Saturday, 2 April 2022

Return to the RedWater Fellowship


18th of Planting, Low Summer

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

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

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

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

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

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

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

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

Overhead map of the Holliday Stronghold and area


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


The main encampment of the Holliday Stronghold

The Flying Tower of the RedWater Fellowship

The Fellowship had spent some time on personal tasks:

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

Ground floor - Stables and smithy



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


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

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


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

The library and Ladies Chamber

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

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

2nd bridge and tower


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

KABOOM!!

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

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

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

Sunday, 20 March 2022

The Cursed Goddess and Marshall Drogarr

17th of Planting, Low Summer -  late afternoon

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

Saturday, 5 March 2022

An Ally, a Battle and a Race

 17th of Planting, Low Summer -  late morning

The adventurers continue to delve into the mines of the Cursed Goddess.

Further whispered discussion and a plan is devised. A group of kobolds can be seen in a large worked stone room overlooking the vast cavern. 

Boxes, crates and barrels are stacked around the room. On a wide area of the floor is a mosaic of tiles  dwarven or gnomish - most certainly as it shows the crossed hammer, pick, tome and glasses heraldry, now mostly scarred up and disfigured assume by the kobolds. 

The vast cavern is barely  lit by bluish glow on pillars and ceiling. Looked to have once been a set of forges and furnaces dominating the centre area. Now destroyed, bent and melted ruin of metal,
stone and wood. The imprint in the floor shows where the metal and wood tracks on the mining rail tracks were once, the vast majority of it removed.

Massive pillars in the room hold up the high ceiling, covered in the blue glowing moss in vast patches. Along the west and flowing South a glowing river of orange.. Lava one would assume.

Southeast corner of the cavern is a large stockade. From the distance a variety of humanoid and
smaller sized creatures can be seen. All the missing travelers and townsfolk, perhaps..?


Halfway along the west wall is a tunnel where the glinting red ruby scaled dragon head rests. A number of pinpoints of red light glow where scales or rubies lie scattered around the long neck and head. Over the river of lava is a partially destroyed stone bridge which leads to another tunnel in southwest corner.

After discussion with female kobold, it is decided. To take out this group. Pyra moved forward very quietly and keeping an eye on the kobolds in the room missed the tripwire at the entrance way. 
TRAP!
Swinging down is a hidden urn on a string to crash open on the door frame. A large cloud of white powdery dust billows out obscuring the area, and covering nearly all the party in the slightly
choking white dust. Even Mephisto the invisible imp is now a white flying creature.




Battle!

Pyra found two further traps - pits this time, by nearly stepping into them, fortunately the very lithe infernal was able to catch her


self and not fall into one filled with a black oily ooze and another with a fleshy pink and yellow mass with pseudopods, mouths' of sharp teeth and eyes.

It seemed the white party was very flammable when small clay pots were thrown fire engulfed and burned brightly and painfully on the party. Another pit trap this time filled with spikes.

These delayed and set back the heroes, but their coordinate efforts and tactics honed in the wilderness and previous caverns against the mephits proved invaluable here. 

Pyra's stealth and skill with a crossbow and sword continued to do attacks from stealth as well as


against engaged opponents did devastating damage. Irakul with his Echo knight again and again engaged and sliced kobolds dead with his Giant's hand ax. Vencer the wizard - swordsman dashed and teleported into and out of combat, then hurling spells devastated the kobolds. Faust, at first avoided the dust wanted to draw the kobolds into the tunnel, to try and engage  them on the party's terms, but it seems these kobolds were very cunning and more than willing to stay back, not to be drawn in. Using missile weapons and spells from the witch docktor. Stepping up, the warlock sent his imp Mephisto to do poison stinger attacks which most of the

time took down the small kobolds. Skrit, using buffs to assist the party falls into the black oily pit and starts to take damage from the acid.

The female kobold, a potential ally is left tied up and is attacked and killed by a draconic wolf. The kobolds clang a gong, alerting four elite flying kobolds whom join their brethren in defending against these hated invaders. But it is not enough, two are taken down, one sliced in half as he flew into the chamber by Irakul. Another takes a bolt in the eye from Pyra's Dwarven Crank Crossbow.

Vencer is grabbed by a pseudopod from the put trap and is restrained and taking damage from the caustic skin.


To tip the battle, Irakul throws one of the larger urns with a cloud like rune. As it crashes into the floor near the strongpoint of 3 kobolds and a heavily armed and tattooed gnoll, black clouds roil out in all directions and none can see them, but their cries and coughs tell that they are dying in the black cloud filling part of the room.

The witch docktor wove his hands together and threw a packet of dust at Mephisto the imp. The small creature seemed to change allegiance. Unable to be contacted or controlled by his former master Faust. Turning on the nearest opponent, Mephisto attacks Vencer. While this happens, the witch docktor makes his escape through the black cloud - coughing and gasping.


Vencer staggering and covered in blood, not seeing Faust able to control his infernal familiar, grits his teeth and flashes his swords up to slay the small but deadly creature. With a pop and screech the imp returns to the Nine Hells.

The battle over, the party looks about, all injured. The decision is made to go back to the checkpoint, and rest there. Traps are set and guards posted, but the adventurers are not disturbed.

Heading back to the chamber onto the cavern, it is still, no kobolds. The trap doors to the pits are closed automatically reset? Dwarven and gnomish ingenuity it seems.


Seeing the stockade the party moves out into the cavern stealthily up through the destroyed and ruin of dwarven forges. As they get closer it seems there is an alert kobold as the creature opens the stockade gates and races away into the dark. The humanoids start to leave. Then the party takes a closer look.. they are dead. Undead. Zombies mainly it seems and alerted to the party's approach.

The decision is to try and get to the bridge over the river of lava to the southwest. Taking a circuitous route they are able to fend off the majority, with missile weapons and spells. Going along the West wall, they come up to giant dragon head, seemingly dead, nearly mummified,


although not smelling of death. rubies and ruby scales litter the ground around the massive head. All stop at the untold wealth.. just lying there. As the zombies slowly move closer. All in the party grab either scales or rubies and the party is cut off. "Climb over the dragon's head!" 

All jump off or use magic to transport up onto the massive mostly skeletal head. As soon as they do, all are now elsewhere.

A blackness all around. They sense a presence. A vast intelligence. It.. SHE talks to them. IT is HER the Cursed Goddess. Any time one of them responds to Her they feel a crushing weight in their mind has Her mind seems to fully encompass theirs. After what seems like an eternity or was it a day or an hour.. or a split second - they feel Her presence leave. Something else takes Her god-like attention..? 

Their wits again their own, the mass of undead fully surrounds the dragon head. Reaching out but not touching. All are weak and tired [DM: 1 level of exhaustion for all] from their link to the Cursed Goddess, but they persevere onwards.

A bead of energy flies out from Vencer's fingertips and WHUMP! as a fireball clears an area and the
party tired but determined race towards the bridge over the lava.

"Run!" 

They make it, taking steps two at a time and it seems missing two traps as zombies fall as loose flagstones tip them. Kobolds again..

Racing into a long tunnel, this one wider, but still low. It seems the remaining zombies have
become occupied by something else in the cavern and move away. With a long breath, the party lean against worked walls and flagstone floors. This area it seems was built by the dwarves and gnomes. The Cursed Dragon awaits..


Sunday, 13 February 2022

Into the Mines of Drekarr

17th of Planting, Low Summer -  early morning

At the Gates.

Skrit tells the party what the commander said: “It sounds like they have a bronze dragon captive. Maybe if we free it it will prove a powerful ally to your employers. It also may be a ruse.” Faust states to the party

Skrit rolls his shoulders, the mention of the dragon causing a small kick of nervous energy in his small frame. He paces for a bit as he watches the remaining kobolds retreat into the mines. "Or it could be a true retreat. Look at them. We more than decimated their forces at little risk to our own. We have them on the run, and should pursue the advantage. If we pursue them now we could capture a few more, pushing them further to desperation. You saw how beaten the Marshall was, it this is a ruse its a very desperate one"

"Our forces have several large spells left. A fireball and I have all my second and 1st level spells remaining. I have several smaller broad reaching spells. But for the most part I will be blasting with my wands." Vencer says wiping the dirt from his chest that he got from his tactical maneuver of flopping on the ground.

The party gathers near the gate, all can see numbers of kobolds retreating up to the mine entrances.

Treggin the stone giant nods to the adventurers, wrapping a cloak from somewhere around a gash bleeding on his arm as a makeshift bandage. 

A 2nd horn blasts twice echoing across the valley and town. This one shorter and sharper.

Back on the other side of the bridge the party see Heste riding up in the wagon with supplies. He waves. Pyra notes a wagon near the smithy with the emblem of the merchant guild she worked for from Wayberry.

The streets and town of Drekaar stand empty it seems, victorious over the kobolds. 

The round tower crumbles burning, as well as the smithy and a number of tents and other smaller buildings billow smoke into the sunny morning sky. The surprise, giant's boulders, fireballs and holy bolts, demon attacks (both imp and Irakul's contract), Pyra and monks attack from the former tavern look to be a resounding success..

“Are we able to use 5 minutes to eat some of those honeycombs? Can someone tie up those kobolds and put them in the cart?” Faust points to the two unconscious kobolds

Suddenly Faust has an idea. “Vencer! Can you use your owl to see where the kobolds are headed? Maybe we can get Treggin to lob boulders at them to slow them down and buy us some time!” Faust exclaims.

Amongst the smoke you can see the kobolds swarm to 4 different mine entrances. Seemingly (?) whichever one is closest to them. From previous flybys by the scouts (Mephisto and Vencer's owls) the mine entrances - all 4 - are not large at all. As this mine was originally created by dwarves and gnomes the entrances are narrow and not even 7 feet in height. Treggin advises to Irakul in giantish he will not be able to venture into them unless a great deal of work is done to widen and increase the height, taking days, weeks or more

Discussion ranges on to power supply for flying towers. Vencer thinks back to a discussion Doc and Cedric had after returning from Overlord Romack's flying fortress/city. The power source for those were ancient dragon hearts.

"And the Kobolds have a dragon.."

Faust, listening to this, recalls a conversation with his patron on high level magicks being used to extract or harness the essence of a creature for other use. Not quite the same way as the warforged was created, but somewhat similar. The power to harness and hold an ancient dragon heart must be immense. But to keep a flying fortress/city afloat.. A vast source is required.

Irakul, ponders this conversation on power sources, thinking back to when his arm went into the bag of holding and the life force seemed to be draining from him into the Shadow Lantern. The goliath wonders if that is similar to the demonic engine of the flying tower. His arm has a shadowy greyness to the skin, in bright light the arm is nearly translucent. Not 100% sure but it seems creeping further up closer to the warrior's elbow...? 

Vencer gets a message or sending.. It is Ol' Greeta's voice. 

"Ahh young wizard, I recommend ya come visit me.. I am at your cave, have a.. proposal for ye" then you hear the familiar cackle of her laugh. (Not an evil or bad, just how the old lanky woman laughed)

Vencer responds "Before or after we capture the town?"

A response.. "That is a choice isn't it.. Heehee.. " Then no more.

Vencer thinks back, trying to focus on the battle.. there was something about an old woman and a cave..

The square stone tower explodes in a ball of fire, debris and smoke at this point. It seems Mephisto was successful in the imp's role in the siege.

"Wasn't one of our prophecies an old woman in a cave?" [DM: Blogpost]

Meanwhile.. At the Holliday camp over past weeks...

Gothi: studying the tower's energy and source - her interest as one of the Foreclaimers [DM: info ]- with Lukann the wizard

Kantif: at 1st looked into creating a musket, both the gold and skills. The 1/2 ogre smith whom fled Wayberry offered to teach the artificer skills (tinker tools), but this would be a long term goal - months to years. Kantif then decides to assist with finding missing people. A gnome pawnbroker refugee from Wayberry asks for assistance finding his younger brother Kreeg. Offered 100 GP. Kantif heads out into the wilderness - avoiding roving bands of former Black runes, forces of IUZ, and more..

Graxusas: studying the tome continues to read and forget everything as he reads it. He is able to read and retain the knowledge of a portal spell. This gives him the skills to create an item/spell scroll. The people of Graxusas bathed in the toilet of a god and this gave them the sorcerous power. Take a month working part time on it

Doc Holliday:  1st, goes through the long and difficult process to create BAD NEWS the musket for his use. Calling upon the power of his goddess - Raven queen - he is able to create the gun and with some extra capability as well (similar to a bless spell +1d4 to hit on attacks)

2nd, the discussion on the evilness of using the tower's life force drain to power it. After some debate, the party decides with a majority that the souls and spirits being sucked out to power the flying tower, either the souls are destroyed or sent to the Abyss. Most in the party now have decided this is NOT a good way forward

3rd, Doc is interested in taking over the mining town of Drekarr - if the retainers are able to complete their mission. with the decision to NOT use the flying tower as a means of transport to Enstad, Fax and beyond. The party start heavily discussion on future plans for the town and rebuilding

The camera moves back to the retainers currently in the Siege of Drekarr..

The kobolds continue to retreat into the four mine entrances. The party decide to have stone giant Treggin block some entrances - thinking they all connect - with the 4 monks and Eldeth the hobbit in support. The party advances on the closest mince entrance, Pyra climbing a wall, hears the
twang of a bow and an arrow grazes her shoulder as she twirls out of the way. The party climbs up. Moving into the entrance, they are able to kill the kobold archer. The archer is killed and the heroes move onwards.

As the party moves up, the cunning kobolds let loose with a number of traps on the party, ranging from tumbling rocks to small pit traps and more. A one legged kobold is deep in one mine tunnel and sacrifices his life but the party are able to escape before the whole mine collapses all around them.

At the highest entrance, there is a tower with 2 kobolds guarding with bows, and urns (probably filled with rotgrubs and flaming oil) Mephisto the imp is able to assist the party and distract and the two kobolds are killed.


Venturing into the tunnel, nearly all the party are hunched over as the tunnel at its highest is only 7 feet. Pyra's skill at avoiding traps saves the party many times against the cunning traps left to stop and slow them. 










After moving deep into the tunnels, the party comes upon a check point with kobold guards as well as a witch doktor (DM: seem to be sorcerer druidic type casters). They are able to defeat some but the docktor is able to escape and flee into the darkness.

The party comes upon a room with a balcony looking out over a vast cavern. far off in the cavern, a giant dragon head - ruby - is seen long neck coming out of a tunnel. It is not moving. Vencer thinks they are neutral. There was talk though before of a metallic dragon.. 

In the balcony room are a number of kobolds at least eight, all looking to be busy behind rows of crates and stalagmites and pillars.

A female kobold sits up against one wall bound hand and foot. She sees Pyra and tries to communicate. Faust sends up Mephisto - invisible to talk with her. It seems there is a power struggle between multiple factions of the kobolds. It seems the Marshall wants to sacrifice the dragon in a ceremony - or dragons? - which will give him immense power. 

The party - now unsure now is a good time or later after the Marshall kills the dragon..? The female advises the one head is killed. 3 heads. 1 copper. 1 ruby. 1 blue.. 

The Cursed goddess - is a 3 headed dragon it seems......

The party continues to discuss.. who or when to kill a dragon to save or..

Until next time.

Tuesday, 1 February 2022

UPDATED: Map of the Mining town of Drekarr

 Current status of town

The Heroes appear to have taken the town. Kobolds are retreating, towards #4 - mine entrances





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.