The Nentir Irregulars

Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 10.4 – Temple of Lloth.
Entry 1 – Before we climbed to stairs to the temple, Orontor asked to know why we were so set on storming the temple and killing the matron mother. Feeling that he could be trusted, I told the story of the theft of the cauldron and subsequent attack on Fastormel by Skalmad. I also told him that we had it on excellent authority that the matron mother had been replaced by the succubus, Eryndia of Dis. Upon learning of this, and that she was supposedly working on a counter ritual for those affected by the Orcus brands, Orontor seemed resolved to carry our cause with us.
Entry 2 – The approach to the temple was clear of any resistance. There was no vantage point for anyone within to view out attempt to enter, so we were able to investigate the door without being disturbed. The temple doors seemed to be secured with some sort of arcane lock. With the assistance of Orontor, I was able to use a knock ritual to remove all locks, both magical and physical. The doors would still not open, however. It seemed as if some heavy weight had been placed against them. Orontor then completed our entry with a passwall ritual and we were able to enter the temple.
Entry 3 – We found ourselves in an entrance hall. The passwall tunnel closing behind us revealed a large amount of rubble piled against the doors to the temple. The corridor beyond was lined with statues and guarded by a grey render that was secured to the floor by a length of very thick chain. It was supported by 2 drow sentries who seemed to object to our presence, needless to say they soon attacked.
Entry 4 – The battled progressed well at first. Azzark slipped past the render to engage the drow while the rest of us handled the render. Things were going well until a new drow emerged and cast an area effect spell that necessitated a quick escape. Luckily, Gor had already been grabbed and thrown against the opposite wall by the render. Orontor and I were able to teleport to safety.
Entry 5 – Meanwhile, another drow had entered the fight. He was noticeably stronger than the others and seemed to have some sort of magical gloves that further enhanced his strength. We pushed on and were able to finish them all off. Gor is to be commended, he used one of his fighting stances to devastating effect, while Orontor used his spells/scourge attacks quite effectively.
Entry 6 – After the fight, while we searched the fallen, we noticed that the gray render was covered in brands, just like the dragon that we’d fought before. There was one difference though, these brands were the symbol of the hand and eye of Vecna! I can’t sat that I find this surprising. Eryndia used the information and materials that we gave her to create her own version of the control brand. It’s not like we gave anything to her under the condition that it be used only in the creating of a counter ritual. I’ve moved past being irritated with her, whatever slim chance she may have had to buy her life has evaporated like smoke in the wind.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 10.3 – Phaervorul.
Entry 1 – We began the battle by rushing the mob. The first vrock fell quickly to us. Orontor proved to be quite deadly with his scourge, I’m glad he’s with us. Some of the ghouls left the rear of the pack, looks like they may try to circle around and flank us.
Entry 2 – The remaining vrock flew overhead and landed behind us. Orontor and I will try to handle it while Azz and Gor keep cutting thru the remaining ghouls.
Entry 3 – The ghoul leader went down just as the rest of the horde completed their encirclement. Behind them another drow appeared and began to provide arcane support, it took me a moment to realize that it was Jhaelant! He seemed unusual somehow though. He didn’t respond to my challenge nor to Orontor’s questions. He did however summon a ghostly beholder. Bastard. He just pissed away whatever small chance he had of surviving.
Entry 4 – Azz had already moved up to deal with the last vrock and the undead. We were planning on doing the same when Jhaelant cast some charm on us that turned our legs to stone! We were held in place. Azz had his hands full with the vrock and Gor was holding off the beholder even though he was stuck as well.
Entry 5 – Orontor was the first to realize that the stone form that held us was an illusion. Being able to disbelieve helped us shake it off. Around the same time Gor discovered that the ghost beholder was just an illusion as well. We threw the enchantment and finished Jhaelant off fairly quickly.
Entry 6 – After the battle Orontor and I began to speculate. What had caused Jhaelent’s strange behavior? His movements were strange, he didn’t speak or even try to retreat when the fight went against him, not to mention that he was fighting alongside the undead forces that were invading his city? The answer was revealed while we searched his corpse. He was marked with one of those damned Orcus brands. Eryindia was supposed to have gotten us a ritual to dispel that effect, unlikely that we’ll see that now. After a quick rest we move on the temple.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 10.2 – Phaervorul.
Entry 1 – We engaged the drow undead, trying to keep them pinned between Azz and Gor & myself. These undead didn’t seem to be as strong as some of the others we had faced before. During the fight we heard sounds coming from behind the door up on the landing, it sounded as if someone was trying to force the door
Entry 2 – We soon learned the nature of the noise as Orontor himself kicked the door open and joined us in battling the undead. We had most of them taken care of at that point, but his arcane support was welcome nonetheless. With his spells we managed to clear the embassy rather quickly.
Entry 3 – Orontor seemed quite grateful for our timely arrival. It seems that his bodyguards had locked him in his quarters for his own safety before being slaughtered, His initial reaction was to suggest that we find a way out of the city. He seemed concerned when I told him of our plan to storm the temple and kill the matron mother.
Entry 4 – I explained our situation to Orontor. Having lost Arawn on our approach to the city, I needed either a teleportation circle so that I could contact Parn in Fastormel and have him send reinforcements or information on any faction still alive within the city that would be willing to provide assistance. Orontor suggested a 3rd option. He offered his assistance to clear any debts between us. Of course I accepted.
Entry 5 – We moved to the central plateau and scaled the wall. The area was crowded with rock formations carved into shops and dwellings. It created a small maze of alleys that we used to make our approach to the temple’s plaza. As we got closer we heard sounds, like a large number of creatures mulling about. When we finally got a visual on the scene we saw about a dozen undead along with a couple of demons that resembled vultures. Gor suggested that we go get them, sounds like a great idea, we moved and attacked.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 10.1 – The Underdark.
Entry 1 – The battle started off well enough. The demonweb horror first hit us with a poison based attack, the others recovered quickly but I had some trouble shaking it off. The smaller creatures focused on trying to grab someone and the attempting to drag that individual over the side of the bridge. Unfortunately they succeeded. One of them got Arawn and hauled him over the side.
Entry 2 – Phaervorul. It was gone for only a short time before skittering back up, alone! As Azz and Gor kept the others busy, I secured a rope and went over the side of the bridge to try and find Arawn. I climbed down beneath the bridge. The underside was a tangled mass of webbing. I called out for Arawn but got no response. Looking around I was able to make out something that looked like a body suspended in a cocoon of webs, hanging like a piece of fruit. I made my way over to it and brushed the webs from its face.
Entry 3 – Regrettably the body turned out to be the corpse of a durgear. I sensed that he had some magical gear on him, but that will have to wait. Seeing no other sign of Arawn I made my way back up to the bridge as Azz and Gor were just finishing off the spiders.
Entry 4 – My fears are confirmed. I used a Hand if Fate ritual and confirmed Arawn’s location. It seems he had fallen after being drug from the bridge. We located his body on the floor of the chasm. We first pulled up the body of the durgear hoping that he had something on his person that could assist us. This did not turn out to be the case. Azzark went down to secure Arawn’s body so that I might attempt to raise him. As I preformed the ritual I witnessed the same shadowy dragonlike entity that I had witnessed during Nimozaren’s ritual swoop down and snatch Arawn’s soul from the skies of the Shadowfell. This does not bode well at all.
Entry 5 – Having been unable to raise Arawn, we decided to proceed as it seemed our best chance to penetrate the Shadowfell and retrieve Arawn’s soul. We took his hand so that I might try again once we had done so.
Entry 6 – I contacted Orontor to get directions to the embassy. He advised me of its location and asked us to make haste as it was under direct attack. We made our way thru the ruined city, hearing sounds of combat from other areas of the city. We arrived at the Saruun embassy to see the doors torn off at the hinges, bodies everywhere and some undead drow warriors inside, preparing to assault deeper into the embassy. We’d best move quickly.
Entry 7 – Saruun Embassy. Gor charged in with me close after. He pulled the drow wights in close so that I was able to hit them with a rebuke undead. This was the signal for Azz to come in thru a window and move into flanking position. I’m somewhat apprehensive, going into battle down a man (or dragonborn as it were) but hopefully the rescue of Orontor will make it worthwhile.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 9.7 – Fastormel.
Entry 1 – Azz, Arawn and Caravan took Skalmad’s head and marched off to the lines with it. While Azz shouted threats and challenges at the attackers, I drug Gor and the loot we recovered into the nearby farmhouse to wait out the retreat that I hoped would come.
Entry 2 – Victory! As they approached the wall with their leaders head, the forces of Skalmad broke and ran! Within a handful of minutes they had all fled. I had some men take Gor to the field hospital where one of my acolytes still had some healing powers left and was able to get him back on his feet. Meanwhile, I contacted Fist Ironjaw, commanding the relief army and ordered him to change course and pursue the remnants of Skalmad’s forces. When we all got back to the wall, I stood atop the gates and gave a speech honoring the brave soldiers who held the line and “The Heroes of the Battle of Fastormel”; Azzark, Arawn, Gor and Caravan. The rest of the afternoon was spent putting out fires and tending to the wounded. By the time the evening came around there was one hell of a celebration going. I had other things to do though.
Entry 3 – Erindiya of Dis had moved from being an embarrassment to a problem in need of removal. There was also the issue of gaining control of the cauldron, I’m not sure why Erindiya would want it, but I’m sure that it is no good for us. Since she was most likely still in Phaervorul, I began by attempting to contact Orontor or another of the Mages of Saruun as they would have the most up to date information on anything related to the underdark.
Entry 4 – I contacted Orontor and after a conversation, learned that he was currently in Phaervorul. The city was under attack by an undead army and he was trapped inside one of the houses. He asked us to come for him. He told me to go to The Seven Pillared Hall and one of his apprentices would provide us with a map to Phaervorul. Now I just need to talk the others into this.
Entry 5 – I tracked down the others and with some convincing everyone agreed to make the journey to Phaervorul. Now for some rest, I’m exhausted.
Entry 6 – How interesting. It’s amazing what can change during the course of a night. I was visited by another dream. It offered some interesting insights into past and current events. Upon sharing it with the others, any doubts regarding our mission were immediately washed away. We were making preparations when King Faren arrived to inspect the battle’s aftermath. While he was saddened by the loss of life and angered at the damage inflicted, it was impossible not to hear the pride in his voice when he spoke of the strength and courage of the Legions of Nentir. Needless to say he had no qualms about authorizing our expedition to Phaervorul, in addition to removing an enemy, this could be a chance to further strengthen our relationship with the Mages of Saruun. We set forth soon after.
Entry 7 – Thunderspire. We made fast time to Thunderspire. The roads having been repaired and regularly patrolled lent themselves to a speedy journey. We made our way back to The 7 Pillared Hall. Upon arriving we stopped to see Rendil Halfmoon and some of the others we had met during our first visit. They seemed glad to see us and it was good to see that they were doing well, but this isn’t a social call.
Entry 8 – The 7 Pillared Hall. We made our way to the summoning circle and requested the attention of one of the Mages. One of them arrived and presented us with a map to Phaervorul. It seems Orontor had been in contact with the other Mages. They informed us that they were “unable” to provide assistance, unwilling is more like it. According to the map, Phaervorul was a few days journey. The passage would not be suitable for horses so we left them in the care of Rendil and got moving.
Entry 9 – The Underdark. We traveled for a few days, following the trade route to Phaervorul. The days and nights blurred together and we strayed from the road a time or two, luckily Azzark was able to find the right path again. The route on the map ended in a vast cavern. A large stone bridge spanned the chasm and led to the entrance to Phaervorul. But first we would need to make it past the guardians.
Entry 10 – We moved to engage. There were 3 creatures that resembled spiders with too many legs and a giant spider type creature. The spiders with extra legs seemed intent on trying to drag anyone they caught of the side of the bridge, the big one more interested in trying to poison us. At least they don’t seem too powerful, that’s always good news.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 9.6 – Fastormel.
Entry 1 – We had Caravan touch off an area effect to neutralize some of the weaker foes. That served as an adequate signal for the trebuchet crew and Azzark was sent flying over the wall. I have to hand it to those guys, they can be deadly accurate when need be. Their aim delivered Azzark to the field of battle in the form of a direct hit to Skalmad’s head. This is how more of our battles should begin.
Entry 2 – With Azzark now on scene things began to heat up. I focused on the weaker opponents while Caravan kept the troll shaman distracted. Gor, Azzark, and Arawn engaged Skalmad and his formian advisor.
Entry 3 – Most of the minions went down fairly easily. The ones that remained didn’t seem so dangerous. Skalmad, the formian and the troll shaman however had some devastating attacks. That isn’t good even in the best of circumstances, given our weakend condition it could prove fatal, literally, I’m extremely grateful for Caravan’s presence. Some small hope, we were able to bring down the formian before he hurt us too badly, Skalmad though was a different matter.
Entry 4 – Once we shifted our focus to Skalmad he seemed to become more dangerous somehow. The addition of his new magic eye seemed to make him more… potent. He also took to targeting me more frequently. In retrospect, being the only one in this fight who was “present” at the theft of the cauldron, I can see how he might direct slightly more aggression my way. Unfortunately this resulted in me taking a direct attack and my unconscious form being kicked into one of the nearby patches of burning debris.
Entry 5 – Luckily Caravan was close enough to pull me out of the fire. At about the same time, Gor was incapacitated by an attack. Azzark, not being able to do anything for him, dropped a smoke screen to cover his withdrawal and was able to pour a potion down my throat. Having been restored to my senses, I was able to get to Gor and render aid. While I couldn’t heal him, I was able, at least to keep him from bleeding to death.
Entry 6 – While all this was going down, Azzark, Arawn and Caravan were able finish off Skalmad. Upon seeing this, his troglodyte and troll shaman both cut out for safer places. Azzark severed Skalmad’s head and tossed his remains into one of the fires. As he was cutting off his head, Azz noticed that his magic eye had vanished. Damn! I hoped to carve that out of his skull and study it. For now we have more pressing matters. We need to show Skalmad’s army his severed head as proof of his death. Hopefully that will evoke a similar response as it did with the others.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 9.5 – Fastormel.
Entry 1 – I’d just finished patching everyone up when I sensed something approaching. We turned to see several figures moving up the street. There were several zombies, some wights, a ghoul, and a small vampire that I recognized immediately, Aeros! We moved to meet them, game on!
Entry 2 – Azzark and Gor engaged Aeros and his cinder zombie while Arawn and I faced the others. Most of the zombies went down quickly, the others were more resilient. Gor was able to take out one of the zombies while I on the other hand was caught in the claws of the ghoul who then proceeded to drag me down an alley, presumably for dinner. Arawn came after me, but then ended up in the same position. Irritating.
Entry 3 – While all of this was happening, Azzark and Gor were handling Aeros and his zombie. It not only seemed to be a lackey, but a guard as well. Every time Aeros took a hit, the zombie retaliated. The cinder zombie went down and the fight with Aeros seemed to be going well, until Gor struck Aeros and bloodied him.
Entry 4 – I don’t know if he’d been holding back or the wounds brought it forth, but he began using dominating attacks. Both Gor and Azz were affected, the latter choosing myself as his target, putting me down. Luckily, he shook it off and he and Arawn were able to rouse me from unconsciousness. Then Arawn was dominated and Azz was taken out. I wouldn’t have been worried had not Gor been in the process of being dragged off by our friendly neighborhood ghoul.
Entry 5 – As things were looking grim a ray of hope appeared, literally. A bolt of energy struck Aeros. It was cast by Caravan! He came up the street with a small force of bladelings! He and his troops mopped up the last undead while I tended some wounds. After welcoming Caravan and thanking him for his assistance we moved back to the front lines.
Entry 6 – Shorty after getting back, Smedly came running up and requested the bladelings assistance as Skalmad’s displacer beasts were swimming around the northern wall in an attempt to outflank us. The situation was looking grim. Skalmad’s troops had gained the wall in a few places. As we observed the battle field it became apparent that Skalmad had committed his entire army and left himself mostly unguarded. It’s unlikely that we can hold more than another few hours, we need to take advantage of this opportunity and take the assault to Skalmad!
Entry 7 – The plan was simple, most of it anyway. We would swim the river around the southern wall, come ashore near Skalmad and strike! Caravan had an invisibility spell that would keep us hidden from view. There was one hitch though. Caravan could only make 3 of us invisible. Meaning one of us would have to stay behind. That is until Azz and Gor came up with an…. unorthodox solution. They felt that loading someone into one of the trebuchets and launching said individual over the wall and besieging army would be an effective way of getting into the fight. After a little planning we came up with an option that hopefully won’t result with Azzark splattering over the ground like a bug. So we stuffed him into a barrel filled with straw and Caravan aided with a feather fall spell. With luck he won’t get too injured upon landing, my healing powers are almost spent and there’s no rest to be had.
Entry 8 – We successfully made our way undetected into Skalmad’s camp. He and his guards were mulling about near an abandoned farm house. We moved into position and once we give the signal to launch Azzark we will finish this.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 9.4 – Fastormel.
Entry 1 –
After returning to the wall, we take a few minutes to patch ourselves up. The line was holding but we were taking losses. The others were still serving as a response team, moving up and down the wall, assisting whenever the defenders threatened to be overwhelmed.
Entry 2 – We were preparing to move and engage further up the wall when we heard screams from the inner ward. Smoke from burning buildings began to fill the air. It was then that we saw a cloud of darkness moving through the streets, people fleeing before it. The line will have to hold, we have other things demanding our attention.
Entry 3 – Upon rushing to the inner ward, we met the cloud coming down a narrow street. What we saw chilled us to the bone, literally, at the heart of the cloud was a dracolich!
Entry 4 – We immediately moved to engage. The cloud of darkness/zone of cold surrounding it damaged anything entering. As we began our attack I noticed that whenever I hit it with radiant powers! This could give us a needed edge.
Entry 5 – The fight was brutal. The dracolich had several necrotic based attacks that did quite a number on us, not to mention those that got picked up and thrown through some walls. We took so much damage that I was hard pressed to keep everyone healed. Luckily, despite taking a hit that would have dropped most, Azzark was able to rally and take the dracolich down. I proceeded to move quickly and staunch some bleeding. We once again took some time to rest and bind some wounds. We dare not take long though, as Arawn pointed out, the dracolich didn’t breath flame but something started those fires.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 9.3 – Fastormel.
Entry 1 – As Skalmad pulled his forces back, he stepped forth and issued an ultimatum. The cauldron along with the heads of Fang & Steel are to be delivered to him by morning or the assault will resume. This of course started a buzz amongst the soldiers and townsfolk. We put and end to it by organizing work gangs to begin repairing damage to the walls and defenses, they should be too busy to stir up any trouble. After taking inventory of our siege weapons I ordered the construction of a few trebuchets. We don’t have enough oil to lay another fire trap as before. That shouldn’t stop us from launching a few flaming casks over the walls though.
Entry 2 – As we were issuing orders, King Faren came through the portal to inspect the situation. He seemed satisfied with the way the situation was being handled. The King’s only reservation was whether to begin evacuating the non-combatants out via the portal. Azzark and Gor felt this was a good idea, I however did not agree. By keeping the women and children in Fastormel, their husbands and fathers, who were manning the walls would fight that much harder to ensure their safety, whereas if they were removed to Fallcrest, they might be more inclined to break and run should the situation reverse itself. Be it unpopular and cold, King Faren agreed with my assessment. We did both agree to move everyone behind the inner wall and set up an evacuation plan though. Before he left, King Faren advised us that the reinforcements would be here the day after tomorrow. This also gave me another idea. I contacted Estevan to see if he had any help or magically inclined mercenaries that he could send. Regrettably he had no one that could move right away, but he promised to do what he could. We will just have to hold until then.
Entry 3 – Talk amongst us then turned toward strategy. We were all in agreement that the most effective way to end this siege would be the death of Skalmad. Arranging that death is the sticking point. Azz and Gor were in favor of staging a raid on his encampment, possibly by employing Ragnar and his clan as a diversionary force. Other plans such as an amphibious assault via river or attempting to lead him into a trap were also fielded. I was unsettled by any idea of leaving the fortifications. They had been all that was saving us and I believe that any attack that takes us beyond them would be tantamount to suicide. Fortunately, Fist Arawn also seemed uncomfortable with the idea of trying to draw off the army and striking Skalmad, too many variables that could go wrong, and with our deaths, all resistance would collapse, Skalmad would tear the town apart looking for his damned cauldron and when he didn’t find it where would he turn next? Fallcrest? Nenlast? Some have already succumbed to fatalism, believing that we cannot hold. I do not share that thought. This ultimatum only bolsters my notion. If Skalmad could defeat us through sheer force of arms we would be dead and he would be standing amongst the ruins of Fastormel. The fact that he is attempting to frighten us into surrendering says to me that he is not certain of his victory. If he has doubts about his own ability to defeat us, then that is our hope.
Entry 4 – At the suggestion of Azzark, I sent a message to Skalmad. I’d hoped that giving him the location of his cauldron and suggesting that he attempt to locate it via scrying might buy us some more time at the least. Whether he even made the effort is unknown, his reply demanded us delivered to him, bound, so that he could verify the truth. I have no intention of delivering myself, nor any other member of Fang and Steel to this savage. I wonder if he thinks us so foolish to even consider such madness. Any idea of trying to meet also seems inadvisable as well. Both sides are aware that any suggestion of parley will be nothing but an attempt to lead the other into a trap, and at this point I don’t believe that we’ve seen all of Skalmad’s tricks yet. The risk is simply too high and the chances of success too low. It is better to wait. Let Skalmad’s attacks break upon our walls like water on rocks. Let him grow more and more angry. Then one of 2 things will happen. He will have to come forth himself eventually or risk appearing as weak, then we will destroy him, or the reinforcements will arrive and we can launch a combined attack from 2 side and crush Skalmad in between us. We simply must hold! But now I must rest, we all must rest.
Entry 5 – Daybreak! We were all up well before dawn. At the appointed hour, Skalmad stepped forth and demanded an answer. For a moment, silence! Then a chant began, “Fang & Steel”, “Fang & Steel”, “Fang & Steel”. From the voice it sounded like Smedley started it. Soon it raced up and down the wall, everyone chanting, banging sword against shield, spear upon stone. Skalmad turned in a rage and ordered the next attack.
Entry 6 – The formian shaman from the day before came forward with 3 cyclops guards and half a dozen trolls and troglodytes each. He cut 2 of the cyclops’s and preformed a ritual that shielded him somehow. He then began a new ritual, chanting whilst stamping his staff into the ground. The earth under our feet seemed to reverberate with each pulse. Azzark recognized this effect. He told us of having witnessed a similar ritual at a dwarven mining camp. The shamen there used a similar ritual to summon and control purple worms which they used to dig mine shafts. It became clear, they were trying to summon a worm to bring down the walls! We had to stop him. I ordered the trebuchet to begin firing. The fire team did excellent on the first shot, a direct hit! Unfortunately, the shaman’s shield protected him, his guard was not so lucky though, maybe the trolls will be more vulnerable. I called out a closer position and order a steady fire rate.
Entry 7 – Gor was the first of us to act, leaping over the wall and charging the lines. Azzark followed soon after. Before going myself I called up a trooper to continue relaying positions and (hopefully) drop us arope upon our return, then over the wall I went with Arawn on my heels. I’m happy to report that everyone else landed better than I did, which is good, we will probably take enough punishment out here without dealing to ourselves.
Entry 8 – We engaged. The trolls and troglodytes fell quickly, having been softened up by the trebuchet barrage and finished off by Gor. Azzark used some power and tunneled under ground, coming up inside the formian’s shield perimeter, his attacks disrupted the summoning ritual and bought us valuable time, though he did seem to take one hell of a beating in the process. The rest of us engaged the cyclops guards and after some intense combat, we brought them down. With their deaths, the shield collapsed and we were able to go after the formian. That shaman had some brutal attacks, the added fact that he had obscured himself with some sort of darkness cloud hampered our efforts. Then Gor somehow managed to pull him out of the zone! Once fully visible we were able to dispatch him and hopefully end the threat of a summoned purple worm. We began to make our way back to the wall lest Skalmad take advantage of our exposed position and attempt to overwhelm us with his numbers.

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Campaign Journal of Izen the Cold
This journal chronicles the travels and adventures of Izen the Cold, cleric of Kord, member of The Company of Fang & Steel.

Adv 9.2 – Fastormel.
Entry 1 – Azz and Gor finally defeated the largest of the ant-like creatures, as reinforcements were upon them they pulled back to the walls. The troglodyte warriors carried some kind of seed pods with them. When they drew near the walls, they threw them against its base. Large vines then grew up the walls and breaching teams began to climb them, trying to gain a foothold. Azz and Gor quickly climbed up the rope I’d dropped so as to engage the other 2 ant creatures still occupying the wall. The trolls that had been rushing them attempted to follow up the rope but didn’t get too far after I cut it. They hurried off, undoubtedly to try and climb some nearby vines. The last 2 “ants” were not as strong as the other and were quickly dispatched. We then turned our attention to the floating tendril creature.
Entry 2 – We engaged the floating creature and defeated it after a minute or 2 despite its continuously creating the miniature versions of itself. Luckily, once we put it down, the smaller spawn also perished along with it. Once we’d finished the fight there was a brief lull in the battle, that was fortunate as we were feeling the weight of our wounds and needed some time to recover.
Entry 3 – Our rest didn’t last long. The 4 shamen, who also seemed to be growing weary, kept at their summoning. A creature the size of a house lurched it’s way from the Far Realm portal/pool. It was a monstrosity of multiple mouths, limbs, tentacles, legs and wings. As it charged the wall, Azz and Gor decided to try and fight it in the no-man’s land before the wall. Arawn and I followed to provide support. That may have been a mistake. As it drew near, the creature charged and rolled over our defenses and us like a boulder crushing a field of grass. Most of our pike were crushed and having a creature that size step on you takes a toll on ones health. It’s second rush attack laid me out cold, fortunately, Azz stopped my blood loss while Arawn was able to administer a healing draught.
Entry 4 – Just as we felt the battle was turning in our favor, the creature took flight! We were able to damage it some with ranged attacks, but were unsuccessful in destroying it. Our despair only increased when we observed it flying over the walls and landing behind the gate where it proceeded to do its best to destroy our barricade! We immediately made for the rope so we could engage, for a moment it seemed that the spirit of battle had taken Azz. He seemed to move as if to crash the gate on his own, possibly seeing it as the fastest way to resume combat? Luckily, he regained his senses (somewhat) and climbed up after us. I say somewhat because his first action upon reaching the battlements was to throw himself off the wall and directly at the beast. Then again, Arawn and Gor did the same thing as well. Their attacks distracted the abomination enough to prevent further damage to the gate and soon enough it lay dead at our feet.
Entry 5 – Respite! The rest of the army had apparently held back, unwilling to enter the same combat zone as the creature. Upon seeing their latest champion fall, it seems that Skalmad may have re-evaluated our threat level. With Tamm, Rryet, Toby and Parn serving as another elite squad, all other waves had also been thrown back. The monstrous army withdrew, possibly to consider a new strategy. Thank Kord! My healing skills are becoming stretched thin, this lull is most needed. I set about ordering work crews to reconstruct the barricade, other teams were sent to begin clearing the vines away from the walls. This is an opportunity that we must not squander.

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