Saturday 23 March 2019

The March to Drezen - Wrath of the Righteous campaign sessions 9-10

Deldric's player missed the first session and I arrived a few hours late to it.

The Heroes of Kenebras

Zuriel Riversong: Female Half Elf Druid
Grunyier Cragsward: Male Dwarven Barbarian
Deldric: Elf Rogue
Fidgit Tannenbaum: Male Gnome Fey Blood Sorcerer
Oliver: Human Inquisitor, and
Khazad: Dwarf dual ax wielding fighter

Oliver stays awake with a contingent of Imodean paladins cleaning the derelict temple. Come dawn he uses some of the holy water to Consecrate the temple finding a hidden cache of healing potions that are distributed to the troops. At the camp below Zuriel and Grunyar trace down the source of some disgruntled talk to a paladin named Arles Jystander. Neither Zuriel or Grunyar are particularly diplomatic so they approach Fidget and explain the situation. Once the Gnome is certain that Arles grievances stem from the situation in general and are not a comment about his leadership he mounts his pony, casts a spell to give him a greater air of authority, and rides off to see to this Arles.

Khazad, Zuriel, and Grunyier watch from a distance as Fidget leads Arles off to speak with him. The gnome more wears down Arles resistance than convinces him that their situation is not doomed, but regardless the paladin agrees to stop spreading discontent.

Anevia and Aaron report a giant cloud of locust type creatures ahead. Irabeth suggests speaking to Aaron and Sosiel as they would be more knowledgeable about dangers in the Worldwound.

The group finds Aaron, who is acting curt and weird. Fidget pretends to know exactly what those creatures are, but wants to quiz his men to ensure they are always learning, Aaron tells the group they are called Vescanors. Deadly to a large group like the army if they got too close to the swarms, a smaller group could navigate through with some difficulty. They will burrow under armor and chew through people. There is generally a queen for a group this large and if she was slain then the rest would disperse in some time. They normally burrow underground to make their hive. Fidget thanks him and asks if everything is alright. He says yes but is cagey. Fidget asks if everything is alright with Sosiel. Aaron says yes, he just wants to go now. Fidget gives him some relationship advice and the group goes to see Sosiel.

Using the info that Aaron gave them earlier Fidget pretends to have already known all the info and asks Sosiel if he could add anything else as Fidgets knowledge is with the far more dangerous gnomish variety of Vescanors. Sosiel provides what he can and Fidget assigns him homework as well. Grunyar finds a paladin named Kayle with a large Warhammer and trades his 2 throwing axes to borrow it. Fidget asks Sosiel if everything I ok with him and Aaron and Sosiel asks why. When Fidget tells him that Aaron was acting weird Sosiel looks off into the distance and excuses himself. Khazad trades his 2 war axes for 2 light maces. Fidget finds Deldric and tells him to take this time to paint a beautiful landscape painting on the inside of Irabeth and Anevias tent. The painting is to show Drezen, fully repaired and with a verdant landscape, a swing set in the foreground, with Fidget, and Anevia on the swings, Irabeth pushing them, everyone is smiling. Its a beautiful picture of what we are fighting for.

The group heads out towards the swarm and following Khazad, Grunyar, and Oliver's survival skills they eventually come to a series of openings in the ground where they can see Vescanors emerging from. A large enough opening for the team to descend into is nearby. Grunyar holds a knotted rope while they others rappel down, then the dwarf does a superhero landing to get himself down. Khazad and Oliver make a show of who can determine the proper way to go to find the lair. Oliver starts and seems to be right, then reaching the next chamber Khazad takes his turn but Oliver checks his work and is adamant that the dwarf is crazy. None the less the group apparently chooses one of the most direct paths towards the queen, only attracting the attention of 2 swarms in a chamber just shy of the queen. Unfortunately no weapons are able to damage the swarms. Zuriel starts burning one with a flaming sphere and Grunyar breathes ice onto Khazad and one of the swarms but they are barely doing a dent. The creatures swarm their target and rapidly break any weapons or armor the person is carrying, so Grunyars borrowed Warhammer and Zuriels scythe are rendered useless for the moment. Fidget tells Zuriel to get her sphere off the swarm and for everyone to stop hitting them for a moment then casts Deep Slumber putting both swarms to sleep. Telling the group we only have limited time until they wake up causes Oliver to sprint down the chamber, everyone following after him.

Coming into a large cavern a big, green, angry looking, Abyssal wasp thing rises up and everyone rushes in to attack. Fidget, not knowing if it would even understand him tries some enchantments but he can either not penetrate the spell resistance, or the creature shrugs off the effects. The creatures aura confuses any who get too close and after savaging Oliver and dealing significant blows to Grunyar the angry Dwarf draws upon his mythic power and lands a killing blow. While some recover, Fidget, Khazad, and Zuriel harvest the head and stinger. Oliver and Grunyar notice a purpleish glow to a tunnel to the south and investigate, finding a rift to the Abyss. Clearly how these creatures came to inhabit these tunnels as the queens body is far too large to extract through the tunnels. Unable to close the rift the two settle for caving in the tunnel. Just as they are seeing progress they see a clawed  hand reaching out of the portal. Khazad and Zuriel arrive to help and before something can claw out they bring the tunnel down, jumping out of the way before they are crushed themselves. The group takes a separate route searching other tunnels on their way out but find nothing of note.

Returning to the camp triumphant, Fidget brings the skull to Irabeth at the command tent, making thinly veiled yet still not understood comments it is settled that the head will be mounted and a small feast prepared. Fidget gets Irabeth to agree to have herself sit to one side of him and Anevia to the other. Fidget puts on the fancy outfit that Deldric stole for him back in Kenebras and goes to Nurah to see if she has any perfume. She does but wants to know what she will get for it. Fidget is cash light at the moment but she offers to give him a taste for free, but to get the bottle he would have to spend the night with either Aaron or Sosiel. She seems more interested in breaking them up, while Fidget prefers to be the guest star in a relationship and then go on his way, not leave heartbreak. Fidget asks if she has her eyes on one of them and wants to split them up so she could swoop in. She says she is just bored. So Fidget agrees, that he only has to spend the night in one of their beds, not break them up. The dinner is great, the fare is filling but the company fine. Horgus actually breaks into a stash of booze, at some point in the night Sosiel asks Fidget is they can speak in private. Fidget excuses himself, takes 2 glasses and a bottle and they go to his tent. Sosiel explains that Aaron has a bit of a history as a drug addict and has recently confessed to Sosiel that he has started using again. Fidget, reluctantly puts the wine and glasses down and they go to Sosiel and Aaron's tent, Fidget catching Nurahs eye and winks at her on the way past the feast. Aaron doesn't want to give up the drugs but Fidget convinces him, telling him that hes acting like an Aron with only one A. Aaron hands over 2 doses of Demonsblood drug, a rare and costly narcotic, and when Fidget asks if that's all he has Aaron says yes, he found 3 and had already taken one. Fidget is sceptical at first but doesn't feel any deception from Aaron so thanks him, Sosiel magically removes the disease to get rid of the addiction then asks that they be left alone for a bit. Fidget agrees but tells them he doesn't want anyone thinking he would just abandon a soldier who needed moral support, so if anyone asks them they are to say that Fidget spent the night here, they can say what ever they want about what we did, the more unbelievable the better, the important part is that he was here with them, all night.

Fidget returns to his tent, casts Rope trick then climbs up to take a dose of the drug and cast Enter Image, before realizing that the spell cant pass through the pocket dimension, so he climbs down, and tripping balls spies on the camp through all the paintings he has set up until he spots Irabeth and Anevia heading to bed, Anevia is kind of drunk and into it but Irabeth isn't. Fidget sighs and crawls back up into his dimensional space to sleep it off. In the morning Fidget begins to experience some serious withdrawal symptoms. He goes to see Zuriel and "confesses" that he didn't want to bring it up then but he was stung by a variant Vescanor in the hive and now is quite sick, she tries 3 times to heal him but cant quite overcome the drugs hold on the gnome. She suggests they go to Sosiel which Fidget convinces her not to as he will need his spells for the battles ahead. Fidget then  goes to see Sosiel privately and tells him that when he returned to his tent he drank some of the wine he had left out and is feeling some of the symptoms that Sosiel had explained before, holding up both bottles of the drug, one which is filled with water that has been prestidigtated to look the same he says that he suspects he may have been dosed. Sosiel manages to cure the addiction and wants to launch a public investigation into this but Fidget convinces him that Deldric is better suited to this task and we don't want to tip our hand that we are on to the saboteur. Fidget then gives Deldric his second task, find the "saboteur" that dosed him and hid the drugs in Aarons stuff, he lets him know that this is a secret mission and to only speak of it to himself, Sosiel and Aaron if needed.

The army arrives outside Drezen and after Anevia, Deldric, and Aaron scout ahead they each return, having found a potential target for a surgical strike and a force that will require the army. Anevia spotted a demon army camped on Paradise hill, who are holding about 200 mercenary crusaders prisoner as well as a small contingent that is holding the only bridge into Drezen with large beasts chained to it, ready to bring it down. 

Aaron found that of the 7 watch towers that guard Drezen's keep only 4 remain standing but they are all manned and 2 well equipped armies are camped along the southern bank of the city.

Deldric braved the local cemetery while dodging the army of undead noticed that the sun never quite fell on a particular tomb no matter what time of day and feels whatever now nests there may be worth their time removing.

The small council assembles and it is determined that the army will hit the southern forces first to gather the equipment, then while there is still daylight will liberate the soldiers held at Paradise Hill. 

Fidget leads the charge against the combined tiefling and cultist forces to the south and crushes the opposition but the paladin army does suffer some wounds prompting the use of some of the potions. Before word can spread the army is mobilized and a second attack against Paradise Hill is made where the mercenaries are liberated. Scrounging what gear is available the mercenaries are outfitted and eager for some payback. Fidget puts Grunyier in charge of them to help mollify the dwarf who was so against letting Fidget lead. 

At dusk the small council agrees to seize the bridge in a midnight raid. Approaching under cover of night in the dried riverbed Deldric spies 4 large oxen like beasts, each tethered to one of the bridge supports. He tells the party to remain behind while he deals with the beasts and sneaks forward. Fidget turns invisible and flies above the bridge to scout out the manned defenses, spying about 10 teiflings, one of which seems to be in charge. Oliver eager for some action also magically hides from sight, but his bulky armor and pungent scent don't keep him as hidden as he thinks and one of the beasts is alerted to his presence. The creature charges forward, but thanks to Deldrics quick fingers the harness no longer is attached to the bridge and though Oliver is trampled the bridge suffers no damage.

With Oliver announcing their presence, Deldric works with speed and soon has detached all the creatures from the moorings below. Fidget magically commands the apparent leader to perform no other action but dance, and tells a quick joke that causes one of the tieflings to collapse in a fit of laughter. The remainder however are only too quick to put some crossbow bolts into the Gnome, who flys around to get cover while the remainder rush up the battlements to join the fray. In the end the apparent leader and one other tiefling are captured and brought back for interrogation. Fidget and Khazad return to the Paladin encampment while Grunyier marches the mercenaries to occupy the bridge and the remainder spend the night there.

That night the paladin camp is attacked by the army of ghouls that Deldric had scouted. Some wounds are taken and Irabeth reports that the supply of healing potions for the army was scattered. It is quickly decided that the army will mobilize at first light. That night the party has a collective dream of the goddess Iomedae imparting what small boon she can to them. Her hand touching on Oliver last who suddenly lets out a horrible scream as the dream fades. All awake, Fidget and Khazad, knowing they are an hour away at best can only wish the remainder well. Oliver finds himself facing off with some kind of projection that is sucking his lifeforce out. Grunyier arrives and lands some blows but the insubstantial nature of the creature leaves the blows as likely to land as not. With Zuriel, Deldric, Grunyier and Oliver all focusing down the projection they finally best it, but not before it deals significant damage to Oliver and near kills Grunyier.

Come morning Fidget and Khazad await the return of the other before launching the attack on the cemetery. However it in near lunch before Deldric arrives and explains that 2 of their number are severely weakened and will not risk travel, the army will have to pick them up on the way to battle. As the paladins call on Iomedae to heal Oliver and Grunyiers wounds their forces enter the cemetery. The ghoul army is crushed under the might of the Paladin army and the heroes of Kenebras investigate the suspicious tomb that Deldric indicates. Inside there is no mistaking the form of the creature that near felled 2 of the party just hours ago. Oliver refuses to wait for the creature to come to them rushes in for some payback. A brief battle leaves the group walking out into the daylight, victorious.

With only the watchtowers remaining the party puts the army to rest while they head north to clear out the final obstacle between their army and citadel Drezen. Only halfway to the nearest tower a terrible roar is heard nearby from the skies. Fidget and Deldric turn invisible and dart to the side as a great winged creature dives rapidly towards them. Rather than the dragon they had feared a massive Chimera, with the heads of a White Dragon, Snow Leopard and Goat, land in the midst of the party. A blast of icy breath threatens to lock most of them in place while a series of rapid bites, claws, and tail pierces nearly fell Oliver, cause significant wounds to Khazad and Grunyeir and knock Deldric down. It is Grunyier who draws upon his mythic power to land a series of blows with his greataxe, the final one dealing a thundering blow that sends reverberations down the dwarfs arms but leaving the great beast dead. Reviving Deldric the group discuss their options and opt to return to the army to heal up then perhaps one last sortie to finally clear the watchtowers before the final battle tomorrow.




Thoughts.

Grunyier landed some serious crits this session. I think his chimera one was like 85 points just by itself. Had 2 arguments with Deldric's player. First was he thought I was deliberately being difficult when I said we would wait until lunch for the PC's who camped at the bridge. I told him I wasn't, since we never discussed the PC's camping at the bridge I had assumed they would have returned to the Paladin army once the bridge was secure. He didn't seem to buy it. The second was after Oliver's midnight encounter he managed to vaguely identify the creature, but the only report that got back to me was there was an assassination attempt, not that the culprit was an undead. So when we entered the tomb to face it I asked the GM if I could see a picture of the creature, so I could determine if Fidget would know that Enchantment spells would not work on it. He felt I should know it was undead because it was living in a tomb and we just fought an army of ghouls nearby. Regardless when the GM showed me a picture it looked fairly undead so I cleared with him that I would probably know enough to know its nature and not waste a turn trying an enchantment spell. Not sure what the issue was, kind of off putting. Either he or I must have been in a mood because neither of us seemed ready to blink first.

Thursday 7 March 2019

The Makings of Legends - Wrath of the Righteous campaign sessions 1-8

The GM for Runelords was feeling a bit of burnout so one of the players jumped into the Captains chair and we rolled up for Wrath of the Righteous. I've been told this is a 1-20 with some Mythic thrown in to boot. Apparently Mythic isn't like old style Epic levels so with that in mind lets see how this goes,

The group started out with;

Zuriel Riversong: Female Half Elf Druid
Grunyier: Male Dwarven Barbarian
Dresden: Elf Rogue
Fidgit Tannenbaum: Male Gnome Fey Blood Sorcerer
Nam: Male Human Paladin

Joining them later are
Oliver a human Inquisitor, and
Khazad a dwarf fighter

Having gathered at Clydewell plaza for the Armasse celebration the heroes suddenly find themselves in pitch blackness, unable to hear and completely disoriented. Over the next few moments flashes of memory serve to knit a picture.

-The low peal of a bell
-A bright light as if the sun was rising again
-A cacophonous roar as an immense balor demon, The Storm King appeared overhead and rent the nearby chapel in two
-An equal cry rising to meet it as the Silver Dragon, Terendelev suddenly burst forth from the crowd in his full glory and met The Storm King head on. But it was to no avail. Terendelev was unable to face the full might of the balor, whose weapons had carved deep fissures in the earth that many of the citizens were falling into. The great dragon used what time it had left to save what people he could and the group of heroes along with 3 others felt their previous rapid descent slow to that of a feather as they plunged far below.

Coming to, Nam calls out for Dresden to light a torch and in the dim lighting 4 of the would be heroes take stock of the situation.

There is a regal looking Elven male the goes by Aruvashneil, whose eyes have been absolutely destroyed by something which he will later explain was the slightest tip of the Storm Kings whip that ruined his face.

A human woman named Aneiva, slight of build with short cropped hair whose leg was ruined by a falling boulder rending her almost immobile

A dwarven noble, Horgus who is blessedly unharmed, but whose abrasive personality soon puts the remainder on edge.


Grunyier avoids talking to any of the others despite several of them approaching him. While the remainder tend to Aneiva, Aruvashneil, and Horgus, Grunyeir makes for the nearest exit while Nam follows after. Encountering a bloated spider the 2 are surprised when some enlarged maggots spring from its apparent corpse. Grunyeir takes a few bites but undeterred continues through the exit while Dresden chases after him trying to convince him to wait for the others. Grunyier rushing ahead finds a long abandoned campsite and exploring it is attacked by some vermin which cause significant wounds before Dresden arrives and together they clean out the area. Dresden tries to explain the benefit of acting as a group to Grunyier but the gruff dwarf insists on forging ahead. Several skirmishes with the local fauna leaves what healing supplies drained as Grunyier frequently finds himself far ahead of the slower group and surrounded by enemies.

Finding an ancient abandoned temple to Torag. After clearing it some giant flies and an undead dwarf, Nam and Dresden set to cleaning the temple. While Nam does not follow Torag he still wishes to respect another deities place of worship. Fidgit spends his time seeing to the needs of Anevia, Aruvashneil and Horgus. Grunyier convinces Zuriel to scout ahead with him, finding a cavern with carved frescoes that Zuriel gleans represents the First Crusaders they also spot a number of bat like creatures hanging from the ceiling. Grunyeir throws one of his axes and soon finds that the creatures are far more dangerous than he anticipated. Both creatures sink razor teeth into the dwarf who collapses from blood loss, leaving Zuriel, her small pet leopard and a summoned eagle to face off. Through skill and luck Zuriel emerges from the fray and finds that Grunyeirs thick head was at least good enough to keep him from bleeding out. She drags the dwarf back to the temple of Torag but now without any means of healing Grunyier is left to heal on his own.

The following day Zuriel prepares some healing magics but wishes to save her limited spells, none of the still conscious members begrudge her and with Nam throwing the wounded dwarf over his shoulder the party finally moves out as one group. They pass by the frescoes that Grunyier and Zuriel had seen the other day, the blinded Aruvashneil excitedly demanding a complete description as he is something of a conspiracy buff and always suspected that the First Crusaders had a prolonged exposure to the warping energies of the Abyss which resulted in bizarre traits passed on to their children. Pressing on only a few more minutes and the group walks straight into a ragged looking dwarf who fires a crossbow bolt and some spells at them. Unable to calm the dwarf, Nam and his elf companion bring him low. Looting a moldy spellbook and not much else the group presses on and finally scaling a large lip come to a vast open cavern which shows some collapsed ruins. Malformed humanoids referred to as mongrelmen appear from behind some rubble and after the groups assure each other they mean no ill will the mongrelmen ask for their aid.

The battle above had caused several quakes, one of which trapped one of their party under a large slab of rubble. Resigning themselves, the group uses the last of their healing supplies to awaked Grunyier, bring him up to speed and secure a promise from him not to run ahead half cocked. Using all their might the group is almost able to life the slab off the pinned mongrelman, the debris that keep it from crushing them starting to shift. Aruvashniel summons a celestial aurochs to aid and with that the group saves the pinned mongrelman. An rather attractive man with lizard features running down one side of his face thanks the group and introduces himself as Lann. He mentions that their village is nearby and they would be welcome to return, restock, and they could provide guides to the surface.

The combined groups make slow time with all the injured but are not accosted by any local fauna. Horgus is disgusted by the creatures, Aravashneil facinated. Just before reaching the village the group encounters some dead surface soldiers dressed in Iomedean heraldry. However on searching them holy symbols to Baphomet are found. Nam is incensed at what he feels are vile demonic lackeys masquerading as holy knights and drags the bodies with him. Intent on getting to the bottom of this.

The mongrelmen village is small but stocked enough that the group is able to resupply. The chief is a hideous amalgam of human and fiend features, while most manage to keep their disgust covert, both Aravashneil and Fidgit are enamored. Dresden asks the chief if he knows of any meaning to a clasp he found where they first fell, a bat squatting on a mushroom. The chiefs face is lost in thought for a moment before he thanks the elf for showing him this. It belonged to his son who left many years ago, the Chief gives the heroes his magical morningstar as thanks for bringing him this token of his missing boy. The chief declares that he and his people still honor their Crusader ancestors, and if they will have men such as them above he will pledge his men to the fight. Fidgit, Dresden and Horgus explore the village and with Fidgit desperately trying to win the affections of some of the most bizarrely endowed citizens Dresden and Horgus make bets as to his suspected success.

Come morning the group departs with their guides, reaching the hold of a splinter group of mongrelmen that the chief had warned have turned away from their more noble heritage to darker dealings. The guides depart, and entering the stronghold the group begins clearing out rooms. Nam rushes through a nearby door only to be doubly impaled by 2 soldiers in Baphomet heraldry. Undeterred the paladin roars and rushes towards one of them only to drive the polearms further in, his body going limp before he reached his target. Filled with rage at seeing the one man who stood up for him Dresden rushes in to avenge his fallen friend. The soldiers are dealt with and soon the group descends down a floor to clear out this nest of iniquity. Finding a stunning golden sword and some documents that will surely do some good on the surface the group continues through.

At the end of the fortress a small labyrinth holds an Inquisitor, Oliver, Nams brother. While Oliver is saddened by the loss of his brother his heart is lifted to know that he fell bringing the fight to the enemy. Oliver leads the group back up the route he had taken to get down searching for his brother. Finally emerging into a far different Kenebres the group takes in the situation and their options.

Horgus wishes to be immediately returned to his home
Anevia wishes to return home to find her wife Irabeth
Aravashenil wishes to be taken to the Blackwing Library
Then there are the documents that were recovered from below which mentions 3 safe houses those allied with the demons could use.

The group settles on Horgus first and find his manor blessedly untouched. True to his word Horgus pays the party but then demands they leave him and shuts his door. Moving towards the Blackwing Library the party finds a number of citizens trussed up while an unhinged crusader yells at a terrified librarian to stack the books better in what is obviously meant to become a pyre. The group moves in and while the tiefling goons fall quickly, the crusader deals some devastating blows to Oliver, dropping him but the inquisitor holds on and survives the fight while the rest of the group finally puts the crusader down. Aravasheneil thanks the party for all their assistance but insists that they leave him at the library as he now finds himself the ranking Riftwarden.

Arriving at Anevia and Irabeths home Anevia rushes in to search for her wife. Following her in the party finds the home empty but as Aneiva moves towards the bedroom a fire beetle suddenly appears in the home and moves to attack. The party easily puts the creature down only to find another appear. Khazad spies a slight shimmer out of the corner of his eyes and directs the party towards it. No loner able to hide behind his invisibility an Orc caster emerges from the corner and attacks Anevia almost to the exclusion of everyone else, but this many foes in a confined space easily puts this orc to the sword. Aneiva inspects the corpse and tells the party that this orc was an old foe of Irabeths. Anevia searches the bedroom and from a hidden alcove recovers some potions and a note from her wife telling her to come to Defenders Heart, an inn to the north.

Making their way towards Defenders Heart the group avoids some snakes and bats before arriving. They are challenged by several guards from far away to provide the password, not wanting to scream out the secret password, Fidget begins casting to magically whisper it to the guards, who seeing an unknown arrive and cast a spell upon being challenged fire several bolts that strike the gnome. Throwing up his hands and yelling the password the group is escorted inside where Irabeth runs forward into her wifes arms. After they have a moment to themselves Irabeth thanks the party and requests a debriefing of their exploits. The group hands over the documents recovered from below as well as let Irabeth know about the mongrelmen and their desire to aid the defenders. Irabeth peruses the documents and offers a reward for each site should the party investigate them.

Zuriel and Grunyier remain behind at Defenders Heart while the others hit all 3 sites. The manor house mentioned is in ruins, nothing to be gained there. Topaz Solutions, a store to the north has several citizens inside. The party suss out that these citizens have been looting the city, the leader offers a bribe from one of their bags, but Fidget catches one of the looters hide another bag out of the corner of his eye. Fidget agrees to taking a cut but from the bag they were trying to hide, which turns out to contain a plethora of weapons, masterwork, cold-iron and others. The looters refuse to return to Defenders Heart and sneak out while the party searches the building for any trace of Templars, with Khazad spying a hidden door leading into a secret basement.

Dresden asks Fidget to watch the stairs while the rest go below. Finding a trap below Dresden, Oliver, and Khazad face off against a poison cloud and a screeching plant creature. Killing the creature and gathering all the items of interest the group moves for the final site. Providing the password the group pretend to be Templars and gain entry. Taking the Templars by surprise the group takes the leader Faxon prisoner and returns to Defenders Heart. Irabeth pays the group a stipend for each site searched and provides rooms for them. The following morning the entire group is summoned by Irabeth to a war council. The defenders have determined that Arlelu Vorlesh, the woman responsible for the WorldWound in the first place plans to corrupt the remainder of the Wardstone somehow. Irabeth proposes that all Defenders Heart remaining soldiers launch an attack across the city to help draw out the defenders at the Grey Garrison, where they are holding the Wardstone, so that the party can infiltrate the site and destroy the stone so that it can not be used against the Crusade.

Arriving outside the Grey Garrison the party finds 2 bloated figures guarding the door. One of which Dresden identifies as a local noble but his previous form is hideously stretched. Their weirdly grinning faces as the group advances gives no doubt where their loyalties lie. Putting the 2 men to the sword finds an odd worm like creature erupting from the corpses which is also eliminated. Dresden tries the front door and finds it barred from the inside. Using his thieves tools Dresden manages to slip a thin strip of metal between the double doors and provide just enough leverage to push the bar out of its bracket. Sneaking inside Dresden hears some laughing from the room to the left and a hallway stretching to the right. Coming back to the party Dresden hands out some potions of invisibility to Grunyier and Khazad, Dresden will put Oliver in some shadow locked manacles and claim to be part of the Templars, then when they are distracted and the invisible party members have put themselves into position they will attack.

The plan goes well enough, Dresden kicks Oliver forward and the group of 6 tieflings stand, one of them gestures with his head to follow down the hall to speak with their boss. However neither Oliver, in his faux shackles, Dresden in his disguise, nor the 2 invisible accomplices Khazad and Grunyier make their move to attack. So when the tiefling leading Dresden and Oliver down the hall, passes by the still opened front door he sees Fidget standing just to the side. The jig is up and a swift few seconds later all tieflings are sent to the boneyard. Dresden admonishes Fidget for not hiding better but the gnome is at a loss why the 4 bruisers did not follow the aforementioned plan. Chalking it to fog of war the group moves in, seeing the terrible state the Templars have left this temple of Iomedae in Fidget begins magically cleaning the site as the group sneaks forward. Dresden spies an ornate display that seems to match the golden sword and sword case they had recovered beneath the city. Giving a thought to his friend Nam, Dresden pulls the ornate blade out from his pack and returns the holy relic to its rightful place. Offering a prayer to his fallen comrade Dresden moves forwards.

The first floor is swiftly cleared out. Coming to a large chapel like room the group encounters a grey skinned tiefling alchemist. The group is not able to land enough blows before the tiefling throws a smoke cloud down and manages to escape through the door leading to the second floor. Fidget is called to inspect the alchemists lab as no one else has any knowledge of the arcane. Dresden notices the outline of a secret door towards the end of the chapel and using his tools manages to trip the catch and find a hidden armory which the group outfits themselves with as needed. Oliver having picked up an adamantine morning-star uses it to finally break down the door leading upstairs. The prolonged door antics however have given the tiefling ample time to gather allies and with the martial members rushing upstairs they find themselves beset on both sides by tieflings, zombies and cultists, a dangerous situation when one of their opponents is throwing exploding flaming concoctions. Dresden manages to nimbly maneuver between and through the scrum to reach one side but Oliver, Khazad, Zuriel, and Grunyier take significant burns.

Zuriel eats several crossbow bolts and falls down the stairs while attempting to put out the flames. Oliver falls to the flaming onslaught and Fidget rushes into the fray, healing potion in hand bringing the Inquisitor back up, but then becoming the target for the next flaming bomb. The splash damage plus existing flames sees Oliver pass out again, but keeps him from deaths door. Unable to reach the alchemist to stop his bombardment the party instead withstands his onslaught until the alchemist reaches down and finds no more bombs. The immediate danger endured the party cuts their way through the rabble and finally puts an end to the alchemist. The group secures several stacks of papers indicating troop movements and moves to clear out the remainder of the second floor. Dresden spies into the next room and sees it is covered with blood and filth, several bodies gently swaying around some sort of alter. The elf informs the rest of the situation and rushes in to cut down 1 of the figures, now revealed to be more zombies. Khazad, Grunyier and Zuriel move in to assist. With no room left to maneuver Oliver rushes through the next door in search of heresy to purge, Fidget follows behind to keep an eye on the curious human. Oliver finds a disturbing goat like man in the next room, the 2 look surprised to see each other, then the goat thing lowers its head, lets out a bellow and charges at the Inquisitor. Oliver takes the hit to his chest and finds himself short of breath.

Having put to rest the last of the zombies to rest the party regroups with Oliver to assist in felling the goat demon. With 2 doors remaining on this floor, Oliver wastes no time healing or planning before rushing to the end of the hall and kicking the door in. Dresden sighs and kicks the second door in as well. Oliver finds 2 half fly monstrosities inside what appears to have once been the aviary. The fly like creatures cast a darkness spell and Oliver finds himself flailing about wildly. Grunyeir hearing the battle moves forward and using his natural dwarven darkvision takes point and spends the next 30 seconds or so holding the creatures at bay before he puts them down. Dresden opening the final door to the second floor finds some sort of wolf demon monster that lunges towards him, Oliver no longer of any use against the fly creatures rushes in to help as does Fidget. The wolf demon nearly eviscerates Dresden but Oliver crushes its skull and Fidgit heals the elf.

Turning invisible one last time, Dresden moves up to the tower of the Grey Garrison, coming to the landing he spies a large abyssal minotaur guarding a set double doors. Sneaking back down Dresden gives a quick run down and tells the rest to count to 10 then follow him up. The clanking of armored dwarves easily alerts the minotaur who strides forward and lands a crushing blow on Khazad. Dresden emerges from his invisibility and sinks both daggers into the minotaurs leg eliciting a loud snarl. Grunyeir, Oliver and Khazad lay into the beast and bring the monster down before it can do much more damage. Having exhausted all of their curative magics the group hopes that the worst is done with as they push through the final double doors.

Entering into a large semi circular chamber the group spies the large chunk of Wardstone behind a cage and a filthy feral mutated female as the final guardian. The battle is a protracted one, the casters spells keep the party mostly at bay though they do manage to land the odd hit, her wounds begin to add up and the blood loss slows her down until finally one of Zuriels summoned eagles talons finds purchase in her throat and tears it open. After a quick assessment of the body Dresden slides the Rod of Cancellation out of his pocket and steeling himself drives it into the Wardstone. There is a blinding flash, visions of important events in the Wardstones existence begins to play out in the minds of the each of the party. They see the Wardstones creation, they see the launch of the second Mendevian crusade, they see the Storm King land a devestating blow to the Wardstone which leaves only the slightest crack before Terendelev appears and begins tearing the demon lord to shreds, they see Irabeth fighting some opponent who smashes the paladins knee but before he can deliver the killing blow is forced to flee as reinforcements arrive, they see the feral priestess they just defeated make a Wish to a creature in this very room that encases the Wardstone in the cage they found it in. Finally they see a vision of what may have been, the Wardstone corrupted, the energies expelled travelling along the border and all crusaders along the front lines transformed into demons.

The visions fade but the energies emanating from the Wardstone persist, all the party find themselves unable to move while this power flows through them and when the visage of a beautiful but deadly woman that matches the description of Arelu Vorlesh appears the group can only watch while the enraged architect of the Worldwound attempts to strike them down with foul magics. But whatever the Wardstone is doing in its death throes seems to protect the group, Arelu instead opens a rift and starts to send what appears to be a countless wave of demonic foes to finish off the interlopers. The Wardstone suddenly gives off one final dazzling burst of light, Arelu screams in rage and pain as her body is broken and ripped to pieces, the blow near fatal. The portal shuts, while the endless horde of demons was unable to pass through a half dozen babaus did scramble through, just one should be more than enough to rip the party to bloody shreds. However each of them finds there previous woulds healed, a soft glow suffuses them and while this feeling is fleeting they can feel the power of the Wardstone flowing throughout their beings. The demons barely able to make a mark on the heroes while even a simple punch leaves shattered limbs on the babaus. The party makes fast work of the demons, then looking at each other in a new light, collects the bodies of fallen paladins and Templars of note for clerics to interrogate later and departs for Defenders Heart.


Irabeth excitedly greets them on their return. It seems that when the party completed their objective a great light shone out of Defenders Heart and along the entire border. Demons everywhere howled in rage and pain, and most have since fled the city. The group relays their experiences, and the Paladin nods solemnly. The remaining defenders of Kenebras could use the aid of the heroes to clear out whatever pockets of resistance remain. All agree, and split off to lend their aid where it will do the most good. 5 days of rebuilding and hunting down cultists and demons later, a runner finds Fidget and Oliver working in Defenders Heart. Bringing news that Queen Galfrey is a few short miles outside the city and requests an audience with the Heroes of Kenebras. Oliver is a nervous wreck and hurries off to weave a basket to present to the queen as a gift. Fidget, having never met with a queen agrees to a private audience while they wait for the remainder to arrive. It only takes a few short minutes together for the gnome to make the queen uncomfortable enough that she announces she will take a private stroll through the area while the rest are assembled.

When everyone arrives, Oliver sheepishly hands the queen his hand woven basket, to her credit she takes it and fawns over it as if it were made from precious metals. Getting down to business the queen thanks them for their service, and informs them that when they destroyed Kenebras's Wardstone it triggered a chain reaction along the border. The power from all the Wardstones had surged through the one they destroyed, now all that remained of that once cosmic power resided within each of them present. While there are those among the crusade who blame the heroes for the loss of the Wardstones protection the queen assures them that she is not one of them. But she proposes to silence all doubters the party accomplish a task that even a week ago would have been impossible. Retake the city of Drezen.

Queen Galfrey explains that when all the Wardstones gave their death throes to empower the group it caused a temporary but overt shift in power along the front. Now the demon hordes are sending the bulk of their strength to the southern border to shore up protection there against an incursion of the 5th Crusade, they have left the northern city of Drezen relatively unguarded. If the group led a small but powerful army north to retake the city and recover the Sword of Valor, a magical banner once carried by the Goddess Iomedea herself. Not only would all doubts of the groups loyalty be silenced but they would reclaim a powerful foothold in the Worldwound, one that the 5th Crusade could use to finally strike at the very heart of the demonic incursion. The others are silent and begin to assent for various reasons, only Fidget holds out asking what sort of recompense they would be offered to undertake this dangerous mission. The queen counters that she has nothing to offer so Fidget proposes that should they succeed in retaking the city that Queen Galfrey grant him land outside Drezen. Some bargaining back and forth yields an agreement for 60 acres outside Drezen, should the group succeed.

The queen mentions that this is the 5th crusade and she intends it to be the last, one way or another. Rumors of the queen mention that she is well over 100 years old and was present during the 1st Crusade. She advises the group to gather what equipment and allies they need, the army awaits them outside the city. Fidget asks if the queen has a personal physician with her, one that could magically regenerate lost limbs. She does, in fact even now Anevia's leg is being restored, both her and Irabeth request to accompany the army. Fidget asks that she send her physician to Aravashneil and restore the elf's sight. While that is being seen to Fidget finds Horgus and convinces the dwarf to come to Drezen with them. While riding out to see the army the Queen explains the qualities needed to command such a force, being the fabled Heroes of Kenebras should any of them wish to command they may do so, her soldiers are well trained enough that they would be able to function even under a novice Commander. Grunyier desperately wishes to command but his lack of training and all around unpleasant demeanor quickly make apparent he is unsuitable. Oliver offers his Wisdom and though he would be a better fit that the dwarf the inquisitor fails to inspire those around him. Fidget finds the idea fascinating and offers himself to command the army, thinking it a lark. Grunyier becomes near violently vocal against the gnome commanding anyone, which only further piques Fidgets interest. While he has no military training, the group does reluctantly admit that the gnome does inspire greatness and is well spoken enough that he could pull it off. Grunyier still upset at the thought demands that Irabeth lead the army. Zuriel, and Khazad think it over and agree. Fidget makes a case for himself, while Oliver at first tries to counter the gnome he soon finds the small sorcerer deftly putting his fears to rest while highlighting his strengths and soon the Inquisitor is nodding along and Fidget finds himself an ally. Dresden is securing his belongings so his vote held in limbo, Fidget asks Irabeth if she would have any reservations following him.

Irabeth looks to the group and flatly exclaims that while Fidget is an odd, odd little gnome she would follow any of them without flinching, even into the abyss. She believes that the gods put this group where they are for a reason and if that means she takes the orders of an at times creepy little gnome to put the demonic threat to rest, then so be it. Irabeths vote sways Zuriel and Khazad, but Grunyeir pouts and exclaims that Fidget will never be in charge of him. Fidget reprimands him,

"That's Commander Fidget, of the army Fidget's Fifth, will never be in charge of me"

The name of the army is immediately and unanimously shot down. The group reach the camped army and the Queen introduces the group to the Captains. Soisel a cleric, Nurah a bard, and Aron a rouge specializing in infiltration. Not one for words the queen bids them luck and departs. Fidget speaks with the selection of 2 ponies and chooses the irate rude one which he renames Bandit. Riding up to address his army Fidget gives them a rousing speech and orders them to march towards Drezen. Visiting all the scribes, bards, and messengers Fidget orders them to refer to the army as Fidgets 5th until further notice. Grunyier spends his day with the troops tacitly avoiding Fidget. Fidget remains with Irabeth relying on her soldiering experience to advise him, and trying to find a way to ingratiate himself into her and Anevias bed. Dresden and Aneiva scout ahead and report on the land. Zuriel, Khazad, and Oliver remain among the soldier for the most part.

The end of the first day of marching into the Worldwound the army finds the still smoking remains of a small village. Fidget orders the army to camp just outside and scouts to be sent in to search for survivors. While none are found extra food and supplies are recovered and the army presses on at dawn.

The third day Aneiva and Dresden report that a small army of tieflings now holds what should have been a friendly held check point ahead. Fidget rouses the men and gives them a stirring speech as they march forward into their first engagement under their new commander. Whether beginners luck, divine providence or something else, Fidgets 5th performs remarkably. The tiefling army is not even given the opportunity to rout before it is wiped from the battlefield with Fidgets 5th suffering not one single casualty. Grunyier mocks Fidget for not leading from the front like he was. While Fidget doesn't particularly care what the dwarf thinks of his command style he still assigns him latrine duty for the insubordination. Several prisoners are rescued from the battle, a handful is all that remains from the garrison that once stood here. Fidget offers to take them with us to earn some payback, but the leader thanks them and speaks about returning to Kenebras to report on the developments. Fidget can see that not all their scars are physical and accepts, horses and supplies are made available and the dozen or so survivors are sent on their way with best wishes.

On the 5th day towards dusk Aneiva and Dresden report that 2 enemy armies lie ahead in a canyon. A larger army of tieflings and a smaller army of dretches. Fidget summons his small council and puts it forward that if they risk pressing the attack now they may find themselves fighting in the dark, a disadvantage to their mostly human army. The vast majority wish to bring their blades to bear so the order is given and the army presses on. The second battle is far more protracted, the first was done almost before it began but this time when the last cultist on the field expires it is well past dark. The army while exhausted, thankfully suffered no causalities. A bright flash of light at the lip of the canyon above shows a cloaked figure, but with none of the heroes having a way to safely pursue the order to make camp in the ruins is given.

Towards the end of Grunyiers watch he is suddenly cut across his shoulder as a dark figure appears and flies past back into the sky. Before the dwarf can react the figure swoops down again and slices him along the arm. The dwarf draws his great ax and taunts the flying creature who suddenly lands and advances. Grunyier hastily wakes Oliver nearby and charges out to meet the opponent head on. Oliver grabs his morning-star and follows. Even using the inhuman abilities granted to them by the Wardstone the fight is close with Grunyier and the demon barely holding onto consciousness, the demon gives a satisfied smirk and suddenly teleports away to the dwarfs frustration. Hearing the combat some paladins rush forward to give aid, with that Grunyier retires for the night.

Morning of Day 6 and the army strikes camp and proceeds into the canyon. Around afternoon Irabeth points out some ruins towards the top of the canyon and mentions that several religions build shrines along the way, sometimes they stored a cache of equipment which might have survived all this time. Nurah is against stopping as they have a finite amount of supplies and time. Fidget calls for the army to make camp here as he and the small council will check the ruins out. Ascending the steep embankment is easier said than done for some but soon all are up. Dresden scouts ahead and just manages to spy some movement coming from one of the stone statues, gargoyles. Battle soon joined, the gargoyles land a few blows but are outclassed and soon destroyed. Dresden scouts through what once was a stable and the group recover some masterwork and some magical weapons. Dresden comes across a gathering of ghouls and with the surprise attack and efficient use of the mythic abilities granted by the Wardstone the ghouls barely have a moment to react before they are destroyed.

A few rooms down the group spies a winged demon along with more ghouls. The ghouls are dealt with swiftly, but the demon deals some devastating blows to Oliver who falls and nearly succumbs to death. The creature is dealt with, Oliver restored and the party find a small strongbox with coins and gems. The remainder of the ruins are explored and just when the group is ready to head out a loud boom is heard from the court yard. Grunyier rushes out first and is struck with a blast of negative energy, almost bringing him to his knees. The others soon rush out, while Fidget gives Khazad the ability to fly. The hyper intelligent bat thing that Gruyier flees from and cowers in the room lands and is quickly surrounded by everyone except Grunyier and Fidget. The bat grins and everyone feels a slimy tendril enter their minds, all but Grunyier shake it off while the dwarf now finds himself unable to move at all. The party stabs and bites and smashes at the bat but most the intent behind their blows seems to glance off. Fidget steels himself and sends a tendril of his own magical energy into the creatures mind and suggests that it doesn't want to leave, it wants to stay down here on the ground and use its teeth and claws, then Fidget moves away and out of sight.

The demon bat grins and everyone around it including Grunyier feel the bat trying to suck their life force away. Again only the dwarf finds himself unable to resist and now Gruyier can feel his spirit hanging by a thread. The bat creature claws and bites dealing severe blows the party but unable to put any of them down. Fidget prepares to drop Grunyier into a magical 30 foot pit to keep him away from the bat but Dresden deals devastating attacks to it and Khazad finishes it off.

Bloodied but victorious, Oliver announces that come dawn he intends on consecrating this temple, Fidget announces that all are welcome to camp below or here as they see fit, but he will send a contingent of Paladins up to clean the ruins of the temple through the night.



Thoughts

Phew, that became a bit of a slog to get through. The details kind of fell to the way side about half way through.

As may be apparent in play style Tims player is Grunyier this time around. I don't think I mentioned it above but at one point I tried to just have my character talk to his, I introduced myself and asked his name, to which he replied,

"I have a 30 foot move speed to your 20, I ignore you and walk away"

Great, the interesting part to this dynamic we now have in character is now that we are mythic I can craft any magical item, and am happy to do so at cost, for my friends, of which Grunyier has been very vocal about not being.

The player has asked a few times what things I can make and I've always been honest but if he asks me to make him something without repairing this rift hes going to have to pay full market price. In game I've purchased a bunch of painting supplies and beads, ribbons and just a whole Etsy wet dream. I've also got the ability to cast any arcane spell and I've found one that allows people to stay awake and keep watch all night while still benefiting from rest provided they refrain from vigorous activity. So the plan, if he cant think of how to repair that rift, is to have the 2 of them stay up all night braiding each others hair and telling stories for D6+2 nights. Its something stupid but it will give him what he wants while still forcing him to acknowledge hes been kind of an ass.

I'm playing Fidget as an Enchantment focused sorcerer, obsessed with new experiences. While still far too young to concern himself with he bleaching he still is trying to have the most new experiences that he can. So I've told the GM, sex, drugs, anything that is new to him is interesting and almost nothing is taboo, its grossed some of the characters out, but only Grunyeir seems to have some kind of vendetta from it. As of this point we are level 6, Mythic tier 1.