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This page contains the player recorded game notes from Darkwylde. Corrections accepted gladly.

I'm experimenting with the best way to display the notes, so some material may be moved to child pages.

Party Roster, known traits

  1. Dyson Stockworth - Michael Mckay, male half-elf cleric
  2. Imheil Edasseril - Frank, male eladrin Warlord
    • Long blond hair, appears to be in early 20's,
    • Organizer - always telling someone to do something
    • Not particularly sociable, except along little children and with Shayla (elf)
    • Interesting in going north, thinks there is something evil affecting the Fey land.
  3. Shayla Alderhearth - Kirsten, female elf ranger
    • Feel of teacher's pet, trained to be a forest warden and made a small error in judgment
    • Kind of out-of-place but making a good effort to live in new land
  4. Forlorn Bloodtear - Mel, male teifling warlock 
    • Fascinated with Helga, in particular with hair. Starts her fires in the morning, has her repeat instructions to him twice
    • Hard not to like
  5. Helga Stormdotter - Stephanie, female human barbarian
    • Outgoing personality, very helpful with gear and camping matters
  6. Tovor Barashic - Griffon, male human wizard
  7. Kava Nox - Victoria, female dragon-born paladin
    • Parents were ambassadors
    • Normally reserved, but with people she knows is fairly snarky, sarcastic
    • Paladin of Bahamut
  8. Raja Tellanovos - Michael MacDonald, male human rogue
    • Gambler, disciplined in "work mode" (gambling or fighting usually)
    • Throws small shirkun, likes to throw into faces to bloody  them
    • Was part of a small gypsy group that specialized in dungeon crawling
    • Outgoing, flirts with all females
    • When gambling does not cheat as a matter of principle (when your are good, you don't need to cheat)
  9. Astrid Stonecutter - Susan, female dwarf fighter
    • Halberd and throwing axe
    • Goes at things with full force
    • Serious butt-kicker but not a people person

Note from Feb 26, 2011

 Everyone present, except Kava

  • At the end of the extended rest, group selects the direction "Great risk and brings great reward" which returns us to the cavern. We look at the map, and decide we need to go down onto the cavern floor. Stayed on the ledge using Astrid's dungeoneering skill, but reach end and descend onto the floor.
  • We run into 8 carrion crawlers, no one is surprised.  They have ~70 hp, fort 19, rlfx 18, AC 23. They primarily use two tentacles attacks (fort) with 5 ongoing poison and  slow. If saves are missed, drops to immobilized, next miss paralyzed. If the prey is slowed, they will bite instead. They swarm over each other to attack the party, luckily they don't mix up with us allowing Tovor relatively good group targets at first.  300 XPeach (note 2/3rd encounter points). We find 2400 GP trade goods in their lair.
    • Raja uses Heroic Effort. Helga does Swift Panther Rage. Dyson does Divine Glow, uses Holy Symbol Implement power, and Healing Word. Tovor casts Fireball. Astrid uses Sweeping Blow. Shayla uses Hunter's Shot (leaving one creature with 1 single hit point left, who Raja kills). Tovor triggers a fire shield when being attacked by a Carrion Crawler. Helga uses Hammerfall. Dyson uses Hymm of Resurgence and Knack for Success. Imheil uses Hold the Line, and  Inspirational Word. Helga uses Snarling Defiance.  Tovor uses Lighting Bolt. Raja uses Strike and Move. Zan uses an action point and Promise of the Storm. Astrid uses Unbreakable. Dyson uses Healer's Mercy and Healing Word. Astrid uses Second Wind. Imheil uses Inspiring Word. Astrid does Steel Serpent Strike.
    •  In the nearby pool, we find the body of a man with magical bracers: Bracers of Defense (daily power reduce damage by 10) -- given to Imheil.
  • We take a short rest (two 5 minute breaks to make sure everyone is healed).

1/15/11

 

-Bridge shaken by 6 tentacles belonging to a Roper

-group gets on and attempts to get off of bridge

-Shayla gets off bridge and begins attacking a Cave Fisher

-Kava runs off bridge and is immobilized by another Fisher

-Kava runs to edge of bridge while slowed because of the bridge

-Dyson runs off bridge

-Astrid runs off bridge

-close combat shot and evasive strike used by Shayla

-Dyson spends Action Point

-Kava uses dragon breath

-Dyson is Dazed

-Kava is Immobilized

-Sweeping blow used by Astrid

-Imheil uses concentrated attack

-Astrid grants 14 temporary hitpoints

-Astrid uses an action point

-Tovar spends Action Point

-Zan uses Action Point

-Shayla uses Action Point

-Group defeats all

-Group finds underground forest-like tomb with bubbling stream that sounds like there are wings near it. Harp sings a song of the dead king in the tomb. Dead elf next to the tomb with the lid pushed on the ground.

-Group goes back after “Great risk and Great Reward”

August 22, 2010

All present except Shayla

  • Dyson tries to contact the divine being, but without success. Raja scouts ahead, and feels divine pressure (has to make Cha rolls to walk). Raja notes the Drow bodies have not been picked over (gold pieces dance in his eyes), but resists looting at first. There is some kind of ghost flame dancing over the bodies.  Raja almost feels overloaded, keeps on wanting to watch the entrance and the bodies (the bodies seem to move out of the corner our eyes). Imheil asks Dyson to conduct a service. We feel some type of pressure building up (a low noise), and a moan comes out from all around us, and the ghost flame gets stronger. Raja starts to run through the center towards the maw, and ghosts start to come out of the body. Raja tumbles back to the wall. A battle takes place between the ghosts (drow and humans). The humans seem disdainful locked in a shield wall and the drow are desperate trying to break through. After a bit of battle, the humans disintegrate from the back (the humans don’t seem surprised) and the drow turn away and are blasted apart.
  • Raja enters the maw, and is kind of stretched out as he is yanked down something like a well. This is similar to the time distortion we experienced at the temple of Bahphut. The rest of us follow. We see horrors as we fall; Raja and Astrid go unconscious (missing dc18 Wisdom check).  We see square towers that tilt in a bit, there are crenellations and walks on the top (not that we see anything walking there). We see doors that have been torn off (perhaps 100’ wide).  We realize all fluid we had is empty (waterskins, etc.), including our healing potions.  Tovor thinks we must be on some plane between fire-elemental and infernal/divine. We don’t see any trace of the portal we came through (just the end or beginning of a 20’ wide road of dried blood). Tovor realizes that there may actually be some things men don’t need to know. We realize the building is at least 5 miles away.
  • All our rolls are at -2.
  • We see two shapes (Fire Lashers, move 8, AC 25, reach 2, Whirlwind Ash ability gives twice movement and trample which can recharge, Wild Fire Cyclone close blast 2 for 2d6+5, whip attack?) from far away both approaching us, cyclones of ghost flame in a human shape. Astrid throws a (returning) hammer off the road and it comes back very hot.  They trample us using Whirlwind Ash. Raja steps off the road, takes minor damage but fails a save and one of his items bursts into flame. Dyson crits with Astral Seal and actually does some damage with it. Imhiel uses Repositioning Command (which allows Raja to shift back onto the road). Tovor uses Bigby’s Icy Hand and grabs one of the beings. Astrid uses Echoing Assault (but misses) and then an action point with Steel Serpent Strike (hitting it). Raja uses Rogues Luck and an action point. Tovor’s crushing hand does the final damage and kills a Fire Lasher, which collapses into golf-ball size red prism. Dyson uses Healer’s Mercy. Imheil uses Hold the Line (and crits!). Tovor gleefully collects the two glowing prisms. 257 xp.
  •  It takes about an hour to get to the keep. We get very parched, Dyson’s nature training helps just a little. As we enter the portal the dried blood dust gets thicker. The doors are almost 200’ tall, the black walls are elaborately carved with scenes. The inside also is carved of scenes of men killing gods, priests, betrayal (artistically in the classic form of traditional men worshipping gods portrayals).
  • As we make our way we see the body of a celestial, with a shattered hip and leg. The book is open before him. It looks like whatever he was writing has dried up. He has a long sword, a cloak (embroidered with a liquid silver of Bahamet on the back of the cloak), a bag, boots, chain mail, and book. All are weakened until we can get something to drink.
  • We see a 200 foot tall creature chained, with chains going through the flesh, dripping blood onto an altar. The altar is a catch-basin for the blood which floods out onto a symbol. Looks like a bronze colored human impossibly large. All of the group get wounds like the ones the celestial has. All but Tovor are frozen, wracked by pain and contemplating the wounds of the celestial (failed DC20 Wisdom check).
  • The blood drips out into a plateau. There are 24 nodes evenly spaced around it, each with a fat devil. These are normally thin, but Tovor thinks they have gotten fat from drinking the blood. There are thousands of skeletons going up the stairs. Tovor notes at least one of the devils are dead (dismembered).   The heat shielding effect is gone in this area, and Tovor realizes all of us are dying by looking at the visage (bleeding from our eyes). Tovor pulls the rest back
  • Hurriedly reading the book, starting with the first page (Tovor uses a ritual, Dyson Raja’s glasses), a poem to Bahamet. Dyson casts Consecrated Ground and sustains it to try and keep us from dying, but we think the next groan will kill us. We use a ritual found in the book that allows us to create a gate. We leap through the gate, and at first it seems freezing. We are somewhere in the mountains, the sun is setting, and we are sitting calf deep in a pool of water. Imheil thinks we might be in Feywild, or something close to that (but probably not home).  
  • The celestial who wrote the book was something like a paladin/bard, who wanted to correct the problem (that the elders, e.g. god, refused to talk about). He talked about this place as a “lock”. Reading scratches, his arrival was different. He tried to speak to the angel-god but was blasted back. He tried killing the devils, and killed one, but moving the devils did not help. Notes the devils are slow moving. There is a being (a shadow, probably a servant of whomever changed the angel-god) who feeds on the devil. The shadow attacked the celestial (smashing his leg), he summoned a gate to leave but was unable to leave (the blood might have held him down?). He thinks the blood was not intentional, comes from all who fell here, and is now something like crystallized life. He does mention water issues, but not with the same urgency as we (he came in closer, and did not have to fight elementals, etc.).
  • Cloak was his holy symbol, boots provide stable footing (striding and leaping), +2 celestial sword (other unknown properties). The bag is a handy haversack (equivalent), and +2 chain counts as cloth with no penalities (fly for 10 rounds a day).  Raja gets the sword, Helga the boots, Kava the cloak, and Tovor the armor and book. Still need to distribute the Handy Haversack. We get 1000xp apiece.
  • The group decides to explore the Feywyld looking for a gate back home (many of us are reluctant to use the chime because we could end-up in a worse place). Good thing we have Imheil for a guide.

July 25, 2010

 All present, Forlorn (Mel) has stopped playing 

  • We decide not to distribute the last 5000 gp (mentioned last notes), so PCs get 500 gp less. Many of the group buy things; and the party treasure is used to buy the following: Imheil's armor ( 3060gp), 26 healing potions (1300gp) - 2 for each character + 10 in reserve.
  • We decide to try and investigate the trap for the divine being (or seek the associated treasure and power, depending upon the individual character's desire). We think this is about a day away, but don't know the exact path. We find a place where the passage is collapsed and squeeze through a normal entry into a large cavern. While scouting, Astrid and Raja hear wing flaps from a large creature.  We also hear goblinoid voices who seemed to be attacked by the flying creatures. We think there are two flying creatures, and as they settle down to lunch we sneak through the cavern.  We find a strange (subtly wrong stone shaped) tunnel and are just leaving the cavern when a mantacore hears us (was it Astrid's mumbling about the tunnel's construction). We are all tied together because of the steep slope and loose rocks.
  • Raja goes first, and crits using Blinding Barrage. It roars and there is an answering roar in the distance. Imheil uses Hold the Line (and misses). Astrid uses Steel Serpent Strike. Tovor uses Bigby's Icy Grasp to damage and immobilize it.  Helga uses Looming Threat. Raja cuts his rope. We determine they have AC26 and Reflex 24, so there are many misses. The mantacore's mate arrives, and flicks spikes at us from while hovering range 10 away. Kava uses Glorious Charge.  Astrid cuts the rope (leaving Shayla free as well). Shayla uses Disruptive Strike.  Dyson uses Beacon of Hope. Shayla use's Hunter's Bear Trap. Raja investigates and finds a doorway, just then the mate lands behind him and starts going after Raja. Astrid uses Sweeping Blow. Tovor uses an action point. Shayla uses Hunter's Shot and Elven Accuracy and finishes the male mantacore.  Raja uses Duelist Demand and immobilizes the female for the rest of the encounter (or as long as Raja lasts). Imheil uses Phase Step to flank the mantacore. Kava uses Unrelenting Punishment and misses.  Dyson uses Healing Word on Raja. Raja uses Rogue's Luck.  Astrid uses Echoing Assault. Dyson uses Healing word on Raja again (as Raja taunts the mantacore).  With the mantacore surrounded and immobilized we eventually kill it.
  • As we talk about moving the mantacore corpses (and of course looking for loot), the ground starts shaking. We recall seeing various smashed goblins, in one case the body and armor are fused into the wall with great forces. The group moves back into the cavern, and examines the mantacore's nest while the thrumming gets louder.
  • Found 2 suits of armor in the mantacore nest (ghost phase +2 chainmail - made of glass, minor action  becomes insubstantial, +3 shadow fell leather armor pure black suit of leather armor - when picked up it wafts black wisps of smoke). There is a heavy flail(flail of lighting, +1d6 lighting crit, at will, daily freewill +2d6 lighting ?blast 1?) made out of steel, except for black grips, and the top piece is a carved lighting bolt. Faceted +3 orb that is a transparent blood red. Pair of dark goggles with a lot of pieces (dark vision).  2300 gp in gems and items - all of which goes into party treasury. Scroll tube with Phantom Speed and Passwall.  Ghost Phase chainmain to Helga (who can't use it until she gets a feat). Shayla gets Shadow Fell armor (freeing up +1 Sylvian Armor and Light Drinker armor for sale).  Tovor gets +3 orb and ritual scrolls. Imheil gets lighting flail. 
  • 250xp apiece for mantacore.
  • We do an extended rest in the cave, and proceed on.  We find an ancient battle field with 3 dead figures, and a ghost arises from one of them. We retreat and the ghost does not follow.  We skirt the ghost although Dyson marks the location for future dealing.  Later as we pass a crack, Raja spots little bits of light that grow larger. The scouts run back chased by a swarm of small fire elementals (too small for a normal summoning, more like  an encounter on the plane of fire). Dyson uses a Holy Vestments and Tovor uses a Fire Shield. We do a short rest to recover damage and decide to backtrack around the crack.
  • We finally find something, first clue is an extremely strong divine aura; it is not evil but is filled with rage (very angry and violent). The feeling is much like when clerics pray and try to connect to the divine. There is a keep  (70' ceiling with arrow slits, doors rent asunder) and an ancient battle field before it. There are long dead drow bodies  (burned and fused). Kava and Dyson's holy symbol is literally burning (hot with silver flames). There is a lot of arcane power around as well, and Tovor senses this might be because of some gate way to the plane of fire.
  • Get 500xp for finding the sight, which means the group is now 8th level.

May 8, 2010

May 8, 2010

All present except Forlorn

Later May 8, added more details and corrected typos.

  • Teleporting to next level, group decides to go through more quickly (not waiting extra turn). Appear in small room with 4 unadorned pillars surrounding teleport pad. One door is open showing a large room, with large hand and scroll scribed on the floor, with a skull on the back wall. See 2 norcker berserkers, 3 norcker slingers, and 2 enigmas. Two large cauldrons with bubbling blood. 4 pillars of crystalline rock with strong glow. Statue with robes and skeletal figure.
  • Two of the slingers runs over to opposite corners and pounds on doors. This alerts a bronze warder and a Paldimar. Tovor uses Flaming Sphere. Shayla uses Disrupting Strike. Dyson uses Consecrated Ground, Action Point, and Healers Mercy. Raja uses his bluff power. Tovor uses an action point.The statue does daze attack against nearby group members. The Paldimar is blasting the group with various nasty area effects. Helga uses Daring Charge. Raja explores the Paldimar's quarters, and gets attacked by an imp. Raja grabs a crystal ball. Dyson uses Healing Word. Astrid uses unbreakable, and dwarves armor healing power. Astrid does Echoing Assault. Paldimar recharges a lighting bolt draining a pillar (which now no longer glows). Raja uses an action point and positioning strike (sliding the Paldimar into a cauldron). Tovor moves the flaming sphere over to the Paldimar (causing extra damage as the liquid catches on fire), an action point, and grasping shadows. Shayla uses Close Combat Shot (killing one of the norrcker slingers). Dyson uses Daunting Light and Healing Word. Astrid uses Villains' Menace on the Paldimar. Helga charges and kills Paldimar, and uses an action point. Kava uses On Pain of Death. Imheil uses Phase Step and Concentrated Attack. Dyson uses Sprit of Healing. Dyson uses Hymn of Resurgence. Imheil uses Vengeance is Mine. Astrid uses an action point.
  • Group retreats to previous level (leaving behind 1 norckler slinger, an enigma, an imp, and the warder (who can't leave). We rest in a room, and before the first rest is achieved the nockler slinger comes through the teleport pad. Shayla shoots, and Astrid uses Steel Serpent Strike to kill the Engima. We rest 10 minutes (healing back virtually to full and regaining encounter powers).
  • We teleport back into the room, and they have booby trapped it with naphtha. The side doors have been barricaded, and the warder is blocking the main door with the Enigma directing things from the back. All are taking fire damage (except Tovor who casts Fire Shield) and space is tight. Helga uses Looming Threat. Kava uses Call to Arms to pull the Enigma into the room where it is fairly quickly killed (ironically killing damage was the naphtha trap). Raja uses Duelist Fury. Once the Enigma is killed, the warder stops moving and we are out of combat (can't find the invisible imp).
  • Searched the room, but looks like much of Paldimar's resources went into research. Find a +2 staff, 2000 gold (200 apiece, 200 to party treasure, ritual book (Arcane lock, brew potion, Leomund's secret chest).
  • A map showing an illuminated pyramid (with 3 notes saying: it is a place of power, vast magic for the takings, seek Karavakos) in a lush forest about 1 week away from the tower.
  • There is some worrying about the summoning circle. At Raja's instigation Helga smashes the ritual controller of warders, greatly distressing Tovor (who mutters loudly about sitting the next one out if they destroy items of great power like this). We do an extended rest outside the tower.
  • Tovor, Imheil and Raja return to the mages for our reward (5000 gold, 500 apeice + 500 to party treasure). We mention the imp to the mages, but not the map. We are now welcome guests in the town and have favor of the mages.
  • 1000xp each (500 for combat today, and 500 for defeating Paldimar). We are about 700 xp short of 8th level (which Dyson is awaiting eagerly if for no other reason than the Raise Dead and Restoration rituals he can start using at that level).
  • Next game planned for June 5. 

April 24, 2010

All present except Forlorn (Mel) 

  1. Cleared out the first level of the Mage's tower. Took a short rest (some daily power used: Helga used Swift Panther Rage and Rage Strike, Imheil has used Concentrated Attack).  Now ready to teleport to the next level. There is a 5' teleport pad, which we crowd 4 people onto (two groups).
  2. There is a metal minotaur guarding the teleport pad. It makes a noise and alerts others. Has a nasty attack that does 5 ongoing damage. One more minotaur comes along, and a door bursts open with Enigma of Vecktor and a Norcker. Later another Enigma and Norcker come down the hall. Raja uses Blinding Barrage. Dyson uses Hymn of Resurgence and a Healing Word. Raja uses an action point. Astrid uses an action point and Inspiring Fortitude. Dyson uses Astral Wind, action point, and Beacon of Hope. Imheil uses action point and second wind. Raja uses Swift Parry. Astrid uses sweeping blow. Dyson uses Healing Word. Shayla uses Disruptive Strike. Kava uses Call to Arms, and an action point. Astrid uses Echoing Assault. Astrid uses Unbreakable. Kava uses Glorious Charge. Shayla uses Hunter's Bear Trap. Kava uses Holy Strike. Dyson uses Healer's Mercy (encounter power). Tovor uses an action point.
  3. Find a library with blank books and scrolls. A prison with no one in it. A room with a summoning circle (dark and evil feeling, holding another portion of plane, perhaps it has already been used) which Tovor dispels. A room with Minotaur parts and various ritual gear.
  4. Each party member get 300 XP.
  5. Party takes a short rest. Milestone has been reached. This means everything is restored except:
    • Dyson: Beacon of Hope
    • Raja: No daily powers left
    • Astrid: Inspiring Fortitude
    • Kava: Glorious Charge
    • Tovor: Bigby's Icy Grasp
    • Shayla: Hunter's Bear Trap
    • Helga: Switft Panther Rage, Rage Strike, Snarling Defiance,
    • Imheil: Pikes Hedge

3/20/2010 Tovar's Darkly Tattered Journal (Deceased)

We found the dead green drake. She had a protective Spell thrown on her corpse keeping it from decaying. I was unable to dispell it. There where some dead scavenger creatures near it as well. Killed by dragon poison. The concensus is that there is a second dragon. We set a clever trap but after six hours nothing to show.
We headed off down the cavern to find the lair. After traveling for over 5 miles we determind that the dragons where potted in then flying home.
There are spider webs ahead blocking a side passage. There is some talk that I should set it on fire with magic.
I have a bad feeling about this... Wait the ranger hears som....
....
..
.

3/6/2010 Session 3X

Resuming after a lull fighting the gnolls near the dragon's tunnel. The group has gone through the door. We hear gigge barks from down the hall, and there are 3 gnolls who seem to be gambling. Helga gets ready to charge in but the Gnolls hear her. Helga uses Hammer Strike and knocks a sitting gnoll prone. Tovor uses Grasping Shadows in the corridor to slow any attack from that direction. Raja uses Strike and Move. Than Helga uses Great Cleave.

A Gnoll down the corridor grabs a hyena from a cage, ducks back, and a moment later an alarm goes off. A door opens and Tovor hurls a Shock Sphere hitting 5 of the 6 Gnolls there (4 of which we could not see). The last of the first three gnoll are killed and most of the characters spilled out into the corridor. Dyson uses Astral Wind (missing all), an action point, Divine Glow, and his Holy Symbol's implement boost. Shayla uses Disruptive Strike (to try and keep Dyson from being swarmed), than use Elven Accuracy (missing both times). Helga does Daring Charge. Raja use Positioning Strike. Imheil uses Hold the Line but misses. Dyson uses Healing Word on himself. Raja gets swarmed by hyenas and uses Swift Parry than Agile Footwork. Astrid does a Sweeping Blow and a Second Wind. Dyson uses Healing Word on Raja. We finish off the 4 more gnolls and 6 hyenas.

Just then 3 more gnolls, a Balghara demon, and 4 more hyenas come down a different corridor. Shayla uses Weave Through the Frey to get out of the hyena's charge (leaving them to all attack Dyson). Dyson uses Consecrated Ground. Forlorn uses Shroud of Black Steel. Imheil uses Warlord's Favor (and misses). Several people note a shadowy figure heavily burdened slipping out a side doorway. Shayla tries to intercept the figure and uses an action point. Astrid misses with Villian's Menace. Astrid uses Unbreakable after all the gnolls pile on her. Imheil uses a Phase Shift to move behind the the combatants. Shayla sees there are two tieflings who teleport stealthily away. She manages to bump into them and uses Hunters Bear Trap. Helga uses Swift Panther Rage. Astrid uses Steel Serpent Strike, and then an action point. Tovor uses an action point. Forlorn uses Curse Byte and an action point. Dyson uses Daunting Light giving Raja combat advantage, and Raja kills the demon.

Shayla runs down the visible teifling (tracking vs. stealth) and eventually brings him down. We find the other tiefling unconscious at the bottom of a pit. They are carrying a book bound in black letter, a chest (Shadowfell gloves, a necklace 800 gp, jade bracelet 200, and 310 gp), and random things worth 600 gold. They turn out to be con-man rogues trying bilk the gnolls. They are still alive (and surprised by that), we have not figured out what we want to do. They also have two short swords that generate poison (ongoing 5 poison damage) and cloaks with a daily power (teleport up to 5 squares and turn invisible until until the end of the next turn).

We get 800 XP each (10150 total now), 234 gold, and a topaz worth 300 gold. In the hyena pens there is a cloak +2 resistance. Training area has a bunch of spears and long bows. We find a minor Baphomet shrine.

We strike a deal with the thieves, giving them a head start with no "hard feelings" while taking their cloaks, but leave them the swords. They escort us to their cache and said they would to 10% of their gold, but they ran off while still counting. We get 1200 gp.

1/31/2010 Session 28

All present

• Previous session recaps(group went up to 6th level) - group went to Well of Demons to save the remaining enslaved villagers. It was a temple and the group had to go through an initiation rite to get into the sanctuary. We had to retrieve 4 items and use them to open a portal. A young dragon appears as the portal slowly opens. We fight the dragon, but don't get it's treasure (which we think is down a 300' shaft).
• Inside (which runs in a slower time zone) we find a Gnoll priest performing a ceremony, with two drugged villagers and a host of demons (3 Envistro blood demons, 2 Balgora ape-like demons, and 2 Bone Crusher skeltons ). The Gnoll priest had chaotic mutations (wings and a stinger tail). We interrupt the ritual and kill the foes. We find correspondence between the priest and Paldimar, along with a silver key (Raja gets a vision that apparently allows access to Paldimar's tower of mysteries. There is also an Eleven cloak that Raja takes. Groups gets 800 xp each.
• Start the session when Imheil talks to one of the masked mages in the tower, and shows them the correspondence. After conversation he also reveals the key and our intentions to investigate the tower of mysteries. The mage offers us 5000 gold and 5000 in trade. They give us 2500 gp and Imheil bargains away 2500 g of trade in turn for the privilege of dealing with the ogre (250 gp each + party treasury). They warn us that the followers of Vecna will try for revenge.
• The saved villagers are in the Inn, and the group sleeps in just two rooms (guys and gals), while Raja stays in the common room. People in both rooms wake up as undead Ghoul sneak thieves rummage through our packs. The girls (Astrid, Helga, Shayla, and Kava)tackle and grapple the thief. The boys (Dyson, Tovor, Imhiel, and Forlorn) manage to kill the thief (Dyson using Divine Glow and Rebuke Undead). About that time the Ogre smashes the front doors of the inn open. Raja and Broog attempt to intimidate each other and an innocent table is smashed. Raja does a strike and move; and Tovor ends the fight with a Sleep spell. Raja and group discusses with the ogre, and we make clear to Broog that his life depends upon our forbearance. But rather than take him out (and face an unknown replacement), we offer a face saving agreement - Raja allows himself to be beat-up and arrested. Forlorn ends up with a small gargoyle (homunculus). 700 xp apiece (9095 total).
• Replaced our slit up backpacks with deep packs (10gp apiece), they are tougher than normal and waterproof (suitable for magic). Lots of rope is bought. We take off early in the morning and get to Winter Haven without incident. Group uses party treasure to pay for Cure Disease ritual (360 gp from party treasury).
• Back in town, we meetup with Turlen who has apparently been (mostly) cured of his infliction. He warns us some nasty types have been asking for us and we decide not to spend the night in town. We engage Turlen to help us retrieve the Dragon horde (5%). We have him buy a special cart (500 gp from party treasury) and we meet him at an abandoned mind flayer temple. We make our way to the Well of Demons and find the gnolls have set up a barricade.
• Next games: Feb 20, March 6

12/31/2009 Session 25

All present (except Tovor)

In the middle of the 5 minute rest, Shayla gets attacked by a demon, and uses Yield Ground to scramble out of the second constructs whip range. Astrid uses Shrewd Repositioning after getting hit by the whip. A second demon pops up and attacks Raja as he is trying to disarm the second construct. Astrid uses Villains Menace. Astrid uses Sweeping Blow. Dyson does Beacon of Hope, uses an Action Point, and then Healers Mercy. Astrid uses the belt of sacrifice to give a healing surge to Imheil. Imheil uses Warlords Favor. Helga uses Swift Panther Rage on the Demon. Dyson uses Daunting Light. Kava uses an action point. The demons are finally killed off, and there is a lot of damage to various party members because of the poisonous blood.

Party gets 222 XP apiece. We combine the hilt and the blade, and the weapon glows red with considerable power.

Group than does an extended rest (much healing is required).

12/12/2009 Session 24

Although not everyone was there at the start, eventually everyone was present (Helga gone most of the game).

• Must find 4 items: a book, a mask, a bell, and a knife (3 held in chambers built to test Baphomet worshipers, North, West, South). Book is on an altar to the east. The items must be placed on 4 runes, all at the same time.
• After an extended rest, we decide to exit the hall of mirrors by using a teleport mirror to get back near the entrance. We use some leather to create binders to limit our side-vision (giving a +3 to saves). This works well, until only one character is left - Forlorn. As the group waits for Forlorn, a large gnoll magically appears. Tovor uses Bigbys Icy Grip to attack the gnoll. Dyson uses Divine Glow against the gnoll. Raja gets sucked into a mirror while using a Positioning Strike Some more fighting occurs and eventually the gnoll is crushed to death.
• It turns out Forlorn had touched a statue, and it appeared the gnoll was very afraid of the mirror Raja was sucked into. Most of the group thinks we can rescue Raja by touching the status again. We carefully position incase someone other than Raja comes back, but once Forlorn triggers it Raja indeed appears. Raja at first convincingly says it was a great place, but he smells pretty rank. Eventually fesses up that it was a 40x40 cell with a number of dead occupants (guesses the gnoll had been there for about a week). We all successfully leave the mirrors chamber with the mask.
• We check a room where the trail of blood leads to (NE). There is a glowing rune spot and an Alter. There is a book on the Altar, which Imheil takes charge of (has lots of instructions in Abysimal about sacrificing beings). Raja finds a chest under the alter (900 gp and 5 gems (~200 gp apiece) - 90 gp apiece for the gp).
• Exploring further - Shayla does tracking and finds signs of gnolls (dating a couple of weeks ago,) and teiflings. We find a rusted grate (SE) and a heavily magic protected door with Absymial writing (evidently the door we need to get past). There is a rune nearby, and the rest of the chamber has prison cells.
• Another room (SW) with a rune has 4 pools in it, Tovor (with assistance from party) determines the following: Green - neutralize poison, Red - Berserker potion, Blue - solvent, Yellow - poison. Tovor takes two vials of neutralize poison.
• From the a NW room with a rune, we see an opening into a large (100'x100') room (two doors). Most of the room is filled with two large (40'x90') pools of blood and a path between them (with steps leading into the pools). There are two bronze minotaur statues (with scourges/whips). On the other side of the room is two pedestals, one with a hilt and another with a dagger size blade. There are two smaller statues in each corner of the side of the entrance. We feel the sense of being watched. Shayla notices some of the pools are darker than others. Raja notices the statue's whips have bits of flesh on them, and estimates the whips can reach most of the room (the smaller statues may be out of reach). From a religious standpoint Dyson feels the blood (or something in it) is the real danger. Tried throwing a grappling hook and the nearer statue attacks the rope with the whip (severing it). Next we split into two groups (at each doorway) and fire at darkspots, which seem to move when fired at. We than notice a current has started in the blood pool.
• Shayla tumbles into the SE corner of the room (near a smaller statue), hopefully out of the range. The nearby big statue looks but does not act. Raja jumps into the NE corner. After a pause and another object thrown into the pool (a hammer by Astrid, which is ignored), Raja jumps onto the pedestal of the nearest large minotaur and starts trying to disable it (need 4 success without 2 fails). Raja gets 2 success (action point). Than Forlorn jumps onto the same pedestal and tries to disable as well but misses. The missed role triggers an attack which knocks both Raja and Forlorn prone and slides back. A demon attacks Forlorn (from the blood) but misses. The statue attacks again and knocks both Forlorn and Raja into the blood (it also hits the demon in the blood). The blood did damage, -2 against demon attacks, and 5 on-going poison. Shayla jumps across to the pedestal and then to corridor between the pool (using an action point); than does an Evasive Strike on the demon and getting to a hopefully safe spot against the wall. Raja gets up back onto the pedestal and makes another successful disabling roll. Kava calls to arm the demon. The next time the statue attacks, Shayla does a Disruptive Strike which saves Raja from being hit (and it hits the demon again).
• Raja and Astrid both jump to the corridor (joining Shayla), rest of group is near entrance. We start an extended rest when a demon from the second pool attacks the people in the corridor.
• Conditions:
? Dyson has spent two Healing Words
? Shayla has used Disruptive Strike, Evasive Strike, action point
? Raja has used 1 healing surge, action point
? Forlorn used 2 healing surges
? Kava used Call to Arms

12/5/2009 The Demon Well (cont.)

XP 200 each (I think, need to double check I thought it was slighter more but that is what my note says)
Found: The wooden mask. Sack of blood stained and torn curtains?
Used: Paladin 1 action point (mute unless are long rest is interrupted)

From the tattered Journal notes of Tovar:
After the battle at the dry well we took a short rest. Then our ranger listening to the doors, she could hear some creatures at a game of chance or some other mischief. Down the other hallway we could not see far however we detected the foul smell of blood. We tracked it down down hallways through corridors and around in the darkness. I had the presence of mind to work a ritual creating a dark light so the ranger could see without being seen. After several twists and turns we found a section of hallway where the volume of blood thickened and began to show with it's own unnatural light.
From the darkness three specters appeared in front of us challenging us to go no further. We stopped at the ghosts behest and they proceeded to question and challenge us both in word and deed. I fear we did not do as well as we could have we where tired and angry, fearing for the villagers taken as slaves, and short of patience for such games. We spoke not with one voice, but all was not lost.
It was explained that we where seeking the slaves not confrontation or other treasure or power (as they tried to suggest we wanted of them). They finally did give over some information that the high prist it seems does have the villagers. They also spoke about a book a mask a bell and a knife that we need to find and place, simultaneously, in four runes. Doing so would unseal the entrance to where the high priest is busily sacrificing the villagers and perhaps others. Exactly what must be done was not revealed. As the specters faded the halls became lit through some tandem magic. It's both easier to see now.. .and be seen.
We pressed onward, finding a room that had a strange magic mirror behind a curtain. First the ranger and then others disappeared through some transportation magic. I whisked the the curtain aside at range, revealing the mechanistic (mirror) to try and see and disable the magic but I was not quick enough. We all where telephoned into the end of T corridor surrounded by mirrors on pillars like those that ported us here. Some of them are harmful for when some of the party gazed upon them they where struck with foul necrotic energies and had their life force damaged.
There was another curtain here as well. As I carefully looked under it with a small mirror from my pack, vile skeletons assaulted from near a alter at the end of the hall. Evil creatures that exploded with bits of bone spikes in all directions when injured or killed.
The party was able to martial it's strength and mange to defeat them but I fear meeting suck creatures in a more confined space. I can't say more of the battle, it was a bloody close call for our
Upon the altar behind the curtain we indeed found a wood mask.
Perhaps the rune is at the opposite end of this hallway? The ranger seems to have figured out a trick to navigating the mirrors.
Our leader decided to have us take a long rest to heal and recapture our strength.
I fear we will pay a price for failing to pierce the veil of the ghosts tests and ring answers from them. Were they really servants of this places dark god challenging us to serve him, it seemed not... could they truly have been trying to aid us in their limited way to stop the high priest? I know not, but I truly feel we did the right thing setting their spirits free when we happened upon their remains in one of the empty rooms we ran across be for finding the mirror trap.
Time is of the essence. As we take this one rest I worry that we know not the cost in blood to the villagers. Sleeping near this alter to Bahamet is giving me nightmares, and knowing that there is easy retreat through the hall of mirrors makes it no better.

11/28/2009 The Demon Well

XP gained: 223 per member
Loot: 0
----------------
From the tattered journey log of Tovar
We breached the first entry area underground to the Gnoll base with the goal of retrieving the rest of the missing people taken and sold as slaves. We moved through a series of dark corridors to a large room with several pillars with carvings and a dry well. Two of the pillars spoke to to us about being found worthy or being doomed. Unfortunately they spoke up in the middle of a fight and I was to far back to hear their warning clearly. The pillars need some study to reveal the nature of the magics used and to perhaps be prodded to speak again.

The ranger was ambushed while beginning to scout the room. We where attacked by a combined force of two weird wall hugging creatures with twenty foot long arms. They could threaten and strike at us from a inconvenient distance. There was also a very scary type of undead Ghoul. It seemed able to paralyze with a touch and had a fearsome bite. Perhaps strangest was the creature bellow the floor that kept moving about beneath us and poping up to attach and grab with it's many tentacles (note to self, bring along Pentacle).

The Ghoul and wall creatures seemed most effected by the paladins radiant damage. All the creatures seemed reasonable effected by fire as well. The tentacle creature seemed to take the most damage before being crushed.

The fight it's self was a bloody mess. We almost lost Shayla right off the get go because she was at a disadvantage and it took us time to close up the gap. We were hard pressed to gain a tactical footing. Are Paladin also seemed strangely indecisive and befuddled about what to do during a large part of the fight, perhaps this places dark magic is effecting her?

I need to check with the others to see which of their powers where used to great effect.

For myself: I used Fireball (daily) to disrupt and kill when we had cleared our way back to the hallway and their was a opening. I also used Bigby's Icy grasp (daily), to grab and throttle the life out of that dam tentacle creature that was giving me chase, and end the fight.
I have taken some slight (9) damage but should be able to recover that with a short rest.

I feel somewhat magically depleted but this is no place to rest. There are two unknown hallways leading off from this room. one to the east runs into a double door, the south is unknown. While I don't hear drums in the deep yet, I fear we will soon.

Damit, what do Gnolls need with slaves down here anyway... nothing good I suspect, given the places name.

10/10/2009 Session 21

Imheil, Helga, and Tovor are missing. Short session, played for less than 3 hours.

• Group approaches the duegar gates with the duegar mining party. We let the party escape into the keep, and wait about an hour. A negotiator (Dyson suspects he is a priest, although not wearing any holy symbols) bargains with Kava (along with 12 guards). As we negotiate they discover 2 of the slaves have been resold. A great negotiating ploy later, Kava convinces them to sell the slaves for 1500 gp (-1500 GP) and letting us know who they were sold to. We get 5 slaves at a time, and give them have payment. In the first 5 they actually bring out a wrong slave, who is sent back in exchange for the slaves we wanted. They give us a map to the blackfangs gnolls as the people who bought the slaves (the slaves say they were taken by gnolls). After that the duegar priest says to leave their territory and if they see us again it will be a sign of war (the group silently agrees). As we depart the priest makes a symbol that indicates he is a worshiper of Amadeus. We get 4500 XP (500 apiece).

• We depart quickly and cautiously with the 10 slaves. We do a long forced march back to the seven pillared hall. Phaledra places the former slaves of Winterhaven under the temple's sanctuary. Looking for a quick path to finding the Black Fangs, we go to Gemdar. Raja pays 100 gp for a map, and as part of the discussion gives Gemdar some information, letting him see the outside of the map from the cube. There is some repartee where Gamdar offers assistance and Raja plays confidently calm. Gemdar labels our destination The Well of Demons (originally a Minotaur monastery, place they sent initiatives for testing and granted powers if successful). Minotaurs worshiped Baphomet, god of beserkers. Gemdar says a while back demi-gorgon cultists had driven out the remaining Baphomet worshipers, but recently the black fangs had taken over.

• We decide to sleep for 6 hours at the inn, before heading off (-9 gp for the inn). We than travel 8 hours with no encounters.

9/26/2009 Session 20

All present

 

  1. Gems are worth 1600 gp (160 apiece).
  2. We are paying 1gp/night/person at the Halfmoon Inn, which is about half the going rate.  We argued about approaching Gendar the Drow but decided not to (afraid he would leak info about us). We decided to track the dwargar back to their lair. Helga gambles with an orc and some goblins. Dyson and Kava work in the shrine. While there a dwargar miner comes in with a dead dwargar (paying with a large diamond), which the priestess Phaledra raises. Selenia continues her haranguing about cleaning out the under-dark. Broog swings by, and is actually respectful (although still testing) of Phaledra, donates some money and makes a joke about doing something to Selenia. Various offerings are made to the temple (Imheil 1gp, Kava 8 gp, Forlorn 100 gp, and Dyson 25 gp). Everyone pays 8 gp for Inn costs.
  3. We determine that 13 people (who were probably from Winterfall and environs) were sold to the dwargar as slaves.
  4. We hang around town for 7 days to try and decipher the map (from the gelatinous cube). Looking for a shaft that descends 200 feet. An immortal being is held their awaiting sacrifice. If its blood is shed, it will unlock some type of "gift" (according to the infernal who wrote the map). This is probably a being of light, angle?, who is chained up. Deduce rough idea of the southwest of the mountain, probably once an underground lake fed by rivers. There is mention that the being of light  had to undergo a centuries long ritual to be prepared for the sacrifice. Since we guess the map was 500 years old, if it is still there than the ritual might be complete.
  5. We get components for the Dark Light Ritual (each party member spends 15gp). Using Dark Light to track with Shayla tracking in advance. At one point after going down 500' wide stairs, we hear and smell a really nasty group of creatures moving between Shayla and the group. We keep quiet and manage to avoid a fight. Towards the end of the first day, we loose track of the dwargar trail and have to backtrack. We setup camp near an underground river, and notice a very large roper on the ceiling (turned to stone). We get 100 XP apiece for the first day.
  6. Next day we regain trial, and eventually see a fairly well traveled trail. Decided it must be trail between keep and mine, so we decided head in the direction of the mine. We find a machine going, with a dead Ithaqua (large insect with flaming ability) and signs of a fight. There were two participants (probably the ones we saw do a raise dead). It looks like they were mining Glitter Stone (Astrid finds a small one). Think about 2 dozen people come to mine area regularly, but not for the last few days. We follow a trail that went West and than found a very long set of stairs heading up. We camp out half way up the way (in a room that looks like it was designed for that purpose, some not very appetizing food was there). During the night Shayla spots a patrol of heading down the stairs (presumably from the keep). We get 100 XP apiece for the second day.
  7. We get up, continue up the stairs, and head in the direction of the keep. There is a chasm and several walkways connect this side of the chasm to the keep on the other side. The keep has a barred gate and we notice molten lava nearby . The gate is poorer quality than the rest of the keep, notice it is guarded by orcs. After scouting for a while, we decide to ambush an outlaying group. Go back to the room off the stairs and set an ambush. We hear a group with carts a long ways away. Shayla, Astrid, and Raja move down the hall to be a stopper, the rest wait in the room for them to go by. We can hear them chanting  as they approach. They turn into the room, so Raja in the small group lights a sunrod and hails them. There is a large Duegar female who seems to be in charge. She tells us we are trespassing, and says we need to leave or they will end us. A intimidation challenge goes between Raja and the female duegar ensure which leads to some negotiations. The duegar claim they are jus t miners who don't know about slaves. They do say there lord is Glimmerjewel and say we should talk to him if we want to find out more. Group decides to try negotiation first.

9/12/2009 Session 19

All accounted for. 

  1. Distributed magic items for various players
    • Shayla gets the LifeDrinker Scimitar
    • Forlorn gets the Amulet
    • Dyson gets the Delver's Chain
    • Helga gets the Fireburst Hyde, giving Raja the +2 leather armor
    • Astrid gets Belt of Sacrifice
    • Shayla gets 1 healing potion
    • Helga gets 1 healing potion
  2. Group decided to try and rescue slaves (although not if we have to make a frontal assault on a dwargar fortress. As we are returning from Fallcrest, one evening camping during the rain - we have a small fire in a sheltered bowl like area on the side of a hill with a tree providing a bit of shelter. Helga spots a dark shape during the first watch, and wakes the group. A dark figure strolls into the group and does some type of darkness spell that blanks out the fire. Imheil gets attacked, and blinded. Helga is attacked by an invisible foe, who also blinds her. Our attackers are Shadikai (native to the Shadowfell), a queen and two guards; who also normally attack with Shadow Hounds. The hounds bay (ac20, +8 vs. Will) doing -2 all defenses - lowering lots of people's defenses.  Tovor Shield to protect himself. Shalya uses Two Wolf Pounce to attack a hound and a Shadikai. Raja uses Adaptable Flanker and Positioning Strike. Shayla does Disruptive Strike. Helga does Silver Panther's Strike. The hound teleports behind Shayla (getting combat advantage). Tovor does Icy Grasp. Dyson does Solar Enemy, than Beacon of Hope, than action point, and does Divine Glow using the Holy Symbol boost. Forlorn used Venomous Webs, and an action point to hit with at-will Eye Byte. Helga uses rage strike (expending her 1st level rage). Shayla uses Yield Ground to shift away from an attacking Hound, than uses Hunters Bear Trap. Astrid uses the belt of sacrifice to heal Tovor. Imheil uses Warlords Favor (but misses). Kava uses On Pain of Death on a hound killing it. Helga uses Daring Charge and kills one of the Guard. Raja uses Setup Strike on the last Guard. Astrid uses Steel Serpent Strike on the Guard. Imheil uses an inspiring word on Shayla.
  3. 1550 XP (172 each - total 5,686)450 Gold (45 apiece). No more encounters that evening. Some discussion about trying to collect pelts for armor, but apparently we damaged the skins getting rid of it. 
  4. We travel back to the Seven Pillar Hall without event.  Group decides to investigate about town for information on the Dwargar hold before actually trying to rescue the slaves (find out who would be upset if we attacked, also get any intelligence we might find). We will start with the our friendly hobits.

8/29/2009 Session 18

We killed a big room full of bad guy goblins and what not. Including their king, we stormed another room killing sever goblin and forcing a bunch of human agents to yeild. The slaves had already been transported. We headed home over coming a few minor random encounter.

We should all be up a level (5514 is my xp count -griffon). Oh dam creepy warlock listened to the wizard on battle tactics and got him self killed. We shell out to rez the punk. 1,050 gold

Please DO come EARLY next game to raise your character level. If you update it at home be sure to reupload it to iplay4e.com and share it withszaijan@gmail.com so we can get the files should you need to print it out or what not at Mikes.

Inventory form this weeks game:

 Medium +2 Chainmail Magic Armor "Delvers Chain" in the book

Delver's Armor

A popular armor among adventurers, it is relatively easy to make.

Level: 8
Price: 3400 gp
Armor: Any
Enhancement: +2 AC

Power (Daily): No Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.

First published in Player's Handbook.


2 Healing Potions

Letter from 2 days ago from Rooklemore Grimerzool and Krand stating they wanted to buy the Winterhaven slaves

23 Slaver patches
 


Scimitar: blade dark lead color, blood running down it, spikes cutting into it.
Lifedrinker Weapon

This weapon transfers an enemy’s vitality to you.

Level: 5
Price: 1000 gp
Weapon: Any melee
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 necrotic damage
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.
 


Medium Magic Hide Armor: Blood red, images of flames running up it, "Fireburst Hide Armor"

Fireburst Armor

Eladrin master tailors magically weave threads of arcane fire into the supple cloth used to make this robe or jacket.

Level: 3
Price: 680 gp
Armor: Cloth
Enhancement: +1 AC

Property: You automatically succeed on saving throws against ongoing fire damage.

Power (Daily • Fire): Minor Action. Until the end of your next turn, any creature that hits you with a melee attack takes 1d8 + Charisma modifier fire damage.

First published in Player's Handbook.


16 gems

900 gold pieces

1,000 silver pieces

 

Please show up early for the next game to work on updating your characters.

                         Victoria

8/22/2009 Session 17

Missing Tovar/Griffon 

  1. No treasure from last session, but we got 2000 xp (200 apiece).
  2. Camping about 1 hour away from the chamber of eyes.  Turnlen has had a restless night, and at midnight wakes with a yell and starts to run out the room. Raja grabs him by the leg, and notes the leg is much thicker and harder than it should be. Turnlen is turning into a werewolf.
  3. There is some general action where Kava uses Call to Arms to bring Turnlen back into the room and Astrid uses Steel Serpent Strike. Forlorn  (who was sleeping and did not realize the werewolf was Turnlen) listens to the voices who are telling him not to kill and does the final damage to knock him out.
  4. Kava's sword keeps him from regenerating and he is tied and kept unconscious with Kava's weapon in him. He turns back to human about 8 hours later, and we have discuss how this might have come about. All powers are recovered. Turnlen leaves just before the group enters the Chamber of Eyes. We hear voices behind a door, and it takes Raja some time to pick the lock. Eventually the door is opened and we spot 3 goblin guards in a hallway. Raja misses and uses an action point to hit during they surprise round. Shayla also uses an action point to maximize the surprise round. All three are killed by the second round, but 4 more goblins run down the corridor. Forlorn uses Armor of Agathy. Shayla uses Disruptive Strike on goblin that was trying to attack Astrid. Around the 5th round Raja spots two bug bears rushing down another corridor. Behind the bugbears are some Dwargar. Helga rushes down the corridor and misses a bugbear. The one behind her jumps over both the bugbear and Helga. Raja uses Adaptable Flanker and Setup Strike against a bugbear.  Shayla uses Eleven Accuracy. Astrid distracts the Dwargar and gets5 of them filing down the hall. She does a Sweeping Blow to the last goblin and a Dwargar. Helga uses Swift Panther Rage against a dwargar on the other side of the corridor. Dyson uses his Holy Symbol's implement bonus to boost a Divine Glow against the dwargar. Imheil uses Concentrated Attack to finish a dwargar.Shayla uses Hunters Bear Trap on a dwargar (ongoing 5 and slowed), which Astrid kills. Helga uses Second Wind. Forlorn uses Clarions Call (and misses).
  5. Fight so far is 2975 xp (330 each), but we encounter will continue next game. There is a belt of sacrifice (Each ally within 5 squares of you gains a +1 item bonus to his or her healing surge value; Daily Power minor action: Lose two healing surges, than ally within 5 squares of you regains one healing surge), Amulet +1 to Reflex, Fortitude, and Will.
  6. Character Status:
    • Forlorn: +9 HP and Armor of Agathy is going, used Armor of Agathy and Clarion Call.
    • Helga: 10 temp and 36 HP remaining, currently enraged. Used second wind, -1 healing surge, Swift Charge, Swift Panther Rage
    • Imheil: Used Phase Step, Warlords Favor,  Concentrated Attack, Inspiring Words, action point
    • Astrid: down 1 HP, used 2 surges, 5 temp HP, used: Steel Serpent Strike, Sweeping Band
    • Raja: used Adaptable Flanker, Setup Strike, Action Point
    • Dyson: 30 HP left, spirit is summoned, used Divine Glow, Healing Word, Holy Symbol Implement Boost
    • Kava: normal
    • Shayla: down 9 HP, used action point, Disruptive Strike, Hunters Bear Trap, Eleven Accuracy

7/25/2009 Session 15

Missing Tovar/Griffon 

  1. Inside the 7 Pillar Hall, there is a small town.
  2. There is a small temple of Erathis (lawful), there is a Dragon-born female outside the temple haranguing passersby's about ridding the hall of evil (with many glances towards Broog's headquarters). The thugs of various races pay closer attention to the group when the Dragon-born points out Kava's status as a Paladin of Bahamut. Temple of Hidden Light. There is a female inside praying, whom Forlorn has a brief conversation with, before Astrid pulls him along to the inn. There are many holes in the wall (Rendall says these are called Pigeon Holes, where various people live).  There is ample water. The inn has 9 customers in the commons, 3 halfings  working there (uncle and aunt of Rendall), and a human barmaid. Given rooms (3 per room) as thanks for rescuing Rendall.
  3. Most of the group has gone to sleep, Astrid is drinking at the inn with some other dwarves. An Ogre comes into the hall, apparently to collect protection money and drinks. He asks Astrid to come forward, and she refuses - he then calls for guards. This is Broog, and not following his instructions is a major crime.  Astrid decides to not fight outright, and eventually decides upon seduction. Rest of the group is reluctant to intervene.  Astrid is put in the stocks, and has things thrown at her. She continues  the invitations with Broog and is "successful".  They beat Astrid before releasing her, but do release her without bribes having to be paid.
  4. While discussing likely outcome of Astrid, Era mentions that the mages just have one penalty for breaking their laws (e.g. to interfere with their doings), and that is death.  
    • Later, while talking about  dealing with the Bloodrevears, Rendall says the mage's sole care is trading with denizens of the underdark. He also mentions that Gendar came from the underdark to setup his store.
  5. Things in town (came in NW corner).  Deep Gem Company, Half Moon Inn, waterfall (from shoot above) with river, tunnel with more direct route to Underdark, Gendar's Curio shop, another tap room (drows, hobgoblins, etc.) - Broog's drinking joint.
  6. We inquire about Gendar's shop and find out he is a Drow. A number of the group decide not to go into the shop.
  7. As walking to the shop Forlorn's voices become excited by a weary person, who turns out to be Turlen Darkseeker. He mentions something about returning after a fortnight. Later when Raja is talking to Gendar, Turlen is mentioned as one of the most competent guides. We get the item,
  8. Turlen comes into the inn for breakfast, and we ask about him as a guide. His rate is 10 gp a day, plus a share of the treasure. Group decides to engage Turnlen, and discusses where to go. Turnlen talks about the tunnels, say you can get to Silver Shield hall (dwarven hold), Gimmerzool mines, Horned Hold (where the dwargar dwell). The group allows that killing hobgoblins might be a good thing, says the chamber of eyes is 18 hours away. We decide to leave the next day, and to plan for a 2 week trip. Food is double price down here.
  9. While the group is talking to Turnlen, a goblin comes in, bows, and say the Ordinator Arcansis will have words with you. Imheil is acknowledged as the group's leader, and is asked to accompany the goblin. Upon Imheil's return the mages guild asks a favor of the group, apparently Paldimar (a member of the guild) has gone rogue. They ask that we report any information that we find.
  10. Turnlen wants to be paid the morning of each day, "that way if I have to leave you because of a disagreement I'll at least be paid". As we start Turnlen points out dwarven  marks that helps negotiate the labyrinth. Most areas marked have been looted. Turnlen earns his keeps in the first hour or so, pointing out traps and the like. About 3 hours into the journey, while crossing a chasm (that Turnlen tells us has Firebats below, he brought a net to help us cross). A large explosion and fire occurs as the group is crossing the chasm via. harness attached to a span, and we fall 20 feet to a ledge. Most take some damage(except the trained acrobats). Turnlen cautions us to silence as we travel along the ledges. We are now on a path Turnlen  does not know. Eventually we find an archway and into the sewers  (no obvious sludge though). Turnlen is concerned about undead.
  11. Turnlen is leading us through the sewers and runs into a Gelatinous Cube (literally). The cube is invisible and manages to envelope Turnlen. Raja reaches in, but does not manage to wrench Turnlen free. Kava breathes flame, but the cube envelopes her. Forlorn uses an action point, but does not accomplish a lot. Just then 3 ghost like creatures  (wraiths) move through the cube and attack  Raja (missing) and Shayla (hitting her and causing weaken). Shayla uses Yield Ground. Imheil uses Wolf pack tactics. Turnlen manages to escape out the back of the cube. Dyson does Turn Undead, effecting all three wraiths (damage plus moving them next next to Turnlen), than uses an action point and casts Sanctuary on Kava.  Helga uses swift panther rage and damages cube. Astrid does a Sweeping Blow on the cube. Helga uses Panther Rage Strike. Shayla kills the cube (total over a hundred hp). Dyson does Healing Word on Raja. Raja notes a stone tablet had dropped (among other things) when the cube died, and picks it up. The wraiths attack Helga . Shalya uses Destructive Strike against one of the wraiths. Imheil uses Inspiring Word and manages to kill on of the wraiths. Astrid uses Steel Serpent Strike on another wraith. Dyson uses Daunting Light and gives Astrid combat advantage. Helga uses Great Cleave and kills another wraith. Kava
  12. Split 1600 xp (178 apiece). The tablet was a treasure map. Found a brass flask and a bunch of thieves tools. We guess the wraiths came from the three skeletons in the cube and were busy following the cube around. Found 512 gp (46 gp each including Turnlen + 52gp to party treasure) worth of stuff.
  13. Will play August 15th if Griffon can make it.

7/11/2009 Session 14

Everyone Present 

  1. Raja sold the amulet in order to get +1 Sylvan  Armor. Shayla gets +1 Sylvan Armor by borrowing money from Forlorn. Astrid buys +1 Halberd. Dyson buys +1 Chain.
  2. During torture of Ninaren she mentions name of her Bloodreaver contact (she was supposed to meet the contact at end of mid-autumn).
  3. Group takes up Priestess Linora and Lord Padraig's offer for trying to destroy the Bloodreavers (2,000 gp). He suggests approaching the Duergar in Thunderspire as your first attempt to locate the Bloodreavers.
  4. We also take up Valthorun's offer (to Tovor) about mapping and getting information about Thunderspire. He says Mages of Saruun seem to have some method of keeping the population in line, very interested to know more details. Does not know if the city is connected to the underdeep.
  5. Bairwin Wildarson, owner of the Grand Shoppe where you would be buying any unusual items approaches Raja discreetly about making a delivery to the Seven Pillared Hall (apparently the heart of Thunderspire Mountain), and will pay 800 gp upon return of the items the recipient will send back with him. The contact is Gendar, and we should tell Bairwin's name only to him. Bairwin gives us a cask (looks like  a case for a dagger), which we should give Gendar in exchange for the item Bairwin.
  6. Group leaves after a week or so before we wear out our welcome. Left without a caravan, and traveled back swiftly (between Shayla's power and Tovor's ritual, -10 gp from party treasury). When we get back to Fallcrest, Marla gives us 450 gp (45 apeice + 45 to party) and medals, commendations from the church of Pelor. Also get 2000 XP (222 per party member).
  7. Marla tells us hear rumors about another cult that may be active, of the demon prince Yingawho.
  8. Forlorn introduces members of the group to his parents, some of who stay with him in the fairly lush cellar (the barred one where Forlorn lived).
  9. Forlorn carouses with merchants to see why they don't have caravans going to Thunderspire. They say it is a mountain with a thunder-cloud continuously over it, rumors that people approaching can be struck by lighting. The city is part of a minotaur maze . Large market with goods from the underdark. City is rumored to be run by Wizards.
  10. After a few days in Fallcrest group heads to Thunderspire, again aided  by Tovor's ritual (-10 gp from party treasury). The road to Thunderspire travels about 4 miles off the trade route. We note the mountain is a large cone, and there are lighting strikes all the time. Through the gate, and the road goes for 1/2 mile (lined with 77 demon statues), 30 by 30 feet brick lined (carved stones to look like bricks according to Astrid) and copper lanterns (apparently every burning every 100 feet). Found small groups of buildings clustered along the sides, with many small side passages (going up and down). After a while, we note a side passage with a light. Hear gruff voices talking with high voices. Raja and Shayla sneak up and we hear conversation by 5 hobgoblins enslaving a Halfling (they manacle and gag him while we sneak-up).
  11. Tovor opens up with Sleep spell, putting 3 of the hobgoblins asleep. Helga rushes and uses Hammerfall on a hobgoblin. Astrid uses Sweeping Blow (killing one hobgoblin, and damaging 3 others). Tovor, Kava, and Forlorn do damage. Dyson does Daunting Light and kills the warchanter hobgoblin. Raja throws open the door, and does a blinding barrage (3 hobgoblins and the warchanter) blinding them all; than spends an action point. Forlorn kills a hobgoblin (in the first room). Shayla kills the last hobgoblin from the first room, then spends an action point to shoot a hobgoblin in the last room. Helga uses Swift Charge, and eventually the rest of the hobgoblins.
  12. The hafling is Rendall Halfmoon, who  lives in the 7 pillar hall. The room has 10' tall casks. It looks like the hobgoblins were camping here, nothing of value on them or in the room. Hobgoblin had no distinguishing items. Rendall had been following the hobgoblins, his family runs the Halfmoon inn. Recommends staying on Broog's good side (enforcer for mages of Saruun ). Tells us he can help us out against the Bloodrevers, by telling us where the chamber of eyes.

Treasure Summary

Spent my lunch summarizing the treasure. Note that I don't have an idea of how much money was gotten in sessions 8, 10, and 12. This is income only, have not kept track of any expenses (except the 50 GP we gave Douven for the killed employees).

Each party member:  285 gold + 12 silver

Party Treasure: 287 gold + 8 silver

Here is the list of magic items culled from the notes, again I'm missing anything found in 8,10, and 12. Please add any missing items, and let me know who has the various items.

  • Shield /acid resistance (Kava)
  • Amulet of Health (?)
  • Dwarven chain(Astrid)
  • Elven longbow (Shayla)
  • Holy Symbol (Dyson)
  • +2 dagger (Raja)
  • +2 leather (?)
  • Gem of translation (?)

Added -  A few additional considerations:

  • Did we get 450 gold from Marla (see Session 1 notes), did we find the cultists she was looking for? If not, we should still keep on looking.
  • Later on we just got a GP figure assuming we collected and sold recovered items. But early on we kept track of the items (shields, swords, etc.), but I don't record any income from selling them. Might get a few more silvers from that.
  • Who is carrying what parts of the party treasure? I started this because it was easier to divide by 10 (and deal with uneven amounts left over), but I don't think we have ever discussed why it might be used, or what should be done with it if we split up.

Added by DM

Yes, Marla will pay up when you return to Fallcrest. You did liquidate items and get money for them, at least early on. I thought you'd decided to give the +2 leather to Helga, since she's front line and cannot wear chain or scale. Raja said Forlorn could have the dagger, as it is a Warlock Pact Blade and acts as a +2 implement for him. I also missed a +2 dagger which is NOT a pact blade in the loot, and a +1 Great Axe. Both from the hobgoblin warriors who were guarding the priest in the fight above the rift chamber. Also missed was a Shield of Protection (PHB.)

Final Summary

 

Each party member:  330 gold + 12 silver

Party Treasure: 332 gold + 8 silver

Here is the list of magic items culled from the notes:

  • Shield +1  acid resistance (Kava)
  • Sword +1 (Kava) 
  • Scale +1 (Kava)
  • Shield of protection (?)
  • Dwarven chain +1 (Astrid)
  • Elven longbow +1 of Distance (Shayla)
  • Holy Symbol (Dyson)
  • Gem of translation (Dyson)
  • Bag of holding 20 cubic feet (Imhiel)
  • +2 dagger (Raja)
  • +2 pact dagger (Forlorn)
  • +2 leather (Helga)
  • +1 Great Axe (Helga)
  • Amulet of Health (Tovor)
  • +1 Wand (Tovor)

Time Between H1 to H2

EDIT: Updated and greatly expanded.

The events of the last game occurred on the 11 Early Fall, 311. See The Calendar for details on dates.

I believe everyone made 4th level. You all need to elevate your characters to that level and send me the Character Builder files. Please feel free to rebuild in anyway you like consistent with your character's background. About 6 weeks will pass between games, unless the group chooses to do something other than advance directly to the next module. You are local heroes in Winterhaven and will be feasted and celebrated through the Restday on 30th Early Fall, unless you choose to leave right away for personal business. Your money, at least for things like lodging, drinks, food, etc. is no good anywhere in town as everyone wants a chance to show their appreciation. If you choose to return home or seek out some other NPCs in that time, let me know. Otherwise you can catch a caravan back to Fallcrest at the start of Mid-Fall. It's now early autumn. Winter is still months away, but it is getting colder quickly.

On your return to Winterhaven, you will discover that a great battle took place and several of the villagers have died in a battle with Ninarin, the dour elven ranger some of you had suspicions about previously. She had documents indicating that she was a spy for Kalarel, as well as those indicating that Kalarel was working with mercenaries and other groups to capture victims for sacrifice. One such group implicated is the Bloodreavers, as the following letter is unearthed in Ninarin's rooms:

"Greetings Kalarel. I have recently learned of your activity in the area and have an offer for you. During your time in the region, if you should capture any humanoids, we are eager to buy them. We have duergar allies in Thunderspire in need of slave stock. If you are interested, send an envoy back to me. My messengers will show the way." It is signed: "Chief Krand of the Bloodreavers."

Other documents indicate that Ninaran was profiting on the side by siphoning off some of the captured folk about Winterhaven and selling them to a remote buyer (likely one of Krand's "messengers". Needless to say a great many of the villagers are conflicted by the nes, hopeful that some of those whose bodies were not recovered in the Keep might still be alive and in the hands of the Bloodreavers.

Before the first week has passed, Priestess Linora has taken up a collection in town and has offered your group 1000 gp for the rescue of the captives, or at least proof of their final fate. By the end of the second week, Lord Padraig has met with you all and upped the offer by 2,000 gp (total) for proof that the Bloodreavers have been destroyed. He suggests approaching the Duergar in Thunderspire as your first attempt to locate the Bloodreavers.

Rumor of the offers spreads through the town rather quickly, and it seems most assume you will be going. Bairwin Wildarson, owner of the Grand Shoppe where you would be buying any unusual items approaches Raja discreetly about making a delivery to the Seven Pillared Hall (apparently the heart of Thunderspire Mountain), and will pay 800 gp upon return of the items the recipient will send back with him.

Valthrun the Precient, the old wizard, also seems quite taken with the idea that you're headed to Thunderspire. He seems to know only bits and pieces about the place, but indicates that it is an underground city, built into the heart of a mountain by minotaurs. He will offer a ritual scroll (6th level) to the group should they take the time to map and make a journal of its adventures there, then return it to him.

We can roleplay some of this out in abbreviated form on Saturday.

Please make sure you distribute the items *BEFORE* the game. You may buy any item from the Character Builder that costs less than 10k gp in the curios shop, provided you spend at least the two weeks in Winterhaven, or in Fallcrest. The party gets a 10% discount in Winterhaven, at least at the moment.

When you return to Fallcrest, you find a note that Douven Stahl (Raja's old friend) will meet you all in a local Inn on 28 Mid-Fall. He has some money for the group and wishes to thank you all for freeing him. Again, let me know if you plan to meet up with Stahl.

NOTE: I'd like to get us all together by 4 pm so we can finish eating and get to playing as early as possible. Please try to have your character finished and printed out before you arrive.

6/6/2009 Session 13

All but Kava are present (Kava appears half way through, being chased by some skeletons). 

  • Recap: Group fought zombies who behaved like they were Ghouls. Little claylike man (homunculus) flys away and goes through crack in big double doors (that have been defaced into signs of Orcus). Everyone is now third level (decision to have group share XP instead of doing it individually).
  • Loud chanting and the smell of blood is everywhere. Dead people everywhere, guy in red robes is on altar cutting out the heart of a living sacrifice. There are also 4 barbarians who appear to be similar (tattoos) to Helga's tribe, glazed eyes and participating in the chanting. Blood is flowing from the altar along the floor into a grate that surrounds a black hole. There are several columns of bright green light.
  • Tovor opens with Grasping Tentacles on two barbarians. Shayla uses Bear Trap on priest, than uses Disruptive Strike to protect against an attack from the homunculus (which homunculus redirects to a barbarian). Lots of vampire-wraiths (10? Minions) appear and a vampire-like guy, 2 of whom attack and damage Forlorn. Dyson uses Divine Glow to kill 3 vampire-wraiths, Shayla uses double shot and an action point to kill 3 more. Tovor uses Shock Sphere to attack barbarians and vampire-wraiths(killing the remaining vampire-wraiths). Imheil uses a second wind. Dyson uses Beacon of Hope combined with his holy symbols implement damage boost; and follows up by bringing Astrid back to full with Healing Word. Tovor uses Flaming Sphere to burn the priest, who laughs and seems to grow a bit (Tovor says something to the effect of I did not know he liked flames). Shayla uses Evasive Strike to weave through the combatants and hits the priest (who being slowed is only halfway across the chamber). Imhiel uses Phase Step and Warlords Favorite and manages to kill the priest, although the priest manages hit Imheil with Necrotic damage (than a ghostly hand drags the priest into the floor).  Shayla kills the vampire (?) with double shots. Dyson uses Command to try and push a barbarian into the pit, he saves but is prone and dazed. Astrid misses with Steel Serpent strike. Raja finally hits with a sneak attack, and the barbarian (who was dazed by Dyson's command) is unable to rage response to being bloodied. Forlorn kills a barbarian, curses, and moves around. Dyson uses Healing Word on Raja. Raja uses Flamboyant Strike and Sneak-in-the-Attack and kills a barbarian. Forlorn uses an action point to get multiple attacks against the homunculus (who has been hiding down the shaft), and kills it.
  • GM quote: To save time - it sucks to be in this place.
  • Encounter is over, healing occurs. Chanting is still going on, way down the shaft. Only way down appears to be the blood soaked chains going down the shaft.  There are 10-15 people still alive, but they have been poisoned (very nasty, paralysis leading to insanity no known cure), so group decides to leave them behind. Prepare ropes to aid the descent down the bloody chains. Shayla, Helga, Imheil, and Tovor go down first (rest of the party waits for them to get all the way down before starting themselves). When the first group lands, the high priest says "good, more sacrifices for Orcus, kill them all". The mini statues of Bahamut start glowing. There are 8 skeletons surrounding the pool of blood, and a high priest. There is also something that wight (looks like a priestly ghoul) next to a pit. Second part of group will loose one turn getting down.
  • Both priest and ghoul makes attacks with staves.  Helga does Swift Panther Rage but misses. Skeletons attack which result in marking characters. Raja comes down with acrobatic flourish and does a Blinding Barrage, and then uses action point to finish one of them off. Dyson swings down, Turns Undead, uses Healing Word on Imheil, Combat Medicine on Helga, than spends an action point and uses Divine Glow on the priest and another group of skeletons. Tovor does Shocking Sphere, then spends an action point and does Grasping Shadows. Forlorn does Armor of Agathys, than spends action point and does Clarion Call. Kava appears, along with a couple of extra skeletons. Raja does a Positioning Strike and moves a skeleton into a rune section. High priest uses an action point and hits Forlorn twice (doing ongoing 5 necrotic damage, than weakening Forlorn). Forlorn does Caiphon's Leap (reducing damage and teleporting away). Astrid runs over to the Wight, uses action point and attacks with Villains Menace (missing). Tovor used an action point and does Illusionary Ambush. Imheil uses Lead the Attack and misses the high priest. Shayla uses an action point (after killing a skeleton), to shoot the wight (Astrid was feeling kind of lonely). High Priest uses another action point to hit Forlorn twice than teleports away. Imheil gets attacked by tentacles and high priest and goes down. Astrid does Steel Serpent Strike against Wight, than does Second Wind. Imheil runs into rune area, gets attacked by tentacles, and uses action point to attack high priest. Dyson uses Healing Word on Imheil, than spends action point to attack a skeleton twice (primarily so he could give Forlorn a saving throw). Kava uses an action point to breath and a Staggering Strike. Imheil uses Healing Word and gets up and away. Helga uses Daring Charge and misses. After Tovor using Thunder Wave several times, Imheil does an Opening Shove and pushes the high priest through the portal - tentacles grab him and the portal closes. The skeletons disintigrate, leaving the Wight. There is some brief combat before the Wight leaps down a pit, ending combat (and killing itself - this probably needs to be verified).
  • 500 XP for the two battles + 2000 for completing the adventure. Found 2,000 GP, +2 dagger (implement for a warlock), 3 potions of healing, +2 leather armor, and a gemstone that can be used to translate written languages.
  • Open portal to town, bring back the remaining (half live) victims who are given a proper burial when they expire. Found out that in the mean time town had been attacked by undead, and Ninaran turned out to be the spy.

5/17/2009 Session 11

 

  • Everyone but Forlorn (Mel) present. 
  • No notes from session 10. Raja, Dyson, and Astrid not present. Group went down to a lower level, and found a secret armory. Treasure was found (scale mail, magic sword), and XP were awarded. Group did extended rest in room, and heard parties of hobgoblins roaming the hall looking for us. They ran into runes that screamed (alarms). Shayla even used swords before relapsing into archery.
  • Group attempts to sneak away from room. Nearby room had the fresh remains from a horrific ritual. Various humanoids (humans, even a bugbear) have been killed and eviscerated, he entrails mixed together in a pattern. The ritual was done through Orcus, and appears to be creating more undead guardians. Parts of the bodies already moving and twitching (the place seems to boost this type of spell – probably will be complete in a matter of hours). Nearby stairs down have torch light at the bottom. After discussing, we decide to go down and take care of probable listeners before dealing with the incipient undead. Shayla and Raja sneak downstairs, but are discovered by one of the hobgoblins. The hobgoblins yell something about unleashing the death-jump spider and rush to attack.  
  • The two hobgoblins support each other moving in lockstep, and proceed to miss Imheil (who had gotten in front of Raja and Shayla). Raja does Blinding Barrage (daily) against the hobgoblins (now 4 of whom can be seen). He also does Sneak in the Attack (utility encounter) against on of the blinded hobgoblins. Shayla shoots, and uses Elven Accuracy to (successfully) Helga bull rushes and knocks one of the blinded hobgoblins back. Uses an action point and attacks. Than Kava does the same for another hobgoblin (bull rush and action point). They have an AC of 22 - tough! We realize there are at least 4 more hobgoblins (although of lesser stature). Imhiel uses Warlords Favor (encounter power) but misses. Tovor uses sleep (but only one of the lesser hobgoblins sleeps). Astrid uses Serpent Steel Strike and misses. Kava uses piercing smite and misses. Shayla uses Piercing Strike and an action point to kill a hobgoblin. We hear shouting from the corridor behind the hobgoblins, and the lesser hobgoblins move back. Some more fighting occurs and the horse sized spider jumps into combat (missing Kava). Raja attempts Positioning Strike (encounter) to slide hobgoblin into pit, but misses. Astrid uses Villian's Menace (daily power) and hits the spider. Helga uses Swift Panther Rage, misses but gets half damage. Shayla uses Hunters Bear Trap (Daily) and hits the spider doing ongoing damage as well. Imheil goes down to a charge when two more hobgoblins rush into the room. Raja uses an action point as he finishes a hobgoblin and stands over Imheil. Dyson uses Healing Word on Helga. Raja tumbles behind one of the hobgoblins to flank and backstab him, but does minimum rolled damage. Dyson uses last Healing Word on Imhiel. 
  • Found 20 gold (2 gp apeice + 4 in party treasure) and 50 silvers (6 sp apiece and 2 in party treasure). 6 Scale armor, shields, and flails. leather armor on the 8 minion goblins. 1800 XP gives each character 225 XP

4/25/2009 Session 9

Everyone present. No notes were taken at last game.

  1. Rough recap of session 8. Darkness (and feelings of ill omen) has been growing. Went through secret door, there was much door opening and closing, fought and killed goblin chief (yea Helga), many goblins attacked and eventually they tried smoking characters in a trapped space. After breaking out of the trap, the remaining goblins had no interest in direct attacks, so group went through the through the  marked doors and found zombies. 264 xp No daily power used.
  2. Raja scouts into next room, which has multiple sarcophagus. They spring open when he has advanced about 10 feet into the room, and rickety skeletons tumble out. Shayla uses Yield Ground and actually draws a sword! Skeletons are minions and fall fairly quickly, but sarcophagus bring out news ones.  Kava detects wholesome light at the end of the room, and Forlorn walks into what looks like a temple to Bahamut. The whole set comes out again (8 skeletons and 2 warriors). Astrid and Shayla use actions points. Kava breathes fire on the warriors (and Forlorn). Forlorn uses Armor of Agathy, and Shayla uses Elven accuracy. Eventually all are cleared and groups gets to end of the room.
  3. There are signs of Bahamut and two altars with sacrifices (personal items). An inscription that says "kneel ???". Kava prays at one of the altars. Two noticeable effects
    1. A hidden compartment on the back starts glowing (revealing 9 dragon statuettes; not dusty unlike the rest of the compartment. The statues are consecrated holy items, and Kava senses that each of them has been crafted to an individual. Kava's is made of Platinum.  Each player gets the one that matches them.
    2. The overall level of darkness outside the temple area seems to be reduced.
  4. We rest in the Bahamut temple and recover encounter powers (and heal characters ). A milestone occurs, and people either restore action points or get a second one.  Everyone prays at the altars, and all make a sacrifice.
  5. There are double doors with a knight. Behind them is a room  shaped like a cross, on the far side is an raised floor with a sarcophagus (with steps leading up). Room was very cold, and the sarcophagus has the same design as the doors, and Kava is drawn to it. Group speculates this might be Keegan. Stories that Keegan was the protector of the keep  (a paladin), and went mad (perhaps becoming a ghost and doing evil acts). Kava opens the sarcophagus (which is so cold it burns), and a skeleton in plate armor springs forth and says the rift must be kept closed or else prepare to die. The skeleton demands to know our business (or else!).
  6. We get XP 1800 (200 apiece).
  7. Summary: Forlorn used his daily Armor of Agathy, but all encounter powers are restored. Following have two action points: Raja, Imhiel, Tovar, Helga, and Forlorn.

3/21/2009 Session 7

Everyone present.

  1. Resuming the combat. Group decides to chase the goblin who has run away down the stairs. Kava soon catches up and crunches the goblin, but not before the goblin gets a warning shout off. A couple of crossbow men are standing on something like an islands (the flagstones on the floor have been removed, and they have excavated around the area). They kicked down several boards that had been used for a bridge, and than 2 wolf-lizards came up from the excavated area. Raja notices large rat turds, and hears squeaking (later using action point).
  2. Two guard-lizards and some crossbow hits almost kill Kava. Shayla kills one of the crossbow men. Astrid and Helga charge forward, with Astrid standing over Kava. Imheil does an Inspiring Word for Kava, and than Dyson does a Healing Word leaving Kava just above bloodied. More crossbowmen appear, and Raja goes down after several hits. Another guard-lizard comes out and Helga goes down. Imheil uses his second Inspiring Word on Helga. Dyson does Beacon of Hope (weakening one lizard), spends an action point, and uses Healing Word on Helga. Raja throws dead goblin down hallway where rat noises are coming from. Tovor uses Phantom Chasm (with wand) on 3 guard-lizards. Shayla uses Elven Accuracy when shooting at a crossbowmen, killing him. Raja kills a guard-lizard (good old combat advanatge) and slides the last guard-lizard falls a pit . Kava falls into the pit too (breaking one of the bridge-board). Tovor does a scorching burst on two crossbowmen.
  3. Given 4500 XP (500 each) for breaching the perimeter. Found 40 gp worth of good, and a holy silver ahnk (pure silver Astrid feels): +1 holy symbol, +1d8 damages when crit, free action +1d8 on abilities with implement (every milestone, like action points). Another 100gp found on bodies upstairs (which we throw in the rat pit).  Totals are 500xp and 14gp apiece, 14 gp in party treasure. Dyson will use the Ahnk, gives the dragon shield to Kava.
  4. Questioned 2 surrendered goblins, found out Og Snort was their boss (goblin chased down the stairs by Kava). Learned that undead are behind door on first level (with skull marking).
  5. Found (but did not explore) a secret door and a torture chamber.
  6. Decided to hole-up and go up a level.

3/7/2009 Session 6

All players present.

  1. Dyson and Tovor are curious about the circle. The runes are carved into the stone, and Raja believes it is at least decades old. Tovor senses that it is a battle magic enhancement, and makes a record of the runes.
  2. Astrid is going to use the dwarven chain. Shayla is using the eleven distance bow.
  3. The party goes directly to seek out Lord Padraig, and shows him the letter. While traveling back, the group notices a physic pall, and all the towns people are very subdued. We believe almost certainly an effect from Kalarel's part. Talking with townspeople we here that people have been having bad dreams. At the keep, Padraig is happy to give us the reward for killing the kobolds, but is not surprised to hear that more is afoot (each PC gets 50 gp apiece, as does party treasure).
  4. The keep was built by the Narethan empire. Sir Keegan was a knight and paladin of the empire. After the empire collapsed, Sir Keegan kept the keep steady for a while, but eventually went mad - killing men and woman, eventually killed by the guard. An earthquake leveled most of the keep 50 years ago. Since than rumors are that it is haunted, but Lord Padraig believes probably not haunted since he hears rumors that goblins have take up there.
  5. He calls for Valthorun, who reads letter and talks about the Shadow Keep. It was actually built to seal a gateway between the shadow fell, which Valthorun believes opens to the realms of Orcus.
  6. The group agrees to explore the keep and try to right the problems, Padraig can't come because he is worried about morale of Winterhaven. Padraig arranges to give the party 3 holy water potions, 6 healing potions, arrows, and climbing kits. Valthorun gives us a Linked Portal scroll that goes to the basement of his tower (which is a cell, that Valthorun will monitor). Healing potions (which give 10 hp) are given to Raja, Kava, Shayla, Helga, Forlorn, and Tovor. Lord Padraig gives Imheil a more potent healing potion, but asks for it back if it is not needed.
  7. There is a celebration at the inn for the elimination of the kobold threat (free drinks, etc.), but there is something of a pall over it. Kava practices giving an encouraging speech, while the rest of the group makes helpful suggestions. Later Kava makes an inspiring speech. Raja questions people, and finds out the ones who lived closer to the keep had worst dreams.
  8. Early next morning, Padraig and his factor are there to see the group off. The lord (and two guards) assists us in finding the old road to the keep. Only a mile away, but road is badly overgrown. It is unusually cold. There is a feeling of stillness, and the morning is dark gray. There are no animals to be seen. Someone has cleared aside the rubble and there is a path to a staircase. The forest has not encroached upon the keep. No sentries are visible, but everyone feels as though they are being watched, and that if we stay here too long something bad will happen to us. Shayla does seem signs of animal tracks, several days old and all moving away from the keep. Shayla and Raja scout ahead 20' and find a tunnel lined with torches, and the feeling of dread gets worse. A ways into this they find an intersection with a goblin. They hear clicking and a faint sound of squeaking (perhaps many mice).  Goblin don't seem affected by "bad feelings".
  9. Raja and Shayla decide to ambush the goblin, and kill him. Helga charges into the room, and runs onto a tarp covered pit, falling down into a bunch of rats. Helga climbs out of the pit before the rats can attack her. Astrid advances, and notices the goblin was playing with metal dice (making the clicking sounds). Between Astrid and Shayla they hear some low goblin voices ahead.
  10. Shayla moves into the next room, and sees two goblins (who don't notice her). She shoots one, and than Astrid kills him. The other goblin curses (Dwarf! Elf!). Fighting in the room goes with many characters trying to kill the second goblin (eventually succeeding). Meanwhile down another corridor Raja watches a goblin come out of a tapestry covered hallway, and misses despite the goblin's surprise. Goblin chases Raja down the corridor until he see Kava, and then decides to retreat. Raja uses Positioning Strike to slide him toward group. This goblin escapes down the hall, through a door.
  11. End of session summary: Shayla: action point, Raja: Positioning Strike (encounter  power)

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