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ATG Mission 7.10 The Oracle of Vellenox

Previously On Liters of Tomorrow


Still in Ventenheim on your mission to find the ancient golem known as the Hydellical Mechanoid, you have traveled to Mew's Homeland known as the Kingdom of Crossing Sun and Stars. Upon arrival you noticed a change in the kingdom an increase in violence and rule of law as well as an army amassing just outside the city gates. Mew met with her mother the Queen, Mellorah the first, and noticed an increase in ambition and militarism. You were all tasked with finding and stopping the dangerous cult known as the Abyssal Knife from damaging the city with one of their demon summonings. Using a former cult member you foiled the ritual, brought the cult down and imprisoned their leader in Mew's magical gem.
After the battle you came upon the Queen giving an address to a large crowd about to announce that she was declaring war on another tabaxi kingdom and possibly the entire continent. At the same time Mew was warned of an assassination attempt that was about to take place removing the Queen from the picture entirely. Mew once more used her magical pocket dimension gem to swap the cult leader for the Queen leaving the cult leader to take the killing blow. As chaos erupted in the city square Mew and blizzard Hops were arrested, Vom Fass took the quise of gnome political lawyer to negotiate their release. Meanwhile Karnac and Cog took rooms at the local inn to heal and ascertain why the entire kingdom was on a knife's edge. The following morning their fears were justified as they were both attacked by a demon who had been pressing his will on the populace. Attempting to remove you interlopers from the picture before you could foil his plans he superheated Cog's body to dangerous levels and unleased a giant Krovod beast into the city to keep Karnac busy. This demon known as Theggadronnan, Lord of Pain and conflict, next attempted to get Vom Fass killed during the council meeting to determine where the Queen was and who should rule in her stead. Both Karnac and Vom Fass expertly used dispel magic to expel the demon from his possession attempts and both were able to quell the chaos around them enough to lower the demon's influence. Karnac calmed down the ironclad Krovod and led it out of the city and Vom Fass was able to get the council talking again instead of tearing him limb from limb. Meanwhile Mew still in a prison cell released her mother from the gem and tried to convince her of an outside threat. After a heartfelt talk and some expert lockpicking they strode into the council chamber to reassert control.
The team regrouped at the strip club known as the Hidden Veil and Tail and exchanged stories. Finally having all of them together, Thegadronnan appeared and opened a hell mouth to attempt to finish the team permanently. Though unable to save a couple sex workers who were lost to the dangerous hell dimension the team closed the portal before anyone else could fall through and fought Thegadronnan. Noticing a strange soul thread leading back to the castle Mew dashed away in search of where it lead. Vom Fass enclosed the demon in a force sphere severing whatever projection device the demon was using to cast itself in the club. The team rallied around Mew in a wine cellar as the battle with the demon was rejoined. After a few rounds you all found the link Thegadronnan was using to entire the material plane in the form of an ancient wine bottle. Smashing the bottle severed the link and demon was once more sent back to it's hell dimension. Afterward the kingdom and Queen began to settle down and return to a less bloodthirsty state.  With the thanks of the Kingdom the team settled into room in the castle and began to draw up plans for travel to the Oracle of Vellenox, the next target of the Adherents of Iron.

Plot points/Scenes

The Oracle of Vellenox


[DM Note: The Adherents of Iron have found the Oracle. They are hoping it has the final clue to finding the divinity Well of Vellenox which is just southeast of the Quala Structure. If the players foil them before they activate the oracle they can severely hamper the Adherent efforts to kill Vellenox. If the players don't stop them in time the Adherents will get a final clue to the Divinity well and be on their way soon to kill the god. Maps are in the Ventenheim battle map folder. Let's push this until next week so Hops can be here for it.]
If after the battle with Isringus the team wants to scout out the area they can. The Druids of the Verdant Sigil are using hallucinatory terrain to keep them going in circles. The Adherents are clever though and they have many scouts scattered about the area. Eventually they will find the Temple of the Oracle and begin their assault.
Polista Renault/Kaarien Calibar Inquisitor Tintavar Catalonia/Silamus Barakov Tronta Torquemada/Arbond Igramoff Casbarre Valencia/Alavin Veniloss
Colonel Umbrant Major Gruppa Treinta Lieutenant Navis Ventera Adjutant Lieutenant Prancis Cleric soldier Richeliu Cleric Soldier Montello Automaton units 231/143/267

Themes

Leaving the Castle - 


You all awake the following morning refreshed though many of you are still sore and aching from that last couple of weeks.  Though hardy and battle tested you have traveled across an ocean, rode lizards through a rainforest and mixed in several dangerous fights during that time.  Even so it is nice to catch up on sleep in safe rooms with no vengeful demons popping in or constables knocking at the door.  Those of you staying at the castle enjoy the continental breakfast available in the circular parlor room.  It is always furnished with alcohol, relaxing smoking hookahs and an array of smoked sausages bacon and eggs served with spiced flatbreads and flavored oils.  Those of you who retain your rooms at the Moka Rang Tavern and Inn are treated to excellent Inn fare including smoked salmon rolls and barbecue Tiger fish with honeyed berries.  The owner is an older Tabaxi woman with the markings of a Serval cat named Grain Wrangler. She employs a half elven woman (long black hair, named Rina Usparen) as the bartender to keep locals comfortable and relax their guard.  If anyone has stayed their you have grown pretty friendly with them. 
Those at the castle after you finish your breakfast and gear up for a morning in the city shopping if need be you hear a familiar argument.  Mew and the Queen herself stand in the large open staircase room that leads up to the Queen's chambers.  Several priceless artifacts are missing from the Queen's collection and she is blaming you and the rest of the team.  Mew pleads ignorance but the queen answers with a "Find a way to return them before they leave the kingdom."  The sharpness that you are used to in the Queen's voice, however, is gone.  Though still irritated the Queen's voice has a softer, warmer tone to it.  A tone Mew remembers from her childhood.  Waiting amongst the walls are several well dressed tabaxi retainers and ministers who need a moment with the Queen.  An entire military operation needs to be reorganized and several soldiers need to find jobs again now that the invasion plans have been scuttled.  A tired Queen rubs her brow and asks politely "Princess Mew, would you mind helping me for the next few hours? Perhaps we can order some of those fried sugar scones we always used to like, and some coffee?"
Karnac as you head out into the city, your thoughts return to the Adherents of Iron and saving the Oracle of Vellenox.  Blizzard Hops is also still in jail, his violent outburst was not forgotten even with the influence of Thegadronnan gone.  Several of the ministers of the city would like to set up at least a hearing to clear him before they allow him back out into the city.  A brightly colored Macaw drifts down with a sharp squawk as well as a red parrot carrying an Armadillo. As they get close the macaw transforms into the Halfling man known as Brook Tallow, Karnac's contact with the Verdant Sigil. The Parrot turns into a small reddish kobold man with an armadillo familiar. "I bring news regarding the the oracle of  Vellenox! The Verdant Sigil has hidden the paths to the temple.  This is only a delaying tactic I fear but it should give you and your strike team an extra few days.  You mentioned another mission that required you attention in the area.  Have you found information regarding your artifact? Perhaps Punty and I could be of assistance?"  As you all walk about the city and discuss your plans you notice a small winged figure darting in and out of buildings watching you.  A tiny trail of frost seems to follow it's path as it zips around just out of direct eye contact with any of you.  It doesn't seem threatening, almost deciding whether or not to talk to you.  Cog roll a history check!
[DM Note: Brook and Punty can help plot a course for the hidden temple speeding up travel time by an entire day.  Maybe even use Eagles or Griffon's who owe them a favor.  Cog and Karnac also plan on bringing an Ironclad Krovod with them when they take on the Adherents of Iron.]
After finishing any business in the city you all return to the castle to check in with Mew and the cells to see Blizzard Hops.  You explain to the generals and ministers as well as the Queen the current situation with the Adherents of Iron and the dangers they represent.  General Copper eye looks at the Queen and then back to you all "Your highness this is a worthy threat and will allow our more experienced soldiers to use some of their preparations rather than disbanding.  I propose we outfit two of the Krovods and designate a battalion to helping Adventure Team Grimm."  The Queen thinks a moment and then agrees.  "This is a good use of these talented soldiers.  It is partially my fault for whipping them into a frenzy, This will allow them to put those weapons to good use fighting an actual threat.  Give us a couple of days to make preparations.  I will also use that time to get your cleric out of jail, I will have to solve this knot diplomatically many guards and ministers were injured some physically some just their pride.  But rest assured he will be safe, I have it on good authority that he is also being treated liberally with his favorite liquor."

Structure

Exposition

The Hydellical Mechanoid


  [DM Note: Let's pattern the dungeon after a The Collector from Marvel. Use the toy room stuff and the Carionettes from Van Richten's guide. There are two museum maps up in R20 that we can use for this.] After finishing up your business in the city you begin to ready your adventure packs and gear for the journey into the great jungles of Ventenheim. Brook Tallow and Punty stand not too far away and look up to a rooftop. Excitedly they say to you all "Finish your preparations and meet us on that roof top!" He Points to the roof of the Razorsling Tavern "Punty and I have arranged a surprise for you all!" They rush off and into the inn to find the stairs. You all stand there a little confused but then get back to your preparations. With that the Queen and a small retinue approach you. Mew herself walks up to you all and begins to speak --
With that the small pixie woman hovers around you all and looks eager to get on the move. You all make your way to the roof of the Razorsling tavern and look up to see several majestic eagles talking with Punty and Brook. Unlike they gold, white and brown feathers of the eagles you are used to these eagles have swath's of bright blue and salmon pink on their wings. Dark grey feathers ring their head and a bright silver runs down their bellies. Each has a harness on with handles and a small closed basket that can secure large bags or weapons. Brook pipes up "These beautiful friends will get us to your destination in no time! Plus once you are done we can be back here in time to gather our forces and confront the Adherents of Iron." Punty and his armadillo swing into the saddle of the first eagle he says "I can take two over here who's with me!" Brook climbs aboard Eagle number two and offers the same patting the seats next to him.
[DM Note: Eagles names are Blurwing, Beatmaster Jay, and Ol' Dirty Bastard the seventh. It's an old family name passed down generation to generation.]
With everyone aboard and strapped in the eagles take flight. Though most of you have flown before even under your own power you still take a beat to appreciate the grace and beauty of these birds. The wind in your face and and the beautiful jungle canopy beneath you. In the distance you can see the Great Tree of Ventenheim. Always there if you look many can even forget it's there, just part of the sky like the moons or the sun. But from the air as you look up towards it you feel how massive it is and how it must be an important part of the ecosystem of the continent going back through all of recorded time. The dark blue circle known as Lake Volus shimmers in the sunlight surrounded by the tiny buildings of Kovolon City. The white tower of the Vol stands in the middle of the lake. The Cliff city of Ollaro studded on the rocky wall that leads up to Ventania has small white strands of silvery waterfalls that cascade down around it.
After a few hours the eagles begin to circle and descend towards a large clearing. Brook points towards a large hillside covered with trees, wide green bushes and moss "There, you can see an outcropping just above that shallow pond. Under that shelf of rock there is a cave system. That seems to be where the texts are leading you. Ah damn, thought this was going to be easy." His voice drops a bit as you all look down and see the area he is describing. Encamped around the clear water of the pond is a clan of Minotaurs. As the eagles get closer you watch them, a few of them see the eagles and begin to converse with each other. You don't see any signs of outright aggression, there are even some children who play near the edge of the water while their mothers fill some skins. The eagles land and a small band of large minotaur men and women grab axes and hammers and form up. They walk towards you slowly muttering to each other. What would you like to do?
[DM Note: The Minotaur are just a clan passing through the area. They are mistrustful of strangers especially those who are allied with the Kingdom of Crossing Sun and Stars or any tabaxi. Without Mew there they should be easy to talk to.] The Minotaur clan is named Korada Stone Hoof Clan. They are a nomadic clan that moves about the deserts and rainforests of Central Ventenheim depending on the season. Their current leaders are as follows:Nandera Jaggedheart Barrakar Swifteye Hirvrak Jaggedfighter Carnus Bearvigor Minfaruk Thundermind
As you wade through the shallow pond under the rocky shelf the air grows cooler and more humid. The bright yellow sunlight fades and bluish green glow emanates from some phosphorescent moss growing on the rocks. Your eyes adjust and begin to pick up shapes again. Some stalagmites and stalagtites stagger among the ceiling and floor of this cavern. You move farther inside another 200 feet and the cavern just ends in a rocky wall.
[DM Note Karnak can do a perception check DC 17. A success reveals a small thin cigar stub. The kind smoked by rich elves or university frat boys playing at being important. Still has a scent to it using your enhanced senses. Odd. Echo can now do an investigation check. She finds a small symbol etched into the stone with a small dark gem in the center of it. It's an ingenious combination of Arcane Lock and an Illusion spell.]
With the illusion dispelled or detected you can see seams form on the rock wall. A doorway can be seen that stretches almost 20 feet wide and ten feet tall. On either side six inches from the seams and 5 ft. up are arcane symbols.
[DM Note: Each must be opened by using a spell slot of Fire and Ice respectively. Ice on the left and fire on the right. A simple cantrip doesn't have enough power it must be a magic item or a full on spell.]
The doors swing open slowly give way to a large wide room, almost like a rocky storage warehouse. Hundreds of crates and baskets are scattered around this area Indiana Jones Style. Before you all go into investigation frenzies most are filled with ancient art, painting and sculptures too big to fit into a bag of holding. Trunks of high end clothing and paraphenalia like opera glasses, canes and hats as well. You spend a good 30 minutes looking for treasure and you are able to find 2000 gold worth of jewels and jewelry that would be easy enough to throw into a bag of holding. Nothing presents as magically enchanted or otherwise powered. Echo you feel that tug again, that purpose that keeps dragging you forward over the last few weeks.
You have spent the last 250 years in faerie dimensions with little concept of time or past relationships. A few weeks ago a strange memory was recovered and images shot across you mind painfully. Something, some event, reawakened a connection. The tug appeared and drew you forward towards the great tree. A space opened in the green and you were back in the material realm. The Jungles of Ventenheim were all around you once more. You felt the tug again and pushed on ever forward. You wandered south for two weeks always following the feeling. It got stronger once you got close to the city. The big wide city by the sea. The tug pulled you towards a being you have never encountered before, a being made of metal and wood and light. His eyes glowed blue and he had a green friend and a blue friend and a cat friend and a man elf friend. Once you found him the tug pulled towards him and another direction. This direction farther still into the jungle. You rode on great eagles and journeyed here to this interior space and yet still you feel it. This time closer, beyond that door there...
On the far side of the Warehouse is another large stone door. This one opens with the press of a stone inset in the wall. Beyond it is a wide hedge maze that fills a cavern. Blue and green moss glow on the ceiling and walls, and even on the stone paths that wind through the hedges. The hedge walls are broken and faded though, the maze a shadow of it's fomer majestic glory. Hedges trimmed and sculpted into different animal shapes are studded throughout as well. Most are missing huge chunks of branches and leaves making them look half finished. Small rune stones of growing glow with a dull green light where the vegetation still thrives. Everywhere the plants have died you can see the rune no longer working. At the end of the maze on the other side of the cavern is stone wall that looks as if it was made of cut marble blocks. Two wide doors of sturdy oak lined with iron stand firm however. As you approach a burst of light forms into a twenty foot tall man wearing a shimmery blue robe. His head is bald and he has a glorious beard which cascades down his chest. His eyes twinkle and he smiles as he says "You can go no further bandits! For I am the great Mage Polemicus and my treasures are protected by the greatest of magics! Behold the trap of **--" The image fritzes and stutters for a few seconds and then starts over "You can go no futher bandits!--" You look down at the ground you see the remains of several arcane traps. Silver thread woven amongst runestones with gold flecks. Burn marks and blackened stone form star like patterns crisscrossing one another.
[DM Note: Vom Fass can do an Arcana Check. A success reveals a dastardly trap of Lightning and fire that would surely do enough damage to kill a hardy adventurer. It looks like it was triggered several days ago however.]
The doors open easily enough and you detect no further active traps. Beyond is a wide beautifully lit room that looks like a high end museum foyer. To your left is a carefully recreated adult dragon skeleton wonderfully preserved. A reception desk sits in front of you, high quality masterwork wood carving on the front. As you walk closer the low backed leather chair slowly swivels towards you and an image sputters to life. "Welcome back to the Majestic Museum master mage Polemicus!" The image is once more of Polemicus himself acting as a receptionist. To your left is a large statue carved of creamy marble it is a Mindflayer looming over a woman. A wide staircase leads up to the next floor, on the other side of the stairs is another statue of powerful woman wielding a staff. Echo once more you feel the pull guiding you up the stairs and into the next room. This room also has magical spot lights coming from the ceiling and yellow glowing globes scattered around the exhibits. A mock sunlight in the ceiling recreates an illusion of a sunny sky from up above. This room has ancient artifacts from a bygone age. A huge metal cooking apparatus and an entire wall recreating some form of primitive humans. As Karnac and Vom Fass walk by an array of ancient tools used for some kind of leather dye the polemicus image forms again "This ancient society that the great Polemicus has named Polandrathals, These primitive people used to use these tools to decorate their leather aprons...."
Echo you follow your gut to the next room through an archway and inset in the wall is an enormous block of ice. As the rest of you gather around and study the ice wall you begin to see a female figure trapped deep inside. The Hoarfrost gives off a light icy mist on the surface and the edges. Echo your heart is thumping in your chest as the pull seems to be emanating from this wall.
[DM Note: Allow the players to figure this one out but Vom Fass could always Arcana check and find a silver filament that runs around the ice block and ends in a small panel above the opening in the wall. Or Cog could use some of his powers to free her.] As the panel is destroyed or deactivated the opening begins to glow orange and red as the ice begins to melt. Slowly the figure inside becomes more and more visible. The thick cloudy ice grows clearer and clearer as it rises in temperature. Echo you and Cog both realize at the same time that the face through the ice is a Drow woman. A woman Known as Eulatris the Sorceror.
Further into the museum you pass through a long hallway lined with large paintings. Ornately framed oil paintings depicting ancient gardens and old mansions, some have hunting scenes or large parties of gods playing. The room in the top right corner is the gift shop! Shelves of tchotchke's pamphlets and books devoted to Polemicus are all stacked neatly with prices on them. Most of these are worthless, not even carrying their original enchantments anymore. A door leads to that interior room which holds the extra boxes of all the tchotchke's in case they sell out. Further into the museum going forward from the main foyer where the dragon bones are leads into the fountain room and then into the toy room. Below the fountain is the dining area where a long salad bar and hot plates used to operate. Now there is no trace of the food or drink left. Everything is covered in dust. Beyond the fountain is a large room strewn with boxes, crates, trunks, and clothing wardrobes.
  Other Traps as in Van Richten's Guide: Faceless Malice trap, Mirror and Danse Macabre trap on page 197. 20ft. radius sphere somewhere in the toy room. 
Danse Macabre. Phantom performers draw unwary adventurers into an irresistible dance of the dead. Not for nothing one of Nerdarchy’s own wildly successful Out of the Box encounters is called Dance Macabre. You can’t go wrong with haunts whose origins lie in fancy parties where everyone died.
Faceless Malice. Throw a little freaky supernatural mirror hijinks at adventurers with this haunted trap, which might not be high on the danger scale but certainly ranks up there on the freaking players out spectrum.
Icon of the Lower Aerial Kingdoms. This haunted trap shows how nasty and impactful they can be. Bizarre occult paraphernalia is a hallmark of spooky supernatural stories and adventurers had best be wary of this fiendish trap’s magic jar effect.
Morbid Memory. A good example of how a haunted trap need not be designed with danger for the characters in mind although some minor mechanics tacked onto this one make it mildly impactful. This one feels more like the kind of trap players would want to trigger since it provides insights into whatever scary adventure they’re in the midst of when encountered.
The Toy Room- As you walk through the wide archway. A wide set of wooden doors opens up into a large room with arched ceilings. Dozens of wide chests and cabinets are stuffed with all manner of clothing, wood carvings, and toys of all kinds. On the floor beyond is a small furry bug eyed creature. He plays in the corner with several wooden carriages with metal wheels. Carved wooden horses and blocky little people are all set up in various scenes. The creature seems not to notice you. Farther still to the far end of the room set up a short set of stairs is a large pink crystal that glows with a dull light. Anyone who approaches the crystal will be greeted by another image of the great mage Polemicus. "If you are the great mage Polemicus you may use me to gather information on the exhibits in your museum, welcome. If you are not Polemicus than I am your doom! You fools you have ventured farther than you should have dared! Bshoom! Lightning bolt, HA! Ksrraaakk Disintegration beam for you!" The image gestures as these pretend spells go off. You see the dull crystal form a small spark for the first one and then a wisp of smoke for the second. Clearly the crystal has failed after a millenia of disuse. The image continues "And if you have survived this incredible barrage of Arcane Power that you will surely be destroyed by the unstoppable Hydellical Mechanoid!!!" He gestures at the small furry creature playing with toys in the corner. The image once more laughs maniacally. "You dumb idiots, Now you are dead. Dummy, stupid guys or gals --error vocabulary rune is failing-- Ya big stoopids --" As the image flickers in and out and fades Everyone roll a DC 17 wisdom saving throw!
[DM Note: Anyone who fails this begins to run and laugh off in different directions attempting to hide in amongst the piles of stuff using a stealth roll. As the remaining party members come up with a plan have them roll a perception check DC 14].
They hear small figures begin to emerge out of the chests. Small wooden marionettes come to life. They look like small german children in liederhousen but painted wooden toys. What would you like to do? [DM Note: The Carrionettes have exchanged minds with the affected players, the marionettes are now the affected players. Using their Soul swap ability is undone if the player bodies take damage from the carionette silver needles. Or a spell of protection from good/evil. Or just let the players come up with a clever solution. If caught the player bodies will attack the other players.]
[DM Note: Need to decide on a small button on the back of the Golems neck to return it to small size. Maybe a small rune that someone can cast sleep into or any type of charm spell. Otherwise in it's large form it is invulnerable to all damage. The only thing that may stop it is Vom Fass's force cage but even that is temporary.]

Conflict

As you exit the Museum finally you step out into the broken hedge maze and look out to see a handsome Elven man standing there slow clapping. He is flanked by three of his associates and the entire clan of Minotaur from before. He puts his foot up on a rock and leans forward grinning at you all. "You see adventure team Grimm there is nothing that you can possess that I can not take away!" Indeed it is Helleficks Kristalinn from many months back. With him, arms folded and looking menacing is Rumen Vuighn the bounty hunter from your first adventure, he also tried to murder Vom Fass in Tellenor. On his other side is Lady Arien Velostar another of his associates you definitely kind of recognize that you maybe saw a long time ago, maybe. "I've been studying your movements, I knew Agrimor was sending you somewhere important. When you found this treasure trove I had to figure out which treasure you were acquiring. Now I know and now I can take it from you. This will all be easier if you just hand over your little golem friend there."
As he smirks and looks at you all he focuses and says "Oh shit is that Eulatris? Damn girl, where have you been? You look great." With that Helleficks Kristalinn drops his elven disguise and stands before you as a dark blue skinned man with pointed ears and bright white hair tied back in a massive pony tail. Cog you recognize him as a figure shown to you in dreams by uncanny sorrow as a dangerous figure to look out for way back in episode 2 of this show! He looks at Eulatris and smirks "Don't you remember that dalliance we had in the Hot spring caves outside of Callivaroulus? It was after the spider festival? We drank all that Venom wine and then we headed back further into the caves..."
The entire clan of Minotaur have been controlled by Isringus who excells in mind control. He orders them to attack if ATG doesn't hand over the mechanoid. He orders Rumen or Arien to fire an arrow at the little golem to trigger his unstoppable form. Isringus says "Activate the mechanoid"  The slightest damage or jarring of the little golem causes him to immediately expand into a huge raging hulk like figure. The minotaur folk, even the children, are in a mindless rage as well.  Rumen Whistles and an arrow flies from his waist out of a holster and veers right towards the little fellow!  [DM Note: Roll to hit, don't allow the players to stop it this round.  If it hits the Mechanoid activates and immediately expands into a huge grey hulking figure ready to attack anyone who is closest!]  Roll Initiative!  Remember that Isringus will use his breath weapon as soon as anyone gets close to him.

Rising Action

The rest of the session is up to the players.  We can either return to the kingdom or the eagles can take them back to Serpico City.  Hops can join them either way next time.  He will ride the Ironclad Krovods and work with the Tabaxi to make their way to the Adherents of Iron encampment.
"Killifen's Compendium of Automatons" by Zolo Killifen. An ancient explorer and documentarian Zolo traveled the world writing down interesting magical creations. His Main focus was golems and Nimblewrights.
Hydellical Mechanoid entry -
"In the Rollicon Steppe south of Quala we made our way into an tunnel system from a previous age. The walls were black as obsidian and the air smelled of stale bread and fungus we --" "Our research team has a theory that this may be the fabled Hydellical Mechanoid that once guarded the arch mage Polemicus. In the bowels of an ancient tomb sits a small koala like golem. It moves slowly and calmly until agitated. Once enraged it grows to a huge sized construct with incredible strength."
DM Note: Reminder, Isringus is going to create his own Warforged to Mock Cog and Uncanny Sorrow called D.O.G.  Dark Order Guardian.  He may use Rumen Vuighn's Soul for this purpose if Rumen dies in this battle.

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