Picking up where we left off, Squirrel has just collapsed after attempting to dispel the ward applied to a border of trees around a strange villa in the middle of the desolated Dust Plains…
The ghost in the villa
It’s the third time he’s tried. The last two times he overcast and wasn’t much use for anything for at least a day. As a result we’ve been stranded outside the villa for three whole days. That’s three days of food and water we’re probably going to need on our journey to and from the Temple of Death.
Three days of keeping an eye out for the monstrosities that inhabit the region. Three days in which some unknown person is ransacking the villa, according to Alix, who has been listening in using a clairaudience spell. Smoke rising from a chimney suggests things are being burned. Will there be anything left for us to find? (And how the hell did said person get past the ward?)
Squirrel suddenly gestures with his arms and grunts, “I can hold it for about 20 seconds.” With that, we’re running through the gap in the trees towards the villa courtyard and its dry and dusty fountain. Squirrel arrives looking relieved and rather pleased with himself.
The door to the villa is open.
We gather near the door, uncertain at the sound of footsteps within. It sounds like someone is pacing back and forth. Blizzard uses a spell and detects high intelligence, seething anger and frustration. The footsteps approach and a warrior appears in the doorway. He’s wearing beautiful full-plate armour, black, bearing the markings of the Church of Elloran. He’s wielding an impressive greatsword and looks as though he knows how to use it.
“Help me, or die,” he says. Then tells us he’s looking for a particular book and gives us exactly one hour to find it.
We decide to oblige him, figuring we might discover other things of interest as we go. The villa itself yields nothing, other than a fireplace with the remains of burnt books. We turn our attention outside, and Alix eventually uncovers a hidden door leading to a tiny cellar. Inside are some items of extreme interest: a ring, a dagger, a box containing a wand, an empty backpack, and a… brick. Hmm.
The brick turns out to be a spellbook in disguise. It’s undoubtedly the book the Elloran warrior wants; Squirrel undoubtedly does not want to part with it.
The Elloran warrior strides up, takes the book out of Squirrel’s clutching fingers and leaves. We follow him around the building, into the villa and up to the fireplace. Squirrel almost swallows his tongue as the man throws the spellbook on top of the charred heap of burned books and kindles a fire.
Peace descends upon the warrior’s face as the book goes up in flames. He explains the Vahdrim mages killed his family… then, in the middle of speaking to us, he dissolves into thin air. His armour and greatsword clunk onto the ground.
Defeated by the Dust Plains
(24 April) In the end we’ve put it to the vote: to continue on towards the Temple of Death, or retreat to Issimbaal.
After the villa, we persevered onward through the Dust Plains for several days, encountering strange creatures and abandoned villages. But by my estimate we’re making much slower progress than we envisaged. The road is hard to make out in places, and although we haven’t encountered another dust storm, I don’t think we’ve come even halfway in our journey.
We simply don’t have enough water and food to get all the way there and back without starving… and, although there’s a chance we may find water in Baal, and a chance there’s a portal we can actually use to leave, do we risk our lives on that? Besides, we still need to find a cure for Nightshade.
We’ve voted and we’re heading back to Issimbaal. It’s frustrating as hell, given the time and effort we’ve invested trying to get there. But I don’t think we have much choice.
(26 April) Another night in this cursed barren waste that is the Dust Plains. We’re camping out in the open, when five swirling air elementals attack us out of nowhere. None is as big as the gigantic elemental that almost defeated us last night, but these five also look bent on our destruction.
The encounter doesn’t start well for me. One after the other, my two weapons fly off into the darkness. Nightshade thrusts the hilt of her longsword towards me, but the battle is rapidly escalating out of our control. One of them is pummelling Blizzard. I can’t see what’s happening to the others, because I have my hands full with the one attacking me.
It seems air elementals are to be forever my nemeses. This one is relentlessly gaining the upper hand and I’m growing weak. A healing potion revives me for a bit, but soon I’m slumping to the ground again and blackness descends…
I’m clasped in the embrace of Emrys, my god. He holds and comforts me, infuses me with love and peace and understanding. And a sense of wellbeing. Is this the end? I didn’t think I’d meet my god again so soon after Issimbaal. He is majestic and great...
When I open my eyes, Alix is hovering over me anxiously. I blink up at her, confused. How am I back here? The night sky is resplendent with starlight and I’m sure we’re still out on the Dust Plains. I was dead. I know I was dead. Who has brought me back…?
“Hush, rest,” Alix says and smooths unruly hair back from my brow.
Fleet snuggles up against my side, purring as she nuzzles my face and neck. I wind an arm around her and draw her to my side.
A success of sorts
(29 April) Geretam, the cleric of Phanator, greets us warmly when we finally arrive back in Issimbaal. His people have created a potion they believe will cure the zombie virus.
Nightshade has deteriorated considerably over the past few days. She was nearly killed in the same battle that did for me. But Blizzard’s quick thinking saved her (I heard afterward). He force-fed blood into Nightshade’s mouth, which brought her around, but then she attacked him viciously. It seems recent events progressed her disease almost beyond recall, and it was only Blizzard’s ability to control undead that enabled us to bring Nightshade back to Issimbaal with us.
The clerics feed a ravening Nightshade the potion… Gradually the fury leaves her, colour returns to her cheeks, the redness leaves her eyes and she rasps a request for water. Food. Not blood. She realises the truth and smiles in relief.
Cheers erupt among the clerics who have witnessed Nightshade being cured. Then they all start talking at once. Their work here is done, they say. Time to leave Issimbaal and return to civilisation.
(5 May) The city of Toressen is wondrous after all those weeks of dust and decay and death. We arrived with the clerics’ party to the news that armies in the south are disbanding and returning home. There’s an air of joy and hope that the 8-year war might be finally over.
We visit the Church of Elloran to try to get a message to Vamis, the cleric who sponsored our quest to Issimbaal, about what happened with the renegade cleric, Elliana. Another cleric (Mikka) gives us a coded message from her, and we reply that we will continue our mission.
The Elloran priests are extraordinarily excited about the armour left by the ghost warrior. They recognise it immediately as belonging to the fabled warrior Olesh, who disappeared 30 years ago. They ask all sorts of questions. In return for restoring the armour to the church, they’re going to outfit us with provisions and other magical items for the next stage of our journey.
And so it continues. Our quest to prevent the rise of the goddess Varrien. Where will it take us next?
This brings our adventures around Issimbaal and the surrounding Dust Plains to a close (a total of six playing sessions). With four deaths and subsequent resurrections, plus a zombification and revival, it was rather a costly exercise. Next session will see us heading out on another phase of the adventure…
How many more lives does Zillah have, I wonder?
Links to all posts in order on the D&D Chronicles page.