Session 006 - 01.02.26
Recap
We entered a snow globe and it was an endless snow storm. We found a cabin, Jin killed a snowman in the backyard. Found a downstairs, had to find Jin who got zapped away after killing the snow man. We came across some hostages and let them out. We fought Krampus. We got loots.
Session
Jin notices something rather alarming: The beginnings of a teleportation spell. All the fey are in their cages, relaxing. On the ground is the gingerbread man, trying to glue himself together. We tell them to get going, the world is shifting.
Something is happening and we can't figure out how to get out. There is a rune like all the other runes, Jin throws Tonic at it. Then attacks it.
Cracks run through it and the walls shimmer.
We see hard stone walls, the room looks smaller for a second, than what it is. More normal. We find a locked chest in the corner. Aerilon and Taran shove it into Taran's bag of holding.
The room shrinks, the cages are gone. The stairs are normal. As the others break the rune. Blueish runes and shimmer, inlay in the corners of the room and run up the stairs.
It's planar, not teleportation. Jin can tell breaking the rune is changing this, kinda like an over complicated Tiny Hut. There are two more.
We head up the stairs, the fey following behind, trying to get out of the house.
Aerilon catches there is a tree that is shorter and the way it is shaped is not natural. Upon closer inspection there are tiny inlaid runes in the branches. It's an odd placement. This is one of the runes.
The last rune was mistletoe. The world starts to roll in on itself and time snaps and we are standing in Du Hurst. The haze is coming in on us.
We head to our home base tower. As we get closer, we hear chains in the distance, drug through the street followed by a cackle. We get there safely, though. We move the fat harpy hatch out of the way. It's not decaying, no matter how much time passes.
Frank uses Sacred Flame to disintegrate the harpy body.
We try to tell Kreck's son about him, but he had heard us when we told the Satyr. Frank goes to check out the chains sounds, but Dura knows that it's a band of gnolls moving through Du Hurst and we should hunker down.
Dura is on the roof, watching everything going around. She sees gnolls moving around the city. There is a huge gnoll, just tossing orcs and hobgoblins with is giant mace. She doesn't see as many undead as we had seen, it looks like there is a lot of them gone. A CLASH happens, in the distance. At about 2 hours of observing. There is a battle going on.
About an hour of talking and we check it out again. Some gnolls are eating dead bodies, they are still fighting. The orcs are losing, but refusing to back down.
Dura shows us all how to get down into the underground, where a whole city thrives. We leave the tower. The streets are very quiet. Dura notices it's been very quiet, compared to other times. We get to the sewer cover and we can see the haze drift. Steam comes from the sewer and the haze bellows out and we make our way down.
We come to a well paved area, in the center murky water flows. We walk through and hear the chitters of rats. We march through. We see the rats. As we move they are just everywhere.
Frank notices there is a set of eyes, that look like the rest but sits higher than the others.
Taran uses his Staff of Bird Calling and hoots like an owl, to scare them off. Taran casts Animal Friendship on the rat, Dura ritual casts Speak with Animals. The rat's family will eat us.
The rat goes to talk to their leader. They have a conversation. Dura explains to us we need to run, so we start running through the tunnels.
Jin casts Wall of Ice behind us, to plug the tunnel and keep the rats from getting to us. Dura attempts to lead us and the fey creatures to safety.
We continue and we come to a decent. It is small, but it has a nook to the right. Dura leads us that way. We can't really hear anymore chitters, at least not aggressive or near us. We start to see little wooden bridges and railings, building walkways. Lit torches are spread about 40' apart. We begin to hear talking about 100' away.
We can see some people coming around the bend up ahead. One in a trench coat and a hat, one in heavy cloths with hand wraps and fingerless gloves, holding a mug. He waves to us and turns and goes to the left. They were chatting about something.
The number of people talking grows and as we advance. The sewer lights up more as we've been continuously been descending farther and farther. It's a huge "city". It's a jumble of planks and rope and thin structures, rope going all over like a huge spiderweb. Like a small bog town fell into a spider's web. IT hangs over the water below. We get to the city. The satyr thanks us.
We find The Rat's Nest Tavern, amidst around the buildings. We enter and Frank slams a guy down the bar who had accused of him of being a cop. We mindlink and Dura explains to us that The Queen of Thieves "is/isn't" in charge. Jin has a conversation with the bar keep, who is a lizardfolk with bone appendages coming from his back. They have some words. The lizardfolk comes back and tells Jin sorry, his lady said we are welcome.
We get drinks on the house and consume while we wait for the "meeting" Jin set up.
The woman, well dressed, human, bushy eyebrows, long wavy hair. In green with white polka dot dress. Her eyes look two sizes too big because she is wearing goggles.
Azure. Looks out for people. She speaks to Dura and tells her they have paid for taxes. She asks us to help with the rats. We go to take out the rats for Azure.
We return to the ice wall. Which is gone. We hear skittering and see eyes from that off tunnel. They turn away and disappear.
We fight the rats and kill their prince.