(Following Old White Death/ similar timing to Councils of Men and Dragons)
(Reuniting the party last together in Upward into Daylight)
(Pursuing The Misty Forest (quest) as part of the The Dragon Queen)
For the setup events, see The Misty Forest quest log.
Into the Mists
Our party of Yungbluds joins Wraith Company (who are now extra-stealthed via the additional druid's garlands) to stroke deep into the Misty Forest, where they do indeed locate the waterfall lair indicated by the astute chipmunk informant. Wraith Company secures the exit while the four adventurers move in, linked by Alyks' Rary's Telepathic Bond (so able to telepathically communicate for an hour). Additionally, Vaxz warded himself, Runi, and Alyks against the green dragonbreath with Protection from Poison.
This is where the fae necromancer Dex employs the Mormesk power of the Sickle-Staff of Darkness to bring forth his old friend Nass Lantomir, now a ghost and minion. Nass provides a swift take-out of a patrolling scout spotted by Dex's vulture familiar. Clearing the passage behind the falls, the party skirts the edge of the pool to enter the dragon's lair. The wizards' cantrip Presdigitation tidying and drying everyone from their chilly shower.
The magic-rich party held many options for stealthily scouting and moving into this unknown complex with great care. Alyks Askaria' expertise in Divination being the most prominent - such as the invisible spy drone of Arcane Eye and employing Clairvoyance. Animal spies in the forms of Alyks' raven familiar Loki, Dex's vulture familiar Thor, and of course Vaxz in Wild Shape would be another. The ghostly form of Nass could be nearly invisible and unimpeded by doors or physical barriers, and indeed she led the scouting as the party carefully explored the path into the hill behind the waterfall.
Not Quite According to Plan
The passage opens into a large chamber lit by sunbeams in holes from the hill above, shining down on an internal pool with a small island at its center. Other passages branch off - one of which murmurs with elves in conversation. Dex throws the small group into magical Darkness and he and Nass swiftly kill off the four rebel guards. Uncertain of his plan and realizing their opportunity for surprise is now likely forfeit, the party cautiously approach the rear of the sphere of darkness, unable to see anything beyond.
Maintaining the darkness, Dex consumes one of the corpses in building Bone Armor around himself. Seeking to draw out additional foes, he calls out in panic. Armed rebels gather, but uncertain what to make of the darkness stand for a moment without acting. A flurry of Magic Missiles cast by Dex is countered by an elf wizard's Shield spell, who then returns the attack with a Cone of Cold. Unfortunately, the entire party is caught within the effect of the spell - which, had it not been for the Bone Armor, would have killed the necromancer. Now without the advantages of surprise, having suffered significant damage - and the wizards' familiars gone, the actions of the party members diverge.
Alyks and Runi retreat to the opposite side of the island-lake cavern - sharing concern over the dangerous game the Hexblood has now begun. Nass is ordered back, and she lingers not far from Alyks. Vaxz becomes a rat through Wild Shape, complying with the fae necromancer's mad plan. The events then follow two distinct timelines, which are difficult to coordinate. Therefore, each is told to the point at which they reconvene with the attack on Neron-Vain in his chamber.
Create Confusion, Then Improvise
Dex vocalizes panic and pain as a follow up volley from the defenders into the dark lands a lucky (20) shot. This gives him an idea, and keeping the wound but moving the shaft to a corpse, he uses Disguise Self to appear as best he can recall the guard whose body he used for the Bone Armor, then cancels the Darkness, revealing three dead and himself wounded and crying for aid in Sylvan (ironically, a more genuine language for Wild Elves than Elvish - which Dex cannot speak).
(Several high/18+ rolling scores in Performance and Deception bolster this ruse at it unfolds...)
The rebel elves take the story in and begin to seek out hiding attackers. Dex calls for his pet rat (Vaxz, in wild shape), layering madness on top of the hysteria. At this point the wild elves are joined by cult fanatics from the deeper passages - three (minion foot soldier) Dragonclaws led by one (leader) Dragonfang. Suddenly, the waterfall tunnel rumbles with the arrival of the dweller of this forest lair, the green dragon "Chuth" as greeted reverently by the cultists and rebels alike.
A lithe figure slips down the dragon's back, face molded by an emerald mask: the Green Wyrmspeaker. The Dragonfang greets him, speaking Common with devoted respect, naming him Neron-Vain (the younger, ambitious son of King Melandrach). Neron-Vain considers the sobbing figure of Dex-in-disguise, selectively listening to the mad muttering and the reports from the rebels. Turning his attention to follow fingers pointing down the waterfall passage to an approaching Nass-ghost, he swiftly dispatches the undead intruder with a single flash of a Scorching Ray (following the damage she took already from the Cone of Cold).
The dragon asks its rider to whom he is speaking before wading into the pool, disappearing beneath its surface. Neron-Vain has done his best to ignore the rants and cries of the wounded elf, but the comment from the dragon piques his curiosity. He retreats into the deeper tunnels indicating the pathetic creature should be escorted along. He instructs one of the wild elf healers to prepare a calming weed to compel focus, then sleep and recovery from what he diagnoses at minimum as wraith-terror and aftereffects.
Dex continues to pursue Neron-Vain's attention relentlessly, professing his love and adoration for the prince, doubling down as he becomes aware via telepathy that Vaxz-as-rat has infiltrated the wyrmspeaker's chambers, but become trapped as it noticed the protection of a Glyph of Warding, certain to fire if he becomes larger than rat-sized (needed to properly look through the room).
As Neron-Vain, the Dragonfang, Dragonclaws, and Dex approach the room, the druid-rat panics, triggering the ward. The Glyph's energies lash out, first sizzling Vaxz (turning rat to wood elf) then crackling outward, dropping the Dragonclaws and singing the remaining three. With the druid-as-elf prominently trespassing on the chamber, Dex embraces Neron-Vain, but pulls back as he feels the pricks of the ends of two daggers the Dragonfang has plunged into the wyrmspeaker. Caught off guard and perhaps confused within his ruse, Dex casts Wither and Bloom, healing Neron-Vain while dealing damage to the cultists, killing the wounded Dragonclaws.
Neron-Vain takes the opportunity to call out to Chuth, as the Dragonfang repeats her attack, twin daggers jabbed into her target followed by the snap! of an arc of lightning between the weapons. Glaring at Dex, the attacker's face shifts slightly to reveal her to be the Zhentarim assassin-Unknown Vyerith. The necromancer pauses, weighing strategies as the Grim Harvest in the deaths of the cultists restores some of his health.
The Role of Heroes
(Rewind to the retreat from the darkness area...)
Runi makes a run at the steep overlook, launching herself upward while lashing out with her blood-whip. She catches a root and then pulls, launching her further - straight to the top. Unable to follow, but calculating topological geography, Alyks casts Invisibility, and makes her way down a passage adjacent to the overlook. The ghostly Nass, at Dex's instructions, follows the tiefling wizard. The pair slip past the dwelling of three Unknown, two-headed giants who have roused to the sounds of excitement. Two of the three head into the main cavern, while Alyks and Nass follow a tunnel rising to the overlook, rejoining Runi.
The Taarakian warrior has drawn her flametongue and is using it to cut free a group of tied-up elves - prisoners of these cultists / rebels (and likely food for the dragon if not its pet giants). Alyks's sense of the weave has drawn her attention to an ancient shrine in near-ruin, that bubbles with sweet-smelling waters, in contrast to the acrid bite of the damp and poisoned air of a green dragon's lair. The wizard appears and kneels to show respect as she carefully studies the carved stones and flowing water, joined by several of the freed elves who recite prayers to the old gods. The attention of a nearly forgotten deity lingers here, one of very few shrines remaining for her attentions. The minor goddess of waterfalls, she grants this group what blessings she is able.
The group has taken care to hide back and away from the edge of the overlook, as the sounds of the dragon arriving and the confused exchanges play out. Through the telepathic link, the necromancer continues to assure his companions that he knows what he is doing and to keep playing along. He draws the attention of the dragon and its retinue further into the cavern and away from the entry passage.
Tiefling and Taarakian then lead the prisoners down into the Ettin's chamber, where Nass frightens the remaining giant, who flees toward the waterfall exit through a now-opened secret door. Telepathic instructions to Wraith Company request the Ettin be taken out when it exits, followed by assisted escape of the freed prisoners. Once this has been achieved, the wizard and warrior, under a fresh Invisibility spell, return to the island-lake chamber, unsure of how the rest of the party's fates will play out.
This is the point at which Dex calls Nass to him, and her part in these events terminate at the end of a fiery Scorching Ray beam cast by the purple-robed Neron-Vain.
Taking advantage of some of the water blessings, Alyks and Runi explore the pool to find it much deeper than expected and leading through underwater tunnels into another enormous chamber that serves as the dragon's lair. (And it is there, tidying itself on the far end!) Having merely peered out, invisibly, momentarily, still protected by the druid's garlands, the two carefully retreat back into the main chamber to assist their friends.
Remaining invisible and employing care to stealth, the pair work their way through the barracks tunnels guided by recollection of the thoughts of their comrades. Alyks stands at the ready to block any mustering of the troops as Runi rushes toward the sounds of Dex and Vaxz initiating combat.
Venom and Violence
Leaping over the bodies of the Dragonclaws, Runi's flaming sword and blood-whip join the twin-daggers wielded by the disguised assassin against the wyrmspeaker. Neron-Vain lashes out with an ear-splitting Shatter, dealing thunder damage to his attackers, but quickly falls beneath the blows of the Taarakian and the wounds of the assassin. Immediately following the body crumpling to the ground, blood flowing across the carved stone floor, a roar echoes through the cavern complex and a monstrous fury of movement shakes the ground. Out in the island-pool chamber, the dragon Chuth begins to call upon the defenses of his lair against the foes so brash and insolent to trespass and dare to strike.
The prominence of the dragon and its focus on the intruders has cut off the entire party from the tunnel behind the waterfall - the only known escape. Vines and roots begin to grow and thicken at the edges of the tunnels, as the defenses of the dragon lair awaken. Determined to drive away the dragon, Alyks unleashes the full fury of Fireball, augmented with all remaining beads of the Necklace of Fireballs, and use of Portent against the dragon's save. Boosted by Flames of Phlegethos, 138 fire damage is delivered and a roll on the wound table indicates she has incinerated a wing, crippling it's ability to fly (and rendered the dragon temporarily vulnerable to fire damage).
The dragon Chuth then RAGES in the pain and the insult of losing the option to fly. Poisonous gas fills the tunnels, seeping into the lungs of enemy and ally alike and leaving deceased all within except the tiefling wizard, the Taarakian warrior, the now-drow-seeming assassin, the elf druid, and the fae necromancer. Tail-lashing tremors and roars cause the earth to tremble and shake as roots and vines begin to burst forth, expanding from the main chamber, clogging the tunnel (while leaving space for another breath of poisonous gas...!)
Closest to death after the dragon's breath attack, Dex, stares in a daze as his already unhinged mind grasps to focus on sanity. He becomes aware that as Neron-Vain collapsed, the green dragonmask has falllen into his possession. As Alyks backs off from the encroaching vines, she is joined by Runi, Vaxz, and Vyerith who put their heads together in an urgent need to survive repeated attacks surely only moments away. His hands pull the mask to his face and Dex finds himself in the peace of an infinite void...
Read: Visions of Vengeance.
Shouting among his companions draws Dex's attention back to his surroundings. Tendrils of roots and vines continue to reach deeper down the corridor. Alyks urges Vaxz, "The tunnel must be sealed off! Even if we are trapped!" The druid's head sags as he then complies, twice-casting Stone Shape to fully pinch closed the corridor. The flow of air is felt to halt as the group is sealed within. Three times each exhales heavily in the intense hush before the anticipated roar and rushing of dragonbreath outside. Runi observes, "We seem safe - for now." Vyerith concurs, "Before we consider our situation and plan," she points, "the store room is that way. Eat, rest and restore." Dex speaks, trance-like: "Many who crossed the Cult of the Dragon are about to die... they are sending a warning and message that all who oppose will face their wrath... and most certainly this now includes us."
Stalemate
Alyks uses Clairvoyance to scout out the situation beyond the sealed-off tunnel. The two Ettin remain, along with a returning hunting party of wild elf rebels. Two Cult of the Dragon fanatics survived by being elsewhere, it appears. Separated from their supply stores and quarters, they have to now improvise resetting their encampment. The dragon paces angrily, occasionally settling on the pool island watchfully considering the tunnel to his prey. The tunnels beyond the sealed off one are impassable, completely woven with vegetation.
So the intended short rest becomes a long rest as the party considers the gravity of its situation. With the dragon's wing burned away, Chuth has no reason to leave. With the wyrmspeakers aware of the attack, reinforcements will surely be on the way. The last communication from Wraith Company indicates they will leave one scout while the rest escort the freed prisoners home.
As the group piles bodies in a corner of their trapped-off tunnels, Vyerith remarks, "Someone will likely be keen to bring back this here traitor elf prince. There are ways to make that more difficult, if that's what we want." She glances sidelong at the necromancer, "probably more in your department, witchling, if you have other use for the body. It's pretty well butchered right now."
Within the chest in Neron-Vain's chamber, the group finds a wealth of coins, 2 greater healing potions (4d4+4), 2 superior healing potions (8d4+8 / Runi takes), and a spellbook (two "new" spells can be collected: "Ashen Memories" (2nd) for Alyks and "Hollow Eyes" (4th) for Dex). Aided by Alyks' Wand of Secrets and sense of the weave, a moldy crate in the store room is discovered to contain a skin inscribed with a lost druidic invocation for Vaxz: "Firewalk" (6th). The tiefling and Vyerith also find the tapestries hung on the walls conceal a pair of mysterious devices - one, a pane of glass framed like a mirror but not reflective, the other an ornately-worked circle of runes and wires hot to the touch.
Use of Identify reveals the unreflective mirror to be an arcane focus enabling contact elsewhere - a masterwork of Divination. As a student of that school, Alyks would be able to use it to enhance her Divination spells' range and duration. Any user can have the visuals of their divinations displayed for others to see.
The rune-and-wire contraption is the product of techno-magic, which eludes the understanding Identify can usually provide. I could simply be a source of heat. It could be an explosive device. Comprehend Languages on the runes only indicate bindings to Conjuration magics, and speaking them aloud accomplishes nothing.
The dragon's anger assures sleep is not peaceful (but gets a long rest). Chuth patiently bides its time - certain of eventual revenge = and a meal. The body of Neron-Vain is swapped with the other in Dex's coffin-amulet, preserving it.
Escape!
Many strategies were considered, but in the end the group escaped in three parts. The initial plan was followed by the main group to escape. First, Nass-ghost was summoned as a distraction that could move easily through the thorny vine-and-root vegetation Chuth had called forth from its lair. Nass pulled attention toward the main tunnel, but was destroyed by an Ettin and the dragon.
Meanwhile, working their way through the secret room connecting Neron-Vain's chamber to the dragon's - the Invisible Alyks, Runi, Vaxz, and Dex (accompanied by stealthy Vyerith) swam through the pools and into the main chamber. Along the way, unbeknownst to the rest of the party but suddenly inspired by an alternative plan, Dex turned back to the wyrmspeaker's chamber.
Reaching the island, the druid Wild Shape'd into a warhorse, mounted by the tiefling wizard, who cast Wall of Fire to block the dragon from approaching (but ending the effects of the Invisibility). This proved extremely effective, as Chuth's temporary vulnerability to fire from its wing-wound forced it to be extra cautious. Runi called forth her axebeak mount, and the horse and bird raced for the ettin's side-passage to go around the dragon. The assassin ran behind, keeping up as best she could.
One ettin stood in the way, blocking escape - it received a Fireball (which also took down dragonclaws and nicked Chuth on the other side of the Wall of Fire). Unfortunately, the dragon's Frightful Presence forced Vaxz-the-warhorse to flee to the far corner of the chamber. On reaching the two-headed giant foe, the creature was felled under deadly slashing attacks by the warrior and the (dismounted) wizard's Firebolt. Alyks, Runi, and Vyerith escape through the waterfall, cloaked with a fresh Invisibility (which ended the Wall of Fire and freed the dragon to pursue the warhorse-druid).
Regaining his courage, and dashing at maximum speed, Vaxz-horse ran barely ahead of the thick green cloud of the poisonous breath weapon as it swept across the cavern wall attempting to blast the intruder - only catching the druid as he reached the ettin-passage, forcing return to the form of a wood elf, but still reasonably healthy. Vaxz called up a Fire Shield, which proved an excellent deterrent to the physical attacks of the dragon. Vaxz barely cleared the waterfall, hidden in the form of a rat, as the dragon's head and neck parted the falling waters and emitted a roar as intense thunder, its fury echoing through the forest valley.
These four then connected with the scout from Wraith Company, but were uncertain regarding what happened to Dex. Waiting a day to allow Alyks to regain Sending, they contact the fae necromancer before returning to Altand, guided by the scout.
Dex's Alternate Plan
The ever-mercurial (see vocabulary) Hexblood, experienced a flash of necromantic inspiration and turned back from the pools to return to the chambers of the stalemate. Dex then realized he had to means of penetrating the alternate route of escape, as sealed off by the druid's Stone Shape. Pacing back and forth, the strange techno-magic device caught his attention as it sparked and whirred to life. A voice could be heard within its crackles, asking for help.
"I don't really know how this thing works, can you hear me? This is the best I can force this man to instruct me. My name is Iskander, and I believe I saw you at that place the wyrm-masks meet. We have made a terrible mistake! We are now under attack by the Blue Wyrmspeaker's forces. Can you help?"
Drawn to this curiosity like a litter of cats, Dex watches wide-eyed as a mote of light forms at the center of the spinning cycle of sparking rune-carvings. It expands to form a whirling tunnel, into which the wizard pokes a finger, which vanishes - a portal! Previously confounded, and eager to escape without severe damage to his body or pride, he crawls through...
(Next: Green to Blue - pursuing the quest Xonthal's Tower)