Operation Parameters
Date |
1493 DR, 27 Eleint
(02/06/2022)
|
Soldiers |
Xion, Kasfer, Ezra, Caerwyn |
Status |
|
Casualties |
none |
Objective
Return to Caer Callidyrr and investigate reports of a disturbance within the Wolf Quarter
Observations
A mind-altering device was concealed in the sewers between Wolf Quarter causing bizarre behavior through both music and color-pulse projections. Although (wildly) varying theories exist regarding its origin, there is no clear indication of its source.
Follow up
No clear direction; stay alert for any further signs of the psychic saboteurs
Preparation Details
No initial preparation; the party was returning from the mysterious volcano island with two new recruits
Operation Details
* Xion and Kasfer introduced themselves to the two new recruits, Ezra and Caerwyn; Xion as senior enlisted held nominal command of the mission.
* Fimpton and his comrade (Shalat? Shallan?--don't think that was it, that may be someone else...) piloted our craft back to the town docks and, along the way, gave us what background they could on the Wolf Quarter, noting that it was known as something of an artsy area with a moderately well-off population containing some atypical people from the rest of the city.
* After disembarking, Fimpton headed to the palace whilst his companion led the party to the southern entrance to the Wolf Quarter. Makeshift barricades had been erected to prevent movement in or out, and a guard--Will--was stationed to keep an eye on the mischief.
* Upon learning that we were aligned with the Lords' Alliance, Will permitted us to enter the quarter; we would return to this spot after our investigations to rejoin our guide and meet up with Command at the South Gate of the city proper.
* Upon entering the quarter, the party observed wild irrational behavior from all of the inhabitants we encountered. Xion surreptitiously cast Detect Thoughts, and found a common thread in the minds of the populace involving a flare of unusual colors in the sky accompanied by an unusual auditory component. We noted cracks in the ground between the sewer grates, as if there might be a disturbance or collapse in the sewers below but found the access blocked by rubble.
* Caerwyn noticed some odd firework-like explosions to the north and as the party headed that way Ezra caught wind of an odd tune issuing from that direction as well. Upon catching word of this, Caerwyn placed buttons in their ears as a ward against potential mental influence... As the party moved towards the source of the sky-borne flares, things got Weird.
* Even in the absence of visible clues, Xion was suddenly able to intuit that a vast fleet of sorcerously enhanced mind flayers had arrived to enslave the populace, likely establishing a beachhead for complete global domination. Kasfer was seized with an intense desire to flee to city for the safety of the woodlands (entirely logical given the impending invasion) while Ezra was overcome by a nameless dread. Poor Caerwyn had the strange notion that the three of us had all "fallen" under the effect of an "enchantment" that made us delusional; we tried to humor them as best we could--even in light of our impending doom. (Xion knows this was not possible. Why, I use magic to create mind-altering magic everyday and know it is objectively impossible to enchant someone with a tune in the key of E flat. Well, maybe it is *technically* possible. Actually, it's not entirely inconceivable... We'll let them have their theory, I suppose...)
* As the three of us engaged in useful responses to the impending crisis (dashing about, practicing a state of catatonia, and composing a harmonious lament of the coming downfall of civilization respectively) Caerwyn suggested that we continue to the north where we could offer a final token resistance before our inevitable enslavement. While acknowledging the futility of this plan, we followed Caerwyn's lead and found ourselves at the mind flayers point of invasion, cleverly disguised to look exactly like a large mercantile warehouse with an open roof. Entering we found two figures locked in combat, a city guard and a harengon. Immediately perceiving that the harengon was a mind flayer in disguise, we succeeded in subduing and shackling it to prevent it from harming us further.
* Upon hearing Kasfer's very reasonable desire to leave the city as quickly as possible, the guard suggested that we take the airship above us as a means of escape and began climbing a dangling rope to the roof. Xion, knowing it would be an illithid nautaloid in disguise, forestalled this attempt at deception and a moment later the guard plummeted from the roof to a messy death. A search of the body confirmed the state of things as the guard's brains were nowhere to be found, most likely eaten. (It was noted that no other internal organs could actually be identified in the bloody puddle, but that's irrelevant.) Xion conducted an extensive search for intellect devourers, but the little buggers were able to elude him.
* Kasfer noted that the building contained sewer grates as well, and would offer a path of safety to the wilds he desperately sought. Xion recognized the wisdom of this course, logically and rationally concluding that being underground was the safest possible place as it reminded him of home in the Underdark. Thus, we descended to the sewers.
* Ezra used her owl companion to scout the immediate vicinity revealing a central east-west corridor of sewage flow, with two dry passage to the south--one choked with rubble, the other ending in a door--and two to the north. Caerwyn realized that the music seemed louder below ground, and persuaded us that this must be an important component of the mind flayers' plan. Taking the more eastward passage south, we opened the door into a suspiciously pleasant-seeming room with bedding. Unlikely to have been a camp of slaves fleeing the illithid, we concluded it was an elaborate trap. (No invisible mind flayers were found in this chamber.)
* A further door to the south revealed two scarecrow-type figures who charged us with crackling wands, but they were quickly dispatched; a search of the bodies turned up no intellect devourers. The chamber to the south was empty of all but the usual sewage flow things one would expect.
* Returning to the "sleeping quarters", the door to the east triggered an explosion on opening, confirming the trappish nature of the chamber. Proceeding south, clambering over rubble we headed to the east, (Xion was almost able to slay an invisible mind flayer lurking behind Kasfer, but somehow it eluded his strike.) We dispatched another scarecrow critter and found a north-south sewage flow with a rickety bridge which we traversed.
* Entering a chamber to the east we encountered a figure who kept muttering about a bank and attacked us with fire magics. We slew him with alacrity, and beheld the device this illithid minion had been protecting, a strangely glowing cube inscribed with runes of a curious nature and emitting the unearthly music we had been following. Although Ezra dunked it in the sewage, it continued to remain active. Xion, tossing it into a corner with that may have contained papers, fuses, and other other items of potentially flammable/explosive character, hit it with a high level fire-orb which detonated the device, ending its foul music and influence.
* The resulting explosion may also have started the collapse of the sewer structure...
* For whatever reason, after the destruction of the cube, the mind flayer threat did not seem nearly as pressing or--likely--as it had before, Kasfer's drive to escape to the woodlands receded, and Ezra's mental outlook brightened considerably. Unfortunately, the destruction of the item had no effect on Caerwyn who persisted in the belief that all of us had been under its "enchantment." (I'll recommend that Caerwyn stop by the medical compound back to camp to be sure there are no lasting ill effects.) ((I'll also note that there is absolutely no proof that there *weren't* invisible mind flayers stalking us throughout...))
* Then began a harrowing race through the collapsing sewer system, as we dodged falling boulders, hurtled streams of sewage, and engaged in heroic feats of acrobatics. Emerging at our initial ingress point, we dashed to the northern pathways where we found a means of once more reaching the surface, and found ourselves within the warehouse.
* The harengon--no longer under mind flayer influence--was duly freed from its bonds and was found to be the owner of a swanky bar & restaurant in the neighborhood. (And I cleverly neglected to record the name of both the owner and his establishment...)
* Returning to the place where we had entered the Wolf Quarter, we found the populace perplexed at their previous behavior, and loudly announced to all that they had been rescued by the might of the Lords' Alliance and the heroes of Fort Vegapath. Xion and Caerwyn performed an impromptu duet to immortalize the moment in the minds of the populace, and we departed into the sunset. Or would have, had we not been been heading south. But the overall effect was very much us heading off into the sunset. I'm sure we headed west at some point, so we must have...No doubt it was exceedingly picturesque and the people there will bless our names for saving them from this menace. We can provide a couple of draft sketches if they insist on putting up a monument to us...
* Xion and Kasfer introduced themselves to the two new recruits, Ezra and Caerwyn; Xion as senior enlisted held nominal command of the mission.
* Fimpton and his comrade Clashat piloted our craft back to the town docks and, along the way, gave us what background they could on the Wolf Quarter, noting that it was known as something of an artsy area with a moderately well-off population containing some atypical people from the rest of the city.
* After disembarking, Fimpton headed to the palace whilst his companion led the party to the southern entrance to the Wolf Quarter. Makeshift barricades had been erected to prevent movement in or out, and a guard--Will--was stationed to keep an eye on the mischief.
* Upon learning that we were aligned with the Lords' Alliance, Will permitted us to enter the quarter; we would return to this spot after our investigations to rejoin Clashat and meet up with Command at the South Gate of the city proper.
* Upon entering the quarter, the party observed wild irrational behavior from all of the inhabitants we encountered. Xion surreptitiously cast Detect Thoughts, and found a common thread in the minds of the populace involving a flare of unusual colors in the sky accompanied by an unusual auditory component. We noted cracks in the ground between the sewer grates, as if there might be a disturbance or collapse in the sewers below but found the access blocked by rubble.
* Caerwyn noticed some odd firework-like explosions to the north and as the party headed that way Ezra caught wind of an odd tune issuing from that direction as well. Upon catching word of this, Caerwyn placed buttons in their ears as a ward against potential mental influence... As the party moved towards the source of the sky-borne flares, things got Weird.
* Even in the absence of visible clues, Xion was suddenly able to intuit that a vast fleet of sorcerously enhanced mind flayers had arrived to enslave the populace, likely establishing a beachhead for complete global domination. Kasfer was seized with an intense desire to flee to city for the safety of the woodlands (entirely logical given the impending invasion) while Ezra was overcome by a nameless dread. Poor Caerwyn had the strange notion that the three of us had all "fallen" under the effect of an "enchantment" that made us delusional; we tried to humor them as best we could--even in light of our impending doom. (Xion knows this was not possible. Why, I use music to create mind-altering magic everyday and know it is objectively impossible to enchant someone with a tune in the key of E flat. Well, maybe it is *technically* possible. Actually, it's not entirely inconceivable... We'll let them have their theory, I suppose...)
* As the three of us engaged in useful responses to the impending crisis (dashing about, practicing a state of catatonia, and composing a harmonious lament of the coming downfall of civilization respectively) Caerwyn suggested that we continue to the north where we could offer a final token resistance before our inevitable enslavement. While acknowledging the futility of this plan, we followed Caerwyn's lead and found ourselves at the mind flayers point of invasion, cleverly disguised to look exactly like a large mercantile warehouse with an open roof. Entering we found two figures locked in combat, a city guard and a harengon. Immediately perceiving that the harengon was a mind flayer in disguise, we succeeded in subduing and shackling it to prevent it from harming us further.
* Upon hearing Kasfer's very reasonable desire to leave the city as quickly as possible, the guard suggested that we take the airship above us as a means of escape and began climbing a dangling rope to the roof. Xion, knowing it would be an illithid nautaloid in disguise, forestalled this attempt at deception and a moment later the guard plummeted from the roof to a messy death. A search of the body confirmed the state of things as the guard's brains were nowhere to be found, most likely eaten. (It was noted that no other internal organs could actually be identified in the bloody puddle, but that's irrelevant.) Xion conducted an extensive search for intellect devourers, but the little buggers were able to elude him.
* Kasfer noted that the building contained sewer grates as well, and would offer a path of safety to the wilds he desperately sought. Xion recognized the wisdom of this course, logically and rationally concluding that being underground was the safest possible place as it reminded him of home in the Underdark. Thus, we descended to the sewers.
* Ezra used her owl companion to scout the immediate vicinity revealing a central east-west corridor of sewage flow, with two dry passage to the south--one choked with rubble, the other ending in a door--and two to the north. Caerwyn realized that the music seemed louder below ground, and persuaded us that this must be an important component of the mind flayers' plan. Taking the more eastward passage south, we opened the door into a suspiciously pleasant-seeming room with bedding. Unlikely to have been a camp of slaves fleeing the illithid, we concluded it was an elaborate trap. (No invisible mind flayers were found in this chamber.)
* A further door to the south revealed two scarecrow-type figures who charged us with crackling wands, but they were quickly dispatched; a search of the bodies turned up no intellect devourers. The chamber to the south was empty of all but the usual sewage flow things one would expect.
* Returning to the "sleeping quarters", the door to the east triggered an explosion on opening, confirming the trappish nature of the chamber. Proceeding south, clambering over rubble we headed to the east, (Xion was almost able to slay an invisible mind flayer lurking behind Kasfer, but somehow it eluded his strike.) We dispatched another scarecrow critter and found a north-south sewage flow with a rickety bridge which we traversed.
* Entering a chamber to the east we encountered a figure who kept muttering about a bank and attacked us with fire magics. We slew him with alacrity, and beheld the device this illithid minion had been protecting, a strangely glowing cube inscribed with runes of a curious nature and emitting the unearthly music we had been following. The cube itself fought us, teleporting Kasfer and projecting a wave of force damage at us. Although Ezra dunked it in the sewage, it continued to remain active. Xion, tossing it into a corner with that may have contained papers, fuses, and other other items of potentially flammable/explosive character, hit it with a high level fire-orb which detonated the device, ending its foul music and influence.
* The resulting explosion may also have started the collapse of the sewer structure...
* For whatever reason, after the destruction of the cube, the mind flayer threat did not seem nearly as pressing or--likely--as it had before, Kasfer's drive to escape to the woodlands receded, and Ezra's mental outlook brightened considerably. Unfortunately, the destruction of the item had no effect on Caerwyn who persisted in the belief that all of us had been under its "enchantment." (I'll recommend that Caerwyn stop by the medical compound back at camp to be sure there are no lasting ill effects.) ((I'll also note that there is absolutely no proof that there *weren't* invisible mind flayers stalking us throughout...))
* Then began a harrowing race through the collapsing sewer system, as we dodged falling boulders, hurtled streams of sewage, and engaged in heroic feats of acrobatics. Emerging at our initial ingress point, we dashed to the northern pathways where we found a means of once more reaching the surface, and found ourselves within the warehouse.
* The harengon--no longer under mind flayer influence--was duly freed from its bonds and was found to be Stigbar, the owner of a swanky bar & restaurant in the neighborhood, who may already be known to some at the Fort.
* Returning to the place where we had entered the Wolf Quarter, we found the populace perplexed at their previous behavior, and loudly announced to all that they had been rescued by the might of the Lords' Alliance and the heroes of Fort Vegapath. Xion and Caerwyn performed an impromptu duet to immortalize the moment in the minds of the populace, and we departed into the sunset. Or would have, had we not been been heading south. But the overall effect was very much us heading off into the sunset. I'm sure we headed west at some point, so we must have...No doubt it was exceedingly picturesque and the people there will bless our names for saving them from this menace. We can provide a couple of draft sketches if they insist on putting up a monument to us...