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
Saturday, December 29, 2007
Thursday, December 27, 2007
Rahasia
Session VIII Springfest 5/365-4/24/365
During Springfest in Kelron, Xavier has a spell permanently put on him to enable him to see in darkness called blindsight. It costs a chunk of xp, but the trade-off is well worth it (even if it is a bit of a DM's headache).
Dagny communes with nature and the local druidic circle, acquiring her first druid level--and her first animal companion, a wolf that would eventually take the name of warfang.
The party decides that after training, a journey to Doc's homeland of Alfhindi is in order. The overland trek is long, but relatively encounter free, with only a solitary werewolf to threaten the party. He is easily dispatched
Along the way, we encounter a slain elven warrior bearing a message for adventurers with courage and stout hearts to aid the elven princess Rahasia, an old flame of Doc's. It seems that a powerfully charming cleric, called the Rahib, has come from far away to terrorize the village. Long story short, the Rahib's overtures toward Rahasia were spurned and he took over the academy of Siswa (elven students) who took residence in a temple under Grey Mountain. His latest crime was the kidnapping of several elven maidens and the theft of Rahasia's dowry. Her betrothed Hasan, a pompous rival to Doc's affections, and Rahasia's father journeyed into Grey Mountain to defeat the Rahib but haven't been seen since.
The party takes up the quest to free the Siswa from the Rahib's spell, rescue the elven maidens (and possibly Hasan), and return the princess's Dowry and father.
A trip to a roadside shrine honoring an ancient human teaher on whom the temple was dedicated, the group discovers a magical "backdoor" teleport that drops us smack dab in the heart of the third level of the temple. The party shortly encounters a black-robed foreigner who is sitting in an old library reading. It turns out to be the Rahib himself, and caught wholely unprepared. The fight is brief. The death of the Rahib breaks the spell-but our adventure is not over. Then his pet panthers are defeated. Among his papers is a letter to "The Master" that things are proceeding and that they will soon have the witches as their allies.
After dispatching the dark cleric, the group meets the guardian of Elias's tower, a good naga named Ular Taman. To appease the naga, we feed him a bunch of dire rats we found, and then we prove to him that we are friends of Elias and Rahasia's father, who has unfortunately shuffled off the mortal coil. He parts with a portion of Rahasia's dowry he was protecting as well as a staff that turns into a large constricting snake. Dagny, our resident beastmaster, takes the snake staff.
Xavier -1500xp (blindsight)
Xavier Cle2 Rog1 3,982
Doc Sor3 5,482
Dagny Bar2 Dru1 5,482
Lume Rog1 Sam1 Ftr1 5,482
Cadman Pal3 5,482
During Springfest in Kelron, Xavier has a spell permanently put on him to enable him to see in darkness called blindsight. It costs a chunk of xp, but the trade-off is well worth it (even if it is a bit of a DM's headache).
Dagny communes with nature and the local druidic circle, acquiring her first druid level--and her first animal companion, a wolf that would eventually take the name of warfang.
The party decides that after training, a journey to Doc's homeland of Alfhindi is in order. The overland trek is long, but relatively encounter free, with only a solitary werewolf to threaten the party. He is easily dispatched
Along the way, we encounter a slain elven warrior bearing a message for adventurers with courage and stout hearts to aid the elven princess Rahasia, an old flame of Doc's. It seems that a powerfully charming cleric, called the Rahib, has come from far away to terrorize the village. Long story short, the Rahib's overtures toward Rahasia were spurned and he took over the academy of Siswa (elven students) who took residence in a temple under Grey Mountain. His latest crime was the kidnapping of several elven maidens and the theft of Rahasia's dowry. Her betrothed Hasan, a pompous rival to Doc's affections, and Rahasia's father journeyed into Grey Mountain to defeat the Rahib but haven't been seen since.
The party takes up the quest to free the Siswa from the Rahib's spell, rescue the elven maidens (and possibly Hasan), and return the princess's Dowry and father.
A trip to a roadside shrine honoring an ancient human teaher on whom the temple was dedicated, the group discovers a magical "backdoor" teleport that drops us smack dab in the heart of the third level of the temple. The party shortly encounters a black-robed foreigner who is sitting in an old library reading. It turns out to be the Rahib himself, and caught wholely unprepared. The fight is brief. The death of the Rahib breaks the spell-but our adventure is not over. Then his pet panthers are defeated. Among his papers is a letter to "The Master" that things are proceeding and that they will soon have the witches as their allies.
After dispatching the dark cleric, the group meets the guardian of Elias's tower, a good naga named Ular Taman. To appease the naga, we feed him a bunch of dire rats we found, and then we prove to him that we are friends of Elias and Rahasia's father, who has unfortunately shuffled off the mortal coil. He parts with a portion of Rahasia's dowry he was protecting as well as a staff that turns into a large constricting snake. Dagny, our resident beastmaster, takes the snake staff.
Xavier -1500xp (blindsight)
Xavier Cle2 Rog1 3,982
Doc Sor3 5,482
Dagny Bar2 Dru1 5,482
Lume Rog1 Sam1 Ftr1 5,482
Cadman Pal3 5,482
Monday, December 24, 2007
Tol-Rag
Session VI 3/28/365-Springfest 1/365
After a tense vigil through the night, the party decides to meet their fate head on. On departing Caldwell's Castle, the group sees a roadblock setup in preparation, making a hasty exit impractical. Tol-rag's band includes two orc barbarians, an orc fighter, a 1/2 ogre, and an orcish magi in hiding. The Blighter (anti-ranger) himself is clad in a magical black chain shirt and a red hormed helm bearing the mark of a blooded skull (a skull with a blade piercing up through it, spattered in blood). He wields a sylvan scimitar a powerful elven sword, most likely pilfered from the body of one of his victims.
The orc band threaten the party and insisted on taking their belongings. They seem to have known the party would be there for some reason, which the group cannot at present fathom.
The ensuing battle is a tight contest, Dagny dealing death to the half-ogre and the two orc barbarians, Lume and Xavier handling the fighter, Doc magically keeping the orc mage in check, and Cadman helping where he can. At a timely moment, the leader astride a horrifying Volsteed, a meat-eating horned and bony-plated cousin of a horse, joins the melee on horseback, Dagny giving the orc leader as good as she got and Cadman meeting him mount to mount. After the orc deals tremendous injury to the paladin, he unleashes a mighty holy smite; Tol-rag is felled in the saddle, his deadly volsteed bearing him off the field.
In the course of the melee, Doc end up in a death duel with the flying orcish magi, eventually running out of spells and vanquishing his foe in earnest swordplay.
Only the near-dead Tol-rag escapes, his sword fallen to the field and taken up by Dagny, the barbarian. A captured orc rants with almost religious fervor on questioning, that Tol-rag is son to Nea-rag, the one who will bring all armies together under his banner and kill the races of the east.
Four days of travel and the party returns to Kelron just in time to take part in the Spring Festival. They enjoy a relaxing good time, share in the just rewards of a task well done. After reporting of affairs to Caldwell's right hand man Eliat, the wizard is mildly surprised of their trials and tribulations, and shakes his head sadly that the roads are so dangerous these days.
Festival proves the best time to sell the party's acquired treasure, as deals abound. Wisely, the set forth to always save their goods up to sell during festival.
Also, Ignak the goblin having shown promise as an ally in the road fight with the orcs, and a savant with magic. The party enrolls him in a magius academy called "Warthogs," providing him with all he needs to excel. Xavier agrees to teach classes there as part of the arrangement.
Session VII
Bookkeeping, training.
Xavier Cle2 Rog1 4,362
Doc Sor3 4,362
Dagny Bar2 Dru1 4,362
Lume Rog1 Sam1 F1 4,362
Cadman Pal3 4,362
After a tense vigil through the night, the party decides to meet their fate head on. On departing Caldwell's Castle, the group sees a roadblock setup in preparation, making a hasty exit impractical. Tol-rag's band includes two orc barbarians, an orc fighter, a 1/2 ogre, and an orcish magi in hiding. The Blighter (anti-ranger) himself is clad in a magical black chain shirt and a red hormed helm bearing the mark of a blooded skull (a skull with a blade piercing up through it, spattered in blood). He wields a sylvan scimitar a powerful elven sword, most likely pilfered from the body of one of his victims.
The orc band threaten the party and insisted on taking their belongings. They seem to have known the party would be there for some reason, which the group cannot at present fathom.
The ensuing battle is a tight contest, Dagny dealing death to the half-ogre and the two orc barbarians, Lume and Xavier handling the fighter, Doc magically keeping the orc mage in check, and Cadman helping where he can. At a timely moment, the leader astride a horrifying Volsteed, a meat-eating horned and bony-plated cousin of a horse, joins the melee on horseback, Dagny giving the orc leader as good as she got and Cadman meeting him mount to mount. After the orc deals tremendous injury to the paladin, he unleashes a mighty holy smite; Tol-rag is felled in the saddle, his deadly volsteed bearing him off the field.
In the course of the melee, Doc end up in a death duel with the flying orcish magi, eventually running out of spells and vanquishing his foe in earnest swordplay.
Only the near-dead Tol-rag escapes, his sword fallen to the field and taken up by Dagny, the barbarian. A captured orc rants with almost religious fervor on questioning, that Tol-rag is son to Nea-rag, the one who will bring all armies together under his banner and kill the races of the east.
Four days of travel and the party returns to Kelron just in time to take part in the Spring Festival. They enjoy a relaxing good time, share in the just rewards of a task well done. After reporting of affairs to Caldwell's right hand man Eliat, the wizard is mildly surprised of their trials and tribulations, and shakes his head sadly that the roads are so dangerous these days.
Festival proves the best time to sell the party's acquired treasure, as deals abound. Wisely, the set forth to always save their goods up to sell during festival.
Also, Ignak the goblin having shown promise as an ally in the road fight with the orcs, and a savant with magic. The party enrolls him in a magius academy called "Warthogs," providing him with all he needs to excel. Xavier agrees to teach classes there as part of the arrangement.
Session VII
Bookkeeping, training.
Xavier Cle2 Rog1 4,362
Doc Sor3 4,362
Dagny Bar2 Dru1 4,362
Lume Rog1 Sam1 F1 4,362
Cadman Pal3 4,362
Wednesday, October 3, 2007
Castle Caldwell
Sessions III, IV, and V 3/25/365-3/28/365
The captured goblins are safely secured and the storming of Castle Caldwell commences. The party comes up with a ruse to offer themselves up for hire to the squatters. The trick isn't very convincing, but it gets the door open and the party finds itself in the barbican with a group of human brigands that are in charge of the goblin raiders. A portcullis is dropped trapping the party in the hall. A battle ensues with a handful of goblins, a few rogues and a fighter with a glowing blade. One goblin releases two ravenous wardogs eager for the kill. Fortune smiles on the party, as our elven sorcerer notes a breeze behind one wall, and opens the hidden door to the gate control room. The gate is lifted, the breech exploited and the tight battle swings the heroes' way. Among the spoils are a magic sword found on a twitching goblin and Elandrus, (Elven for Lightbringer) the magic longsword. The sword goes to the paladin and the rest of the first level is explored. Two fire beetles and a cobra are the less threatening creatures found.
The final battle of the level was a surprise--the ringleader of this band of highwayman was a priestess of Nerull. A brief melee ensues with her and a few followers in the small shrine and after a tense few rounds, a well-placed smite from Cadman brings the evil lady down.
The second level proves dangerous as a twin of the evil priestess is discovered, which turns out to be a doppleganger. Also found are two mad mages working their nefarious alchemy. The duo proves more frightening than anything, as they are fairly easily handled by the party. Found among the alchemical lab is a book detailing the formulas of many heretofore unknown concoctions.
Later, the group is temporarily split up by a teleporter trick. Xavier and Doc are the first through and start poking around different sarcophagi. Dagny follows. Cadman comes through just as one of the lids is popped and out comes a wight. Dagny gets a negative level from the wight before the party takes it down. Perhaps the worst encounter in the dungeon was when Lume stumbled blindly into a gelatinous cube. He lost the handle to his katana and his backpack from the cube's acid, as well as many hit points. The cube's paralysis left him floating in it--it didn't look good for our rogue/samurai. Some timely applications of newly discovered slimebane did the trick, saving the intrepid explorer.
The finale of the castle featured a battle against some hirelings of the band, a few hobgoblins as well as some drugged up warriors. This battle went very well. The clearing of the castle took two days.
During a day of rest, it is discovered that a band of orcs with a half-ogre in tow has been lurking around. Ignak the goblin informs us that they are led by some half orc bigwig named Tol-rag. 'Rag' is some orcish name for royalty, like prince or king. Sighting the patrolling orcs from the battlement, the party rests the night, under siege...
Xavier Cle2Rog1 3342
Doc Sor3 3342
Dagny Bar2Druid1 3342
Lume Rog1Sam1F1 3342
Cadman Pal3 3342
The captured goblins are safely secured and the storming of Castle Caldwell commences. The party comes up with a ruse to offer themselves up for hire to the squatters. The trick isn't very convincing, but it gets the door open and the party finds itself in the barbican with a group of human brigands that are in charge of the goblin raiders. A portcullis is dropped trapping the party in the hall. A battle ensues with a handful of goblins, a few rogues and a fighter with a glowing blade. One goblin releases two ravenous wardogs eager for the kill. Fortune smiles on the party, as our elven sorcerer notes a breeze behind one wall, and opens the hidden door to the gate control room. The gate is lifted, the breech exploited and the tight battle swings the heroes' way. Among the spoils are a magic sword found on a twitching goblin and Elandrus, (Elven for Lightbringer) the magic longsword. The sword goes to the paladin and the rest of the first level is explored. Two fire beetles and a cobra are the less threatening creatures found.
The final battle of the level was a surprise--the ringleader of this band of highwayman was a priestess of Nerull. A brief melee ensues with her and a few followers in the small shrine and after a tense few rounds, a well-placed smite from Cadman brings the evil lady down.
The second level proves dangerous as a twin of the evil priestess is discovered, which turns out to be a doppleganger. Also found are two mad mages working their nefarious alchemy. The duo proves more frightening than anything, as they are fairly easily handled by the party. Found among the alchemical lab is a book detailing the formulas of many heretofore unknown concoctions.
Later, the group is temporarily split up by a teleporter trick. Xavier and Doc are the first through and start poking around different sarcophagi. Dagny follows. Cadman comes through just as one of the lids is popped and out comes a wight. Dagny gets a negative level from the wight before the party takes it down. Perhaps the worst encounter in the dungeon was when Lume stumbled blindly into a gelatinous cube. He lost the handle to his katana and his backpack from the cube's acid, as well as many hit points. The cube's paralysis left him floating in it--it didn't look good for our rogue/samurai. Some timely applications of newly discovered slimebane did the trick, saving the intrepid explorer.
The finale of the castle featured a battle against some hirelings of the band, a few hobgoblins as well as some drugged up warriors. This battle went very well. The clearing of the castle took two days.
During a day of rest, it is discovered that a band of orcs with a half-ogre in tow has been lurking around. Ignak the goblin informs us that they are led by some half orc bigwig named Tol-rag. 'Rag' is some orcish name for royalty, like prince or king. Sighting the patrolling orcs from the battlement, the party rests the night, under siege...
Xavier Cle2Rog1 3342
Doc Sor3 3342
Dagny Bar2Druid1 3342
Lume Rog1Sam1F1 3342
Cadman Pal3 3342
Monday, September 17, 2007
The Merchant Caldwell
Session II A Familiar Situation and the Job 3/17/365- 3/25/365
The group decides to use the wizard Varkus's underground lair as a base of operations. A very nasty spider is found during the cleanup phase, and we have our first instance of friendly fire when Xavier gets a bit torched for his troubles by an errant throw from our friendly neighborhood sorcerer. Two skeletons are dispatched as well.
Owing to the unusual circumstances of the kidnapping, the party undergoes some fact-finding, each according to his or her talents. Thus the first trip to the Goat Market, the prison and Lord Caldwell. Varkus is interrogated before facing trial, and the mysterious name Garinor comes out. Garinor is apparently a big name in the Thieves' Guild in Norin.
A visit to the up and coming merchant Clyve Caldwell shows that the Lady Sylvia was abducted while a guest at his estate. During this visit, the party helps a delivery boy from getting into too much trouble by rounding up his loose animal charges. The rather ill-mannered house wizard Eliat, shows his colors by treating the boy and the party like something the dog dragged in. Eliat offers the party Caldwell's appreciation and wishes to hire them to eliminate a group of goblin bandits squatting in a Castle that he has recently purchased.
Outside Castle Caldwell the party ambushes four goblin sentries and captures them. After witnessing the four interact prior to capture, the party decides the cleverest of the goblins (and perhaps the least malicious) could serve as a guard over the others. His name is Ignak, and later he will prove himself invaluable, once he gets that he will prosper more for working with the party than against it. The assault on the Castle awaits....
Xavier Cle1/2 Rog1/2 1000
Doc Sor1 1000
Dagny Bar1 1000
Lume Rog1/2 Sam1/2 1000
Cadman Pal1 1000
The group decides to use the wizard Varkus's underground lair as a base of operations. A very nasty spider is found during the cleanup phase, and we have our first instance of friendly fire when Xavier gets a bit torched for his troubles by an errant throw from our friendly neighborhood sorcerer. Two skeletons are dispatched as well.
Owing to the unusual circumstances of the kidnapping, the party undergoes some fact-finding, each according to his or her talents. Thus the first trip to the Goat Market, the prison and Lord Caldwell. Varkus is interrogated before facing trial, and the mysterious name Garinor comes out. Garinor is apparently a big name in the Thieves' Guild in Norin.
A visit to the up and coming merchant Clyve Caldwell shows that the Lady Sylvia was abducted while a guest at his estate. During this visit, the party helps a delivery boy from getting into too much trouble by rounding up his loose animal charges. The rather ill-mannered house wizard Eliat, shows his colors by treating the boy and the party like something the dog dragged in. Eliat offers the party Caldwell's appreciation and wishes to hire them to eliminate a group of goblin bandits squatting in a Castle that he has recently purchased.
Outside Castle Caldwell the party ambushes four goblin sentries and captures them. After witnessing the four interact prior to capture, the party decides the cleverest of the goblins (and perhaps the least malicious) could serve as a guard over the others. His name is Ignak, and later he will prove himself invaluable, once he gets that he will prosper more for working with the party than against it. The assault on the Castle awaits....
Xavier Cle1/2 Rog1/2 1000
Doc Sor1 1000
Dagny Bar1 1000
Lume Rog1/2 Sam1/2 1000
Cadman Pal1 1000
The Adventure Begins...Kidnap!
As this is the beginning and we need to catch up, I will be abbreviating these blogs. I'm still working on the format here, so the setup is subject to change.
Session I The Lady Sylvia is kidnapped! 3/16/365-3/17/365
Party meets by fortune at the gnomish brewer Silvermane's inn and tavern in the port city of Kelron and catches a couple of thugs making off with a conspicuous looking sack. The party waylays the duo and rescues the abducted Lady Sylvia, cousin to the King of Ghyr. Through thorough questioning before the guards arrive to cart the pair away, it is learned that they are in the employ of a wizard named Yarkus. A ruse is devised where our sorcerous elf E' Doc poses as our Lady of Burlap and the group poses as the kidnappers. A secret lair is discovered under a fountain in the street. Encountered along the way is the wizard's pet rust monster (Rusty, of course) and the invisible wizard in his alchemical lab. The party emerges victorious.
name classes/levels xp needed
Xavier Cle1/2 Rog1/2 600 1000
E' Doc Hy lidae Sor1 600 1000
Dagny Bar1 600 1000
Lume Essence Rog1/2 Sam1/2 600 1000
Cadman Pal1 600 1000
Session I The Lady Sylvia is kidnapped! 3/16/365-3/17/365
Party meets by fortune at the gnomish brewer Silvermane's inn and tavern in the port city of Kelron and catches a couple of thugs making off with a conspicuous looking sack. The party waylays the duo and rescues the abducted Lady Sylvia, cousin to the King of Ghyr. Through thorough questioning before the guards arrive to cart the pair away, it is learned that they are in the employ of a wizard named Yarkus. A ruse is devised where our sorcerous elf E' Doc poses as our Lady of Burlap and the group poses as the kidnappers. A secret lair is discovered under a fountain in the street. Encountered along the way is the wizard's pet rust monster (Rusty, of course) and the invisible wizard in his alchemical lab. The party emerges victorious.
name classes/levels xp needed
Xavier Cle1/2 Rog1/2 600 1000
E' Doc Hy lidae Sor1 600 1000
Dagny Bar1 600 1000
Lume Essence Rog1/2 Sam1/2 600 1000
Cadman Pal1 600 1000
Wednesday, September 12, 2007
Welcome Gamers
This is our groups' first gaming blog. Currently we are involved in two campaigns, a DND game that meets roughly every two weeks, and a Saga edition Star Wars game that has just one session under its belt. As the DM of these games, I'll endeavor to get our readers up to speed so that we have a record of events, and I'll post any news or announcements along the way. For now, this is just a post to get the site going.
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