Submitted by Seaan on Tue, 04/20/2010 - 11:14am
Posted in
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
- Dyson Stockworth - Michael Mckay, male half-elf cleric
-
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.
-
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
-
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
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Helga Stormdotter - Stephanie, female human barbarian
- Outgoing personality, very helpful with gear and camping matters
- Tovor Barashic - Griffon, male human wizard
-
Kava Nox - Victoria, female dragon-born paladin
- Parents were ambassadors
- Normally reserved, but with people she knows is fairly snarky, sarcastic
- Paladin of Bahamut
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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)
-
Astrid Stonecutter - Susan, female dwarf fighter
- Halberd and throwing axe
- Goes at things with full force
- Serious butt-kicker but not a people person
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Note from Feb 26, 2011
Everyone present, except Kava
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
July 25, 2010
All present, Forlorn (Mel) has stopped playing
May 8, 2010
May 8, 2010
All present except Forlorn
Later May 8, added more details and corrected typos.
April 24, 2010
All present except Forlorn (Mel)
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
9/12/2009 Session 19
All accounted for.
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
7/25/2009 Session 15
Missing Tovar/Griffon
7/11/2009 Session 14
Everyone Present
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.
Added - A few additional considerations:
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:
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).
5/17/2009 Session 11
4/25/2009 Session 9
Everyone present. No notes were taken at last game.
3/21/2009 Session 7
Everyone present.
3/7/2009 Session 6
All players present.