being told to him. He feels now though able to bring forth some magic in the form of a noose..
[Echo Noose - spectral misty noose goes around a creature's neck.  Mute another creature/ once per day. DC:??]
It is close to 2 bells in the morn.. and the party rests.. 

The next morn, a rainy day in Rastor and final preparations for the heist.

Friday, 24 September 2021

The Heist - Map

The Commander's Abode


Vencer's owl and Fausts' 'raven' do some aerial recon.