Episode 15

Story Review

The party is greater in number and power. They are comfortably splitting themselves up. Half chase after the remaining Hag. The others stay behind.

Note: Only Cameron (Hardy) and Ken (Edwyn) were present for this session.

Hag Cleanup

  • The party pushes around the damp rags of the Hags to look for treasure. They smell. Their bodies are twisted by the intense hatred that pushed them through their long life. The party would rather not linger.
  • In the front, rough-stitched pocket of one of the hags, List finds a large eye. It's wet like the rest the Hag's clothing, but it looks protected and preserved by a clear wax coating. Beneath the coating, the eye looks fresh, like it was just picked from a large elk. There are no signs of decay. The eye is clear without milky haze.
  • A silver pendant is attached to the dangling fiber optic nerve. One side is silvered. List looks at the silvered side. An image forms, and the rest of the party gathers around to view.
  • It shows jerky motion imagery of the surrounding landscape. Acros and then the rest of the party agree that it must be from the viewpoint of the remaining hag. The dead Hag must have corrupted a Hag Eye to keep tabs on her fellow hated coven members. Hags form covens for their own self-interest, nothing more.
  • List, Arcos, Orryn, and Balcazar depart to find the remaining Hag. Hardy and Edwyn stay behind to search the rest of the property.

Underground

  • Edwyn was trained in his past by a Wizard, someone he keeps close to his heart. He has not shared this history with the rest of the party.
  • He knows few magical spells and effects. One is Detect Magic. He casts the spell and walks around the area, and finds nothing. He turns towards the house. The smaller building is still burning. The metal cage that was concealed by the thatch and wood is completely exposed.
  • About fifteen yards from the building, Edwyn detects a magical aura under his feet at the outer edge of his detection powers. As soon as he moves a yard away, it's gone, out of range. Either something is buried well below ground or they're standing on some sort of chamber or room. Edwyn pushes he sword deep into the ground. Nothing. He continues on.
  • It's a dwelling and it's surprisingly plain. Inside are a collection of simple rooms. Half the floor is kitchen. The pots are still warm and the air is filled with spices and fragrant remainder of seasoned fish. It looks like one of the rooms has been used as a dumping ground for cooking refuse. The party closes the door to avoid the smell.
  • There must be something hidden. They dig through the kitchen, turn over every pot, and find nothing. They push on walls, and find nothing. Eventually Hardy decides to push aside some of the refuse to see if anything was buried inside. There, finally, they find a metal ring, and connected, a hatch. They grab cloth from the kitchen to keep their hands clean and push aside the garbage to reveal a three-by-three foot trap door.
  • Edwyn and Hardy open the door. It's humid. It smells like rotting flesh. They descend into the confined space. There's only enough space for them to proceed single file, hunched. The walls are gouged by pickaxe. There is no engineering, no support beams to keep the ceiling from falling.
  • Up ahead Edwyn senses the magical focus he noticed above ground.
  • As they gently approach the area Edwyn finally attributes the magical aura to a trap. They disarm it and jump across the affected area.
  • The smell of flesh gets stronger, like a three day carcass.
  • The passageway makes a blind bend ahead.
  • Edwyn peaks around the corner. Lying on the ground is a Flesh Golem. It's chest rises and falls arrhythmically. Behind it, the widened corridor splits into two small rooms. Edwyn can make out piles of old equipment and books.

A golem for Edwyn

  • Edwyn and Hardy have a choice, they can fight or attack. They know what they're dealing with. They know that Flesh Golems are vulnerable to fire1.
  • With a combination of attacks and fire spells, they weaken the golem.
  • They backtrack down the tunnel and manage to position themselves on high ground--they are now outside of the tunnel, back on hardwood floor, looking down at the tunnel entrance.
  • Hardy casts a spell that shrinks the Golem to small size. It can't escape or reach the party.
  • The constant blows drive the Flesh Golem berserk2. It looks for the closest thing to reach. It's short frame can't reach the party. It settles for a clump of rock on the tunnel wall and beats at it while the party watches. The battle is effectively over.
  • As Hardy watches the golem fruitless pound on the wall, he has an idea. He know that when golems go berserk, they can only be calmed by their creator. But what if its creator is dead? Is there a possible way to transfer ownership? Hardy thinks he can do it, but not to himself. He might be able to bind the golem to Edwyn. Edwyn, intrigued, agrees.
  • He asks for Edwyn's help. Hardy concentrates and casts and manages an impossible feat. He rebinds the Golem. The golem stops. It stares straight ahead and waits for its command. It has a new master. Hardy and Edwyn wonder how long the link will last.

Treasure

  • Edwyn asks the golem to step out of his way. The party heads back in the tunnel to the back rooms, to check out what books, arms, and other equipment they saw behind the golem.
  • At least the goods are dry. The party finds years of equipment, surely taken from murdered travelers. Some of it seems fifty years old. Edwyn and Hardy dig through the piles of mundane weapons and find a crossbow and set of hand axes they think will be useful.
  • They scrape together a collection of coins, some look current, some down. They estimate the pile is worth about \$1200 in mixed coin, only about half is usable. The other half is in coin they don't recognize. Some doesn't look Elvish or Dwarven. It might need to be exchanged or converted in some way.
  • Hardy carefully gathers up all the travel logs and books he can find and heads out of the room and back to fresher air.

Re-group

  • Edwyn manages to get the golem out of the house and into open sky. It's difficult. The golem can only understand simple commands: follow, guard, attack, move, and so forth. It can't communicate. It can only listen.
  • Edwyn and Hardy move away from the flesh golem and its stench and talk about next steps. They're both headed in the direction. Down the mountain.
  • Edwyn notes that if they keep their current path, they'll hit a major nexus in and out of the Feywild. It's a major Goblin fort called Rolk. It's very well known among the community that travels to the Feywild: it's the only widely known entrance and exit point in this area. Well-traveled trails lead to the low-lands area where rangers hunt and collect valuable magical components. Edwyn knows only other one other location, nearly a months travel North, into human controlled territory.
  • Edwyn knows that there's more complexity to the operation. It's more complex than a bunch of Goblins standing by a portal and demanding coin from the thoroughfare. Edwyn doesn't think the Goblins are smart and organized enough to control the operation. They could be dumb surrogates for the Dwarves or Elves or some non-state organization.
  • What Edwyn does know, however, knows is that the access point generates tremendous wealth, and with the full strength of the party and the mute monstrosity he can smell from 25 yards away, he might be able to leverage something. He has a few things to think about.
  • Hardy is also intrigued. They are being pursued. If they were able to prevent people from entering and exiting their path of refuge, they would feel much safer.

Nightfall

  • Night falls and Edwyn and Hardy continue to wait for Balcazar, Orryn, List, and Arcos to return.
  • As they rest, they notice the light around them getting lighter, not darker. They look up. Up the mountain, the spotlight of Tower, the manifestation of its power of sight. The beam lingers near what they believe to be their entrance to the Feywild. The bean contracts, and shrinks, and moves around the landscape. Eventually it heads down the mountain, slowly, but takes a different route and direction than the party. Edwyn and Hardy doesn't know what it's tracking or looking for, but its proximity scares them.
  • Risky decisions need to be made.

  1. Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn (taken from PHB). 

  2. Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

    The golem's creator, if within 60 feet of the berserk golem, can try to

    calm it by speaking firmly and persuasively. The golem must be able to hear

    its creator, who must take an action to make a DC 15 Charisma (Persuasion)

    check. If the check succeeds, the golem ceases being berserk. If it takes

    damage while still at 40 hit points or fewer, the golem might go berserk

    again (taken from PHB). 

Previous Post Next Post