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| An Erinyes |
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| Grottenelle, Svirfneblin Wizard |
The noise from the previous battle had clearly drawn more enemies. A hobgoblin assassin, rushing in from the south, fired his crossbow at Joe while closing the distance. Behind him, a smaller duergar wizard unleashed a volley of magic missiles, their impact stinging Joe and drawing his ire.
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| Jolera, Elf Assassin |
With the enemy wizards raining fireballs down upon them, Bessok decided enough was enough. He called upon his god for aid, and a brilliant sunbeam erupted from his shield, a ray of pure light cutting a straight line down the corridor. The powerful beam lit up both the svirfneblin and one of the Ork wizards, who had moved to the far end of the hall. The svirfneblin tried to counter the spell, but the blinding light hit him, causing him to lose control of his magic at the last second.
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| Bromtok, Ork Wizard |
Deciding to shift his tactics, perhaps to draw the enemy away from Vinthanamel, Joe switched to his sword. He briefly studied the hobgoblin assassin's fighting style, then moved in, driving his sword home with a series of quick, brutal blows. The assassin retaliated, but his attacks lacked the same finesse, fueled more by a anger than skill.
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| Shiroktu, Ork Wizard |
Spotting his fallen ally, Bessok called out a word of divine power. A wave of healing energy washed over Vinthanamel, knitting his worst wounds back together and allowing him to regain consciousness. Even as he did this, Bessok maintained his focus, continuing to channel his sunbeam into the svirfneblin wizard. The wizard, still blinded, swiftly retreated backward, raising a shield spell in a desperate attempt to protect himself, unsure of what he was even guarding against.
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| Makubli, Hobgoblin Assassin |
The battle next to him raged on as Morthwyl and the Erinyes traded blows. The fiend failed time and again to land anything of significance, but Morthwyl's attacks were devastating. After a few more seconds, she finished the creature with an almost casual backhanded hammer blow.
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| Torkner, Duergar Wizard |
Unable to withstand the steady assault of the magic missiles, Bessok was forced to retreat and use his most powerful healing spell to recover. Meanwhile, Morthwyl decided to finish the last of the enemies. She stomped into the meeting room (W7), bringing her hammers down heavily on the Orks. They might have been strong with magic, but they were no match for Morthwyl. The battle was over before anyone had even returned to assist her.
With the last of the enemies defeated, the group, wounded and breathing heavily, gathered in the meeting room from which their foes had emerged. The room (W7) was a command centre of sorts, its walls covered in tactical maps and schematics. A table in the middle was buried under a pile of paperwork.
While Bessok performed a ritual to heal the group, the others spent the ten minutes they had to search through the documents. They uncovered plans for an assault against a svirfneblin mining operation located roughly twenty miles from Web's Edge. The Lolth worshipers intended to capture some of the miners and feed them to a creature known as Ker-arach.
With the paperwork and schematics from the meeting room put aside, the group's focus returned to their primary mission. Joe, his keen eyes scanning the area, spotted a secret door at the end of the hall (W8). He gathered everyone, and together they pushed it open, revealing a huge cavern beyond (W12).
The cavern was dominated by a massive network of webs stretching from stalagmite to stalactite. Crawling on the webs was a gigantic reptilian creature with eight legs, a nightmarish blend of a dragon and a spider. Nearby was a smaller, one-eyed creature with a body resembling melting wax. A faint green glow emanated from something wrapped tightly in the webs at the center of the room.
Combat began in earnest. The spider-dragon moved with lightning speed to the now-open doorway. It unleashed its horrifying breath weapon, a cloud of thousands of tiny spiders that spewed out across the group. They bit and injected poison as they skittered, and Vinthanamel almost fell once again. He managed to gather a few more healing potions to keep himself steady. With surprising speed, the spider-dragon moved back across the room, leaving the doorway open and allowing the group to follow.
As Joe's arrows flew past her, Morthwyl was the first to charge into the room. Ignoring the clinging spiderwebs, she positioned herself squarely in front of the spider-dragon. Her hammers rose and fell with practiced precision, a relentless assault of steel against scales. The spider-dragon fought back in earnest, but anything that stands in Morthwyl's path is destined to meet its end.
Bessok followed Morthwyl into the cavern, his speed allowing him to get around behind the monstrous creature. He began his own assault, forcing the spider-dragon to split its attention and creating a two-front battle for the beast.
As Morthwyl and Bessok held the spider-dragon's attention, Joe and Vinthanamel turned their assault on the smaller, wax-like creature. Arrows and firebolts flew their way at the monster, a Yochlol. It was the first of the two to fall. The second followed shortly after, its ominous reputation posing little serious threat to a group of this stature. Another volley of arrows from Joe took the life from its eyes, and it collapsed to the ground with a loud thud.
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| The First Piece of The Rod of Seven Parts |
While the others were considering the significance of the rod piece, Joe continued scouting ahead, his keen senses on alert for any hidden dangers. South and west of the spider-dragon's corpse, he discovered a small hallway that led to a series of rooms to the south (W10). The area appeared to be the Web's Edge barracks. He counted five bedrolls, each with a small chest beside it. The room also held a large desk, and further south, a long table with chairs, which was likely the cultists' dining area.
The chests in the barracks naturally drew Joe's attention. He entered the room and began unlocking them, one by one. Inside, he found a collection of ceremonial holy symbols, a few potions, and even a magical gem. The large desk, however, was trapped. As he opened it, a swarm of spiders burst forth, briefly attacking him before fading away. Thanks to a magical item that granted him immunity to poison, he didn't feel a thing. Inside the desk, he found even more plans, along with a nice collection of gems and gold. It was a hefty haul, all things considered.
Having finally caught up, but still discussing their future options, the group stopped in the corridor (W11) while Joe, again, took the lead in the disguise of one of the Drow from the meeting room. Into the next room and he found an enormous winged biped with a boar's head, pacing back and fore in front of a barred prison door. The thing immediately snapped to attention, Joe trying to talk it into believing he was who he now appeared to be, but when the creature, known as a Nalfeshnee, asked for the pass phrase, Joe failed and the creature immediately moved to attack.
Broken from their discussion, the rest of the group moved in to assist, but the nalfeshnee had a target and it wasn't letting up, chasing Joe around the room with his massive tusks and claws putting Joe, perhaps for the first time, under constant attack, his tactics usually having him stand back away from creatures like this.
With Morthwyl and Bessok rushing in to assist, however, the creature didn't last much longer, though it was long enough to leave a lasting mark on the now wounded Joe. Gathering up the keys that hung from the nalfeshnee's belt, Joe opened the prison doors to find four cells inside and a large chest, which was the first thing he moved to, where he gleefully started pulling out magical weapons.
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| Gertrude, Female Cyclops |
Taking their time in here, the group started up a conversation with Gertrude, who informed them that she was the lone survivor of an attack on a supply caravan near the ruins of Ched Nasad. She had been here for weeks, the drow had been trying to tease information out of her, but she kept silent as she knew what would happen if she spoke. The group took a liking to her and so they let her out of the cell, intent on letting her go, but Gertrude's excitement of being released was soured by a thought. Joe picked up on it instantly, and she revealed that her friend was involved in a mining operation who heard that the Lolth cultists were planning an attack on the area, but her friend was too scared to tell anyone except Gertrude. So when she was taken captive.. well, now she fears for the fate of the miners.
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| A Grimlock |
With Web's Edge seemingly cleared, the group discussed some more on their plans. Vinthanamel didn't put a lot of trust in the Wizard's Three. Considering that Tasha certainly has an evil streak, and Mordenkainen isn't known for his open dealings, it could be possible that the Rod parts could be taken from them for their own strange purposes. The conversation went back and fore, the many possibilities, and it was decided that for now they would keep the item away from the Wizard's until they absolutely needed to.
Mordenkainen had informed them that the rod piece would be able to 'tell' them where the next piece is located, but even after trying to Identify it, they had no further knowledge - the power required to reveal the location from a primordial item was seemingly beyond Vinthanamel, it would require a ritual of some kind, perhaps. Even so, they knew it would at least pull towards the piece if they were on the same plane, and so they shifted to the few planes they knew they had access to. The first was successful, Bessok used his robe to shift into the Astral Sea and immediately felt the pull. Though he knew the plane, it could be thousands of miles away through the remains of dead gods and deadly creatures, they would need a better plan to reach it.
For now, their plans were made up, and Vinthanamel took the rod piece and teleported across the Sword Coast, back to Bargewright, where they knew of a portal to Sigil. He would meet the group in one of the bars, their telepathic connection allowing them to communicate their position without concern.
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| Tasha |
While Alustriel tried to make her case, her irritation with Tasha growing, Tasha motioned the group to the opposite end of the Sanctum, explaining that the exit to Sigil, that they were asking for, was over there. Alustriel let out an exasperated huff as the group made their way out into the city of Sigil to meet up again with Vinthanamel.
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| Lady Alustriel Silverhand |
Sadly, it mostly fell on deaf ears, and so Alustriel explained the best way to traverse the Astral Sea. Travel to a place that, surprisingly, Bessok already knew, a place called the Rock of Bral. A notorious site on the edge of Wildspace, it was a meeting ground for all sorts of Spelljamming ships and adventurers, and would be the perfect place to hire travel to wherever the rod piece was currently hiding. Alustriel supplied them with a small gold coin which held her magical signature, telling them to show it to the wizards at the tower they were about to teleport into, and then she opened the portal.
The world blurred into a vortex of colour and light as the teleportation portal snapped shut behind them. The adventurers found themselves standing on a well-maintained stone platform, the air cool and crisp, but with no wind to stir it. This was the Rock of Bral, a place Bessok knew well. It was a massive, asteroid-like city drifting through Wildspace, a bustling hub for spelljammers and adventurers from across the multiverse. Below them, a chaotic bazaar teemed with beings of every imaginable shape and size, while above, ships that resembled fantastical galleons with giant wings or sails of solar light floated silently, docking to the rock's surface.
Looking around to see how they could get down from here, the only exit seemed to be a trap door built into the floor. Bessok gave it a knock and it swung open shortly after, revealing a wise old face asking who they were and what they were doing there. After showing the coin Alustriel had handed them, they were invited in to, what they found to be, the Wizard's Guild. Bookcases circled the walls, some rooms they passed had apprentices training in magic, and so enthused by the location and its offerings, Vinthanamel even signed up to join the Guild. Shortly after, they were shown the exit and entered the city of Bral.
The city was unlike any other. Though a lot of buildings were what they had come to expect, others were more alien in design, incorporated materials they had never seen before. Walking the streets they saw strange creatures, everything from Mind Flayers doing business with strange Insectoid creatures, to small cloaked and hooded figures that looked like penguins.
Bessok, having been here in his travels, led the group to an Inn called The Happy Beholder where, upon entrance, he was met by the proprietor and namesake, a happy Beholder! It cheerfully shouted Bessok's name from across the bar and hovered its way over to greet him, inviting him and his friends into his establishment. Joe, with his ever alert eyes, spotted a few strange folk sitting around the tavern, one of which looked like a humanoid hippopotamus, a parrot perched on his shoulder that was trying its best to squawk words of encouragement at the downtrodden man.
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| Commodore Krux |
Living it up in Wildspace, the group decided to relax and party for the rest of the night, with Bessok even jumping up on stage with a small band to get everyone dancing. It's no wonder Large Luigi remembered him!
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| Fel Ardra |
After pulling away from the dock, the ship turned in place, drifted for a few hundred yards, then with a stomach turning lurch, accelerated to over four million miles an hour, straight into deep space.



















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