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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

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

  • We note that the air is acidic near the lake, and with the wrong wind conditions could smother the entire party. We decide not to try and climb the cliff or skirt too close to the lake, so we decide to go back into the (relative) safety of the marsh. Dusone looks happy to see us and we head off in the general direction of the Razmir survivors.
  • We encounter two swarms of centipedes, this time in the day. Dusone ducks under water to avoid them. Celia cast whirlwind, Ty burning hands, most of the rest of us start swimming underwater (Eric tried climbing a tree first). McCenna does two clever things, first she threw a light rod which drew off one of the swarms, and the other was casting a breath underwater spell on 4 of us. Two people take poison damage: Eric (3) and Celia (1). Dusone applies the mud poultice. 400xp apeice.
  • Eventually we skirt the cliff (the one with the waterfall). Eventually we leave the swamp and start marching up hill. We spot a very large set of doors, about 1/2 day away. Oak helps us camouflage ourselves, and we approach cautiously. We note the black lighting bolts tend to strike the lowest points. 
  • We are attacked by a blackened Ent – truly fearsome (+17 BAB with two attacks, 20 CMB, 29 CMD, trample 2d6+13). Dusone ran away, and in retrospect we should have too. Oak was knocked unconscious in two attacks, Eric lost over 60hp during the battle (and use two of his potions).  800xp apeice.
  • We reach the door (21 miles East of Fort Landing), there is a small fire. Oak and McCenna figure there around about 12 cultists left.  Dusone tells us he has brought us to the Golden Death, and that we can call him if we survive (kind of a Tarzan like yell) to take him back over the waves. We decide to take a rest and recover spells. 
  • The tunnel ceiling has a sickly phosphoresce. A long sloped tunnel takes about 1 hour to cautiously walk. Walls are painted in enormous murals. East wall is a large map (showing rings of city separated by moats), with notes scrawled in charcoal. Notes are in common (jewel of everlasting gold, fires and floods and molten gold, calculations of volumes or times, 72!!!, 40 feet, cannot be stopped 24 hour drain). Many older tracks in this space, seems cultists did not even seem to stop. We sketch the map.
    • Ty thinks about this as a trap, and figures going through the doors set it off. Suspect it takes 3 days before it starts filling (and will fill very fast). The gold will fill up to 40’, than take 1 day to drain. Even if we could reach a high point, the high temperatures make survival inside unlikely. We figure they set off the trap a day ago, which gives us around a day to explore and find them.
  • Standing from the map room, we look in and see the ruins are coated entirely in gold, except the bridge. There are two piles and in the center of the bridge there is a very realistic gold figure. We cast Mage Armor twice (once just before entering). As we enter, the figure charges toward us.

On the Island of Terror - Aug 1, 2010

August 1, 2010

  • Next game is Aug 11, if this won’t work let us know right away.
  • Everyone in the party is very tired, spent night at inn (inn keeper arranged for some guards).
    • That night through a dream, Oak discovers an animal companion. He goes into the woods and meets up with a wolf Oak names Last Ridge. Last Ridge had fought with the alpha wolf and lost; hates fires even more than most wild wolves, but enjoys storms and lighting.  
  •  Reginar calls a meeting, and there is a patched up Sean there. An offer is made for us to enter the pathfinder society.  If we return with a good chronicle of our journey and it was worthy (almost certainly it will be we survive). If they send us as probationers, where they will lend us material support (see below). Other option is to be hired mercenaries, 1000 gp each.  The group decides to take the Pathfinder’s path.  
    • Reginar proposes that we turn over the amulet fragments to the Pathfinder society, rather than return to the founder’s tomb.  
    • Learn about Tar-baphon, who was known as the Whispering Tyrant. Kestrlon metropolis was on the island, conquered by Tar-baphon. City was renamed to Zingrefar. He made a god trap, (part of the legend, tried to capture the god Eradin, made a gateway to the negative plane, and became a scourge of the living). Lured Eradin to the island where he hoped to trap him in a pit which had the negative plane at the bottom. Eradin thwarted him, where Tar-baphon died (eventually coming back as the Whispering Tryrant).  The pit still lies open, and this gives the island its current name – The Isle of Terror. There are storms of negative energy, poisoning the water and food, and causing all manners of special distraction.
    • Captain Walrun of the Blackmist will take us to the island, and brief us further.
    • Reginar gives us a rough sketch of the island. Will start at ruins of Fort Landing. Advises to stay out of the forests. People who have returned from the island, typically don’t talk about their experiences (one reasons they are giving us the journal).  
    • Waterproof packs, swampwaders, flask of endless water, 12 scrolls of create food and drink, scroll of raise dead, and 6 amulets of deathwarding. Also will get as a reward a Wayfinder device (base compass + glows, can attach ioun stones) and a waterproof journal that fills in itself and echoes back to the Pathfinders.
  • Party treasury started with 1550 gp. Spent 350 gp on 1st level potions mostly carried by Truxton. We buy a wand of Mage Armor (Eric kicks in 400 gp, other party members contribute some), carried by Celia. Now have 50gp left.
    • Eric finds and purchases a master work Nunchaku (302 gp), and picks up a number of other monk weapons (2 sai, kama, and 20 shuriken; 8gp total).
  • Captain Walrun will drop us off, and wait 10 days within sight (we should light a signal fire). Expect inclement weather during the trip. We have no encounters on the trip, and arrive on the island at dawn. Ty has recovered from his raising, but Truxton still has 2 days left.
  • We find traces of the previous group, looks to be around 20 people (a grave with two bodies is also found), about 2-3 days ahead of us. They are heading north-east, and we follow them. Within an hour or so, we are being trailed by a pack of 4 wolves. They seem to be cautious, so we decide to bait a trap with Eric. There is much surprise (but to our dismay we forget to put mage armor on Eric -- which would have made both of the successful attacks miss him). The wolves are unnaturally silent, and their blood sizzles. We find they are actually evil when Celia’s hawk smite attack takes effect (they also have strange mutations). We overcome them fairly easily, +133 xp.
    • But Eric resolves to avoid avoid touching things on the island (use weapons, booted feet and gloves). Our trail is a little easier because the party in front of us has cut some trees down and we see where they avoided danger (like a mule leg sticking out of quicksand).
  • We note that something medium size is following us, and when we start to camp it approaches us. It turns out to be a man covered in mud, with an arrow in his leg, who tells us a tale. He says something about having swum for days, that he and all his group died, that he was came back, Later he talked about the men with masks who came upon him at the many doors by the river.
    • He continually covers himself in mud which seems to provide both visual and scent camouflage.  After healing him, he gains enough lucidity to say that he is Dusone Dreamlock, pathfinder and explorer. Dusone says he will lead us on the safe path to the doors by the river. He tells us we are naked, that the mud will protect us. McKenna thinks about trying to cover with the mud, but can’t stand the smell. We decide to go naked. Dusone sleeps in a mud patch with his nose barely out and his hands tangled in a tree).
  • On third watch (Ty and Oak are on watch up), a swarm of centipedes heads towards the camp. Ty has a light and the swarm heads towards him. He starts taking Dex damage from the poison. Ty does a burning hand, and then Truxton channels positive energy and routes the swarm (they scream almost like humans and about half the swarm dies). Oak casts Delay Poison, but Ty has lost 3 dexterity points. We get 200xp.
    • That morning Dursone smears some kind of clay on Ty’s wound which helps deal with the symptoms of the Centipede poison.  He is much more lucid and tells us how to mask our scent, but we again decline. We decide to try the clay though (which is where Dusone slept).
  • We follow Dusone off the track and travel avoiding the brambles, mostly going under the mangrove roots. The top predator appears to be a monitor lizard, who Dusone mostly avoids but occasionally faces down. His scent seems to help him there. We occasionally see black bolts of negative lighting rip through the canopy.
  • The water seems to get more caustic but the mud keeps it from burning. We eventually get to the Whispering Lake which is green, with a black waterfall (Dursone calls it Baphon’s Fall).  The river and lake are poisonous, and Dursone says something about twisted, black lizards in the lake, and warns not to touch the water.
    • There is an area where there was a camp, and perhaps an abandoned tent. Dursone says he will wait for us. As we cautiously approach, we see the bodies of 9 cultists and 3 black lizard-men. Seems like the bodies have been here for a couple of days, and they have been gnawed upon. Tracks show the lizard men went West, and the cultists went North-East.
  • We attacked by black lizard men with odd bone spurs and mutations (much like the wolves). The chief lizard man is wearing a metal mask, and charges Ty. The negative to AC from the charge makes 2 hits succeed that would other have missed. The other lizards throw javelins before closing.  McCenna entangles all the lizard men, and Last Ridge too.  Eric tries his new Shuriken and manages to kill one of the lizard men (thanks it being entangled). Celia’s summoned ant kills a third, and we surround the last entangled lizard man. Truxton uses a comprehend language spell and tries to (he is shouting defiance about metal faces and saying Whisper Scales will kill them all for violating their territory). We note that all of the lizard men had mask trophies.
    • Find 2 suits of +1 studded armor, light xbow with 12 bolts, 3 more masks, 2 mw rapiers, 7 short swords, 3 potions of cure light wounds, 1 potion of cure moderate wounds, 2 smoke sticks, 2 sun rods, thief tools, 150 gp, 4 bottles with 8 does of greenish black fluid {blade venom}, magical bracers, 3 javelins and 2 MW morning stars).
    • Ty gets 2 cure lights, McCenna gets cure light, Eric gets cure moderate, Oak takes one mw morning star. We put all into bag, but if it gets too full, will save the 2 +1 studded armor, 2 mw rapiers, and 1 mw morning start, + 150 gp. 400 XP each.

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

 

  1. When selling magic items and jewlery, we get 50% thanks to our status. Got 80% for gold dagger (4000 gp).  Most of the jewelry is sold off, but Tye keeps the dice. Some misc items like perfume and brandy are also kept.
  2. Celia gets broach of shielding and wand of shield, Truxton gets +1 prot ring,  Potions of invisibility goes to Tye (2), Eric (1).  McCenna takes manacles and whips.
  3. Each characacter get 1000gp + 2400 gp in party treasure. We pay off Tye for wand (that he used to enlist Celia and McCenna), a cure light potion for each character, and Celia for her feather fall potion). Don't know what the other characters did, but Eric bought 4 more cure light potions (from bitter experience).
  4. Other items to account for: misc letters (Eramein's love letters). a deed to a small manor house outside of Absolum and string of dried ears.
  5. We have invites to many parties celebrating our actions against the Razmir, and end up attending 3 of the most important. Sean has disappeared, so Oak and Tye start searching for them (missing the parties, reluctantly I'm sure).
    • Celia and McCenna go to the Mayor's party (mostly nobles). They don't recognize hardly any of the machinations between the nobility, but the mayor lends a hand and even explains some of what is going on.  They leave as soon as practical. 
    • Truxton attends Lord Kosphan's party (who is also a noble) the head of the merchant guild, and ends-up finding new truths about himself - he joins the verbal dueling with some ability.  Truxton recognizes that Lord Kosphan is opposed to our group, and he makes various attempts to lead Truxton into various social difficulties (Truxton, suprising even himself, deals with these fairly well).
    • Eric attends Lady Asthene (noble benefactor of guardsman and militia, and widow of a respected general). Big feast, and there is a communal gathering afterwards with various soul barring. The Lady holds a strong sway among the crowd and this turns out to be an informal tribunal.  She banishes several people from the town after hearing their stories. Eric learns a bit more about the grey margins of city guardsman  and how they were forced into compromises with Razmir. Despite being very cautious and reserved, Eric becomes quite taken with Lady Asthene - reminds him of his instructor without the evil factor. He hears that she and the general were rivals before coming together, and that Lady Asthene has killed numerous people in duels. Eric is invited to spend the night, and accepts.
  6. Oak and Tye are unsuccessful in finding Sean, and even rewards did not turn out any trace.  They eventually find a merchant who seemed friendly with Sean, who had see him and a man in black clothing. The mysterious man warned off the merchant and he heard possible attack sounds. Oak and Tye investigate, find a bit of blood, but can't pickup the trail. Eventually all but Eric return to the Gar's Last Meal. Around 3am several black dressed men burst into our rooms. They have poison on their blades that cause dex damage. They overcome Truxton 2 to 1 and he is surprised) and kill him with a coup de grace (one of them has gold threads in his black clothes). After we start overcoming them, the leader successfully retreated. The others are killed while they try to retreat.
  7. Lady Asthene pays for Truxton's raise dead at the Serenray temple (powerful and flashy magic, sun goddess).  After asking various questions, Lady Asthene departs and shortly thereafter delivers a report which indicates Kosphan in involved in both Sean's abduction and the attack against us. Truxton gets a restoration too (but can't get the next for a week), so he has one negative level. This is true for Tye as well. Later that morning, Reginar comes in and tells us Sean is still alive - magic indicates he is in the warehouse of one of Kosphan's rivals. We decide to act quickly, and use the hawk to scout. Oak climbs on higher roof peak; Tye and Eric wait for dawn bells, than quaff invisibility potions to climb to the roof to attack the two crossbowmen on the roof. Turns out Tye has no climb skill, so McCenna casts spider climb on Tye to assist him.The combat is brief as both the guards are tossed off the roof with a meaty splash (as the bells ring on).
  8.  There are 6 guards, and Sean is spread-eagled tied to a giant iron mask. There are various torture instruments around, and Sean looks badly beaten. There are also a number of dead Razmir cultists We decide to enter through the skylight, and McCenna uses spider climb to allow her lion to climb to the roof (the cat is delighted and slinks into the warehouse climbing across the ceiling and down the wall). Tye also uses spider climb to go across and down.  Eric starts the active stage by quaffing a potion of feather fall (from Celia) and jumping down in-between the thugs and Sean.  Tye does a strategic burning hands. A few of them were killed, and the leader pulled out a device and triggered it - causing all the guard's flesh to disintegrate (Truxton thought the guard was tricked into using it, probably thought it was going to assist them).
  9. It looks like the warehouse owner was being setup for association with Razmir, so the group decides to take action to remove the incriminating evidence. We bundle up the implements and the huge mask, and dump it in the water. As we return to do some more cleanup, we see the guard has arrived and slink off into the dawn, bringing Sean back to Reginar.
  10. We all get 1000 XP.  Did not get any material items, and spend much of our soft capital in getting Truxton raised.

Updated April Notes

 Added more details on magical items.

  1. Having mostly cleared out the bottom of the temple, we determine the dumbwaiter does not go up to the second level. Eric takes the cure light wounds potion before action. Mcenna brings her lion down the hallway.
  2. Previously we had found:30 gp, 52 silver,silver dice (5gp), scroll of prayer, bone  wand of bless (21 cl3),snake stick,2 masterwork rapiers, smoke sticks (5), bunch of thieves tools, ring worth 50 gp, belt pouch with 18 gp, 2 pp,1 large pearl (100gp), artists tools.
  3. Ty and Eric go through a door guarded by two white robes (apparently successfully bluffing past them, one of them a foe Ty has been contending with), and go through to the kitchen.  One hitch is that we have to lock the door behind us (and only Ty has a key) We spot Krant sleeping in the Dining room, and successfully sneak over to him. Just as we start the coup de grace Ty spots his foe, apparently the bluff was not successful. Both perform the coup de grace but Krant survives. During the ensuring melee  Eric is knocked unconscious (in one round) and Ty manages to run back and open the door (remaining guard misses). Rest of group bursts out, and Oak manages to kill Krant. The acolytes in the barracks retreat into the room. Acolytes come running down from the courtyard (maybe alerted by Ty's foe), and hits Ty. Mcenna stabilizes Eric, and Celia gives Eric her healing potion, and Truxton uses one his last healing spells. Celia summons a celestial dog. We kill most of the ones who have not surrendered.  Several of the acolytes try to defend the main courtyard. The alarm is raised and we batter our way through into the outer chapel. Truxton found50 goldsearching bodies of acolytes, but no healing potions.
  4. Inside the chapel we face three white robed acolytes and 2 gray robe priests. We cut down 4 fairly quickly, but one of the gray robes is a very good sword and shield. We eventually bring him down, but not before he knocks Elvar unconscious (who Truxton stabilizes).  A black robe priest suddenly appears and does a devastating sneak attack on Ty, killing him.  We get a couple of attacks on him before he runs through a pair of silver doors into the priest inner chapel, and someone else  closes and lock the door. Eric runs up to the door, attempts to kick it down, fails and is hit with a magic frost trap knocking him unconscious. As the group deals with Eric, 3 black robes come out on the attack.
  5. In the middle of the fight Celia searches priest bodies and finds4 healing potions (yay!), 4 sunrods, and 32 gp. She feeds Eric a potion (and gives him another), which brings him back to fighting capability. 2 of the black robes are down, the last one is fairly wounded when a black robe with a silver mask comes through the door and summons a hell hound. The other black robe goes down, but the silver mask guy remains confident. There is a mask golem which challenges, us but we successfully guess the password (what are the names of the true gods - answer power and treasure).
  6. We hole up in the inner sanctum (outer chapel door, than silver doors, than gold doors). Do lots of searching (see below). While inside we hear the Razmiarian priests pounding down the doors bit by bit, but eventually three Pathfinders come and help the group leave (Reginar, a female barbarian, and a hobbit illusionists)
  7. Find 4 cure moderate potion (all used),3 stabilize potions,3 +1 light shields,  4 +1 studded leather armor, magical collar of the inferno (one use, but it summoned 1d3 hell hounds, level 5), andbroach of shielding (85 points left), wand (shield w/42 charges) and Protection +1 ring, misc keys. Egarthias's room - map of city with routes, from desk (letter to Eramien on your triumph, + lots of crumpled paper), golden dagger 5000 gold(from isle of Gelmaray, gemstones) with dried blood. Platinum ring (45gp), string of ears that have been dried, female priest has 8 bottle of Andoran wine (25gp each), small chest with cache of wealth,100 gp coins, silver necklace with small pieces of jet,3 invisibility potions, a deed to a small manor house outside of Absolum. Behind double doors, small whip, small manacles, a whip, 4 vials of exotic perfumes (50gp each); 2 bottles of Andoren brandy (20gp each) desk with 3 ledgers (behind books with false face), 50 pp, silver raven figuring radiates magic.
  8. Letter appears to be a love letter. Find another letter written by Eramein (about going to Isle of Terror to recover the treasure, with at least 3 accompanying temple priests.  
  9. Pathfinders raise Ty and give us a reward (?) and a token saying we performed a service with the Pathfinder. Each character now has 8500 xp.

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

  • Having mostly cleared out the bottom of the temple, we determine the dumbwaiter does not go up to the second level. Eric takes the cure light wounds potion before action. Mcenna brings her lion down the hallway.
  • Previously we had found: 30 gp, 52 silver, silver dice, scroll (?), bone wand of bless (?), snake stick, 2 masterwork rapiers, smoke sticks, bunch of thieves tools, ring worth 50 gp, belt puch with 18 gp, 2 pp, 1 large pearl, paint brushes.
  • Ty and Eric go through a door guarded by two white robes (apparently successfully bluffing past them, one of them a foe Ty has been contending with), and go through to the kitchen. One hitch is that we have to lock the door behind us (and only Ty has a key) We spot Krant sleeping in the Dining room, and successfully sneak over to him. Just as we start the coup de grace Ty spots his foe, apparently the bluff was not successful. Both perform the coup de grace but Krant survives. During the ensuring melee Eric is knocked unconscious (in one round) and Ty manages to run back and open the door (remaining guard misses). Rest of group bursts out, and Oak manages to kill Krant. The acolytes in the barracks retreat into the room. Acolytes come running down from the courtyard (maybe alerted by Ty's foe), and hits Ty. Mcenna stabilizes Eric, and Celia gives Eric her healing potion, and Truxton uses one his last healing spells. Celia summons a celestial dog. We kill most of the ones who have not surrendered. Several of the acolytes try to defend the main courtyard. The alarm is raised and we batter our way through into the outer chapel. Truxton found 50 gold searching bodies of acolytes, but no healing potions. Krants club was a +1 great club
  • Inside the chapel we face three white robed acolytes and 2 gray robe priests. We cut down 4 fairly quickly, but one of the gray robes is a very good sword and shield. We eventually bring him down, but not before he knocks Elvar unconscious (who Truxton stabilizes). A black robe priest suddenly appears and does a devastating sneak attack on Ty, killing him. We get a couple of attacks on him before he runs through a pair of silver doors into the priest inner chapel, and someone else closes and lock the door. Eric runs up to the door, attempts to kick it down, fails and is hit with a magic frost trap knocking him unconscious. As the group deals with Eric, 3 black robes come out on the attack.
  • In the middle of the fight Celia searches priest bodies and finds 4 healing potions (yay!), 4 sunrods, and 32 gp. She feeds Eric a potion (and gives him another), which brings him back to fighting capability. 2 of the black robes are down, the last one is fairly wounded when a black robe with a silver mask comes through the door and summons a hell hound. The other black robe goes down, but the silver mask guy remains confident. There is a mask golem which challenges, us but we successfully guess the password (what are the names of the true gods - answer power and treasure).
  • We hole up in the inner sanctum (outer chapel door, than silver doors, than gold doors). Do lots of searching (see below). While inside we hear the Razmiarian priests pounding down the doors bit by bit, but eventually three Pathfinders come and help the group leave (Reginar, a female barbarian, and a hobbit illusionists)
  • Find 4 cure moderate potion (all used), 3 stabilize potions, 3 +1 light shields, magical collar of the inferno (one use, but it summoned 1d3 hell hounds, level 5), and broach of shielding (85 points left), wand (shield w/42 charges) and Protection +1 ring, misc keys. Egarthias's room - map of city with routes, from desk (letter to Eramien on your triumph, + lots of crumpled paper), golden dagger with dried blood. Platinum ring (45gp), string of ears that have been dried, female priest has 8 bottle of Andoran wine, small chest with cache of wealth, 100 gp coins, silver necklace with small pieces of jet, 3 invisibility potions, a deed to a small manor house outside of Absolum. Behind double doors, smalll whip, small manacles, a whip, 4 vials of exotic perfumes; desk with 3 ledgers (behind books with false face), 50 pp, silver raven figuring radiates magic.
  • Letter appears to be a love letter. Find another letter written by Eramein (about going to Isle of Terror to recover the treasure, with at least 3 accompanying temple priests.
  • Ty and Truaxton take +1 studded armor
  • Pathfinders raise Ty and give us a reward (?) and a token saying we performed a service with the Pathfinder. Each character now has 8500 xp.

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