As the illusion fades and leaves standing there a small scrawny Wizard, he looks at the group and states ‘I’m Immerial, because my illusions aren’t immoral they’re Immerial!’ Which, as a comment seemed to do very little to win them over. Lia points out the fact that as he managed to fool their two magic users, well, they might as well put him to use. After a small disagreement and many reminders from Keridanyth to be nice, it’s decided they will listen to what Immerial has to say. Turns out having been in the village for a couple of days he’s heard rumours of missing people and, lookie here, there is glory to be had because one of the missing people is Larissa, daughter of Cithor, the most eminent Noble of the village. As is always the case in D&D here I have laid before my party the hook for this session a missing noble lady, possible evil, definite reward and what do they do? Well, two go to the library and three go shopping. Yeah. Priorities dictate all this should be taken care of before any young noble is saved. So, after a rather long, incredibly riveting conversation between Kuruk and the Barman that ran along the lines of, ‘is there an exchange place, where you can change monies into other monies?’ ‘Whot, the exchange?’ ‘Yeah that’ (imagine like 5 minutes of that and you’ll get the idea). Kuruk agrees to go off with Immerial to do some bartering and shopping, and yes the Rogue went too because she knows Kuruk’s intelligence level and Immerial certainly strikes her as someone with the potential to be Immoral, regardless of his declaration. Also, remember that time Grog did some bartering in Critical Role? Yeah, that’s exactly why Lia went along. Spiritas having learnt an important lesson from the Goblin incident decide he shouldn’t go off on his own and so while the rest go shopping, he takes the Druid to the library.
I won’t bore you with the shopping, needless to say, Lia takes the lead and with a little bit of trickery help from Immerial secures a good deal for the exchange of the gems and art objects they’d collected on their last mission. As a thank you Lia ‘kindly’ throws 50 gold coins at Immerial, she seems to like doing that and yeah, OK, she technically throws them on the floor! Meanwhile, on the other side of town, the Library trip with Keridanyth and Spiritas actually yielded some information. The found a single book which had a few references to Abaddon, from which they learn that Abaddon is a being and also sometimes a place, the place is sometimes the Abyss and the being is sometimes the Angel Apollyon. It wasn’t much and you could argue its usefulness but it’s not bad as far as small entries in ancient texts go, plus, when they inquired more from the eccentric librarian, Winthrop, self-proclaimed keeper of the books, they discovered the book came from one of the city libraries. Winthrop helpfully suggests that he’s sure there would be more books there.
On their way back to the Tavern, Spiritas and Keridanyth pass a temple to Bahamut and stop to see if they can gather any more information. Keridanyth now understands what an important Angel Spiritas must be as it seems they built a temple to him, we aren’t going to explain that Spiritas is not Bahamut or even follows that religion, trust me, Spiritas tried, it’s really not worth it. Spiritas learnt, not so much about Angels or anything useful for their main mission but did find out more about the missing noble lady, the daughter of Cithor, overseer of this village. The monk went on to explain how tragic this is because Cithor lost a daughter many years ago and that he has declared a reward to anyone who has information, can help, or can return his daughter safely. Not surprising that, with a reward as an incentive, our heroes decide they will see about helping out and so they head to the council hall to speak to a man named Wydare, whom they have been lead to believe is the Reeve of the village and also the man who can get them in to meet Cithor. Some very bad persuasion roles later, which nearly saw the party ending up in jail for being suspiciously knowledgeable about this missing Noble, they eventually win over Wydare. With their agreement to help they are given the last location of the missing girl, a rundown what happened that night and one of the village guards to help (think of it like a cross-agency posting, almost), one of Wydare’s best men. Not the best men that were supposed to be guarding Larissa, a better best men than that, just so you know. A young guard by the name of Jed, ‘We met a Jed in the last village’ utters Kuruk. ‘Well, you know what they say in Alloureia, there’s a Jed in every town!’ he happily replied and, just so you know, there really will be.
By this time, the party had spent so much time shopping and information gathering that they decided it’s too late to go off into a dark and dying forest. Especially one which the locals say is haunted and not the kind of place anyone with half a brain enters on their own. Having parted ways with Jed, who would have come to the pub but his Ma’d cooked him dinner, the party head back to The Drunken Goat to get rooms for the night. As Everwinter is known for its strong drink and our three and a half foot Gnome Druid, Keridanyth, is well on her way to developing a real taste for drinking, you can imagine how this plays out. After several strong ales and sampling a local tipple, Ice Dragon’s Breath she ends up perhaps is a little worse for wear and does a role-play vomit once again, this time outside with just a little splash on Kuruk’s feet. Still, worth it for Keridanyth and Immerial’s drunken fireworks off as they use their minor illusion cantrips to create elaborate displays in an attempt to out-do each other.
Bright and early next morning (some less bright than others), they meet with Jed and head off to the forgotten, dying forest to see if they can track down the missing lady. I wish I could explain how many bad rolls this entailed they failed perception rolls and (as usual) stealth rolls, basically walking through the forest having loud chats while Immerial plays with his dancing lights. Not really the Heroes of Great Achievements but, well, they’ll get there right? On the way through the forest, they take on a Giant Constrictor Snake which Kuruk basically takes his great sword to and pretty much slices in half. Finally, as they are walking along they notice more dancing lights, Immerial drops his, and the party quickly discovering these are not of his making. Trying his divine sense Spiritias realises that the ground up ahead is tainted and that only evil walks this land.
This is, I should say, the point where you get to see how very different Spiritias and Immerial’s approach to things are. Both men stride straight toward the danger, one to smite it, in fact, to divine smite it hard, the other is trying an angle, working out how best to make himself seem all powerful while, at the same time, holding back as much as they can. Moving his dancing lights forward, they spy a cave and just inside the cave they see a bound and gagged girl in a dress of good quality. Could this be THE girl? OK, actually it’s a Green Hag disguising herself as the girl and it would have worked really well if the Wizard hadn’t seen through it and shouted out to the rest of the party. I have to say some of the best action rolls of the night came out of this fight as Spiritas steps up first, usually a master of fail rolls, deciding to believe Immerial because well he senses the tainted ground and evil, declares Divine Smite and doesn’t just hit gets a Crit! So. Much. Damage! In fact, Spritias’ Divine Smites my poor Hag twice, dealing her over half her HP in damage!
Meanwhile, it turns out the rogue can’t shoot arrows for love nor money, as she misses EVERY shot. Yes, every, single, shot. Even the fighter who has successfully cleaved his way through every enemy so far suffers a case of the misses. The Druid in Panther form deals some damage, but mainly struggles to land a single bite, and the wizard’s attempts seem to fall short although he’ll be the first to tell you they looked really cool. At this point, the battle is largely down to Spiritias and the lowly Guard NPC, Jed, who are working their way slowly against the Hag. Miss after miss, even the Hag just can’t seem to claw the Half-Orc stood right in front of her. Top of the round again miss after miss, at this point, I know whichever person gets the next hit in will get the kill, and it’s Immerial’s turn and… It. Is. Spectacular. As he rolls I look up and utter the immortal words of the DM; ‘how do you want to do this?’ (After all, Matthew Mercer did say it was there for the using – and it works so well in these moments.) He looks at me and asks, ‘can I use Minor Illusion just to get the sound of a crowd cheering?’ You know what, yes you can, because this is my story and that’s awesome. So as Immerial lines up for his shot, slowly the clearing fills up with the sounds of a crowd going wild, screaming, cheering, clapping, feet stamping and then the chanting of ‘Immerial!, Immerial! As the illusionary crowd (and Keridanyth, bless her, she’s easily led) clap in time with the cheering, ‘Immerial! Immerial!’ and he fires, blasting the Hag back into poor old Jed, who pushes her off him and she falls limply to the floor.
I have to say it was glorious and truly in character to steal the kill with such a spectacle and taking all the glory in the name of Immerial. Needless to say, they swiftly rescued the missing noble girl and, after a quick loot of the cave and Hag’s body (well remembered Little One, Lia seems to be rubbing off on our Gnome somewhat!) set off back to return Larrissa to her father. The party aims for the quickest route home and to pass the time, Immerial asks Jed what he thought of all that happened back there. ‘It was great, really like the cheering’ and he raises his hands above his head and in time with his slow clapping chants ‘Immerial! Immerial!’ This doesn’t settle well with Spritias who goes into a speech about how every member of the team took part and that the holy glory filled them with the divine light to conquer the evil, to which Immerial replies ‘Yeah, but Immerial! Immerial!’ At this point because they are walking through an ancient, dying and decidedly creepy forest, not paying attention, well all I can say is…. Giant Spider attack! Considering how quickly they annihilated my Hag, it turns out they find Spiders really difficult to kill.
Eventually they make it back to the town and return Larrissa to her father, who, despite the wizard trying once again to make himself look grander than he is and failing (every time I swear they all see through his Illusions, even lowly Jed), is so pleased to have his only daughter returned he declares them the heroes of the village and, perhaps a little improbably but, hey, he’s super grateful, its saviours. In return for their help he offers them access to his Library should they want it and perhaps access to some in the cities. He agrees to tell all he can of the heroic deeds of the team (you know a party name at this point guys would be really handy!!!) as well as money, help whenever they need it and of course a party (not five gold and a party, though, that’s already trademarked!). And so we leave the adventurers, as the light fades out of the film, at a massive village party with illusions and fireworks from the Wizard and Druid, a rousing holy speech from Spritias and in the corner Kuruk sat, quietly pleased with all they have accomplished.