The Temple of Fire and Blood

When we last joined our band of miscreants, heroes, and outcasts, Nipsye, Aric, and Nemo started out arriving in the hidden city of the Elves, Wolfdun.

Nemo met his adoptive mother, Willow Omawynn the Warg Druid, who had arrived in Wolfdun to meet with the Council to discuss the recent alarming events. Upon seeing his adoptive mother, she snapped out of her trance and saw Nemo surprised that he was there in Wolfdun. Willow says that three bodies of missing elven scouts appeared from the blackened ruins yesterday. The watchers who guard the ruins were pulled back to Wolfdun but noticed a stranger had appeared, setting up a fire and a tent as they left. The stranger did not radiate evil but the watchers did not stick around to find out more.  As she talks, Captain Melanshaee Alasnara and a quad of the elite elven city guard appear, shimmering into place around the fire.

Melanshaee approaches Nipsy Dinwiddie and Aric and asks them if they would head to the blackened ruins to retrieve the scout bags left and to find out what this stranger is doing there. If there is any danger, retreat back to Wolfdun and report back.  Willow overhearing this, asks Nemo if he would accompany the Wolfdun natives to the ruins knowing  the danger that could luck there.

Our band agreed and started their journey at dawn, which took several hours. Along the way, they found that there were no noises from anything but their own in the forest, and the silence was disconcerting.  They found a large stream that was flowing red as blood from the direction of the ruins and smelled of fresh blood as well.

They arrived at the ruins and could hear the crackling of a fire. The blanked ruins rose over two stories above them and looked burnt and blackened in the sunlight. The walls seemed to deflect the sunlight like they were shielded from something.  The runes along the walls could be seen glowing faintly with green wisps of fire along the lower, middle, and tops of each story of the walls. A low hum of power could barely be made out emanating from the ruins.  The party could see a tent in a small, enclosed area to the south but could see no one present.

As they approach, they see a large Dragonborn around the camp in adventurers equipment and blooded bags of something near the sealed doors of the blackened ruins. After meeting the artificer Teslovaxx, they began to converse to find out what he was doing there and why.  As they talked, they tried the bags but could not open them.

Suddenly, the low hum of power begins to become louder and stronger, the runes of the ruins erupt in green fire, and the doors of the ruins blow open to reveal a vortex of purple-red fire swirling and roaring with power. A large being with a gapping maw dripping with blood and wounds dripping with blood appeared from the portal, along with blood-covered goblin-like beings.  They attacked the group, and for a few moments, it looked like the party would be overwhelmed as the being spit out bloody gobs that transformed into more bloody goblins, and the firey blood burned them when it hit them.

After finally defeating the being and its minion goblins, they discovered a solid red ruby amulet that pulsed like a heath bear and glowed with the same purple-red fire as the portal. They tried to throw things at the portal, and it just spit them back out. Finally, they threw the ruby at the portal, and it closed, and the fires on the runes of the ruins vanished!

They examined the bags and found the equipment of the missing scouts and the body parts. They loaded up and headed back to Wolfdun.   Two large dire wolves appeared, escorting the party back to the city. Aric and Nipsy recognize them as Lythari from Wolfdun guarding their journey.

Upon return, Captain Melanshaee Alasnara, Mavilis Rall, Elvnalli Dallishade, and Morthil Reyro join the group in the main council chambers. The party explained what had happened. The council had a short conversation and asked the group to go to the tower of the wizard Raethryn in Port Llast to see if they could get an audience.

In the morning, the party started their journey and were escorted to the forest edge by Morthil Reyro and another Lythari to reach the road safely.

They reached the road and had a series of encounters. First, a tinker with whom they traded some goods with the mysterious entity. Then they encounter a squadron of Grath’s Guard escorting a cart to the south with a charming prisoner who begs for food. Nipsy takes pity on the prisoner and gives him food and water.  The group moves on and encounters an old woman wandering the road, talking to herself and singing. When she sees Nemo she froze and, in a weird dire voice, says:

“The Son of the Blood, Ancient yet young, raised by nature, touched by fiends, son of the blood cursed father, foot with a cursed rune, damned to a choice, will he or will he not, will he save her or will her let her die, damned, screaming forever in the eighth hell”

As soon as the words left her mouth, she returned to dancing and singing to herself, mumbling and wandering off to the north.

 In the late afternoon hour, as the sun approaches the western horizon over the ocean, the rebuilt and walled city of Port Llast appears above you on the ridge. Its newly built walls and towers have no damage or wear, and guards near the gate watch over the farmers, merchants and adventurers coming and going from the gate. The cross sabers and shield of Grath shine on their clean plate mail, their eyes scanning for trouble. The large gates of Grath stand open in the middle of the 30’ high battlements, two ballistae sit armed and manned on high.

As the party approaches the gates, a Grath Guard sergeant approaches and asks them their business and why they came to Port Llast. After telling him about their business, he sends them to Grundor’s Tavern to talk to Grundor or Nod. One of the two should be able to help get an audience with Raethryn.

The group heads into the city and shortly makes their way to Grundor’s tavern, which is a huge building with dwarven forges and a black smithy on one side and on the other a bustling tavern and inn on the other.  They meet Grundor, who had stopped his work for the day and Nod the Gnome, who was hovering on a crackling electric disk.  Nod said he would put in a word at Raethryn’s Tower and let them know if he made any progress.

Aric decided to go to the bar and have a drink. They selected the Dragon’s Breath and, despite getting warned, proceeded to drink three large gulps from their flagon, then promptly passed out on the floor onto their face. The bartender rolled his eyes and sent Aric to the small tavern infirmary and then up to their room. Teslovaxx elected to stay with Aric. After getting some information on the major guildhall and another possible lead at the Fey’ri Fire Inn in the Beach District, Nipsey, and Nemo headed there.   They entered the Fey’ri Fire Inn and found it the bustling wretched hive of scum and villainy they were warned about. The ogre bartender and the half-ogre bouncers were making sure things were civil but the debauchery was only getting started.  

As the night of possibilities began to take shape, we pause in our adventure until the next time.

Leave a Reply