...The robed figure who approaches us, addresses themselves as Eldrick. If I was to make a guess by their demeanor I'd say they were the custodian of Thunderfall hideaway. Eldrick welcomes us warmly and before he guides us around the grounds he asks us for our help in the gardens. It turns out he's got a pest problem and after everything we've been through, I think we can deal with pests.
[Killian, Lairion and Krod are led by Eldrick to the gardens to discover the pest problem as a hive of giant wasps. The wasps attack the group on sight.]
...Ahh these bloody wasps...they sting like a ...
...they're just not stopping! Where are they coming from. The hive can't be that big!
[Lairion uses his channel divinity power to make the hive vulnerable to damage. Krod casts lightening bolt at fourth level at the hive, doubling the damage.]
...they're coming from the hive! We've got to destroy the hive!
[Killian makes the final blow on the hive stopping the giant wasps from re-spawning and the group finish off what's left of the wasps.]
Giant wasps! That's a new one on me! I wonder if the magic of Thunderfall hideaway influenced their growth? Either way, we've done what Eldrick tasked us with. I'm hoping it's enough in his eyes as we inherited the hideaway by chance.
Note - Searching the hive for what remains, bears some unusual items. Fascinating how the nature of the wasps has influenced the items. It'll be interesting to see if other creatures have the same magical influence on mundane items.
Contents of the hive:
-Hivecaller Amulet
Wondrous item, rare
This amulet is fashioned from a piece of the nest, complete with hexagonal patterns and buzzing energy. Once per long rest, you can use an action to summon a swarm of insects (wasps) as per the Conjure Animals spell. The swarm remains friendly to you and obeys your commands, persisting for up to 1 hour or until it is reduced to 0 hit points.
-Amber Prison Stone
Wondrous item, rare (requires attunement)
This gemstone holds a preserved, miniature wasp within solid amber. Once per day, you can use an action to crush the stone and cast Hold Monster on a creature within 60 feet. The spell has a save DC of 15. The stone then reforms over the next 24 hours, regaining its magic at dawn.
-Vial of Wasp Essence
Potion, uncommon
This potion contains a swirling, amber liquid infused with the essence of the wasps. When you drink it, you gain resistance to poison damage and advantage on saving throws against the poisoned condition for 1 hour. Additionally, your melee attacks deal an extra 1d4 poison damage for the duration.
-Poisoner's Band
Ring, uncommon (requires attunement)
A ring made from the venom sacs of several giant wasps. While attuned, you can coat a weapon with poison as a bonus action. The next time you hit a creature with this weapon, it takes an extra 2d6 poison damage. You can use this effect three times, and the ring regains all expended uses after a long rest. Additionally, you have proficiency with the Poisoner’s Kit while wearing this ring.
After that so-called extermination in the garden, Eldrick invites us into the kitchen area of the main complex. There is an air about the house...almost as if it's waiting. Everything has it's place - almost as if it's staged! But Eldrick says the house itself is ready to respond to it's owners commands. All three of us are presented with a hearty stew! Simple but nourishing! As we eat, Eldrick regales us with the history of Thunderfall hideaway. We do know some of the history after our research in the eternal library, but the custodian of the house will have the true story.
Note - Lairion asks for the stews recipe and I agree it's nourishment is without fault. Possibly magical in nature. But Eldrick assures us that the house will provide other benefits over time that we are to discover ourselves. I find that intriguing and want to know more.
...Now that we've finished, Eldrick takes us on a tour of the house. We move from the kitchen to the main hall and the scale of this house is vast. Along the ground floor there appears to be a drawing room. Decorated in a very simple fashion; a couple of chairs, a desk and an assortment of books. There is also a main living space to entertain guests along with the kitchen we just left. A basic, clean and functional bathroom. A large communal Hall for hosting guests - I don't think we will, but the future is uncertain. Oft the communal hall is vast armory, housing suits of armor on manikins and weapons displayed upon the walls. Glass cases lay scattered throughout ready for weapons and items of importance to be displayed. As we head to the first floor, this is where the house starts to feel more alive! Eldrick leads us to what can only be described as a war room...a giant desk at it's centre, surrounded by maps and charts. This will become very useful as we start going out into the world, planning ahead. Off the war room is another bathroom! This time, a bit more fancy, still very clean and functional. As we move along the first floor, there are three rooms that Eldrick describes as rooms of our designation. A confusing statement, but it is explained that the house will turn the room into a space we desire it to be. Naturally I can't help think of having my own workshop, but I won't be selfish. Let's see what the rest of the house has to offer and what my companions wish. As we move past the three yet to be made rooms, we are met by a plethora of knowledge in what can only be described as a small library. The tomes and books in this library I've been informed by Eldrick are magical, and that the house shares it's knowledge with the eternal library. Apparently the book keepers of the eternal library have had an arrangement of the custodians of the hideaway to transfer knowledge from the eternal library to the Thunderfall library. Immediately, I want this connection established. There is so much we can learn. The others are not so excited! Understandable! I'm the one that wishes to learn more.
The second and final floor of the hideaway houses our bedrooms. Luxurious but not ostentatious. Four poster bed, a fire place, a study desk, an assortment of fabrics and rugs and a wardrobe. This is mirrored in all three rooms and what is brilliant is that all three have en-suites, which means I don't have to share with Killian. His beauty routine drives me crazy. Also on this floor, there are three more undesignated rooms. It dawns on me that our options are vast indeed. I can't help but wish for my workshop. Thankfully we are all in agreement and Killian and Lairion give me their blessing. I ask Eldrick for an arcane workshop. Eldrick instructs me to place my hand upon the door and instruct the house to provide what I desire this room to be. We're all met with a series of clanging noises and stressed wood as the room transforms. A sigil on the door appears of a mortar and pestal and Eldrick tells me to enter. I am met with the most grandest of sights. The dimensions of the room have been magically altered to house three work stations. The first is a large flat table covered in runes and crystals and a hue of magic surrounds it. There's enough room on this table to house equipment and weapons. I guess that this is an enchantment table, enabling me to rework the magical properties of items. The second is a grand desk filled with an assortment of inks, quills and parchments. The different inks and quills feel as if they are giving off properties when scribing the scrolls, that will come to fruition. The second table appears to be a study area to scribe magical scrolls. The third and final table in the far corner of the room has a number of instruments used to extract, refine and utilise alchemist ingredients. Above the bench are racks of jars. Some of which contain some ingredients and upon looking closely, the rack is protected by a magical field that keeps the ingredients preserved. This would appear to be an alchemy station used to craft potions and utilising reagents.
...words cannot describe my excitement at this moment in time, so much so, that my companions already decide what the next room will be before I realise what they have said. A good idea, a training room! This will work alongside my work station, testing out possible weapons before used in the wild.
Killian takes the lead on this one. Eldrick gives him the same instructions he gave to me. He places his hand upon the door and this time a sigil of a sword and shield appears. We hear the clanging and bashing until the room has been transformed. When we enter we are greeted by racks of training dummies. Simple weapons surround the room allowing practice in melee and ranged combat. There is even an area for spell casting. At the far end of the room, we come across what can only be described as an arena. But this isn't just some simple arena, we can adapt the conditions and environments of the arena in which to train in, such as deserts or tundra. When the arena is in use, there will be a red rune above the front of the door to give warning to those who enter...a nice safety feature! In case of any injury, the training room comes equipped with a small healing station.
...good work chaps!
I can't help but see the flaw in my first request. I have the means to work with magic, but not the means to work with the material. So I plead Killian and Lairion for one more room. An engineering workshop! Thankfully they both agree. It is nice to know that my companions have faith in me, my abilities! Once again I place my hand upon the final door and the room shifts. This time a sigil of a hammer and anvil appear. I lead the way in and what I see sends me back to my time living with Boris, my mentor. At the centre of the room is an enormous work bench with arcane sigils used for precision measurements. A secondary desk lies next to it adorned with blueprints and room to house more. It has a magical quality on it allowing blueprints to appear in 3D. Along the walls are an assortment of tools that have minor but convenient enchantments and materials of all manor. Basic for now! I feel I will have to add more to this workshop. A lathe and carving station, a forge and anvil and finally a work station I have never seen before. I'd hazard a guess that the specialised tools that it contains are used on constructs maintaining their function and upgrading their existing properties. I think I need to bring Matilda in here and see what can be improved. She's an effective machine but any improvement isn't a bad thing.
Note - I've decided to use this opportunity and work throughout the night.It's time to see if I can turn Rotbranches' true heart into it's bow variant. There are many plans I have in mind. This one will be the most useful for now.
We all meet in the kitchen the next morning and Killian would like to continue our work in the town of Rel. Even though I've been given the means to fulfill my lies goals, I agree that becoming complacent is not our way. As a group decision we decide to head towards the mountains and look for evidence of a dragon.
Note - En route I gift Lairion with the bow and spend the rest of my journey sitting on top of Matilda. I didn't get a lot of sleep and something tells me I'm going to pay the price for that but I'm ex-tactic with the outcome of my work.
It's a nice day on the road having my companions rested fully and safely for once in four months. We're in good spirits!
... this looks interesting!
[Killian, Lairion and Krod travel through a valley towards the mountains and are met with an enormous carriage with horses attached to it, but with no occupants. Krod goes up once side of the valley with Matilda. Lairion travels moves adjacent on the opposite side. Killian moves up the centre. Once investigated, it is revealed that the cart is actually a giant mimic]
Blast it all! Why can't the roads ever be easy? At least it's just one enemy this time and we have it surrounded...wait what is that?
[A black spectral figure spawns next to Krod and attacks him. The figure causes Killian and Lairion to become frightened and then teleports to Lairion and attacks him.]
How in all the hell's do we kill this thing and why is it here?...