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Sat 17th Apr 2021 06:47

1/16/2021

by Aurane Velaryon

BEGIN IN TOWER WITH STRANGE MAN
 
The man thinks that we are here as new recruits to the Undertow, sent by Evangeline. His name is Eladamril (my character from the one-off with monsters) and he tells us to go into the parlor to meet with his sister. The parlor has a great many house plants, herbs and such, as well an eclectic mixture of books, and furniture for sitting. Eladamril later enters the parlor, giving Spike a small blackberry plant to munch on. He's a bit put out by us being from Cherwood, but rolls with it. He is a big to-do in the Undertow, protecting what sounds like fugitives of some sort. Druss tells him of the happenings of the last few days. He isn't much a fan of the train project. Then we are lead to some guest rooms, which are not opulent, but workable. Druss and Melfina have a private conversation to which I am not privy, but is about Spike and the wraith form. After some time they return, and we smell some wonderful aromas coming from the kitchen. Eladamril calls us to the dining hall on the other side of the kitchen. The hall is gorgeous, but has been drabbed down. We sit at a long wooden table, well-worn. Eladamril is not a stunning conversationalist, but will respond when engaged. After dinner, Druss explains how Garnet has aided us so far, and that the organization has been helpful in our quest. Eladamril is none too concerned about the hydra doing what hydra's do, and stopping the railroad work. His sibling (they/them) took Spike long ago, Adrian was their name, and this person assisted Melfina during past troubles, and Melfina later became Spike's caretaker. Spike is having a mild temper-tantrum while they are conversing. Melfina asks for aid, and Eladamril begrudgingly admits the hydra has too many heads, giving us 4 bottles of oil to work with, noting they don't like fire. Melfina continues to act like someone is talking to her, but the rest of us cannot hear the other half of the conversation. We all go to bed for the night.
 
We awaken for the morning to the smells of breakfast. We mount up and get ready to leave, when Druss asks me to check out his shoulder, which is itchy and shouldn't be. It looks like a brand, stretching from the center of his chest, where the diamond was set, up to his shoulder. The pattern looks like flames, and I relay this to Druss. Melfina is called to inspect her work, but she doesn't recognize the symbol. I sketch out the pattern and pocket it for later. A MED check reveals that dragonborns shouldn't look like that, and it isn't necrotizing because the scales aren't sloughing off. I note the marking extends below the scales to the fleshy underbed. We set off to the camp from before, and see the wreckage of the hydra being a pissy little bitch. SUR check to see if the tracks in fact lead back into the cave. Entering the caves, it's about 20 feet across, and it's deep out of my frail human sight. The walls are clearly man-made and smooth. We make a combo of fire bolts and fire spears. I have 4 bolts, from my store of 20. We send Rorin ahead, as the rabbit. We wander deeper and deeper into the cave, 20...30 minutes pass. Around 40 minutes, the walls begin showing signs of being more natural and rough, with stalactites and stalagmites, and dripping water sounds in the distance. We come upon a natural bowl, and after a moment the water begins bubbling. Roll into initiative. I have a lit torch, btw.
 
Rorin goes down immediately after the hydra surfaces; the rabbit technique didn't work so much. It all ends with a Babe Ruth homer from my spiritual weapon, over the Green Monster. Melfina collects ~25 teeth and some blood. I shot zero bolts, so I now have sixteen normal bolts and four fire bolts. Druss looks into the lake for loot, and I part the water so that he can get down there. Instead Rorin jumps down like a godsdamned maniac. He finds ~50gp of gems, 1 set of shackles with runes in good condition, and a very nice amulet with the symbol of an alehouse. My ring from last time looks like a grey crystal set in a tarnished silver band. I then cast detect magic, showing 5 indicators of magic. 1 around Druss's neck (Divination), 1 in Rorin's pocket (Evocation), 1 in Druss's sack (Conjuration), my ring (Necromancy), and the shackles (Abjuration).
 
--END SESSION--(Still sitting one 1 INSP point)