Game Notes for the Razmir Campaign
Session 4, Feb 28, 2010
Here are the email comments we have had so far: it sounded on Sunday like we can't play until April. I'm proposing Saturday, April 3, from 1:30 until whenever for our next game. We could certainly start later, if that's too early for some. Let me know. Please respond to this e-mail with your suggestions or questions about the group's next step. It's close to 9 pm on Oathday (Thursday.) You're in the subterranean level of the Temple of Razmiran, the Living God. You've seemingly cleaned out the "restricted area", and do not seem to have alerted anyone, though other priests will likely come through in short order. An hour at the outside. Usually, there would be a dozen or fewer acolytes on this level at this hour, most of them sleeping. Breakfast is about 8 hours away, so the kitchen is likely all but empty. There should be a dozen or so more acolytes on the ground floor level, about various tasks or keeping watch. There are at least six on the walls, and two more guarding the front gates. You have no idea of how many or who might have authorization or need to use the secret tunnel from the Ranger's Lament. You have one prisoner tied up and gagged in the back storeroom of the Ranger's Lament, and another in one of the petitioner's holding cells. You also have a priest prisoner in the lounge area you currently occupy. You do not know how many priests might be on the upper level, but certainly a dozen or more, as well as the Master of Acolytes. Finally, you have the magically trapped door that leads into the treasury, where a ledger of unknown value is purportedly kept. If it has names, it might be enough for Cygar's purposes. If not, it certainly won't be. Tiberian can disarm the trap with a DC 30 + Magical Trap Spell Level. Those with Spellcraft can try to assist him, but it's quite dicey. Alternately, you could purposely spring the trap and suffer the consequences. I need to know the following: Will you try to open the treasury door. If so, how. Be specific. Will you retreat back through the secret passage and go rest up? If so, any future assault will likely have to go through the front gates, a daunting task. Will you press on to the second level and try to get the evidence Cygar sent you for? If so, will you try to go through the dumbwaiter, or up the steps in the nave? MJ ---------- Before we make a final decision can we get a listing of our level of magical resources? Oak, of course has no magical resources- Also, picking up a couple of the crossbows from the various bodies now lying around would give us a round or two of ranged attacks before we have to melee. Oak can shoot such things, but has no special abilities with crossbows. In general Oak is for making a try to get the info up in the priests quarter. He would prefer to leave the treasury alone, unless we can set off the trap from a distance and flee behind a locked door. Setting a bunch of elementals loose sounds like a good diversion if we can be sure of getting out of there way or directing them up to a place where they can engage some of the Razmirian acolytes. Oak favor using the dumbwaiter to ascend to the priest level, but he might not actually fit in the dumbwaiter or the shaft. Bear ----------- Oak will fit in the dumbwaiter shaft, but not in the dumbwaiter. You'll need to dismantle that, somehow. As for healing, my recollection is that Truxton has used 4 of 6 channel energies, and one Cure Light spell. I believe Celia has used all or almost all of her Celestial Rays. MJ ---------- I have 2 celestial rays left (healing or harming) and 1 first level spell( magic missile, Summon monster or Mage armor). I could also Mage armor my hawk and let him attack, he's pretty studly with all the buffs he has. Kj ---------- Eric wants to keep on going and favors the shaft. Given the number of thieves around I don't think using the dumb waiter itself would be a good idea. He strongly thinks it must have traps and or a solid lock on to. Eric has no magic and about 15 hit points left. But he has his sling back (fairly effective at it). Also don't forget the two potions of healing we got from the priests. He has no illusions that this will be easy, and there is a good chance some of the party could get killed (and capture probably means death). But this is our best chance to do something about this temple (ahh the impatience of youth). ------------ Oak agrees, though with more trepidation than Eric. I suspect this is going to hurt. Also, recall we found a wand of Bless. Bear ----------- Tough choices. I have two positive energy surges left I think. Cannot lay my hands on my character sheet right now. I also have 3? of the electrical ray, a first and a second lvl spell. Not great but it could be worse. I have used one domain spell. A question. The book shows I have one domain spell at this level. My stat gives me extra spells. Does this apply to the domain spells also? If so, I would assume I would get one of each domain. Is this correct? Going up to the treasure room seems too chancy to me both in what we would gain and living through the experience. Leaving now makes completing our quest almost impossible. Upstairs, then, it is. We cannot stay here very long. Ascending is either by the stairs or up the dumb waiter shaft. The stairs get us all up together, the waiter gives us a possible back door entrance. If food is being served downstairs soon, it will probably be true for the upper crust above. Given all this, I have to vote for the shaft. Send our lucky rogue up first. We will need rope. The one for the dumb waiter is probably not strong enough if we have to depend on it. Perhaps tapestries torn into strips? We have two objectives. Proof of the temple's wrongdoing and information concerning the third piece of the lost artifact. It is impossible to plan for what might happen upstairs but we can at least think about how we will get out if we are successful. Frank I do like the idea of setting off the trap as a diversion. Perhaps pulling it open with a string that can be burnt through with a candle at the right time? Or starting a fire of furniture and tapestries that would fill the floor with smoke ---------- Mel, I saw you take notes about the treasure. Could you put those in an email? Eric says to Oak, that just means I’m better at hiding my trepidation… But that brings up a good point – we are still learning about each other; but to survive we are going to have to be better in combat than the last time. I think our daring rescues plan had a good start, but then things got muddled. Our spell casters probably cast too many spells (in retrospect at least). Of course the narrow catwalk hurt us, but even considering that we did not support each other as well as we could have. So here is an important question that should help dictate our tactics -- are we going to try and chase down people (to keep some element of surprise)? I think getting strung out while chasing people is probably one of the key reasons we got banged up as much as we did last game. I am not saying it was the wrong choice. In fact we could consider doing that for the start of our next session too, but at some point we are going to want to abandon that tactic, get much more compact and reinforce each other. One edge we should try and exploit is that normally none of the white or grey robes go into the priest’s quarters. That is why Eric favors getting the shaft, err climbing the shaft, because a frontal assault on the doors will give permission for the white and grey robes to enter. Of course ideally we don’t end up trying to fight the entire set of priests, but I think there is a fair chance we could make quite a bit of noise within and the white and grey robes would still not enter. So if our stealth gets blown, trying to keep priests from summoning help from below would seem like a high priority. Just some thoughts…. mjm
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No Notes From February Game
Did anyone take game notes last game? If so, it doesn't appear that you've posted them.
You're currently working for Kalsefir Den'Jorkun, a Qadiri Arcane Knight and a regional officer, who is offering transport to Absalom and 5,000 gp in exchange for your group finding word of an operative of his who disappeared, and an explanation of what is wrong in Blackcove.
Your group is just now entering the fishing village of Blackcove. On the way, the group rescued a terrified fisherman from giant crabs. He hailed from a town to the North up the coast and claimed his wife was kidnapped by "unnatural shambling things" that came out of the waves and snatched her from the "wedding rock". He was convinced a sea witch conjured them and could not force himself to go back.
Child Pages
I suggest adding a child page for each set of game notes, and starting the page title with the date the game was played. This will allow comments to remain relevant to a specific game session.
Loot from City of Golden Death- transfered content
Undistributed loot I have listed:
- 3,000 gp (500 gp each for all PCs except Truxton?)
-Ring of Counterspell (currently loaded with Dispel Magic) (seems like this should go to Celia?)
- Wand of False Life: 8 charges remaining (Celia or Tibirian can use this as it only on their spell lists)
- +2 Mithral Chain Shirt (+6 AC, Max Dex +6, Armor check =0, Arcane Failure=10%)- desirable for Tiberian, Oak, McKenna?, Eric?
- +1 Elven Curved Blade (can't find weapon stats in Core book)- Tiberian? Oak? Sell?
GROUP NEEDS:
Wand of Cure Light- We are down to 15 charges in the Wand Oak carries
re: Borrowing from Truxton
I don't think the summoned creatures reamin around for very long (4 rounds, as opposed to minutes or hours). McCenna and Celia could clarify.
There are 3 potions of invisibility - don't know how long they last (realistically only until we have to attack), but worth remembering.
re: Borrowing from Truxton
I seem to recall we distributed some things before we put him the bag of holding, but we should make sure there isn't anything else.
Good point about walking in the open. Sneaking through the rubble coule slow us down and expose us to other encounters. We should at the very least be more alert to the possibility of being observed. Could one of our summoned creatures do some scouting? If were are going to rest soon using some soon to be refreshed spells might be worthwhile.
We should make sure everone has some method of healing on their person. I think we have enough potions (Oak has at least two) for one a piece.
Unless we find good-aligned or cold steel weapons we may be out of luck on that front.
Bear
Borrowing from Truxton
Are there some things we should borrow from Truxton (seem to recall he had a ring +1 protection for example)?
Not saying we were careless before, but we did do things like walk down the streets in the open and have not been super quiet. Anybody posted in a viewing position could have seen us and notified Eramein (who in turn sent the demon after us). Don't think any of can do anything about magical detects in any case, but hopefully we were spotted by more simple means.
If there are more of those demons (like if this was something she could summon easily) - then doing something about the magical darkness would be nice, but again I don't think we have anything magical. Recall it was a 3rd level spell, so to overcome it we would have to counter with something as powerful (and as 4th level characters that won't be innate magic). That leaves organization and tactics to cope. At the least we should come up with formal communications - remember how Eric gave everyone a plus by observing the darkness moving from outside of it.
Also reminds me that if we should face that type of demon again, it would be nice if we could find a way that Eric could actually damage it. I recall it was immune to all but good-aligned and cold-steel weapons. Of course with Truxton dead there goes the good-aligned path...
What next?
Seems like we need to rest up very soon. How about moving to the entrance to the next ring and resting up to change spells out (not that we have that many choices but some)? Are there any spells/items that we can expend now or soon to enhance our strength?
Bear
Dealing with Truxton's death
I believe we have two wands of Cure Light, one the Truxton carried and one that Oak has. Oak is able to use the Cure Light Wand freely since Cure Light is in the Ranger spell list. However, it may not be optimal to have one of our two melee types have to worry about disengaging to heal. Oak has the ability to transfer some of special enemy bonus to others, but it is very limited. Do we have other anti-undead resources spells etc?
We have been trying to be pretty cautious, avoiding enounters etc. The encounter that killed Truxton was the result of our sorcerous opponent actively sending the demon/devil at us. How did she know we were on the bridge? Familar spying on us? Crystal ball? And we need something to counter-magical darkness-- Any ideas?
Bear
Notes
Truxton is, indeed, dead and I have not spoken to Frank about a new character. If he chooses to play next week, I've worked out a way he can get back into the game. If not, you'll be down by one. Even if he does rejoin you, I'm not going to insist he play a cleric, so developing a doctrine for short-handed healing situations is a really good idea.
You've now been in the dungeon about 4 hours, so you've still got a good 2 days until the complex floods, possibly more, if your calculations are correct.
The only thing you've picked up of note is the staff Tiberian is carrying, which seems to be some sort of Staff of Striking that can cause a Flesh to Stone effect on impact. Tiberion thinks he can get it to do Flesh to Stone as well, but so far that's just theory. You're about half an hour (in a straight march) from where the map shows a gateway into the second ring. You are all bone tired and injured, drained from exposure to the negative energy aura that encompasses the island.
Truxton is dead
I did not take notes at the last game, though I thought I saw other people doing so. Hopefully one of them will post a summary of what occurred.
I wanted to bring up the topic of Truxton's death. Now I am sure Frank and Michael will talk about a new character (or alternative character if we manage to get Truxton raised), but until those results are somehow revealed we need to deal in the aftermath of working without Truxton. It seems to me that the obvious holes are healing and undead.
For healing, we can get a little from McCenna and there is the wand of Cure Light. Question who should carry and use the wand, can anyone use the wand other than McCenna (Ty and Celia both have a decent, for a 4th level character at least, Use Magic Device skill if I recall correctly). In any case, if past experience is any guide, we have pushed the limit of our healing before and we will now have considerably less capacity.
The lack of firepower effective againt undead is also important since it looks like undead are 1 of the 4 primary things to worry about in the city (the other three being constructs, traps, and of course the remaining Razmir cultists). Losing the ability to do area attacks that ignore many immunities is a serious blow.
The only way Eric can see this succeeding is to avoid the need for healing and undead offense, e.g. become much more cautious. But being cautious to the point where it is actually effective requires time; and there is the small matter of the incoming flood to worry about. Any other ideas?
August 11, 2010
On the Island of Terror - Aug 1, 2010
August 1, 2010
Ready to be off
Eric is ready to go, although he actually thought of something that might be useful for him.
He would like a masterwork weapon, either a sling or one of the monk weapons (Sai, Kama, or Nunchaku in paticular). Probably worth getting the monk weaponse even if they are not master works, because they will help with disarm or trip attempts.
But aside from that, there is nothing keeping Eric in town.
It should be noted that the
It should be noted that the noble who would have been framed for Sean's abduction and sacrifice to Razmir is a bitter business rival of Lord Kothsphan. Truxton is fairly certain that Kothsphan or someone in his faction is directly responsible for the assassination attempt and the abduction, but you have no proof. Kothsphan is about as dangerous an enemy as the group could have made in the City of Tamran.
You've lost two days in the search, rescue, and initial recovery from the attack. Iramine gets further away with each passing day. How long will you rest?
Notes from June 27, 2010
Updated April Notes
Added more details on magical items.
April 5, 2010 - Game Notes
Hmm, that's kind of embarrassing (from a memory standpoint of view). I remember taking detailed notes during one of the games, but thought it was for an earlier session. In any case, glad we have the details about our treasure...
April 5, 2010 - Game Notes (copied from the Event thread)
I found these in the Game Event comments. Apparently Michael DID take the notes. Bear, this should answer your questions on loot. You guys agree on what you want to liquidate and how you'll go about it, and I'll tell you what the final take is. - MJ