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November 2011


In the aftermath the group spends a few moments preparing, opening the tomb of the spirit of magic and descending the stairs. At the bottom is a plain room, a coffin and a swirling ball of red chaos. It is all eyes and mouths and grasping arms and swirling madness. It is also apparently immune to all magics. Luckily, Reza is carrying the long lance taken from the fallen bat-rat-toad rider. He stands well away from the creature and pokes it repeatedly until it vanishes. When the creature fades away, a shimmering radiance coalesces into a silvery form of a woman. She kisses each party member and delivers some information regarding the unraveling strands of magic and a likely target for the party to engage in their quest to free the dale.

The party rides quickly away from the area, returning to the village they saved and regaling the villagers with their tales of glory. The villagers seem a bit skeptical, but they listen intently. The party quizzes them on local lore and attempts to identify the location of the next target.The next morning, the group rides through the fringes of the forest with Bud flying a looping scout mission in the skies overhead. He spots a rat-bat-toad that seems to be trailing the party.
A quick discussion and the group sets up an ambush. An ambush lightning bolt and a followup fireball from the wand and the rider plummets like a comet from the sky to the ground. Not enough of the rider is found to make looting worthwhile.

Fleeing the scene of the most recent crime, the group wends its way into the foothills and then back up amongst the craggy cliffs. The group – through the eyes of Bud – surveys the scene for the better part of the day, observing the coming and goings of the patrols, riders and strange wall-walking figures. Under cover of darkness, they sneak up the side of the hill and cross into the courtyard. Barada scouts ahead and tries to gain a glimpse of the strange liquid shadows that flow around the courtyard within the wall. Instead he falls into a pit. When he exits, an automaton assembles itself out of the rubble and tries to attack. Dalliance springs into action and disintegrates the offending attacker. Humbar casts Detect Traps and finds another pit – and another automaton. Dalliance disintegrates that one as well.

The liquid shadows coalesce into shadowy hounds that howl bone-chilling howls and attack. The howls cause panic amongst the party members and first Reza, then Barada and finally Humbar panic and run. It is left to Lubbitch to slay the hounds with Dalliance’s help and as the echoes of the howls die out, they wait for the return of the runners and haul Humbar out of one of the pits. A moment later, the group has regrouped and awaits the fall of the other shoe…

After some High Level discussions with the Lords of Waterdeep the group decides to undertake a mission of infiltration and resistance into the Dalelands, to combat the rising influence of the Zhentarim whom are now apparently allied with Drow. Journeying through the less traveled desert roads reduces the chances for encounters, but also means that the group hears almost no news of the happenings in the Dales. Ignorance is often better than bliss, for the group is unburdened by information and is thus free to do whatever seems best at the time.

Entering from the high desert, it is only a matter of days before the wanderers happen across a scene of destruction. A small village has been sacked by a pair od (competing/allied) mercenary groups. One is a collection of muscle-bound ogres – smartly armed and armored. The other is a group of well-equipped humans. Scattered around the periphery of the clearing are dead and dying villagers. Dalliance uncorks a ChainLightning spell and the thunderous echoes and reverberations roll across the highlands for a full 14 seconds. When silence falls, so does a rain of arrows on whomever is still standing, followed promptly by a savage beating. The mercenaries are dead, the villagers that can be are saved, Barada uses his Decanter of Endless Water to put out the fires that are consuming the mill and granaries, and the group is treated to a hero’s ‘feast’ At least the liquor is strong and plentiful. Whilst overnighting in what is left of the village, information about the sad state of affairs is relayed, It seems the land is awash in mercenary companies, each working for some sort of Zhentarim entity. It is all muddled up with Bane and Tharzidun and eldritch forces and the like.

Continuing their descent out of the highlands, the next encounter is with a sort of emissary riding a bat-winged rat-faced toad. A few questions are asked, and the answers provided are not met with a warm greeting. The rider informs the group that meddling harpers and the ‘lords’ of Waterdeep are not welcome in the Dales. As he delivers the instructions to remove themselves quickly, Dalliance ends negotiations with a powerful lightning bolt that blasts the mount into pieces. The rider plummets 30 feet into a snowdrift. As he struggles to regain his feet, a wand-induced Fireball helps to clear the area. Within seconds Reza, Lubbitch and Feaster pummel him into near death. As the party strips him of clothing and valuables, near death becomes just plain old death.

As the group makes haste to put distance ‘tween ex-toad and his late rider a ghostly apparition freezes them in their tracks. The patron deity of wizards speaks to Dalliance, and she shares the information with the group. Barada’s extensive knowledge of legend and lore allows the group to piece together interesting bits of information into a coherent direction of travel…a barren hilltop called Watcher’s Knoll. They arrive in the wintery dusk and begin an inspection of the area. It is clear that excavation has taken place, and the stone slab they seek is readily discerned amidst the snow. The group members fan out, with Bud Feaster moving to investigate a large, solitary oak tree. The solitary tree is apparently an illusionary tree as well, for emerging from ‘within’ is a huge set of skeletal dragon remains that savagely attacks the party without preamble. The battle is short but fierce, and the party suffers grievous damage at the claws, wings, teeth and tail of the immense creature. When the sounds of combat have ceased, the group takes inventory of life and limb and wonders if there is a follow-up to the assault….