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Session 18: The fight to escape

When last we left our heroes, everyone was tied up (except Nahtan). There was a tense time of waiting for the dawn and the signal from the elders to start the escape plan. No one but Havayla had managed a long rest and everyone was beginning to feel the drain of exhaustion come closer with every passing hour.

And then Arunak spoke the command to unlock his binds. Startled, the 15 orcs surrounding the martial prisoners move to attack as he calls his flying sword to him. Zezu, who had already secretly loosened his binds, springs up to escape, as Ryker also manages to unlock his bindings in the confusion. To distract, Wander casts Spirit Guardians, triggering disruption among the guards around the spell casters. An arcane suggestion to one guard to unlock their binds creates a chain reaction of everyone hearing the unlock code and all eventually working free.

With the help of the elders and some clever combinations of levitate and a flying sword, they make short work of the 30 guarding orcs. In the distance, they hear a surge of angry voices and the sounds of conflict. Apparently no one wanted to wait til dawn.

Meanwhile, Nahtan is making his way back to his friends after being rescued by Tinker. He instructs the automaton to follow and kill all the orcs it sees except Grumdark. And then Nahtan runs into Grumdark. “Hit me!” He whispers, pausing momentarily. Unsure of how to respond, Nahtan freezes, and Grumdark attacks instead. The already weakened Nahtan is struck down and he turns toward Aurora as she comes to intervene.

The rest of the group confers with the elders and after a few catapult hits, it is decided that the Ryker, Zezu, Arunak, and Yevin will return to the ridge to disable the siege machines. Yonder casts wind walk to get them there quickly and the Stealthy Boys™ are on their way. A coordinated attack of dragon’s breath, sword, arrow, and immovable rod leaves the catapult unmanned and stuck. With Ryker and Zezu flitting in and out of the shadows, Yevin unleashing his dragon heritage, and Arunak doing what he does best, the tides finally turn in the Derailers’ favor. They manage to cut down all the orcs on the ridge and disable both war machines. Looking across the valley, Ryker can see combat occurring between the orcs and the captive Firbolg villagers. Mission complete, the Stealthy Boys™ head back.

As the Stealthy Boys ™ left for their mission, Havayla notices Grumdark attacking Aurora in front if a prone Nahtan. Speeding through the shadows, Havayla confronts Grumdark and together with Aurora convince him that they really do want to help him. Wander notices Nahtan and rushes over to give him a healing potion. While she helps Nahtan, Grumdark explains some of Skulldrinker’s magic. Skulldrinker makes dolls of the people he sees and he can control them through the dolls. And things he does to the dolls, happen to the people. They are all in danger. Havayla walks up to Grumdark and casts Dispel Magic, hoping that it would dispel whatever hold Skulldrinker had over him. As she casts it, the runes of the magical hammer embedded in his arm fade and the weight returns to it. Unsure of the results, but encouraged that people wanted to help him, Grumdark tells them about the teleportation circle being constructed in the village to bring Tumack here. Suddenly, a massive stone hurled by the catapult (not yet disabled at this point) hits a tree-home, showering everyone with debris.

Focused, they move forward, coming to Azuke’s tent. Aided by the Automaton, the two guards are swiftly dispatched. As the Automaton pulls up the tent, Azuke is revealed standing in the freshly completed teleportation circle. Wander casts hold person (down to 1 spell slot now!), Moss ties him up with vines, and Grumdark, at Wander’s order, starts attacking the runes. After Yonder reminds them that once the magic has taken hold, it can’t simply be destroyed, Havayla reaches down and casts dispel magic once again, successfully ending the teleportation enchantment. Using the same magical bonds they were recently restrained in, the group in turn restrains Azuke. Wander releases him from hold person and they tell him to call off his men. He relents, directing them to a chest that holds the dragon helm, a horn, and a book. Azuke says to blow the horn. Unsure of his motives, Wander differs to the elders, who decide to simply carry him to the battle lines for his men to see.

The Firbolg villagers, fed up with being herded around and realizing that they had greater numbers (and height), had revolted against their captors, resulting in an all-out brawl. Bringing Azuke forward and calling attention to his capture gradually brings the remaining orcs to surrender. Looking for her family in the fray, Wander is called to by a distraught Tinker, who is holding the lifeless body of her youngest brother Query. Using her last spell, she casts Revivify to bring him back. The rest of the Tinker and Patience Mountainroot family are located, battered but alive.

The Stealthy Boys reunite with the team as discussion over what to do with Azuke begins. Grumdark attempts to sneak away, not believing that Skulldrinker’s hold was entirely broken. He is persuaded to remain, and then Skulldrinker takes him over. Upset that Azuke failed and his plans to come were thwarted, Skulldrinker berates Azuke, releasing him from service. At that, Azuke begins to drown, spitting up water and dying in front of the shocked Derailers and elders. “I guess I will be forced to move up my timeline” Skulldrinker says through Grumdark, before Grumdark’s head begins to twist, neck snapping. Healing attempts are made, but to no avail. Grumdark is gone.

Shaken, discussion of what to do next begins. The elders begin organizing the villagers and leading them to the feywild portal. Nahtan digs a grave for Grumdark. Ryker comforts a stunned Havayla. Aurunak and Yevin look over the book. It has a list of attributes: Passion, Experience, Memories, Rage, Loss, Reward, Organization, Association, Energized, Confusion. These words are arranged around a drawing of a brain, with each pointing at a different spot. There’s a stone drawn in the center. The words passion, experience, and memories are circled. They both feel something try to take hold of their mind, but shrug it off and close the book. Wander quietly steps away with her holy symbol and returns with a glowing book that she slips into her bag before talking with her family. Tinker declares that they will not be going to the Feywild, but will travel west, Patience and the rest of the family agree, except for Steady and Ivy; they decide that they will join the rest of the clan in the feywild, and their children are excited to see a new land. Goodbyes are said and travel plans are made. Elder Bear of Meadowood will stay for now, waiting for word or the return of Daisy. Elder Moss will be staying as the protector of the gateway.

Sure now that Skulldrinker’s control is based on a curse, and concerned because he has seen all of the Derailers, Havayla begins doling out Dispel Curse, with plans to continue dispelling the next day after a long rest. As a bloodied but alive Cindy joins them, the crew discusses traveling to Hearthollow. Zezu’s mother is there, hopefully still protecting Stump and Daisy. Havayla is from a prominent family with connections, Yevin has history to uncover, and last they knew, Kane was there. As the villagers continue to migrate from their Zandorian home back to their ancestral fey realm, the Derailers finally, finally, take the time to properly rest.

And that is where we left off, with a long rest for the first time in… 4 sessions? It’s been awhile and the Derailers are exhausted. What will the new day hold? We’ll find out next time…

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