Hillfast's Legacy

Exploding Meat Chunks

The fight rages on…four foul assemblies of meat intent on smashing the intruders and the party beating them back with every tool at their disposal. The deva is successful in finally reviving the dwarven hedge trimmer.

Karthas takes to the battle like a duck to water, jumping into the fray hacking away in the name of Tempus. The pair of Raven Queen disciples, hook, strike, pull, and punish the golems with creative uses of shadow-stuff. Sir Cam, in single combat continues to beat down and knock down his solo monster in the corner. The tactically minded Pixie, continued to call out opportunities for the dragonborn and dwarf to hack away at the monster’s lifeblood. The resident mage, with his aloof and almost comical pink comets of death, dealt quite a bit of damage, chinking away at the constructs.

Finally, one of them falls and the party can focus on the remaining three. It is only moments later, after the party has refocused on the other threats in the room does the fallen golem detonate into flying meat chunks, sinew, bone and other humors does the party realize the danger of destroying these beasts.

One by one, the golems are defeated with superior efforts put forth by the entire party. After taking a moment or two to collect themselves, the party finds a door that leads into the bowels of the tower.

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The Chant of Valkryies

“…kor-ah, syahd-ho. rah-tah-mah, daan-yah. kor-ah, kee-lah, daan-yah…”

Drifting in space, falling, the senses overcome. Like in those battle-rage moments, feeling the power of Tempus coursing through the veins like consumed lightening, every sight intensely colored, every smell heightened, sounds thundering in my ears, the chant “Kor-ah, Daa-nyah. Kor-ah, Rah-tah-mah. Nyo-hah, Kee-lah, Kor-ah, Rah-tah-mah…. I was a sword in the fist” resounding …in the presence of my Lord Tempus, I can almost reach up and touch his….

CRASH! the dwarf lands on the assistant Lab Keeper, killing him outright. The rest of the party floats, glides, flies down into the laboratory and are attacked by the Tower Guardians.

The broken dwarf lies centrally in lab. Glorfindall quickly moves to straddle him and defend the fallen warrior. Maledixit-ala takes cover in the shadow of the stately deva and prepares to guide the battlefield. Sir Cam takes the frontal assault and charges one of the abominations meaning to decimate it in single combat. Meanwhile across the room, the servants of the Raven Queen prepare their own band of attach against one of the other monsters. Cicero tests the creature’s defenses before turning its own shadow against it, strangling it and dragging it back and forth in combat. Maledixit-ala exploits the dragonborn’s tenancy to back off of his adversary after striking the thing to ground. The pixie uses his years of military service to call out precision strikes that continue to weaken the flesh monstrosity. Allistar, does what Allistar does best, ranged support strikes. Repeatedly, fuchsia and salmon colored rounds slam into the lab from the surface doing predictable damage to the enemy.

As we left off, the party was almost depleted of their special attacks and two of the bruisers were seriously injured. The final two had been successfully repulsed by the combat medic….
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Damn Dice Game

While the Battle for Luskan rages on, Karthas feels the Battle Lord’s call and wades into the fray. Maledixit-ala, follows seeing his chance to fight for the glory of his liege.

Sir Cam and the rest of the company, having recently come into the possession of a nice wagon, leave it secured at the North Gate and charge into battle to help secure the city from the bands of evil entities that have taken up residence.

Wading hip deep into men, beasts, gore, and blood the party cuts a swath south toward the Blood Island. Army engineers work to repair sabotage efforts on the bridge proper. The fighting on the south side of the River sludge is fierce. The party can see the main army is pushing its way from the South Gate towards the market.

Blood Island seems to be held fast by waves of the undead that pour out from the coast of Blood Island and are making their way over the bridge, ignoring their comrade that plummet through holes in the decking. Karthas, Cam, and the guiding light of Bahamut through his vassal Glorfindall lead the charge against the foul corruptions of unlife. A Lance of Faith explodes several ghouls and skeletons long before Karthas’ axe decimates the front ranks. Cam snarls and shears appendages from bodies as he moves and darts through the ranks of undead. Cicero lightfoots on the edges of the bridge, avoiding the swallow of melee, in favor of delivering monstrous damage to various outliers, commending their souls return to the Raven Queen. Maladixit-ala finds his precision arrow placement a fine complement to Karthas’ sheer battle savagery. A friendly competition ensues with Karthas ultimately winning with a total of 17 confirmed kills to Mala’s 14.

As the company presses the undead over the edges of the bridges or pounds them into submission, they approach the end and solid footing once again. Advancing on the tower, vile attacks and curses are flung down from the windows. When the company and the surviving engineers arrive in the shadow of the tower, a great cracking noise is hear and felt. The earth below their feet collapses and the party is plunged into the lower chambers of the tower. Cam, Glorfindall, and Vasq throw themselves at the edges of the ring and cling for dear life as the rest of the party plummets below. (Yes, yes Maladixit-ala just flutters there for a second before moving over solid ground.) The party falls into a laboratory of various creatures living and half living.

As Karthas lands on elderly human male in robes (who kindly breaks his fall) he hears the horrid snapping sound of his right arm being wrenched in a very wrong direction. As his vision fades, he hears the call and response cadence of an old war chant….

Vasq and Allistar find themselves surrounded by half assembled abominations that are partially animated.

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Interlude

So…as a considerate DM, I realize that I had a bit of a gap previous to my last post. So in lieu of a full post, I present a bit of and Interlude here in our story:

In the corner of a journeyman’s tavern sit three men cloaked in deep shadows.

“Our contact is late. Filthy humans, unreliable, may her Blessed webs entangle them all.” Murmers the man seated in the center to his companions in a click-murmer styled language.

“I see him entering.” Clicks the one on the right.

A brute of a man, takes off his officer’s cloak, and settles down on the fourth chair at the table. He leans in and speaks in a conspiratorial tone “Gents, our arrangement must be completed tonight. Thars some tough looking men that’ve come to town. Quick and clean, and they’ll have none the reason to stay.” He passes a short scroll to the man on the left, who slips it into an interior pocket. A “click-murm” and the center man nods in approval.

Raising his hood slightly to better gauge this soldier sitting directly opposite him, and small bag of white slips into view. “Payment has been made to the House. The contract is accepted. Our conversation is at an end.”

The armored soldier takes his cue to leave by pushing back from the table and rising, never feeling the slight pinprick under his arm. He makes his way out of the tavern, where he suddenly feels quite ill.

His breathing becomes labored, and his armor slowly drags him to the earth.

He collapses on the side of the road in a puddle of mud and filth. As his vision begins to fade, he sees three pairs of expensive black boots step into view.

“Click-click-murn” is the last he hears before his heart fails.

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In Mourning, Faith was Found

A broken leader lies dead. The party is at an impasse. It’s martial leader has fallen. The Lich destroyed and the Black Dragon beaten back, the party’s actors make good for themselves. Rook having made good on his quest disappears with aboard the Lich’s flying carpet. Sibrand similarly vanishes in the post battle confusion.

Glorfindall frantically uses all of his battle training healing devices, but the proud dragonborn is no more. A murder of crows descends upon the remain party. An otherworldly essence bloom in the midst of the dead. As an aspect of the The Raven Queen restores health to Sir Cam Lawbringer’s broken body, a small retinue of guides appear as servants of the Raven Queen. A master of battle, the hard nosed dwarf, Karthas Ironnose is tasked with bringing a fierce edge to the protection of this group. He is haunted though, by visions, visions of a battle yet to come, with thousands of men and beasts throwing themselves at the jaws of war. The ever serene Vasq, brings a peaceful tranquility to the group. Ever faithful to his mistress, Vasq seeks to serve in the capacity of channeler, as needed. The ever so deft, Cicero presents himself with a particular panache and flair. Equally graceful and fluid in motion, Cicero is as persistent as a sharp wind, and possibly as deadly.

With his new found health restored to him, Sir Cam seeks to reform the troops and take a tactical assessment of his resources. The party mounts their horses to return to Longsaddle. Along the road they find a dying Gregor Von Lerron and his already dead aide-de-camp. With Gregor’s dying words he bequeaths his title and lands to his trusted knight, Sir Cam Lawbringer, leaving Cam in charge of a fractured army.

After arriving in Longsaddle, Cam sets about to take stock of his assets while the rest of the party take a moment or two to recover from the harrowing attack they survived. In the wee hours of the morning, the call of the city watch rouses the hardened adventurers. The city’s wall is under attack from a mob of the undead! Without a coordinated plan, and with remarkable effect, the party wipes out the two dozen or so skeletons without a scratch.

The next day, Cicero’s dreams lead the party back to the blasted tower on the edge of town. They descend in the the bowels to find the once tight passageway has been sufficiently improved that the members can walk two abreast. Careful investigation lead the party to the store room and the ash colored portal, where their decorations have since been removed. Cicero, ever curious, finds himself passing through the portal with some experimentation. Upon entering the Shadowfell, Cicero saw in the near distance a huge army encampment. Opting to retreat back and report what he found, Cicero shimmered back into existence in the Mundane World. The party took the news in stride (and why not, the week had already been booked with a Lich and a Dragon…why not a Shadowfell Army…) and opted to demolish the room and seal the Shadowfell portal. A trio of army sappers were located in a bar in town and brought down to set the explosive charges. Once the pyramid was lit, the room was evacuated. Except for Sir Cam, wanting to see this through to completion, waited patiently next to the Warehouse portal. As the fuse burned down close to the charges, the Shadowfell portal rippled. Stepping through, a tall Shadar-kai warrior and his two shadow beasts appeared.

Immediately, aware of that things were not as they should be the hounds descended upon Sir Cam. A furious fight ensued. Cam’s ferocity allowed him to swoop past the first beast an engage the master. The two locked in mortal combat. As the two traded blows, the Warehouse portal shimmered and Glorfindel appeared. Seeing the brave knight gripped in the arms of martial fervor, the cleric summoned the power of his god to knock the foul creatures to the ground for their insolence.

Meanwhile, in town: Cicero and several of the town watch are enjoying mimosas and commenting on how nice the weather is.

Back in the subterranean storeroom, it is a fierce fight. The shadar-kai scoring repeated massive strikes sinking the Dragonborn knight deeper into his primal blood rage.

In town: Hubert is trying on a new hat and gloves.

In the storeroom, the fight rages on. Glorfindel keeps Cam in the fight as the fuse burns ever shorter. Just as the fuse disappears from sight, Cam and Glorfindel leap through the Warehouse portal to safety. In the distance they hear a massive explosion and several townspeople notice smoke and dust rising from a spot deep in the woods outside of town.

The momentary distraction is enough for the shadar-kai to emerge from the portal, hellbent on the destruction of dragonborn interloper. The shadow beast is cut down early in the renewed fight. The rest of the party makes its way toward the sounds of combat within the warehouse. They arrive just in time to gang up on the fierce-some warrior. It is noble Hubert who scores the killing blow as the shadar-kai attempts to retreat through the silvery portal. The party verifies that the room is completely filled in with the earthworks that were, until very recently, situated above it.

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Everything was fine, until the dragon showed up…

In Waterdeep: Hubert spends an uncomfortable night sleeping in the lich’s lair.

On Merchant’s Pass: at the place that will become known as “The Fields of Seared Souls”, Gregor’s Army and the Daggers plot their attack. Glorfindall prepares a vessel filled with fluid blessed by his hand to help repel the undead wizard. Cam renews his commitment to Gregor and they talk about tactics to take down the lich. The rest of the party and army attempt to rest with anxiety running high about the following day’s encounter.

Dawn breaks on a clear and sunny day. The army goes about its normal encamped routine. The first hint that something is amiss is a stray dark cloud that seems to travel of its own volition…straight up the road. The cloud stops in a hover above the camp and as the cloud dissipates, an ornate flying carpet with the goblin menace astride can be seen.
Gregor give the order for archers to loose their arrows. The goblin vanishes and the arrows hit very little but the carpet itself.

Dox’ilbis brings the carpet lower and unleashes his opening attack. The party responds and a fierce battle ensues. Allistar is able to dismount the lich from the carpet and bring the fight within reach of the soldiers. Rook seeing his prize readily available mounts the carpet and swoops into combat. The pitched fight looks to be in the party’s favor until a large black shadow passes over the battle and the roiling, visceral dragonfear swept amoungst the combatants. Cam hurls an arcane blast at the lich as he attempts to escape during the distraction, easily destroying the damned creature. The lich’s kit falling to the ground proves too attractive a prize for the dragon who swoops in to gather up the loot.

Things get a little fuzzy here…somehow Allistar summons into being a huge Carrion Crawler who proceeds to attack the dragon. In the next instant the dragon is behind the cleric and Cam is in the Crawler’s clutches. Then Sibrand…in his wisdom mounts the dragon without a saddle and is promptly bitten for his trouble. With his (or hers…did anyone check the gender of the dragon?) attempts to leave with his newly acquired magical loot thwarted by the Crawler, the dragon rains down a torrent of burning acid that all but decimates the party its troops. Cam falls, Sibrand falls, Hubert falls (wait…when did he get here?), but lo and behold…Rook is bebopping around on his flying carpet all fine and dandy like… Glorfindall is able to get Hubert and Sibrand back into the fight with his strong connection to Bahamut energized by a fight with an evil dragon. Rook barely escapes the dragon’s attempt to snatch the carpet, ironically from below his feet. The treasure hunter finds safe harbor in the woods, away from the fight.

The black dragon takes to the air once again after punishing the crawler for its repeated insolence. As the dragon escapes, Glorfindall goes about healing the most injured.

Brave Sir Cam Lawbringer lies badly injured. The cleric prays and channels his strongest healing magics into the dragonborn knight, but he expires due to injuries sustained in combat.

In a sea of broken and charred bodies, amoungst the flith of war, the pools of acid stands this small group of heroes, mourning the loss of their once proud leader.

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The Trap is Set!
Me, the lich, and my doom.

In the aftermath of keeping the town watch on the street and out of his bar, Tawny closes the Splitthead Tavern for the day. With no one to keep tabs on him, he proceeds to move all of the liquor from the bar into his magical bag. Sibrand, Allistar, and Rook return to the bar to confront the mysterious barman about his apparent slaying of a party member. Sibrand and Tawny get into a heated exchange as the knight returns after getting bandaged up. Stepping into the middle of a full on interrogation, Cam waits for a moment to break into the conversation and refocus his people.

Waiting a minute too long, Tawny has had enough and creates a protective barrier of flames. Within seconds, Allistar has put out half the flames starting to spread across the floor with streaks of ice, then promptly disappears. On his heels Rook, beats feet for the back door. Sibrand, now assured he is dealing with a dangerous man, quick draws his sword and stabs the bar keep. Cam, always the tactician, puts out the rest of the flames with a blast of icy wind and juxtaposes positions with Tawny, now standing toe to toe with the ranger.
The shock of the rapidly unfolding events, draws the group back together and it is revealed that Hubert had infiltrated the bar and taken on the guise of the bar keep for the meeting with Kreelo. Now the planning to take down the Lich began in earnest. Several plans were crafted and discarded as outright foolishness, then only one was left.

Cam, Sibrand, Allistar, and Rook would take their horses and ride north to find Gregor’s Army and set an ambush for the lich at the roadside hitch where Imre the dwarf had teleported them to Waterdeep. Hubert, the ever faithful squire, would in four days time, approach the lich and attempt to lure him into the prepared trap. Upon approaching the lich’s residence, he is not slain on the spot and actually invited into the home.

Will the party prevail? Will Dox’ilbis be brought to justice? Until next time…

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This is not a Cheers Episode.
You did what? again.

And where do I start with this recap. Seriously…it’s all too bizarre.

The party left Longsaddle and were joined by a human named Wilhim, a fellow traveler seeking the safety in numbers on the open road. Later in the day, Wilhim pulled off the road to meet his employer/master, a cheerful dwarf named Irme. Irme sets out a meal for the party, while the mage and treasure hunter choose to catch up on their rest (it was a late night for the mage with his two, I mean one new friends). Either there was some bad fish or everyone had the same strange dream about Carrion Crawlers, because the entire party seemed to be thinking the same thing. The party procures a fast forward of sorts from the kindly dwarf; who, for a tidy sum, transported them to the Splendor of the North, Waterdeep.

Out and about, the party meets up with Kreelo, a charming and gregarious entrepreneur who points them in the direction of the quarry. While the party literally stands at the gates of the lich’s house in Waterdeep, he goes about his day, as a man who pays no attention to ants.

The party decides not to rush the house, but instead takes up Kreelo’s offer of cards later in the day. Arriving at the Splitthead Tavern, Kreelo arrives with Hubert, having found him lost in the streets. The dragonborn suspects some treachery and tests Hubert with some basic questions. When Hubert fails to correctly identify Glorfindall as the knight’s favorite person, he is promptly attacked with a spray of acid. The patrons flee and the fight progresses. Hubert, backed into a corner and suffering a variety of injuries makes way for the door, only to be frozen in place and then zapped to death by the unimpressive bar owner, Tawney. Cam, thoroughly enraged at the presumed collusion with Kreelo presses the inquiry to the point of engaging Kreelo in combat. Kreelo retreats to the now crowded public streets after slaying the dragonborn knight. Allistar attempts to intercept the fleet footed human by teleporting in front of him, only to be stabbed in the side and watch Kreelo disappear into a mist.

So where does that leave the party?

  • The treasure hunter is back at the inn, resting comfortably.
  • The knight is bleeding out on the floor of the bar.
  • The squire is missing and/or a dead changeling assassin in the doorway of the tavern.
  • The ranger is checking out a book at the local library.
  • The mage is pissed that Kreelo slipped away.
  • And…..the cleric…praying at the temple many miles away from combat, while his comrades are dying.
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Look Boss! de Dragon! de Dragon...
What the hell just happened?

A side note, the Dagger’s have collected a treasure hunter who is seeking the flying carpet the lich took. His name is Rook and he seems remarkable lucky, having stumbled upon a great sword with some cryptic runes inscribed on it. Once the party is reassembled and Gorge Lawbringer is sent off to report to Gregor, road is paved south towards Longsaddle.

Welcome to Longsaddle, a lovely town when it’s not on fire…

The party arrives at Trader’s Gate on the north end of Longsaddle. With all the peculiar things going on, the guards insist on the party surrendering their weapons. Cam persuades them to allow his faithful squire to enter the gates to purchase provisioning, while the remaining party stays with the horses outside the walls.

Hubert meets with the refugees, who are being quartered in a ghetto, and provides arms and reassures them that Gregor’s Army will be there soon. Hubert’s exit from town is stalled when the Gate Sergeant smacks him in the face for insolence. A full on fight ensues. Cam, Allister, and newcomer Rook ascend the wall and quickly defeat the three guards assigned to the Gate. Before the last guard falls, he calls out an alarm and more town guard respond to the Trader’s Gate.

Another troop of six arrives to find their fallen comrades, broken and bloodied on the road. Hubert has secreted himself within a neighboring building and prepares a massive attack on the guards. Rook makes the most of their arrival and blasts them, before they know what is happening Rook is behind them, killing one and feasting on the soul of another. Allister uses his dainty pink missile to slay another and some felled flying beast harasses Cam. The fearless treasure hunter and the war mage make quick work out of the remaining guard, but receive a fair number of quarrels for their trouble. Allister takes the opportunity to attack the flying creature with his deadly accurate missile again only to be punished by the monster’s near fatal reprisal attack. Next it executes a wall shattering concussive attack and then the dragonborn disappears.

When all is said and nine of the town guard lay dead in the streets and only the war mage’s unconscious body is discovered on top of the wall.

The party regroups in the Broken Barrel Pub and plans for the next day.

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Just Desserts...

Cam reports to Gregor and currys favor enough to get fresh horses to continue hunting the lich. Gregor’s army arrives in Hillsfast to continue searching for clues as to the liches motives and destination.

Loot from the warehouse was divided.

The horses are saddled and well tended in the stable and ready for you to depart in the morning, south after the mad lich.

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