The first part of this covers the new Lava mod “The War of Bloom and Rot.” I will keep it brief and low spoiler. But it is a new mod, so for those who wish to remain completely spoiler free skip to the second line of asterix after the 5th render.

*****

After a night of good sleep we were ready for the next challenge. We were packing up to head back to the glacier when Psyche reminded me of the journal we had found referencing a dragon cave right nearby here, a little past the Vale of Shadows. We should probably check that out quickly first.

The dragon in question was a Brown, I’m not too familiar with the type. But it was violently anti-human.
We were all swept into a crevass in the dragon’s cave.

After falling and tumbling for a while we came to a stop in an abandoned campsite. A little poking around led us to another cave.

I thought maybe I’d actually died in the fall? Or maybe just a critical head wound? But the whole crew was still with me. We had a chat with a group of Myconids and other sorts of fungus. It was a psychedelic subterrainean grotto.

They had been in a War with followers of Zuggtmoy and begged our aid. Obviously this could have bearing on our surface world too. Agreeing to help was not a hard decision. We battled a number of different and exciting foes. This has been a unique and slightly mind bending adventure. I look forward to fresh air again.

After an epic clash we finally returned back to where we started, and still had to finish off the homocidal Brown Dragon.

It was very satisfying to return back to Kuldahar and get clean.

*****

Obviously I chose to go very light on the write up here. This really is new. There are a number of long drawn out melees against multiple foes, largely new types I’ve not seen before. This was fun, almost every screen was a lot of eye-opening color and wierdness. Very fun. Lava advises for difficulty it should be played after clearing the glacier. I went a little longer and did Heart of Winter and Trial of the Luremaster, so my team was a little overpowered. Only the last two battles were a little hard and that was partly because I only had long term buffs up heading into the first boss fight. I did buff more completely for the rematch with the dragon, but did not rest (so some buffs were not available to me). But yeah, next time I play I’ll likely do this a little earlier in the game.

Regardless, it is beautiful and full of new renders. And a lot of fun.

*****

The next morning we set out for Lower Dorn’s Deep.

Just inside the entrance we were met by the cursed remains of a paladin. He was required to do the bidding of “Brother Poquelin”, supposedly a priest of Ilmater. And that meant stopping us from going any further.

This priest has come up several times in our investigations. We are all quite certain he is no force for good. And talking with our poor paladin friend only strengthened that impression. Poquelin seems to be right at the root of the evil we’ve been hunting.
We battled the paladin and he fell, out of the fight. But his battered suit of armor was still humming with magical energy, it seems likely he will face us again.

We hardly had time to ponder. As we stepped from the entrance into the dwarven foundry we were attacked by a mass of Fire Salamanders.

We cleared most of the main floor, at the far end was an old well. We could hear voices at the bottom, so we quickly decided to decend and check it out.

This was an oubliette, a holding cell for the forgotten. There were a dozen broken, starving, exhausted deep gnomes. They seemed most in need of food, so we quickly set out to find some.

Leaving the oubliette we came up along a different side of this vast cavern, and saw a watch tower that seemed to be manned. As we cautiously approached, a young gname slave-girl was approaching with a basket of fruit.

She was a slave named Fegli, and had been mutilated with her tongue cut out. We asked if she had a way into the tower, and she handed Psyche a key.

We gave those slavers a good working over, they won’t be cutting out any more tongues. We had learned there was a palace not far from here, a thug named Marketh “ruled” over the slave work crews and should be in residence. We set out for the palace right away. There was a “garden” area we had to pass through first, it was inhabited by a number of unfriendly Myconids.
Then we entered the palace. It was obviously a sort of thieve’s hangout. We were attacked at every turn and from every shadow. In theory. Moya cast True Seeing after the first ambush. She assures me seeing a thief hiding in a shadow she can see right into is sort of amusing.
We entered an opulent bed chamber on the lower level, its only occupent a battered Drow woman. I called Psyche forward, again.

Psyche offered comfort to the nervous and frightened Drow woman. She tried to claim she had fallen, she was so clumsy.

Her name was Ginafae and she confessed quite quickly she’d been beaten by Marketh for the crime of speaking Drow in his presence. Psyche calmly and wisely gave the woman a gentle hug, Shuri siggested she could stick her spear up his…
Gina begged for his life! What the heck. She offered information if we agreed not to kill him. We agreed, with a fair amount of grumbling. The worst of it all was that she was under a Geas cast by her brother that bound her to this place on pain of death. We will see what we can do for her.

On meeting Marketh, it was very difficult not to hurt him badly. I’m not a vindictive man, but my brain was working very hard to justify killing him. And Shuri standing nearby was steaming.

Sadly, he surrended all his possessions and all his claims of leadership here in exchange for his life. On my word, we had to let him go. Knowing full well he would not have done the same if roles were reversed. I truly hope to meet him again in the future.

When we left the palace we loaded up as much food as we could carry and headed back to the oubliette.

The gnomes were deeply appreciative (and surprised!) when we returned with food. They pointed us towards a small, hidden gnomish settlement nearby.
Living in the shadow of so much evil, these gnomes lived a dangerous life. We talked about what the greatest threats were. We had to put down a pack of Umber Hulks just to enter the town! And a priest of their’s had been taken as a slave by Salamanders. So we would look for their Priest!

A Drow merchant was also in the village. He was a real peice of work.

He pretty shamelessly boasted of being the arms dealer who supplied the War between the Elves of the Severed Hand and Dwarves of Dorn’s Deep… and was behind the “betrayal” that each side blamed on the other. He won’t ever do such a thing again.

The obvious thing from here was to storm the lab of Malavon, the mad mage.

Malavon was willing to use his Gnome slaves as shields, which made fighting him tricky.

He was the most plainly insane of the foes we had faced. Fortunately he was too much of a loose cannon to have any allies. WE put him down fairly easily. And we found a potion that would release Ginafae from the Geas spell. After a quick stop by the palace to release Gina we set off for a mining site where we believed a Gnomish priest was being held.
The working area was mostly Gnomish slaves over seen by Salamanders. This was a pretty straight forward sort of free the slaves mission. We did find the missing priest, and sent the bunch of them back to their settlement.

Meanwhile we explored deeper, into the old Dwarvish forge. We had to fight through many Elementals, and then Fire Giants.

Finally we found the last overseer of this operation. Maiden Ilmadia was a Drow warrior who considered herself the master of this domain. We disabused her of the idea.

As near as we could tell, the only threat remaining here was an old Temple of Ilmater, being led by Brother Poquelin? Odd to storm a temple of a good and gentle deity, but it had clearly been corrupted.

Apart from the giant skeletal beasts, and the cursed paladin, the chamber was filled with several enchanted priests of Ilmater chanting praises to evil.

We fought our way towards one of the priests, who confessed to serving evil, which immediately freed the cursed paladin. Then we just had to battle a room full of undead. Towards the rear of this large chamber we found a sort of evil idol, which was apparently sustaining the evil here.
We destroyed it and things grew quite. The remaining undead fell to pieces. The priests were all confused. They had been badly violated, aware of their own voices and bodies serving the malevolant force. And the one name at the head of it all was Poquelin.

The priests said a magically sealed staircase at the back of the temple would lead us to the corrupt priest. We needed the seals of all of his leading minions, which we now had.

This led to a more natural sort of cave, where Poquelin held court with a number of ordinary animals. Psyche warned this was all heavy with illusion. The critters all transformed into beasts; minotaur, salamander and others. Poquelin fled in the battle, but we were able to follow through a portal.

And we were back in Easthaven. Now a shattered and ruined town.

After slaying ten or so cyclops we found the surviving villagers penned in a stockade.

We rendered aid where we could and offered food. The old Priest of Tempus was here, Everard advised Poquelin had been eager to get to the artifact, Jerrod’s Stone in the cellar beneath the Temple of Tempus. We took off in pursuit.

And we found the corrupt priest right where Everard said. Poquelin laughed and chortled in true villain fashion, and opened the portal of Jerrod’s Stone! Two demons stepped through into our world!
Everard entered the room behind us and leapt to the portal making his own sacrifice to seal it closed. Wow. Everard had struggled with accepting a hero had been unable to find a better way of sealing the gate than throughing himself into the breach. But now, Everard had made the same sacrifice Jerrod had so many years ago. No doubt he had been a great man.

But that still left us facing Poquelin, two demons, and two Iron Golems?

Or not Poquelin!

The new demon introduced himself and bragged about his coming domination and destruction of Faerun…
Honestly I wasn’t listening. We killed his demons and iron golems.

And then defeated the boastful demon.

We saved him for last. Because with all his bragging and boasting he was clearly the lesser threat.

Epilogue

Peace had returned to Icewind Dale. We were all fine. And back in Easthaven.

So many had lost so much. Livelihoods had been destroyed. Every family had lost someone. And much of the local power base, or *protection* had been wiped out. We found ourselves the most powerful force remaining in the north. And after an epic couple of months we had amassed a lot of wealth.

It was an easy decision to stay and help rebuild. Restoring homes and businesses. We bought food from friends in Neverwinter and had it shipped up to avoid famine.

We had always expected to return home at some point. To return to our own friends and familiies as great heroes! But that no longer was what any of us wanted. We had made friends here, and felt their pain. So we all decided to make this our new home. We would replace the safety net they had lost.

Psyche and I hired expert builders to build a small castle at the edge of Easthaven. We would stay here, and it would be a place of refuge for all residents when evil re-appeared.
We put Shuri in charge of organizing and training a local militia. She proved up to the task.

Moya built a new Temple of Lathander at the other side of town. Garaint stayed on to lead a small group of Temple Guards.

“So Garaint, buddy, is it okay now if we all just acknowledge that you and Moya are a couple?”
“Gee Di, I thought you would have figured that out after you were in our wedding last year!”
Harg was never far either.

We all did travel, explored much Faerun. But Easthaven was home. Kuldahar and Lonelywood were special in their own ways. The warmth of the north was in the friends and families we all built there.

2 responses to “Diomedes: IWD Update 8 and Epilogue”

  1. Zeno Avatar

    Hard to believe this one is wrapping up already. Feels like you just started it.

    I love that dragon – particularly in the first image. And the salamander. I remember how much of a struggle those used to be!

    Nym has a great “I really want to smack him” face. Of course after a while you tend to project that onto him no matter he gets rendered. It just never gets old dreaming up inventive ways to smack him down.

    Poquelin is great too. Can’t remember what he looked like when I did him, but you really captured the “creepy, bloody corrupt priest” angle with his look. Particularly his face.

    The epilogue is quite fitting, and the castle construction scene looks fantastic!

    Not sure if I’ll ever render my through the same game again. I had originally thought I only ever wanted to do each one once. But watching as you do it… man… it can do SO much more now than it could a few years ago.

    I’ve been working my way through my next one, and its just absurd how often it gets what I want in one or two takes now. I used to do ~100 renders per take just to end up accepting which one was “close enough”. Now most of the time I’m doing a bunch its because the first takes given me ideas and I start bouncing around with them just to see what I like the best.

    Looking forward to seeing what you do next!

    Liked by 1 person

    1. atcDave Avatar
      atcDave

      I know it rushed by. It is funny to me having done all of these a few times now, how I still have new ideas. Some things stay similar because its just how I do it. A lot I want to redo just to keep making it *better*. And I lot of things I have different ideas I want to try or show. To me, every epilogue is unique to. Just because the characters come alive in their own way and want to give them an end they deserve.

      Nym is my favorite weasel. Although it pains me to have to release Marketh. He deserves to die. But most of the characters I run would put a higher value on getting a better end of Ginafae over slaying Marketh.

      It is funny how often I start writing a prompt, and at a certain point I think “well, let’s see where this is at.” Then I get more ideas to tweak and change.
      As we were discussing a few weeks ago, the inproved tools don’t make things easier, they just make so we can do *more*. So many of these are many layers of renders. Like generating a Holy Symbol of Ilmater to layer in, getting a screen capture of Jerrod’s Stone, sorting through different descriptions of thinsg to see which you want to use… or if you’ll write your own. It is all a fascniating puzzle.

      I will have a new Baldur’s Gate run up Tuesday I think. That’s been going in the background here for a while. A funny thing to me, I’d said a while ago was “burned out” on the long write-ups. Now I’m energized to narrate more again, and relive the adventure through fresh eyes. There is always the chance I’ll back off at some point, and simplify the story. But so far, I keep thinking “oh, I want to show that!”

      Like

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