Adventures in Zandoria and beyond, from the perspective of group scribe, Wander Mountainroot. Game on Sunday, blog updates on Monday or Tuesday.
Last active 60 minutes ago
Don't wanna be here? Send us removal request.
Text
New Place for Posts
I will be depreciating this blog as we move forward on our new site!
0 notes
Text
Session 25: Who has an airship?
When last we left our heroes, everyone had gone their separate ways for errands after a frenetic chase and battle to retrieve the animus crystals. We join them again as they gather, one-by-one, back at The Fiddler’s Bar.
Ryker and Arunak are the first to return. They took the animus crystal to Iris and Reg and gave orders to prepare the secret airship for deployment. But they’ll need a crew… On the way out, they run into Syrin, who is just out for a perfectly legitimate walk that happens to go by the abandoned airbase where there’s a secret ship that she absolutely isn’t interested in. Ryker invites her in for a tour and, after a heart to heart and coming to terms with some of their past disagreements, Syrin offers 10 men to help crew the ship, supplies, ammo, and informs Ryker that she has stalled her own deployment for 24 hour. If he has a target, he will now have two ships at his disposal. Ryker wants to take out Skulldrinker. They all part ways as Arunak and an energized Ryker return to the bar where he proceeds to convince Dorza to join the airship crew.
Nahtan returns with a load of wood… for reasons…
Wander joins after spending time with her Stump and Daisy. With every person that returns, Ryker excitedly shares his news of the working airship and the support of Syrin. Wander expresses concern over going after Skulldrinker so soon.
Havayla returns soon after, wearing a starry cloak and having braided her long pink hair over one shoulder, looking more regal and poised. Talks with her mother and queen went well, but she doesn’t want to discuss it in the middle of the bar.
Finally, Yevin bursts through the door, haggard and panting, trailed by a woman in Silvershield armor that the group recognizes as the bard from the other night. Yevin stumbles in, is caught by Ryker, and sits down, catching his breath as he exclaims that Skulldrinker found him and tried to kill him. The crew notices that his eyes, formerly a violet-hazed green, were now yellow and dragon-like, matching the bronze scales that had begun to appear on his face and on his regrown fingers.
Yevin had gone to meet with a former friend, a Silvershield Captain named Orion, to learn more of his forgotten past. On the way he noticed the Celestial snake they had fought previously, apparently possessed by Skulldrinker, but thought he had evaded its sight. During his meeting with Orion, Skulldrinker was able to possess the Captain and in turn, attacked and repeatedly attempted to possess Yevin. Through the fight for his life, Yevin learned that Skulldrinker only needs 60 seconds of observation to create the link for possession, Skulldrinker can both use a possessed individual or creature’s abilities and cast his own spells through their body, and once someone has outlived their usefulness, he kills them. He works in the shadows and has power because of secrecy, we need to spread the word to lessen his grip on the darkness.
As Yevin recounts this, the Silvershield (who was introduced as Gwinevere), has her hands on Yevin’s shoulders in a very familiar and affectionate way. This is also noticed by the group, but questions are rebuffed. She assures them that Orion will be alright, there was a cleric sent for. Wander wonder if that will be enough, if Skulldrinker can possess one person to see another, he could spread like a disease. Yevin continues to describe his escape, the desperate fight for his mind, the spells that Skulldrinker used to weaken him. How he managed to find Silvershields and their fight to kill the Celestial Snake. And finally his race back, accompanied by Gwen. Turning to her, Yevin reveals that he is beginning to believe that he not who she thinks he is, who anyone thinks he is. He is not a half-elf, he is a Dragonborn, and with each traumatic experience, each revealing dream, each major healing, he is turning back into his original, forgotten form. He is likely the last of his kind, and Kane is hunting him because of it.
History and Context break: From the notes and history books that the Derailers have picked up over time, they had learned that there were four major civilizations in Cilandro, the central region of Zandoria: The Elves, Humans, Dwarves, and Dragonborn. Each had their own capital; Hearthollow, Riverband, Winterstall, and Claremond, respectively. The Queen of Riverband, Lady Kacie Fanthavreld, had created an allegiance between the four cities, bringing peace and cooperation, and Riverband was designated the capital of Zandoria in response. A year later, in 389 Post-Rift, the Queen of Riverband was assassinated, here eyes struck red*. Evidence provided from an unknown source pointed at a Dragonborn from Claremond, specifically the King’s son, Prince Thexandric Parash. This brought the country into war, with an alliance of Elves, Men, and Dwarves turning against the Dragonborn and wiping them from Zandoria completely. There has never been complete peace since and the alliances gradually dissolved, with each city and culture only tending only to their own interests. In the current year of 604 PR, only Hearthollow, Riverband, and Winterstall stand, while Claremond is an avoided ruin overrun with spirits.
*We now know that this is the calling card of the Crimson Eyes
The suggestion comes up that they should move to a more secure space to discuss matters. Yevin, after having a private moment with Gwen, suggests using Leomund’s Tiny Hut through Havayla. Ryker is very excited about his ship and wants to get moving towards taking out Skulldrinker as quickly as possible. Havayla has news she wants to share, but wants to be safe. Wander is concerned about going to the ship in a large group, what if they’re followed? Arunak and Dorza are ready to go to the ship and Nahtan is game for anything and everything; he has fireworks. Gwen goes back to the castle to check on Orion, bidding a chill goodbye to Yevin and ignoring Ryker’s offer to join his crew.
Excitement over the ship wins out and they decide to spilt into two groups. Wary after his brush with death, Yevin states that if they have to split up, they need a cleric in each group. Skulldrinker wants them divided and wants to keep them away from the clerics. The crew splits into two groups; Ryker, Wander, Nahtan, Donkey, and the Wolf Moon-moon in one. Arunak, Yevin, Havayla, Dorza, and Aurora in the other. Ryker’s group leaves first, stealthing into the evening darkness with the second group set to follow 20 minutes later.
Ryker’s group makes it to the hanger and just as they are making preparations, there is a crash outside. Looking out the door, Ryker comes face to face with Kane’s robotic Wyvern, but Kane is no where in sight. “Reg, get the ship off the ground!” Ryker yells, as he engages the Wyvern and moves to the front of the hanger to open the doors. Wander, Nahtan, and Donkey rush onto the ship as combat begins and Ryker gets a concerning call from Arunak.
Meanwhile, the second group begins their trek through the darkened streets. Havayla notices the shadows aren’t acting quite right and tells Arunak. Just as he radios to Ryker, the group is engulfed in tentacled darkness. With both Havayla and Yevin tapped out of spells, the darkness holds them in place, sapping their strength and keeping the group from moving forward. As they beat it back, their fists and swords do little damage, while the radiance from Dorza and Aurora seem to do the most damage. (Quote of combat from our Monk to the DM after being hit with 0 movement and finding that the darkness is immune to stun; “You did this because I’m a monk. That’s classest!”) Skulldrinker has been studying his enemies.
Back at the hanger, Ryker moves to the front, just as the Wyvern opens its maw and shoots a missile to the doors. The hanger doors crumple inward. Nahtan leaps from the ship and moves forward to help open them as Ryker leaps in and on to the ship from the other side. Reg is able to push the ship through the door, ramming into the Wyvern in the process. Wander is sent to man one of the railguns and begins to unload on the Wyvern. Nahtan, left on the ground with his bag of fireworks and no doors to open, gets busy shooting off a load of fireworks as a distraction. The air fills with explosions as he hears mechanized footsteps from the shadows. Kane has joined the combat. He strikes at Nahtan three times, beating him bloody, before holding his blade to Nahtan’s throat. “Surrender or you’ll all go down in flames” he growls. Nahtan smirks “Nah, you’re going to burn in hell.” “Oh, only one of you will.”
In the sky, the Wyvern fires upon the bow of the ship before strafing to the side, aiming for the ship’s railgun. Ryker sees Nahtan engaging in with Kane and shouts to Reg. Reg tosses him the key to the super secret we-don’t-know-exactly-what-it-does weapon and brings the ship about. Ryker heads down to the control room and discovers a keyhole, two buttons, and script in a language he can’t read. He inserts the key, targets the weapon, presses the first button, and after nothing happens, yells to Wander.
In the streets, accosted by shadows, everyone is feeling drained and beaten. The tentacled shadows are resilient and with every strike they sap the strength of their targets. Gradually, everyone is able to break free from the darkness, but they are repeatedly prevented from moving forward. The fight is desperate and each small victory is gained through strenuous cost.
In the hanger, Nahtan charges up the warhammer he took from Azuke’s body and slams the ground in front of Kane, causing the ground to heave. Kane manages to remain standing, but the divine power in Nahtan’s blow strikes true. The wolf comes up from behind and attempts to strike Kane, but is rebuffed by a reactionary shield. Using the distraction of his wolf’s strike, Nahtan takes the opportunity to run. He takes a moment to lay hands on himself as his wolf catches up, before turning to continue his retreat. The Wyvern dives at him, pushing Nahtan and Moon Moon back and away from each other.
Back on the ship, Wander makes her way to the control panel with Ryker. “What do you need me to do?” “Read that and press this button!” Looking at the script, and seeing Kane and the Wyvern in the sights, both pursuing Nahtan, she slams the button and reads out “Vlaakith The One in the Void, Steal my enemies away to the Realm of Dreams.”
Bars on each sides of the buttons light up with a purple glow that is channeled into a crystal pointed star symbol in the center of the panel. As the crystal glows brighter, a beam of light shoots just in front of Kane. As the beam hits, a black spherical void expands out to 20 feet, surrounded by a massive force of whipping wind, sucking everything into the void. The Wyvern is pulled in, disappearing as it is crushed in the darkness. Kane, just out of the edge of the void, manages to brace himself against the pull for the moment. But Nahtan and Moon Moon, having been pushed by the Wyvern, were too close. Moon Moon is immediately sucked into the void, disappearing in a flash of celestial energy as his summons ends. And Nahtan, unable to find purchase on the smooth floor, is bludgeoned and pulled by the wind into blackness, vanishing into the crushing dark. Nahtan Noillif, Goliath Paladin of an unknown power, renegade son of the Noillif Family, has fallen.
And that is where we left our heroes, as Wander and Ryker look on, powerless as their friend is killed. The crystal powering the device dissolves into dust but the void remains, pulling everything in to its ravenous darkness. Havayka, Arunak, Yevin, and Dorza, still fighting against the oily black, are unaware of the tragedy they are heading towards. How will the Derailers handle this death in their party? What are they going to do with all the wood Nahtan purchased? We’ll find out next time.
1 note
·
View note
Text
Between session update
After two weeks of one shots in which dragons were exploded, spiders squashed, more dragons slain, Drow discovered, friendly spiders talked to, and the pinnacle of everything: a dragon turned into a goose, stuffed into a bag of holding, and suffocated… we will return to the adventures of our own chaos crew, The Derailers. What will come of all their errands? We’ll find out Sunday…
0 notes
Text
Session 24: we’re following the leader...
When last we left our heroes, Syrin of the Ebony Wings was informing them all that the Animus crystals were in transit to the castle when they were stolen. Witnesses said it looked like children from the forest. And something was left at the scene of the crime. Syrin tosses the evidence over and Ryker catches it: Acorns. Syrin admits her first thought was of Wander and her people, and Wander begrudgingly takes a look. These aren’t normal looking acorns; they look Feywildian. The crew agrees to investigate and Yevin catches up as they are lead to the wagon.
At the wagon they are introduced to the guards. Apparently one of the guards had been distracted by a pair of lovely… eyes… at the time of the theft. Looking in the back, there is a pile of acorns where the box should be and a trail leading off down the road. Syrin charges the Derailers with hunting down the crystals. There are two in the box, one for them, and one for her ship that is running low on power (good thing Ryker didn’t steal it).
Following the trail of acorns, the crew soon comes upon the flower shop owned by one of Havayla’s sisters. The sister, completely covered in flowers and a little disoriented, greats everyone enthusiastically. Their quest explained and she points them to the back of the shop where there is a door leading to the city park. Running out into the park, the Derailers discover a magical fog barrier with ensnaring vines.
Nahtan and Arunak step through first, making their way past the vines with little trouble. As they stumble to the other side, they are met with a strange scene: there are two figures, a youngish elf with white hair in green garb, playing a pan flute while an elfin girl in tattered clothes and long dark hair dances around the glade. A bear bobs along to the tune while a couple trees sway their branches and clap in time. There is a box places precariously on a nearby boulder and the members of the revelry do not yet notice the interlopers.
As Ryker and Yevin make their way through the vines, the Derailer’s presence is noted and the dancing stops. The figures challenge the crew with a riddle, stating “If you don’t answer correctly, the trees (not Trii) will kill you, and then berries (not the berries on the bush, the bear named Barries) will eat you. Except the bear only eats berries, so only the trees will kill you (but not trii).” The riddle is “What is as large as a grandfather tree, sings like a fuzzy stinger, and dances as well as Eros?”
At this time, Wander and Havayla also stumble through and, after some shock from the pan-flutist over Wander’s heritage, proper introductions are made. The thieves are Prancing Prince Pater Pandelion and Trii. Pater is a killer of dragons, specifically the Jabberwock that killed his parents. This leads to some comparison from the Derailers: “oh you’ve only killed one Dragon?” He and Trii came through from the Feywild and stole the box of crystals for their friend Eros, who wants to make jewelry from them. And everyone must answer their riddle or tell them their favorite color, or be killed. After learning that the “queen of flowers” they met earlier was Havayla’s sister, Havayla is greeted as a queen and is exempt from the killing.
Giving up on the riddle, everyone lists their favorite colors. Ryker: blue (he’s an air genasi, it’s kinda his thing), Yevin: purple. Havayla is the queen so didn’t need to answer (but says silver anyways), Wander: amethyst (from a stone her nieces gave her), Nahtan: faded red. Arunak: brown (like leather. His explanation is frowned upon by Trii until he says it reminds him of a belt he got at the orphanage). Colors named, it is revealed that the riddle had no answer! Trii just wanted to see what people said and judge their character from there.
Favorite colors given, everyone is invited to dance, which they do. Ryker uses the opportunity to inch closer to the box, but was seen by Pater. In a quick back and forth over said box, it is realized that the box is an illusion! Wander casts detect magic and can sense the crystals moving just out of her range. Taking off, she leads the way through town, finally catching sight, or at least obvious evidence of, an invisible individual making their way through the crowded streets. Just as they get to the city gate, Wander casts dispel magic, revealing a faun holding the box. Arunak throws a sphere of binding and successfully stops the faun’s retreat.
The crew catches up with Pater and Trii in tow. The faun is revealed to be Eros, who really, really, wants the crystals. Beginning to sense that something is off with his friend, Pater continues to to question Eros, when there is a strange burbling noise. Up on the wall is a green, gangly dragon-type creature, with long antenna-like strands on it’s head, buck teeth, and long claws. The Jabberwock has returned for revenge!
Ryker, as usual, takes the first strike. Then Pater pulls out a package from his belt, opens it and sprinkles some dust on himself before launching into the air towards the jaws that bite. Eros transforms into mist to escape the bonds, but is then held by Wander. Trii trips into the fray and attempts to cast a spell, but Yevin, unsure of her motives and not entirely trusting their new companions, counters it. Arunak monks his way 100 feet up the wall to attack the Jabberwock with his fists and is buffeted off the wall in return. After a couple rounds of relative confusion and frustration for the close combat players as they are limited in their ability to attack something in the air, Yevin transforms Arunak into a giant ape. Aperunak grabs two large stones and flings them at the Jabberwock, severing its neck once again. The Jabberwock falls and dissolves into mist.
During combat, Nahtan gives control of his wolf (now named Moon Moon) over to Ryker, who instructs it to take the box back to the Fiddler’s Bar (unbeknownst to the rest of the team). Once the Jabberwock is slain, Ryker stealths away (again, sneakily and without telling the team) to finish hiding the crystals.
Meanwhile, Eros is continuing to act very weird. Trii charms him into compliance and they decide to go back to the cave where they came in. The Derailers join, messaging Ryker about the plan and telling him where to catch up. Outside the cave, Eros’s answers are more erratic. He can’t remember parts of his recent history, speaks of himself in third person, talks about seeing his reflection in the pool… or maybe he saw Eros in the pool… Havayla steps in to cast “Remove Curse” and Eros just melts away completely.
Now even more confused, the crew seeks answers further in the cave. They come upon a pool surrounded by fey plantlife. But the pool is strangly colored and the surrounding mushrooms are dying. Across the pool is a large Oni. He appears to have cut his hand and is dripping the blood into the pool. At the appearance of the Derailers and guests, he makes a comment about Eros having failed and disappears. Quick survival checks reveal that he is only invisible and attacks are made as he comes closer to the party.
After the killing blow by Pater that knocks the Oni’s head into the pool, the team starts to investigate the pool. The Oni’s blood has obviously corrupted it, but how? And how can they restore it? Ryker shoots an arrow with rope on it to pull the Oni head out of the pool as Havayla reaches in to cast remove curse on the water. As they both touch the water, something happens. Suddenly Ryker is fascinated by the silty ground around the pool and begins to eat the mud. Havayla starts screaming as she looks at her companions. Nahtan, ever the adventurous one, takes a drink and similarly succumbs to madness.
Arunak springs into action using the sphere of binding to prevent Ryker’s pica, stuns Nahtan, then chases down and subdues Havayla. Wander goes to each one casting greater restoration, telling Ryker “you owe me” as she does so. Realizing that they cannot fix the pool and that no one should touch it, Pater gets to work collapsing the cave on top of it.
Back outside the cave, Pater and Trii thank the Derailers for their help and participation. They’ll return to the Feywild, maybe Eros is there on the other side of the pool and they can figure out how to clean it from that side. Pater gives the crew three bags of pixie dust. Havayla asks if they want to meet a unicorn (an emphatic and honored yes) and Ryker suggests that they all go back to the bar for a drink. Returning to town, introductions to Aurora are made, with Pater giving utmost respect to both Aurora and “queen” Havayla. At the Fiddler’s Bar, Trii prepares a hero’s feast as thanks and they pass wound Feywildian mead.
Ryker passes Yevin a drink, but sneaks in a potion of regeneration. Yevin drinks and feels a strange sensation in his right hand; his missing fingers are growing back. What at first appear to be regular half-elven fingers are quickly replaces with two bronze scaled claws. Ryker reveals that he snuck the potion of regeneration he’d had into Yevin’s drink. Yevin hides his hand, finishes his drink, and quietly steps out.
Pater and Trii bid their farewells. Wander asks that if they come across any Firbolgs that look like her, with the names Steady, Ivy, Constance, or Noddy, to tell them that their auntie loves them. With a nod and a flash of flowers, Pater and Trii vanish back to the Feywild. With half the day still ahead of them, everyone goes about their own business. Havayla wants to talk to her mother, Ryker and Arunak are going to take the crystal to Reg for the airship, Nahtan is going to a woodshop (?), Yevin is already gone, and Wander is exhausted and will be in their rooms. And that is where we left the session.
What will come next? We’ll find out next time… which will be in two weeks. Next session will be a one shot run by Havayla’s player and the following week will potentially be another one shot as our DM will be unavailable.
Thank you to our guests for this session, Pater and Trii!
#the derailers d&d#Once again#there are some details left out because it was so chaotic I couldn't keep track. We learned that Ryker and Havayla saved the Summer Queen's#the feathered snaky thing is totally a spy for Skulldrinker and it was tailing Yevin when the session ended.#sidequests are fun!
1 note
·
View note
Text
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…
#There was so much going on#it was hard to keep track#I hope I got everything important#the derailers d&d
1 note
·
View note
Text
Session 22: In which the Derailers discover another world-ending event
When last we left our heroes, they were taking a moment to relax as everyone gathered in the Fiddler’s Bar for a night of music and merriment. Well, most everyone. Yevin is having a hard time relaxing after his conversation in the prison. Ryker encourages the team to imbibe in some questionable alcohol, which causes a momentary shock as it causes some member’s eyes to go black, similarly to the appearance of Skuldrinker’s possession. Ryker attempts to offer a drink to their Silvershield tail, whom he’s convinced is Syrin. Unable to convince the Silvershield off the roof, he returns inside. The team takes turns discussing the events of the day, filling each other in on what was missed while they were separated.
Stump and Daisy join the group, followed in the door by Havayla’s copious collection of siblings along with Zezu and his mother. Havayla joins her siblings and takes time to catch up, dance, and enjoy the music. It appears that her family is held in high esteem by the town and the atmosphere of the bar initially tightens up, but loosens again as the siblings join in conversations and revelry. A seemingly overwhelmed Yevin goes out for some air and Ryker follows for a heart-to-heart.
Zezu is given one of the amulets and explains that he is going to go traveling with his mother for a time. There’s a druid in the south that originally helped him gain blind sight after he left the crimson eyes. They’re going to travel there again to see if anything more can be done. Everyone bids farewell and safe travels as Treesa hands off running the school to one of Havayla’s brothers.
Wander talks with Daisy and Stump; they’ve been taking the day to consider their options and have decided to stay in the town, for the moment at least. Stump is sent to get drinks as the girls discuss his slowness in relationships. Daisy is excited because she saw him sneak off to a jeweler’s shop. Suddenly there is a rhythmic shaking coming from outside and murmurs of “Kane? He’s here? Kane is outside!” The Firbolgs throw up their hoods and move to mingle in with the crowd by the stage. Ryker leaps up and stealths out the back door. Nahtan moves to the front door as the stomping comes closer.
Kane is waking down the road with his mechanical wyvern, cutting an imposing figure. Ryker peeks around the corner as Nahtan steps out as if leaving the bar, disguised in his hobo robes. Kane’s wyvern pauses, shifting to look at Nahtan in the otherwise empty street. Kane, who had already turned down the next corner, calls out to his wyvern. The wyvern obeys, Kane mounts it, and they continue on in their nightly walk.
As the thumping steps fade, the Derailers relax. Ryker stumbles back into the bar, pale and shaking. Everyone gathers around as he sits down, asking what happened. Trembling, Ryker informs them all that he recognized the voice; Kane is the one that killed Havayla’s father. He fought with the Steamers in the war. Ryker explains how the Steamers were a cult trying to achieve immortality through mechanical means. After gathering his nerves, Ryker storms back out and beings yelling to the Silvershield across the way “you knew he was here! You know what he’s done and you’re letting him stay!” Wander and Daisy follow after and make a show of dragging their “drunk” friend back inside while Wander berates him for potentially revealing their location to even more people.
Back in the bar, the concert is wrapping up. Havayla says goodbye to her siblings, making promises to stop by schools and shops. Yevin and Ryker invisibly take to the streets to meet back with Ryker’s navy buddies. Wander says goodnight to Stump and Daisy, who are still staying at the school. Stump hangs back to talk and shows Wander the gift he bought Daisy; a trinket bag. Wander and Havayla encourage him that maybe he should think of something more… significant. After all, Wander reminds him, they’ve been all but matched for years now, why wait any longer? Aided by Havayla’s persuasion, they convince him to consider it. Havayla asks Wander and Dorza to join her in their room as Arunak and Nahtan go to the guys room to maintain the ruse that everyone is still there and going to bed.
Yevin and Ryker return to the airbase, making their way to warehouse 11. Inside they are introduced to the airship that Ryker was instrumental in developing 50 years ago. It is a marvel of stealth and combat, with the ability to vanish into thin air, shoot down anything coming after it, and out run every other ship in the fleet. Only problem is, it doesn’t have a power source. The animus crystals used to power the airships are all mined in Winterstall and there isn’t any trade between the two cities. Hearthollow doesn’t have much back-and-forth with anyone since they were left on their own during the Kobold War. The only crystals in Hearthollow are in the last remaining ships, which are under Syrin’s control. A plan is hatched to steal the animus crystal from Syrin’s ship and escape before anyone is the wiser. Instructing his fellows to ready the ship for escape, Ryker returns with Yevin to the Fiddler’s Bar. They wake up Nahtan and Arunak to start planning a heist before everyone returns to rest.
Meanwhile, Havayla reveals to Dorza and Wander the letter she received from her father. In it he explains that Havayla is to be the vessel for the goddess Moonbow when her 10,000 year reign ends in two months at the Moonbow Festival. He intended to protect and aid her, but with the war tensions rising on, he was unsure of his survival, thus his letter, hidden away from the family and saved for her should he not make it home. He writes that if Moonbow falls, if there is no vessel, the gates of the Abyss will open and a cosmic war will break out. Great. World ending event count is now 2. Wander and Dorza pledge their protection and they all plan to discuss this will the men tomorrow.
In the morning, after some awakening shenanigans, Nahtan leaves for breakfast. Ryker explains about the ship and the plan to steal an animus crystal from Syrin’s ship. Havayla and Wander argue that they all have to be back here in 2 months for the festival, as Havayla reveals what she learned from the letter. Ryker is insistent that having the ship outweighs any risk and future fallout. Wander suggests that maybe we try the diplomatic route first? We haven’t spoken with Havayla’s mother yet, maybe those in power could be convinced to to lend their aid. Additionally, she points out that Ryker is known to be in town, is known to have a certain set of skills, and if Syrin’s ship was suddenly without power, who would be the first person to come to her mind? Ryker concedes and the heist is pushed to plan B as Nahtan returns with bagfuls of fireworks “you said we’d need a distraction.”
Havayla declares she is going to meet her mother, Ryker refuses to let her go alone and Wander also asks to tag along. Yevin leaves to do some research at the library. Nahtan and Arunak take the fireworks and look for the best place to set up a distraction for plan B, after doing some cloud watching. As Ryker, Wander, and Havayla walk the streets, the topic of their memory loss comes up. They have the tea, Wander has the spell prepared, they could take the time today to attempt some memory recovery. Havayla remembers her discussion with her brother Leomund and decides that they will go to him first. Along the way, they run into Nahtan and Arunak. Havayla asks them to not blow up any building that her family owns, but it is determined that the museum is likely the best location for the distraction. The party splits ways as Havayla, Ryker, and Wander continue on to the University.
Nahtan gets an idea and decides to go find a woodshop. As he starts to walk down the street, Arunak sees him pause, crack and twist his neck, and then turn back, eyes dripping black. Tumack Skulldrinker has taken hold. Upset at the destruction of his study and his inability to see the Derailers, Tumack questions and threatens Arunak, bringing him into an alleyway to have a more private conversation. Arunak subtly triggers his sending stone, contacting Wander, who overhears a bit of the conversation. Through a bit of sly back and forth with the sets of sending stones, she’s able to find their location. Leading Havayla and Ryker back through the streets, they’re able to find the alley Nahtan and Arunak have stepped into, just as Skulldrinker digs into Arunak’s mind. Wander reaches out, casting Dispel Curse as she slaps Nahtan, and Skulldrinker is driven out.
Arunak reveals that Skulldrinker is looking for the Scrytable in Randar’s Sanctum. He plans to use it to find the Feeble Mind Stone. He knows it exists and was digging into Arunak’s mind to find the location, but all he saw before the connection was severed was the swamp and Seagrim’s head. They were transported to the Forest that Breathes by Vinyard and don’t actually know how to get there. Wander and the group berate Nahtan for not attuning to the amulet and allowing Skulldrinker to find them. “Well we know that they work now!” is his defense. Ryker contacts Yevin and they all convene at the University. They realize that if Skulldrinker knows where they are, he’ll likely tell Kane. Whatever they’re going to do, they need to do it quickly.
Havayla leads them to Leomund’s office and asks again about restoring their memories. She understands that she and Wander could do it with what they have, but their last experience only restored a little. Maybe he knows a way to do more? He takes them all to the High Rector, reminding them to be cautious what they say and DO NOT mention that they know of her teleportation circle. The High Rector receives them curiously. Havayla tries to explain the memory situation and Ryker steps in explaining the whole story of the war, the feywild, joining the Derailers, fighting the orcs at Mountainroot, before being awkwardly shut down by the rest of the group as they pick up on the High Rector’s suspicious interest and discomfort at the mention of Preymonger’s incursion. “Oh so you’re not just adventurers, you’re ‘heroes’” she chides. The High Rector says she can help with the memory loss, but will require items or favors in trade. She rejects many of the magic items offered, but takes Wander’s offer of a book on Magical Body Modification. She does have an errand that they could run, but in the interest of time, they decline.
In exchange for the book, the High Rector will restore one person’s memories. Ryker steps forward and she starts to cast, wrapping his head in magical weaves. With a burst of light and a gasp from Ryker, the magic dissipates. And that is where we ended the session.
What will Ryker remember? What are the ramifications to revealing their connections to the High Rector? Will they succeed in diplomacy or will their time be cut short with a heist? How many more world ending events will be added to their calendar? We’ll find out next time…
#the derailers d&d#Session 2 of no combat and everyone is still excited#Next week will be a big lore-drop#fun fun fun
1 note
·
View note
Text
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
#oooooooo our boys have pissed off former girlfriends#the looooooooore this session#the derailers d&d#woooooooo!
1 note
·
View note
Text
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…
#the derailers d&d#Ryker having a whole separate stealth mission was a whole'nother level#D&D is turning your friends into pigeons and then attacking them with wyverns when they rules-lawyer you about travel time
1 note
·
View note
Text
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…
1 note
·
View note
Text
Session 18: The fight to escape
When last we left our heroes, everyone was tied up (except Nahtan). There was a tense time of waiting for the dawn and the signal from the elders to start the escape plan. No one but Havayla had managed a long rest and everyone was beginning to feel the drain of exhaustion come closer with every passing hour.
And then Arunak spoke the command to unlock his binds. Startled, the 15 orcs surrounding the martial prisoners move to attack as he calls his flying sword to him. Zezu, who had already secretly loosened his binds, springs up to escape, as Ryker also manages to unlock his bindings in the confusion. To distract, Wander casts Spirit Guardians, triggering disruption among the guards around the spell casters. An arcane suggestion to one guard to unlock their binds creates a chain reaction of everyone hearing the unlock code and all eventually working free.
With the help of the elders and some clever combinations of levitate and a flying sword, they make short work of the 30 guarding orcs. In the distance, they hear a surge of angry voices and the sounds of conflict. Apparently no one wanted to wait til dawn.
Meanwhile, Nahtan is making his way back to his friends after being rescued by Tinker. He instructs the automaton to follow and kill all the orcs it sees except Grumdark. And then Nahtan runs into Grumdark. “Hit me!” He whispers, pausing momentarily. Unsure of how to respond, Nahtan freezes, and Grumdark attacks instead. The already weakened Nahtan is struck down and he turns toward Aurora as she comes to intervene.
The rest of the group confers with the elders and after a few catapult hits, it is decided that the Ryker, Zezu, Arunak, and Yevin will return to the ridge to disable the siege machines. Yonder casts wind walk to get them there quickly and the Stealthy Boys™ are on their way. A coordinated attack of dragon’s breath, sword, arrow, and immovable rod leaves the catapult unmanned and stuck. With Ryker and Zezu flitting in and out of the shadows, Yevin unleashing his dragon heritage, and Arunak doing what he does best, the tides finally turn in the Derailers’ favor. They manage to cut down all the orcs on the ridge and disable both war machines. Looking across the valley, Ryker can see combat occurring between the orcs and the captive Firbolg villagers. Mission complete, the Stealthy Boys™ head back.
As the Stealthy Boys ™ left for their mission, Havayla notices Grumdark attacking Aurora in front if a prone Nahtan. Speeding through the shadows, Havayla confronts Grumdark and together with Aurora convince him that they really do want to help him. Wander notices Nahtan and rushes over to give him a healing potion. While she helps Nahtan, Grumdark explains some of Skulldrinker’s magic. Skulldrinker makes dolls of the people he sees and he can control them through the dolls. And things he does to the dolls, happen to the people. They are all in danger. Havayla walks up to Grumdark and casts Dispel Magic, hoping that it would dispel whatever hold Skulldrinker had over him. As she casts it, the runes of the magical hammer embedded in his arm fade and the weight returns to it. Unsure of the results, but encouraged that people wanted to help him, Grumdark tells them about the teleportation circle being constructed in the village to bring Tumack here. Suddenly, a massive stone hurled by the catapult (not yet disabled at this point) hits a tree-home, showering everyone with debris.
Focused, they move forward, coming to Azuke’s tent. Aided by the Automaton, the two guards are swiftly dispatched. As the Automaton pulls up the tent, Azuke is revealed standing in the freshly completed teleportation circle. Wander casts hold person (down to 1 spell slot now!), Moss ties him up with vines, and Grumdark, at Wander’s order, starts attacking the runes. After Yonder reminds them that once the magic has taken hold, it can’t simply be destroyed, Havayla reaches down and casts dispel magic once again, successfully ending the teleportation enchantment. Using the same magical bonds they were recently restrained in, the group in turn restrains Azuke. Wander releases him from hold person and they tell him to call off his men. He relents, directing them to a chest that holds the dragon helm, a horn, and a book. Azuke says to blow the horn. Unsure of his motives, Wander differs to the elders, who decide to simply carry him to the battle lines for his men to see.
The Firbolg villagers, fed up with being herded around and realizing that they had greater numbers (and height), had revolted against their captors, resulting in an all-out brawl. Bringing Azuke forward and calling attention to his capture gradually brings the remaining orcs to surrender. Looking for her family in the fray, Wander is called to by a distraught Tinker, who is holding the lifeless body of her youngest brother Query. Using her last spell, she casts Revivify to bring him back. The rest of the Tinker/Patience Mountainroot clan is located, battered but alive.
The Stealthy Boys reunite with the team as discussion over what to do with Azuke begins. Grumdark attempts to sneak away, not believing that Skulldrinker’s hold was entirely broken. He is persuaded to remain, and then Skulldrinker takes him over. Upset that Azuke failed and his plans to come were thwarted, Skulldrinker berates Azuke, releasing him from service. At that, Azuke begins to drown, spitting up water and dying in front of the shocked Derailers and elders. “I guess I will be forced to move up my timeline” Skulldrinker says through Grumdark, before Grumdark’s head begins to twist, neck snapping. Healing attempts are made, but to no avail. Grumdark is gone.
Shaken, discussion of what to do next begins. The elders begin organizing the villagers and leading them to the feywild portal. Nahtan digs a grave for Grumdark. Ryker comforts a stunned Havayla. Aurunak and Yevin look over the book. It has a list of attributes: Passion, Experience, Memories, Rage, Loss, Reward, Organization, Association, Energized, Confusion. These words are arranged around a drawing of a brain, with each pointing at a different spot. There’s a stone drawn in the center. The words passion, experience, and memories are circled. They both feel something try to take hold of their mind, but shrug it off and close the book. Wander quietly steps away with her holy symbol and returns with a glowing book that she slips into her bag before talking with her family. Tinker declares that they will not be going to the Feywild, but will travel west, Patience and her brothers agree. Steady and Ivy decide that they will join the rest of the clan in the feywild, and the children are excited to see a new land. Goodbyes are said and travel plans are made. Elder Bear of Riverstrider will stay for now, waiting for word or the return of Daisy. Elder Moss will be staying as the protector of the gateway.
Sure now that Skulldrinker’s control is based on a curse, and concerned because he has seen all of the Derailers, Havayla begins doling out Dispel Curse, with plans to continue dispelling the next day after a long rest. As a bloodied but alive Cindy joins them, the crew discusses traveling to Hearthollow. Zezu’s mother is there, hopefully still protecting Stump and Daisy. Havayla is from a prominent family with connections, Yevin has history to uncover, and last they knew, Kane was there. As the villagers continue to migrate from their Zandorian home back to their ancestral fey realm, the Derailers finally, finally, take the time to properly rest.
And that is where we left off, with a long rest for the first time in… 4 sessions? It’s been awhile and the Derailers are exhausted. What will the new day hold? We’ll find out next time…
#This session had some needed wins for the derailers#and some shocking losses#questions answered and more questions revealed#the derailers d&d
1 note
·
View note
Text
Session 17: Consequences
Oh boy. Because there is too much, your humble scribe will return to the bullet point summation for this last session. If last week was an emotional rollercoaster, this session was simply a runaway train continuing to pick up steam as it heads for the broken bridge.
Last week left our heroes surrounding a stunned Azuke Sure, leader of the orc army. In a somewhat general order, this is what happened next
Zezu pokes some holes in Azuke as Wander votes for interrogation, casting zone of truth. They learn that Azuke may not be in as control as he wants, he can’t kill them outright, and Tumak Skull Drinker is calling all the shots. They’re looking for the feeble mind Stone, but the don’t know where it is. Grumdark joins the fun and is called “son” by Azuke.
Ryker, having killed the white dragon and seeing the orc army moving up quickly, turns to run back. As he does, the army starts unleashing arrows. Ryker evades what he can, but is hit and stumbles out of the woods as an unconscious pincushion.
Realizing now how close the army had gotten while they talked, Yevin heals Ryker and takes off down the hill as he yells back to claim leadership of the group, bluffing since he’s beyond the Zone of Truth effect.
Meanwhile the crystalline dragon, having landed in town and asked about Yevin’s location, lands behind the group, with perfect timing to make Wander look ominous.
Very quickly everything takes a turn. Azuke signals the army and a few things happen at once. The dragon is suddenly stricken, mid sentence, and begins to disintegrate. The army unleashes volly of arrows. Everyone but Yevin is struck, with Wander, Ryker, Havayla falling unconscious (again). Spark is killed and transforms back into an egg.
The orcs move forward, capturing the group. Nahtan is given special attention as his divine powers made quite an impression. He manages to sneakily cast cure wounds on Wander, who continues to feign death. Everyone is drug down the hill into the village of Mountainroot. After attempting to reach out to Knowledge, Wander carefully casts healing word on Havayla, who in turn heals Ryker.
Azuke and his men throw down the Derailers in front of the clan elders, locking them in magical binds. He lists out all the actions that lead to this incursion. All actions set in motion by the Derailers.
Wander, realizing that she is the lynchpin for much of these events, speaks up. “It was me. You found MY cave. I was there when you came. I knew about it long before you did.” Now having his full attention, Wander uses her divine connection to read his thoughts and attempts to persuade him “I’m the only one you need, let everyone else go and take me.” Unconvinced, Azuke turns to Yevin.
Yevin is asked about the council of Draconum and where they’re located, as Azuke threatens to harm the others. This demand loses weight as the orcs are somehow unable to land a strike on a bound Nahtan. Yevin gives vague information, but claims his memory is foggy due to his previous amnesia.
As Azuke gets frustrated by his men’s incompetence, the Derailers and elders continue to goad him. Azuke’s veneer of cool command begins to give way…
And then Tumack makes an appearance by possessing Azuke, Havayla, and Donkey. Tumack thinks that the Derailers might know where to find the Feeble Mind Stone, but he has been unable to possess those that might know more. He demands that they remain unharmed and are brought to him for further… interrogation…
At that, all the Derailers are tied up. Wander, Havayla, Yevin, and Donkey are tied together, back to back, around a pole. Zezu, Ryker, and Arunak around another. Nahtan is take away to Azuke’s tent while Cindy is drug off to another location. Meanwhile, the orcs start to discover and round up villagers, led by Grumdark, taking them to the northerns side of the village.
Through all of this, Aurora the Unicorn becomes the conduit for information between the Derailers and the elders, who remain untouched by Azuke and his army. She telepathically communicates with Grumdark and discovers that he is allied against his will, but she is unable to convince him to do anything, yet.
Everyone takes turns telepathically talking with Aurora, establishing statuses and plans. Query is noticed by a few, hidden in a tree close to Wander, waiting for an opening.
Spark’s egg is discovered by Zezu’s guards. They argue a bit, and then one swallows it whole. He’ll have a rude awakening in about 7 days.
Nahtan is interrogated by Grumdark and also discovers his reluctance to participate, but is told that “[they] can hear everything I say and do”. Azuke reenters the negotiation and vaguely threatens Nahtan with sending a “present” to his parents. None of this phases our Goliath Paladin and he is left for the night.
Everyone settles in for an uncomfortable night. Aurora tells Wander that the elders have a plan: Vinyard has opened the portal, but died in the process. Moss can turn all the Derailers into animals so they can escape. The Elders are going to cause a distraction and lead as many Firbolgs as they can through to the Feywild. This will happen at dawn. Wander agrees to the plan and Aurora begins walking through the village, informing the team and any Firbolgs she comes across.
Surprised by Arurora’s message waking him, Yevin decides to turn his startled awakening into an opportunity to unbalance his guards. Threatening them with visions of their god dying, Carvacas betraying the orcs, the dragons controlling everything, Yevin continued to do his bardish best to confuse, intimidate, and bewilder the orcs.
Meanwhile, Nahtan, unable to break his bonds, convinces his guards that he really has to pee. After some discussion, they carry him out to a near by pond, place him in it, and step back for him to do his business. “So you’re not suppose to let me die, right?” Nahtan asks, as he tips over, submerging himself. Convinced that he’s up to something, and also afraid of his potential might, the orcs just watch. Using the water and “drowning” as cover, Nahtan attempts again to escape his bonds. Until he really does drown. Unconscious, he’s pulled from the water by a trio of panicked orcs. Unable to revive him, they begin to take him back.
And are met by a set of unhappy Firbolgs. Tinker, Steady, Flint, Wisdom, and Root rescue Nahtan. After resuscitating and freeing him, they say that they know of the Elder’s plan and are going to find as many people as they can. Tinker tearfully tries to give Nahtan a message for Wander, before giving Nahtan command of his Golem.
Back at the village, Arunak realizes that he knows Orc. He heard the orcs say the code for the bonds. He can say the word and unlock the bonds. He takes a breath, and speaks…
And that is where we left off. Will Arunak’s experiment threaten the escape plan? Will anyone actually get a long rest? Can they convince Grumdark to defect? We’ll find out next time… which will be in two weeks. This next session will be a one shot led by yours truly.
#the derailers d&d#nothing went right this session#everything fell apart#we looked straight into the maw of a tpk
1 note
·
View note
Text
Session 16: Defending Mountainroot
When last we left our heroes, most were standing over a slain red dragon, while others were converging on their companion’s positions. All while the encroaching orc army continues its progression toward northward, toward the village of Mountainroot.
Wander, Cindy, and Donkey break through the underbrush from the north just as Arunak returns from a wolf killing escapade. Everyone starts to discuss next steps as they triage, healing what they can through spell or potion. Elder Moss informs them that Vinyard is up to something, she just needs more time, and takes flight, returning to the village. Wander passes Spark back to Zezu. As he takes the phoenix chick, she transforms into her juvenile form, now able to fly. As final preparations and decisions are made, Wander pulls out the Efreeti genie bottle and summons him for the last time, sending him forward to cause as much damage as possible. Cindy climbs aboard the giant owl Wander had summoned and takes to the sky.
Passing Spark back to Wander for safekeeping, Arunak and Zezu sneak to the west flank of the army. Their goal is disabling one of the war machines. Stealthily climbing a small cliff, Zezu pushes Arunok back as they come face-to-face with strangely armored orcs with glowing weapons, a familiar metal box pulled by two sabertoothed creatures, and a catapult. As Arunak stealthily moves to climb over the edge, he dislodges a rock, causing a ruckus and making them both slip and fall off the side. At the bottom, they don’t have time to escape the barrage of arrows. Arunak dodges some, but Zezu isn’t so lucky. Bleeding heavily, they both run back to their companions.
Meanwhile, everyone else takes to the eastern side, hoping to distract the forces from Zezu and Arunak’s stealth mission. Seeing the Efreeti do what he can before falling in a fiery blast, they break out of cover… into hoards of orcs. Nahtan surges forward on his wolf steed, taking out swaths of orcs with divinely powered swings. The team notices flashes of a giant ghostly form echoing his movements as divine energy surges around him.
Wander casts confusion, causing a group of orcs to fall into disarray. Ryker alternates firing molotov cocktail arrows over the orcs and with hiding in the trees. Yevin cast fireball over a war machine, but magically shifts the blast into acid. Donkey hurls insults as Havayla prays for intervention. As the battle continues, the Derailers cause an impressive amount of damage, but the hoard is overwhelming. They all move into hiding or cover as they wait for openings in the enemies line.
Returning from their failed stealth mission, Arunak and Zezu run toward their companions. Outpacing Zezu, Arunak confers with Havayla, before joining to support Nahtan’s escape, using with Checkmate, his flying sword. Meanwhile, Zezu is attacked by a former ally of the team, the half orc Grumdark, coming from the north. Battered, Zezu barely escapes and collapses into invisible Wander and hidden Havayla. He explains what happened as Nahtan retreats. Aurora the unicorn, also badly hurt, pulls Nahtan and his wolf toward Havayla as she pulls Zezu to Aurora. Meeting in the middle, Aurora teleports the herself and her wounded comrades back to the village.
The rest of the team has glimpsed a young white dragon attacking Cindy on the giant owl. This is the white dragon that was dissatisfied with the rule of the Council of Draconum and obviously defected. Knowing that there is likely another dragon captive on the ridge and realizing that there are potentially enemies already at Mountainroot, Wander calls for retreat to the village as she runs northward, followed closely by Arunak. As they retreat, a barrage of arrows falls, wounding them both.
Yevin, Ryker, Havayla and Donkey begin to retreat as well, doing what they can to prevent the army’s move forward. Yevin creates a wall of thorns before retreating, followed by donkey. Ryker shoots at the white dragon, hoping to distract it so Cindy can escape. He succeeds… but now the dragon is focused on him and Havayla.
Teleported back to Mountainroot, Nahtan, Zezu, and Aurora appear in what initially looks like an empty village. Closer inspection reveals families invisibly hidden in the trees, only the elders and a small fighting force are visible, protecting the central tree where Vinyard is, as magic flashes around it. Yonder heals them all completely and explains that they only need a little more time for whatever Vinyard is planning. Aurora senses the feywild magic but cannot telepathically connect to Vinyard.
Rushing through the woods, Wander and Arunak run into Grumdark. Recognizing them, he asks about their allegiances. As he speaks of “returning Zandoria to glory” and realizes they are not on the side of Carvacus, Wander commands him to flee. Unable to resist, Grumdark runs to the south west, away from the village and further conflict. As they continue, another set of footsteps approaches, mechanical and familiar. Tinker’s Automaton breaks through the trees and stops, awaiting a command. Wander initially tells it to stay and protect, but realizes it could be more use where they’re going, and calls over her shoulder for it to follow.
Now targeted by a white dragon, Ryker and Havayla begin their escape. Conflicted, Ryker stops, gives Havayla her father’s ring, instructs her to continue running, before turning back to the army, intending to covertly disable the war machines. As he hides, the dragon locks on to Havayla instead. An arrow shot from hiding into its eye gives the dragon a better target in Ryker, as he starts a chase back to the south.
In Mountainroot, Nahtan is unsatisfied with waiting for either friend or foe to break through the treeline. Ignoring Aurora’s telepathic pleas to stay, he hoists up Zezu and rides south, as catapulted rocks begin assaulting the edge of the village.
Wander and Arunak run through the trees, breaking out on the valley’s edge before the path to Mountainroot, and right into the orc leader Azuke with a small orc battalion. Wearing the dragon helm and holding a mace that pulses with magical energy, Azuke demands that Wander surrenders and takes him to her leaders. The Firbolgs have caught the interest of Skulldrinker, due to Wander’s past interactions and the disappearance of one of their Onacks. Calling upon her blessing from the elders, Wander convinces Azuke to let her go down to the village first. Motioning for her to lead the way, Azuke follows right behind, as the attending orcs surround Arunak.
Having thoroughly pissed off yet another dragon, Ryker engages in a dangerous game of cat and mouse, flitting in and out of the shadows, luring the dragon to the ground. Doing what he does best (and aided by a well-timed nat 20 for stealth), Ryker hides in the dragon’s blind-side. A quick distraction and a perfect shot in the dragon’s good eye, another dragon is felled. The stealthy slayer of dragons decides that maybe joining the group is a better tactic than a death run, and turns to follow where Havayla fled.
Yevin, hearing voices ahead, stops in the trees. He watches as Aurnok and Wander are directed away by Azuke. Not knowing the tenuous truce agreed on, he casts hypnotic pattern on the group, avoiding Wander but unable to keep Arunak out of the effect. Arunak and the orcs succumb to the charming display, as one orc and Azuke shake it off. Azuke, with an “I told you no surprises,” releases his held action, bashing an already wounded Wander into unconsciousness with two hits, giving a third for good measure on her broken body, before turning towards the charmed Arunak. Spark flies off in search of Zezu.
*clunk* *clunk* *clunk* *clunk* with a crash, Tinker’s Automaton bursts through the trees, barreling into the charmed orcs, shredding them with a swipe. Cindy lands next to Yevin, takes in the scene of her fallen friend, and fires her crossbow at Azuke. Missing, her shot hits Arunak, which knocks him out of his charmed state, just in time to release a barrage of blows, stunning Azuke. At this moment, Havayla breaks through the trees. Taking in the scene, she ignites her sword and rushes Azuke as well. Yevin runs in to heal Wander, bringing her back to consciousness just as Ryker uses the sending stone to tell her of the felled dragon. Nahtan and Zezu, joined by Spark, arrive to the conflict. Nahtan takes the dragon helm off the sunned Azuke’s head as overhead a familiar multicolored dragon flies, landing in the center of Mountainroot stead.
And that is where we leave our heroes. Will the appearance of a friendly dragon turn the tides? Will all the clans escape to the feywild? Can the Derailers defeat their second orc commander? We’ll find out next week…
#Ryker is a dragon-killing maverick#He took out the white dragon ALL BY HIMSELF#This session was so tense but so fun#the derailers d&d
1 note
·
View note
Text
Session 15: Who's for dinner?
When last we left our heroes, there is a bit of correction to the written recollection of last week’s adventure. They had not yet left the party, the festivities continued after receiving their gifts and blessing, but were interrupted by a massive, earth-shaking rumble. Carvacus is continuing to awaken under the mountain. Unsettled, the various clan members begin to clean up the party for the night. AND THEN, the Derailers pile back in Patience and Tinker Mountainroot’s home for bed in their usual places.
Overnight, Ryker notices something ominous to the south of the tree-covered valley. Upon waking, he asks Wander to retrieve one of the Elders. She finds Bear, and Ryker informs them both of the glowing eyes he saw. While Bear and Wander go to talk to the rest of the elders, Ryker plans to go scout with Arunak. Seemingly as attached to him as he is to her, Havayla demands to travel with them, along with Aurora. Doffing her noisy plate armor in favor of stealth, they travel southward, taking a sending stone Wander found in the bag of holding.
They quickly discover evidence of a recent prowling dragon and very shortly after run afoul of said beast. Ryker uses the sending stone to notify Wander of the situation as he narrowly avoids becoming dinner, just as Yevin catches up with the group. So begins the battle with an adult red dragon who speaks of allegiance with Carvacus.
Meanwhile, Wander is working with the elders to speed preparations for the clans to both migrate and evacuate to the feywild. The portal isn’t ready yet, it won’t be for another 5 days unless something drastic happens to speed it up. She receives the message from Ryker and in a panic, sends a message to the glass dragon from the draconic council asking for help. “Oh a red dragon? That’s Narlgratha. You’re probably going to die.” No help from the dragons then. Wander quickly tracks down Nahtan and Zezu to send them as support. Nahtan eagerly climbs aboard his new wolf and takes off, pursued quickly by Zezu, after handing Spark off to Wander. The clan elders, now hearing the dragon’s roars, ready their fighters for combat, with elder Moss transforming into a giant eagle and flying to join the fray.
The battle is not going well with Narlgratha. He is a formidable foe and easily shrugs off slung spells and instills fear with a roar. Arunok and Ryker become aware of distant howling; dire-wolves. And that means orcs aren’t far behind, likely attracted by the sound of battle. This skirmish is about to become the front line of protection for Mountainroot, and there’s currently only 4 members of the Derailers present (and Aurora the Unicorn).
And then there were 6 as Nahtan and Zezu rush in. But the Dragon has taken to the sky and is unreachable by melee. Zezu climbs a tree and is able to hit it with a few thrown daggers. Moss arrives and is quickly knocked out of the air (and beast form) by a blast of fire. Nahtan heals him (twice) and drags him to safety after casting Beacon of Hope to aide his party. Arunak has a run in with two dire wolf forward scouts and starts to see the encroaching orc army. Things are not looking good…
Back in the village, Wander springs into motion, helping direct fighters to the southern border and preparing for anything that makes it close to their homes. Tinker, Query, and Cindy finish up the automaton. As it whirs to life and takes the command “protect,” Tinker tells Wander to join her friends. Cindy follows as Wander pulls out the Serpentine Owl figurine and activates it, transforming it into a giant owl. The Owl picks up Cindy and they all continue to travel towards to sound of combat.
The party is looking rough and this battle feels unwinnable; never mind the fact that right behind the dragon is a hoard of orcs. And there is an entire village of people depending on the Derailers to protect them. The Derailers are running out of time and the Dragon is about to bolt. Suddenly, with a flip of his cloak, Ryker disappears, reappearing on the dragons back, bow drawn. A shot to the back of his head and the beast is felled, amongst weary cheers. As Wander and Cindy continue to run towards their companions, the dragon’s body settles into the dirt. But there will be no rest, as orcs, wolves, and battle machines break through the underbrush.
And that’s where we left off. Will the Derailers crush the incoming army? Can they give Vinyard enough time to open a portal? What will happen next?! We’ll find out next time…
1 note
·
View note
Text
Session 14: Return to Mountainroot
When last we left our heroes, they had stepped into a portal created by Vinyard Mountainroot, the Elder (and Wander’s great aunt) of Wander’s clan. They step out into the middle of town and a greeted by the Elders of all the clans, who, upon confirming that the team found the feywild seed, led them around the tree to be greeted by E V E R Y O N E. A massive crowd of cheering Firbolgs applaud our heroes, who are a little overwhelmed with their reception.
The crowd is dismissed and Wander is enveloped by her family while everyone is is brought to her family home for a meal. Ryker and Havayla are introduced to the chaos that is Wander’s Mountainroot family. There are her parents, Tinker (the clan brewer and artificier) and Patience (healer and midwife), Uncles Wisdom and Root, brothers Stump with wife Ivy and children Constance and Noddy, Flint and wife Elethfa, and Query. Add in the Derailers and it is quite a crowd.
As Wander leaves with her mother and sister-in-laws, the rest join the men to see Tinker’s progress on his automaton. Nahtan had given him some Wyvern claws and they have been put to good use. While there, they reunite with Cindy and there is a lot of catching up and introducing of the new members. Seeing the enchantment on Cindy’s crossbow, Ryker commissions some work on his own longbow. Meanwhile, Wander struggles to sum up their adventures and is cautioned by Vinyard to maybe wait on all the details til she can talk with the elders.
The meal is followed by Wisdom and Root challenging Nahtan to arm wrestling. Ryker and Havayla escape for a quick chat that leaves her processing for the rest of the evening. Yevin entertains the children, but is quickly outshone by Zezu’s baby phoenix Spark.
(At this point, your humble scribe cannot remember if they went to bed or went to meet with the elders. Two nights were spent in Mountainroot, with the second night being a party. But so much happened at once, it was difficult to keep track of time. When we did sleep, Yevin dreamed in the Silvershields and friendly banter with a man wearing a golden bear tattoo who encouraged him to try out playing an instrument)
They are gathered again by Vinyard and brought before the elders. Wander, aided by the rest of the crew, gives the report and hands over the feywild seed and the potted tree. Discussion follows of the plan to open a portal to the Feywild so the Firbolgs can escape, back to their ancestral home. Ryker and Havayla are more properly introduced and it is discovered that rather than just jumping through time, they likely spent a significant amount of time in the Feywild, long enough to be branded by the Seeley Queen. But in leaving the Feywild, they also lost their memories. Yonder of Softfield offers to help with that.
One of the Elders mentions seeing a red dragon fly along the mountains, from west to east. The conversation turns to the Council of Draconim and their reluctance to become involved until Kane the Dragon Slayer is removed from the picture. Vinyard knows of Kane; he’s a revenant, but to what purpose, no one knows. They question Kane’s motives in being allied with the Orcs if the Orcs are trying to raise a dragon. But none-the-less, he is dangerous and will need to be dealt with. In the meantime, Vinyard will begin work on the portal, which will take at least a week to build. For now, there is going be a party! Everyone is preparing for a celebratory feast and raucous evening. Yevin is specifically asked to assist the musicians for the evening.
The crew is dismissed while Vinyard holds Wander back. “You are changing” she is told. Wander questions if leaving is the right choice, this plane has been home for many generations. Vinyard explains about the ancestry of the clans and how she wants to bring them back to their origins. But not all the clans are going; Softfield, Riverstrider, and Meadowood will instead travel west, closer to the Knaves. There is a tearful discussion of how the transition to the feywild will affect the clan. Wander is afraid of being forgotten by her nieces and losing her family. Vinyard assures her that she has a new family in the Derailers… but also her parents were one of the first families to say that they would stay and migrate instead. After having spent the whole journey dreading saying goodbye, Wander is quite relieved. Bolstered by the news that she is not losing her family, she seeks out and tackles her brother Flint.
While that happened, Ryker, Havayla, and Yevin took turns working with elder Yonder recover some of their forgotten memories. Both Ryker and Havayla remember waving purple grass, a castle, and a mountain. Ryker recalls a faun name Jahu(!!) leading them to the castle. They realized that they traveled together, along with Aurora, during their time there. But they don’t recall anything beyond that flash. Yonder cautions that they should wait a week before trying again, lest they risk scrambling their brains.
Yevin, eager to learn more of his past and why he suddenly has more magical connection, works with Yonder and remembers being chased through an autumnal forest, newly severed fingers bleeding, an explosion destroying a nearby tree, while a person with a strange weapon pursued, yelling "You can't hide from me, Victor!"
The rest of the crew takes turns buying out the wares of the local arms merchant, jeweler, and clothier. Ryker checks in with Donkey, who is still psychologically recovering from his untimely death and is a bit put out that Nahtan has not been as attentive a friend.
Wander spends way too many spell slots communicating with her best friend Daisy, who had traveled to Hearthollow with Wander’s brother Stump. They’ve been stuck in the town; Stump had to work off the cost of the livestock lost to the orcs. They were questioned by the guard about their interactions with the orcs and have not been allowed to leave. And someone called Kane is asking questions… Concerned for their safety, Wander tries to direct them to talk with the Silvershields, when Zezu weighs in and gives information on how to get them in contact with his mother, Tressa of the Kendo School of Swords.
Friends contacted, items purchased, strings tuned, let the party begin! Gifts are given to the Derailers from the clans: woven scarves from Riverstrider, necklasses with symbols of the clans bestowing honorary membership, a wagon full of rations and supplies, and a blessing of the elders, giving everyone a one-time boon of proficiency in one skill for 24 hrs, when they choose to use it.
With the formalities out of the way, the party begins. Yevin helps the musicians put on a good show and uses his magical gifts to light up the night. Nahtan has a talk with Donkey and encourages him to try his luck with Aurora. Wander succeeds in dragging everyone but Zezu out for a dance. Ryker and Havayla share a dance. And gradually the night comes to a close. Everyone returns to Tinker and Patience’s home to rest, with most everyone piling in one of the bunk-rooms, along with Cindy. Wander spends the night with her nieces, while Havayla and Aurora join Donkey outside, shadowed of course by Ryker.
What will the new day bring? Where will the Derailers go next? To Hearthollow to challenge Kane? Or to Riverband to seek out the Feeble Mind Stone before the enemy discovers it’s location (And find Arunak’s sister)? We’ll find out next week…
1 note
·
View note
Text
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…
#the derailers d&d#A lot was happening all at once and I'm sure I missed some things#And that is why i'm glad we have more than one note taker
3 notes
·
View notes
Text
Session 12: 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
1 note
·
View note
Text
Session 11: And Then There Were Seven
When last we left the Derailers, they were contemplating a message from Arunak’s sister. As the party settles in for an evening’s rest, who should come stumbling through the door but Zezu, the blind fighter. He had held back to take care of some things before following the group into the swamp. After killing a giant alligator, he fell down the entry to the Owlbear cave we previously cleared, eventually finding the team.
Rest is had and it is decided that a second attempt at the weird fey mushroom room is needed. Peaking in the door, but unwilling to enter, the team hangs back as Yiven shoots a firebolt at patch of ground, to test flammability. Just then, a Unicorn steps out across the way. Nahtan, unable to resist, declares “I’m gonna pet it” and starts across the room, which opens up into a massive cavern. He brushes by one of the large mushrooms, which starts screaming. Defeated with a punch, the noise alerted the mushroom-beholder. As Nahtan reaches the Unicorn, with Wander trailing behind, two arguing figures burst out of the bushes.
Enter Havayla and Ryker, along with the unicorn Aurora. It is quickly established that high-elf Havayla is a cleric eager for adventure and discovery, while the air genasi rogue Ryker has been her dutiful secret shadow for… 20 years! He has remained hidden from her until now, when she stumbled into a fairy ring and was teleported into this cavern.
As introductions are made, unicorns are pet, missions explained, and Nahtan’s Donkey companion unsuccessfully attempts flirting with Aurora the Unicorn, the Beholderoom looms ever closer. It seems to be attracted to motion. Arunak, in the midst of a distraction attempt, gets within touching distance and the creature bursts, covering him with spores and sending him into a sickly coughing fit. As the two clerics discuss who is best equipped to cure him, Arunak recalls his monk training and is able to expel the sickness. Nahtan’s Donkey companion unsuccessfully attempts flirting with Aurora the Unicorn
The second beholderoom peaks out from behind a tree and is immediately met with an arrow from Ryker and guiding bolt from Wander. It explodes harmlessly and the party continues to explore, carefully avoiding screaming mushrooms.
Wander, Zezu, Havayla, and Ryker explore the campsite, quickly fitting together that it belonged to the deceased adventures the Derailers discovered previously.
Arunak investigates a door on one side of the cavern, opening it to reveal a lush red carpet down a hallway leading to a torch-lit throne. Suspicious and off put by a strange clicking noise, Arunak closes the door and returns to the group.
Meanwhile, Yevin traveled to the opposite side of the cavern to explore a set of stairs, one up, one down, leading to stacked rooms separated by a grate. The rooms are empty aside from sets of braisers, a grate in the floor/ceiling, and, in the top room, where should be walls is only darkness. Hearing a shout from Nahtan, Yevin also returns.
Nahtan wandered into the middle of the cavern where stood a set of 13 statues. A large demonic creature in the middle, surrounded by 12 warriors in various poses. Noticing that the statue of a Tabaxi monk poised to attack was on a rail, Nahtan pushed it back. With a click, the statue shot forward, colliding with the large statue in the middle. With a grind of stone, the statues began to stop-motion play act a fight, with each step leading to another statue needing something to finish it’s motion. At this point, the rest of the Derailers joined in the solving. An arrow in a ranger’s bow, a song played to complete bardic inspiration, a piece of a puzzle to complete the druid’s wildshape, each step continued the battle and released a hint at the next action. When completed, the center statue crumbled in defeat, revealing a blue, teardrop shaped gem, 3/5 to solve the door lock.
Next, the team follows Arunak to the ominous throne room. Entering the room reveals a table with the elvish inscription “You who wish to be rewarded, choose the three that keep things sorted, sordid, and sworded” (this was fun to sort out when being told the rhyme vs actually reading it). On top of the table were figurines; a man with an abacus, ink bottle, warrior with spear, warrior with bow, thief, bear, hammer and anvil, and a rooster. While Wander, Yevin, and Havayla discuss the puzzle, everyone else continues to explore the room. Convinced that there is something in the room with them, attempts are made at sussing out origin of the strange clicking. Havayla sees something behind a curtain, a spindly black creature with a flat, spinning vortex of a face. It disappears as she makes eye contact and while everyone discusses what to do, Wander places the figurines of abacus man, thief, and hammer/anvil on the throne. In a magic melding, the figures melt and turn into a spherical pearl. 4/5 for the door lock.
Everyone leaves the room, slightly disturbed, and continues on to the stairs that Yevin explored. As the crew enters the upper room and steps on the grate in the middle, a pillar and box appear in the lower room. Yevin and Wander rush down to the lower room and examine the box, seeing symbols for fire, weapons, lighting, water, and thunder. Wander scrapes the side showing weapons with her spear and suddenly the doors slam shut, locking everyone but Arunak in, as the sound of chains echos out of the darkness in the upper room.
Meanwhile, in the upper room, Nahtan had called Donkey in to stand on the grate as he started stepping backwards curiously into the darkness. As the doors slam shut, Ryker springs into action to protect Havayla, asking her unicorn to teleport her out. The chain sound get louder as hooked chains lash out, wrapping up Nahtan and Donkey, with Ryker and Zezu initially dodging out of the way.
With their friends attacked and restrained by sentient chains, Yevin and Wander take turns hitting the sides of the box with the elements shown. Yevin quickens his spells to cast shocking grasp and shatter on the box, while Wander uses her decanter of endless water. Unable to cast anything with flame for the final step, Wander lights a torch from the brazier and whacks the top of the box with the lit torch. The chains go slack, the doors open, and the box opens to reveal the final gem, a red oval.
The gems collected, the next stop will be the ominous wooden door. What will they find beyond the door? What debt does Ryker owe to Havayla’s family that would lead him to follow her for 20 years? Will they make it out in time to help Dorza and save Wander’s clan?
We’ll find out next time, with the Derailers
0 notes