Start session with INSP, +d6
Q1: Are you more likely to use your fist or your words in an argument? A1: I would certainly start with words for solving an issue; 100% of the time in regular life, and then not resorting to physical violence; however, out here in the wilds, if words fail, violence is fair game. Q2: What is something you're naturally good at? A2: Organization and planning.
BEGIN SESSION
We come out of the short rest, and plan how to proceed. Melfine wants to get some motivation from the target before killing it. We head out towards the fog bank, about 30 minutes away. As we enter the bank, vision is decreased by half, so 30 feet to see vague shapes, clarity at 5 feet. It is balmy warm in here, like a greenhouse. Druss has to make ARC check, poorly, and just thinks the fog is unnatural. We are moving through the area actively perceiving and not sneaking, but being careful. Group PER, only Druss notices the string of forest creatures, forming a V shape behind our group, which he tells us immediately. This causes the animals to approach us quickly, and Marda asks them to lead us to their leader person. The badger snuffles and walks ahead of us, leading us forward. There is a large stag without one of its legs, a disemboweled owl, and a rabbit missing an ear. We make a group INT, and Helen and Marda realize this is a druids grove. We find ourselves in a derelict courtyard, with stadium seating, filled with critters in various states of decay. They continue to pour in, filling the seats. The fog is lighter here. In the center of the stadium is a throne made of thorns and vines and bones. The bones are all larger, and one looks to be a human femur. The noise dies down, and we see a very pale, elvish woman step out from the left side of the throne. She asks why we are here, and Marda takes point, asking why they're doing this to the forest. The elf is mad at humans, and progress, and civilization. I am trying to make myself small, and use Druss for cover. (PER 13) for something, I don't think I passed. The elf offers us the choice to leave here alive if we serve her, but Marda and Melfine are trying to logic her out of hating us. It looks to be going downhill, and Druss takes a crack at speaking out against violence, but CHA save, fail, become afflicted by Bane (-1d4 from attack rolls and saving throws for 1 minute).
Combat begins, and I Bless myself, Marda, and Druss (+1d4 to attack rolls and saving throws for 1 minute, CONC). INS check, Helen realizes the rakshasa is not in control of its faculties. Bane goes away, and swarms of insects fill the area. Used INSP against a CON save from the swarm, passed, 17 dmg. The area is lightly obscured and now difficult terrain due to the bugs. We kill the rakshasa, and the elf wild shapes into a dire bear. Then, some of the small crowd animals come in to aid the elf. Use the +d6 to pass a strength save to not get vined up. Rorin kills the elf (Tharthiel Haneways, level 20 cleric/druid). Apparently, the rakshasa can't be killed for real outside of hell, so we have an enemy for life. The animals in the stands flee, and we search for the source of the blight. Rorin and I check the throne, (INV 20), find: two greater potions of healing; an old, sealed scroll; one chalice valued at 1000 gp. Also, it is not the source of the blight. On the body, Melfine finds: a symbol for Asmodeus; the elf's druid casting focus, a staff that is +1 to druid casting; a shard of some gem, with the texture of bark, that is shoved through the elf's heart. Melfine lays out a bunch of stuff to try to commune to her goddess, getting 3 yes/no questions. 1: Is the shard the source of the blight? Yes. 2: Do you want me to destroy it? Maybe yes, maybe you're not ready for this yet. 3: Are you still on my side? Yes. Marda WIS check, and took some necrotic damage. Rorin and Druss notice a small hobbit hole that leads to an office-type room. He finds an herbalism kit, a potion of some sort, and another bottle, with a grey fog inside, also of unknown type. He calls out that it is not her dwelling, and Druss checks out the trees, noticing something like a treehouse. A flying squirrel tries to dive-bomb the corpse, but Helen kills it before it can make contact. I take the now canvas-wrapped body and carry with the group towards the treehouse, inflicting disadvantage on DEX saves. Rorin yeets himself up the tree, checks for traps (INV 13), seeing some minimalist, low-quality earthenware trappings. There is also a guillotine attached to the door, which totally could have killed someone. Marda finds half-burned plans and schematics; a very, very old rug tied up in the corner; and a very, very, very old backpack made of leather and surprisingly not falling apart. Marda brings me the schematics to study (INT check, 3, mega-fail; we are going to hang onto them to study later). Marda is looking through the bag, namely for something to remove the shard, and finds a glass vial labelled as toxic in Elvish, a container of balm with another Elvish label. She then shakes it and hears nothing. It is a Handy Haversack, which puts the object you're thinking about on top, if it is in there. She thinks about a journal/diary, and boom! there it is. It is also in Elvish. She moves to investigate the rug. Rorin knocks the rug over; he and Marda study it, and are sure it hovered for a hot second there. Rorin throws it out the window, and it lands before us with a fountain of dust and grime. He hangs it over a branch, and Druss uses Prestidigitation to clean it up. Druss and Rorin recognize a pattern on the rug, written in Draconic, saying "Speak...and rise...and you will...horizon." Meanwhile, Marda heads down and shows us the rest of the goodies. Druss sits down, ritually casts Comprehend Languages, and reads the journal. He has a buddy back home (Max) with a dad named Charles Corbin, who is an elf. The journal is dated to about two centuries ago. It is a travel journal with some sketches and ideas. The schematics are for Mordenkainen's Magnificent Mansion but like a druid version, which is powered by extraplanar magic.
We head out and move back towards the city.
END SESSION
Current HP 38/65. Level up for next session.