We Make a Lot of Friends Along the Way

The Saturday game, recapping 10/10/20 – From where we arrived in eastern Elturel, we begin to explore. Our eventual goal is the High Hall fortification in the west where we hope to find the whereabouts of Zariel, either to convince her or vanquish her, and break the contract binding the city to Avernus. Hearing explosions in the east, we hurry to find a woman with two children chased by three infernal monsters. As we intervene, the leader demands we throw down our weapons and become their slaves. Not only do we refuse, but the Wizard persuades them to leave without incident.

The woman introduces herself as Harkina Hunt. She and the children had been hiding but were forced to leave after running out of food. She tells us what she knows about the state of the city and that the western side is seemingly in better condition. We invite them to come with us and place them under our protection

In the street, the Rogue notices mists pulsating with a corrupted energy. The Druid casts gust of wind and five spectral apparitions appear as the mists fade. After killing one apparition, the others dissipate or move away from us. The helpful hollyphant Lulu is with us and heals the Sorcerer.

Down at the docks, we see that almost everything has been destroyed. Looking down below the city, we estimate it is floating hundreds of feet above the river Styx. From the river, a stream of demons emerges in the battle front of the Blood Wars. With a shudder, we note the city is slowly sinking.

Heading south, we see an imp talking to a halfling in an alley. The imp waves a contract for a supply of food in exchange for the halfling’s soul. Examining the contract, we are not surprised the imp has lied about the terms. We chase away the imp and invite the family to join us. The Wizard adds the imp’s true name to his collection.

In the southern area of the city, we find a large walled compound that has been commandeered as a stronghold for demons. Wisely, we avoid it and keep moving. Seeing movement under a flipped ferry, we find a human family in hiding and offer them our protection as well! Suddenly a quake rocks the city and a nearby building collapses. Hearing cries for help, we dig and pull three grateful shield dwarves from the debris. Of course, they join our merry party.

We arrive at a two-story building with a sign identifying it as the Dragon Eye Dock House, apparently an inn in better times. After checking for traps, the Rogue pops the lock on the door. In the entry is the corpse of a Hellrider male dwarf. We note the horrifying fact that most of his body has been drained of blood.

Cautiously, we begin to explore the inn. The dining room is disheveled with rotting food left out. After casting purify food and drink, we instruct the refugees to refresh themselves and stay safely here while we secure the inn. On a shelf, the Sorcerer finds and adopts a kitty named Buckle who has a small golden key attached to its collar.

In a child’s playroom, two half-elven girls are having a pretend tea party, but the Paladin senses evil undead. A human knight, barely alive, is tied up. Time to slay some vampires! The Rogue pulls out a driftglobe casting daylight on the literal evil twins and after a brief fight, they are no more. Once freed, the knight introduces herself as Miri Whistlewood, a Hellrider, who came from Hell Shield Hold in search of a cache of silver weapons, effective against devils and demons, said to be hidden here.

In the basement, we find four empty coffins. Having killed two vampires and relieved we find none in the coffins, we may confront two more. We take crates of household goods stored there for distribution to the refugees. Ascending to the second story of the building, we enter the master bedroom to find corpses piled on the bed. Two vampires crawl out from under them and attack. We slay them, but as your hearty adventurers leave another bedroom, a death knight attacks. It is a nasty fight, and we narrowly survive his necrotic fireball, but ultimately the Paladin kills him. Quickly, we search the office and use the gold key to open a chest with the cache of weapons and other items.

Short on life and spells, we desperately need a rest, but is there anywhere safe in this city? After a short discussion, the Wizard casts Magnificent Mansion. The party along with all the refugees enjoy the hospitality of the mansion and a long rest.

Once refreshed, the party, along with our retinue, continue to proceed towards the market. On the way, we see a vrock perched on the steeple of a partially collapsed church. We speak with him in Abyssal and he is non-threatening and as refreshingly informative as a demon could be. He tells us he serves a Lord in the Avernal Wastelands named Peter. His name is Haz and he is here with the crowd from the compound by the docks. Currently, he is using his downtime to consider the vagaries of life in Hell. We invite him to join us because why not? But he declines our invitation and we peacefully proceed.

The market is lined with destroyed buildings that used to be banks and trading houses. Stalls where goods were sold lie in ruins. Groups of refuges are busy converting the open areas into a tent city. We are taken aback when we see a heavily armed vampire on patrol. The citizens do not seem alarmed at his presence, but grateful for the protection. We approach him and he agrees to lead us to the High Rider. We go through a maze of hastily constructed shelters and soup kitchens past other occasional patrols of vampires and humans.

We are introduced to the High Rider. Although a vampire, he has no love of the destruction that the Blood Wars have brought. From deep in the catacombs where he previously hid from the powers of The Companion, he is bringing up goods that were stored against a siege to feed and support the refugees. He has a small force of vampires and others scouring the city for silvered weapons, but they lack the manpower and resources to mount a significant attack. He explains some humans are voluntarily being turned to vampires to defend their human friends and families better. He informs us that two bridges join the east and west sections of the city. The bridge in the north is controlled by devils; the southern bridge is controlled by demons near a portal through which more are entering the city. Most likely, there is a demon fortification on the western side.

We discuss the High Rider’s presence with refugees who confirm the protective nature of the vampires and that other creatures, usually already sick or dying, are being turned willingly. Reassured by this information, we offer up the silvered weapons and encourage our refugee followers to join the High Rider’s settlement. Appreciative of the donation of weapons and similarly reassured by our intentions, the High Rider directs us to a human woman named Mazzy. When we locate her, she tells us of a paladin who possessed a holy avenger weapon. She suggests we look for him at a tavern called “A Pair of Black Antlers,” about one-half mile before the north bridge. We venture there uneventfully but, as we approach, we see the stirrings of trouble – a fight between demons and devils is occurring outside the tavern!

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