Alastair tagged posts

Windy!

We hike down to the gnome encampment, attempting to project a friendly, non-threatening demeanour.
They walk out to meet us, with little bows drawn and their apparent leader approaches with what looks like a letter opener casually held in one small hand.
I attempt to make light conversation but they don’t seem to be in a chatty mood, and claim that they don’t have any food to trade. All in all they are quite stand-offish, and they don’t seem to realise quite who they are dealing with.
The shadows are lengthening, so we retreat from their miniature village and, as we are seeking a suitable camping spot, hear a faint cry on the wind. It seems to be calling ‘Mooordaaaanaaaaa’. It’s hard to tell where the call is coming from, but we veer towards the valley that it seems to come from. The cry is heard several more times and the search for a camping spot eventually finds somewhere. But not before we find the remains of  a mammoth that looks as if it was dropped from a great height. These are strange lands indeed….
We all quietly thank Leomund for his tiny hut and rest for the night. A mighty wind gets up and we consider the fate of the camels. Mordana muses on the fact that Leomund needs to work on a stable extension to his tiny hut.

The morning we must spent time gathering the camels. They have survived the night but look somewhat windswept!

We explore the various side valleys, and eventually find our way to a cave entrance which looks like it may lead us further through the mountains.

The tunnels wind through the mountain and eventually, after many turns, we find ourselves in a large cavern. To Vivec and Elune it seems to be beautiful, lit by glowing moss on the walls, there are pretty toadstools and frolicking woodland creatures. Several pale humanoids seems to be approaching in a friendly manner….

ZONK! Mordana removes the curse and barbarian and druid see the cavern the same way as the rest – a foul, ominous place. And the ‘friendly humanoids’ are zombies looking for a meal! They don’t find much to eat, and won’t be looking again.

We exit the cavern and continue. After many hours we camp out and wonder how bloody long these passages are.

The next morning, more trudging. Eventually we see light and emerge….
Into the SAME BLOODY VALLEY we left two days ago.!!!

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What’s around this corner…?

There was a miniature spear at the bottom of the illusion chest. Mordana proposes to perform an identifying ritual to discern it’s magical properties.
Knowing that this will take some time, Tel Vos decides to sneak up the corridor exiting the room. He’s heard the faint sound of tinkling bells coming from somewhere.

Just around the corner, he spies 2 Bhutts with their backs to him, standing by a cauldron. 4 other Bhutts seem to have also heard the tinkling of bells as they are animatedly exiting the room to the north.

He returns to report his findings and Alya reaches out with her mind to warn Stephan and Vivex that they may soon have company.

Stephan and Vivec shortly hear the sound of someone or something trying to open one of the doors they spiked shut…
‘Oh!’, they slowly think, ‘That means they might go back to fight the others……’
‘Maybe…. we should….errrr….unspike the doors so we can help.’
Despite being tired out by this formidable exercise in critical thinking, they still manage to make a start on un-spiking the doors.

Meanwhile, the rest of the party are making a valiant effort against the Bhutts. When the four extra Bhutts return, Alya drops a Fireball in their midst, and Elune summons 8 wolves to add to the mayhem. With two wolves per Bhutt, we take little damage and the battle is soon wrapped up.

However, when Stephan and Vivec return, they seem to look blank and gormless. More so than usual.
It’s as if some sort of curse or spell effect has hit them.

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DM Catch Up

Following the battle on the beach, the party may or may not have taken a long rest. Let’s assume they did.
They then row up the underground river and discover a cavern. A battle on a quayside ensues. A Dark Tide Knight riding a shark manages to knock Erky into the water while another baddy discovers that the short, hairy armoured thing can’t be pushed into the water. Erky uses Fly to escape the water and then goes for a tour of the complex. He meets some aquatic ghouls who are very pleased to see him, and nearly persuade him to join them.
The party take a short rest and then continue their exploration. North of the quay they are ambushed by a fairly concerted force of cultists, roused by the Dark Tide Knight who escaped the previous battle. Predictably, our heroes outwit and out-think their opposition. Further exploration suggests that they have now cleared the eastern portion of the temple and they can now move into the central part.
Stealthy exploration finds them a smelly door with crude carvings scratched on it. Passing by, they discover a large hall and kitchen/canteen. Much planning ensues and the death of water cultists follows. One is kept alive and pumped for information. The party learn the following:
– Gar Shatterkeel has gone down below to a place called ‘The Fane of the Eye’
– His deputies are Thuluna (thought to be a hag) and Morbeoth (One Eyed Shiver)
– Cultists identify each other with a hand signal
– The Water Cult serve Olhydra, the elemental Prince of Water. Without him they are nothing, and they seek to bring him from the Elemental Plane of Water to cleanse the world of the weak and unworthy.

Following the ‘interview’, the cultist was put to sleep and placed under the other dead bodies in a disused storeroom.
The party decide to head north to check out the Water Shrine which is just across a bridge. To either side of the bridge are culverts pouring water out into the canal. Erky sends Blinky the owl up one of the culverts to see what’s what.
Blinky telepathically communicates to Erky that the Water Shrine is here and that 5 Lizardfolk are on guard. Then communication ceases – Blinky is spotted by the guards and a hail of javelins sees him return to his own plane of existence…
Erky is cross and leads the party through the double doors….
BOOOOOMMMMM!!!!
A huge explosion is triggered by the doors and everyone is injured. With the noise of the explosion echoing through the halls, the party surge forward to engage with the lizardfolk, concerned that the noise will have alerted others in the complex.
A large, fearsome creature emerges from the water behind the lizardfolk, and suddenly the battle doesn’t look so simple.
Erky hangs back to attempt to distract any backup…
Spike Growth stalls the lizard folk for a moment, but they improvise by using a dead comrade as a stepping stone to leap out.
Meanwhile, Arielle and Thorg engage with the mighty beast – mighty blows are traded and in the end, Thorg’s persistence and powerful sword thrusts prove to be too much.
Feyabelle gets a shock mid-battle – she is hanging back on the bridge, firing arrows into combat. Suddenly a HUGE terrapin surfaces and attacks. HOLY SHIT!! IT’S A DRAGON TURTLE!!! Nursing her battered shoulder, she dived into the room and shuts the double doors.
Meanwhile, Erky sees a hideous female humanoid, a couple of ogres and more lizardfolk hurrying towards the market hall from the south. He scatters ball bearings and preps his pipe of Smoke Mephits..
Those in the shrine are now feeling bruised and scared. The party is separated and the temple is on full alert!

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