Saturday, September 13, 2008

Outskirts of Norin

Session XVI The Fight with Julian, SummerFest 1

Having breakfasted at Fiona's abode with naught but a warning to "trust no one" in Norin, the party ventures to Norin, only to find a dark figure on a coal-black steed watching them from a rise over a riverbed. Xavier named the man Julian, his half brother, huntsman and protector of the outlying woods of Norin. As the party prepares for the encounter, a group of horsemen come up over a hill and a pair of chariots tore around the bend along the stream. Needless to say, they all looked like they had bad intentions.

As the foes began to charge, Doc made short work of the horsemen; the knight errants were consumed in a fireball. He then turned to help Dagny combat the charioteers. Dagny waited for the chariots to come to her, but was run over for her trouble. Fortunately, the chariot capsized. Dagny was cut, bloodied and bruised but she got up and smote them upon the ruin. Xavier had succeeded in entangling the second chariot with a spell and he and Lume were in a pitched melee with its occupants when Dagny and Doc helped finish them off. About then Julian's hellhounds were loosed and the fight continued.

Meanwhle, Cadman raised his darkwood lance (made of wood from the Dark Tree encountered earlier) and signalled a challenge to Julian detecting the evil of his character with his paladin ability. Julian acknowledged the challenge and charged down to joust. They met over the creekbed in midjump and slammed into each other, Cadman delivering the better blow, shivering his lance and unhorsing Julian with a critical hit that left a darkwood shard in the dark ranger's chest. Cadman had little trouble felling the man after that and charged to help his companions.

In the aftermath of the battle it was found that Julian had survived. Xavier took the terrific mount Morgenstern and nursed the captive Julian to health--but kept him unconscious and bound. Xavier used a spell of trickery to make himself appear to be the Huntsman, took the steed and passed the others off as prisoners to gain entry into Norin. The ruse successful, the party prepares itself for the intrigue and politics of Norin....

Xavier Cle4Rog2 23,647
Doc Sor7 24,006
Dagny Bar5Dru2 23,831
Lume Rog1Sam2Ftr2 16,643
Cadman Pal7 24,006

Saturday, June 21, 2008

The Road to Norin

Session XIV-XV Travel to Norin 6/4-6/28

The highlights of the journey are as follows:
A goblin patrol that was easily handled.

A pair of sea hags had a dangerously sticky trap which took Dagny for a ride. If not for a great feat of strength and some strong lungs, Dagny would have been deep-sixed.

An aranea (shape changing spider-lady) who laired in a cabin surrounded by her spider and ettercap minions. This fight was pretty exciting with poison and webs flying all over the place. The most dramatic moment was the casting of Doc's first fireball, which blew a huge portion out of the second level of the cabin. The party took captive the lady Anera (her name) and Cadman set out to redeem her from her evil ways, teaching her the tenets of good.

A group of shocker lizards living in a watery grotto was a bit of a challenge, but the party fared rather well, recovering the remains of a poor soul who wandered too close to their lair.

Another visit from our impish observer resulted in the acquisition of an ebony fly sitting in the road. Its presence, and the purpose of the devillish imp would prove to be mysteries for another day.

Perhaps the mightiest of challenges on the little-used trail to Norin started out innocently enough. Xavier decided during camp on the shores of the lake to go fishing on some gnarly old tree with great roots coming up out of the water. Much to his and the party's surprise, the tree is in fact a Dark Tree. A horrifying battle ensues pushing the party to its limit. The tree is resistant to Doc's fire spells, and rends people with its long claw-like branches. Xavier, Dagny and Cadman fight the plant in the shallows, but that almost proves their undoing. They lure it to shore were the odds are a bit more even. Dagny's animal companion trips the tree as it strides onto the bank, and they all alternate hacking the thing up, warfang getting the killer blow.

Finally, Norin is within a day's journey, and Xavier gets a visit from a pair of his deceased siblings. It seems his sorceress sister is about to be attacked. A frantic break of camp ensues, and the race is on to get to Fiona's manor. The party arrives as the attack commences, and a grand melee ensues. A large number of hired thugs are accompanied by a handful of wererats, led by a very tall, dark cloaked, black-haired wererat. The 6'10 ruffian attacks Fiona at the door. It is Erasmus the Black, the notorious scoundrel, second to none other than Garonis, the head of the Guilders of Norin. Also in the attack are other members of Erasmus's Rat Pack, including an evil follower of Wee Jas with clerical and sorcerous abilities. Doc is mortified by what he sees as a perversion of the worship of Wee Jas. Dagny unleashes some of her druidic ability by sending the pet dire rats off away from the battle. Doc blinds Erasmus just in time to save Fiona from the black wererat's deadly twin knives. As the battle concludes, Erasmus uses some item to turn invisible and flee into the knight, and Fiona shows her dark side by ending some of the attacker's lives on the spot.

Her servants had been killed and Fiona showed annoyance at having to get a new staff. Fiona fills Xavier in on family politics (a considerable portion of the evening) and the group retires as her guests.

Xavier Cle4Rog2 20,947
Doc Sor6 21,976
Dagny Bar5Dru2 23,831
Lume Rog1Sam2Ftr2
Cadman Pal7 24,006

Saturday, May 17, 2008

An Imp and the Temple of Draxion

Session XIII 6/3

With Merdiz the Magician in tow, the party is venturing to the city of Norin where Xavier's father reigns as Duke. Merdiz is a wizard in his father's court and Xavier wishes to gain favor in the chaotic courts of Norin.

Dagny contacts the local druid sect and finds that she has an affinity with wolves and there is a hint that her destiny is tied with them. Her animal campanion is awakened and adopts the name 'Warfang'. Also, she has acquired a pet weasel.

Cadman's companion has an awakening of sorts as Maelstrom, his sturdy steed officially becomes his Paladin Warhorse.

In case it hasn't been mentioned before, the elven sorcerer Doc has a snake familiar. The party this point is quite the menagerie.

Warfang, having an excellent sense of smell, detects the faint odor of sulfur. Xavier spots a raven that looks suspicious. He puts two and two together and determines the raven may be a devilish imposter. Turns out, he is quite correct--an imp is following the party, but for what purpose? They chase the imp away and leave the mystery for another time.

Traveling north to Norin, skirting the Great Ridge takes the party through Algenwood despite rumors of people being abducted or disappearing. At the edge of the wood, the party comes to a tiny hamlet. The party meets with unfriendly stares, but shortly find another mystery at hand. Cans of red paint and lumber have been stolen from an outlying farm. The group follows the trail of the robbers into Algenwood. It leads to a crudely made sign that says 'Deetor Brijj out'.

The sign puts everyone on alert and the trap is reversed on the would-be ambushers--Kobolds! The troupe follow the fleeing kobolds to their lair, an old abandoned temple that is now occupied by their dragon leader, Draxion. Some intrepid exploring by Xavier revealed the ruse of the painted wood dragon. The fiery breath proved a fairly clever contraption that shot out flaming oil. Xavier turned the tables, dropping some alchemist fire in the artificial dragon. The party surged through the breach in the 'dying' dragon to do battle with the remainder of the kobold gang led by two not-so-bright scoundrels. A quick journey back to the village with our villains in tow resolved the matter.

Xavier Cle3Rog2 13,905
Doc Sor6 15,109
Dagny Bar4Dru1 14,859
Lume Rog1Sam2Ftr2 13,743
Cadman Pal6 15,109

Friday, May 16, 2008

Orc raid

Session XII, 4/28- 6/3

A little rest and recuperation was in order. The party stayed put for a monthlong respite in the elven village. At the end of the month, Xavier learned that his elven mother's village to the north had recently been attacked by a band of orcs led by Tol-rag, a familiar name. The party went to the village, tracked the brigands to their camp, and ambushed them. The bandits consisted of ten tanurruk (1/2 fiend-orcs), an orc druid and our old nemesis Tol-rag. With clever tactics and a judicious use of magic, the party overcomes great odds to win the day.

During the fight, there are a few tense moments; one in particular was when Xavier's nifty boots revealed a taunting curse with a double 's' symbol, with one backward. The boots did not quicken his speed, but instead held him in place as the fight wound down. No permanent harm was done, but no one likes being cursed. The group focused on felling the fleeing leader--and in doing so determined that he was a fraud, dressed as the infamous orc leader. What does this portend?

Xavier Cle3 Rog2 12,395
Doc Sor5 13,599
Dagny Bar4 Dru1 13,599
Lume Rog1Sam2Ftr2 12,233
Cadman Pal5 13,599

Thursday, April 3, 2008

Rahasia, Finale

This is what we've all been waiting for...the grand finale of the adventure.

Session XII 4/27-4/28

The party ventures down into the depths of Elyas's tower (remember, the tower is deep within Grey Mountain) and encounter one of the elven girls we have been seeking. Hassan agrees to escort her back to the surface, and aside from an unusual altercation between Xavier and Doc. Our temporary ally Koraz, the minotaur, falls victim to a trap when he tries to go through an archway in Elias's treasury that turns him into gold. Through some exploration, we find a teleportal that allows us entry. The treasure is replete with several neat magic items, including a very nice set of boots that Xavier takes for his own, and an interesting robe for Lume. Recovering the Opal Eye, which fit within the protective pendant that was part of Rahasia's dowry, the party presses on.

Deeper another level, and the party encounters three temples, one of air, one of earth, and one of fire, the last of which has a collapsed hole behind the altar. It is here that the party encounters the elf they freed before, an elf who does not understand Doc speaking in elven (hmmm) accompanied by a panther and Hasan. Well, turns out that one of the three evil witches has possessed the maiden, and charmed Hasan. A battle ensues. Dagny, Warfang (her wolf animal companion), Beik are separated from the rest of the group by a well placed Web spell, and have to face Hasan, the witch, and her panther familiar on their own. To make matters worse, the witch's sister arrives a few rounds into the combat.

Lume and Cadman tried to go around through one of the other temples hoping to find a secret door and encountered some traps. Doc methodically burned his way through the web to help out at the end of the fight. It was touch and go for a bit, but the heroes won the day, without killing anyone.

Through the passage behind the temples, the party found three dragon statues with glowing gems in their eyes. Dagny felt magically compelled to put her hand in a slot of the statue, and voila, the barbarian druid is possessed by a powerful sorceress. Cadman wrestled the possessed woman (did he enjoy it?) to get her hand back into the statue. Seeing the color change in the dragon eyes, the party proceeds to put the two elf maiden hands back into the statues. After everyone was back where they belonged, we put the black opal eye back into the eye of one of the statues, condemning the witches to eternity in the abyss...but they did not depart before uttering a ghostly warning, "We shall return...."

Xavier Cle3 Rg2 10,485
Doc Sor5 11,649
Dagny Bar4 Dru1 11,649
Lume Rg1 Sam2 F2 10,283
Cadman Pal 5 11,649

Wednesday, January 2, 2008

Rahasia part III

Session X 4/26/365-4/27/365

The adventure continues as the party with a band of rogues in tow make their way to the first level. Upon reaching daylight, they encounter a water weird in the courtyard that drowns one of the rogues who is less cautious than our heroes. The weird is a great snake-like thing made out of water that lashes out and grabs you, drags you into its pool until you drown. The party safely avoids the pool. A gargoyle is found lurking in one of the small shrines in the courtyard who is easily dispatched. Now that they have made it to the surface, the group parts ways with the rogues, and rest the night in the nearby elven village, passing along the news of the fates of Rahasia's father, and the infamous Rahib.

Xavier returns the bones of those lost in the dungeons of Grey mountain, to be interred as the elves see fit.

A quick batch of xp levels up our intrepid heroes.

Xavier Cle3 Rog1 6128
Doc Sor4 7292
Dagny Bar3 Dru1 7292
Lume Rog1 Sam2 Ftr1 7292
Cadman Pal4 7292

Hasan re-equips and 'leads' the party back down into the depths in search of these witches.

With the help of Ular Taman, the heroes find the secret tunnel that leads to Elias's Tower, buried under Grey Mountain. In the ante-chamber of the tower the party happens upon 3 orcs milling through a pile of rubble. Lume scores an impressive kill with his dragonspear, impaling one with a scream and a banzai charge.

Among the encounters in the tower are yet another gelatinous cube (thank goodness for slimebane), another large spider, an ogre named Gor, a series of traps (including a very scary dragon illusion trap), a teleport maze with a wine taster which the party handles surprisingly easily, and a baneguard (magical undead thing) that would have surprised us had we not detected magic on the sarcophagus. The ever-wary party had swords at the ready when the skeletal form of the witch was lying there in wait, hacking the thing to pieces when it indeed rose to challenge them.

Two more rescues were in the offing, including Mylani, a 3rd elven maiden, and Merdiz, the magician. Merdiz happens to be the treasure-seeking mage in Oberon of Norin's court. Xavier is one of Oberon's many bastard children it turns out.

A final interesting encounter involves a minotaur named Koraz who was found skulking in a library reading scrolls. A temporary alliance is formed with the monster (much to Cadman's consternation) to work together in clearing the tower.

Xavier Cle3 Rog1 7558
Doc Sor4 8722
Dagny Bar3 Dru1 8722
Lume Rog1 Sam2 Ftr1 7356
Cadman Pal4 8722

Saturday, December 29, 2007

Rahasia, Part II

Session IX 4/25/365

A quick rest and the party explores the temple under Grey Mountain once more. Through our explorations we rescued a fighter named Beik from the Casdian region of Bengalia. He had been hunting the Rahib for crimes against his people and for serving the so-called "Master of the Desert Nomads". (Beware, future plot hook). Also in the prison cells is Hasan, the betrothed of Rahasia. The haughty prince-to-be has long standing issues with our elven sorcerer Doc, but they are set aside for the time being. The overconfident and xenophobic Hasan reluctantly accepts the party's help upon hearing that the Rahib is no more, but that there are some evil witches somewhere nearby that may need to be dealt with. The next item to check off is the rescue of the elven maidens.

Xavier engages in some odd behavior, obsessing over the bones of the dead elves that are found at the bottom of a pit. After some wrangling and some heavy lifting, the bones are dragged with us for the rest of the session.

This session also featured an encounter with a great clay statue that turned out to be a four-armed bone golem. When this thing came alive, it was very frightening. Xavier was quite put off by the experience, and has since taken to slashing at least once at every statue we encounter. Near the large chamber a gelatinous cube is found, which brings horrifying memories to Lume's mind. Some of the 'slimebane' concoction found earlier works wonders on the thing.

A teleporting hallway leads to some confusion and a chance encounter wih a group of rogues led by a thief named Takius. After some tense moments, the two parties agree to cooperate to get out of the maze. On the way to the surface, the groups happen upon a very large black widow spider. After defeating the great arachnid, Xavier collects some poison from its carcas. The rest of the party begins to wonder about their odd party member.

Xavier Cle2 Rog1 5507
Doc Sor3 7007
Dagny Bar2 Dru1 7007
Lume Rog1 Sam1 Ftr1 7007
Cadman Pal3 7007