#hearthollow
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a-journal · 6 years ago
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I love you baby
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knightlymoon · 5 years ago
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Summons I did for DnD Campaign based on Hollow Knight!
I based them some off of FFX’s Fayth concept
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vessuvius · 6 years ago
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I want the K from chris????????????????
@hearthollowed​ gets a cheek kisskissing meme // accepting !
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                 when ben leaves to grab something out of his room before the two leave for work, roslin recognizes this as an opportunity that can’t be missed. he was halfway through the task of putting on his shoes, but that can wait. it was rare that he and chris were alone together, given that his usual excuse to come over had to do something with ben or being a third wheel to brother bonding, so opportunities like this were few and far between.
               ❝ um- so , ❞ he hobbles closer to chris, one foot still shoeless , ❝ ben and i are going to work , so um , i’ll see you soon. ❞ he inhales and holds his breath as he leans to place a gentle kiss on chris’ cheek. quickly, he retreats to finish putting on his other shoe. 
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sweetbabyprincey107 · 4 years ago
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Ravenclaw
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thederailersdnd · 3 years ago
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Session 13: Conversations with a Flumph
When last we left our heroes, they had opened a door to find a cave-like cottage. A small living space with a bed and cooking area, a large round table, and a doorframe leaning against the opposite wall. As they discussed the merits of exploring further or taking a moment to rest, they were greeted by a suddenly appearing Flumph.
Questions abound on all sides, with Arunak and Wander quickly realizing what it is. The Flumph is named Poe and is the Cleric Leader of his group. Excited to hear that the crew killed the hydra, he disappears through a hole in the ceiling, returning with a cavalcade of Flumphs, all excited to greet and feed the weary heroes.
Poe reveals that they were brought here long ago by the Knave Hero Randar (frantic note searching ensues) to care for him and his sanctum. Randar has left to find an evil wizard, whom he felled, and returned with the body to lock it away. As Poe motions to the door frame and the crew sees that it is engraved with three symbols:
A Shield
Man with hand over heart
Tree with connecting lines
The Flumphs feed and float around as the crew discusses, healing them all of their wounds and making it clear that, as slayers of the hydra, they are welcome to anything they find in the sanctum. Havayla asks about the table and Poe floats off to find the oldest of the Flumphs.
While they wait for Poe to return, a group investigation effort begins. Zezu checks out the chest at the end of the bed that Wander pointed out as magical. Ryker leads the investigation of the door frame, along with Nahtan, Arunok, and Yevin. Through trial and error, they discover that speaking “Protect” lights up the first symbol. They key is a phrase. An alcove with a teleportation circle is discovered. Wander and Havayla start fiddling with the table, which is quickly discovered to be a sort of scrying device with images created from mist. Poe returns with the eldest Flumph (Moe?), a grumpy fellow with a gnarled tentacle, and confirms their suspicions.
While Wander identifies some objects that Zezu found (Horseshoes of Zephyr and a Serpentine Owl Figurine of Wonder), the group members alternate between stating words at the door and taking turns with the map-table, placing their hand on the orb and thinking of a location or object. Havayla looks at Hearthollow, Ryker finds the last ship he was on, the remains of a crashed airship, which leads to his reveal of why he’s been following Havayla...
Ryker was raised in the Aerial Navy. His father was a member, but was mostly absent. Havayla’s father stepped in and took him under his wing. Ryker served under him and considers himself responsible for her father’s death. Ryker swore to her dying father that he would protect Havayla, and has been doing so, secretly, ever sense. He is wearing her father’s ring, which he offers to return. Havayla, stunned and processing, declines.
Back at the table, Arunok observes failed attempts to search out people, and instead searches for items related to people. He looks for Cindy’s crossbow and finds it making rounds through the Mountainroot village. He seeks out his sister’s sword and finds it laying on the ground in an alcove in the sewers of Riverband. Zezu checks on his mom’s house in Hearthollow. Nahtan looks for his knuckledusters and sees them floating mid air next to a mist-made representation of the table he’s standing at.
Meanwhile, through some investigation with the Flumphs and group brain effort, the key-phrase is discovered: Protect My Family. The doorway turns into a portal. Ryker, Nahtan and Yevin enter, finding 5 doors. The center door is metal and locked with sigils and mechanisms, written in Knavic. Yevin casts detect magic, as they see two doors to either side:
On the right, a metal door glowing with transmutation magic.
Further right is a regular metal door, covered in slashes and slightly ajar.
On the left is a wooden door with plants going around the edges. The door is ajar.
Further left is a regular metal door, closed.
Determining that rest is paramount before further exploration, they return, but not before Yevin dispels some of the magic on the central door. Ryker questions his actions as they come through the portal. Wander hears the discussion, asks what happened, and is brushed off by Yevin, but Ryker explains. A slight argument over the risks of that action takes place, with Yevin defending his dispelling by suggesting that the wizard was powerful and there might be something helpful with him. Besides, he’s dead, how dangerous could it be. Mention is made of the Feable Mind Stone and Wander rushes back to the table to seeks it out. The map zooms into RIverband, straight to royal-looking sleeping quarters, where the gem floats above the bed, as if held. The King has the gem, either on his person, or in his person.
Agitated but exahusted, the crew gets set up for the night. As Havayla takes third watch, she notices one of Zezu’s pockets is glowing. A sleight of hand check later and she’s holding a glowing egg, hot to the touch. She arranges it with her cloak in a nest and waits. Wander wakes for 4th watch and they discuss the egg, deciding to watch it and wait for Zezu to wake up. Wander takes the time to meditate, casting commune, and asks Knowledge what Yevin did to the door. Knowledge states that Yevin managed to unlock one level of the protections, but there were many left and there was not a risk of escape. She asked if the wizard was dangerous: His release could mean the end of Zandoria. So is there any use looking at the rest of the doors? Of course, there is much to learn. Wander discusses what she learned with Havayla and starts planning Yevin’s funeral.
The morning begins with the cracking of an egg. A shout from Wander and Havayla rouses the rest as they all watch a little Phoenix break out of it’s shell. Zezu reminds Wander that she got the egg for him and asks her to name it. She calls it Spark. After that excitement, Yevin states that he’s going back in to look at the doors. Wander starts berating him for his actions, but he ignores her and continues. A thrown off cast of hold-person and he’s through the portal, followed quickly by an irate Wander. Finally getting his attention, she explains what she learned from Knowledge. A slightly chastened, Yevin casts comprehend language to read the inscription above the door: “The Uncrowned King”
Remembering the book she’s had this whole time, titled “Kolakretai, The Uncrowned King” Wander pulls it out and starts to flip through as they return to relay the information to everyone else. Havayla reveals that she knew of the wizard and lived during the time of his reign and fall. Nahtan had read about him in his book of histories. Wander starts reading about his personal thoughts as he set his sights on necromancy. This was a bad wizard. It is universally decided that one end of the world situation is bad enough, let’s leave the evil dead guy be.
During this chaos, Aurnok uses the Scrytable to seek out his sister's sword again. It is floating around the streets of Riverband. She's (presumably) safe and free, for the moment.
Most everyone returns to the doors, ready to explore:
Middle Door: no touchy. Evil wizard inside.
Furthest left metal door: A small room with a pedestal holding a broken glass container. The label for the missing object is “The Deck of Many Things”
Next left-side wooden door with plants: A growing room with many feywildian plants, including a sprout of the tree outside. Wander takes samples of flowers and seeds, along with the whole potted tree. Nahtan eats a flower and promptly passes out, but is easily awoken.
Right-side metal door that had transmutation magic: Upon opening the door, they ran into a magic barrier. “Once in a lifetime, twice in eternity.” Is written above. Remembering that the Oni spoke those words, the team tries to puzzle it out. In a “Speak Friend And Enter” moment, Havayla asks “it’s it T?” and the barrier disperses. Beyond the barrier they find a lab with a pool reminiscent of the one they found in the wizard’s tower. Notes by a Mirik Mirelen are found, outlining how he brought the essence from wherever he found it to here. How it is an essence of demon and litch. He doesn’t know how it happened, but evidence around the room of preserved mutations show that he wasn’t concerned about experimenting with it.
Furthest right metal door, covered in slashes: A training room with an automaton practice dummy. Tons of weapons on the walls, but not much else.
Discussions over the name Mirik Mirelen reveal that he was a doctor from Hearthollow. Ryker and Havayla knew of him, Yevin and Zezu recall another Dr. Mirelen, apparently his son, that ran a hospital there. The Flumphs further elaborate on Mirik Mirelen’s comings and goings. He only tried once to experiment on them, and Moe, through a terse conversation with Ryker, as a fellow veteran, explains that it was the source of his gnarled tentacle.
Seemingly having learned all they can, the attention turns to the teleportation circle. Obviously the way in and out, the red and white ruined circle is a bit of a mystery. Some expository dialogue from Poe explains that the circle is simple to use, just step in and visualize which connected circle you want to travel to. Using the Scrytable, they find that the closest circle is in… the cave Wander found that launched her into her quest and is currently where the orcs are throwing bodies into a large crevice to feed the world-ending dragon. Other circles are in Hearthollow, and Riverband (specifically in Octavius’ Outrageous Oddities). Various plans are considered and options weighed. It is determined that the cave exit would be the quickest, but very dangerous. Yevin casts invisibility on Ryker, Zezu, and Wander and they go in as forward scouts, Zezu leaving Spark in Havayla’s care
While this happens, Nahtan takes some time to call a steed with his Paladin powers. He now has a massive wolf, as well as Donkey. We are slowly turning into a traveling zoology exhibit, much to Nahtan’s delight. He also reveals that he stole his money not from his father, but from the King of Riverband’s own vault.
Teleporting to the cave, Wander snags paperwork on the other side pertaining to the working of these circles (can’t let the bad guys keep this!). One guard is stealthily killed. A jaunt down the tunnel reveals a lot of orcs, some wolves, and ominous ground rumbles. They return and determine that it would be too risky. Wander won’t risk not getting the seed to her clan, nor the chance that their exit might lead the orcs right to her home. They decide to retrace their steps through the maze.
Wander contacts her Great Aunt Vinyard to let her know that they will return to the tree at the edge of the swamp and could she return them the way she sent. Vinyard responds that she can use any tree, and asks if there one nearby. Wander runs out of the room and to the willow, as Ryker takes care of the Beholderooms that noticed the noise and movement. Everyone else follows, Wander sends a message to her aunt again, and the tree opens up. As the crew steps through back into Mountainroot, we ended the session.
What will come next for our heroes? Will they seek out Arunok’s sister and the Feeble mind stone with the king of Riverband? Will they quest to Hearthollow seeking answers for Yevin, Zezu, Ryker, and Havayla? Will the Firbolg clans make it to the Feywild safely? We’ll find out next time…
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spinfate-blog · 6 years ago
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ROLL UP! ROLL UP! the best fortune teller in the WORLD is here for your pleasure! want to know who your soul mate is? boom! it’s sally next door! the sex of your first born child, with sally? BOOM! a boy! MOIRA is never wrong! but unfortunately, with only two of the fates still on mt. olympus, fate may vary and fortunes aren’t 100% accurate! refunds unavailable. 
it’s SOUP with another original character, with roots in greek mythology! feel free to like / reblog if you want to know what the gods have in store for you! follows back from @hearthollowed!
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vesselied · 6 years ago
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KNOWING YOUR PARTNER WELL MAKES WRITING TOGETHER A LOT EASIER. TAG THIS WITH THE PEOPLE YOU WANT TO GET TO KNOW BETTER.
stolen from: @hearthollowed​ tagging: the whole universe aka whoever the hell wants 2 LMAO 
BASICS.
name, age, & zodiac. Ezrah, 22, Aquarius pronouns. he / him taken or single. takennnnnn!  three facts.            001. since i was born on feb. 13th, i have this weird love for valentines day & the items that are usually valentine’s themed.            002. recently found out my cat is male bcuz since we moved & have made him an indoor cat— i kinda just stared at his butt & realized that he was actually just a fixed male instead of female like we originally thought.            003. as if y’all couldn’t tell but i rly love angels & vampires LMAO i tend to create my own type of lore for my ocs that fall into those categories. 
EXPERIENCE.
how long have you been roleplaying? honestly? probably since i was 11 LMAO but i didn’t actually delve into a narration type of writing until i was about 13? 14? 
platforms used? originally gaia LMAO, then some rando forums made by friends or suggested by friends. i also was on TheNinja-RPG for the longest time. (TNR is still around & it astounds me sometimes LMAO) Sometimes I roleplay on mobile apps or twitter. But it’s mostly been through tumblr. I do want to venture into actually using my toyhou.se for roleplay purposes too LMAO 
worst experience. oh man LMAO — if anyone was my friend during 2010/2011 or was it around 2012? i don’t remember but i was getting a lot of hate on one of my blogs & honestly, it’s kinda what made me wary of even roleplaying on tumblr for a while. (but i rly want to so here i am LMAO)  ALSO LIKE essentially having one of my fave OCs dictated by a person i thought to be a very close friend. 
best experience. a lot to be honest? my best days were when i wrote shizuo heiwajima for a time. it’s essentially how i met my partner LMAO 
MUSE PREFERENCES.
gender. I usually am more comfortable with writing male / masculine presenting muses because I struggle a lot w/ my gender identity IRL since I’m very closeted about it so it’s the only way I can really comfortably express myself LMAO esp. through masculine muses who are feminine or like conventionally feminine things. Which also goes into I’m hella comforable with writing non-binary / gender non-conforming muses too. I do love & will sometimes write female / feminine presenting muses tho! 
original or canon? HONESTLY? I HAVE SUCH A STRONG PREFERENCE FOR OCS! I really like world-building and creating lore for my OCs so dkfsjgh but I do like canon muses too— I’m just really hesitant with writing canon muses nowadays LMAO especially in the indie rpc so most of my canon muses are either placed onto my multi-muse or in a mfrp group
favorite face. ???????? idk man what does this mean?????  least favorite face. again, i’m not really sure what this is asking LMAOOOO 
multi or single? i’m assuming this is for muses? but i really like both? multi-muse blogs are really convenient because i don’t have to make a new blog for every character i write and it saves me the pain of coding/finding separate themes and making a whole bunch of edits LMAO BUT THEN AGAIN I DO LIKE SINGLE MUSE BLOGS TOO because of the aesthetic that i can dump on their blogs. so ??? they’re both hella good options 
WRITING PREFERENCES.
fluff, angst, or smut? hi, i really like angst. but also like fluff? they’re both good things to write.  especially if it’s fluffy angst or angsty fluff LMAO in hindsight, i do like the idea of... smut? but like i’m not openly comfortable with writing it and tend to write it only with people i’m very comfortable with. 
plot or memes? THAT DEPENDS ON THE CONTENT! but i always like to plot like character interactions? i guess? because i want to know if it’s possible for our characters to actually interact fluidly instead of the awkward meetings? sometimes those are necessary tho! 
long or short replies? PREFERABLY SHORTISH? like a couple paragraphs but honestly, my dumbass tends to WRITE A LOT? but i like medium length replies? sometimes i do love long replies tho because those are nice to read through at the end of the day LOL 
best time to write? LMAOOOOOOOOO honestly, i have no idea. sometimes i can go fucking days to WEEKS without writing so? i usually tend to be active more in the afternoon/evening & like a gremlin, I will probably be up until 5AM just writing shit becuase i finally found the motivation to do so
are you like your muse(s)?: yeah LMAO mostly in the sense that i kinda project myself into my characters? but although, that doesn’t necessarily mean we’re completely alike. but I mean, Esme’s a mess because I’m a mess & wanted to explore his hella indulgent concept LOL
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nomanismyequal · 4 years ago
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vessuvius · 6 years ago
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♡ for both ben && chris???? please!!!
@hearthollowed​ pre established relationship meme // accepting !! 
ben -
FRIENDS.   childhood friends  /  work friends  /  family friends  /  recently friends  /  turning antagonistic  /  turning into something romantic  /  stable  /  falling apart  /  friendship of need  /  friendship of circumstance / pen - pals or internet friends  /  coworkers  /  partners  /  other .
ROMANCE.   childhood sweethearts  /  newly entered  /  soulmates  /  skinny love  /  unrequited from my muses side  /  unrequited from your muses side  /  friends with benefits  /  awkward  /  fading  /  turning  toxic  /  toxic  and  destructive  /  other .
FAMILIAL BOND.   sibling bond  /  older sibling figure to your muse  /  younger sibling figure to your muse  /  parental figure to my muse  /  parental figure to your muse  /  guardian figure  /  legal  guardian  /  other .
ENEMIES.   dangerous to themselves  /  dangerous to others  /  unpredictable  /  passionate  /  rivals  /  petty  /  developing into a sexual tension  /  developing into a romantic tension  /  based off family matters  /  based of circumstance  /  based of professional matters  /  based of misunderstandings or lies  /  other .
chris - 
FRIENDS.   childhood friends  / work friends  /  family friends  / recently friends /  turning antagonistic /  turning into something romantic  /  stable  /  falling apart  / friendship of need  /  friendship of circumstance / pen - pals or internet friends /  coworkers  /  partners  /  other.
ROMANCE.   childhood sweethearts / newly entered  /  soulmates  /  skinny love / unrequited from my muses side  /  unrequited from your muses side / friends with benefits  /  awkward  /  fading  / turning  toxic /  toxic  and  destructive  /  other .
FAMILIAL BOND.   sibling bond  /  older sibling figure to your muse  /  younger sibling figure to your muse  /  parental figure to my muse  /  parental figure to your muse  /  guardian figure  /  legal  guardian  / other .
ENEMIES.   dangerous to themselves  / dangerous to others  /  unpredictable /  passionate / rivals  / petty /  developing into a sexual tension /  developing into a romantic tension / based off family matters /  based of circumstance / based of professional matters /  based of misunderstandings or lies  /  other .
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redheadedgirl · 3 years ago
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Made a separate blog for my D&D party!
The treasure hunt continues
We join the party as they take a short rest and spend some time getting to know the new members Ryker and Havayla. Turns out they're not only displaced in space, but also tiiiiiiiiime. It was year 564 PtF (post rift) when they left Hearthollow, now it is 604. To add to their confusion, Wander and Yiven point out the tree tattoo on both Ryker and Havayla's necks, previouslt unknown to them. Feywild is weird, yo.
While the party rests, Wander takes a moment to cast commune, asking Knowledge if the door will lead to the seed of the feywild (yes), are they are close to the seed of the feywild (almost touching distance), are the newcomers linked to the feywild (no more than you). Satisfied, Wander leads the way back to the puzzle door.
As a refresher,
[they see] a carved wooden door with an odd orange glow. It appears to be wooden, but is carved like bones and sinew. At the top of the door are winged celestial creatures angled down, as similar demonic creatures climb up from below. Between the opposing forces is a serpentine women with six arms. Written on the door in Sylvin is: “That which you seek is beyond Meralif’s door. The key is five treasures, five challenges from the fey. Find them, solve them, find the way.”
Across the door are five insets, in the shape of a triangle, diamond, circle, tear drop, and oval.
Wander places the shaped crystals in their matching indents. With the last piece, the door shifts, and she pushes it open. With a gust of air, the door opens into darkness.
The party steps in to a large cavern, 200 ft tall and at least as wide. Grassy ground stretches out infront of the door, dropping off into a subterannian lake. Flowering plants with large thorns (nature checks say don't touch) grow along the sides of the cavern and into the water. Across the lake is a massive weeping willow type tree, with large hanging fruit. Beholderooms loom far above, seemingly unbothered by the party's movements.
Arunak and Ryker see a deep, dark spot in the water. Wander casts Water Walk on the team and they quietly start across. Partway across, Arunak has a moment of perceptive clarity and sees the dark spot...move...
Yevin casts firebolt across the lake, away from the party, startling and making Havayla trip. The Beholderooms pause, taking in the sudden sound. Suddenly, there is more movement under Havayla as a giant snakey head bursts out of the water. Followed by another... and another... and another... it's a Hydra. Roll for initiative.
A hectic and desperate fight follows as the hydra attacks multiple times and disappears under the water. Clever tactics by Nahtan draw it's attention (cannonball), Ryker cobbles together a maltov cocktail arrow, Arunak attempts to stun, Yiven holds off the beholderooms, Wander casts harm, Zezu lops off a head in a flurry of bladework, Havayla protects with spiky spirit guardians, and Donkey insults it one too many times. Wrapped in the Hydra's tail, Donkey is pulled under and the worst is expected.
It is Aurora the unicorn that takes the killing blow. As the body begins to sink, Nahtan dives down and cuts the snakey monstrosity open, pulling out the lifeless body of his companion. Wander rushes over to cast Revivify, and Donkey's soul returns to his body.
Battered, the crew climbs to shore, except Nahtan, Yevin, and Arunak, who dive down to see where the hydra came from. And quickly return after discovering a nest of (probably?) dead beholders. On shore, Wander cuts down one of the fruits and Zezu cuts a path through the spiky vines to a stone door in the far end of the cavern. Opening the door reveals a cottage-like room, with a bed, kitchen, bookshelve, and a mist or liquid covered table in the middle. Wander uses her innate Firbolg abilities to sense magic in the room and is guided to the table, the foot of the bed, and a door frame leaning against the wall on the other side of the room. Ryker and Havayla argue that the crew should go back to safety and rest before exploring further.
As everyone decides what to do, Nahtan casts "Locate Object" looking for the Feywild seed. The fruit in Wander's hand starts to glow. Just then, they hear a strange flapping noise, like a blanket, coming from above the room. A shape drops from a hole in the ceiling as the Derailers come face to face with a friendly Flumpf.
And that is where we left the adventure. What is in the room? How will the crew get out now that they have found the seed? What is the Flumpf doing here? We'll find out next time, with the Derailers
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thederailersdnd · 3 years ago
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Session 23: It’s a Table
When last we left our heroes, Ryker’s head was wrapped in magical weaves. After a burst of light and a gasp from Ryker as the magic dissipated, the group stood in momentary silence. “Is there anything else you wish to tell me?” The High Rector Rena asks. Various mumbled negative statements followed from the Derailers. Nahtan starts to ask a question and is met with a retort of “I’m asking the questions here…” As the crew makes give their thanks and leave, Rena sends Leomund out, who locks the door behind him. “Oh no, you can’t leave” she says, as purple magic blossoms around her hands. Suddenly, the furniture is mobile and chaos breaks out.
Ryker lets off an arrow in a surprise attack and dives into the shadows behind her desk. Arunak rushes Rena, but just as he reaches in to hit, the spell she was weaving begins to take form. Yevin sees the weave solidify and counters it with his own. Her spell dissipated, Arunak strikes true, stunning the aggressive mage. And then the furniture joins the fray; a large table in the middle of the room lumbers over to slam into Nahtan, while a lit candle jabs at Arunak’s ankles. Ryker is cornered by the animated desk and chair while Havayla dodges an angry side table.
Rena’s pet, a large winged and feathered serpent in shades of orange and scarlet, flies across the room and wraps itself around Wander. Havayla casts Moonbeam on Rena, shining a damaging ray of moonlight on her stunned form. As the light touches her, the features of the high rector melt away revealing her true form; a changeling. The team continues to unload on both mage and office chair when Wander casts calm emotions. While the spell does not affect the feathered snek or the high rector changing, the furniture suddenly stops their rampage. She attempts to convince the angry feathered boa to release her so everyone can talk, but it just squeezes tighter. Nahtan grabs the snek by the scruff and is able to pull it off. It escapes and wraps itself around Rena. Looking to the door, the snake’s eyes flash and sand begins to pour out the cracks in the frame.
Arunak grabs his ankle biting candle and throws it at Rena, followed by a set of the magical bonds they retrieved from Azuke’s forces. He throws a second set around the snake. Restrained, but no longer stunned, Rena scoffs at the crew. Havayla turns to the door, calling for her brother and dispelling whatever was causing the sand. Wander suggests to Rena that she should cooperate. Influenced by the spell, she explains that she is an agent for Skulldrinker, here to keep Hearthollow out of the conflict and unaware of his plans. After sharing that much, she speaks an incantation and begins to fade away. Again, Yevin undoes the weave of her spell, making her corporeal again and causing her to reenter the moonbeam. The damaging rays are her undoing and she melts into a puddle of strange flesh-goo and bones. The remaining furniture cease their aggression and become inert.
Meanwhile, Ryker attempts to unlock the door, but isn’t as fast as Nahtan simply knocking it down. In the distance they see Leomund’s fleeing figure. Ryker wraps himself in his cloak of dimension door and appears right behind Leomund, grabbing him by his robes. The terrified wizard retaliates with an icy grasp, but Ryker is still able to drag him back towards Havayla and Arunak. That is until Leomund casts hold person and escapes, throwing up a wall of sand behind him while Havayla casts moonbeam in an attempt to get his attention. Concentration on the hold dropped, Ryker rushes the forming wall as Havayla calls out once more to her brother. Using his innate air genasi levitation, Ryker leaps over the wall and runs around the corner to find Leomund, wounded and tripping over his feet as he considers his sister’s call. Ryker is able to calm him down and assure him that Rena is dead, the Derailers can help, he isn’t in danger now. The sand wall drops and the group walks back to the high rector’s office as Leomund explains how Rena controlled him through fear and used her snek to speak to him in his mind. He’s very sorry for what he did, but he didn’t know what else to do.
Back in the office Nahtan, and Yevin attempt to interrogate the snek while Wander digs through the desk. She finds a letter referencing a large sum of money gifted to the queen from an outside donor and promised to the university. Giving up on the snek, Yevin goes over to the other door in the office. Studying the door, he casts dispel magic. With a pop, the revealed magical trap vanishes and he open the door to find a round room. Around the edges of the room are boxes of spell components, specifically chalk, both standard and gemstone varieties. In a chest he finds a scroll of teleportation, the components to go with it, and a mysterious deck of cards that Wander identifies as a deck of illusions. The room appears to be used for teleportation, but there is no evidence of a permanent circle here. Good.
Ryker, Havayla, and Arunak return with Leomund in tow. They relay the information he gave while Wander gives him one of the non-detection amulets and a healing pat. Arunak intimidates the snek into communicating and they begin to learn some things. To make sure they learn accurate things, Nahtan casts Zone of Truth, which happens to encompass a few of his fellow Derailers. After promising to release it, they learn from the snek that:
Rena came to Hearthollow about 30 years ago when the previous High Rector Retired.
She started moving Leomund up the ranks quickly. His willingness to learn and desire for approval made him an ideal pawn.
Skulldrinker reached out to her very early on. She taught him the secrets of both teleportation and the necromantic magics he uses to bend and possess others.
She agreed to keep Hearthollow quiet while he quietly moved his Preymongerian forces across Zandoria.
Most of Rena’s influence and power was social, rather than magical brainwashing.
They also find out that the snek was bound to her and really doesn’t have and connection or care for this plane of existence now that she is gone. Various threats follow as Wander protests that the snek was promised freedom. The crew begrudgingly agrees, Arunak releases the Feather Snek, and it floats back to its perch. Realizing that Ryker and Havayla are both in the zone of truth, the crew takes a moment to prod at their relationship, specifically Ryker’s feelings about following her for 70 years. Havayla jumps in on the questioning and there is a lot of verbal dancing around before the question of “do you love her?” Is answered with “no.” Somewhat deflated, everyone follows Yevin into the teleportation room to investigate while Ryker stealths away to a corner. Kneeling, he prays to Moonbow, pledging his fealty and asking that she does what she can to keep Havayla safe, as he continues to do the same.
After determining that they have found everything that could be found, the Derailers decide that Havayla’s mother would be the best person to talk to next. There’s a knock at the door. “High rector? Um, I have those papers to turn in?” Ryker manages a convincing “Yes? Just slide them under the door.” A student’s papers are slide under the door and retreating footsteps follow. As they prepare to leave, Wander scoops up the scull from its puddle of goo while Ryker pours a bit of the liquified remains into a bottle. They stuck a sign to the door saying the High Rector had left town and would be back soon.
With Leomund in tow, the Derailers make their way to the castle, doing their best to be inconspicuous. At the castle gates they are met by the same clockwork automaton that kept the sneaky bois waiting for 4 hours. During the short two hour wait, everyone takes a bit of a rest and discusses their next steps. The automaton returns and leads them in the castle gates, across the grounds, and into a great hall. They are escorted through a grand door, through layers of red curtains, and into a barely lit amphitheater. In the center of the room, on a platform at the base of the surrounding steps, is a raised pool of red colored liquid. In front of the pool is a massive golden automaton. Seated in a throne on the automaton’s chest is the Queen.
The Derailers are beckoned forward with a wave of the automaton’s hand. Every movement the Queen makes is mimicked by the massive automatic throne. Yevin starts to use his sorcerous abilities to brighten the candle flames when he hears a warning voice from the Silvershield behind him. The voice is familiar… didn’t he hear her singing with the band last night? The crew continues downward and takes various postures of respect before the Queen as Havayla’s mother joins the welcoming party. There is a tense exchange between Havayla and her mother, establishing to everyone her mother’s distain for the gods and celestial matters.
Ryker starts to explain to the queen about High Rector Rena and reveals the vial of goo. The Queen questions if they are confessing a murder and Wander offers up Rena’s scull and her ability to speak with it. The Queen tells her to go ahead and Wander shakily casts speak with dead and questions Rena’s remains. It is quickly and quite neatly revealed that Rena was an agent specifically targeting the queen, entrusted by Skulldrinker to keep Hearthollow out of the conflict. Taken aback by the long standing deception within her own court, the Queen thanks the Derailers for their revelation and promises to them anything that they need. Ryker immediately takes the opportunity to request Animus crystals for an airship he may or may not know of. He goes on to inform her about Kane, telling of Durian’s death and Kane’s involvement with Skulldrinker. Matron Gresta is stricken by this news and the Queen names the Derailers her agents in removing him from her city.
Havayla asks about the Moonbow festival and is told that her mother has been working to have Hearthollow abandon the old ways and replace them with new. There would be no festival. Havayla tries to reason with her mother and is shot down. Turning to the queen and reaching out to Moonbow, Havayla momentarily becomes the vessel for Sehanine as the god herself comes down to talk with the Queen. Thoroughly persuaded by the display, the Queen not only states that the festival will continue, but declares that with Rena gone, she is in need of a magical advisor. The Derailers collectively nudge Leomund forward, but she instead turns to Havayla. Stunned, Havayla asks to have a huddle with her group to discuss. They encourage her that it’s a good idea, they have a chance to stop running, they could actually have a home base. For once, they haven’t been run out of a major city, a new and unfamiliar feeling. Havayla takes a moment to asks Sehanine herself, who responds affirmatively, but weakly, as if having just exerted herself.
Returning to the Queen, Havayla accepts her offer. The Derailers are given leave to recoup and plan as the Queen sends out spies and works to undo the damage done by Rena. As they leave to meet Syrin at the gates to receive the Animus crystals, Yevin is held back by one of the Silversheilds. Everyone else continues on, meeting a disgruntled and empty-handed Syrin. The animus crystals are gone, taken by what looked like two children, straight out of the forest. And that is where we left the session.
What does this advisory position mean for Havayla? Who took the animus crystals? When will they be ready to go against Kane? We’ll find out next week…
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thederailersdnd · 3 years ago
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Session 21: Exploring Hearthollow
When last we left our heroes, they had begun a shopping spree after connecting with Zezu’s mother and Wander’s brother and her best friend. Wander was able to procure a collection of Amulets of Protection against Location and Divination while Havayla observed Kain walking through the city streets.
We start off with the crew gathering in the rooms Nahtan purchased at the Fiddler’s Bar. As they walk up the stairs to their rooms, they see preparations for a concert by Milil’s Magnificent Musicians advertised for this evening. Wander hands out the amulets as everyone discusses their options. Ryker would like to visit the airbase, he likely still has rank here. Yevin is curious about his standing with the Silvershields and what he could find out about his past. Havayla nervously adds that she would like to visit her family home and the library therein. Zezu remained with his mother at her school, catching up, while Daisy and Stump are taking time to process and discuss their options. Dorza wants to take a nap and Donkey wants waffles.
It is decided that Wander will return to the magic shop with a little more gold to purchase some sending stones. Havayla and Ryker hand her a list of what items of theirs to sell from the bag of holding. Yevin and Nahtan join, supposedly to keep an eye on the one member that does not fully understand modern currency as she is given the responsibility to make financial decisions for the group. Dragon parts are sold, sending stones are purchased. The shopkeeper mentions that there is a dragon slayer in town, with all these dragon parts, maybe we should talk to him? He came by for supplies not to long ago and is apparently setting up for a time in Hearthollow.
Yevin takes this opportunity to pull out an electrified javelin, recently procured from an army of orcs outfitted by said dragon slayer, to ask how much the shopkeeper would like for it. Upon being given a price, he proceeds to pull out 73 of them. To cover, Nahtan spins a story about our group being down-on-their-luck weapon smiths looking to sell of some product. In the distance, Ryker feels a rage building towards Yevin, for no particular reason. Wander quickly leaves as the deal is struck and Yevin takes his time perusing items for trade, the shopkeeper grumbling about how long it will take him to sell his newly purchased wares.
Returning to the rooms, Wander explains what happened at the shop, handing out sending stones. As Nahtan and Yevin return, Ryker blows up on Yevin over the risk of selling basically contraband armaments in the very city Kain is in. Yevin defends his choices, suggests that since Kain already purchased supplies he likely wouldn’t be going back to the shop, and claims he doesn’t think well when he has resources to burn. Reiterating the need to keep a low profile, the team splits up to their different tasks.
Ryker, Yevin, Nahtan, and Arunak head to the airbase seeking the Ebony Wings, Ryker’s former airship battalion. They pass by a large swath of school grounds with the title Destiny University and through a cathedral district. When they get to the base it appears abandoned, no airships docked, parts of broken ships strewn about. There are two people there who greet Ryker with the surprise of seeing someone you thought was dead walk through your gates 50 years later. The highlights of the interaction:
The Wings were disbanded after the war, since they were mostly in aid of Haven, not Hearthollow
The inventor that created the airships (or whatever made them fly) asked for all his inventions back
A former crewmate named Syrin is now in charge. There are hints of a sort of relationship between her and Ryker. Arunak files that away for later.
There certainly isn’t anything interesting or useful left here, especially not in docking bay 11, and they really shouldn’t come back around 9pm to see what definitely isn’t in it.
Don’t talk about the orc incursion. It doesn’t exist. Nothing outside Hearthollow matters to the higher ups, but maybe Ryker could change that, if he’s willing to talk to Syrin, who spends most of her time at the castle now.
After a few more jovial back-slaps and military camaraderie, the group heads to the castle gates to seek out the Silvershields.
Meanwhile, Havayla, Aurora, and Wander walk through town to the House of Gresta. Havayla talks about her siblings, recognizing a name on a flowershop and remembering how her sister always wanted to be a teacher as they passed a kindergarten. Wander, hood up and trying to be inconspicuous, keeps an eye out as they travel. They come to the gates and are stopped by guardian automatons, seemingly awaiting a passcode for entry. After some trial and error, Havayla shows them her father’s ring, and they allow her to pass. They are greeted by Havayla’s sister and brought inside as she explains where all the other siblings are and the absences of their mother. The home is magnificent, but in a sorry state of disarray. Havayla and Wander soon learn:
While Havayla’s father had his eyes on the stars and celestial matters, her mother is much more factual and material. After Havayla left, their mother dove even further into research, spending more time at the castle and less at home. The little that was spent at home was tense and terse.
Havayla’s mother knows something about the orc incursion, but they are told the same thing: don’t talk about it.
Her sister gives Havayla a letter from her father that was found in one of his books.
There is an update on all of Havayla’s 11 siblings. One owns a flowershop, another is a teacher at the school they passed; Leomund is a professor at the university, another brother is a player with the band performing at Fiddler’s Bar where many of them are gathering tonight in support. A handful purchased a ship a set off to adventure in the Osmet sea. (There was likely more, but Wander was distracted looking through books as the sisters caught up)
It is recommended that they speak with Leomund about memory reclamation. Maybe he has some ideas to alter his hut spell as well?
While Havayla takes time to read her letter and her sister goes to clean up, Wander spends a bit searching through the books looking for anything to help in her search for Knowledge’s identity. After asking some questions of Knowledge, she comes up with nothing more than she did before.
When her sister returns, the three dig into the books looking for answers about Sehanine, the festival, and the Feeble mind stone. Havayla reveals what she learned from communing with Moonbow and from her letter: that Sehanine is coming to the end of her power, Havayla is a chosen instrument in the process, and the festival in two months is very important.
They learn that the feeble mind stone was made by 3 giants in the fireplane out of the remains of a crazed god. It was hidden there for hundreds of years until it was stolen away by elementals and brought to and hidden in Orn (the material plane) somewhere in the Tillmar summit. The son of the elemental king was the last known holder.
Wander stumbles a little over comment of "well it must still be lost in the Tillmar summit." Yep, that's exactly where it is, still lost, absolutely not in possession of anyone we might know about. Yes.
Back with Nahtan and the Stealthy Bois, they make their way to the castle gates and are met by automaton guards and a messenger bot. After some confusion about Yevin’s status as KIA and Ryker’s official MIA status, the robot asks them to wait and leaves. They wait.
And wait…
there is discussion over the merits of sneaking in.
Yevin radios Wander and asks her to look into Dragons at the library. They all agree to meet back at the bar later.
They wait… ideas are considered over how difficult the guards might be to fight.
Nahtan attempts walking by the guardian automatons and is promptly electrocuted and pushed back onto the street.
4 hours pass… Yevin is about to cast invisibility on everyone when there is movement at the gate. A pack of Silvershields, led by a familiar face, Aymon Gragwyn, the captain they met with Dorza in Riverband months ago, and an ebony garbed elf woman who is all business. After introductions are made, the crew is ordered inside. Ryker attempts small talk with Syrin and is tersely shushed.
They are taken underground to the brig and lined up against the wall. Another robot, this one with a glowing orb, stands before them shining a ray of light. Nahtan’s mace loses its glow as one by one they are interrogated:
Ryker briefly explains how he attempted to rescue Duranian (Havayla’s dad and his commanding officer) and was sworn to protect Havayla. How he managed to get back to the mainland, found and followed her, fell through to the feywild, reappeared 50 years later with no memory of what happened, and joined up with the Derailers. He touches a bit on their recent exploits and is quickly shut down.
Yevin tells what he remembers of his military time, how he lost his memory, where he’s been since, and his quest for answers. Syrin sends a soldier to begin a background check on Buck Willingham and the gnome town near Deerlight to verify his story. He is asked about his connection with “The Golden Bear” a man named Ryder who was a traitor to the Silvershields in the Kobold war. Yevin only remembers one dream where Ryder called him Victor.
Arunak doesn’t reveal much, he’s a member of the group and that’s about it.
Nahtan is recognized by the Captain from Riverband, but his identity is not revealed. He calls himself Nat, says he’s an adventurer, and just wants to help people. Syrin presses him about where he got the maul and he finally states he got it through combat with Azuke Sure. She doesn’t send anyone to double check that name or information.
They are told that they will remain in holding while their stories are checked out. Yevin convinces Syrin that they will stay in town, there’s no need to detain them. Aymon asks Yevin to come with him to meet with Ryder, maybe that will trigger some memories. Yevin is told which jail cell to visit and that he only has a few minutes. He sends Ryker, Nahtan, and Arunak up to wait while he has a discussion.
Ryker, Nahtan, and Arunak wait outside. Arunak pries a little at Ryker’s connection to Syrin. Ryker reveals that they had a relationship, of sorts, at least, she thought they did; he was focused on his job. That left a bit of tension between them that has obviously not gone away. Yevin returns, obviously shaken from his conversation. The boys decide to head back to the Fiddler’s Bar
Back with the girls, Havayla and Wander travel across town to the Discovery University and find Leomund’s office. Leomund is ecstatic to see his sister again and Havayla does her best to fill him in. Again, the orc incursion is discussed and again they are told, don’t talk about the orcs. Leomund is concerned, but he could lose his position if he goes around asking the wrong questions. He encourages them to look into disrupting Skulldrinker’s ability to travel across Cinlandro and offers secret access to the teleportation circle at the school (and begins to regret it as they start listing off how many people they would have to transport). He gives Havayla some pointers on her casting of his trademarked tiny hut spell that allow her to make it a little larger. Not entirely involved in the conversation, Wander spends most of the time curiously poking around his office. They all leave to the Fiddler’s Bar to see Havayla’s brother perform with his band. Wander messages Daisy and Stump on the way and they make plans to meet up there as well.
Everyone gets back to the bar about the same time. It is decided that they will wait to discuss discoveries until they can meet in private. Dorza has made some space for them in the busy tavern and everyone takes a seat as the Milil’s Magnificent Musicians are in full swing. The stage is full of performers and two fiddlers dance about the floor. A flirty female violinist dances around patrons while another male elf, Havayla’s brother, does his best to keep up the rhythm. Wander notices that the black haired half-elf woman playing the lute on stage hasn’t stopped staring at Yevin since they came in. Ryker and Arunak see a cloaked Silvershield guard at the window keeping an eye on them as well. But for now, it is time to drink and be merry as Havayla gathers her siblings and everyone else feels like they can breathe without fear of an ominous presence peeking in, at least for tonight.
What is in warehouse 11? Who is watching Yevin? Why is everyone singing “We don’t talk about orcs-oh!” all across Hearthollow??? We’ll find out next week
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thederailersdnd · 3 years ago
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Session 20: Oh no…
When last we left our heroes, they had tucked in for a long rest after a brief interruption by their old pal Skulldrinker possessing Arurora. Shaken, everyone does their best to get some rest. During the 4th watch, Havayla sees a shadowed figure approach out of the darkness. It’s Ryker, covered in sewer gunk, returned from a stealth mission no-one noticed him leave for. As the rest of the team is awoken by a now hotboxed tiny hut, Ryker dumps down an armful of effigies and papers. Yevin uses prestidigitation to remove the muck and stench while Ryker explains what he had been up too…
Stirred into action by the possession of Aurora, Ryker snuck away from the group and traversed through the sewer to a central, well, shit hole in the castle. From there, he found his way to Skulldrinker’s main office via a stone bridge guarded by earth elementals. Some clever climbing got him around and into the door, but he tripped an alarm. In a rush, he grabbed whatever he could, scribbled down an inscription, and set fire to as much of the space as he could, before escaping back through the communal bathroom and into the sewer. And now we need to leave, fast.
Luckily, Wander and Havayla had already set up word of recall, so in a moment, everyone, including Dorza, returned to Mountainroot. They examined the effigies more closely; there was one for each member of the Derailers, all the village elders, and one that Arunak, Yevin, Nahtan, and Wander recognized as the King of Riverband. Moss inspects and destroyed them all, at the teams request. Ryker gives a few more details: there was a teleportation circle and a chest with a dragon’s head that had an inscription. He shows his scrawled approximation of the inscription and Arunak is able to decipher the infernal phrase “…avarice queen of dragonkind…” He remembers lore of a 5 headed dragon of the Abyss. Yevin brings up a name that filled him with unknown dread: “Tiamat”. Wander takes some time to ask Knowledge a few questions and learns that they have slowed Skulldrinker down, but did not take away his power over people, he will simply rebuild. Unsure of how long that would slow Skulldrinker down, the Derailers requested that Moss once again transform them. As there was some disagreement about the type of bird, Wander mentioned something about maybe pigeons being more inconspicuous. The words were barely out of here mouth when they were all transformed into various varieties of Columbidae.
The pigeonified crew departed and made good time with a fairly uneventful flight. Until a storm hit. Buffeted by the wind, Arunak, Zezu, Wander, Donkey, Nahtan, and Aurora, all took enough damage to break them out of their bird form mid-air. Seeing his teammates in trouble, pige-Ryker beelined to the closest member, Zezu, intending to smash himself against him with enough force to knock him out of bird form as well. It didn’t work, but in his flailing, Zezu did manage to kick Ryker, popping him back, who in turn used his air-genasi abilities to slow their decent. Wander, being the closest to the ground, was the first to hit, and helped heal and gather her de-pigeoned fellows.
Bird slapping followed to snap everyone else out of their forms. Wander sends a message to Moss to assure him that they’re still alive while Ryker gets busy building a shelter, suggesting they all call an early night due to the weather. In a bit of payback for wandering off into danger, Havayla waits until he’s assembling the final touches to cast Leomund's tiny hut (using the verbal and somatic components of “Do the hut thing *doot do doot do doot do do doot do*”). Meanwhile, Yevin uses control weather to clear up the storm, so everyone decides continue their trek towards Hearthollow for another couple hours. As they walk, Wander asks Dorza and Havayla some question about their god. She tells them what she saw in her vision and what Knowledge said about Moonbow breaking apart. While they discussed and fell behind, Yevin, leading the group forward, suddenly has a magic fit; glowing, incorporeal dragon wings sprout from his back, he flies around erratically, breathing fire about the forest, before crashing to the ground in a trance. The rain begins again, as his hold on control weather fades. Ryker and Nahtan rush forward, checking their companion and the area. Ryker shouts for the clerics as Yevin comes-to, unable to explain what happened to cause his magical outburst. Does this have something to do with his dreams? Has he remembered more about his past that he hasn’t shared?
The crew continues forward as the rain fades to a cloudy drizzle. The quiet march is interrupted by a flash of talons and large wings as a wyvern dives down through the trees. Followed by another. And another! This one decidedly eggnant. Surrounded, the Derailers jump into action. Attacks by Nahtan, Arunak, Ryker, and Zezu are made with great success. And then a roar breaks through the trees as a claw swipes towards Arunak; an Alpha wyvern has joined his mates in their hunt for dinner. Dorza flies up to meet the Alpha in the air as Havayla summons her spiritual weapon. Nahtan and Arunak finish off the eggnant Wyvern. Ryker, Zezu, and Yevin down their target. Wander suggests to the wyvern she is facing that it should “go HOME!” which it promptly does. As air and magic combat occur above melee range with the Alpha, Nahtan attempts to throw Arunak into the fray, and lands him about 20 feet short. After a devastating strike by Dorza, aided by her connection to the goddess Sehanine, Havayla strikes the killing blow. The forest quiet again, the team begins looting their kills and sets up for the night with jerky set to cure.
During the night, as everyone but Aurora and Nahtan’s wolf (which your humble scribe has mentally named “Moon Moon”), they are given an answer to the question “how long will it take Skulldrinker to come after them again?” It’s about 24 hours, as Aurora is possessed once again. The clerics scramble as Havayla is unable to leave the hut without dispelling it. Wander quickly casts non-detection on herself as she prepares to step out and dispel the curse, when Nahtan bursts from the dome casting it himself (this is new) and shoving off Skulldrinker’s attempt at possessing his mind in the process. Once again mindful of the danger they’re all in, the Derailers do their best to rest.
Morning comes and travel towards Hearthollow continues. Cresting over a hill, the city appears, an urban sprawl surrounded by farmland. They walk past farms staffed mainly by elves, observe other travelers on the road of varying races. Wander uses her Firbolg magic to appear small and human as they come to the city gate manned by faceless metal guardian. Beyond the gate is a city of stone, metal, and steam. Carriages move about with no horses, steam escapes through vents and pipes, all the while there is a constant thrum of machinery. Ryker asks a passerby why there are no airships above the city and is told that they’re all at the dock, where they always are. Here and there the faceless automatons stand guard. The team makes it to Zezu’s mom’s School the “Kendo School of the Sword” just as Wander’s disguise self drops and she is tackled in a blur of white and grey fir. They’ve finally found Daisy and Stump.
Zezu’s mom greets them and shuts down the school for the day, shooing students out the door. Zezu introduces the group to his mother, Treesa, a human fighter, vouches for everyone, and leaves to his room. Havayla and Aurora stay outside; Havayla is reticent to leave her unicorn’s side and is mulling over some things. Wander explains to Daisy and Stump what happened to their home and their people. Stunned at the news, Daisy wants to take some time to decide what to do next, but is still thrilled to be around her best friend again. They haven’t seen Kane for a while. He found them when they were staying at an inn, asked them questions about their people, firbolg abilities, what they knew of the onak disappearance. They stayed tight-lipped and he didn’t press too much, but they haven’t been able to leave, the automaton guards won’t let them. Additionally, no one in the city seems to know anything about the invading orcs. The team discusses what to do next. There isn’t room in the Kendo school for the Derailers, but there is an inn down the street called The Fiddler’s Bar. Nahtan goes there to purchase rooms while Wander seeks out the magic shop they saw on their way in called Genie’s Lamp, looking for something to shield them all from Skulldrinker.
Shopping Break! Wander is able to exchange a ruby for a box full of Amulets of Proof against Detection and Location as well as trade and purchase 2 mind shielding rings and some spell components. Everyone else takes time perusing the store or visiting the nearby blacksmith. Ryker takes a walk to the docks while Havayla, Aurora, and Dorza meander the city streets. As they come around a corner there is a figure walking the opposite way. A man, or mostly a man, with automaton parts. His face completely hidden from view by a slitted helmet, at least one arm and leg fully mechanized with whirring gears and spouts of steam. He is trailed by a robotic wyvern, clicking and rotating gatling barrels sprout from the sides of its face and metal teeth drip with oil. This must be Kane. He glances at the unicorn, elf, and disguised “human” priestess, but walks on. And that is where we ended the session.
Will the Derailers be able to breathe easier now that they’re un-scryable? How closely is Kane really working with Skulldrinker or does he have his own agenda? What is happening to Yevin? Why is the city ignoring the Preymonger invasion? We’ll find out next time…
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thederailersdnd · 3 years ago
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Session 19: Traveling to Hearthollow…?
Or are we? When last we left our heroes, the were recovering from the last conflict with Azuke’s orcs and watching Mountainroot and the other firbolg clans prepare for their escape into the Feywild. Goodbyes are said, gifts given, and supplies gathered. Among the events:
Butchering of the dragon carcasses with a great haul of teeth, scales, claws, and skin.
Loot is gathered and funds distributed
Wander and Havayla prepared Word of Recall in front of the tree.
Everyone takes turns washing up in the village bathhouse.
The sending stone was given to Wander’s family. The Derailer’s will give the second one to Daisy and Stump to aid in getting everyone together.
Legend Lore was cast on the Dragon helm. It appears that it was created by Kane and passed among orcs, then given to a dragon by us, then orcs again. It isn’t as old as we assumed.
Cindy decides that she will return to her home. Everything has been a lot and if the end of the world is near, she’d like to see her people again.
Wander casts commune to ask knowledge some questions about Skulldrinker and Kane. It is revealed that Skulldrinkers powers are not from him, but something deeper and darker. Kane is still in Hearthollow, he is not working with Skulldrinker out of brainwashing, but there is something else compelling him.
Messaged Daisy, hey we’re coming to get you! Oh good, you’re safe! See you soon.
Messaged Dorza, with no response. Scried and discovered her unconscious in an underground jail cell.
Oh no, Dorza is in trouble in Riverband… guess we’ll go there first. Message Daisy again to explain the change of plans. Thankfully they’re safe with Zezu’s mom, who is cool. They haven’t seen Kane in a while.
With the talk of the Crimson Eyes, Zezu reveals his former allegiances and the name of who took his eyes: Mavacus. Mavacus is the leader of the Crimson Eyes.
After a day spent resting and preparing, everyone spends one last night before beginning their journeys. In the morning, Wander’s parents, brothers Query and Flint, and sister-in-law Elethfa, along with the automaton, pack up and begin their trek west, planning to travel by the Softfield clan to see if anyone else remains.
The Derailers and Cindy are transformed into golden eagles by Moss and begin their flight, first to the south west, and then south to Riverband. Just before Riverband, Cindy gives a bird call of farewell and veers off to her home, while the Derailers take in the changes to Riverband since their last visit.
The city is surrounded by orc encampments and Onacs. Elemental guardians circle over mostly deserted city streets. The team flies to the city square, planning to drop in on Octavian’s Outrageous Oddities, but the shop is closed. Some comical attempts by bird-Nahtan and Yevin to open the front door are made, while Ryker, Havayla, Aurora, Arunak, and Wander scout out the castle. Near the castle gates there are crude barriers assembled in the roads and all is guarded by lazy and simply outfitted orcs. Ryker attempts to fly closer to the castle, but is dissuaded by the amount of elemental guardians. As they return to the group, they spot a large estate with the name “Noillif” across the top.
With plan A out the window, the crew follows Nahtan to his former home. Banking around the castle, they come face to face with a massive green dragon sprawled against the main tower. It sees them, but dismisses the odd collection of eagles as uninteresting. They all land on the balcony outside Nahtan’s old room and manage to get the door open. The convocation of eagles trot inside and, after a moment spent looking around, follow Nahtan down a hidden passageway, stairs, and hall to the family vault, which has been closed off. Returning to his room, the spell wears off and they begin to plan. A trunk is moved in front of his door, with Aurora laying down as well. Nahtan then leads the group back down the stairs and travel this time to the left, where his family holding cells are.
As Nahtan, Zezu, Ryker, Arunak, and Yevin all peek around the corner, scoobydoo style, they see a dark figure standing at the end of the hall that then vanishes. Yevin casts invisibility on Arunak, who moves forward to investigate the cells. Stalked by a ghastly figure that continually comes in and out of visibility, Arunak looks in at the last cell and sees his sister, in her human priestess guise. What fortuitous happenstance! As Arunak starts attempting to melt the lock with a vial of acid, the team chain whispers to Wander that they’re dealing with ghosts. Confident in her tried and true ability to scare the ever-un-living crap out of the undead, Wander works her way to the front of the group, activates the light on her spear and casts turn undead… it doesn’t work and combat begins.
A confused combat follows, with Havayla and Wander using their abilities to pinpoint (or generally point) out the invisible assailants. Combat completed, it is discovered that Dorza has been found out by Skulldrinker as well. Dispel curse is cast and the team agrees to escape to the sewers. They put Nahtan’s room back the way it was and retreat through the hidden passage to an outer door. A stealthy jaunt across the courtyard takes everyone back out into the city and to the closest sewer access, which leads to the next problem: how to get a full grown unicorn down into the sewers. Aurora has the ability to teleport, but only to places she’s seen. Various plans are discussed and rejected until Yevin comes up with a clever use of minor illusion to show Aurora the space she’ll be teleporting into.
Once safely tucked away in Dorza’s hideout, the lore drop begins:
Skulldrinker is here in the city and has the ear of the king, but doesn’t seem to have mental hold over him.
There is something affecting the king, but it isn’t from the orcs.
The orcs are searching for something in the Tillmar Summit, using the Noillif mining operation as a front.
Dorza was captured and questioned by Duke Noillif due to her association with us. He would have killed her, but Skulldrinker wanted her kept alive.
The knaves are imprisoned in the king’s dungeon
There is discussion over how dangerous the Crimson Eyes are and how contacting them would result in a no-good-very-bad-time for pretty much everyone. Unsure of how to go on from here, the team settles in for the night as Havayla casts a dome of protection for everyone to sleep in, shielded from Skulldrinker’s influence. Unfortunately, Aurora cannot fit inside.
The Derailers all go through their nightly routines and Havayla takes a moment to reach out to Sehanine, as she has seen Wander do with Knowledge. Dorza notices, and as a Paladin of Sehanine herself, gives Havayla some extra time for commune. Nahtan peeks out from the bubble to cast Find Steed, bringing his massive grey wolf into existence and the rest of the group tucks in for the night.
As Ryker takes his watch, he sees Aurora stir from her rest, and start looking around with blackened eyes. Unseen in the disguised dome, he starts waking the crew as Aurora gets up to investigate Dorza’s tent and shrine to Sehanine. Havayla is unable to leave to dome lest it dispels, so Wander sneaks out behind Aurora and casts Dispel Curse. Violently, the invading consciousness is expelled from Aurora. Shaken and concerned over their potential discovery, the Derailers discuss weigh their options as they attempt to get back to sleep.
What’s next for our team? How will they escape Riverband? Will they ever make it to Hearthollow? How are they going to get both a wolf and a unicorn out of the sewers? We’ll find out next time…
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thederailersdnd · 3 years ago
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Session 10: Further feywild adjacent adventures with the Derailers
We discover that we’re basically in a fae escape room. Let the puzzle solving commence!
Taking up where we left off, Wander explores the small room she flew into as a sprite. There are little sprite skeletons all over the ground and a broken transportation circle. She finds the handle for the door and opens it up as a shell-shocked Yiven recounts his travel to the astral plane. Discussion about what to do next follows. A reminder of the other rooms discovered:
A gold door opens to a platform before a broken off pit. It smells ominously of oil.
A wood door opens to a room with scattered bones of what they assume is another adventuring party, with another door across the room
Beyond that door is hallways and doors that seem to go on forever. Last time, after discovering a treasure room with colossally giant-sized items, they had closed the door and turned back.
Nahtan takes initiative to return to the treasure room and the rest of the party follows.
As the entire party passes through the wood door to the room with a deceased adventuring party, Wander takes a moment to cast “Speak with Dead” on one of the elf sculls, at Yiven’s recommendation (because elves usually know stuff). The five questions are asked and answered thusly:
Who are you? Ariel Shanrarlen of Hearthollow. Sorcerer of the high court.
What killed you? Killed by sickness. I was the last to die.
Why were you here? Looking for the tomb of Randal, knaves bane (cue frantic searching through Nahtan’s history book)
Why were you seeing the tomb? Sent by the lady and lord of hearth hollow to find secrets that Randal held.
What caused the sickness? Sickness caused by spores from single eyed things. (We recall the mushrooms covering Seagrim and the beholder-like mushroom-covered creature from before)
We continue on, down the hall. There is a flat metal door with no obvious way to open it, with an open gate around the corner. The gate leads to the room with MASSIVE gold coins, a ring, a pile of rubble, and three stone discs. There is much debate at the gate, which has a raised gold portcullis, with the controls on the outside of the room. Yiven is the first to enter, casting “detect magic” and cautiously approaching the first disc. Arunak and Wander follow after, with Nahtan poised to grab the portcullis controls should they shift.
There is a ping of magic about 10 feet underground in the middle of the room, the rubble is all magic, and there is a glint of something under the rubble. At Wander’s suggestion, the three of them step on one of the discs. In the middle of the room, stairs begin to rise, revealing a chest. The portcullis starts to fall, and the rubble begins to coalesce. Nahtan quickly jams his shield into the mechanism and slides under the gate as the rest of the party runs to jump on the other disc. As the weight is removed from the first disc, the stairs slide down, stopped when they apply weight to the second disc.
As the sudden holder of the single braincell the crew is currently sharing, Nahtan runs over to one of the massive gold coins and pushes it over onto the third disc just as the fully formed Rock Elemental steps forward to attack the party, stepping on the first disc. With a click, the stairs lock into place and the portcullis switches from closing to opening, but is still blocked by Nahtan’s shield. With that crisis averted, they shift focus on the rampaging rubble and the chest at the top of the stairs.
Yiven and Arunak run up the stairs, open the chest and look down… into the room? Looking up, the top of the room has opened and they are looking down on their tiny selves looking up at their giant selves, like looking in a mirror through a mirror, but the mirrors make you successively larger or smaller in each reflection. After a failed attempt by Yiven to grab the Rock Elemental through the chest, Arunok successively removes it through the chest-portal-thing, shrinking it down to about mouse size. It is not impressed and continues to attempt to fight. Wander and Arunok attempt to reason with it while Yiven and Nahtan clear out the room via the portal box, transforming the oversized items to normal size, and experimenting with embiggening items.
The Rock Elemental is commanded to sit by Wander, but does not listen to her reasoning and continues to attack after the spell releases. She throws her shield on top of it while Arunak runs back to a previous room to grab a chest. A dex check later, the mini-elemental is put in box, much to it’s disgruntlement. First party pet? If we can keep it from killing us.
After clearing out the room of gold, a ring of free action, and a large diamond-looking crystal, the party returns to the hallway. Wander continues down to see where it leads, followed by Yiven. Nahtan and Arunak go back to check out the metal door, which is now moveable.
Down the hall and around a corner containing a bag of bones and a bag, there is a carved wooden door with an odd orange glow. It appears to be wooden, but is carved like bones and sinew. At the top of the door are winged celestial creatures angled down, as similar demonic creatures climb up from below. Between the opposing forces is a serpentine women with six arms. Written on the door in Sylvin is: “That which you seek is beyond Meralif’s door. The key is five treasures, five challenges from the fey. Find them, solve them, find the way.”
Across the door are five insets, in the shape of a triangle, diamond, circle, tear drop, and oval. Recalling the crystal from the previous room, Yiven places it in the diamond shape. It fits. Guess we need to find the rest! On the way back to the metal door, Wander looks into the leather bag in the corner. It wakes up and grabs onto her hand, but is quickly dispatched. Our first mimic!
Returning to the metal door, they find a very fey-filled room. Giant mushrooms of various sort, some seeming to sway. Two more of those mushroom-beholders, an overgrown campsite, and a door on the other side of the room. Remembering what the scull said about spores, the group contemplates throwing in a fireball and closing the door. After contemplating their options, they decide to wait and check out the oil room first. The door is closed and they move on.
The oil smelling cavern is rather quickly solved. There is an oil slime at the bottom of a chasm, attracted to sound. Yiven casts fly, Arunak realizes he can run on walls, and they traverse to the other size, discovering a room with no gravity. Nahtan and Wander are left to their own devices. Wander goes back to the teleportation circle to try fixing it.
Yiven and Arunak step into the gravity well and are pulled up to the ceiling�� except now it’s the floor. There are 5 pillars, 4 colored potions, a rod, and a rope. Below them is a swirling pool filled with piranha-like fish. A scrawled inscription tells them that one potion is good, one is bad, and two do nothing. After attempting to test drops on the fish with no results, Arunak deftly drips some on the elemental. After testing one potion, the elemental goes from beating on the inside of the chest to climbing up it like a spider. Ah ha! They share the potion of spider climb and make their way back with a new rope and an immovable rod, discovering a triangular gem in the wall on their way.
Through some cleverness with the immovable rod and throwing the rest of the potions into the slime, causing it to sleep, Yiven and Arunak return. Now we return to the fey room.
Yiven starts to cast fireball and with a pop, is transformed into a barrel. The party takes this in stride and calls it a night. Closing the door, they roll Yiven back to the fairy ring room and make camp, figuring he’ll either transform back overnight or Wander will cast greater restoration in the morning. Thankfully, he transforms back an hour later.
During her overnight watch, Wander notices a creature in the bushes. She leaves out some jerky, and while she isn’t able to see the creature retrieve it, she hears that it has two hooved feet.
In the morning, the party explores the corner where the creature disappeared. Yiven cast dispel magic and a door is revealed. Walking though the door and hallway, they enter into a large meadow. There is a large tree, goats and sheep, and a cabin. As they approach the cabin, a faun steps out. Surprised to be seen and thrilled to have visitors, the faun invites the party to sit as he serves tea.
They learn his name is Johu the riddlemaker. Former Jester for Tatiana but they had a falling out and he was banished. To get out, he needs a key that is incased in sap in the large tree. He’s been here a long time, he’s 50 years old. Yiven says he’s 41, John calls him young. He’s seen Firbolgs, but they left the fey wild 700 years ago. The party starts to get suspicious as his timeline beings to fall apart. As the rest of the party continues to aggressively interrogate, Yiven goes around the tree.
There is the key, in a sap-filled hollow. He reaches in and takes it, coming back around. To the group. Johu demands the key, promising to help them get to the fey door (they realize this is the carved door from before). As talks break down, Johu storms into his house and locks the door. During this time Arunak also discovers that the door across the meadow returns you to the door they came in. They’re trapped in a loop. But how did Johu get out to find them before?
Wander goes behind the house as Nahtan peeks in the window. As she rounds the back, there are discarded bones… small humanoid bones… children’s bones. Furious, Wander storms back to the front, yelling about what she found, just as a large hand breaks out the window and swipes at her.
Johu breaks out the front door, transformed into an Oni. The party unleashes everything they have on the creature, who laments “you didn’t even hear one of my riddles!” Just before Nahtan makes the killing blow, Johu smiles and says “Twice in eternity, but always within eyesight.” I’m sure that won’t come back on us later.
Wander interrogates the sheep and goats. They’re not transformed people. Investigating the room reveals very little, some empty bottles, a rope, and a box with children’s bracelets and drawings. The party, at Wander’s request, digs graves for the bones, burying them properly with their things.
Solemnly, the party leaves the grove, the key allowing them to leave. As they return to the fairy circle room, Arunak is sent a mental message by Dorza: I’ve discovered some developments in Riverband. Want to talk soon. Knaves are captured, orcs are hunting you, the king is in danger.
And that is where the session ended. Where are the other three gems? Does the door lead to the feywild? What sort of wacky fey-magic things will happen when the next spell is cast? We’ll find out next time, with The Derailers!
We’re taking Christmas weekend off and our following session will be a Battle Royale! Time to see how much Harm a cleric can cause.
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thederailersdnd · 3 years ago
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Introducing The Derailers so far
In alphabetical order and mostly from Wander's perspective.
Edited 05/23/22
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Arunak, Tiefling Monk
Arunak grew up as an orphan on the streets of Riverband and had never met another red tiefling before his adventures. Now, he has learned that not only is he the long lost child of the Crimson Eye, a family of assassins from the fire plane, but he has a sister. Dorza is a defector from the family, had been searching for him and met up with the team during their visit to Riverband. Now together, they work together to help the Derailers and avoid their dangerous family.
Arunak is the quietest of the bunch, clever, and straight to the point. He is usually the first to suss out a threat and is fiercely protective.
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Havayla Gresta, High-Elf Cleric & Aurora Moonflower
Appearing out of nowhere while the Derailers were exploring a feywild-adjacent dungeon, Haveyla is always accompanied by her unicorn companion Aurora (and her previously secret shadow Ryker). Curious to a dangerous fault, Haveyla felt stifled by her family's expectations and started adventuring. As one of the newest members, not a lot is known about her background or mission.
Nahtan Noillif, Goliath Paladin & Donkey
What is he a Paladin of? We don’t know! He doesn’t seem to know either and is just now starting to learn/use his Paladin powers. He’s short for a Goliath, 6ft something, and has a talking donkey companion. We now know that he comes from a very successful mining family and his father has close ties to the King of Riverband (both are bad guys). There was an as-of-yet not discussed falling out with his father and he’s been on the run ever since. Always up for a prank, will grapple anything, and tries everything, Nahtan is a loyal jokester that does his best to help the team.
Donkey is... a talking donkey with a penchant for waffles. He doesn't know when he began talking or how it happened. At somepoint he joined up with Nahtan and never left.
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Ryker Sturm-Able, Air Genasi Rogue
Also appearing out of nowhere while the Derailers were exploring a feywild-adjacent dungeon, Ryker had been an unseen protector for Havayla during her travels (and the past 20 years?) due to a debt(?) to her family(?). A previous stent in the military has given Ryker a strict tactical approach to situations and he is dutifully committed to keeping Havayla safe, whatever the cost. As one of the newest members, not a lot is known about his background or mission.
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Wander Mountainroot, Firbolg Cleric
A Cleric of Knowledge, Wander joined paths with the team while both were investigating the tomb of an ancient giant. She is on a mission from her god (whom she knows as Knowledge) and her people to save them from the unknown darkness under the northern mountains. Wander comes from a large family of healers and tinkers but hasn’t traveled too far outside of her clan lands until now. She does not do well with thinking before the doing, especially when there are buttons or switches around. But she is solidly dedicated to being a help to all she can and will (apologetically) unleash pain upon threats to her clan and team.
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Yiven Van Gon, Half-Elf Bard/Sorcerer
Missing memories and fingers, Yiven knows that he was an archer in the Hearthollow army during the Kobold wars, but had been imprisioned by the enemy and his shooting fingers removed. Somehow he escaped, but through a blow to the head, has lost the majority of his memory before being rescued and cared for by a kind villageman named Buck Willingham. Yiven remade himself as a purveyor of stories and joined an adventuring crew. But troubled dreams and sudden revealing of Draconic sorcery powers hint toward an even more checkered past than the simple soldier he assumed he was. Yiven is often the “big brother” of the group, keeping an eye on moral and often giving a tune to calm or cheer.
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Former Members
Nahtan Noillif, Goliath Paladin & Donkey (KIA / Traveled away)
What is he a Paladin of? We don’t know! He doesn’t seem to know either and is just now starting to learn/use his Paladin powers. He’s short for a Goliath, 6ft something, and has a talking donkey companion. We now know that he comes from a very successful mining family and his father has close ties to the King of Riverband (both are bad guys). There was an as-of-yet not discussed falling out with his father and he’s been on the run ever since. Always up for a prank, will grapple anything, and tries everything, Nahtan is a loyal jokester that does his best to help the team.
Donkey is... a talking donkey with a penchant for waffles. He doesn't know when he began talking or how it happened. At somepoint he joined up with Nahtan and never left.
Nahtan fell during the battle with Kane, pulled into a void created by an experimental weapon shot from the airship Windwalker, with the last words of "Oooooh noooooo". Donkey, mourning the loss of his best friend, left the party wordlessly the next day.
Zezu, Half-Elf Fighter (Left for a new mission)
Zezu joined the party as they traveled to the Mountainroot clan home. Although he was blind, Zezu was an accomplished fighter, surrounded in a mystery that unraveled as he journeyed with them. He was a former member of the Crimson Eyes and had his eyes stolen when he left their organization. His mother ran a combat school in Hearthollow and when the group returned to his hometown, he decided to part ways, traveling instead with his mother to seek a druid in the south who might have a way to restore his sight.
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