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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: jgants on January 24, 2009, 12:57:47 PM

Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: jgants on January 24, 2009, 12:57:47 PM
This will be the actual play thread for my new D&D 4e campaign called "Shadows over Fallcrest".  Listed below is the basic campaign starting point concept, with the list of regular characters.

Note: The "nameless wizard" is not actually the name/concept of the character, but rather its just that the player hadn't yet chosen a name as of this writing.  I assume by next session the character will have a name.

Campaign Background
This saga begins in the small city of Fallcrest, where a group of local would-be heroes have joined together to look for adventure.  Some of the group think it is their duty to perform good deeds and help the city regain power in the region against the evil that surrounds them.  Others simply see an opportunity for excitement, or perhaps a way to make easy money.

The group consists of:

• Al Trueism, a local human wizard who specializes in using his spells to control the movement of enemies on the battlefield.

• Berend, a local dwarf cleric of Bahamut.  His specialty is aiding allies from the back lines.

• Krolec Jar'Bin, a local elf ranger.  His skills are primarily with his two blades, but supplemented with his sturdy bow.

• Quinn, a local human fighter.  He carries a greatsword and focuses on making heavy-damaging attacks.

• Shaelynna, an eladrin ranger from the surrounding lands.  She and her beast companion, Dilis – a feyborn lynx, use tactics to outflank enemies, then move in for the kill.

• Zena, a human fighter (warrior princess) from a far-off land.  Her specialty is in fighting enemies defensively, while maneuvering them around the battlefield.

• A mysterious eladrin wizard who has not revealed her true name.  She specializes in spells that can cause great injuries from afar.
Title: Session 1: Marked for Death
Post by: jgants on January 24, 2009, 12:59:34 PM
Session 1: Scene 1 (of 3)
The day started out with the group of would-be adventurers performing the most mundane of tasks, grocery shopping at the local market in the plaza.  Everyone is in attendance.  

While relaxing over by the fountain at the center of the plaza, Al notices a couple of figures moving through one of the crowded areas.  No features can be seen, but they appear to be wearing heavy monk robes.  While not out of place by itself, Al nonetheless gets a bad feeling.  On closer inspection, he notices the two men have unnatural bulges under their robes – they are clearly carrying weapons.  He decides to head in for a closer look.

The other members of the group are spread all over the plaza.  Some of them have begun to notice Al moving deliberately towards something.  Krolec figures out that Al is looking at the monks.  He further figures out the monks are headed straight for a man in the crowd – a middle-aged human wearing a black cloak with a striking purple lining.  Krolec tries to shout out a warning to Al and the others, but his voice is largely lost in the din of the crowded market.
Just as Zena, Al, and Shaelynna move into the crowd, the two monks throw off their robes and reveal their true forms – they are drow.  The drow immediately draw their swords and hack at the man in the cloak, then begin to run off.

The first drow quickly runs past Al, Krolec, and Shaelynna, but is greatly injured in the process from their attacks.  However, Shaelynna suddenly feels the pain of a crossbow bolt striking her in the back, followed by the sickening feeling of poison.  There are apparently other drow around, hiding somewhere in the plaza.  Back at the other end, Quinn scans the crowds to find the shooter, but doesn't see anyone.

The second drow also attempts to run for it, but is quickly stopped by Zena's maneuvering.  She, Shaelynna, and Al quickly finish him off.  Meanwhile, the first drow has nearly made it to a building at the far end of the plaza.  The nameless wizard attempts to stop him using a burning hands spell, only to succeed in frying a local horse as collateral damage.

As Berend moves in to try and convince the drow to surrender, he is struck in the side by another poisoned crossbow bolt, while a second shot whizzes by Quinn's head.  There are clearly two snipers in the area.  The crowd begins to panic and run, knocking Zena off her feet in the process.

As Krolec finishes off the other drow with a couple of arrow shots, some of the group begin to spot the snipers – a couple of cloaked drow are hiding up on the room of the shop at the end of the plaza.   Krolec fires off a couple of arrows while Berend and the nameless wizard use their spells to blast at the drow assassins.  The drow quickly decide to retreat and disappear from sight.
Title: Session 1: Marked for Death
Post by: jgants on January 24, 2009, 01:00:39 PM
Session 1: Scene 2 (of 3)
Shaelynna, Dilis, Krolec,  Zena climb up the building to the roof while Al, Quinn, Berend, and the nameless wizard stay on the ground.  The drow have split up and begin to leap across to adjacent buildings.

On the left side of the battlefield, Al quickly casts icy terrain on the rooftop where the drow is standing.  He slips, but manages to catch himself, only to fall minutes later while trying to pull himself back up.  Al then rushes down the street, leaving Berend to finish up with the drow.

On the other street, Quinn sprints down to the end to cut off the drow assassin while the nameless wizard stops halfway to fire off a magic missile.  Everyone on the roof pursues the second drow, leaping across the divide to the adjacent building.  Shaelynna and her cat, however, stop short.  Dilis is able to grab on to the ledge with his claws, but Shaelynna crashes to the ground, causing minor injury.

Up top, Krolec fires a couple more shots at the fleeing drow.  The shots hit home, causing him to lose his balance.  The drow misses his next jump, and falls to his death.  

Everyone quickly moves towards the second drow, which Berend is unsuccessfully attempting to subdue.  Zena calls out that she agree with Berend's idea to capture the second drow to get information, but Krolec's hatred of the drow convinces him to finish the drow off with a couple of arrows instead.
Title: Session 1: Marked for Death
Post by: jgants on January 24, 2009, 01:02:04 PM
Session 1: Scene 3 (of 3)
With all of the drow dead, the group begins to collect their spoils of war.  All the drow appear to be carrying are their weapons and a couple of copper pieces.  Al is disappointed in their lack of treasure.

With everyone wanting to do something different, Shaelynna decides to take charge and direct everyone.  She and Krolec will attempt to track where the drow came from / where they were heading back to; Berend and Zena will inspect the bodies; and Al, Quinn, and the nameless wizard will go check on the man that was attacked.

Shaelynna and Krolec are able to quickly track the drow back to a sewer grate nearby.  It appears to have been opened recently.  They attempt to listen for anyone else down there, but don't hear anything out of the ordinary.

Meanwhile, Berend and Zena discover that the drow have tattoos.  Berend recognizes the symbol as being religious, but can't place it.  They decide to sketch a copy to show others.  They also ask around to see if anyone saw anything, with one local confirming the drow came from the sewer grate.

Across the plaza, Al, Quinn, and the nameless wizard quickly discover the cloaked man is no longer in the area, though they do spot a rather large pool of blood.  The nameless wizard tracks the blood while Quinn questions people in the plaza.  The blood trail leads to a nearby alley, which Quinn's contacts confirm the man went into, where it stops abruptly.

The immediate area is searched.  Quinn checks the rooftops while the wizard teleports a short distance away to pick up the blood trail.  Neither of them find anything.  

Everyone reconvenes in the plaza.  Shaelynna has Dilis attempt to pick up the man's trail, but the lynx is unable to pick up the scent.  The nameless wizard is able to identify the tattoo – it's the mark of Lolth's Spiderguard.  The two masquerading as monks appear to be younger recruits, while the two on the rooftop were trained assassins.  The wizard goes on to explain that these drow are sent out as a small team to assassinate targets that have been directly identified by the drow high priestesses as threats to Lolth.  Members of the group hold different opinions on whether or not this indicates the man attacked is on the side of good.

But there is one more important piece of information that the nameless wizard provides – this kind of team would always have someone in the field coordinating them.  The group surmises that whoever is in charge of the team is likely still down in the sewers.

Disagreement breaks out over what to do next.  Berend does not want to risk going into the sewers and stepping into a trap.  Al is more concerned about getting a commission for doing so, as well as thinking it is better to follow up on the missing victim first.  Quinn silently agrees with them, but says nothing openly.

However, the nameless wizard, Shaelynna, and Krolec feel that time is of the essence.  They want to intercept the leader of the drow for multiple reasons – to capture them for information, to interrupt communication back to the drow lair about the mission, and to stop what they consider a further threat to the town.  Plus, as elves and eladrin, they feel a personal obligation to wipe out evil drow.  Zena agrees with them as well.

Though the situation is not quickly resolved, Shaelynna asserts that either by her decision as the leader, or by majority decision of the group, they should head into the sewers.  She further states that her side will go in with or without the others.
Title: Session 1: Marked for Death
Post by: jgants on January 24, 2009, 01:17:09 PM
Session 1: Session Notes
Well, I finally got to start my actual 4e campaign after running a series of one-shots.

Every player but one (the one playing Zena) had played before, so we were able to dive into the actual game right away.  We also had all characters created ahead of time, so we could skip the (usually painful) character creation session.

I've acquired a fair bit of Dungeon Tiles and miniatures over the past year, and everyone seems to enjoy using them during the game.  In previous D&D (and other RPG campaigns) were rarely, if ever, used minis.

My only regret is that a couple of the characters don't have really good fits for their PCs.  There just aren't nearly enough female and/or wizard type minis easily available/priced low (the two wizards PCs were represented by "cultist priest" type minis).

For the terrain, I used two sets the Streets of Shadow dungeon tiles.  When I first saw the tiles, I scrapped my original plans for the campaign opening and went with this.  I knew a rooftop chase would be fun.  And the opening plaza screen presented a very crowded battlefield: I had crowds, benches, fountains, troughs, market stands, and flower beds placed all over the place.

The initial encounter is obviously sub-level 1 for a group of this size.  I wanted to open the game with a quick, fun encounter that would let everyone get used to each other without being in too big of danger (although having AC 18 and the drow assassins doing 2d6+3 damage was certainly a threat).

I also wanted to start the game somewhere mundane, because the conceit at the beginning is that the PCs are somewhat accomplished / skilled, but haven't really distinguished themselves yet.  So they start off performing a rather dull task that suddenly turns interesting, and its something in public that will gain them some recognition.

The man with the cloak and what the drow are doing there is deliberately designed to be one of those opening mysteries that won't be solved any time soon (more on that after future sessions).

Overall the game went pretty smooth.  Everyone caught on pretty quick and got a feel for their niche.  I am trying to push them to use an actual leader - it's just too difficult trying to have 7 PCs or more and have them all want to argue over every little thing.  We'll see how well that goes over next session with this disagreement about where to go next.
Title: Session 2 - Sepsis
Post by: jgants on February 07, 2009, 10:42:14 AM
Session 2 - Cast of Characters

Krolec - Elven ranger
Shaelynna - Eladrin beastmaster, with her fey lynx companion, Dilis
Al - Human control wizard
Leigh - Eladrin battle wizard
Quinn - Laconic human fighter
Berend - Grumpy dwarf cleric

Special Guest Star
Lucan - Half-elf swordmage / wizard / stoner
Title: Session 2: Sepsis
Post by: jgants on February 07, 2009, 10:43:25 AM
Session 2 - Scene 1 (of 4)

While discussing whether or not to go into the sewers to track the drow, Al reminds everyone about the dead horse.  His primary concern is to make sure there is "equine justice" before they run off after the drow, as it might look bad to observers.  He also wants to make sure the group avoids getting hauled into the local court of chancery by an angry merchant.

Krolec agrees that Al brings up a good point, but those wanting the group to head into the sewers still feel time is of the essence if they are to catch the drow.  Zena is about to make a point when she is overcome with pain, apparently having sprained her back in the rooftop chase.  As she leaves to go lie down for a while, a younger half-elf in the plaza takes notice of the group, overhearing their conversation about heading into the sewers.  He wanders over and makes a comment about the smell of barbecued horse meat in the air, but no one pays much attention to him.

Taking a break from the debate, Berend decides to again check the crowd to see if anyone else saw the man in the purple cloak, but is unsuccessful.  He also re-checks the alleyway where the man was last seen, but finds no new evidence.  He does, however, confirm that the man did not appear to go into any of the adjacent buildings in the alley.

Meanwhile, the nameless wizard, who reveals her name to be Leigh, drags Krolec and Shaelynna off to the merchant's shop to quickly deal with the situation (though neither Krolec nor Shaelynna are quite sure why they are being dragged along).  Once inside, Leigh explains how she accidentally killed his horse while fighting drow.  

The merchant is initially upset about losing "Betsy", but then gets quite concerned about drow being in the city.  He rushes over and begins boarding up the windows.  Krolec tries to calm him down, explaining the immediate threat is over but that they will need to come back and compensate him for the horse later, as they need to pursue any remaining drow in the sewers now.  The merchant takes Krolec for a man of his honor, and agrees.

With that taken care of, everyone reconvenes in the plaza, including the half-elf stranger who wandered over.  Although he appears to be a bit too fond of smoking herbs in his pipe, the man has the look of an adventurer and is half-elven, and so the group decides to invite him along to help, figuring they need all the help they can get.  The man introduces himself as Lucan, a swordmage who also studies the arts of wizardry.  He agrees to come along, though not so much out of a sense of duty to fight the drow as that he is bored.

Al relents and decides that although he personally thinks it is a bad idea to head into the sewers, he is willing to go along with the group.  Berend, however, seems intent on being the voice of dissent against the descent.  He begins rambling about how he's lived in the town all his life and the sewers are too dangerous to just go heading into.  Quinn silently agrees with him while everyone else contemplates whether Berend is acting out of prudence or cowardice.  Either way, they find it an odd attitude for a would-be adventurer to have and decide to head into the sewers without them.
Title: Session 2: Sepsis
Post by: jgants on February 07, 2009, 10:44:28 AM
Session 2 - Scene 2 (of 4)

Pushing the sewer grate aside the rest of the way, revealing a small ladder leading down, they peer down into the drainage system.  It's very dark down there; too dark for even the elves or eladrin to see, much less the humans.  Al uses his light cantrip to illuminate a small rock that they then toss down.

The light illuminates the area at the bottom of the ladder.  There appears to be a ledge on either side of the sewer waters, which are flowing into a smaller grate that no doubt leads out to the river.  The sewer waters span about ten feet wide, and Krolec guesses they are probably around two to three feet deep.

Krolec heads down first to check out the immediate area more before allowing anyone else to come down.  He can see that the passage ends very shortly on his left side, leading into a dead end with the smaller grate.  To his right, he can see the passage way goes down a bit further, and there is a bridge crossing the sewer waters.  Moving a little closer in, he hears something splashing around on the other side of the bridge.

Everyone else heads down into the sewer passage.  Using a small ledge over the small drain, half the group decides to move to the opposite ledge so they can approach the bridge from both sides.  Krolec takes up the lead on his side, followed by Leigh.  On the other side, Shaelynna and Dilis head in first, followed by Al.  Lucan tries to stay somewhat in the middle, staying on Krolec's side but hanging back a bit.

As they get closer to the bridge, Leigh spots a body floating in the sewer waters partially under the bridge.  Shaelynna moves in closer to investigate.  The body appears to be convulsing.  Thinking the man to possibly be still alive and injured by drow, Shaelynna begins to pull him up.
Title: Session 2: Sepsis
Post by: jgants on February 07, 2009, 10:45:48 AM
Session 2 - Scene 3 (of 4)

As soon as Shaelynna moves the body, all hell breaks loose.  She quickly notices the body is dead, and that a giant centipede was underneath, feeding on it.  The centipede immediately attacks her with a vicious bite that contains the stinging sensation of poison entering her veins.

Shaelynna moves into flanking position with Dilis and begins to attack back.  She's having trouble fighting off the effects of the poison, though, and quickly becoming seriously injured.  Krolec readies his bow to attack the creature while Leigh blasts it with a magic missle.  Al switches his light cantrip to target the centipede, lighting it up for easy visibility.

Things get worse from there.  The commotion of the fight appears to have disturbed a couple of resident shadowhunter bats.  The bats move in and make flyby attacks on Krolec and Shaelynna.  Worse, a couple of small swarms of demonweb spiders pour in from around the corner, also attacking Shaelynna with their poisonous bites.

Krolec quickly reacts by focusing his attention on the shadowhunter bat attacking him, firing off a couple of arrows.  Unfortunately, they fail to find their mark.  Al does better by casting a cloud of daggers around it.

Meanwhile, Shaelynna and Dilis focus on the centipede using their teamed predator strike maneuvers.  Lucan helps out by using his aegis of assault ward on it, and charging across the bridge to attack it with his greenflame sword.  Leigh also continues her barrage of magic missiles.

The centipede finally goes down in short order, but Shaelynna is still in great danger from the spider swarm and bat attacking her.  The other swarm uses its ability to crawl the walls and drop down on Al.  Al quickly succumbs to their attacks and poison, and falls unconscious.

Krolec still isn't having much luck, either.  He keeps missing his target, and the bat is starting to seriously injure him.  He decides to rush over to help Al stabilize while Leigh uses a scorching burst to destroy the swarm that injured him.  Lucan focuses his attacks on the swarm attacking Shaelynna, but isn't having much luck hitting with his sword.

Shaelynna decides to user her fey step to move out of the way of the spider swarm, positioning herself in the sewer waters.  Unfortunately, the bats quickly outflank her, and injure her enough to fall unconscious.  In addition to being mortally wounded, she also begins to drown in the sewer waters.

Krolec rushes over to help her.  Leigh manages to finish off one of the bats with her magic blasts.  Lucan still isn't having any luck hitting the spider swarm, which is now attacking him.

The other bat heads straight for Leigh.  Luckily, Krolec is able to stop it with a couple of shots from his bow.  Lucan then steps out of the way to allow Leigh to finish off the remaining spider swarm.
Title: Session 2: Sepsis
Post by: jgants on February 07, 2009, 10:47:18 AM
Session 2 - Scene 4 (of 4)

With two members of the group with serious injuries, Krolec decides it's time to make a strategic retreat.  He's not sure the drow would still be around at this point, anyway.

Before they head out, Leigh decides to investigate the body further.  It's been dead a while, a few days at least.  She also spots a small sack lying under the body.  Picking it up, she discovers it contains 200 silver pieces, and a fine diamond that she estimates to be worth around 100 gold pieces.

After they head back up to the plaza, everyone but Leigh heads to the river to wash themselves off.  Leigh goes back to the merchant to pay him for his horse.  He explains the horse and wagon parts that need replaced will cost him around 50 gold, but she talks him down to 40.  She gives him the 200 silver, plus 15 gold of her own money, and promises to get him the other five later.

However, the merchant also lost some special herbs that were being carried in the saddlebags on the horse.  The cost of the herbs isn't so much a problem, but they came from Harkenwold, and the road to Harkenwold has had problems with bandits lately.  He'll need another 100 gold just to hire mercenaries to make the trip.  Leigh offers to discuss it with her group that perhaps they could make the herb run for him.  The man is pleasantly surprised at the offer.

Once the rest of the group gets back, Leigh solicits a donation of five gold from Shaelynna and uses it to pay off the remaining debt to the merchant.  Lucan, feeling the effects of herb-induced hunger, buys half a pound of beef jerky.  Everyone then gets all together to discuss what to do next.  

Krolec isn't happy that Berend and Quinn didn't go along with the group, and that as a result they were nearly all killed.  Berned counters that two near deaths are exactly the reason he said not to go down there.  A long argument ensues, with Krolec insisting on hammering out some kind of agreement or charter for the group before they proceed any further in their adventuring careers.

Berend ultimately decides he can't commit to the kind of dangerous adventures the group intends to go on without having 100% trust in his leader, and leaves.  Lucan stays around for the discussion, but makes it clear he has no real ambitions to go off adventuring at this point, and will not be joining either.

They all head to a bar to discuss the situation further.  The rest of the group decide the best thing to do is elect a leader to guide what the group will do.  Early discussions seem to favor Shaelynna or Krolec.  After casting secret ballots, Lucan acts as the impartial vote counter.  He announces Krolec to be the winner.

Krolec takes the reigns and discusses his intentions that anyone who is in the group must follow along with what the group decides to do, or they will be kicked out.  He also assigns treasury duties for the group to Leigh, after making sure no one objects.  He laments his next task – figuring out some kind of name for the group.

Coincidentally, sitting in the same bar is Berend's cousin, Merend, who has very similar training as Berend (they went through the seminary for the church of Bahamut together).  Merend, however, has a more agreeable and less surly personality.  The group decides to let Merend join them, as they are in need of a cleric.

They all then begin planning their trip to Harkenwold...
Title: Session 2: Sepsis
Post by: jgants on February 07, 2009, 11:02:38 AM
Session 2 - Session Notes

Well only two sessions in and already we've hit the "mixed bag" result.  Sigh.

The main problem here is that the Berend (now Merend) player, who is usually my favorite and most reliable player, has a tendency to get just a little too method-acty at times.  And in this case, he became too into the whole "realistic response" thing and it caused a major disruption.  So, instead of just changing Berend's personality a little to be a better fit, he wanted to replace him with an identical character with a different name.  Don't ask me why, I never really got into the method actor thing.

Hence, the demand by the Krolec player for no more splitting up and doing your own thing.  That was actually an OOC demand - he threated to quit playing the game if they do that again.  Normally that player has a tendency to over-react to stuff like this, but in this case I'd have to agree.

So, basically, the encounter I planned for seven characters was much more challenging with five, particualrly with no fighters or clerics to fill their gaps.  However, I refused to scale down the encounter when the group spilits up and have let them know as much.  I'll plan encounters based on how many people attend the session.  If they decide to split up, they increase their risk.  Its my small nod to a more simulation style of play.

It was also a tough encounter because it was a small group of high-level enemies instead of one big enemies or lots of evenly matched ones.  The centipede was level 4, the bats level 3, and the spider swarms had been scaled down to level 1 (I believe they are level 7 by default).

There's also the problem that they still aren't being very smart about tactics, or understanding their roles.  One big one - the rangers still have a tendency to think of themselves as front-line assaulters and stand toe-to-toe with opponents.

If the group had traveled a little further down, they would have had a second encounter with some giant spiders (two deathjumps and a scaled down blade spider) plus the drow priestess (scaled to level 4).  Sadly, their injuries prevented that encounter from taking place.

Next up is the trip to Harkenwold and the fights against the bandits that will no doubt ensue.  As I'm sure everyone guessed already, I was completely expecting them to offer to do the escort mission rather than spend the 100 gold.

Originally, the plan was far less linear.  They were supposed to capture or kill the drow priestess, making them local heroes and presenting several different choices of jobs to do next.  However, since they fucked that up, they'll have to redeem themselves by taking out the bandits first.
Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: jgants on February 10, 2009, 12:19:26 AM
Update - Laying down the law a bit

So, after last session I sent out some revised notes as guidelines for character personalities.  I think the group leader and the "group charter" they are working on will solve most of the problems, but I figured I may as well spell out the bare minimums for character personalities that I would find acceptable for playing in the campaign.

I try not to limit the players too much, but the problem is that in order to avoid constant arguments between characters (which bleeds into arguments between players) there's some basic guidelines they are just going to have to follow (as "unrealistic" as they might be).  I did not use these rules in other campaigns, but for this one I'm going to have to insist.

Here's the "rules for personalities" I laid out in that email:

* Your character MUST have a personality such that they are willing to
comprimise with others. If you've created a personality in your mind
that is stubborn to the point that they will never comprimise and must
always have things 100% on their terms, please come up with a new
character or change the personality.

* Your character MUST implicitly trust the other members of your
group. The characters are all supposed to be friends, and should trust
each other as friends (in and out of combat). If you've created a
character that doesn't trust anyone, please come up with a new
character or change the personality.

* Conversely, your character MUST like and respect the other members of
your group. No matter what your personality or alignment to the
outside world is, consider your alignment to be lawful good for
purposes of interacting with the other group members (i.e., no stealing
from them, no lying - directly or by ommission, no putting them in
harm's way, no failing to help them out when they need it, etc). If
you've created a character that wants to manipulate the other group
members or take advantage of them, or is simply unwilling to help them
unless there is something in it for your character, please come up with
a new character or change the personality.

* Your character MUST want to be an adventurer. They MUST desire to
gain fame and fortune being performing heroic, risky deeds that the
average person would be far too frightened to do. And they should
assume most of the time their rewards will be found from their
adventures - they do not just wait around for someone to hire them to
do things (though that can happen from time to time). They must be
willing to go where angels fear to tread if they absolutely have to.
Being smart and prudent to manage your risk is one thing, avoiding all
conflict and risk is another. If you've created a character that
doesn't want to risk his life or isn't interested in adventuring for
fortune and fame, please come up with a new character or change the
personality.
Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: jgants on February 10, 2009, 12:25:59 AM
The Lucan Player

I just realized I forgot to explain this in my session notes.  Basically, I'm keeping an open slot in the group for drop-in players because there were several who wanted to try it out, but I'm trying to keep to a hard limit of 8 players (and even that is more than I would prefer, but the politics of the situation make it difficult to do less).

So, this week we had a guy who wanted to try out a swordmage / wizard combo.  He caught on to the new rules right away, not really needing much explanation at all - leading me to continue to believe that 4e is a much simpler game than the past editions (save basic D&D) despite those who argue to the contrary.

His reaction to 4e, however, was pretty lukewarm - the first player who has tried the new rules and not been overly impressed.  But I kind of expected that - he's more into the role-playing part of gaming and less into the gamey parts.  He prefers to play in a GURPS campaign that's more rp-heavy, it just works better for him.  And that completely makes sense to me - D&D is clearly geared towards more action-heavy gaming which just isn't what he's looking for.
Title: Session 3: The Prophet of Juniper Creek
Post by: jgants on February 21, 2009, 12:34:37 PM
Session 3 - Cast of Characters

Leigh - eladrin battle wizard
Al Truism - human controller wizard
Krolec Jar'Bin - elven two-blade ranger
Merend - dwarven devoted cleric
Shealynna & Dilis - eladrin beast master ranger and her fey lynx companion
Title: Session 3: The Prophet of Juniper Creek
Post by: jgants on February 21, 2009, 12:35:25 PM
Session 3 - Scene 1 (of 4)

Discussing what to do next, it suddenly occurs to Merend and Krolec that they should probably recover the body the group found in the sewers to make sure it gets a proper burial. While this is going on, Quinn takes the opportunity to step away quietly. He's still a bit annoyed with being yelled at for not going down into the sewers (which he knew were too dangerous), and needs some time by himself to cool off.

Merend is also concerned about finding the dead man's next of kin. Although the sewers are not technically city limits and therefore they have legal salvage rights to the diamond and the money they found, he's concerned about a potential moral obligation to return the money to the victim's family. Because of the dangers they faced last time, Krolec declares they will wait until everyone has had a chance to rest up before heading back down.

Around this time, the local militia forces have finally arrived to the plaza area – three soldiers, one wearing the insignia of a sergeant. The sergeant introduces himself as Sgt. Gerdrand. He is a tall, lanky man with a gruff demeanor. Getting straight to business, he asks for details on what happened.

Krolec gives a brief explanation about the drow attack, with Sgt. Gerdrand grunting in acknowledgement at various points. The sergeant is somewhat surprised by the drow attacks, as the drow typically don't operate in the area. He is unfamiliar with the mysterious man in the purple cloak as well. He is not, however, surprised to hear about the dangerous vermin in the sewers. Gerdrand remarks on how he'd never go down in the sewers because they are too wild and dangerous. He then proceeds to dispatch his men down there to recover the body Krolec mentioned.

Sgt. Gerdrand recognizes the body once his men pull it out of the sewers. He identifies the man as Pace, a local thief and a drunk. Gerdrand surmises that Pace probably went down into the sewers while drunk, then slipped and injured himself – causing him to drown in the sewer waters.

To Merend's relief, Pace is not known to have any kin. According to Gerdrand, not much is known about Pace's personal life except that he lived out of a room in a flophouse over on Orchard Street. However, they also learn from the sergeant that Pace disappeared about a week ago, after he reportedly stole a valuable diamond from a wealthy woman in Winterhaven. Merend ponders whether or not they have an obligation to return the diamond to the woman he stole it from, but says nothing in front of Gerdrand.

With nothing more to discuss, Sgt. Gerdrand and his men collect the other bodies of the drow (and the charred corpse of Betsy the horse) and begin carting them off to the potter's field. Everyone decides to go back to their homes to rest up for the journey to Harkenwold in the morning. Al decides to take one of the drow's short swords, while Leigh sells the rest of the drow weapons off for a few gold pieces.

On her way back to her cabin, Shaelynna stops at a butcher shop to purchase a side of beef and some extra scraps to feed Dilis with on the trip. She stuffs it all comfortably (if a bit messily) into a large sack.

Merend decides to go talk to his cousin Berend at the local temple before heading out on the trip. He wants to make sure to get his cousin's perspective on the other members of the group. Arriving at the temple, he also finds the local temple guardian and priest of Pelor, a gruff dwarf named Grundelmar.

Grundelmar is happy the drow situation was dealt with, but complains about his parishioners having problems on the road to Harkenwold from a group of a dozen or so bandits. Grundelmar claims the bandits operate out of the ruins of Raven's Roost. Merend floats the idea of the group taking care of the bandit problem, but is looking to see if there is any reward to be had. Grundelmar responds that he has put all his money into establishing the temple, but he will gladly reward the group with priestly favors should they eliminate the bandits. Merend agrees to bring up the idea with the group.
Title: Session 3: The Prophet of Juniper Creek
Post by: jgants on February 21, 2009, 12:36:18 PM
Session 3 - Scene 2 (of 4)

The next morning begins with everyone getting together at the edge of town, heading off on the road to Harkenwold.  Merend explains to everyone about his conversation with Grundelmar.  They agree that taking out the bandits is a good idea, but there is some discussion over whether to do it before or after they retrieve the herbs.  Most everyone ends up agreeing with Shaelynna – it would be better to either eliminate the bandit threat first, or return the herbs to Fallcrest first; so as to avoid the risk of losing the herbs while engaging the bandits.

The discussion then moves to which road they should take when they come to the fork in the road leading out of town.  They could either take the Trade Road up into the hills and mountains near the old minotaur ruins of Thunderspire then south down to Raven's Roost.  Or, they could take the King's Road down to Harkenwold directly, passing through the forests along the White River.

Krolec initially declares the northern Trade Road to be their best bet.  But he quickly changes his mind.  There are likely more bandits along the Trade Road, Thunderspire is rumored to be home of very dangerous creatures, and he'd just rather get the herb situation over with before tackling the bandits.

A couple hours later, and they head into the forested region.  Sheaelynna and Dilis take the point, staying out a little ways ahead of the others.  Shaelynna spots something moving back in the forest a short distance ahead, and rushes back to tell the others.

Krolec and Merend are both thinking it could be a bandit ambush.  Krolec has Shaelynna and Dilis head into the forest while they continue more slowly along the road.  He hopes to be able to get a jump on the bandits.

Moments later, Krolec spots a couple of women coming down the road.  Merend suspects they are intended as a distraction for the bandits.  As they get a little closer, Krolec and Leigh hear that the women appear to be calling out looking for someone named "Rhonda".

Back in the forest, Shaelynna attempts to find who is in the area.  Not stealthy enough at first, she spooks someone hiding behind a tree.  It moves too quickly for her to get a good look, but she can tell the shape was shorter and humanoid.

On the road, Krolec decides to send Merend out to talk with the women a little ways ahead of the group.  He makes sure they get close enough that the wizards can attack with their magic missiles if necessary.  The women appear to be wearing older-fashioned peasant clothes.  

The women announce themselves as being from the nearby village of Juniper Creek.  They inform Merend that they are looking for a younger woman named Rhonda, who has gone missing.  She apparently snuck out to play while they were waiting for her to get dressed.

But Merend can tell something isn't quite right with their story.  They are a bit evasive as to how the girl went missing, or what she was up to before she disappeared.  One of them also lets a comment slip about "he won't be happy" that the other woman gives her a stern look for.  Merend inquires further, with the woman explaining that the "he" she referred to is "the father".

Shaelynna slowly and quietly advances her way forward in the woods.  She eventually spots someone hiding – it appears to be an adolescent girl wearing old-fashioned clothes.  The girl appears to be nervous, but seems to be in good health and has no signs of injuries.  Shaelynna decides to watch her for awhile before deciding what to do next.
Title: Session 3: The Prophet of Juniper Creek
Post by: jgants on February 21, 2009, 12:37:24 PM
Session 3 - Scene 3 (of 4)

Krolec hears the sounds of horses approaching from back down the road, in the direction the women came.  It sounds to him like two horses, moving quickly but not at a fast gallop.  In short time, two horses appear around the bend.  Both are ridden by men wearing old-fashioned peasant clothes.

Merend asks the women about the men on the horses as they approach.  One of them declares the man in front to be "Alby", the local keeper of the peace.  The other man is one of his assistants.  Alby immediately dispatches his assistant into the forest to "find her".

Merend tries to strike up a conversation with Alby, but it is clear the man isn't that interested.  He considers this a "private matter" and tells Merend they are free to move along.  While Merend talks to Alby, Krolec quietly slips off into the forest to warn Shaelynna.

In the forest, Shaelynna hears the man on horseback heading in.  She sneaks around behind the girl, then grabs her while placing her hand over her mouth.  Warning her not to make a sound, Shaelynna moves them to a better hiding spot just as the man enters the area.  She hears him calling out for Rhonda to come back, noting that she's "defying the will of the prophet".

Once the man is out of earshot, Shaelynna talks quietly to the girl.  The girl tells Shealynna that her name is Rhonda and she comes from the nearby village of Juniper Creek.  After piecing some comments together, Shaelynna is able to understand that Rhonda ran away because she was scheduled to be married to "the prophet" – the leader of the village who is said to be able to divine the will of the gods.  Apparently the village practices a very old-fashioned sect of religion that still believes in polygamy and arranged marriages.

Shaeylnna tries not to make judgements about the religion of the village, but definitely disagrees with a female being forced to marry against her will.  She decides to help sneak Rhonda out of the area.  By this time, Krolec has also found them, and overheard some of the girl's story.  He's much less understanding of the difference in cultures, and tends to believe the prophet's hold over the village represents tyranny.

Having to put the philosophical question of morality aside for the moment, Krolec comes up with a plan to go back and distract Alby long enough for Shaelynna to move past him.  They will all meet up five miles down the road and decide what to do next.

By the time Krolec emerges back from the forest onto the road, Alby is in a pretty foul mood.  Merend has spent several minutes too long getting things ready to move out again.  Obviously he intends to charge into the woods the second the group leaves the area.  Alby does notice Krolec heading out, and wants to know what he was up to.  Krolec bluffs his way out of it, explaining he went into the woods to relieve himself.  

Krolec then heads over to Alby, trying to pick a fight; partially to give Shaelynna time to move out, and partially because he'd like an excuse to hand out a beat down.  Alby doesn't rise to the bait, and the group eventually heads out under his watchful eye as Shaelynna manages to sneak Rhonda across an open path in the woods that leads down to the village of Juniper Creek and into the forests beyond.
Title: Session 3: The Prophet of Juniper Creek
Post by: jgants on February 21, 2009, 12:38:34 PM
Session 3 - Scene 4 (of 4)

A short while later, everyone meets back up at the pre-arranged area.  After introductions are made, everyone moves a little ways away from Rhonda to decide what to do with her next.  Shaelynna and Leigh want to take her to Harkenwold, safely out of the clutches of her village.  Krolec implies he'd prefer a more direct solution to ridding the village of the prophet (who he is convinced is a fraud), Alby (who he is convinced is a thug), and their enforcers, but the rest of the group finds the suggestion rather bloodthirsty and troubling, particularly since the prophet hasn't really done anything wrong according to how the society of the village functions.

Merend and Al get everyone to agree with their suggestion – see what Rhonda wants first.  But talking a bit more to Rhonda, it's clear she's pretty clueless.  She's never been out of the village before, and believes completely in her indoctrination.  She wants to head back to the village, but she doesn't want to marry such an old man (though she appears to have no problem with polygamy or arranged marriages in general).  She also appears to harbor feelings for a young man named Rick who was exiled from the village a year ago.  Merend stalls for more time by convincing her to accompany them to Harkenwold (and to look for Rick there), then saying he will speak to the prophet on her behalf when they head back that way.

Merend then insists they move out now, because they are still too close to the village.  Krolec agrees, and everyone heads back out into the forest as night falls.

Passing into the forest at night, Shaelynna fails to spot a bandit ambush up ahead quick enough.  Krolec readies his swords as four bandits emerge from the foliage and charge at them.  Leigh quickly blasts two of them with a scorching burst spell.

Two of the bandits head straight for Shaelynna and Dilis, while the other two head back towards Krolec and Leigh.  Al attempts to protect Leigh by placing a cloud of daggers in front of her.  This causes the bandit to move in and attack Al instead.

Shaelynna takes a slight hit, but quickly maneuvers herself to avoid being flanked by the bandits.  She and Dilis then move into striking position for one of them, while the other breaks off to attack Krolec instead.

Krolec quickly finds himself outflanked.  He takes a couple of strong, solid hits.  Al also has trouble with the bandit attacking him, taking some injuries himself.

Leigh attempts to help out Krolec by firing her magic missiles while moving Rhonda out of the way of danger.  A solid hit leaves one of the bandits bloodied.  Krolec presses his attack while attempting to escape, but is outflanked again.

After failing to intimidate the bandit enough by using his mage hand spell to retrieve the short sword he is carrying, Al steps back and allows Merend to charge in with his mace.  But Merend's attack is unsuccessful, and he is hit by a damaging strike from the bandit.

Between Krolec's deadly sword and Leigh's magic missiles, one of the bandits is finished off.  The other one that was on Krolec begins advancing on Leigh.  Krolec moves in to intercept.  Al attempts to aid Krolec using an orb of force, but his gambit fails.  Next to him, Merend is holding off the bandit nearest them using his lance of faith and sacred flame spells, while using his beacon of hope to heal them (though failing to weaken the bandits with it).

After several rounds of back and forth maneuvering, Shaelynna has maneuvered her prey right where she wants him, and she and Dilis move in for the kill.  Krolec and Leigh finish one of the other bandits off, while Al and Merend finish off the last one.

Searching the bodies, the group is disappointed not to find any treasure, though they are surge to pick up the bandit's maces.  Shaelynna gives one of the maces to Rhonda so she can protect herself.  Merend is also disappointed not to find any papers or other clues on the men, though he does notice they all have a tattoo of a raven on their shoulders.

Moving a short distance away, the group decides to make camp for the night.
Title: Session 3: The Prophet of Juniper Creek
Post by: jgants on February 21, 2009, 12:51:59 PM
Session 3 - Session Notes

After two combat-heavy sessions, this session was a nice chance to do more role-playing (and less arguing).  There were also less people this time around - two players couldn't make it, and a third drop-in player that I had scheduled also canceled.  Actually, it was rather nice.  I'd prefer to only run with 5 players if I could get away with it.

Sgt. Gerdrand and Grundelmar are straight from the DM's Guide, of course.  I wanted to present an opportunity for the PCs to starting interacting with the townfolk more.  As they perform more deeds, they should get more popular in town and make more contacts.

The Juniper Creek subplot, for those who don't recognize it, is heavily inspired by the HBO show, Big Love.  I had pre-prepared a series of happenings depending on which road they traveled on.  They chose the more interesting one, so that worked out nicely.  

I liked that storyline because it presented the PCs with a situation that makes them feel a bit uneasy, but has no clear resolution.  For the most part I like to keep a pretty black and white universe for D&D, but throwing a little bit of gray in once in a while keeps things fresh and allows for some more character development.

The bandit attack almost didn't fit in.  I just happened to roll a check for a random encounter to see if it happened before they made camp.  It did.

As for encounter planning, it seems I now plan 4 encounter configurations for each one.  Because I'm never quite sure what size the group will be that night, I plan out for 5, 6, 7, or 8 PCs so I can adjust the encounters a bit accordingly.
Title: Session 4: The Road Not Taken
Post by: jgants on March 07, 2009, 12:28:03 PM
Session 4 - Cast of Characters

Zena - human warrior princess
Leigh - eladrin battle wizard
Al Truism - human controller wizard
Merend - dwarven devoted cleric
Shealynna & Dilis - eladrin beast master ranger and her fey lynx companion

And introducing...

"Shay" - genasi defensive swordmage
Rhogar - dragonborn protecting paladin
Title: Session 4: The Road Not Taken
Post by: jgants on March 07, 2009, 12:29:49 PM
Session 4 - Scene 1 (of 3)

1 day ago...

Zena is hanging out in a local bar, relaxing with a nice drink as her back injury has finally recovered enough for her to get out of the house.  Across the room, she spots her friend Rhogar, a local dragonborn paladin.  She stops over to say hello, and the two discuss the possibility of heading out on an adventure to meet up with the rest of her group and fighting bandits.  

Rhogar, who is also friends with several members of the group (particularly Merend, as Rhogar is a paladin of Bahamut), agrees to join her on the trip.  As they discuss their plans to leave, another of Rhogar's old friends approaches – a genasi swordmage who Rhogar calls "Shay".  Rhogar introduces Zena and Shay to each other, and they all agree that three people on a trip are better than two.

As they are leaving, a patron at the bar beckons Zena over for a private conversation.  The man confirms that her group is the one searching for the man in the purple cloak, then reveals that there was another man who was asking about a man with a purple cloak about a week ago.  When Zena asks who the other person inquiring about the mysterious man was, the man tells her it was Pace, the ne'er-do-well rogue whose body they found in the sewers.  The man advises Zena to be careful, suggesting his opinion that the man in the purple cloak may have been responsible for Pace's death.

Wasting no time, the three compatriots head out of town almost immediately after the conversation with the bar patron.  However, Zena quickly realizes that she does not know which way the group headed, because Krolec never made a decision about that before the group left town.  After consulting some maps, the three decide that it makes the most sense to take the Trade Road north, then cut down to Raven's Roost so they can deal with the bandits first (as Krolec surely would have decided to do).

Their trip through the hilly region of the Trade Road is largely uneventful, except for one lone traveler passing them by during the day (whom they elect not to stop and talk to).  After a long day of travel, they make camp in the shadows of the Thunderspire Mountains.  The night passes quietly.
Title: Session 4: The Road Not Taken
Post by: jgants on March 07, 2009, 12:30:55 PM
Session 4 - Scene 2 (of 3)

Present time...

As Krolec and his group make camp for the night, Krolec decides that it would be best for him to head out on his own and scout the area ahead for bandits and other dangers.  Krolec puts Merend in charge while he's gone, thinking Merend makes the best deputy leader due to his skills in critical analysis and because he would be unlikely to go off on any side missions with Krolec.  Shaelynna, who has expressed interest in being the group leader more than once, finds the decision curious but says nothing.

Merend organizes the watches for the night, putting himself on the last watch.  Ironically, all is quiet until his watch, when he is disturbed to hear some large rustling in the woods nearby.  He quickly wakes everyone, and as they ready themselves, a large, angry (and possibly rabid) cave bear emerges close by.

Shaelynna and Dilis attempt to hide in the foliage, waiting to ambush the bear if he passes by to attack Merend.  Unfortunately, the bear's keen senses are able to detect her.  The bear rushes over and severely mauls her.

Merend immediately begins using his abilities to heal her, as she and Dilis begin to encircle the bear and move in to counterattack.  Leigh and Al keep to the rear, firing their magic missiles.  Leigh proves to be a better shot.

Surrounded, the bear goes into a frenzy, attacking Shaelynna and her cat.  Only Dilis is hit this time, with a glancing blow from the bear's claws.  Shaelynna and Dilis attempt to strike back, but are unsuccessful.  Merend attempts to blast the bear with a lance of faith, but misses, while Al scores a light hit.

Leigh, however, gets a spectacularly good hit from the bear.  So good that the bear momentarily forgets about Shaelynna and Dilis and begins heading after her.  As he drops his guard to move away, Dilis strikes the bear with his claw.

Thinking quickly, Al decides to blast the bear with a ray of frost, slowing it down.  Shaelynna and Dilis use their fey step abilities to teleport back into flanking position, where they strike again.  The bear responds with another claw at Dilis, this time more seriously injuring him.  Merend takes the opportunity to heal the cat while Leigh lets loose another devastating magic missile attack.

Once again the bear moves forward, as Dilis and Merend fail to stop its advance.  Luckily for Leigh, it manages to miss her.  She steps back and unleashes another magic missile.  Al tries to gain a little distance as well before casting his.

As the bear moves forward and again tries for Leigh.  Merend begins blasting away with his lance of faith, assisted by Al's magic missiles.  Leigh finishes the bear off with yet another solid magic missile hit.

In the aftermath, Shaelynna works to skin the bear and cook up some food.  Merend considers having the group rest some more before heading out, but Shaelynna talks him out of it.  They head back out, and the rest of their trip is uneventful until they reach Harkenwold a day and a half later.
Title: Session 4: The Road Not Taken
Post by: jgants on March 07, 2009, 12:31:53 PM
Session 4 - Scene 3 (of 3)

Back near Thunderspire...

Zena, Rhogar, and Shay begin their travels towards the Raven's Roost area.  Eventually, they come to the path off the main road that leads down through the hills towards Raven's Roost, and eventually to Harkenwold.  The remainder of the day is uneventful, and they decide to camp for the night about five miles outside of the ruins area.

That night, they discuss their plans for what to do next.  Shay comes to the sudden realization that they are all front line warriors, with little in the way of stealth or healing.  With Rhogar's size and heavy armor, sneaking into the area would be nearly impossible.  And they simply don't have enough people for a full frontal assault.

Eventually, the three compromise on a plan to get near the ruins, hit one of the outlying patrols, then head down to Harkenwold to rendezvous with the rest of the group before trying to take on the bandits.  

They eventually find a patrol of four men out near some small ruins in a field a mile or two away from the keep.  Shay tries to get them to sneak up as close as possible, using the partial ruins as cover, before they are spotted; but Rhogar and Zena make way too much noise.

The bandits turn their attention towards the three as Rhogar charges in and attacks with his longsword, striking valiantly.  Zena rushes in and makes a crushing blow against one of the bandits, leaving herself open to counterattacks.  Shay is more tactical, using her defensive ward to protect Zena from her opponent, and using a lightning lure to drag one of the other bandits into striking position for herself.

The bandits strike back.  The bandit on Rhogar is unable to penetrate his strong armor, while the one on Shay simply misses.  The warded bandit also attacks Shay, and misses.  The fourth bandit, however, maneuvers around to flank Zena, hitting her with a strong blow.

Rhogar strikes again, quickly bloodying his foe.  Zena scores another strong his on one of her bandit as well.  And with three of the bandits lined up in a phalanx, Shay uses her sword burst power to hit them all with a very powerful blast, killing off one of the bandits in the process.  She also switches her defensive ward to the bandit flanking Zena.

The flanking bandit decides to attack Zena anyway, managing to still hit her.  However, the defensive ward robs the blow of nearly all its strength.  The other bandits are unable to penetrate the defenses of the three warriors at all.

Zena gets her second wind, then strikes back at the bandits with another powerful strike.  Rhogar chops away as well, as Shay hits with another sword burst.  Another of the bandits falls.

A short distance away, two bandit archers pop out of the bushes and begin firing.  Shay is hit with a glancing blow from one of the arrows.  The three of them, however, continue to concentrate on the bandits attacking them in melee.

Rhogar chops down a third bandit.  The two archers decide to flee, quickly running out of the area.  The fourth bandit also attempts to flee, but Zena's fighting skills prevent him from getting away.  She maneuvers him into a flanking position with Rhogar while Shay moves in from the side.  The three of them quickly finish him off.

Knowing that the bandits in the area have been alerted by now, the three take haste to get out of the area and continue towards Harkenwold.  They are able to avoid any more problems for the next couple of days, and eventually find their way into the town, where they quickly meet up with the rest of the group.
Title: Session 4: The Road Not Taken
Post by: jgants on March 07, 2009, 12:48:43 PM
Session 4 - Session Notes

Well that didn't take long.  Four sessions in and I'm already doing what I hoped to avoid - running split groups, lol.  :)  Actually, I personally don't mind it so much as I worry about the players who aren't currently active getting bored.

This session had one special guest star - the guy playing Rhogar.  For those who kept up with my Rifts campaign, this was the guy who played the infamous Liftkor character.  He's been busy with his two jobs for a while, so he probably won't be a regular, but may be able to drop in from time to time.

The other new character, "Shay" was played by the same player who plays Shaelynna.  Normally, I am quite adamant about not letting players play more than one character (I dislike it for several reasons).  But, this was a special case - she plans on retiring Shaelynna and replacing her with Shay, and this made a good introduction point.  Also, it allowed the three of them to go on a parallel adventure to the other group, instead of me having to just say they catch up to them at some point.

As for the Shaelynna charcter, she'll be written out next session.  There were two primary motivations for this.  The first was that the beastmaster ranger didn't quite work how she originally envisioned.  The second is that the two primary defenders of the group - Zena and Quinn - are also the two players most likely to miss sessions.

As for the two missing regulars - Krolec and Quinn - well, no one has heard from the Quinn character in a few weeks (I may end up kicking him off of regular status; he doesn't have reliable internet access and so is impossible to get ahold of).  And the Krolec player remembered (at damn near the last possible minute) that he had a trip planned for that night.  *sigh*

Anyhow, the session turned out to be pretty fun.  Not as much story this time, of course, but the two combats were interesting.  I did manage to sneak in another hint about the purple-cloaked man, though.  Plus, I got everyone rounded up back into the same area for next time; always a good thing.  If it seems a little light in the write-up, it's because there was a fair amount of out-of-game things going on.

BTW - This was yet again an introduction of the new rules for a player - the Rhogar player hadn't tried 4e before.  Once again, the new player picked up the rules right away without issue, and had the same comments as everyone else did their first time - he loved how clean they were and how quick and easy they played.

While this thread isn't a 4e soapbox, I will just point out again that every single person who I've had play it for the first time was able to very quickly pick up on the rules and found them to be clear and concise.  Only four sessions in, and people who were still struggling with remembering the rules for Rifts have mastery over these rules.  Whether you agree with the artistic direction of 4e, I think there is little room to critique the quality of the structure of the rules.  They simply work excellently in play.
Title: Session 5: Fire Walk With Me
Post by: jgants on March 21, 2009, 12:21:51 PM
Session 5 - Cast of Characters

Al Truism - human controller wizard
Leigh - eladrin battle wizard
Merend - dwarven devoted cleric
Rhogar - dragonborn protecting paladin
Su-ika - genasi shielding swordmage
Zena - human warrior princess
Title: Session 5: Fire Walk With Me
Post by: jgants on March 21, 2009, 12:23:18 PM
Session 5 - Scene 1 (of 4)

The next morning, everyone gets together to decide what to do next.  They notice that Krolec had not yet returned from his scouting mission; which he should have been back from by now.  Merend, however, is unconcerned and assures everyone that Krolec can take care of himself and is no doubt in the middle of planning the assault on Raven's Roost.

Everyone takes a moment to get acquainted with the two adventurers travelling with Zena.  Rhogar is known to Merend (and the absent Quinn) through their shared worship of Bahamut, but Shay is more of a casual acquaintance.  Shay decides that it is too confusing to have her and Shaelynna using similar names, and so decides to go by her actual name, Su-ika, from now on (which she had previously dropped in favor of the nickname Shay, as humans seemed to have problems pronouncing Su-ika).

Shaelynna then announces to the others that she will be taking a leave of absence.  She has decided to stay with Rhonda and help her search for Rick, the young man who was previously exiled from Juniper Creek.  Shaelynna also thinks that she and Dilis should help train Rhonda to be able to take care of herself.  And since the group now has Rhogar and Su-ika to help out, she won't be as needed for the mission against the bandits.

After wishing her a fond farewell, the others return to business.  They decide to start by going to the local herb shop and procuring the jalep root herb that the merchant in Fallcrest needed.  However, when Leigh arrives at the store, she finds the owner is out to lunch for the next 15 minutes.

Merend decides to use the time to talk about their plans for getting at the bandits.  His first idea is to have Rhogar, Zena, and Su-ika pose as bandit recruits.  Su-ika quickly reminds him that the bandits have already seen the three of them and the archers that escaped their attack a couple of days ago would have certainly alerted the others.  Disappointed but undiscouraged, Merend's next idea is to split the group to use himself and the wizards as bait, while the warriors remain close by.  Rhogar reminds him that none of the three warriors are remotely skilled at stealth, but Merend doesn't think it should matter – as they are trying to draw the bandits to them anyways.

A short while later, the proprietor of the herb store (called Spices and Seasonings) arrives back and flips the store sign to "open".  Leigh and Al decide to go in.  Leigh briefly explains to the shopkeeper about needing to buy jalep root to replace the quantity burned in Fallcrest.  The herbalist expresses his regrets that the shipment to Fallcrest was the last of the herb he had.

He goes on to explain that jalep root is frequently harvested in the dangerous Witchlight Fens region.  The supply he gets is usually shipped back to him by a warden named Whittlesey.  However, Whittlesey has gone missing and is long overdue back from his latest expedition into that area.  The merchant explains that Whittlesey did send back one shipment before he lost contact.  It contains a crate with a small statue packed in some leaves and some notes about its providence from his diary.  Apparently, Whittlesey found the statue inside of a hut made of skulls and other bones.

The merchant brings out the small crate and asks Leigh about taking it back to Fallcrest.  She decides to go talk to Merend first.  Merend doesn't want to lug the crate to an attack on Raven's Roost, and decides that is where they should head next as the Witchlight Fens are far away in the other direction.  The herbs will have to wait.  

Merend is also a little suspicious of the merchant's trusting nature in his willingness to just hand over the crate to strangers.  Merend figures the statue could be trouble – perhaps whatever lived in the hut of skulls will come looking for it.  In any event, Leigh goes back in and explains to the shop keeper that they are unable to take the crate for now.
Title: Session 5: Fire Walk With Me
Post by: jgants on March 21, 2009, 12:24:12 PM
Session 5 - Scene 2 (of 4)

The group heads out for Raven's Roost immediately, taking advantage of the early hour and daylight still available.  Merend decides they will travel north along the path to Raven's Roost until the point at which the forest begins to spread away from the path.  After a couple of hours, they reach that point.

Merend doesn't want to travel into the relatively weak cover areas of the plains surrounding Raven's Roost.  So, he decides they will follow the forest line as it heads northwest, allowing them to later come at the keep from a different angle.

Merend's plan is for he, Al, and Leigh to walk out in the open of the fields while Zena, Su-ika, and Rhogar stay within the tree line.  Su-ika isn't quite sure why the three least stealthy people will be "hiding" in the woods, but Merend explains that it's too dangerous to have his group in the woods because the warriors wouldn't be able to see if anything happened to them.  After going over it a few times, it still doesn't quite make sense to everyone, but they follow Merend's plan anyways.

Feeling it is a lost cause, the three warriors in the trees decide not to bother with trying to move quietly.  They stay in the tree line, following a short distance behind Merend's group.  Hopefully, the distance and cover will be enough to keep them from being too obvious.

A couple of hours later, Rhogar is walking along when he feels something constrict around his foot.  Su-ika notices that Rhogar has apparently stepped into some kind of animal snare.  However, the snare appears to be too weak to hoist the hefty Rhogar, and everyone hears the loud snap of a tree as it splits.

Out in the fields, Merend and the others hear the tree cracking and see a flock of birds scattering from the forest behind them.  They instantly get on alert.  Merend scans the surrounding area, looking for anyone who may have been alerted.  He doesn't spot anyone.

After everyone is assured the snare trap was a false alarm and not related to bandit activity, they head back on.  A few more hours go by and it begins to get dark.  Merend decides they will need to make camp soon.

In the twilight, he, Al, and Leigh head into the woods and make their plans with the others.  After much confusion, everyone eventually understands Merend's plan – Su-ika and Rhogar will camp out in the open with a visible fire, while the others camp back in the woods secretly.  

Merend's hope is that no one will notice the switch, and will try and ambush the two camping in the open.  To that end, he organizes two alternating watches – one person in the open camp and two in the forest will be on watch at any given time.
Title: Session 5: Fire Walk With Me
Post by: jgants on March 21, 2009, 12:25:27 PM
Session 5 - Scene 3 (of 4)

As twilight falls, the first watch of Zena, Leigh, and Su-ika begins.  It doesn't take long before the peaceful night is disturbed.  As Zena watches out from the forest, she spots several spots of light in the sky beyond the camp in the fields.  The spots appear to be moving.  As they get a little closer, she realizes what she is spotting is a flight of flaming arrows.

The arrows hit the ground between the camp and the forest.  The dry grass immediately erupts into flames, covering a wide area.  Heavy smoke fills the air, and the group in the forest is immediately cut off from the camp.

Zena and Leigh wake Merend and Al while Su-ika gets up Rhogar.  A second set of arrows flies directly towards the camp.  Rhogar is stuck with one, but it does not penetrate his armor.  Su-ika, however, is less lucky and is hit with a very damaging arrow.

Rhogar and Su-ika spot the bandits a fair distance away.  There appear to be four archers off to the side, and four bandits with maces headed directly towards them.

Not wanting to waste any time, Merend decides to run straight through the fire.  However, he misjudges the size of the flames (around three feet tall and fifteen feet deep), and is severely burned in the process.

Zena decides the more tactical approach would be to simply run around the flames.  Al follows closely behind her, using her for cover.

Rhogar draws his weapon and immediately charges ahead.  Due to his slower speed, he stops short of actually being able to attack one of the bandits.  Su-ika decides to follow him.  She tries to hit the bandits with a lightning strike from her blade, but it misses both of her targets.

The bandits move in and begin to attempt to surround Rhogar and Su-ika.  Rhogar takes a severe hit to the head and is dazed while Su-ika avoids the attacks on her.

Back in the forest, Leigh uses her mage hand spell to pick up a section of dirt and dump it on the fire, creating a path through the flames.  She then walks through the opening harmlessly.

A short distance away, the archers decide that the flaming dwarf makes a good target and hit him with one of their arrows.  Near death, Merend decides to heal himself then move away, closer to Rhogar and Su-ilka (after putting out the flames on himself, of course).  

Zena charges in to attack the archers, but misses.  Al fires an acid arrow into the middle of the bandits.  The resulting splash kills one of them.  Not to be outdone by her fellow wizard, Leigh fires her own acid arrow and kills two more.  The remaining archer attempts to attack Zena with his short sword, but is unable to overcome her defenses.

Back in the fray of melee, Rhogar misses with his dazed attack against the bandits.  Su-ika uses her aegis of shielding magic to protect him from one of the bandits, and then follows up with two sword bursts that severely injure the bandits.  However, one of the bandits still manages to hit Rhogar with a solid hit, while Su-ika also receives the strong end of a heavy mace.

Merend spots the nearly dead Rhogar and decides to heal him.  Al figures Zena will finish off the remaining archer and moves towards the melee.  He blasts one of the bandits attacking Su-ika with a magic missile.

Leigh, however, decides not to chance it and fires her own magic missile at the remaining archer.  However, she misses.  As does Zena's sword attack against him.

The bandits on Su-ika and Rhogar get in another hit on each of them.  Merend, failing to notice how close to death Su-ika is, elects to blast one of the bandits with his lance of faith power instead of healing her.

In her rage, Su-ika kills two of the bandits with a sword burst.  Al attempts to blast a bandit again with a magic missile, but misses.  On the other side of the battlefield, Leigh finishes off the remaining archer, forcing Zena to charge across the field to attack one of the remaining bandits.

Merend notices there are only two bandits left alive now, and wants to save at least one for questioning.  He tries to grapple one, but fails.  And his attempts to get the bandits to surrender are subverted by magic missile attacks from the wizards.  Su-ika yells for Merend to heal her, but her tone puts him off and he decides to heal himself instead.

Zena charges in and splits the skull in half of one of the bandits.  With only one bandit left, Rhogar manages to knock him out rather than kill him.
Title: Session 5: Fire Walk With Me
Post by: jgants on March 21, 2009, 12:26:32 PM
Session 5 - Scene 4 (of 4)

While some of the members rest for a minute to regain their composure, others decide to loot the bodies.  They find a few salvageable weapons and seven more copper pieces.  They also notice the men all have the same raven tattoo; they are definitely part of the Raven's Roost gang.

Merend has the bandit tied up and they decide to move out at least a mile or two before stopping to interrogate him.  Merend tries questioning the bandit, but gets little out of him.  Rhogar uses his fearsome appearance to assist, and the bandit begins spilling his guts.

The bandit explains that his group was on patrol when they spotted Merend and the others.  He informs them that the rest of the bandits are back at the keep.  He thinks there are fifteen of them, but his math skills are suspect.  

Merend wonders about more patrols, but the bandit says his patrol won't be missed for another couple of hours.  And after that, they will likely hole up as this will be the second patrol in the area that has gone missing (and the third attacked).

Merend questions the man about supplies, and is dismayed to find that the keep easily has enough food and water to last several weeks.  He also discovers the keep is mostly stone, so smoking the bandits out won't work either.

The bandit goes on to describe their leader as a man named Kavrex.  He is said to have very pale skin and white/gray hair with strange black tattoos all over his body.

Finally, Merend gets a good idea of the layout of the keep.  The roof usually has a few archers as lookouts / guards.  The ground floor is one main hall with a storage room off to one side and a stairway on the other.  The second floor contains their leader's room, a barracks room, and a sealed off room that no one uses.  But the most interesting described feature to everyone is the chest full of gold that is said to be in the leader's room.

Merend decides to move the group within a couple miles of the keep, but around to the rear side.  There they make camp again.  And begin to plan for taking the bandits out for good.
Title: Session 5: Fire Walk With Me
Post by: jgants on March 21, 2009, 12:47:23 PM
Session 5 - Session Notes

The write up for this session was longer than I thought it would be - the actual session ended a little early due to a couple of the players having personal stuff come up.

As noted last time, the "Su-ika" player was also the "Shaelynna" player, so this session swapped out one character for the other.  The "Shay" nickname also went away now that she actually thought of a real name for the new character.

The guy playing Rhogar dropped in again.  Actually, it looks like he'll be making it regularly so I'm going to upgrade him to a regular.

Conversely, the guy playing Quinn is still MIA so he's losing his regular slot.  Frankly, I'm overjoyed.  The Rhogar player is a friend, and the Quinn player is a laconic moron who doesn't have email, making him a major pain in the ass (not only can I not easily communicate with him, but when he shows up he adds virtually nothing to the game).  I may yet get some political fallout for making that decision (the Krolec player usually drags him along to sessions so I may get a complaint about it).  Frankly, I'm ready to argue over it.

Let's see...other things of note...

The "merchant was out to lunch" at the beginning of the session was actually an in-joke.  We usually start the sessions at 7 but people usually show up late and/or talk until 7:30, so I usually grab something to eat and eat it at the beginning before we really start.  This time, everyone showed up early and wanted to start right away, so I needed an excuse to not have to RP the merchant until I could finish my burger.

Jalep root is an actual herb.  It's one of those uncommon herbs used in "witchcraft".  I picked it because I wanted something exotic sounding (it'd be kind of a let down if they travelled all this way for some oregano).

Whittlesey, the crate/statue, and the hut of skulls are all taken out of the Douglas Prestion & Lincoln Child books The Relic and Reliquarry.  I wanted to give the group another option for something to do plus add some more story and atmosphere into the game.  And since we've already established the sewers in Fallcrest this may be some foreshadowing...

The scene with Rhogar and the snare trap was meant for comic relief as well as add some tension to the situation.  It worked well on both counts.

The combat that broke out wasn't originally planned.  But, it became clear they aren't going to just storm the keep so I had to improvise.  I thought the situation with the flaming arrows made for an interesting combat.  Note that 3 PCs nearly died (Merend, Su-ika, and Rhogar).  Granted, the players are still god-awful when it comes to using teamwork and tactics.

Finally, a word on the flames - the Merend player was a little annoyed when he took so much damage from the flames because he didn't think I described them menecingly enough (though I did say they were 2-3 feet high and I drew them on the grid to be 15 feet deep).

Of course, I probably did give him a little more damage than the "by-the-book" damage (I gave him 2d6 per square).  But, frankly, my feeling was that if you are going to be a dumbass and walk straight through a fire (particularly one that would be up to your chest), you deserve some damage.

Anyone agree?  Disagree?  

Heck, does anyone even read this stuff I'm typing?  It's like cricket city out there.
Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: Narf the Mouse on March 29, 2009, 02:04:49 AM
I just read this page. It's interesting enough, but not much to comment on.

Except yeah, don't run through fire, folks.
Title: Session 6: Breach
Post by: jgants on April 05, 2009, 11:25:05 AM
Session 6 - Cast of Characters

Al Truism - human controller wizard
Leigh - eladrin battle wizard
Merend - dwarven devoted cleric
Rhogar - dragonborn protecting paladin
Su-ika - genasi shielding swordmage
Title: Session 6: Breach
Post by: jgants on April 05, 2009, 11:26:02 AM
Session 6 - Scene 1 (of 5)

With still no sign of Krolec, Zena takes off that night looking for him.  She never returns.  Merend suspects that one or both of them may have been captured or killed.  These suspicions are confirmed later when he spots Zena from a distance, being carried by a bandit patrol into the keep area.

Merend laments the capture of his comrades, but still feels he cannot sacrifice the safety of the group to try and save them right away, even though it may mean their death.  Instead, he begins to implement his plan from the night before.  He sets up the group for an ambush along one of the paths the bandit patrols tends to take near the keep.  Merend hopes they can take out at least one more patrol of bandits before attempting to take the keep.

After several hours, the gambit finally pays off.  A patrol heads into the area.  The two wizards hide behind sections of ruined walls and will attempt to take the bandits from the rear while the others charge in from the front.  As Merend had anticipated, the bandits immediately spot Rhogar and Su-ika due to their inability to hide.

The wizards get in their shots while Rhogar and Su-ika charge in.  But Merend quickly sees a flaw in his plan – the rear bandits take off and assault the wizards, who are pinned in by the ruined walls.  Al is dazed by a strong blow by one of the bandits.  Meanwhile, Su-ika is completely surrounded and is knocked senseless by the bandits as well.

Al responds by using his thunderwave spell to knock his opponent back away from him.  Al also tries to hop over the ruins of the wall, but is unsuccessful.  Leigh opts to use her sword instead until she can maneuver far enough away to use her ranged spells again.

Meanwhile, Su-ika takes a few more hits as she uses her swordburst power to whittle down her opponents.  Merend continues to use his healing abilities to keep her alive.  Rhogar's heavy armor protects him from any hits from the inferior bandit weapons, but at the same time isn't having much luck hitting the bandits himself.

Across the battlefield, Leigh finally maneuvers far enough away to blast her opponent with a magic missile, killing him.  Likewise, Al finishes off his adversary with another thunderwave blast.

Su-ika's sword bursts eventually cause two of her opponents to fall, while Leigh finishes off another with her magic missile and Rhogar takes out the fourth with his longsword.

With the battle over, the group quickly scavenges what they can and move off to a new location.
Title: Session 6: Breach
Post by: jgants on April 05, 2009, 11:27:41 AM
Session 6 - Scene 2 (of 5)

Camped out in a safe location, Al and Leigh begin discussing their ideas with Merend about using diversionary and probing tactics to get at the bandits.  Merend tends to think there isn't good enough cover to get in close to the keep, but figures he may as well let them try.

Leigh's idea is to take a couple of the bandit maces they've recovered and make a sort of shrine with them together with a sign reading, "Let Our People Go or Die!"  Al's part of the plan is to go around to a different side of the keep and fire off a couple of magic missiles up at the guards on the roof.

The tricky part of the plan involves getting close enough to the keep.  The area around the keep is relatively clear, with low grass being the only cover.  Leigh has no problems sneaking in, but Al isn't nearly as quiet.  As a result, several arrows are shot in his direction, though none hit.

Once he is in position, Al fires off a magic missile up at the guards.  Between the darkness and their superior cover, he is unable to hit anyone.  But Al is not discouraged, having already resigned himself to the idea that he might not hit anyone.

Meanwhile, Leigh gets the display of maces in position then sneaks out without being noticed, as planned.  Al moves around to another side and lets off another magic missile.  Dodging the responsive arrow fire from the top of the keep, he moves around to the fourth side and lets off another one there as well.  None of his magic missiles hit, but he hopes the attacks will cause confusion and perhaps convince the bandits they are surrounded.  As he heads out of the area, one of the arrows finally hits him.

Back at camp, Merend wonders with Leigh whether anyone will actually see the display she set up.  Realizing she should have illuminated it or otherwise drawn attention to it first, Leigh decides to sneak back out and blast the area near it with a couple of magic missiles.  After the area has been sufficiently lit up, she sneaks back out effortlessly.

Merend sets up a series of watches that night, being careful that they don't get overrun by bandits while they sleep.  The night passes uneventfully.
Title: Session 6: Breach
Post by: jgants on April 05, 2009, 11:29:31 AM
Session 6 - Scene 3 (of 5)

The next morning, Merend turns his attention to scouting around the area as best he can to look for an alternate way in to the keep.  They need to get inside, but he feels a frontal assault through the main door would be suicide.

Luck turns his way when he eventually spots the drainage ditch for the keep.  Nearby are the remains of some old earthworks.  The group should be able to sneak off into the earthworks then use them as cover to get into the drainage ditch without being seen.

Rhogar, who is incredibly un-stealthy, takes the lead.  He is spotted by the guards and hit with an arrow on his way in.  The others quickly follow and manage to avoid injury.

Crawling through the drainage ditch, Rhogar is barely able to squeeze through the opening of the privy inside the basement of the keep.  The others follow with more success, but are still covered in filth.  Looking around, the basement contains a well and the privy, but little else.  No sign can be seen of Krolec or Zena.

The group decides to head up the spiral stairs leading out of the basement, Rhogar in the lead.  They come to the ground floor.  Rhogar can see a large hall with columns and a dais at the end nearest them with a throne.  Inside the hall appear to be four bandits and their sergeant.

Rhogar knows he needs to move quickly.  The bandits could hear him coming, so his only chance to surprise them is to attempt to intimidate them with his fearsome presence.  He runs into the hall yelling, causing the bandits to pause a moment.  It's enough time for everyone else to fill into the hallway and get ready for battle.

Rhogar and Su-ika take to the front, focusing on the bandit sergeant.  Rhogar gets in a solid hit, but Su-ika misses.  The sergeant strikes back with a brutal blow to Rhogar, nearly dropping him.  Merened quickly moves to heal him.

Leigh gets into position and begins blasting the bandits with a flaming sphere while Al attacks with his force orb spell, then follows up with magic missiles.  Meanwhile, Su-ika is having less success with her swordburst and switches to using her lightning lure and aegis of shielding to keep the bandits from getting to the wizards.

The tide of the battle turns quickly in the group's favor.  With no one else injured, even Merend moves into the attack with his lance of faith.  It doesn't take long before all the bandits are dropped.

Merend's focus is now on the other doors in the hall.  He wants to make sure they don't get anyone coming in and attacking them from the other directions.  Al, thinking quickly, casts a cloud of daggers in front of the double-doors at the end of the hallway while Merend listens for any noises on the other side of the single door on the other side of the dais.  Hearing nothing, Merend elects to head upstairs first before opening any doors.
Title: Session 6: Breach
Post by: jgants on April 05, 2009, 11:31:02 AM
Session 6 - Scene 4 (of 5)

Moving up the stairs cautiously to the next level, they see the hall on this floor is L-shaped, with three doors and no one standing around.  Merend decides the best thing to do would be to take the stairs up to the roof first to take care of those guards.

Up on the roof, Rhogar charges in and again intimidates the four archers standing up there.  Rhogar and Su-ika charge two of the archers, quickly dropping them, while Al and Leigh drop the other two using their magic missile blasts.

With no more overt threats, Merend has everyone return to the top level of the keep.  There he decides to open the furthest door.  It opens to the bedroom of the head of the bandits and his two personal guards, who are ready to strike.

Al quickly sends in an acid arrow, splashing the leader and one of the guards.  Leigh follows suit, hitting both of the guards.  In the doorway, Rhogar hits with a solid attack on the leader, but is struck back by a fearsome blow himself.

Merend moves in to heal Rhogar.  Al casts a cloud of daggers in the doorway, striking the leader.  Su-ika then uses her lightning lure to pull the leader into the middle of their group.  For her troubles, she is struck by a powerful hit herself.

The bandit leader attempts to use some fancy footwork to maneuver, but Su-ika is able to use her lightning lure to keep him in place.  She and Rhogar quickly begin wearing him down while Merend makes sure they stay healed.

Al and Leigh decide to stay focused on the two guards.  Using a combination of force orbs, scorching bursts, and magic missiles, they manage to kill the guards before they can exit the room.

A final series of attacks on the leader finishes him off, and his dead body crashes to the ground.
Title: Session 6: Breach
Post by: jgants on April 05, 2009, 11:31:49 AM
Session 6 - Scene 5 (of 5)

Feeling the worst is over, Merend decides to investigate the other doors.  The next door over opens to a long barracks room.  The handful of bandits in the room are passed out from drinking.  The group decides they can't just slit their throats as they sleep, so they tie them up and elect to decide what to do with them later.

In the far corner of the room, they also find the bound and gagged, but unharmed, Zena and Krolec.  Apparently the bandits were planning to see if they could use them for ransom, but never got the chance.

The last door on the floor appears to be stuck, and hasn't been opened in quite some time.  Rhogar kicks it down.  It appears to be an old wizard's study.  Several scrolls sit on a desk in the middle of the room.  Leigh quickly moves in to take possession of them.  She and Al identify the scrolls as being: Secret Page, Arcane Mark, Last Sight Vision, Undead Ward, and Dark Light.

But that's hardly the only thing of value on the second floor of the keep.  Back in the bandit leader's room, the group discovers a small chest containing 200 gold.  They also notice the leader was wearing magic armor, which Leigh and Al identify as Darkleaf Leather Armor (+1).

Downstairs, they find another magic item on the body of the bandit sergeant – he was wearing a Belt of Vigor.  They also discover the other door on this floor to lead to a small room being used for food storage.  And the double doors at the end of the hall, naturally, are the main entrance to the keep.

After they make sure there are no more bandits outside, the group sits down to decide what to do next.
Title: Session 6: Breach
Post by: jgants on April 05, 2009, 11:44:04 AM
Session 6 - Session Notes

I thought this session would have to be briefer, originally, but it ended up running a little long.  I had a terrible cold (actually, still do) and took off half a day of work the last two days that week.  I would have canceled the game alltogether but the logistics of canceling at the last minute are tough.

This was the first session we actually had multiple combats in the session.  Finally.  I had to kind of push them into it because they keep trying to do this "we can only handle one combat" thing.

Actually, overall, they weren't in too much danger.  Rhogar and Su-ika both got close to getting downed, though, and Rhogar was almost out of healing surges by the end.  The wizards got lucky with some bad die rolls, or they would have easily been downed (the group's tactics could clearly still use some work).

Anyhow, they finally completed a quest, finally found some magical treasure, and a couple of the group finally gained a level (one player was starting to grumble a bit about that before the session; I'm always amazed on how some players want to gain a level for not doing all that much).
Title: Session 7: The Brother Karamazov
Post by: jgants on April 19, 2009, 09:37:13 AM
Session 7 - Cast of Characters

Al Truism - human controller wizard
Leigh - eladrin battle wizard
Merend - dwarven devoted cleric
Rhogar - dragonborn protecting paladin
Sa-ika - genasi shielding swordmage
Krolec Jar'bin - elven two-blade ranger

and special guest star:
Mitka Karamazov - halfling cutthroat rogue
Title: Session 7: The Brother Karamazov
Post by: jgants on April 19, 2009, 09:38:50 AM
Session 7 - Scene 1 (of 5)

While Merend suggests the group could possibly hold their own trial of the captured prisoners, everyone else feels more comfortable just hauling them back to Fallcrest and letting the authorities there deal with them.  On the trip back, Merend voices his concern about the lack of stolen goods found at the keep, suggesting the bandit's fencing partner is close by – possibly even the merchant they were trying to get the jalep root for.  But, no one else seems overly interested in the possibility of who the bandit fence is.  

The main discussion Krolec is interested in involves the distribution of magic items.  After some thought, it is decided that it makes the most sense to give the Belt of Vigor to Rhogar (as he tends to get healed the most on the front lines) and the Darkleaf Leather Armor to Zena (as she has the weakest defenses of the front-line warriors).  Finally, although anyone can use the ritual scrolls, Krolec decides to let Leigh hold on to them for now (as she is the only one who has any ritual components anyways).

After a relatively uneventful couple of days, the group arrives back at the eastern gate – Wizard's Gate – leading into town.  There they find the gate guarded by five soldiers and a dwarf named Sergeant Murgeddin.  Murgeddin is impressed by their tales of taking out the bandit group, and has his men take the bandits into custody.

Murgeddin then informs Krolec that the guards were waiting for their group to return, and that they are to go see Lord Markelhay, the lord of the city, immediately.  Merend tries to get around the request to see Lord Markelhay right away, but Krolec reminds him they have no reason not to go see the lord.  On the trip up to Moonstone Keep, where Lord Markelhay resides, Murgeddin tries to make conversation by mentioning he once fought with the old Lord Aranda Markelhay (the current Lord Markelhay's grandfather) during the Orc Wars, before the old lord went missing, but no one takes too much interest in his old war stories.

Once they arrive at the keep, they are immediately shown in to the great hall where Lord Markelhay grants them audience.  He explains he is busy with state business, but wanted to congratulate them for their handling of the bandit affair.  Apparently the priest of Pelor, Grundelmr, had informed him of their mission.  Markelhay mentions there are many threats in the area that need taken care of, and that he has had disappointments in the past with other groups of would-be adventurers.  

Lord Markelhay explains that he would like to talk to the group about a possible job that he thinks they may be able to handle, but he is in the middle of something and can't discuss new business at the moment (despite the group's preference to do so).  Instead, he invites them back for dinner that evening – he is already having some honored guests over and tells Krolec that his group can join as fellow honored guests, and that the job can be discussed over drinks after dinner.  Krolec and most of the group are appreciative, though Zena dismisses the event as "not her thing" and indicates she won't be attending.
Title: Session 7: The Brother Karamazov
Post by: jgants on April 19, 2009, 09:39:40 AM
Session 7 - Scene 2 (of 5)

After leaving the keep, Merend suggests the next stop be to Grundelmar, who sent them on the mission against the bandits in the first place.  After Grundelmar congratulates them for taking out one of the threats in the region, Merend questions him about Juniper Creek and their prophet.  Grundelmar, however, has only recently moved into the area and has never heard of the village.  He does mention they sound like heretics, which Krolec heartily agrees with.

Next, the group mentions the idea of keeping Raven's Roost as their own, possibly fixing up the keep and maintaining a small staff there.  Grundelmar quickly admonishes them of the idea, reminding them of the many dangers in the area and that they are not well enough known yet for people to trust them to move out there, not to mention the tens of thousands of gold required for maintenance and staffing costs.  Instead, he suggests they wait until they have grown more experienced and well-known and have cleared out the region of most immediate threats.  Then it could be a fine home for them, as the area is surrounded by good farmland.

Merend then quizzes Grundelmar about Lord Markelhay, and the job he might want for them.  Grundelmar is fairly certain it has to do with the attacks along the roads heading west to Winterhaven by bands of kobalds.  Between the attacks west by the kobalds and east by the bandits, the local economy has been struggling the last few months.  Grundelmar doesn't know all that much about the kobalds in that area, but does suggest to Merend that the old wizard in the tower in town, Nimozzoran, might know something.

Grundelmar has some other news about the west for them as well.  He has received a letter from Marla, the priestess of Pelor in Winterhaven, about increased activity by the Cult of Orcus in the area.  Grundelmar suggests that if they head west, they look into that as well.

Finally, before they leave, he gives a healing potion to Merend, the only one the temple has.  He also reminds Merend that if they ever need any special healing they can come to him.

Next, Leigh suggests they go see the merchant, Eli Leng, who they were trying to get the jalep root for.  When they arrive, he is disappointed to hear they were unable to get any jalep root, but is interested in their story about the missing Whittlesey expedition.  They also mention the statue relic that the merchant in Harkenwold wanted them to bring back to him, and Merend voices his suspicions about why the statue would be sent back to Leng.  Leng explains that in addition to his herb store, he also operates a local cabinet of curiosity, and that the other merchant was sending him the statue to put in it.

With plenty to do and not wanting to be in debt to Leng any more, the group decides to give over the diamond they possess to him in exchange for not being able to get the root.  He gladly accepts.

Once that bit of business is dealt with, the group attempts to sell their acquired bandit weapons to Leng.  However, the merchant reminds them that he doesn't deal with weapons.  He suggests they try Teldorath Arms instead.

The group then leaves the herb shop and heads over to Teldorath Arms, where the cheerful dwarf Teldorath greets them.  Al handles the negotiations, suggesting that the slightly damaged weapons show how durable and well-made they are.  Teldorath doesn't entirely agree, but eventually the two come to a mutual agreement over a small amount of gold to cover the entire lot of scavenged weapons.

Teldorath mentions that what he really needs is the shipment of dragonscale he had that was stolen by the kobalds while it was being shipped from Winterhaven.  He offers a good reward if they ever happen to recover it.  Al starts to try to negotiate a price, but Teldorath isn't interested in discussing it until they actually have the item.

Finally, the group inquires about any magical goods Teldorath has for sale.  The only thing he has is a magic horned helmet, but after hearing the price and comparing to their combined treasury, they are quickly dissuaded of the idea of ever buying magical weapons or armor.  Instead, they leave the store and decide to divide out the gold to everyone, giving them each the relatively paltry sum of 30 gold pieces, with 31 gold pieces and some copper left in the group expense account.  Everyone decides to go spend the copper at the nearest tavern in a celebratory drink.
Title: Session 7: The Brother Karamazov
Post by: jgants on April 19, 2009, 09:40:41 AM
Session 7 - Scene 3 (of 5)

Nearby, in the Lucky Gnome Tavern, sits a local halfling rogue named Mitka Karamazov, having a drink.  Mitka has only recently moved into Fallcrest, along with his brothers Vanya and Alyoshka, but has already gained several contacts in the local underworld.

One of those contacts was a thief named Pace.  When Pace's body was fished out of the sewers a few days ago, Mitka immediately headed over to toss through Pace's room at the local flophouse.  He knew Pace liked to hide his scores all over town in secret locations, and figured he could find something pointing to where Pace might have stashed something valuable.

All that Mitka was able to find was a simple diary Pace kept.  And the only thing of interest in it was one page where Pace obliquely mentioned the "Fusille Family" and a note saying, "What is that man wearing a purple cloak doing here?  Is he following me?"  Naturally, Mitka hasn't been able to make heads or tails of what these entries mean.  But, he has been on the lookout for any local adventuring types that could (unknowingly) assist him.

As he reflects on these thoughts while enjoying his ale, the group of adventurers led by Krolec head in through the door.

Krolec and the others immediately notice Mitka.  He stands out from the rest of the patrons by virtue of being a halfling, being quite a bit younger than the others, and by being the only one not missing an eye or several teeth.  Mitka raises a mug to them, and Merend goes over to greet him.

Mitka explains that he is new in town, and asks what has been going on in the area.  Krolec explains about the orc wars, bandits, kobalds, and eventually works his way up to the more recent infiltration of the city by a group of drow.  

Merend mentions their brief trip into the sewer and the recovery of the body of Pace along with mentioning the man in the purple cloak.  The discussion reminds Zena about the information she heard before heading out of town; that Pace was asking around about the man in the purple cloak before he turned up dead.

Mitka attempts to hide the fact that he knew Pace, and recognizes the reference to the man in the purple cloak, but Merend and Krolec can tell he's lying.  Krolec is willing just to walk away from the halfling and be done with it, but Merend wants to find out what he knows.  He gets Rhogar to grab Mitka and use his fearsome presence to demand more information.

While not quite shaken by the experience, given his halfling resistance to fear, Mitka does decide that Rhogar and the others could be dangerous enemies, and tries to win their favor by giving out a little more information.  Mitka explains that he is a specialist adventurer and a sort of "private investigator".  He's been looking into Pace, and has found information about Pace mentioning the man in the purple cloak (being careful not to say anything about looking for Pace's stash or the note about the Fusille family).

Mollified by the new information, Merend believes Mitka's special talents could be useful to the group, at least temporarily, and offers Mitka a spot in the group for the job they anticipate being given by Lord Markelhay.  Mitka accepts.

Krolec and Al both seem wary about Merend's offer, but don't actually contradict him.  After Zena reminds everyone she is not interested in attending the dinner, Merend suggests Mitka take her place and they all make arrangements to meet up outside of Moonstone Keep later that evening.  After Mitka leaves, Al makes sure to voice his opinion about not trusting Mitka, and everyone agrees that they will have to watch him carefully at first.
Title: Session 7: The Brother Karamazov
Post by: jgants on April 19, 2009, 09:42:03 AM
Session 7 - Scene 4 (of 5)

After they finish their drinks, everyone leaves to go get ready for the dinner.  Krolec makes sure to leave enough time to stop by the Moonsong Temple and meditate to Corellon.  Everyone eventually meets up at the gate, and are escorted in to the dining hall.

After they are announced, Lord Markelhay welcomes them and introduces them to his other guests.  In attendance are famous local historian Paul Cranewing, local artist Honoria Mellnor, and visiting lord, Lord True Value.  Several of the group members notice Al and Lord Value exchange glances, but no one quite figures out the significance.  Neither does anyone notice the resemblance between the two men.

Lord Markelhay also picks up on Zena's absence and Mitka's appearance.  While Krolec explains that Mitka has joined them, Markelhay looks suspicious and appears to give a look to his guards that suggests he wants Mitka looked after carefully.

As they sit down, the group makes conversation with the other guests.  Paul Cranewing quizzes Krolec about the group's expedition into the sewers.  Cranewing mentions his long-standing desire to completely explore and map out the sewers.  Alas, the sewers are far too big and dangerous for that to ever be feasible.

Cranewing goes on to talk about legends of a tunnel system that exists deep below the sewers.  A place called "The Devil's Attic".  According to the historical fragments of notes Cranewing has been able to assemble, the tunnels were commissioned by Lord Astor, a prominent city figure a couple of hundred years ago.  Paul has not been able to find out where the tunnels went, but they were designed to be a private way to move from one lord's location to another.  Furthermore, they were said to contain a lavish sitting room full of fine furnishings and other treasures, though Rhogar questions what condition they would be in now.  Cranewing asks Krolec to let him know if the group should ever happen to discover the tunnels, as no one who has gone looking for them has ever returned.

The other local guest, Honoria Mellnor, is currently at the keep to paint a portrait of Lord Markelhay.  She is still putting the finishing touches on it, but it should be ready in a couple of days.  Honoria goes on to mention her desire to recreate the lost portrait of the Relcoff Family, an aristocratic family who died off many years ago.  Their portrait was lost during the sieges of the Orc Wars.

However, she knows that the  Relcoff Family Plaza in the old cemetery inside the Tombwoods is said to contain statues of all of the family members.  She hopes to hire someone (for 50 gold) to go into the cemetery and get her a sketch of the statues.  But, so far she has not found anyone willing to go into the area, as it is considered haunted and rumored to contain the undead.

Merend and Krolec both get the same idea – they should probably just go in and clear out the Tombwoods completely.  The idea of having a haven for the undead in the middle of the city is untenable to them.  Plus, who knows what treasures might be found there.

Of all the guests, Lord Value is the least talkative.  Krolec eventually gets him to open up a little.  Lord Value explains that he is from the Asandar region, east of the Dawnforge Mountains.  His region borders a large wasteland known as the Sind Desert.  Recently, his area has come under attack by a nomadic group of barbarians known as the Slave Lords, who have been raiding his outlying towns, and capturing the townfolk to use as slaves.

Lord Value had come to Nentir to seek assistance, but this region is busy with its own problems.  Krolec laments the groups' inability to assist him at this time, but does keep it in mind for the future.  All the while through the discussion, Al grumbles implied insults about Lord Value to himself, though some others, particularly Merend, do take notice.

When the dinner is over, the other guests begin to leave as Lord Markelhay invites Krolec and his group into the back parlor to discuss the job he has for them over drinks.  However, Al stuns everyone by making a point to call out to Lord Value and say, "so long, dad!" as he spits a curse at him.  Lord Value heads off in a huff without acknowledging Al, while everyone else is trying to comprehend what happened.  Putting two and two together, they decide that Al's last name, Trueism, means he is the illegitimate son of Lord True Value.

Lord Markelhay isn't thrilled with the obvious insult, but elects to shuffle everyone off to the parlor and simply ignore the incident.  After the servants hand out pipes and glasses of brandy to everyone, Lord Markelhay begins discussing the problem of Kobald Hall and the effect on the city's finances.

Lord Markelhay is a little hesitant, once again mentioning how groups of adventurers in the past have been hired but failed to return.  Al handles the negotiations, and is able to use this information to talk Markelhay up from 200 gold to 300 gold for their reward (along with whatever they find at the keep).  

Al tries getting something else out of Markelhay, such as any "spare" magic items they might have, but Markelhay explains the only magic item he recalls ever being in the castle was a magical sword named Moonbane that was passed down through generations.  Lord Markelhay points out if they were to coincidentally discover Moonbane in Kobald Hall (a prospect he finds unlikely) then it would be in their best interests to return it to him.  In the end, he agrees to the group's request for a "favor to be named later" as part of their reward.

They also discuss a timeline.  Since it isn't urgent that the kobalds be eliminated immediately, the group decides to tackle heading into the Tombwoods first, since its right in town.
Title: Session 7: The Brother Karamazov
Post by: jgants on April 19, 2009, 09:43:00 AM
Session 7 - Scene 5 (of 5)

The next morning, everyone meets for breakfast at Lucky Larry's, a local diner renowned for its grits and hash breakfasts.  They then head into the Tombwoods from the east, with Rhogar and Zena in the lead followed by Krolec and Sa-ika, then Merend and Mitka, with Al and Leigh in the rear.

It doesn't take long before they find trouble.  Rhogar notices some zombies lurking nearby in the woods on his side.  Unfortunately, Zena does not spot the same on her side, allowing the zombies to get a lot closer before the group can react.

Al immediately blasts one of the zombies moving in at Zena with his magic missle.  Sa-ika moves in to position herself next to a couple of the zombies and attacks with her swordburst while simultaneously using her aegis of shielding to protect Zena from the closest zombie.

Zena herself charges in and smashes one of the zombies with her mace, while Krolec moves around to the side and attacks one of the zombies on Sa-ika using both of his swords.  Leigh assists with a magic missile against the zombie Krolec has injured.

Towards the back of the battle, Merend moves up a little, just to stay within healing range.  Mitka elects to sneak around and attack one of the zombies on Krolec from the flank.

Across the battlefield, Rhogar finds himself alone, back in the woods, facing four zombies.  He attempts to fight off one of them and scores a slight hit.  Luckily, the zombies move very slow and are easy to hit.

However, Rhogar quickly finds the zombies are also quite powerful, as he is hit by a powerful blow.  Zena, Mitka, and Krolec also feel the power of the zombie attacks as they are each injured by the smashing zombies.

With another magic missile blast, Al finishes off the zombie attacking Krolec, and Sa-ika's swordburst takes out another.  Zena misses with her attack against the zombie on her, but Leigh assists with a blast using her magic missile again.  

Krolec decides to move out and assist Rhogar.  Merend, concerned about the injuries several have taken, uses his beacon of hope spell to heal Zena, Mitka, and Sa-ika while weakening the two remaining zombies they are fighting against.  Mitka then uses his deft agility to maneuver around the zombie attacking him without getting hit, and then attacks him twice from the flank, killing the zombie.

Across the battlefield, Rhogar attacks against the oncoming zombies, but misses.  Rhogar and Zena are both smacked by zombies, though Sa-ika's protecting ward keeps Zena from becoming too injured.

With most of the zombies on the other side of the battlefield gone, Al turns his attention to Rhogar.  He moves in so he can see one of the attacking zombies, then casts a cloud of daggers on him.  Meanwhile, Sa-ika moves in and uses her lightning clash ability to strike one of the zombies, though she misses a second one.  She follows up by shifting into position and attacking with another swordbust.

Merend then uses his sacred flame to kill one of the zombies while granting some temporary energy to Zena.  Zena responds by finishing off the zombie attacking her.  Mitka quietly moves around the battlefield, taking a route that would put him in flanking position of the remaining zombies.

The three zombies left make their attacks on Rhogar, but luckily he avoids injury.  Sa-ika using her lightning lure to get one of the zombies into a better position.  And with the zombie now exposed, Leigh is able to blast him with a magic missile.  Al attempts a magic missile at one of the zombies as well, but misses.

Zena charges across the field and slices into another of the zombies, killing it.  Krolec also kills a second zombie next to him as part of a hit and run maneuver.

Merend moves in to heal Rhogar.  Rhogar tries to finish off the last zombie, but keeps missing with his attacks.  The zombie attacks back, causing another major injury for Rhogar.

Mitka decides it will take too long to reach the zombie and instead lurks back in the foliage, making sure nothing else approaches the group while they are distracted.

The remaining zombie is then finished off after a barrage of attacks from Al's cloud of daggers, Sa-ika's lightning lure, Leigh's magic missile, and finally with Krolecs twin strikes.

With the battle, everyone pauses to catch their breath.  Rhogar already feels like he has expended a lot of energy recovering from the powerful zombie hits he took.  Still, the group presses on into the forest, towards the old cemetery.
Title: Session 7: The Brother Karamazov
Post by: jgants on April 19, 2009, 10:17:39 AM
Session 7 - Session Notes

A quick note - careful readers may have noticed the character being called "Sa-ika" instead of "Su-ika".  I only recently realized I'd been typing in the name incorrectly, lol.

This session went pretty well.  Much better than I originally anticipated.  Usually the group has a bad tendency to spend a session after a big finale on dividing up treasure, arguing over minor things, and working up leveling up their characters (Merened, Al, and Leigh all got to level 2 at the end of last session).  I've made it pretty well known I despise wasting a gaming session on "administrative" crap, so I made sure to push them to decide a lot of things over email.

Thus, no more than a couple of minutes were spent on discussing treasure during the session, the characters were already leveled (more or less, the Leigh player can't decide on a new feat yet), and we already worked out to just bring the prisoners back to Fallcrest.  

So, the vast majority of the session got spent on actual role-playing and not administrative nonsense.  I am quite proud that I was able to keep the game moving, actually, because that's something the other people in the group who GM can never seem to do (usually because they aren't nearly as organized as I am).  One of my best abilities as a GM is to keep things organized and keep things moving.

The Mitka character is obviously named after one of the characters in The Brothers Karamazov.  Originally, there were going to be two guest stars and I was also going to have another halfling PC named Vanya, but that guy wasn't able to make it.  It's just as well, as the Sa-ika player ended up showing up in time for the big zombie battle (she had other plans, and originally wasn't going to play that session, but then showed up as a surprise in the last hour).

Originally, I wasn't sure if there would even be any combat this session.  But, things kept moving along nicely enough that we were able to fit it in (the players really seem to like it better when there's at least one combat a session).

The Mitka player actually owned a 4e PHB (unlike most of my players), but hadn't really played before.  He mostly plays the old basic D&D with his kids.  He thought there were a lot of rules compared to basic (which he pretty much stuck with playing the last 20+ years), but seemed to find things moved quickly enough while actually playing.  Chalk up another player who finds 4e streamlined and easy to play.

The cemetery in the Tombwoods (which we haven't gotten to yet) and the characters of Paul Cranewing and Honoria Mellnor aren't mine.  They come from The Barrow Grounds adventure put out by Expeditious Retreat Press.  It was one of the few 3rd party adventures I ever saw that interested me, mostly because I liked the location it set and it wasn't very wordy (I find it impossible to read adventure modules with tons of text and backstory).  I'd long planned throwing that cemetery into the Tombwoods area, and this was my first opportunity to do so.

Something else that isn't mine is the whole "Devil's Attic" concept (along with the name for Lord Astor).  That comes from The Reliquarry novel (the sequel to The Relic) by Douglas Preston and Lincoln Child.


And finally, I will briefly mention the truly bizarre part of the session.  It had nothing to do with the game, but was part of the OOC chatter.  Apparently, the guy who was going to drop in for last session but cancelled at the last minute is suing one of the regulars for sexual harassment (over some work-related incident).  Now I'm glad he cancelled, that could have exploded nastily in my face.  

All I want to say is that I never thought I'd have to worry about who to schedule for games based on a guy in his 50s suing a guy in his 60s over sexual harrassment.  What a brave new world that we live in...
Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: Narf the Mouse on April 19, 2009, 06:20:24 PM
Sounds like you might need to change the bait on some of your plot-hooks. ;)
Title: Session 8: Honored Dead
Post by: jgants on May 02, 2009, 02:15:43 PM
Session 8 - Cast of Characters

Al Truism - human controller wizard
Leigh - eladrin battle wizard
Merend - dwarven devoted cleric
Rhogar - dragonborn protecting paladin
Sa-ika - genasi shielding swordmage
Krolec Jar'bin - elven two-blade ranger

and special guest stars:
Mitka Karamazov - halfling cutthroat rogue
Scrag Graveborn - half-orc earth warden
Title: Session 8: Honored Dead
Post by: jgants on May 02, 2009, 02:21:10 PM
Session 8 - Scene 1 (of 4)

Wanting to make sure the group isn't flanked by anything else, Mitka and Zena head off to the north and south, respectively, to scout out the area while Krolec leads the rest of the group west towards the cemetery.  As they travel, Krolec and Merend get curious about what anyone knows about the cemetery area.  They want to get an idea of how big of a potential problem they will have in clearing the area out.

Both Al and Leigh are knowledgeable about the general history of the area.  The inner cemetery was originally used to hold the crypts of the noble dead who lived in Moonstone Keep.  Later on, barrows expanded out around the cemetery to contain the dead of other noble families who lived in Fallcrest.  But over time, the practice stopped, and the cemetery became overgrown.

Many years later, a second graveyard was formed outside of the main cemetery walls.  This held the graves, often mass graves, of those who fell to the great Owlbear Flu plague a couple of hundred years ago, along with the construction of a few special crypts for a few of the local honored dead who died during the wars during that period.  The area was never used after that, for it was said to be haunted.

As Krolec is discussing the history with Leigh, Sa-ika spots some smoke up ahead, apparently coming from a small fire.  She and Krolec decide to sneak in and see what the source of the smoke is.

Up ahead in a clearing, they spot a large half-orc man using his battle axe to chop up the remains of what appear to have been zombies, and tossing the remains into a fire.  Nearby is a small wooden shack.  The man appears to live in these woods.

Krolec decides that he and Sa-ika should step out and introduce themselves.  The half-orc identifies himself as Scrag Graveborn.  Scrag explains that he is a recluse who pretty much has stayed in the woods for most of his life.

When he was a young boy, back too far to really remember clearly, Scrag's mother took him out into the Tombwoods and abandoned him.  Scrag would have been killed by the zombies infesting the woods, if not for protection by the earth spirits.  Since then, he has become a warden and defender of the Tombwoods area.  He works to try and clear out the zombies from the woods, making sure none of them make it out into the city.  He avoids the cemetery area completely, as it is too dangerous and filled with undead.

Krolec explains that he and Sa-ika are part of a larger group trying to make their way to the cemetery, both to return with a sketch of the statues at the Relcoff tomb, but also to clear out the area of undead.  Krolec asks Scrag if he would like to join them.  Scrag explains that he'd be happy to join; he's always wanted to clear out the undead, but by himself he could never manage it.

Scrag remarks his surprise at seeing people in the woods so frequently, lately.  Usually, no one enters the woods, but he mentions that it was only a couple of weeks ago he saw two other men enter the area.  They didn't appear to be together, but did enter around the same time.  One looked to be a petty thief, the other was a normal looking middle-aged man except for his cloak with the shiny purple lining.

Krolec probes for a more detailed description of the thief, and quickly realizes the man Scrag saw was Pace, the thief they fished out of the sewers.  Furthermore, the other man was obviously the mysterious man in the purple cloak that the group has been trying to find.  Krolec decides the best thing to do is get everyone back together and share the information.

Rhogar and Merend make conversation with Scrag.  Merend feels a bond because they were both abandoned by their parents (though Merend is relieved that at least his parents dropped him off at the temple, and not in the undead filled woods).  Rhogar is amazed at Scrag's reclusive nature, and how he never travels outside of the woods (even his weapons and armor appear to come from the bodies of the dead he has found).

Around this time, Mitka shows back up and reports that he hasn't found anything.  As the group explains Scrag's story about Pace and the man in the purple cloak, Mitka remembers the diary entry and wonders how the pieces all fit.

Zena, however, does not return from her scouting mission.  Krolec decides the group should continue to move out without her, and let her catch up.
Title: Session 8: Honored Dead
Post by: jgants on May 02, 2009, 02:21:47 PM
Session 8 - Scene 2 (of 4)

As the group nears the cemetery, the forest begins to clear.  They begins to see the overgrown area that was once cleared for the graves of the plague victims.  Along the path they can see pieces of long-broken tombstones and graves that appear to have been dug out from below.  Several partially unearthed pits of mass graves can also be spotted.

As they walk along, Krolec suddenly feels something try to grab at his leg.  It is a skeletal hand reaching out from the ground; the rest of it still buried below.  Krolec quickly hacks off the arm with his sword.  He tries to get the group to proceed, but Al and Merend are convinced it makes more sense to dig up the skeleton and make sure it is destroyed.  Reluctantly agreeing, Krolec joins in and they quickly reduce the skeleton to dust.

Heading on, the path leads up to a set of three tombs.  The first appears to have a partially caved in wall and a door partially off its hinge.  Looking through the crack of the off-hinged door, Merend can see light shining in and a blank crypt wall, but nothing more.  Still, he feels an unnatural warmth from the light shining into the tomb.  He is fairly certain it is a sign from Bahamut telling them to go in.

Leigh wants to examine the tomb itself first.  She finds an inscription over the doorway, "Here Rests in Honored Glory, A Dwarf Warrior who fell in the Battle of Challons, Known Only to the Gods".  Leigh recognizes this as the "Tomb of the Unknown Dwarf", the resting place of a great hero who led the Nentir Empire to victory in the Minotaur Wars.

Scrag decides to go ahead and open the door.  It is rusted and stuck pretty good, but no match for his powerful strength.  Inside is a crypt with a statue of a dwarf over it.  And sitting on it is a suit of dwarf-sized chain mail armor, illuminated by the sun.

At first, Merend believes they should leave the tomb alone and not defile it by taking the armor.  But as he looks at the armor, he notices the sunlight is reflecting off of a symbol of Bahamut carved into the armor.  Merend prays for guidance, and becomes convinced that Bahamut is trying to tell him that the best way to honor the dwarf's memory is to take the armor and use it to restore the sanctity of the cemetery and the Tombwoods.

Everyone leaves Merend alone to meditate and to change into the armor.  As an offering to Bahamut, Merend leaves his own armor.  Rhogar then joins him for some final prayers to their god before they re-seal the tomb.
Title: Session 8: Honored Dead
Post by: jgants on May 02, 2009, 02:23:06 PM
Session 8 - Scene 3 (of 4)

Krolec directs Mitka to check out the other two tombs.  They are found to be locked, and Mitka does not detect any traps on the doors.  They do, however, appear to have been used more recently.  Certainly within the last year or so.

Leigh reads the inscription on this tomb as well.  It is apparently the grave site of a wizard named Kaythlar.  Al cautions about the door being magically locked, but Leigh detects no enchantments on the door.

Mitka uses his tools and picks the door's lock.  Cracking it open a little, he can see nothing inside the pitch black tomb.  Al grabs a rock on the ground and enchants it to glow with a soft light.  He tosses it into the tomb.  Leigh follows his lead and does the same.

The inside of the tomb can now be seen.  The fairly decomposed bodies of two men appear to be lying in different parts of the tomb.  Otherwise, the room appears to be empty except for a staircase at the far end, leading down into darkness.

Krolec, Scrag, and Sa-ika begin to move in.  Krolec approaches the closest body and prods it with his sword to make sure it isn't undead.  The body appears to be nothing more than a standard corpse, at least a year or two old.

Just then, a large blade swings down from the ceiling, passing right in front of Krolec.  It cuts through the corpse, and Krolec notices the body has obviously been cut by the blade before.  Realizing the room is trapped, he alerts everyone.

Al decides to head inside while Rhogar Mitka, and Leigh stay outside, guarding the rear.

Back inside, Scrag has moved over to the stairway beyond the room while Sa-ika observes another blade swinging on the other side of the room.  Scrag looks down to see the stairs end in a set of double-doors.  Up where he is, he spots some kind of panel built into the wall.  It opens up to what appears to be a set of switches and gears.

Scrag decides not to mess with it and wait for Mitka, who is trained how to disable these kind of things.  Krolec notices the slots in the ceiling allow for at least eight blades.  It looks like nowhere in the room is particularly safe except for the stairs.  He and Sa-ika quickly head in that direction.

Meanwhile, Mitka is having doubts about entering the tomb.  He doesn't particularly want to risk getting hit by the blades while getting over to the stairs.  Seeing that the blades initially didn't go all the way down to the ground, he and Al drop prone, and Mitka begins crawling towards the stairway.

However, the blades drop lower each time.  And the next blade happens to cut right into Al, injuring him badly.  Al, however, elects to stay put until Mitka gets over to disable the blades.

After a few tense moments, Mitka makes his way over to the panel and quickly disables the trap.  Everyone enters the tomb and prepares to see what new threats await them down the stairs.
Title: Session 8: Honored Dead
Post by: jgants on May 02, 2009, 02:24:11 PM
Session 8 - Scene 4 (of 4)

Mitka warns everyone to stand back and they head back up the stairs.  He is concerned about the door being trapped.  Finding no traps, and the door unlocked, Mitka attempts to listen behind the door, but hears nothing.  

Krolec heads down to help, and notes that he hears shuffling and other movement behind the door.  There are definitely things moving down there.  Krolec heads back up the stairs while Mitka cracks open the door a little to get a better listen.  But he hears the same general sounds of movement.

While the others debate plans for how to best deal with the crypt, Scrag decides he doesn't want to wait around.  Before anyone can react, he heads down the stairs and throws the doors open.  There isn't much light in the tomb, but using his low-light vision, Scrag is able to make out two ghouls, three zombies, and a skeletal warrior heading towards him.

The skeletal warrior slices into Scrag with his longsword while two arrows also fly out from the darkness beyond.  One of the arrows hits Scrag in the shoulder.

Al illuminates another stone and tosses it down into the lower level, revealing the dangerous group of creatures to everyone.  Mitka immediately runs up the steps and continues all the way to the main door of the tomb.

The two ghouls move in to attack with their claws, scoring another damaging hit on Scrag.  Scrag then finds himself paralyzed by the ghoul hits, unable to move.

Sa-ika moves in to where Mitka used to be standing, and attacks with her swordburst, damaging the skeleton.  Up at the top of the stairs, Krolec uses his bow to fire off two arrows at one of the ghouls, but misses his mark.

Rhogar decides to charge in.  Rushing past the immobilized Scrag, he slams into the skeleton, pushing him back.  Leigh assists by firing a scorching burst that hits the skeleton and a couple of the zombies.

Unfortunately, this move also puts Rhogar in the middle of many combatants.  The zombies quickly pound away at him, scoring damaging blows.  Al tries to help by blasting one of the ghouls with his phantom bolt spell.

Back at the front of the tomb, Mitka finds himself alone in the darkness, except for the light coming in from the open door.  He decides not to risk anything coming in to the tomb from behind them, and closes the door.

Back down below, Rhogar is struck by the ghouls and paralyzed.  Merend tries to help with a blast of flame, but misses.  Sa-ika strikes away with a series of two powerful sword bursts while Krolec manages to miss again with two more arrow shots.

Leigh lets loose with another scorching burst, this time taking out one of the zombies with it.  However, the remaining two zombies strike out, injuring Sa-ika and knocking a bloody Rhogar unconscious.  The skeleton follows up with another injuring hit on Sa-ika.

Seeing the situation is rapidly becoming more dangerous, Scrag uses his powers to transform into his aspect of panther form.  He charges in and heavily injures one of the ghouls.  He attempts to follow up with a thunder ram attack, but misses.

Next to him, the other ghoul is still focused on Rhogar.  It bites down on his unconscious head, ripping it open and eating his brains.  Everyone is shocked with horror at the loss of their comrade.

Merend uses his remaining healing powers to heal the seriously injured Sa-ika, since Rhogar is now beyond his powers to save.  Krolec is so overcome with shock, he misses again with a series of three arrow shots.  Sa-ika strategically falls back, trying to get Scrag to do the same so they can draw out the enemies to a more advantageous spot.  But Scrag isn't interested in tactics, and slams into the ghoul again with his axe.

Up at the top of the stairs, Leigh fires off an acid bolt that destroys the ghoul eating Rhogar's remains, and splashing the zombie behind him.  Both the ghoul and Rhogar quickly melt into a pile of goo.  The acid continues to burn away at the zombie, finishing it off just before it can launch an attack at Sa-ika.

Al launches another phantom bolt, this time at the skeleton.  The bolt destroys it.  Krolec is so rallied by the change in fortunes, he hits with his next two shots against the ghoul while Leigh blasts a zombie with her magic missile.

Mitka moves away from the darkness and gets somewhere close enough to be in part of the light up near the top of the stairs, but makes sure to stay far enough away to stay out of danger.  As the others continue to fight, he holds back, guarding the rear.

Al decides to take a new tactic.  He casts a guardian blades spell on himself, then rushes past Sa-ika and the zombie.  As the zombie takes the opportunity to attack Al, it takes damage from the blades, and Al's gambit pays off.  Except for the fact that the zombie hits him twice as hard as it was injured by the blades.

Scrag is then hit by the ghoul again, once again paralyzing him.  Merend attempts to use his powers to drive back the undead, but fails.  As does Krolec, who misses yet again with more arrow shots.

Sa-ika, however, has more luck.  She blasts her attacker with a lighting clash, downing the zombie.  Just afterwards, arrows fly out from the darkness, striking her.

Leigh attempts to hit the remaining ghoul with a magic missile, but misses.  Al decides to move further into the tomb, illuminating a section of wall.  Behind the crypt area appear to be two skeletal archers.

Mitka finally decides to move in and assist the others, now that he has a chance to potentially flank.  He runs down the stairs and attacks the ghoul, but misses with his strike.

Sa-ika then uses her whirling blade power.  She launches it at the ghoul first, but misses.  However, the blade then hits home on one of the skeletal archers, destroying it.

The others have no better luck fighting the ghoul.  Scrag, Leigh, and Krolec all miss with their attacks.  Finally, Mitka springs forward with an acrobatic strike that finds its way home into the ghoul's skull, killing it.  Al then finishes off the remaining skeletal archer with a phantom bolt.

Hoping to find something worth all of their effort, the group decides to open the wizard's crypt.  Inside is a magic staff (identified by Leigh as a Staff of the War Mage) and a magic amulet around the corpse's neck (identified by Al as a Amulet of Health).  Mitka also discovers a hidden panel inside, revealing Kaythlar's ritual book, which Leigh quickly takes possession of.

With one member dead and everyone else quite battered and exhausted, the group decides to close themselves up in the tomb for the rest of the day and night, so that they have a chance to recover.
Title: Session 8: Honored Dead
Post by: jgants on May 02, 2009, 02:40:02 PM
Session 8 - Session Notes

So, this session we had our first death.  Poor Rhogar.  He could be pretty powerful, but Paladins are on the weaker end of the defenders and he just couldn't withstand that much punishment.

Overall, this session had the toughest fight ever for the PCs.  The ghouls were pretty much the limit of what they could effectively fight, and there was a nasty combination of bad tactics and truly terrible die rolls.  Plus, the group was going into the battle unfresh for once.

The outlying graveyard area with the three tombs is pretty much taken out of the Open Grave encounter.  Except that I added the Tomb of the Unknown Dwarf (obviously inspired by the Tomb of the Unknown Soldier in Arlington) for the empty crypt, added a trap to the middle crypt's upper level (we haven't really had a trap yet, and I wanted to give the rogue something rough-ish to do), and beefed up the encounter in the lower part of the crypt (more creatures and more treasure).

I also added the whole Owlbear Flu story as an obvious joke because of all the Swine Flu scare these days.

Scrag was our new drop-in for this session, played by the kid who used played several characters in the Rifts campaign.  He was originally going to be a regular in the game, but being a teenager and getting interested in teenage stuff (including fighting with his dad, the Merend player) prevented that from happening.

I created the Scrag character myself (as I do with most of the drop-ins).  I purposely made his background overly sympathetic as an excuse for the group to quickly trust him.  Plus, I just thought the idea fit in with what was currently going on really well.

I was pleasantly surprised by the lack of drama this session.  I was expecting one of the players to be upset over recent personal issues she mentioned, but nothing happened to disrupt the game there.  And the guy who was getting those sexual harrassment charges got that mess all dropped (still no clue what the complaining guy's issue was).  Now I got the one guy in the group (who is friends with both) telling me its ok to invite that guy to play again.  I responded that we should let things cool off for a while more, just to be safe.

One downside was the combat at the end was really, really long.  People were rolling terribly, causing it to drag out.  Plus, the tactics left some people with not a lot to do because they couldn't get to any enemies.  That, and D&D combat does just take a long time, particularly with a group of 8 people.

Next session should see more exploration of the cemetery, but I can see this easily taking 4-5 more sessions to get through at this rate.
Title: Session 9: The Lost Pilgrimage
Post by: jgants on May 16, 2009, 01:15:59 PM
Session 9 - Cast of Characters

Al Truism - human controller wizard
Leigh - eladrin battle wizard
Merend - dwarven devoted cleric
Rhogar - dragonborn protecting paladin
Sa-ika - genasi shielding swordmage

and special guest stars:
Mitka Karamazov - halfling cutthroat rogue
Silas Ballard - human pursuing avenger
Title: Session 9: The Lost Pilgrimage
Post by: jgants on May 16, 2009, 01:17:11 PM
Session 9 - Scene 1 (of 5)

After a (thankfully) uneventful night sealed up in the crypt, the group prepares to move out the next morning.  Merend decides to let Leigh have the Staff of the War Mage, and it is decided that the Amulet of Health would be most beneficial to Mitka.  They plan to head back into town and see what they can do to get Rhogar resurrected.

Scrag, being a recluse, does not want to go into town.  He elects to stay behind and burn the corpses of the undead they killed.  Krolec decides to stay behind to help him, and to locate the missing Zena.  
The rest of the group collects what they can of Rhogar – part of a skull and his spine – and throw it in a sack.  They also recover his Belt of Vigor and 40 gold pieces from out of the goo.  They then head into town, heading straight for the House of the Sun.

Once they arrive at the temple, Merend explains to Grundelmar about his experience in the tomb with the armor of the Unknown Dwarf.  Grundelmar agrees it was a sign from Bahamut, and it is an important signal to Merend from the gods that they have work for him to do.

Merend then shows Grundelmar the sack of Rhogar's remains.  Grundelmar is uncharacteristically moved by the plight of Rhogar.  He explains to Merend that he'd like to help, but he lacks the power to raise the dead.

Instead, Grundelmar suggests they go to the Temple of Erathis, the only one big enough in the city to have a priest powerful enough to perform a resurrection ceremony.  To help defray the expensive costs normally associated with such an event, Grundelmar writes a letter asking them to perform the ceremony "at cost" as a favor.  Of course, that would still be far more money than the group currently has, but Merend is not discouraged.

Merend also asks Grundelmar for help replacing Rhogar's weapons and armor.  Grundelmar agrees to write a second note to Teldorath.  Since he is a fellow dwarf, he should be able to give them a decent discount for this one special occasion.
Title: Session 9: The Lost Pilgrimage
Post by: jgants on May 16, 2009, 01:18:11 PM
Session 9 - Scene 2 (of 5)

At the Temple of Erathis, Merend is greeted by an attendant who shows the group into a waiting room.  Merend hands him the letter, and he goes off to summon the high priestess of the temple.  Moments later, the high priestess emerges, and introduces herself as Dirina Mornbrow.  Merend discusses their situation, and Dirina, impressed with their good deed of ridding the city of undead, agrees to perform the ritual in exchange for 150 gold plus a quest the temple needs help with.

Dirina whispers over to an attendant.  Mitka moves in slightly so he can overhear her.  She whispers, "Go get Silas."  A moment later, the attendant returns with a man dressed in leather armor with a sword at his side.  Dirina introduces him as Silas Ballard, an avenger of Erathis.

Dirina goes on to explain that one of their priests, a man named Derris, recently led a pilgrimage of followers out to the Old Hills area to visit the Cave of the Three Brothers.  Leigh knows from her knowledge of history that the Cave of the Three Brothers is an ancient cave that was home to the Hill People.  It is famous for its primitive cave drawings, and named after the three sons of Count Begnaud, who discovered it hundreds of years ago.  

Father Derris and the pilgrims have not returned from their journey, and are nearly a week overdue.  
Dirina fears they may have fallen prey to one of the hobgoblin groups active in the area.  The temple was going to send out Silas to look for them, and now wants the group to assist him.  Because Silas will be with them, Dirina agrees to resurrect Rhogar prior to them completing the quest.

Merend talks briefly with Silas.  Silas explains he already has a map of the area and a route planned out.  The cave is around eight miles inside of the hills area.  Merend is impressed with his preparedness.  The entire mission should take around three days – one day to get to the outskirts of the Old Hills, one day to get into the hills and look around the cave area, and one day to get back.

Dirina then has the attendant take Rhogar's remains into the back.   Leigh is interested in witnessing the ceremony, but Dirina explains that it is not allowed.  Merend negotiates for a discount on healing potions, only to realize the group doesn't have the money.   The high priestess goes on to explain that the ritual will take all day, so she will see them that evening.  The group then leaves the temple.
Title: Session 9: The Lost Pilgrimage
Post by: jgants on May 16, 2009, 01:19:18 PM
Session 9 - Scene 3 (of 5)

After the temple, the next stop is at Teldorath's Arms.  After reading Grundelmar's note, Teldorath agrees to offer a 20% discount on replacement weapons and armor for Rhogar.  

The group then splits up for the day to perform their own personal duties.  Merend goes back to the shrine of Bahamut to meditate for their journey.  Al and Leigh use their newly-found ritual book to learn the rituals for Corpselight and Silence, respectively.  After deciding pickpocketing wouldn't make enough money (and cause issues with the others in the group if he got caught), Mitka spends the day gambling, earning a few extra gold.

That evening, they arrive back at the temple.  Dirina presents Rhogar to them, clothed in basic temple robes.  While Merend worries they may want the robes back right away, Dirina explains that the robes are included in the cost of the ceremony.
Merend introduces Rhogar to Silas, and explains their mission.  Everyone notices Rhogar isn't quite his old self yet, there are some debilitating effects lingering from being dead.  Dirina explains that the effects will go away in time.

The group then heads back to Teldorath, who is ready with Rhogar's new sword, shield, and armor (along with a new adventurer's kit).  Rhogar feels much better to be fully armored again.  While there, Mitka convinces Silas to loan him some gold so he can buy a hand crossbow.  Sensing it could be useful for the group, Silas agrees.

Merend then decides heading out at night would be a bad idea, so everyone returns to their home for the evening and plans to meet up in the morning.
Title: Session 9: The Lost Pilgrimage
Post by: jgants on May 16, 2009, 01:20:08 PM
Session 9 - Scene 4 (of 5)

The first day of travel along the Trade Road is uneventful.  As night approaches, Merend has Mitka scout out a good location for their camp for the night.  He finds an idea spot nestled up against a hillside, providing them with some protection and cover.

That night, all is quiet until the second shift with Mitka and Leigh.  Mitka hears something off in the distance, around 100 yards away or so.  It sounds like the heavy breathing of a large beast.  He alerts Leigh and the two wake everyone up.

Alerted to the presence of something, everyone tries to spot what it could be.  A couple of the group briefly notice a large, red eye peering from around a bend behind a hill a fair distance away.

Merend moves everyone back into a defensive position.  Leigh and Merend can see with their low light vision that a large shape is emerging from behind the hill and cautiously moving towards them.  It appears to be an adult dragon.

As it gets closer, Leigh is able to determine it is a gray dragon.  She knows that gray dragons are avid hunters, live near plains and hills, and can be good, self-interested, or evil.

Suddenly, the dragon calls out to them telling them not to be afraid.  He knows they've spotted them, and he wants to approach them to talk.  Merend plays it by ear as the dragon approaches.

Now right next to the group, the dragon towers over them.  He explains that he finds them "interesting".  He spotted them earlier in the day and moved in at night to get a closer look.

Merend explains they are looking for a group of lost pilgrims traveling in the area.  The dragon responds that he has seen the pilgrims, and that several of them were "most tasty".

Merend isn't exactly surprised, but does wonder aloud why the dragon hasn't attacked them.  The dragon explains that he enjoys the thrill of the hunt, and attacking them at night wouldn't be sporting.  He offers to give them a four hour head start after the break of dawn.

Merend shows his courage by warning the dragon they will kill him if he attacks.  The dragon simply laughs, content that they pose no real threat to him (because, as the group already knows, he could easily kill them all within ten seconds).

Undeterred, Merend attempts to elicit the location of his lair out of the dragon, just in case they kill him, so the treasure won't "go to waste".  The dragon assures Merend that he has hatchlings.  When Merend attempts to provoke him further by suggesting he is scared of the group, the dragon simply turns to a nearby tree and spits out a blast of acid, incinerating the area.

With full bravado, Merend replies nonchalantly that their wizards can do the same thing so he isn't impressed.  The dragon laughs heartily, and Merend's spirit amuses him.  Before leaving, the dragon introduces himself as Nestor.  Merend responses by introducing himself to Nestor.  Nestor then flies away into the clouds, and the group loses sight of him.
Title: Session 9: The Lost Pilgrimage
Post by: jgants on May 16, 2009, 01:20:58 PM
Session 9 - Scene 5 (of 5)

After Nestor is out of sight, Merend immediately states the obvious – there is no way the group can take him.  He forces everyone to wait 45 minutes, and then everyone quickly moves out.  He wants to reach the cave as soon as possible to avoid being eaten by the dragon.

Moving along in the night, the group eventually comes upon a few body pieces that appear to be remains of the pilgrims eaten by Nestor.  Merend quickly buries the parts under some rocks while Al grumbles about it being a waste of time.

A couple of hours later, as the sun comes up, they reach the Cave of the Three Brothers.  Outside, they find some hastily abandoned equipment of the pilgrims, so they know the pilgrims must have gone in there.  Merend has the group quickly enter the cave, without his usual caution.  He feels the threat of Nestor is far worse than whatever might be in the cave.

Inside the cave, Merend quickly notices the group has walked straight into a trap.  On a ledge along one side of the cave stands an Ettercap.  And coming straight at the group is the Ettercap's force of spiders – three large deathjump spiders and a swarm of large demonweb spiders.

Al quickly blasts the ettercap with a magic missile.  The deathjump spiders then leap across the cave at Sa-ika and Silas, who are in the lead.  Luckily, they manage to avoid the spiders' attacks.

Mitka takes out his brand new crossbow and fires at one of the spiders, only to miss.  The swarm of demonweb spiders begins slowly advancing from across the room as Leigh blasts the ettercap with another magic missile.
The ettercap responds by covering the group around the area in a giant sticky web, immobilizing everyone except for Mitka and Sa-ika.  Since he can't move into battle, Rhogar trades his sword for his bow.

Al manages to get himself unstuck, but misses the ettercap with a phantom bolt.  Across the room, Sa-ika is overcome with pain as a spider bites into her deeply, and she feels the poison rushing into her veins.  Struggling through the pain, she casts her aegis of shielding on the ettercap and attempts to use a swordburst on the spiders around her, but misses.  Summoning all her might, she tries again, hitting them all.

Merend quickly acts, using his healing word to heal Sa-ika.  Next to her, Silas attempts to strike the spider in front of him with his sword, but misses.  He does, however, manage to get himself unstuck.

Mitka fires off another crossbow bolt at the spider, but fails again to find his mark.  The swarm of demonweb spiders then moves in to attack Merend, covering him with painful, poisonous bites.

On the other side of the cave, Leigh blasts the ettercap with another magic missile.  It responds by throwing a web net on top of her, then stabs Silas with its long spear.

Unstuck now, Rhogar moves in and attacks the swarm.  He quickly finds that his sword is not as useful as he'd like against a swarm of smaller creatures.

Al attempts to take out the ettercap leader with his powerful rolling thunder spell, but the ettercap avoids it.

Sa-ika is then bit by two deathjump spiders.  As their mandibles bite into her, she knows she is in danger of dying and won't last much longer.  Still, she refuses to use her powers to switch places with another.  She'd rather die than put someone else in mortal danger.  She takes a minute to gather a second wind, and shakes off the effects of the poison.

Next to her, Silas is hit as well and is also poisoned.  Merend, weakened himself from poison, decides to help everyone using his beacon of hope spell, simultaneously healing himself, Sa-ika, and Silas while weakening the swarm and the spider attacking Silas.  Digging deep, he summons the extra energy to cast a second healing spell on Sa-ika, returning her to full health, and hands a healing potion to Silas, in case he needs it.

Silas decides to take a step back, and blasts at the spider with a glowing ray of radiant vengeance.  Sadly, the quick spider is able to avoid the blast.

With his hand crossbow ineffective so far, Mitka switches to his sword and uses his handspring attack to move into the spider that was on Silas.  But, as has often been the case, his attack fails to hit.  Frustrated, he follows up with a second strike with his blade, this one slicing into the spider.

Meanwhile, Merend fends off another attack from the swarm while Leigh blasts the ettercap with an acid arrow, with the splash landing on the spider in front of Mitka.  Both are seriously injured by the attack.  The ettercap lashes back at Mitka with his spear, but Sa-ikas Aegis of Shielding protects him.  Al attacks back at the ettercap with a phantom bolt as Mitka is hit by the spider.

Across the cave, Rhogar attempts to lash out at the swarm with his paladin's justice, but fails.  Sa-ika uses her swordburst power to attack all the spiders surrounding her, and manages to hit two of them.

Merend, however, shifts away from the swarm and decides to focus on the ettercap.  Blasting him with a divine flame, Merend kills him.  Nearby, Silas rains down vengeance on the spider in front of Mitka while Mitka himself misses with another of his sword attacks.

Back over at Rhogar, the swarm attempts to attack him but fails.  Leigh responds by blasting the swarm and a nearby deathjump spider with a scorching burst.  It proves to be quite effective against the swarm.  Rhogar, however, isn't as successful with his sword attack.  He decides to follow it up with a blast of his poisonous breath, injuring the swarm and the nearby larger spider.

With the ettercap dead, Al changes his attention to blasting the spider in front of Mitka with a phantom bolt.  The spiders respond by attacking Mitka and Sa-ika, but all miss.  Sa-ika attacks back with a lightning clash, killing the spider in front of Mitka.  Merend wipes out another one with his blast of flame.

Silas moves in to attack the remaining deathjump spider, but misses.  To try and get into flanking position, Mitka attempts to climb up the ledge and move around to the back, but his climbing skills fail him, impeding his progress.

Rhogar is hit again by the spider swarm.  Al attempts to blast it with a phantom bolt, but misses.  As does Sa-ika's swordburst.  Merend's lance of faith attack, however, hits the nearby deathjump spider.  

Empowered by the attack, Silas moves into flanking position to strike the spider, but still manages to miss again.  Merend wonders how the temple ever though Silas could do the mission on his own as Silas summons his strength for a second attack, which hits.

With Silas taking up the flanking position he wanted, Mitka is forced to fight adjacent to him.  He hits the spider with a piercing strike.

Over on the other side, the swarm bites into Sa-ika as Leigh blasts it with another scorching burst while Rhogar misses with another of his attacks.  Al blasts the swarm with his phantom bolt.

Sa-ika is still attacking the remaining deathjump spider, and hits it with a solid attack.  Merend attempts to blast it with his lance of faith again, but misses.  Silas misses as well with his attack, as Mitka performs a fancy feint move to throw off the spider.  Despite this, he still manages to fail with his follow-up attack.

The swarm attempts to attack Rhogar again, but misses him.  Leigh finishes it off with a final scorching burst.  Rhogar is then free to move in and flank the remaining spider.  His powerful attack hits home, killing it.

With the spiders dead, the group quickly locates the surviving pilgrims cocooned up in webs in the back of the cave.  After freeing them, there are 13 survivors in total (with several having been eaten by Nestor, and others used as food by the ettercap).  One of the survivors explains to Merend that Derris was killed by Nestor, along with many of the pilgrims, and they ran to the cave for protection, only to be ambushed by the ettercap.

As the others look around the area, they find a pile of gold near the ettercap's sleeping area.  After confirming it didn't belong to the pilgrims, Merend's consciouss is free to keep it.  Mitka is happy that they can defray some of their costs in resurrecting Rhogar.

Merend then decides what to do next.  Because the hard part is going to be getting everyone out of the area safely while avoiding Nestor.  And he knows Nestor is hunting them...
Title: Session 9: The Lost Pilgrimage
Post by: jgants on May 16, 2009, 01:36:39 PM
Session 9 - Session Notes

This session introduced yet another new drop-in player, the guy who played Silas.  Yet again a new player joined without knowing the 4e rules ahead of time, and yet again the new player took like the new rules like a duck to water.  I'm amazed how fast-learning this game is.  The 3e game several years back with most of the same people lasted like 5 or 6 years, and people still didn't understand most of those rules.  With 4e, pretty much everything gets picked up the first session.

I don't mean to keep beating the 4e drum, I'm actually quite surprised its gone so smooth.  This session was the first time we ever really took a min to look up something in the book (regarding flanking), and even that was solved in a couple of minutes.

Anyhow, the Silas character was another of my pregens.  He's named after the monk in The Da Vinci Code (Silas) and the Jesuit, John Ballard, who was executed for his part in the assassination plots against Queen Elizabeth.  I thought it made the perfect name for an Avenger.

Speaking of names, The Cave of the Three Brothers is based on a real semi-famous cave in France (which was also named after 3 sons of a count, Begnaud being one of the spellings).

We half planned out ahead of time that Rhogar wanted to be resurrected and that the group knew they'd need to go on some kind of quest to pay for it.  Because the Krolec was missing this week, I figured the Avenger made a good replacement (a Goliath barbarian was my next choice), and the pilgrimage plot was what I came up with (after several aborted ideas).

The end fight with the ettercap was thought out after I remembered I recently got an ettercap mini in a recent purchase.  The dragon was added when I was thinking up random encounters in the area (I used the charts / rules from the D&D expert edition - Nestor was my "dragon" entry).

Next week may very well get even wilder, as MM2 will be out by then.  Hopefully we can get everyone back together and go back to the cemetery plot.  Still several goodies planned for that.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 09:57:24 AM
Session 10 - Cast of Characters

Krolec Jar'Bin - Elven ranger and (in theory) leader of the group
Merend - Dwarven cleric (and effective leader of the group)
Sa-ika - Genasi swordmage
Zena - Human fighter
Rhogar - Recently resurrected dragonborn paladin
Mitka - Halfling rogue
Al Truism - Human wizard
Leigh - Eladrin wizard
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 09:58:13 AM
Session 10 - Scene 1 (of 7)

Two days ago...

With the last of the undead remains burned in Scrag's fire pit, Krolec heads out in search of Zena.  Once he finds her, he plans to catch up with the others.  Scrag elects to hold back and wait in his shack until the group comes back to finish clearing out the cemetery.

Heading back west and to the south, Krolec eventually comes upon a small clearing with the ruins of what appears to be an old caretaker's shed.  Moving cautiously inside, he spots some recently moved boards.  Nudging them aside, he discovers a sleeping Zena.

After carefully waking her, Krolec asks Zena what happened to her when she disappeared the previous day.  She explains that while scouting, she encountered a roaming pack of zombies and zombie hounds.  Knowing that she couldn't take them on her own, she ducked inside the old remains to hide.  She stayed there until she was sure they were gone, but by then it was nightfall.  She made herself the temporary shelter in the ruins so she could get some rest.

Zena also mentions a note she found in an old scroll case among the remains, apparently written by the last caretaker of the cemetery – a man named Ryerson – discussing that the ground has "soured" and the dead have begun to rise.  According to the note, an evil necromancer named Herwest the Reanimator placed a dark crystal in the cemetery filled with dark magic that caused the dead to begin to rise.  And due to the local army forces being depleted from the Minotaur Wars, there are not enough able-bodied men to go in to kill the undead and destroy the crystal.  Instead the city fathers have decided it is enough to contain the area.  Ryerson's last words indicate that he is leaving the area the next morning, but if someone is reading the note then he must not have made it.

While Krolec and Zena find the new information interesting, they decide the best thing to do is try to locate the others.  They stop by to update Scrag first, and then head back into town.

After asking around at the House of the Sun, the two eventually find their way to the Temple of Erathis, only to find that the others have already left with Rhogar restored.  The high priestess, Dirina Mornbrow, explains to them about the mission the group agreed to undertake.

Krolec and Zena decide to head out immediately, hoping to catch up to the others that night.  Unbeknownst to them, the group did not actually plan to leave on the mission until the next morning.  After traveling for several hours, Krolec is surprised they have not caught up with the others yet, and decides they must have taken a different direction.  The two make camp for the night.

Their travels the next day are relatively uneventful, with exception of spotting some remains of dead pilgrims.  They still catch no sight of the group, and Krolec is impressed Merend has apparently made such good time.  The day after that, they finally reach the Cave of the Three Brothers.  Outside are some hastily discarded pieces of pilgrim baggage and fresh tracks leading inside.  Krolec pauses to investigate the cave carefully, and is certain he hears some kind of creatures moving around.

With just him and Zena, Krolec decides to avoid entering the cave for now.  Obviously Merend and the others have not reached the cave yet.  He and Zena decide to scout around the immediate area.  While they are about half a mile away on a different hill, Krolec spots the group moving hastily into the cave.  He and Zena begin heading out to meet up with them.  As they get close to the cave, Zena spots a large gray dragon in the sky.  And it appears to be heading their way.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 09:58:59 AM
Session 10 - Scene 2 (of 7)

Krolec and Zena make their way into the cave, and Krolec greets Merend then quickly explains about the dragon coming towards the cave.

 As Merend begins to make preparations for what to do next, one of the pilgrims has a bad reaction to the news, yelling "We've got to get out of here!" while quickly running out of the cave before anyone can stop him.  The pilgrim is almost immediately hit with a blast of green gelatinous acid after he exits, dissolving him instantly.  It's too late.  The dragon has already reached the cave.

With the main cave exit cut off from them, Merend orders everyone to begin searching the cave.  A frantic search ensues.  Krolec discovers a low passage in the rock behind the the webbing where the pilgrims were held by the spiders.  Merend is disappointed in Mitka, their rogue specialist, for not discovering the passageway, but says nothing.

Before anyone goes through, Mitka goes up to examine the passageway.  It's a natural fissure in the cave.  It is only about two feet high, so they will have to crawl.  And the ground is covered in cobbled stones, making it slow going.  Mitka does not detect any traps, but does see a faint light at the end.  Checking for a breeze, it does appear some air is flowing into the chamber beyond – which is a sign of encouragement for everyone, as it may be a way out.

Merend reminds everyone they need to move immediately.  He has half the group head in, followed by the pilgrims, with him and Silas taking up the rear (Silas insists on taking up the rear position as it is his responsibility to safeguard the pilgrims.).

After crawling nearly 50 feet, Mitka reaches a small cavern, with a slightly higher ceiling, allowing them to crouch instead of crawl completely prone.  At one end of the cavern is a large pile of debris – mud, rocks, and leaves.  The immediate concern is the possibility of this cavern being used as an animal den.  Krolec and Al examine the area carefully, and determine it does not appear to be so.   The cavern appears to be where water drains into, with the debris washed in from outside.

There only appears to be one other exit from this cavern, a narrow low passageway leading in a slightly upward direction.  The faint light appears to be coming from it.  Merend prepares to order everyone out, but Mitka suggests they search the debris first.  

While Mitka fails to find anything of interest, Sa-ika has more luck.  In between the mud, rocks, and leaves, she locates an old metal rod.  It appears to have a crude engraving of a star on it.  Al examines the rod for magical properties.  He concludes it is magic, and has a triggering enchantment on it, designed to activate some effect when it comes in contact with another magical trigger component.

Merend resumes with the plan to get everyone out of the area quickly.  While the dragon cannot make it through the low passageway, he certainly can make it into the cave, and Merend doesn't want it trying to flush them out with his acid breath weapon.

Mitka tries to climb up the passageway leading out of the cavern, but has a hard time gaining traction.  Krolec and Sa-ika assist by shoving him up it.  Once Mitka climbs the rest of the way and gets to the top, he hammers in a piton and sends a rope down to make it easier for the others.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 10:00:13 AM
Session 10 - Scene 3 (of 7)

The passageway leads up to a large circular cavern of around 400 square feet, with a 30 foot high ceiling.  The walls appear like rivers of frozen orange stone.  The remains of an ancient campfire (arranged rocks) appear in the middle of the room, below a natural chimney high up in the ceiling.  The natural chimney appears to be the source of the light, but Mitka is dismayed to see the chimney is only a couple of inches wide.  They won't be able to use it to get out.

Mitka also notices a large open pit on one side of the room, and a fissure in the far side that could be a continuing passageway.  Finally, a small songbird appears to have flown in from the chimney, and sits perched on a rock, singing.  Mitka relays the information down to the others.

Merend orders everyone to move up into the cavern.  Once there, he is slightly concerned about the bird.  Krolec remarks that it appears to be a perfectly normal yellow finch.

The discussion then turns to making camp and resting for a day so everyone can recover from their experience with the spiders (particularly the remaining pilgrims).  Merend wonders about using the leaves and other debris as a campfire, but the others remind him it will likely be too damp.

Mitka wants to check out the fissure first, to see if it is an exit.  Krolec decides to go with him, he doesn't want anyone going off on their own if they can help it.  But the two of them find that the fissure curves around a short distance then ends.

They do, however, discover something sitting back in the corner of the fissure – a suit of skinned bear armor.  It appears to be thinned down to use as leather armor.  Krolec notes the pristine condition it appears to be in despite likely being hundreds of years old.  After Mitka makes sure it isn't infested with insects or anything, they grab the armor and head back to the main room to show the others.

Sa-ika, Al, and Leigh group together and examine the armor.  It is clearly magical.  They determine it to be a suit of Bestial Leather Armor.  Although Al wants the armor, Sa-ika and the others remind him that the group will benefit more from her wearing it since she is trained in its use and needs better armor.  Al relents, and Sa-ika heads back into the fissure area to change (much to Merend's lecherous disappointment).

Krolec decides to make sure there are no other ways out of the cavern, and thoroughly searches for any secret passages.  He finds none.  Stymied for now, everyone rests for the next day, setting up shifts.  Merend designates the fissure area as the latrine area.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 10:01:21 AM
Session 10 - Scene 4 (of 7)

The next day, everyone is ready to proceed with exploring the deep pit.  Merend and Silas form a plan – Silas will stay back with the pilgrims while Merend and the others look for a way out.  Once they find it, Silas and the pilgrims will follow.

Mitka activates one of his sunrods and goes over to examine the pit.  It appears to drop down into another cavern, but it is too difficult to see how far it is because of a thick mist in the cavern below.

Mitka ties a rope around his waist and tucks the sunrod into his belt.  He draws his sword, and has Zena and Rhogar lower him into the pit like a worm on a fishing hook.

As he heads down, he sees that the cavern below is quite immense.  It is a very dark, large area with a thick mist that makes it difficult to see very far.  Mitka listens carefully for noises, but the cavern is eerily quiet.  It is over 30 feet until he reaches the bottom.

Once Mitka is down, the others begin to follow, starting with Sa-ika.  Krolec has a scary moment as he begins to slip while heading down the rope, but quickly recovers.  Leigh, Al, and Merend follow just fine.  Rhogar, however, is rather clumsy and manages to slip and fall.  He crashes to the ground, knocking the wind of out him, cracking several ribs, and spraining an ankle.  He moves off to one side to rest for a minute and recover while Zena, the last of the group, climbs down to join the rest of them.

Merend begins forming his plans to organize everyone for their advance, and expresses his concern that they should be very careful.  Al reminds him that so far, they have seen no evidence of anyone being around here in the last several hundred years.  Despite this, Merend remains vigilant about proceeding carefully.

He has Sa-ika and Mitka out front a short distance from the others, scouting ahead.  As he barks out orders, Sa-ika wonders to herself why Krolec has not re-assumed control of the group.  Krolec does, however, defy Merend's arrangement a little by putting himself between the advance scouts and the rest of the group.  Al decides to follow him for his own reasons.

As the scouting group moves slowly ahead in the dark, misty cavern, Mitka spots something shiny along the ground over by one of the walls.  Moving in for a closer look, it appears to be a crop of quartz crystals.  Sa-ika examines them carefully for any magical enchantments, but finds none.

The others move in for a closer look.  Krolec notices the red line moving through the crystal and declares it to be bloodstone quartz, a relatively valuable gem.  While everyone is discussing possible ways to extract the quartz from the wall, Merend moves in and uses his knowledge of the underground to remove it without damaging it.

Everyone then resumes their previous positions and begin moving ahead, this time staying against the wall.  They don't find any more crystals, but they do come upon a natural staircase leading up slightly off to the right.  Mitka pauses to listen carefully for sounds up the stairway.  He hears nothing except a fluttering.  He turns to discover the finch has followed them into the deeper cave.

As the others walk over, Merend becomes highly suspicious.  He doesn't believe a normal bird would follow them in.  After everyone has a brief argument over the possibilities, Leigh decides to check to see if the bird is magic.  It is not.  Merend tries talking to the bird to no avail.  Finally, he tosses it some crumbs from his rations and focuses his attention back on to the stairway.

After Mitka makes sure there are no traps, he ascends the rocks upward.  They lead to a small, dome-shaped cave with no exits.  There appears to be a message carved into one of the walls, written in an ancient dialect of common.  After Mitka reports his findings, Al and Leigh move in to decipher the message.  It roughly translates to, "these stairs won't lead you out".  Merend and Krolec are suspicious of the message, and search the area thoroughly, but it turns out to just be a case of a primitive sense of humor.

Leaving the dome cavern, the group resumes their journey in the large hall of mists.  Eventually, Mitka and Sa-ika notice that the cavern ends in a yawning chasm, stretching 40 feet long.   The mists in the cavern appear to originate it, as it is too dark and thick with mist to see very far down.  Looking around, it runs the width of the chamber, and there are only very thin footholds on either side.  Crossing would be very perilous indeed.

The group decides to check back through the rest of the cavern along the opposite wall first, to rule out any alternate exits.  They find none.  Back at the chasm, Merend spots the bird again, perched up on a rock, singing.  He wonders if it is mocking them.  He holds out the magic rod for a perch, but the bird comes no closer.

With no other options visible, Merend decides they will have to make the crossing.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 10:02:26 AM
Session 10 - Scene 5 (of 7)

The plan is decided that Mitka will make the crossing, as he is the smallest and most agile.  One rope is tied around him and held by the group.  He is then to cross along the ledge and hammer in a piton, looping the rope through it, every ten feet.

Mitka's thin stature and excellent balance serve him well.  Despite the very narrow ledge and complexity of hammering in pitons, he makes it across quickly.  As he reaches the other side, he hammers in the last piton.

Just then, an axe whizzes past his head from out of the darkness beyond.  He looks out, but cannot see his attacker.  It does, however, sound like something moved away after it threw the axe.  The others see the axe as it plunges into the canyon below, and Merend calls for Mitka to come back, but Mitka feels it makes more sense for him to stay.  He readies his hand crossbow in case of another attack.

Krolec is next to go.  Now with the rope in place, crossing is much easier.  With some effort, he is able to get across, followed by Al and Zena.  

The next to cross, however, is Rhogar, who is still weakened from his resurrection.  He slips several times, eventually toppling into the chasm.  The rope holding him breaks, and he starts to fall in.  As he is falling, Zena rushes back over and grabs the fragment of rope still attached to him just in the nick of time.

Using all her strength, Zena holds the rope fragment as Rhogar tries to climb up.  But he is still weak, and slips back down a little further on the rope.  His bow and quiver break free in the jostling, and fall into the mists.  

Merend listens carefully as he waits for them to hit ground.  He estimates the chasm to be around 200 feet deep.  If anyone falls in, they not only face certain death, but their bodies would never be able to be recovered, causing them to be lost forever.

Sa-ika moves in to assist Zena, and the two of them are able to swing Rhogar up enough to get a hold of him.  They get him across to the other side where he sits to rest for a minute.

Merend attempts to cross next.  But he, too, finds crossing extremely difficult.  He slips falls, grabbing onto the ledge before he topples into the brink.  But he can't get a good hold, and begins to slip.  Zena again rushes to help her falling comrade.  Weakened by her experience with Rhogar, she finds it too difficult to lift him up, and Merend can't hold on to her, either.  He begins slipping back down, certain he is about to die.  

Just then, Leigh rushes over from the other side.  She helps support Zena, and the two of them manage to get Merend back up on the ledge.  But Zena is still very fatigued from the experience, and slips herself on the way back to the other ledge.  Luckily, Sa-ika is able to rush back over to make sure she doesn't fall, and eventually everyone makes it to the other side.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 10:03:22 AM
Session 10 - Scene 6 (of 7)

Knowing there is someone dangerous about, Merend and Krolec begin to take a look around the area.  Others wonder how they'll ever be able to get the pilgrims across.  Merend makes sure to remind Al that despite no one being around in hundreds of years, they were attacked.  Then, Merend and Krolec both make an interesting discovery – a small boulder near the chasm has a suspiciously circular hole of an inch diameter in it.

They have Al come over, and he detects it as magic.  It's the other trigger for the rod, just as they all suspected.  Everyone wants Merend to put the rod in the hole, but he is still very cautious.  He arranges the group in a circular formation first, wary of any creatures that may appear and attack.

Sticking the rod into the hole, Merend watches as a magical bridge of glowing pink crystals appears over the chasm.  Everyone realizes they now have a way to get the pilgrims across.  Several head back over the bridge to the other side and look around for a corresponding boulder there.  Krolec finds one.

After everyone heads back to the far side, Merend decides to remove the rod from the boulder to see what will happen.  The bridge disappears.  Placing the rod back in makes the bridge reappear.  He removes it a final time, not wanting to leave it up for now.  Everyone also looks around to find another rod on the other side, but cannot locate one.

Merend orders everyone back into position, and has Mitka and Sa-ika begin stealthily moving ahead.  Al doesn't understand the point, as they've already made enough noise to alert anyone even remotely near them with their disastrous crossing.

Moving in, Mitka and Sa-ika discover some food on the ground.  Mitka reports back and the others move in to examine it.  Krolec determines it is a type of tasty lichen.  Merend is confused by the word until someone explains it as "cave moss".  Whatever threw the axe at Mitka must have been eating it.

Back on the move, Mitka and Sa-ika discover the cavern does not extend much further, and ends in a natural stairway leading down.  Merend wants them to sneak down the stairs and investigate, but Al impulsively casts a light spell on a small rock and tosses it down the stairs.

Everyone heads down the stairs, weapons at the ready.  What they find is a small, empty cavern.  The only exit appears to be a small passageway whose ledge is eight feet off the ground.  Krolec has Al illuminate one of his arrows, and fires it into the stone of the passageway to illuminate it.  They do not see anyone hiding there or waiting to attack them.

Mitka prepares to go first into the tight passage, though not everyone agrees that it makes sense.  He has Rhogar lift him up, and tries climbing into the passage.  But he can't get a good grip, and falls to the ground, injuring only his pride.

After some debate, Merend decides Zena should go in first, instead.  The others help her up into the passage.  She is able to get in, but immediately triggers some kind of trap.  Several spear-like spikes fall down from the passage ceiling, skewering her.  She screams out in pain.

With Zena stuck in the passage by the skewering points, Rhogar helps Mitka up to see if he can disable the trap.  Mitka quickly disables the spikes, and Zena is lowered back into the cavern so she can take a minute to recover.

Meanwhile, Mitka heads back in to the passage.  He checks the area for more traps, but finds none, and so proceeds ahead down the passage.  It takes only a moment of crawling in the confined space before he can see to the other side.  Unfortunately, the other side contains a small duregar, holding a crossbow aimed at him.  

The duergar fires, hitting Mitka in the shoulder with a solid attack.  Mitka gets out his hand crossbow and returns fire, but misses.  Al starts to head into the passageway to help, but Krolec insists on going first.  Al, who planned to help by firing his phantom bolts at the duergar, hopes there is enough room in the passageway for Krolec to use his bow.

Merend, however, doesn't thing an exchange of fire will benefit them.  He yells for Mitka and Krolec to charge the gray dwarf.  Krolec heeds his advice, and squeezes by Mitka instead of attacking with his bow.  The duegar takes the opportunity to get in a piercing shot on Krolec, hitting him square in the chest with a crossbow bolt.  The creature then disappears out of sight as Krolec recalls the duergar's ability to turn invisible.

Krolec cautiously emerges on the other side of the passage, Mitka close behind him.  No one is there, and the small cavern appears to have three exits – either by continuing on, taking a short passage that leads up, or taking a short passage that leads down.

Holding a watch position, Krolec calls for the others to follow in.  They initially all decide to take the passage leading up, until they head in a little ways and discover it will be a long, slow crawl.  Feeling safer about having more room to maneuver, they head further down the current cavern.

Mitka checks the area for more traps as they advance.  He finds none, but does discover a carving in the cavern wall, "XYZZY".  Sa-ika determines the carving is not a magical enchantment, and Leigh confirms it is neither the name of a historical figure, nor does it appear to be any real word.  Merend tries verbally saying the word and its equivalent backwards word, but nothing happens.  Zena wonders if it is part of a pattern, but Sa-ika isn't so sure.

Moving in further, the group discovers the caverns turns into a maze of twisty passages, all alike.  There appears to be a cavern leading off to the right, one moving ahead, and one curving to the left.  Sa-ika wonders if the letters were some kind of code with "X" meaning "left", "Y" meaning "center", and "Z" meaning "right".  With no better option, the group decides to follow her instincts, and they quickly make it out of the maze, with Mitka making sure to mark the way they take so they don't get lost.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 10:04:40 AM
Session 10 - Scene 7 (of 7)

Emerging from the maze-like series of caves, the group finds themselves in another large cavern.  They spot, but ignore, a small passageway leading down and back the way they came (surmising that it merely leads back to the lower passageway they discovered on the other side).  Up ahead, they can feel the rush of fresh air and see some sunlight coming in to the cavern.

Heading in further, Sa-ika and Zena take the lead.  They hear a faint buzzing sound ahead, and the group is suddenly besieged by a swarm of angry giant insects, hellwasps.

Al immediately reacts by firing off a phantom bolt, but misses.  Merend likewise misses with a blast from his lance of faith, as does Mitka's crossbow bolt.  Krolec, however, hits a wasp with one of his two bow shots.  He then strategically positions himself off to the side.

The wasps swarm in.  One of them attacks Zena, viciously stinging her, while two double-team Sa-ika, injuring her as well.  Another two are able to reach Krolec, bloodying him with their vicious stinger attacks.

Zena attempts to retaliate with her sword, but misses.  Rhogar opens up a blast of his poisonous breath on most of the wasps, but they all shrug it off easily.  Sa-ika, however, has more luck, hitting three of them with her swordburst attack.  As does Leigh, with a scorching burst that singes two of them.

Al decides to bring out the big guns.  He blasts at two of the wasps with his rolling thunder, injuring them badly and pushing them back from Sa-ika (which she isn't overjoyed about).  With several members wounded, Merend calls upon his beacon of hope, healing them, and following up with casting his healing word on Krolec to restore him back to full health.

Krolec swaps out his bow for his swords, then attempts a hit and run attack on a wasp, but misses.  Mitka fires at a wasp again with his crossbow, and misses for a second time.

One of the wasps breaks off to follow Krolec and attack him, but misses.  The other moves in to attack Merend, also missing, as do the three on Sa-ika and the one on Zena.  Inspired by their inability to hit, Zena fails herself with her harrier's ploy maneuver.  Likewise, Rhogar equally fails using his paladin's judgment prayer.

Leigh has better luck with another scorching burst, blasting two of the wasps again.  Meanwhile, Sa-ika misses with her first swordburst attack, but follows up with a second, very effective attack that kills the wasp attacking Zena.

Al fires another phantom bolt at a wasp, but fails to find his target.  Merend decides to heal himself, and tries backing away from the wasp in front of him.

On the other side of the cavern, Krolec stabs the wasp on him with his swords using the jaws of the wolf maneuver.  It is half-effective.  Which is more than can be said for Mitka, who switches out his crossbow in favor of his sword to perform his handspring assault tactic, only to fail yet again.  He wonders to himself if he needs more practice.

The wasps continue assaulting the group with their stingers, causing fresh injuries for Sa-ika, Krolec, and Merend.  Leigh responds by blasting several of them with her scorching burst while Zena attacks one in front of Sa-ika with a cleaving strike.

Rhogar then moves in to assist Merend, but misses with his enfeebling strike.  Behind him, Sa-ika uses her swordburst to kill two of the wasps attacking her as Al kills the wasp attacking Krolec using his phantom bolt.  Krolec takes the opportunity to move in and kill the remaining wasp on Sa-ika using a twin strike with his blades.

With only one wasp remaining, Mitka moves into flanking position and attacks with a torturous strike.  But what should be a killing blow turns out to be another missed opportunity as his attack fails again to hit.  Rhogar also keeps the tradition going, also missing from a flanking position with his divine strike.  Zena, however, is able to deliver a cleaving attack, slicing into the wasp.

The wasp's attention, however, is still focused on Merend.  Luckily for him, it misses with its stinger attack.  But it isn't the only one, as Sa-ika misses with her flanking attack.  Finally, Al softens up the wasp with a phantom bolt, and Merend steps back and blasts it away with his lance of faith.

The battle over, the group makes sure there is nothing else in the cavern.  Their search reveals nothing except pieces of wasp hive and the exit to the outside.  Merend is relieved – he thought they'd never find the end of the cave.

Part of the group then heads back and escort's Silas' group to the cavern, where Merend has everyone rest up another day before heading back to Fallcrest.  Two days later, everyone is finally back home in their own beds for the night and the stories of the dangerous journey through what is now being called the "colossal caverns" is told all over the city by the surviving pilgrims.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 10:27:36 AM
Session 10 - Session Notes

I'll start off by acknowledging Will Crowther's pioneering computer game, "Adventure" (aka "Colossal Cave Adventure") - based on the real life Bedquilt Cavern in Kentucky, for being the heavy inspiration for this session.  The name "Colossal Cavern", most of the rooms, the magic bridge, the bird, the rod, the inscriptions on the walls, and even the evil dwarf and his axe attack all come straight from there (though I do change things around a bit and added extras like the wasps and the spike trap).

As Adventure came out the year I was born (1976), I, personally, have never played it.  I went googling for something interesting about caverns to inspire me for this session, and came upon an excellent paper written by a man named Dennis Jerz from Seton Hill University that was on the Digital Humanities Quarterly site from Summer 2007.  His paper was discussing the game and had lots of good pictures (or photo illustrations, as the paper calls them), showing how the game matched up to the actual caves.  So, really, his paper was the impetus for this session's design.

With that out of the way, here's more information about the session itself:

The first scene was actually just written up by me, it never occured as part of playing the game.  We needed a quick way to catch up Krolec and Zena, and the short week (from Memorial Day) didn't give us time to really do it over email, nor did we want to spend session time with two split up groups, so it was decided I'd just write up a little story to get them there.

Careful readers will no doubt notice the necromancer's name, Herwest the Reanimator, is a play on HP Lovecraft's character, "Herbert West" (from Reanimator).  Sadly, no one in my group noticed (which is par for the course for my culture references).  Very careful readers may figure out the name of the cemetery caretaker, Ryerson, is taken from Stephen King's 'Salems Lot (Mike Ryerson being the doomed caretaker killed by the undead in the novel).

My original idea was to invite the Scrag and Silas PCs back as well (going over my limit of 8 PCs), but run half the session with one group in the graveyard and the other half in the mountains with the second group.  No one but me liked that idea, lol.  The Scrag player ended up deciding to do something else, so I invited the Mitka player back.  This was the first session I actually had to turn someone away (the Silas player), but he'll take the drop-in slot next time.

For this session, I wanted to add some exploration and puzzle solving to keep things mixed up a bit.  And as I said above, I thought the elements of the Adventure game would be a perfect fit.

It was a rather long session, lasting 4 hours instead of our usual 3.  The combat was actually the shortest part of it (being much easier that I was expecting - but then the stats came from the minis card, and I've noticed before those aren't always reliable for balance).  I could have removed the wasp encounter, but as I've said in the past the players really prefer at least one fight a session.
Title: Session 10: Escape from the Colossal Caverns
Post by: jgants on May 31, 2009, 11:03:05 AM
Session 10 - More Session Notes

More things people might find interesting about the session -

* I used some of the phrases from Adventure during the game to describe rooms and passages.  The phrase "cobbled stones" caused confusion right off the top because the Krolec player was thinking of paved cobblestone.

* In the Adventure game, the bird has to be captured and then saves the player from a snake attack.  In my game, I just had the bird follow the PCs along every once in a while.  It proved most unnerving for them.

* No one is still quite sure why the Al player was trying to take the armor he couldn't really use.  Sometimes he likes to be contrary I think.

* The Merend player was the only one who thought making a fire out of mud-packed leaves from a damp cave was somehow plausible.

* The latrine comment comes from a rather long discussion in the game over whether or not to use the open pit or the passageway they came in from as a urinal.

* The Al and Merend players bickered several times about the whole "no one's been here in hundreds of years thing".  The Al player thought the Merend player was being too paranoid and cautious.  The figure kept increasing every time he made a comment, it was "thousands of years" by the end of the session.

* I kept forgetting about the "Dungeoneering" skill.  So most checks this session were Perception or Nature checks (but many probably should have been Dungeoneering).

* The chasm encounter was a rather hard skill challenge that took a fair amount of time to do in game.  Rhogar and Merend were both literally 1 bad roll away from death the way I was doing it.  In retrospect, if I was really using the 4e skill challenge rules, it probably should have just cost them a healing surge or something.  The comments about "fatigue" are really just the story version of the player making a bad roll.

* I always mispronounce chasm and lichen (as "ch az uhm" instead of "kaz uhm" and "lit chen" instead of "like en"), which gave some humor to the session.  The comment about Merend not knowing what lichen was came after the discussion of pronunciation (which led to jokes about lycans), and I finally said "ok, it's friggin' moss!" at which time the Merend player remarked he finally knew what we were all talking about, lol.

* The Zena trap moment was hilarious (at least, to me), because I had the trap planned there all along and it was the only time they didn't check for traps first.

* Funny thing about XYZZY - in the Adventure game, saying it aloud really does do something (which Merend tried here).  If they would have not figured out that puzzle, I would have had a skill challenge for them to find their way through (with failure being loss of a healing surge before they find their way out).

* If the PCs had gone up the narrow upward passage, they would have encountered the green snake (which would have wasted its first attack eating the bird, as in the Adventure game).  The snake was only a minion and could be killed with one hit.

* If the PCs had gone down, they would have found the duergar and a troglodyte lair.  I would have made that the combat for the session and skipped the wasp lair encounter.
Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: 13ofHEARTS on June 15, 2009, 10:17:28 PM
Hey man, I've been searching around for a good 4e AC to read, and yours has been the only one that I've found. I've only read the first two sessions so far, but it seems pretty awesome. I've been trying to start up a 4e campaign around where I live, but unfortunately I'm not as lucky as you, and as of yet I only have 2 other players.
Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: jgants on June 15, 2009, 10:45:21 PM
Glad to hear you are enjoying the story so far.

Sounds like you could use a couple more players.  Though if each player has two characters it could work.

I can still remember how that was.  Growing up in small towns, my usual experience was to have only one or two players most times.  I didn't start having large groups of players until college and after.
Title: Session 11: The Third Crypt
Post by: jgants on June 15, 2009, 10:53:54 PM
Session 11 - Cast of Characters

Krolec Jar'bin - Elven ranger
Al Trueism - Human wizard
Leigh - Elven wizard
Merend - Dwarf cleric
Sa-ika - Genasi swordmage
Zena - Human fighter
Silas Ballard - Human avenger
Rhogar - Dragonborn paladin
Title: Session 11: The Third Crypt
Post by: jgants on June 15, 2009, 10:55:21 PM
Session 11 - Scene 1 (of 5)

After a day of rest from their most recent expedition, the group reconvenes and decides to resume their mission into the Tombwoods. Silas decides that he'd like to stick around with the group for a while, and will accompany them. Merend is particularly anxious to complete at least one of their missions soon, lest the group get a reputation for being unreliable. Krolec doesn't disagree, and is happy the mission to sketch the Relcoff statues ties in well with his preference for ridding the immediate area around the city of its threats.

After a brief stop to sell the quartz they found and buy some spell components, the group heads off towards the Tombwoods to resume their mission. However, as they get close, a halfling comes running up to them. Al recognizes him as Tobolar Quickfoot, a hapless local wizard's apprentice (who is known for his lack of skill in using magic).

Tobolar expresses his delight in having caught the group before they went in to the forest. He explains that his master, Nimozaran the High Septarch, wishes an audience with them. When Krolec tries to explain they are busy and tries to reschedule, Tobolar explains that the meeting has something to do with their current activities.

Intrigued, Krolec decides the group may as well go meet with Nimozaran before continuing on. They all walk back across town to the High Tower of the Septarch. Tobolar leads them inside, and after a long climb up the winding tower stairs, they eventually reach the main audience chamber. Inside, the old wizard sits in his chair at a table, surrounded by walls of old books and scrolls.

Nimozaran rises when they arrive, and greets the group warmly. He explains he's been keeping track of the group's activities, and is particularly pleased with Al and Leigh. The old wizard feels that they represent the future of the city's wizard community.

He goes on to explain that he is approaching his final years, and is hoping Al and Leigh will return the local mage guild to its former glory. Nimozaran expresses disappointment in that the guild's only current member is his apprentice, Tobolar, who even he admits is not very good. To that end, he offers to waive the normal fee and provide a free apprenticeship membership in the guild for Al and Leigh. They express some gratitude, though Merend feels they should have done more.

Nimozaran appears to not notice one way or the other. He goes on to say he has something for the leader of the group, but implies he believes Al to be the leader. Krolec gently corrects him, and the old wizard expresses his surprise – in his day, groups were always led by a wizard. Al makes an aside to the old man, implying that he "lets" Krolec be leader in order for him not to feel inadequate next to Al's superior powers.

Focusing back on the task at hand, Nimozaran finds the scroll he was looking for among his shelves, and unrolls it and hands it over to Krolec. He explains it is a map of the old cemetery. Krolec and Leigh notice that the map does not include the three crypts they found earlier. Nimozaran explains that the map was made before the expansion cemetery was built (as part of the Minotaur Wars). The path the crypts were found along does eventually reach the main gate of the cemetery.

Looking it over, Krolec sees a large area of barrows, some crypts, and several large plazas. One of the plazas is in the middle of the cemetery, up a little hill. Nimozaran explains that is where Herwest placed the dark crystal. The old wizard then warns Krolec to clear the surrounding areas as best they can first, for the crystal attracts the undead and if they go for it first, they will quickly find themselves surrounded by an army of undead.

Nimozaran then goes on to discuss the history of Herwest the Reanimator. Several hundred years ago, before the Septarch was born, Herwest was a member of the mage's guild. But he became corrupted by his study of dark magic, and turned to evil. He created the dark crystal and took it to the cemetery, where he used it to create an army of undead. His plan was to use the army to take over the city (and eventually the entire Nentir Empire).

A group of local champions is said to have stopped Herwest, killing him while perishing themselves in the ensuing battle. With many undead still around and no one left to fight them (most local heroes having died or gone missing in the war), the town fathers decided instead to seal off the area with a large wooden wall. After another hundred years or so, the remains of the wall were mostly gone and the undead activity died down enough to where most people just avoided the area without really worrying about it.

Everyone thanks the old man for his assistance. As Krolec begins to head them out, Nimozaran remarks that he'd like to see them again once they are done in the graveyards. He has something else to discuss with them. Merend assumes it is another mission for them to perform.
Title: Session 11: The Third Crypt
Post by: jgants on June 15, 2009, 10:57:18 PM
Session 11 - Scene 2 (of 5)

Heading back into the woods, Krolec carefully arranges everyone in a double diamond formation marching order. The others notice that Merend seems to have backed off from his previous attempts to assume the leadership, leaving Krolec firmly in charge this time.

The first stop in the woods is back to Scrag's shack, to see if they can still get his help assisting them in clearing the area. But Scrag appears to not be at home. Mitka offers to go off and search the surrounding area for him, and meet up with the others later. As he heads off, Krolec reminds him to be careful of roaming zombies.

After that, the group heads on to the area of the three crypts. The third crypt has yet to be opened or cleared. But first, Merend rechecks the first two crypts to verify that nothing has taken up residence since they were last here. The crypts appear undisturbed.

Krolec carefully approaches the crypt door. Merend is nervous about traps, particularly since their expert in that area, Mitka, isn't around. Krolec decides to investigate himself, and several others assist him. They find no traps or anything else unusual about the crypt door.

Merend suggests that trying to lure out whatever is inside the crypt might be the best course of action. That way, they'll have more room to maneuver and avoid any traps that may be present inside. He is still wary of another set of scythe blades.

Krolec agrees and arranges everyone outside the crypt door. Merend quietly observes to himself that the group is still a little too bunched up, but says nothing. Krolec quickly pushes open the door, then steps back. In the faint light pouring into the crypt from the open door, several zombies can be seen shuffling towards them.
Title: Session 11: The Third Crypt
Post by: jgants on June 15, 2009, 10:58:47 PM
Session 11 - Scene 3 (of 5)

Zena reacts first, stepping back to allow more room for the zombies to come out.

Off to the side of the crypt, Al's hair stands on end as he spots a vaporous apparition emerging through the wall. It appears to be a pale, ghostlike creature with violet tendrils emerging from its hair. Al recognizes it as a pale reaver. He alerts the others to its presence.

Merend springs into action. Stepping forward, he approaches the reaver and attempts to drive it back using the power of his faith. But he is no match for the powerful apparition. Silas charges in, hoping to blast it with his radiant vengeance, but misses as well. Al, however, is able to score a hit with his phantom bolt. As does Rhogar with his enfeebling strike.

Back near the front, a glob of rotting filth flies out from the darkness in the crypt beyond, sailing past a strategically covered Krolec to hit Sa-ika in the face. In addition to taking injury, she immediately feels its weakening effect.

The zombies begin pouring out of the crypt. Two walk past Krolec, giving him opportunity to attack them. They begin beating on Sa-ika, injuring her further. A third zombie stops at the doorway and hits Krolec with a hard slamming fist. Krolec responds by slicing back at the zombie with his swords.

Leigh decides it is time to take some control of the situation before they are overwhelmed by enemies. She uses her rolling thunder spells to blow away the zombie in the doorway, and knocks the one behind him back into the dark of the crypt. Sa-ika follows up by moving into a strategic position to attack the zombies, then striking away with her swordburst. She misses the zombie directly in front of her, but strikes right through the brain of the one next to Zena, killing it instantly. Zena tries to return the favor by making a covering attack on the zombie in front of Sa-ika, but misses.

Back on the other side, the reaver's tendril thrusts out, striking Rhogar. Silas responds by blasting it with his radiant vengeance. As the holy light pierces the reaver, it turns solid.

Knowing it will be easier to kill now, Merend attempts to hit it with his lance of faith, but his attack fails. Adding injury to insult, another glob of vile filth comes flying out of the darkness, this time striking Merend's mid-section. Covered in the rotting goo, he begins to weaken. Al, however, hits the creature again with his phantom bolt.

Back in the doorway, the zombie attempts to emerge out of the crypt again, but the remaining ball of thunder causes him to explode when it tries to pass through it. With no one immediately threatening him, Krolec switches to his bow and fires two shots over at the reaver, but misses.
Title: Session 11: The Third Crypt
Post by: jgants on June 15, 2009, 11:01:31 PM
Session 11 - Scene 4 (of 5)

Out of the darkness, more forms begin to emerge out of the crypt – this time, a cadre of skeletons. Moving through the thunder, they take some damage but not before advancing on Zena, cutting into her twice with their swords. Two more slice into Krolec.

Leigh responds by sending out a scorching burst, hitting two of the skeletons and the remaining zombie. Sa-ika follows up with a pair of sword burst attacks, damaging the skeletons further. Zena finishes off the last zombie by slicing it in half with her sword.

Back at the side, Rhogar strikes the reaver with another enfeebling strike. It tries to attack him back, but is too weakened from his assault. Silas finishes it off with and overwhelming strike from his blade.

With the reaver dead, Merend turns his attention to the skeletons. He steps back and attempts to attack one of the ones attacking Krolec, using a flame of holy flame, but misses. As does Al's phantom bolt fired at the other skeleton on Krolec.

From the darkness, another rotting ball of filth hits Sa-ika. This is followed up by the skeletons, who cut into her, Krolec, and twice into Zena. Knowing he is seriously injured, Krolec makes a hasty retreat and gathers his strength. Rhogar moves into his place to attack one of the skeletons with his paladin's judgment, but his attack fails to hit.

As Sa-ika steps back to gather a second wind, Leigh blasts away at the skeletons, hitting three with another scorching burst. Silas tries to assist with his radiant vengeance, but misses, as does Merend's second attempt to hit with his flame strike.

A final figure begins to emerge from the crypt's dark recesses. The group looks in horror at the half-rotten creature as it rips out chucks of itself to throw at them – the creature is a corruption corpse.

Sa-ika is overcome with disgust and revulsion at having been hit twice by its attacks. As she retches, two skeletons move in on her, striking her down with their swords. Her unconscious, bloody body falls to the ground.

A short distance away, Al attacks one of the skeletons with his phantom bolts, nearly hitting it. Krolec's two arrow shots equally miss their marks.

Rhogar is worried that Sa-ika may die if not attended to quickly. He rushes past the skeleton fighting him, narrowly avoiding its sword, and over to Sa-ika. Laying on hands, he heals her back to consciousness. She crawls back behind Rhogar for protection, then slowly stands herself up.

Nearby, an excited Leigh sends off another scorching burst at the skeletons, this time killing two of them.

Now that the skeletons are almost finished off, Zena decides it'd be better to attack the corruption corpse. She rushes past the balls of thunder, taking slight injury, then attempts to assault the zombie creature with her harrier's ploy. The ploy fails.

Silas thinks Zena has the right idea. Sliding past a skeleton, he makes to an area directly away from the door. He attempts to use his powerful abjure undead ability to strike at the corpse as well as pull it through the balls of thunder. But his power falters at the last minute, and his scheme is lost. The corpse slides back from Zena, then blasts her with another ball of its rotting flesh.

Merend stops attempting to strike out with his attacks, and moves over to Sa-ika. Curing her wounds lightly, he helps to heal her. Al presses on against the skeletons using his phantom bolt, but misses again.

The skeletons respond by attacking Silas and Rhogar. The one attacking Silas missing, but the sword hits home into Rhogar. Krolec assists by firing off a couple of arrows, the last one finding its mark and taking out the skeleton on the paladin. Rhogar then steps forward, and cuts down the remaining skeleton with his sword.

Leigh sends out a magic missile, blasting into the corruption corpse. Sa-ika decides to move back to the front lines. She rushes into the crypt and attempts to use her lightning lure on the creature, but fails. Silas does no better with his attempt to use his oath of enmity.

Merend plots to use his beacon of hope spell, but observes that the group is too split out for him to heal everyone. He ultimately decides to heal those in the back group, believing that the front group acted foolishly in rushing into the crypt.

The corpse tries to slide back further into the crypt to get some room to maneuver, but still misses with another of its thrown hunks of filth.

Al moves into position outside the crypt, striking it with a phantom bolt. Krolec also positions himself to attack, and his two arrow shots finish off the creature. It explodes in a burst of diseased goop, but luckily everyone was standing far enough away to not be hit.
Title: Session 11: The Third Crypt
Post by: jgants on June 15, 2009, 11:02:47 PM
Session 11 - Scene 5 (of 5)

With the creature gone, the group heads in to make sure the rest of the crypt is clear. Krolec has them slowly advance forward, checking for traps at every moment along the way.

The only thing left in the crypt appears to be a single crypt vault. After making doubly sure there are no traps or sounds of movement, Krolec and Zena slowly lift the vault cover and move it partially to one side.

Looking inside, they see only the remains of an old soldier. Merend looks for an inscription, but the vault is too worn to read the name of the soldier. He was apparently some great captain or general in the Minotaur Wars.

The soldier is dressed in long-rusted armor and shield, with a suspiciously non-rusted sword lying next to him. Sa-ika quickly determines it is a magical blade – a lifedrinker longsword.

A brief discussion ensues about who should take the sword, but Krolec fails to make a final decision. He wants to sleep on it, pondering the moral implications of using such a weapon.

Once again, the group decides to seal themselves up in a crypt and rest for another day.
Title: Session 11: The Third Crypt
Post by: jgants on June 15, 2009, 11:22:27 PM
Session 11 - Session Notes

This session ended up being much shorter than last session.

I wanted to start off with some more exposition so I included the encounter with Nimozaran.  I also needed a moment to give the PCs a map of the area to make the communication easier.  I also thought it would be handy to have a way to check off the areas they cleared.  I also wanted a way to nudge them into saving the big finale with the dark crystal for last (it will be more climactic that way - plus I have something interesting planned for the final battle).

The other purpose was to try and get the wizards involved a little more.  And to show that people are starting to take notice of the group as they rise in power.

As time goes on, I will start introducing more of that line of plotting.  And not everyone will be thrilled about a group of individuals gaining power.

As for the combat encounter, that took a while to keep moving - mostly because several players weren't paying as close of attention as they should have been.  It was also a little slower for me having many different creatures to keep track of.

One interesting part was how it broke out - with a couple of mini battles and multiple phases with the skeletons coming after the zombies.  But the best part was the corruption corpse for the finale - because several players were actually disguisted over the description.  :)

The Lifedrinker Longblade sword was kind of interesting - a couple of the players were actualyl debating whether or not their character would have a moral quandry with using the weapon (not sure why it would be worse than other weapons).

I am starting to wonder how long this cemetery plot will last.  It could be several sessions long.  By the time they actually get to dealing with Kobald Hall, plus the Keep on the Shadowfell adventure I was going to use, they will probably be so powerful I'll have to drastically alter it, lol (after the session, the wizards are already at level 3).

One question did come up in the game - re: holy water.  There are no official rules for it in 4e, but I figured the rules for alchemical acid would be close enough that I could make up my own houserules for it.

Here's what I came up with:  
Holy water is an Alchemical Item. It is not merely any water given a blessing by a priest, but a vial of water mixed with specific herbal ingrediants (which vary by diety) and that has had a specific ritual ceremony performed on it.

Holy Water is essentially the same as Alchemical Acid, except that it only affects the undead and does radiant damage instead of acid damage.

So, if you want to make it yourself, you need the Alchemist feat and purchase the  formula for making it (for knowledge of the proper ingrediants and ritual) for 70 gp. Each vial of holy water then requires a 30 min ritual performed, and 25 gp worth of materials.

Alternately, you can buy it at the temple for 20 gp per vial.

The stat block is:
Power (Consumable, Radiant): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 radiant damage to any undead creature, and ongoing 5 radiant damage (save ends); on miss, half damage and no ongoing radiant damage.
Title: Session 12: Zena's Series of Unfortunate Events
Post by: jgants on June 28, 2009, 11:11:38 AM
Session 12 - Cast of Characters

Krolec Jar'bin - Elven Ranger
Rhogar - Dragonborn Paladin
Leigh - Eladrin Wizard
Al Trueism - Human Wizard
Mitka Karamazov - Halfling Rogue
Scrag Graveborn - Half-Orc Warden
Zena - Human Fighter
Sa-ika - Genasi Swordmage
Title: Session 12: Zena's Series of Unfortunate Events
Post by: jgants on June 28, 2009, 11:13:02 AM
Session 12 - Scene 1 (of 4)

A knock at the door of the tomb begins the day for the group, as Mitka returns with Scrag.  As Krolec gathers everyone together, he decides that Zena and Sa-ika should draw straws to see which of them will use the lifedrinker longsword they found in the crypt.  Sa-ika wins, and Zena feels a bad omen over her.

With the matter decided, everyone exits the crypt and prepares to head further into the cemetery.  However, Merend suddenly remembers that it is St. Smithen's Day, named after the former Nentir Empire bishop and now patron saint of good weather (after having nothing but clear weather for 40 days after his death), and he will need to return to the temple to perform his priestly duties at the feast.  Silas also needs to head back to his temple for similar reasons.  As the champion of Bahamut, Rhogar's greater mission is to continue with the others and help keep them protected (though he does lament missing the festivities).

However, the group begins to get nervous without their healer.  Sa-ika realizes that relying only on one healer for such a large group is probably a mistake, and plans to learn enough of the ways of the warlord to inspire others to continue fighting in battle (after deciding learning the ways of the cleric wouldn't suit her).  As an immediate solution, Krolec decides they should spend the majority of their current gold on healing potions from the Temple of Erathis, at the previously offered lower rate.

A short while later, and the group is heading back into the tombwoods after having purchased their healing potions.  Krolec takes one for himself, handing out the other three to Sa-ika, Scrag, and Zena (feeling the still-weakened Rhogar should still avoid fighting on the front lines until he has sufficiently recovered from his death experience).

It doesn't take long before the group finally reaches the end of the path and comes within sight of the inner cemetery.  Thick, tall stone walls surround the area, but have largely fallen in places.  The remaining sections of the wall are covered in thick, overgrown vines, as is the large iron gate at the end of the path.

The gate isn't locked, but has collapsed off its hinge.  Concerned about making noise, Krolec decides not to try and move the rusty old gate but simply go around it instead, passing through one of the sections of collapsed wall.
Title: Session 12: Zena's Series of Unfortunate Events
Post by: jgants on June 28, 2009, 11:14:05 AM
Session 12 - Scene 2 (of 4)

Once inside the cemetery, Krolec observes the entire area is badly overgrown with many trees and foliage restricting visibility.  Immediately in front of the group is a small, L-shaped stone building.  Leigh surmises it was the old groundskeeper's building back when the cemetery was in use.

Krolec has Mitka move up to check the iron door leading into the building.  Mitka does not discover any traps, nor does the door appear to be locked.  However, he does spot some runes, glowing with a soft blue color, on the stoop of the door.  He also stops to listen at the door, but hears nothing in the room beyond.

Leigh moves in to examine the runes.  She determines they are a ward against the undead.  Undead cannot cross the barrier.  Rhogar wonders if it is meant to keep the undead out.... or in.  Krolec decides they should investigate, as after clearing the area the building will provide an excellent safehouse for when they need to rest (rather than going all the way back to town).

Krolec has everyone stand back.  He thrusts open the doors, and rushes back.  They open to a very dark chamber.  Al uses his magic to create another of his glowing rocks, and tosses it inside.  The initial area of the building is empty except for a couple of old tables, but there is a glowing set of red runes halfway through the room, and a set of unmoving figures beyond them.

Looking closely at the figures from the doorway, Krolec and Mitka see there are two humanoid statues with an arbalest between them.  In front of them are two dog-like forms made of metal, and next to a doorway (leading to the other half of the "L") appears to be a metal snake.  They are homunculi, and Krolec immediately suspects they have something to do with the red runes.  He warns Mitka and the others not to get too close to the runes.

Cautiously moving inside, Krolec and Mitka begin advancing while looking carefully for traps.  Al and Sa-ika move in behind them, wanting to get a closer look at the runes.  They confirm that the runes are alarm runes, and that passing over their plane in the room will activate the homunculi.

Mitka wonders if firing his crossbow past the runes will activate them.  Sa-ika confirms it will, but Mitka thinks perhaps they should do it just to see what happens.  Al suggests if he's going to set off the alarm, he may as well fire at one of the homunculi.  Mitka also ruminates on trying to run past the figures to see what is around the corner.  Rhogar decides Mikta may do something foolhardy and heads out, with Sa-ika and Zena quickly following.

Krolec finds it all to be a terrible idea.  He believes here is no reason for them to break the line of the runes and would be needlessly putting themselves at risk.  Mitka isn't sure there is a large danger as long as he stays out of the path of the arbalest, until Krolec reminds him it can likely move.

Al and others mention the possibility that something useful could be behind the barrier, but Krolec repeats that it is an unnecessary risk and could jeopardize their ability to use the building as a safe house (though some wonder about resting there while not knowing what is behind the corner, or trusting the homunculi).

In the end, everyone decides they will move on and deal with the issue later.  Just to be safe, as they leave, Krolec yells out a greeting into the room, asking if anyone is there.  To his surprise, he gets a response of, "hello".  It appears to be one of the statues speaking.

Krolec and Mitka head back over near the line to speak to the statue.  When asked who he is, the statue explains that he is the guardian of the chamber and that Krolec and the others are free to enter (and stay) so long as they do not pass the red line.

Krolec wants to know what the guardian knows of the area.  It replies that it knows nothing except what its master created it to do – guard this area.  Mitka asks what they are guarding and the guardian explains that the room beyond holds an altar to Kord, the god of thunder and battle.  The altar was specifically built to be able to destroy the dark crystal of Herwest the necromancer.

Beginning to understand why this area is guarded and who established it, Krolec explains that his group is on a mission to clear out the cemetery and destroy the crystal.  He asks the guardian if this will allow them to pass to the altar beyond.  The guardian explains that even his master would not be allowed.  They must hand over the crystal to the guardian, and only he can take it to the room beyond to be destroyed.  After promising to return with the crystal, Krolec and Mitka leave and explain the situation to the others.
Title: Session 12: Zena's Series of Unfortunate Events
Post by: jgants on June 28, 2009, 11:15:09 AM
Session 12 - Scene 3 (of 4)

After making sure the immediate area is free from undead, they head on to the nearest barrow.  After Mitka checks the door for traps and listens for any movement, they open it and head inside.  They do find remains in their catacombs, but no obvious undead.  Krolec prods a little with his sword, just to be safe.

It then occurs to him they will need to decide whether to desecrate the remains, or risk them being re-animated later.  They aren't really sure how the crystal's magic works at this point.  Krolec decides being cautious is more prudent, but ensures the remains are cremated in their barrows so as to disturb them as little as possible.  He also has Rhogar give a blessing.  As the most experienced cremationist in the group, Scrag performs the actual burning.

From outside, everyone watches as the smoke escapes from the barrow.  The heat causes the barrow to implode slightly, as the old stones become unstable.

Moving on to the next barrow, Mitka performs his usual set of tasks again.  This time, he still finds no traps but does hears something stirring about inside.  Krolec once again thrusts open the door and quickly moves aside.  The passageway into this one is partially blocked by a collapsed wall.

Al prepares to throw a lighted rock, but Krolec decides using an arrow might be more prudent.  Al responds that he supposes Krolec can tie the rock to an arrow, until Krolec explains he meant Al to actually enchant the arrow itself.

Firing the arrow in, the area is lit up, immediately disturbing its inhabitants, a large nest of bats.  Two of the bats immediately burst into a flame form, revealing them to be fire bats.  Two others are the nasty type of shadowhunter bats the group saw before in the sewers.  There are also two very large dire bats, and four relatively small giant bats.

The fire bats fly out first.  They immediately swoop past a section of the bunched up group, setting Zena on fire.  The large dire bats following more slowly behind them.  Squeezing through the partially blocked opening, the first of the dire bats lets out a piercing screech that stuns Scrag, Zena, and Al.

Leigh immediately responds by firing off a scorching burst at the dire bats.  Krolec fires off a couple of shots with his bow, hitting the dire bat once.  Scrag and Al try to recover their senses, but cannot.

Next are the shadowhunter bats, they fly out through an opening in the ceiling of the barrow and begin making their way to flank the group.  The flock of giant bats then burst out from behind the dire bats, injuring Krolec and Scrag while failing to penetrate Zena or Sa-ika's armor.

Near the back, Rhogar chants a prayer and creates a sacred circle to aid everyone.  Sa-ika also focuses on defense, using her dimensional warp to swap places with the stunned Al then using a series of swordbursts to kill two of the giant bats (though failing to injure the dire bat).

Zena manages to recover from the flames engulfing her, but is unable to recover enough to do anything else.

Mitka moves into position to assist Krolec.  Using his deft strike, Mitka kills one of the giant bats.

The fire bats fly over again, this time lighting up Krolec, though Zena, Scrag, and Sa-ika are able to avoid further injury.  The large dire bat flies by Sa-ika, greatly injuring her with a nasty bite.  The second dire bat emerges and lets out its own piercing shriek, this time stunning only Rhogar.

Deciding they need to take down some enemies quickly, Leigh fires off her acid arrow at the dire bat, nearly killing it.  The resulting acid splash hits the remaining giant bat, melting it into nothingness.  Meanwhile, Al and Scrag finally recover themselves enough to fight on.

In the back, Krolec draws his swords and attempts to use his jaws of the wolf tactic on the fire bats, but fails.  He decides he needs to think about retraining to another skill, as this one seems to be not very useful in most situations.

Off to the sides, the shadowhunter bats fly by and make vicious attacks with their tails, slicing into Zena and Mitka.

Rhogar and Zena recover their senses while Sa-ika uses her lighting clash to blast one of the dire bats into oblivion.  Mitka decides to once again attempt his handspring assault.  He finally succeeds, hitting one of the fire bats, thinking to himself that his extra practice has finally paid off.  However, his follow-up attempt to hit with a torturous strike is less successful.

The fire bats split up and head out in two different directions.  One flies over Rhogar, Scrag, and Zena.  Missing the first two, it does succeed in enflaming Zena again.  Meanwhile, the other misses Mitka as it flies over, but does engulf Leigh in flames.  Leigh responds by blasting it back with one of her magic missiles.

Al wants to pin down some of the bats to keep them from doing their fly-by attacks.  He attempts to use his spinning vortex spell on one of the shadowhunter bats, but fails.  He then activates his guardian blades to protect himself.

On the other side of the battlefield, the dire bat has moved in and bitten Zena.  She falls to the ground, unconscious, still afire.
Title: Session 12: Zena's Series of Unfortunate Events
Post by: jgants on June 28, 2009, 11:16:04 AM
Session 12 - Scene 4 (of 4)

Seeing the situation is dire, Scrag uses his earth warden powers to transform into his panther form.  He charges ahead at the nearest fire bat, striking it down.

Krolec takes a moment to try and recover.  He gains a second wind, but cannot stop himself from continuing to burn.

The shadowhunter bats swoop in again, missing Rhogar but injuring Leigh.  She notes to herself that this is the most injured she's ever been.

Rhogar rushes over to Zena, recovering her by laying on hands (though making sure to avoid the parts of her still on fire).  He them blasts out with his poison breath, driving back the dire bat.

Sa-ika throws her sword at the nearest fire bat.  The whirling blade slices it in half then returns to her hand.

Zena, still on fire, tries to gather her strength to continue on.  After catching a breath, she downs her healing potion and stands up.

Mitka attempts to finish off the remaining dire bat, but misses with his piercing strike.  The dire bat responds by biting him while the fire bats fly over Rhogar and Zena, blasting them both with flames.

Meanwhile, Leigh pauses to catch a breath and recover.  She then fires off a flaming sphere at the nearby shadowhunter bat.  

Al tries to attack the remaining fire bat with his rolling thunder spell, but misses.  Scrag continues his panther charge at the fire bat, attacking twice with his warden's fury.  One of the hits wounds the fire bat.  Krolec assists with two shots from his bow, finally killing it.  Krolec is also pleased the flames on him have finally died out.

The shadowhunters swoop in again, hitting Leigh but missing Scrag.

Rhogar uses a prayer to douse the flames engulfing Zena.  He then attempts to strike down the dire bat with his paladin's judgment, but misses.  He also fails to put out the flames on himself.

Sa-ika uses the energy from her bestial armor, charging the dire bat with her full might.  Her strikes cut it down.

Zena readies herself, full of fury for having been unable to act before now and having taken so much punishment.  With a vigorous yell, she charges forward and strikes down a shadowhunter bat with her harrier's ploy tactic.

Off to the side, Mitka switches to his crossbow and fires at the remaining shadowhunter bat on the other side of the battlefield.  Leigh assists him by blasting it with her burning hands spell (this time avoiding any horses).  Al hits it with his force orb spell as well.  In the end, Krolec gets the killing shot by downing it with a couple of arrows.

With all the bats dead, the group cautiously move into the barrow.  Krolec searches around to find anything, but is disappointed to discover no rewards for their fight other than a pile of bat guano and some inanimate remains.  There is a stone crypt at the back, but he and Rhogar discover nothing of interest in it.

The same prayers are said by Rhogar, and Scrag uses the bat guano to create a great fire.  As they walk away, the barrow completely collapses in flames.  Krolec wonders if they can avoid going inside future barrows as they walk back to the groundskeeper's building to rest for another day.  He begins to think that the mission to clear the area will be a long campaign, indeed.
Title: Session 12: Zena's Series of Unfortunate Events
Post by: jgants on June 28, 2009, 11:37:45 AM
Session 12 - Session Notes

Ah, poor Zena.  For a minute there I thought she might not get to do anything that session, lol.  The funny part is that player is someone I work with, and she kept joking that she was being punished for transferring off of my team (which happened a couple of weeks ago).

In any event, it was a fairly entertaining session.  I actually had to yell at everyone at the beginning though, because there's been a bad habit lately of people having side conversations and not paying attention to everything going on.  After I told everyone to pay attention or else I'd be cutting the group size down to six people, that seemed to get things back to normal.  I hate to be grumpy like that, but sometimes you have to really crack some heads to keep order in a larger group.  And to think that some of them still wonder why I won't let all 10 people play at once...

The whole St. Smithen's Day thing (an obvious parody of St. Swithin's Day, though I don't know if anyone else completely caught that) was just the excuse to explain the absence of Merend and Silas.  The Merend player did actually attend the session (as the Scrag player is his kid), but decided to give up his slot to the Mitka player (who really would like to be a regular, if we had the room).

Boy were some people really freaked about not having a healer.  The Sa-ika player kept trying to get me to let her retraining to a multi-class feat, but I told her she had to wait until she gained a level.  The Krolec player settled on buying the four healing potions, though at one point was thinking about hiring one of the priests of Erathis to set up some kind of MASH unit at Scrag's place, lol.

The vines at the gates of the cemetery were actually a monster, but they avoided that encounter by moving around it.

The homunculi at the groundskeeper's place actually had a little more story to tell (about the people who created them) but the players didn't seem all that interested in asking the guardian questions.

Once again, I'll just put out a reminder that the inner cemetery area is mostly using the "Lands of Darkness: The Barrow Grounds" adventure from Expeditious Retreat Press (though I have modified the story and encounters quite a bit).

The giant bats and dire bats were creatures I created the stats for myself.  The stunning ability of the dire bats might have been a little overpowered, I'm still not sure on that.  The giant bats were just minions.

The bat encounter was fun for me, because for once I had a lot of monsters with high mobility.  The PCs were pissed that everything could do fly-by attacks, preventing them from opportunity attacks.  And I finally put the wizards at real risk.

Despite that, the battle wasn't meant to be hard.  It was mostly a combination of bad rolls and bad luck that Zena nearly died (had no one been near her, the constantly burning fire could have finished her off quickly).  Humorously, the original plan Sa-ika had was to pour her healing potion down Zena's throat, lol (but Rhogar was before her in initiative).

At this rate, it could be a few months before the entire cemetery is done.  Which is strange, because now I have little to no session prep at all (having already prepped the entire cemetery).

What I'm really excited about is the super mega battle I have planned for the cemetery plaza.  For that, I'd like to have all 10 PCs participating and plan on having the absolute maximum number of enemies involved, coming at them in waves from all sides.  Should be truly epic (and take at least a couple of sessions).

By the time they get done, they will easily be 4th level or higher.  Which means I'll have to dramatically increase the encounters for Kobald Hall and the Keep on the Shadowfell adventure (or maybe just leave Kobald Hall to see how easily they slice through it now).
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 06:56:10 PM
Session 13 - Cast of Characters

Krolec Jar'Bin - Elven ranger and leader of the group
Merend - Dwarven cleric  of Bahamut and second in command
Rhogar - Dragonborn paladin of Bahamut
Silas Ballard - Human avenger of Erathis
Leigh - Eladrin wizard
Al - Human wizard
Sa-ika - Genasi stormsoul swordmage
Scrag Graveborn - Half-orc earth warden recluse
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 06:57:06 PM
Session 13 - Scene 1 (of 6)

Merend and Silas, full from the feasting of the St. Smithen's Day celebration back in town, make their way into the forest.  After failing to find the group resting at Scrag's shack, or at the three mausoleums outside the cemetery, Merend decides they should head towards the cemetery to find the others.  At the end of the path, they get near the cemetery gate.  

Seeing that the gate and surrounding walls are overgrown, Merend decides he and Silas should step back a little into cover, and keep an eye out for anything going on.  A short while later, he hears a metal door open from inside the cemetery, and sees the others as they step out of a nearby stone building.

Being a bit on the paranoid side, Merend motions to Silas that they should remain hidden until he gets a better idea of what is going on.  Silas silently agrees.  However, they are not hidden very well, and Krolec easily spots them as he scans the area after emerging.  Walking over to the gate, he yells out to them.

Merend finally decides to emerge and talk with Krolec, but only after he sees Silas exit his concealment.  Krolec tells Merend about the gaps in the cemetery wall, and the whole group quickly meets up a few feet away.

Krolec explains what has happened recently to the group in Merend's absence.  Merend is particularly interested in what kind of tactics the group used against the bats.    As Krolec goes into detail, Merend is clearly second-guessing him.  However, Krolec brushes off the implied criticism with a smile, noting that he's sure now that Merend is back, the group will benefit from Merend's tactical knowledge.  Off to the side, Al wonders how it is that a priest would have much knowledge of battle tactics.

The matter then moves on to continuing with the clearing of the cemetery.  Krolec consults his map, and identifies a nearby double barrow – with one barrow built on to the front of another.  As they all prepare to go off , Zena and Mitka decide to go in the other direction,  scouting to make sure nothing sneaks up on the ground from behind.  Also, Merend insists on visiting the barrows they already cleared first, saying a brief prayer over them for the disturbed dead.

Arranging everyone into their tactical marching order, Krolec leads everyone off towards the large barrow.  On their way, they hear a strange growling sound from behind a nearby grove of trees.  Emerging out of them is a pack of undead gravehounds, with their exposed bones and organs from where their flesh has rotten away.
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 06:58:00 PM
Session 13 - Scene 2 (of 6)

Despite being hounds, the gravehounds are still zombies and move quite slow and the group has plenty of time to react.  Scrag and Silas advance forward to get into combat position while Leigh blasts one of the hounds with her magic missile.  Rhogar decides to hold back, heeding Merend's advice not to rush in.

Upset that Silas and Scrag have foolishly rushed into a fight, and positioned themselves away from the others, Merend decides to hold back and position himself in the optimal location to be able to heal everyone else.  Al fires off one of his magic missiles at the gravehounds, but misses.

The gravehounds rush forward as fast as their awkward undead gait allows them to.  They are unable to reach Scrag, but one does charge into Silas, knocking him down.  The creature's teeth sink into his leg, causing him to grimace in pain.  He can feel his own flesh rotting where the undead creature has bitten him.

Sa-ika tries to help out Silas by using her lightning lure to pull the creature away, but fails.  Krolec likewise misses with two shots from his bow.

Scrag, however, has no problems holding his own.  Raising his axe high, he charges into battle with the gravehound approaching him, yelling out with his warden's fury.  The axe cleaves the creature's brain in twain, killing it instantly.

Silas stands up and attempts to use his abjure undead prayer, but fails.  Rhogar starts to move up to help, but he's too far away.  

Leigh hits one of the gravehounds with her magic missile, while Al follows up with his phantom bolt.  Merend tries to assist with a blast of scared flame, but misses.

The gravehounds strike again.  Silas is knocked back down, as is Scrag.  Both feel the necrotic bites of the hounds.

Sa-ika uses her lightning lure, pulling one of the gravehounds off of Silas.  Krolec follows up with a couple of arrows from his bow.  

Scrag pulls himself off the ground, brushing off the effects of the bite.  He slames into the gravehound in front of him with his strength of stone.

Leigh finishes off the gravehound in front of Sa-ika with her magic missile.  It its death throes, it lashes out a final bite at Sa-ika, sending her to the ground with a putrid bite.

Wanting to guard the rear, Rhogar holds back.  Silas, badly wounded, takes a minute to rest and recover from his injuries.  Merend assists with a healing word prayer for him.

Al blasts away at the other gravehound in front of Silas, hitting it.  The blasts distracts the gravehound long enough for Silas to avoid being hit again.  Sa-ika pulls herself up off the ground and lightning lures that hound over to her.  Krolec finishes it off with an arrow to the brain.

Scrag, however, is less lucky.  The gravehound on him hits him, knocking him to the ground again.  Once again, he pulls himself back up and smashes into the hound with his earthen strength.  Leigh follows up by blasting the undead creature with her magic missile while Silas blasts it with his radiant vengeance.

Rhogar continues to hold back, as Merend says a prayer to heal Sa-ika.  Al finishes off the zombie dog with his phantom bolt.  As it dies, it lashes out with a final attack against Scrag, but he moves away in time to avoid being hit.
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 06:59:07 PM
Session 13 - Scene 3 (of 6)

A short while later, the group reaches the double barrow.  Krolec carefully examines the outside for traps or magic runes, but finds nothing.  The door to the barrow is unlocked.

Once again, Krolec quickly opens the door and rushes back as it opens into the darkness.  Al lights a stone and hands it to Krolec, who tosses it into the barrow.  The immediate area appears to be empty except for the burial chambers along the sides of the walls.

The light from the stone is not enough to see into passage leading into the second, back barrow.  Krolec has Al light one of his arrows, which he fires into the hall leading to the far room.   It, too, appears to be empty except for the unmoving dead; at least, from what they can see of the front half that is illuminated.

Krolec and Sa-ika decide to move in to investigate further.  Moving quietly, the advance in slowly, checking for traps as they go.  As they reach the middle of the front barrow, they split up to each investigate the sides of the room.  They find nothing out of the ordinary.

Krolec motions for Scrag and Silas to begin to enter behind them.  Just then, Merend yells out to them that they are getting too far away.  Krolec agrees, though wonders if yelling has alerted anything to their presence.  Krolec calls for the others to move up.

Krolec grabs the arrow from the hall and tosses it into the middle of the back barrow so they can get a better look.  There appears to be nothing of interest except for a stone crypt at the back of the room.  Krolec sees there is some kind of inscription on the crypt, but he is too far away to read it.

Al volunteers to go into the crypt and read the inscription.  It reads, "Here Lies Ja'kal Maksun".  Al remembers that Ja'Kal Maksun was a world renown bard of a couple centuries ago, famous for wearing only one red glove and having a collection of exotic animals as pets.

Krolec suddenly gets very nervous.  He wonders if the bard's crypt has been cursed somehow, having heard rumors in the past about bards who caused the dead to rise and dance.  With all the dead lying in the wall chambers, they could quickly become surrounded.

He has the others stand on guard while he examines the crypt.  It doesn't appear to be sealed except for the heavy lid.  Al argues for just leaving, but Sa-ika reminds him that they can't burn the crypt so they need to make sure it is empty first.  She and Krolec carefully lift off the lid of the tomb and place it down leaning against the stone container.

Inside is the inanimate skeleton of Ja'kal.  The rotten remains of his red glove can be seen on his right hand, but there is nothing else of interest buried with him.

Deciding the area is cleared, they all exit as Scrag builds his fire.  The barrows are quickly engulfed in flames.
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 07:00:07 PM
Session 13 - Scene 4 (of 6)

The next two barrows are smaller, single barrows.  As they approach the first one, Al moves in to inspect it before anyone else.  Checking the hinges, he finds it opens in.  This discovery seems to placate his interest, and he moves back to allow Krolec to do his usual inspections.

After discovering the lack of traps on the door, Krolec finds that this barrow is actually locked.  After he fails to pick it, Scrag rushes in and kicks down the door, a maneuver not everyone finds as impressive or well-planned as Scrag finds it to be.

Scrag looks around, finding the barrow empty.  Merend and Rhogar say their prayers to the dead, and Scrag proceeds to burn the remains.

The next barrow lies directly below a large plaza.  Once again, the process is repeated – Al inspects the door, Krolec searches for traps, and Scrag smashes down the door.

This time, Krolec does spot a trap inside the barrow, directly in front of the open door.  It appears to be a false-floor pit.  He deftly sets it off, finding a ten foot pit below.  There is at least the remains of one person down there with an apparent broken neck.  Krolec tries to get a good look to see if the skeleton has anything of importance on him, but sees nothing other than rusty old armor.

Finding nothing else of interest in the barrow, and being talked out of trying to go down into the pit by Merend, Krolec decides it is cleared.  More prayers are said, and further remains are burnt by Scrag, who seems to grow increasingly happy with his work.
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 07:00:55 PM
Session 13 - Scene 5 (of 6)

Krolec then heads the group into the plaza directly north of them.  The area is overgrown and difficult to see around in, particularly with the large hedges all around, obscuring certain areas.  It contains four barrows in it, laid out in the four cardinal directions.

As they move in, they see a group of statues in the middle.  Merend wonders if it is the statues of the Relcoff family that they've been looking for.

Krolec moves them in towards the western barrow.  Rhogar decides to advance over to the barrow walls, tapping at it with his sword.  He finds it to be of solid construction.

Everyone begins to move around to the front door of the barrow.  Merend wonders if anything will come out at them from the bushes.

But it is not the bushes they needed to worry about.  The barrows have been made home by large deathjump spiders, who immediately jump out at them from the different directions.  A swarm of demonweb spiders also emerges from underneath the statues.

The spiders are too quick for anyone to react.  The swarm moves in and bites Krolec.  As he feels their stinging bites and the poison flowing through his veins, he uses his ability to yield ground to move away from them, narrowly dodging a deathjump spider's leap at him in the process.

The other deathjump spiders jump onto Scrag, Silas, and Sa-ika, knocking them all down and biting them.  Scrag pulls himself back up almost immediately, and smashes into the spider with his strength of stone.

Sensing the danger of the situation, Al casts his rolling thunder spell, knocking two of the spiders back.  

Krolec moves in to one of the other spiders, slashing with his blades, hitting with the second hit, while shrugging off the effects of the spider poison in his veins.  Rhogar moves into flanking position to assist, but fails with his paladin's judgment prayer.  He then tries to hit it with his poison breath, but the spider is unaffected.

Leigh fires away with a scorching burst, hitting the demonweb swarm but missing the larger deathjump spider.

Sa-ika pulls herself off the ground and attempts to lightning lure one of the spiders closer to her, but fails to connect.  Silas has better luck.  After he stands, he scores a hit with his overwhelming strike manuever.

Merend moves up to stay within range of the others.  Sensing no one needs healing yet, he prayers for a lance of faith to strike one of the spiders, but it does not succeed.

The spiders strike back.  The swarm tries to hit Krolec again, but he fights them off.  As does Scrag, who avoids being injured by the deathjump spider on him.  Silas and Rhogar are not as lucky, with Rhogar hit once and Silas hit twice.  Both of them feel the weakening effect of the spider's poison.

Filled with adrenaline from the battle, Scrag transforms himself to his panther form, then charges and tears in at the spider in front of him.  He follows up with a thunder ram assault, knocking the spider back across the battlefield.

Al tries to assist Silas with a phantom bolt at one of the spiders on him, but misses.

Krolec decides again that discretion is the better part of valor.  He tries a hit and run attack at the spider in front of him.  He attack misses, but he does evade the spiders long enough to go and stop to catch his breath.

Rhogar decides to do a little defense, himself.  He says a prayer and conjures up a sacred circle to protect everyone in the group within, which is everyone but Silas and Scrag.  Merend makes a mental note that the two of them got too far away from everyone else again.

Leigh fires off another of her scorching bursts, this time blasting both a deathjump spider and the swarm of demonweb spiders.  Sa-ika uses her lighting lure to pull one of the spiders to her while Silas takes a moment to recover.  Merend assists him with another healing word.

The spider swarm then advances as Sa0ika, biting her.  A deathjump spider almost makes a vicious attack on Rhogar, but a quick prayer from Merend causes the bite to not cause nearly as much injury.

The two spiders on Silas, however, have more luck.  A couple of brutal bites later, and Silas is back to being injured again.  Scrag moves into a flanking position to assist him, smashing the spider with his strength of stone.  Al also tries to assist with a phantom bolt, but fails to affect the spider.

Back across the battlefield, Krolec switches to his bow and fires off two shots over his allies at the spider.  One misses and sticks in Merend's staff.  The other finds its mark, killing the deathjump spider Sa-ika was fighting.

Nearby, Rhogar attempts to hit the spider he is fighting with a shielding smite, but his attack falters.  Leigh has more success with another of her scorching bursts, eliminating the spider swarm and injuring the spider fighting Rhogar.

Sa-ika makes a bold gambit, using her dimensional vortex to swap places with Silas.  With the spiders surrounding her, she calls upon her promise of storm power and attacks with a series of two swordbursts.  Both times she manages to injure the spider in front of Scrag, but not the one on her other side.

Silas steps back a little from his new position, making sure to stay out of danger in his weakened state.  He fires off his radiant vengeance against the spider closest to him, hitting it.

With Silas now in range, Merend calls on his beacon of hope prayer, healing everyone except Sa-ika and Scrag.  He follows up by saying a healing word prayer for Sa-ika.

The healing effect is quickly lost, however, as the two spiders bite into Sa-ika.  Scrag tries to help out by slamming the spider nearest him with another mighty earth strength blow.

Krolec tries to help with another couple of arrow shots, but both fail to find their mark this time.  Rhogar uses a prayer to help Sa-ika shake off the effects of the spider's poison, then tries for an enfeebling strike on the spider in front of him, but his blade misses.  Leigh finishes it off, however, with another of her scorching bursts.

Across the battlefield, Sa-ika strikes out again with her swordburst, hitting both spiders.  One of them collapses from the attack, leaving a single spider standing.

Silas tries to take it down with his radiant vengeance, but fails.  As does Merend, who attempts to charge the spider with his warhammer.  The spider fairs no better, with Sa-ika avoiding its bite.

In the end, Scrag finishes it off with another of his powerful earthen blows, crushing through its carapace.
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 07:01:46 PM
Session 13 - Scene 6 (of 6)

With the fight over, Krolec walks over to the statues.  The plaque indicates this is, indeed, the Relcoff Plaza.  He and Leigh quickly sketch out the statues for Honoria Mellnor while the others rest.  

As he examines the statues, Krolec notices that the bow sitting next to the statue of Darin Relcoff, a famous hunter, is an actual bow, not part of the statue.  After making sure the area around the bow isn't trapped, he grabs it.

Sa-ika identifies the bow as a magical point blank longbow.  After making sure no one else can use it, Krolec takes the bow for himself, confident that his ranged attacks will now be more effective.

The group then searches the rest of the area, making sure the barrows are empty – which they are, with the exception of some spider webs, eggs, and the usual buried corpses.  Scrag clears them all out with his fire-making abilities.

Krolec does make another discovery.  Under the statues, where the spiders came from, is a half-buried holy symbol of Erathis – the favored god of the Relcoffs.  Rhogar identifies it as a symbol of mortality, designed to aid in attacking the undead and immortal.

As Silas is the only worshipper of Erathis among the divine champions in the group (Rhogar and Merend being followers of Bahamut), it is decided he can keep it.  It will certainly aid with his undead abjuration powers.

With the area thoroughly searched and cleared, the group hikes back to the safety of the guardian's chamber to rest up.  Tomorrow is another day...
Title: Session 13: Ja'Kal Maksun is Dead
Post by: jgants on July 11, 2009, 07:13:23 PM
Session 13 - Session Notes

I'm going to start off by saying how big a laugh the whole "Ja'kal Maksun" thing got.  Everyone was almost dying with laughter over that.  Which surprised me a little, as it was meant to be funny, but I didn't expect that big of a reaction.

The Krolec player was completely freaked out I was going to turn it into an encounter straight out of the Thriller video, lol.

In reality, the whole thing was planned just as a slight breather between the first combat and the second one.  Exploring the double-sized tomb was actually ratcheting up the tension quite a bit, so the comic relief really worked.

The first combat wasn't actually planned, I just happened to roll a random encounter and it was the one I got from the chart.  The two critical hits that took down the dogs quickly made it a lot less harder than it might have otherwise been, I think.

The second encounter is, like most of the encounters here, straight out of the Barrow Grounds adventure from Expeditious Retreat Press.

I did have to add some more magic items to the mix.

Here's a major problem I'm having, at least when it comes to following the RAW guidelines - I can't follow the treasure parcel system for shit.  I'm barely halfway into my level 2 parcels, several level 1 parcels are outstanding still, and meanwhile the PCs are nearing level 3.  I think they want you to give out waaay too much treasure per level, considering the short amount of time it takes to advance in level.  It's particularly difficult with a larger group like I have.

In other group news, starting next session Mitka will become a regular and Zena will become one of the alternates.  Basically, the Zena player can't always make it and thought it would be fairer for the Mitka player to take her slot (since everyone knows he wants to be a regular) and she take one of the alternate slots.  I really hate having to run it this way - but there's no way I can do 10 regular players and keep a cohesive game.
Title: Session 14: The Wight Stuff
Post by: jgants on July 27, 2009, 08:04:12 AM
Session 14 - Cast of Characters

Krolec Jar'Bin: Elven ranger and leader of the group.
Merend: Grumpy dwarven cleric of Bahamut and second in command.
Rhogar: Dragonborn paladin of Bahamut who is still recovering from his recent resurrection.
Mitka Karamazov: Halfling thief.
Sa-ika: Genasi stormsoul swordmage.
Silas Ballard: Human avenger of Erathis.
Al Trueism: Human wizard.
Leigh: Eladrin wizard.
Title: Session 14: The Wight Stuff
Post by: jgants on July 27, 2009, 08:05:45 AM
Session 14 - Scene 1 (of 4)

It is decided that Zena will go off and deliver the sketch to Honoria Mellnor while the others continue on with clearing the cemetery.  Scrag elects to guard the rear this day.  Krolec identifies the next target for the others as an old mausoleum near the Relcoff plaza.

With most of the southern area cleared already, the short trip over to the mausoleum passes without incident.  Krolec examines the doorway carefully, looking for traps.  Finding none, he notices the intricate scene carved on the mausoleum door – a dragon flying over a small fleet of ships.

Sa-ika checks out the door, making sure there is no magic enchantments on it.  Krolec motions for Leigh to come over and investigate – she determines it must be the tomb of Captain Teague, also known as "The Dragon".  She goes on to explain Captain Teague was a great sea captain of centuries past who later retired and owned a large seaside resort.

Finding the information rather perfunctory in respect to their mission, Krolec has Mitka make sure the door is unlocked and that no noises can be heard beyond the door.  Al, getting tired of their constant caution, moves to go open the door but Krolec steps in front of him.  When Al insists, Krolec and Mitka decide to step back, figuring that Al deserves whatever he gets for being so impulsive.

Like at the other tombs, the door opens into darkness.  Al lights a small rock, but tosses it to Krolec to throw in rather than doing it himself.  As he and Krolec argue over who should throw the rock in, Merend steps up and grabs it from them, then throws it in himself.

The small mausoleum lights up, exposing two crypts at the far wall with an inscription hanging over them.  Krolec advances in, being careful to check for traps as he goes and admiring the architecture of the stone floors, vaulted ceiling with an acute angle, and the flying buttresses off of the side walls.

As he gets closer, he can read the inscription.  It is carved into the middle of a large heart carving and reads, "love will keep us together".  Examining the crypts, he sees that one is for the captain, and the other for the captain's wife, Tennille.

Krolec and Sa-ika decide to open the captain's crypt first.  As they move off the lid, something pops up from underneath.  The captain was apparently turned into a vampire spawn upon his death.

Mitka immediately steps in and attempts to hit the vampire in the heart with a torturous strike of his blade, but misses.  Al follows up with a phantom bolt, causing the captain to fall back into his crypt, stunned.  Next to him, the other crypt opens, and the vampiric form of his wife emerges.

Tennille claws Krolec with her sharp talon-like nails.  He responds by making a hasty retreat.  Leigh blasts her from outside the mausoleum door with a magic missile, causing her to collapse.

Merend, misunderstanding, assumes Krolec is under some kind of magical condition and trying to flee.  He quickly moves to close the door, slamming it in Leigh and Rhogar's faces.  Rhogar immediately opens the door back up and tries to get Merend to explain what he is doing, but is still a bit puzzled even after Merend responds.

Meanwhile, Mitka gets the idea to grab the vampire bodies and drag them out into the sunlight.  Krolec is wary of them becoming animated again, and cautions him to stay back.  Leigh then uses another magic missile to blast the Tennille vampire into flames.  The remains of both the captain and his wife are then hastily thrown into the sunlight by the others while Merend inexplicably decides he is terrified of vampires and runs out in a panic.

Back in the crypt, Krolec searches around the mausoleum while Sa-ika explores the crypts.  She finds a rolled up piece of parchment in the captain's tomb.  It's not magic.  Leigh unrolls it and examines it; it appears to be some kind of nautical map of an island she does not recognize as being a discovered island.  She does, however, recall that the captain was said to have found an undiscovered island somewhere north, and told a tale of a huge blue diamond that could be found there.  He died before every mounting an expedition to recover it.  It's decided to put the map aside for the moment – it will have to be looked into more later.
Title: Session 14: The Wight Stuff
Post by: jgants on July 27, 2009, 08:06:55 AM
Session 14 - Scene 2 (of 4)

Krolec leads the group up a nearby hill to the next closest item on his map, another barrow.  Krolec finds the door lacking any traps, but locked.  Mitka uses his lockpicks to unlock the doors.  He and Krolec then each grab one side of the double doors leading into the barrow and jump back to open it.

As usual, the space beyond is covered in darkness, though they can still clearly see that the entrance way into the barrow chamber is partially blocked by debris.  Al uses his magic to illuminate a rock then has a magic hand carry the rock over the debris to light the chamber beyond.  Krolec has Leigh light one of his arrows and he fires it in as well.

Krolec then steps up to listen in.  He hears movement inside, approaching quickly.  He yells to the others, but it is too late.

Two wights emerge from the barrow.  One claws into Krolec.  He feels the life-draining effects of the wound as he makes a hasty retreat while the wight advances towards Leigh.  On the other side, Mitka narrowly avoids getting clawed himself.  Behind the two wights are two battle wights, dressed in full armor and carrying swords.

Al attempts to hold the wights back with one of his phantom bolts, but misses.  Sa-ika moves in to attack, hitting the wight in front of her, but missing the battle wight behind it with her lightning clash.  Desperate to cause some damage quickly himself, Mitka strikes at the wight in front of him twice with his deft strike maneuver, hitting it once.

Across the battlefield, Merend uses his prayers to call down a daunting blast of light, hitting the other wight.  Krolec follows that up with a couple of hits from his bow.

Rhogar then decides to move up from his position in the rear.  Calling forward his powerful paladin's judgement prayer, he strikes a damaging blow against one of the wights.  However, he is then struck by a bolt of energy emerging from the barrow, draining his health and making him immobile.

Back over at the other wight, Silas steps forward and uses his abjure undead prayer on the wight in front of Leigh, blasting it into ashes.

Free from immediate threat, Leigh then uses her scorching burst spell to attack the other wight and the battle wights back over at the barrow entrance, downing the wight.  The battle wights then lash out, striking into Rhogar and Sa-ika, before adjusting their positions to go after the wizards.

With the battle wight approaching him, Al lets loose with his rolling thunder spell, blasting it.  Sa-ika tries to use her lightning lure to draw it away from him, but fails.  Mitka, however, manages to maneuver around to his back, but misses with a torturous strike attack.

Since no one is greatly wounded yet, Merend elects to stay on the offensive.  He blasts out with a lance of faith, hitting it and giving an enchantment to Silas.  Krolec tries to follow up with a couple of arrow shots, but misses both.  Merend mentions a little too loudly that Krolec's tendency to miss his shots is why he didn't enchant him with the lance of faith.  Krolec is not pleased at the comment.

Rhogar decides to assist with some defense, calling forward his sacred circle.  Just then, a deathlock wight emerges, and raises the previously destroyed wight back to undeath.

Silas uses his angelic alacrity, striking into the wight near Leigh.  Leigh steps back herself, blasting it with a magic missile.  The battle wight and wight next to it then attack Silas.  He is hit once, and would be hit a second time if not for the quick magic of Sa-ika, who uses her spell to dimensionally warp the battle wight over to her side of the field, causing it to strike the deathlock wight instead.

Silas isn't the only one hit, as Mitka also feels the life-draining sting of the battle wight in front of him.  

Meanwhile, Al decides to beat a hasty retreat, running over to hide behind Leigh.  He does sustain his thunderballs, though, to keep the battle wight over by Mitka pinned down.

Sensing Mitka is in grave danger being next to the two battle wights, Sa-ika uses her dimensional warp ability to switch places with him, then uses her lightning lure to drag the deathlock wight closer to her.  She follows up with a swordburst attack, hitting all the wights.

From his new position, Mikta maneuvers himself in and slices into the battle wight with his handspring assault.

Merend blasts at the deathlock wight with his sacred flame.  Krolec uses an evasive strike to attack the deathlock wight next, barely hitting it by drawing on all his elven accuracy.  He tries to follow up with a couple more arrow shots, but misses.  The deathlock wight claws into Sa-ika.

Across the battlefield, Silas tries to use his bond of pursuit to attack the reanimated wight on Leigh, but misses.  Leigh, however, has more luck blasting it with her magic missile.

Behind her, Al is focused on the deathlock wight.  He attempts to use his tome of readiness to cast an astral wasp spell, but fails.

Sa-ika, however, has better luck with her next swordburst attack.  The deathlock wight goes down.  Mitka then tries to take out one of the battle wights with a deft strike, but misses while Merend uses his flames to destroy the remaining wight on Leigh.

Krolec fires off another set of arrows at the battle wights, killing one of them.  Rhogar tries to take out the last one with an enfeebling strike using his divine strength prayer, but misses, as does Silas with a blast of his radiant vengeance.  In the end, Leigh manages to finish off the last of the wights with her magic missile.
Title: Session 14: The Wight Stuff
Post by: jgants on July 27, 2009, 08:08:13 AM
Session 14 - Scene 3 (of 4)

With the immediate battle over, Krolec has everyone rest for a few minutes before heading inside the barrow, just in case there is anything else dangerous inside.  Al, impatient as usual, walks inside.  Krolec stops him and convinces him to let Krolec search for traps first.

Merend, however, doesn't think they should go in at all, and begins making grumpy, sardonic comments.  Already upset over his comments during battle, Krolec takes offense.  The two briefly argue, with Krolec ultimately getting the last word for Merend to keep his grumpy attitude under control.

Krolec and Mitka head inside, searching for traps as they go.  In the back of the barrow is a crypt with a large chest sitting behind it.

Al thinks they are wasting time, and decides to head over to the chest before Krolec can search the area for traps.  Consequently, he fails to spot the false pit trap in front of the chest, and falls in and injures himself.

Krolec thinks Al got what he deserved for not waiting, so doesn't move to help Al out of the pit.  Silas, however, takes pity on Al and uses his rope to help Al up and out of the pit.  Mitka, careful to avoid the pit, discovers there are no traps on the chest itself, though it is locked.

Krolec, however, is more focused on the tomb.  He sees there is some ancient script on it and has Leigh translate.  Apparently, the crypt is the resting place for two brothers.  She identifies this barrow as the "barrow of betrayal".  Apparently, the two brothers fought on opposite sides of a conflict in centuries past.  One slew the other, and then committed suicide out of grief.

Back over at the chest, Mitka picks the lock.  Inside is a very nice looking short sword.  Al uses his knowledge of arcana to examine it, determining it is a luck blade.  After a very brief discussion, everyone decides it makes the most sense for Mitka to keep it.

Krolec and Silas then turn their attention to the crypt, but find nothing other than the brothers' remains inside.  As with the other barrows, they decide to burn everything once they are done searching to make sure there is nothing else of value there.

The next couple of hours are spent clearing the next two barrows to the north, both of which are simply old and empty.  Several members of the group remark how difficult it has been to burn down the barrows without Scrag's expert fire-making skills as they head over to the next spot on the map, a plaza.
Title: Session 14: The Wight Stuff
Post by: jgants on July 27, 2009, 08:09:06 AM
Session 14 - Scene 4 (of 4)

The plaza is surrounded by large hedges.  The interior appears to have several stone benches, most of which are surrounding an old fountain of some kind.

Everyone finds the location rather eerie.  Al decides to activate his guardian blades spell in anticipation of an attack.

Krolec slowly leads everyone into the plaza, very carefully looking around the area for any dangers.  As he approaches the fountain, he can see that it is filled with putrid, brackish water.  He advances for a closer look.

As he looks into the water, his reflection changes into a twisted face of darkness.  Out of the water emerges the form of a wraith.

Rhogar is the first to respond.  He immediately moves up and strikes at the wraith with his sword, hitting it with an enfeebling strike.  Mitka sneaks around to a flanking position, hitting the wraith with a torturous strike of his own.

To Mitka's horror, a specter materializes behind him, hitting him with a psychic blast that knocks Mitka prone.

Al realizes he has been standing too close to the wraith when he realizes how weak he is.  Trying to decide whether to move out of the wraith's life-draining aura or attack, Al ultimately decides to attack, missing with a phantom bolt blast.

Rhogar is then hit by a psychic blast from the wraith.  He goes insane, running off and striking Leigh with his sword.

Given the dangerous effects of staying too close, Krolec decides to move out of the wraith's aura rather than attack.

Sensing they could be in a lot of trouble, Merend decides to use his more powerful prayers, but both his beacon of hope and turn undead attempts fail.

Overhead, several rotwing zombies spot the battle and decide to swoop in and attack.  Two of them strike into Silas, greatly injuring him.  Al and Mitka, however, manage to avoid their attackers.

Despite feeling the life-draining aura, Sa-ika decides to use her dimensional warp to switch places with Mitka.

Silas then uses his ability to abjure undead to strike the wraith, then uses a distracting flare to escape.

Across the battlefield, Rhogar recovers his senses.  He switches his focus to the rotwing zombie attacking Al, striking it with his enfeebling strike.  Al tries to follow up with a hit to the zombie using his staff, but misses.

Mitka, now a safe distance away, stands up and takes a moment to recover his breath while maintaining a shifty appearance.

Meanwhile, the specter damages Sa-ika by touching her with its ghostly hand.  Leigh tries to attack the wraith with her magic missile, but misses.  The wraith, however, is still focused on Sa-ika.  Using a psychic blast, it causes her to go insane as well, and she runs off and attacks Mitka.

Krolec has better luck, striking at the wraith with a shadow wasp strike using his bow.  He also notices that the wraith's aura seems to be down.

Sa-ika and Al are then hit by the zombies, but Sa-ika uses her power to dimensionally teleport one of the zombies attacking Silas to hit the wraith instead.  She then gives an inspiring word to Silas, and takes a moment to recover while Silas blasts the zombie with his radiant vengeance.

A little ways away, Rhogar also strikes at one of the zombies, hitting with a shielding smite.

Mitka realizes the wraith's draining aura is back up as he feels the life drain out of him.  He decides to step back out of its range.

Sa-ika, meanwhile, is hit by a psychic blast from the specter, knocking her prone.  Things start to look up, though, when Leigh finishes off the wraith with a blast from her magic missile.

Al takes a moment to recover himself, then attacks one of the zombies with his phantom bolt spell, but misses.

Krolec steps in and grabs the prone Sa-ika, then pulls her back to safety while Merend uses his healing word to heal her.

The rotwing zombies move in to attack.  They strike Al twice, and Mitka once.  Both men are severely injured, and fall into comas.

Sa-ika stands up and calls upon her promise of storm and blasts away at the zombies with a sword burst.  She yells to the others to get Al out of there.

Over by Mitka, Silas briefly thinks about using his healing potion to stabilizes Mitka, but a glance from Merend makes him change his mind.  Merend has a plan already.  Instead, he uses his angelic alacrity to attack a zombie, but misses.  He follows up with a bond of pursuit prayer, hitting the zombie.

Back over at Al, Rhogar uses his ability to lay on hands to stabilize Al as Mitka slips closer to death.  Al regains consciousness, but decides to stay put for a minute, as he is surrounded by zombies.

The specter goes after an exposed Merend, hitting him.

Leigh decides to use a shock sphere, blasting several of the zombies.

Krolec pours a healing potion down Mitka's throat, reviving him.  Merend moves in to strike one of the zombies with his healing strike, but misses.

The zombies attack back, hitting Al and Mitka, causing Mitka to slip into a coma again.  Once again, he begins the descent towards death.

Sa-ika yells that they should retreat, but neither Merend nor Krolec think it makes any sense.  She lets out another swordburst at the zombies.  Silas attacks another with his oath of enmity, while Rhogar misses with an enfeebling strike.  Rhogar also discovers that zombies are immune to his poison breath.

The specter tries to attack Merend again, but misses.  Leigh tries a couple of magic missile shots on the zombies, missing herself.  Al decides to just keep staying on the ground to avoid getting killed.

Using his elven accuracy, Krolec lets loose a barrage of four arrows, killing one of the zombies while Merend steps back and kills another one with him flame strike.

Sa-ika tries to lure the specter over to her, but misses.  Silas engages it with his oath of the final duel.  The specter tries to attack back, but misses.

Rhogar strikes back again at the zombies with his divine strength, downing it.  Mitka, meanwhile, gets some divine help of his own, and manages to stabilize himself.

Leigh fires off another magic missile, missing again; as does Merend with another sacred flame attack.  Krolec has no better luck, missing twice the specter twice with shots from his arrow.

Luckily, the zombie is equally incapable, missing Rhogar.  Sa-ika finishes it off by slicing it in half with her whirling blade.

Silas strikes at the specter again, striking it with an overwhelming strike.  Rhogar tries to flank attack with an enfeebling strike of his own, but misses.

Upset with his injuries, Mitka picks up his crossbow and tries to finish off the specter, but also misses.  In the end, it is a magic missile from Leigh that finishes the job.

Despite their injuries, everyone takes a quick look around the plaza to make sure there is nothing valuable there before leaving.  All they manage to find is some copper pieces in the fountain; apparently, it was once used as a wishing well.  Merend is convinced they are bad luck and makes sure no one takes them.

As everyone heads back to rest up for another day, they all agree with Sa-ika that this was their toughest fight yet, and wonder what the future holds...
Title: Session 14: The Wight Stuff
Post by: jgants on July 27, 2009, 08:32:06 AM
Session 14 - Session Notes

I'll start off by saying that this was the longest regular session we ever had, lasting from 7 pm until midnight (instead of the usual 10-ish quitting time).  Basically, we were getting near quitting time after the battle with the wights, but nobody felt like going home yet except for the Leigh player (whose character was then played by the Sa-ika player).

Part of it had to do that nobody really felt that injured in the wight fight, since the wights mostly just zapped healing surges.  So, they went on to the big plaza wraith fight, and that ended up taking around 2 hours to get through (though not all that time was the battle itself).

One interesting thing was that we finally got to use the milestone rule.  The Mitka player brought it up after they decided to continue, and everyone else was like, "what, you never told us that before" - to which I reminded them that it never came up before because they always rest after an encounter or two.

Other interesting tidbits about the session:
* Once again, I just want to mention that the overall design of the graveyard as well as the wight barrow and the plaza come from the Barrow Grounds adventure by Expeditious Retreat Press (though the locations/encounters are heavily altered by me).

* Several people were in bad moods.  A couple of people had a bad week for one reason or another, and would get either snippy with each other or just do random stupid things.  Hence, some of the characters behaved a little oddly compared to normal.

* The mausoleum joke with the undead "Captain and Tennille" came to me just that day.  I always had it listed as the mausoleum of Captain Teague (with the resort background and the name being a shout out to a joke from The Sopranos).  

I also originally didn't have vampire spawn in there, but decided to add that after already doing the joke tomb with no monsters last session.  Oddly, the fact they were minions really creeped out the PCs - they kept thinking the fight was "too easy".

As for the map, that may lead to a future adventure arc (one I'm calling, "The Glacier of Dread").

* For the wight battle, the "battle wights" actually just used the regular wight stats for the most part.  The battle was originally designed for 4 wights, but when I went to set it up I realized I never bought a fourth wight - I only had three.  So, I substituted two battle wight minis to make it 2 wights and 2 battle wights, then just adjusted the stats a little.

As mentioned before, the group didn't really feel that injured this encounter.  It wasn't until the next encounter, when Mitka ran out of healing surges, that they really felt the effects.

* Al falling in the pit was hilarious because this is the second time (after Zena in the caverns) where the group checked for traps everywhere except for one place which actually had a trap that someone then triggered.  They probably think I cheat and wait for them not to check a place, but I really did have it marked there.

* The two empty barrows between the wights and the plaza were done in a "montage sequence".  We didn't actually play them out.

* The big plaza fight was easily the most fun of the three encounters that night.  As DM, I was having a lot of fun with the wraith and specter powers messing over the PCs (the fact they both rolled recharges right away helped a lot), and the zombies coming in and threatening people who weren't usually threatened.

But the best was Mitka nearly dying twice.  Particularly when he was healed then immediately knocked back to dying before he had a chance to do anything.  That was a laugh riot.
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 12:59:25 PM
Session 15 - Cast of Characters

Merend - Dwarf Cleric
Scrag Graveborn - Half-Orc Earth Warden
Sa-ika - Stormsoul Genasi Swordmage
Mitka Karamazov - Halfling Rogue
Al Trueism - Human Wizard
Leigh - Eladrin Wizard
Rhogar - Dragonborn Paladin
Krolec Jar'bin - Elven Ranger
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 01:00:24 PM
Session 15 - Scene 1 (of 6)

As the sun rises over the dewy foliage of the cemetery, Merend forms his plans for the day.  With Krolec back to town getting supplies, and Zena yet to return from her errand at the Mellnor estate, Merend is concerned the group is a little undermanned.  As usual, they decide to have one member guard the rear while the others advance in.   Merend decides to have Silas guard the rear and brings up Scrag, figuring they can use the extra muscle.

The second decision he makes is to avoid spending a good portion of the day just walking back to where the group left off before.  Instead, he will start them off in the opposite direction, towards a nearby double barrow.  As they advance towards the barrow, Merend spots a quartet of slumbering zombies heading their way.  Shouting a warning, Merend alerts the others to get into combat position.

Scrag moves up into a front position, ready to block the zombies from getting any further, but leaving room for the wizards to blast them before engaging in melee battle.  Rhogar advances from his position in the rear, standing abreast with Scrag.  Sa-ika moves up to Scrag's other side.

Mitka also moves up, but off to the side of Sa-ika.  He fires his crossbow, striking one of the zombies in its rotten chest.  Leigh and Al also fire away, with a shock sphere and a phantom bolt, respectively.  Al gets a good hit on one of the zombies, while Leigh's shock sphere manages to hit them all.

The zombies rush in and attack Sa-ika and Rhogar, but they are able to fend the zombies off.  Merend blasts at the zombies with a lance of faith, disintegrating the zombie into dust.

Scrag responds with a vicious ram assault, knocking two of the zombies on him backward.  Rhogar does well himself, scoring a solid hit with a shielding smite.  And Sa-ika manages to hit one of them with her sword burst attack.

With a deftly aimed shot of his crossbow, Mitka hits one of the zombies in the brain, dropping it instantly.  Leigh blasts away another with his magic missile.  And Al fires off another phantom bolt, killing a third.
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 01:01:21 PM
Session 15 - Scene 2 (of 6)

With the zombies dead, Merend looks around to make sure no one is present.  Before they go any further, he has Scrag burn the bodies while he and Rhogar issue prayers.

Attention then turns to the barrow.  Mitka moves up and begins examining the door.  As the others wait, they spot Krolec approaching.  He has returned from his shopping trip with new arrows and rations.  Rhogar makes a note to himself to remember to ask someone to get him a new bow next time anyone goes shopping.

Satisfied the door is not trapped, Mitka picks the lock.  He and Krolec then open the doors and stand aside.  As in the past, Al lights one of his rocks and has Krolec throw it in.  The illuminated front area of the barrow seems empty except for the various remains entombed there.

Scrag decides to head in first, but Krolec has him stop before going in too far so the area can be searched for traps first.  After clearing the front area, Krolec has Al illuminate one of his arrows and fires it into the back part of the barrow while Leigh illuminates the front part with another rock.

The back area also appears empty.  After spending a few minutes searching for traps or anything of value, Krolec is convinced the area is empty.  Everyone exits and waits for Scrag to burn the area down.  As Merend and Rhogar say more prayers, Krolec tries to decide where to head next, ultimately choosing a nearby plaza.
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 01:02:28 PM
Session 15 - Scene 3 (of 6)

Krolec leads the group into the plaza from the north.  Like most of the others, it appears to be surrounded by large hedges.  A statue and some benches fill the interior.  The group slowly advances to the break in the hedges, with Sa-ika and Scrag taking point.

Scrag's quick reflexes alert him that something is wrong.  Sa-ika is a little slower to react, and notices one of the thorny vines overgrowing in the hedges as it tries to lash out and grab her.  She narrowly moves out of the way, avoiding its tangled embrace.

Krolec immediately fires off his bow, hitting the vine attacking Sa-ika with an arrow.  Scrag uses his strength of stone to slash at the vines in front of him.

Merend blasts the vines on Sa-ika with his lance of faith, while Mitka misses with his crossbow.  Al follows up with one of his phantom bolts.  Rhogar moves in as well, unleashing his poisonous breath.  The vines wither and die.

On the other side, Leigh unleashes a fiery scorching burst at the vines on Scrag, but doesn't manage to kill it.  It tries to strike back, but misses.
Sa-ika examines the dead vine near her – it appears to be a bloodthorn vine.  They grab victims then suck their blood using their thorns.  She also notes that the vines are capable of moving.

As she makes that pronouncement, several other groups of vines growing alongside the hedge entrances begin to move around, advancing towards her and Scrag.  One of the vines grabs onto Sa-ika.
The group is shocked by the sudden attack of the greenery, and has a hard time getting focused.  Krolec misses with a couple of arrows, as does Merend's lance of faith attack, Mitka's crossbow shot, and Al's phantom bolt.  Leigh scores a partial success by hitting one of the vines with another scorching burst, though misses another.

Rhogar moves up to assist Sa-ika, hitting the vine with his invigorating smite.  Sa-ika also lashes out, hitting the vines with her swordburst.

But it is not enough, and Sa-ika is soon nearly surrounded.  Several vines grab her and begin sucking her blood.  She quickly falls into a coma from the severe blood loss.  Two other vines grab on to Scrag and Al.

Krolec recognizes the situation is dire.  Sa-ika could be killed very quickly with all of the vines attacking her.  He lashes out with his bow, using a shadow wasp strike tactic, hitting one of the vines.
Scrag is also feeling threatened.  He changes form into his shadow panther form.  Using a furious assault, he slashes the vines holding him into ribbons.

Merend calls out with a healing word prayer, healing Sa-ika back to consciousness.  Leigh also assists by blasting one of the vines holding her with one of her magic missiles.  Rhogar also tries to help using his paladin's judgment, but fails.

Standing up, Sa-ika unleashes a furious set of swordbursts, killing three of the four vines latched onto her.  Her victory, however, is short-lived, as the continual loss of blood causes her to fall into a coma again.

Across the way, Al also feels the sting of the vines as the one holding him begins sucking his blood.  Mitka fires his crossbow again, hitting the vine attacking Al.  Al tries to hack his way out of trouble using his sword, but with little training in the ways of martial combat, he gets only a glancing blow.

The vine nearest Scrag grabs onto him, but he uses his great strength to pry himself free.  He then strikes back using his strength of stone.

Merend says another healing word prayer to heal Al, while Leigh and Mitka attack the vine holding him with a magic missile and a piercing crossbow strike, respectively.  Al himself manages to shimmy free of the vine's grasp, and shifts away while blasting the vine with a phantom bolt.

Back over at Sa-ika, Krolec helps out with a couple more shots into the remaining vine attacking her.  Making sure she doesn't die, Rhogar lays on hands to revive her, and calls forth a sacred circle of protection.  Sa-ika stands up once more, calls out an inspiring word, and then slices in with another swordburst.

The vines lash out again, missing Scrag but grabbing Mitka.  The one holding Sa-ika enjoys another feast of blood.

Krolec fires off another set of arrows, but misses his mark.  Scrag also misses with his chopping battle axe.  Merend has better luck, blasting the vine on Mitka with his sacred flame.  Mitka finishes the vine off with his deadly handspring assault.

Leigh and Al focus their attacks on the vines in front of Scrag, hitting them with a magic missile and a phantom bolt.  Rhogar, however, is more concerned with the vines attacking Sa-ika.  He finishes them off with an enfeebling strike.

The sole remaining vine latches on to Scrag.  Krolec tries to help with some more shots from his bow, but misses.  Scrag, however, chops the vines into small pieces using his strength of stone.
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 01:03:13 PM
Session 15 - Scene 4 (of 6)

With the battle over, Krolec has everyone stop and rest.  As Merend was one of the few who neither used many powers nor got injured, he decides to take a look around.  He notices something is odd about the statue in the middle of the plaza.

Several of the others come over to take a look, but only Scrag notices the circular grinding marks near the base of the statue; clearly it moves.  After Sa-ika makes sure the statue isn't magic, she, Scrag, and Krolec begin pushing on the statue to rotate it.

A short moment later, and the moved statue opens up a secret compartment hidden in the base of the pedestal.  Inside appears to be good looking battle axe.  Leigh identifies it as a battle axe of wounding.  Scrag's eyes light up.

Krolec then goes through the motions of making sure everyone is OK to let Scrag have the axe.  As no one else uses a battle axe, everyone is in agreement.  Scrag happily takes the axe, looking forward to inflicting grievous wounds on his enemies.

Leigh is feeling a bit tired at this point, and mentions the group stopping for the day.  But Mitka, overcome with an adrenalin rush, wants to keep going.  Scrag is also anxious to try out his new axe.  Krolec ultimately agrees to try and clear at least one more barrow, deciding on the one to the north.
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 01:04:05 PM
Session 15 - Scene 5 (of 6)

When they reach the north barrow, Mitka once again goes through his routine of checking the doors.  This time, he hears something moving around inside.  As these doors are already unlocked, everyone starts to get into position.

Al surprises everyone by insisting he and Leigh be the ones to open the doors.  He figures that will be safer for them because they will be hidden behind the doors in case anything in there is ready to attack.  Several of the group find the tactic questionable, but ultimately decide it is better to try it Al's way than to waste time arguing with him.

As they open the doors, Krolec readies to throw in a lighted rock Al gave him.  But once the doors open, Krolec sees there is no need – a large brazier is aflame in the rear of the barrow.  Standing next to it are two flaming skeletons and two phantom warriors.  Off to the sides stand another four skeletal warriors.

Scrag isn't sure what to do, and holds back, waiting to see if the skeletons come out first.  He gets his answer quickly.

The flaming skeletons hurl out two balls of fire, striking Mitka.  Mitka immediately falls to the ground and collapses into a coma, still afire.  The fire goes out quickly, but he immediately begins sliding towards death.  Rhogar tries to revive him, but fails.

The phantom warriors then walk through the walls, emerging outside and immediately attacking the wizards.  Both Al and Leigh are struck by their ghostly swords.

Scrag calls forth his strength of stone, and begins attacking the phantom on Leigh.

Next are the skeletons.  They advance out the front door of the barrow, also focusing their attacks on Al and Leigh, who suffer further injuries.

Krolec makes a tactical withdrawl to the rear, then fires away with his bow.  His first two shots miss, the second volley manages to score one hit on one of the skeletons.  Sa-ika takes the opposite tactic, charging in and unleashing a pair of swordbursts, hitting two of the skeletons twice and another once.

Merend shouts something about the fire perhaps being the source powering the skeletons.  No one really pays him any heed.  Using his powerful beacon of hope prayer, Merend weakens the skeletons while healing most of the injured in the group.  He then performs a healing word prayer for Mitka to revive him.

Al goes on the offensive.  Shifting away from the phantom, he lets loose a force orb, hitting two skeletons and the phantom.  He tries to follow up with a flaming sphere spell, but misses.

Leigh uses a similar tactic, using her fey step to teleport away to safety.  She then unleashes a scorching burst on the skeletons, killing one.

Two more fireballs emerge from the barrow, this time striking Merend.  Mitka stands up and advances to perform a deft strike on a skeleton with his short sword, but fails to hit.

Fearing the destructive power of the fireballs, Rhogar is focused on trying to shut the doors to the barrow.  He moves in, closes one of the doors, then strikes down one of the skeletons with an invigorating strike.

The phantoms strike out at Al and Scrag, hitting them both.  Scrag responds with a ram assault, knocking the phantom warrior back against the outer wall of the barrow.

Two of the skeletons move up and strike out at Merend.  Sa-ika uses her dimensional vortex power to cause one of them to hit a phantom instead.  Krolec fires out again with his bow, two shots finding their mark on one of the skeletons.  Sa-ika uses her swordburst to attack the phantom and skeleton near Al, hitting the phantom and killing the skeleton.

Merend steps back and tries to recover his breath.  He then blasts out with a lance of faith on the skeletons, but misses.  Likewise, Al moves away from the phantom warrior on him and tries to attack with a phantom bolt, missing as well.  Leigh has better luck, hitting a skeleton with her magic missile.

The blazing skeletons move up, and re-open the closed door.  They lash out at Merend with another pair of fireballs, causing him to go down to the ground.  His last thoughts before slipping into a coma are that perhaps the group should retreat and leave him to die.
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 01:05:06 PM
Session 15 - Scene 6 (of 6)

Everyone else, however, is committed to continuing the battle.  Mitka lashes out at a phantom with a torturous strike, hitting a very lucky, solid hit.  Rhogar, blocked from attacking the blazing skeletons by the door, decides to attack the phantom as well, hitting it with a shielding smite.

The phantoms lash out again with their swords, missing Scrag but hitting Mitka.  Scrag is hit again when he decides to run past the phantom and strike one of the blazing skeletons with his strength of stone, leaving a damaging wound.  The remaining skeleton on the battlefield moves up from behind and flank attacks Scrag, getting a solid hit in.

Krolec is next to act.  He fires off another set of arrows, hitting the skeleton.  Sa-ika, however, has something more powerful in mind.  She moves around to get into position to attack the blazing skeletons then throws out her sword as a whirling blade.  It chops at the blazing skeleton in front of Scrag before returning to her hand.

Leigh focuses on trying to stabilize Merend, but is unable to.  Mitka, meanwhile, decides to remain on the attack, striking out at the phantom with a piercing strike of his blade.  Rhogar tries for the phantom as well, summoning his divine strength and attacking with an enfeebling strike, but his attack fails to hit.

The phantoms attack back again, missing Rhogar but hitting a fairly wounded Scrag.  Scrag decides the situation is desperate enough to use his healing potion.  He then is hit again by the phantom as he tries to maneuver into position, but ultimately hits the phantom with his strength of stone strike.

Krolec also decides to attack the phantom, firing twice at it with his bow, hitting it once.  Sa-ika tries to hit it with her lightning clash as well, but misses.

Leigh, however, is focused on the burning skeletons.  She fires out a shock sphere, hitting them both.  They respond by stepping back at hitting Sa-ika with a pair of fireballs.

Across the battlefield, Mitka finally finishes off the other phantom with a piercing strike.  With that phantom dead, Rhogar advances towards the other phantom in the doorway of the barrow, but misses with his attack.  

The remaining phantom lashes out at Rhogar, hitting him.  Scrag hits the phantom back using his strength of stone.  Krolec hits it as well with one of his two arrow shots.

Sa-ika decides to let the others battle the phantom, it hits her with its sword as she runs past to attack the blazing skeletons with a swordburst.  Her attack fails.

Ultimately, Al finishes off the remaining phantom warrior with his phantom bolt.  Leigh tries to attack the blazing skeletons, but misses with her magic missile.

As the skeletons prepare to move again, one of them is finally overcome by the damage of Scrag's wounding axe, and collapses into a pile of smoldering bones.  The other steps back and tries to blast Sa-ika with flames, but misses.

Mitka decides to try and help Merend, who is still miraculously holding off death.  He fails to revive the dwarf despite his best efforts.

Back in the barrow, Rhogar misses with his enfeebling strike.  Scrag then charges in and strikes with his strength of stone, chopping the blazing skeleton in half.

With all the enemies dead, everyone stops to catch their breath and stabilize Merend.  Sa-ika and Krolec take a look around the barrow, and discover an old, decrepit spear and a shiny, new-looking shield sitting next to the flaming brazier.

Sa-ika concludes that the brazier is magical, and Leigh identifies the tomb as a sacred burial area for a group of soldiers lost in battle, honored with the eternal flame.  Sa-ika identifies the shield as a flamedrinker heavy shield.  Everyone notes the irony that the shield would have been most useful in the battle they just had.

It is ultimately decided that the shield will go to Rhogar, as not only is he a front-line warrior but no one else present uses a heavy shield (Zena is away and Scrag uses a light shield).  They then head back to their safe haven to catch up on more rest, noting again how their adventures nearly turned very deadly for the second day in a row.
Title: Session 15: Some Light Gardening Required
Post by: jgants on August 09, 2009, 01:27:51 PM
Session 15 - Session Notes

Well, this was another long one.  We played pretty much until midnight again (well, except for the Leigh player who left at 10 and had her PC played in the final battle by the Sa-ika player again, like last time).  I'll take it as a good sign that people are enjoying themselves.

Like last session, not much but combat this time around (with the barely worth mentioning exception of the obvious statue "puzzle").  The battles, though, were a bit different.  

The random encounter zombie attack barely caused anyone to break a sweat, giving them the impression they really have been gaining in power.  The killer vines were an interesting change of pace.  And the blazing skeletons gave them a new type of undead to be afraid of.

Also, this was yet another session where they escaped death multiple times.  While there was never the threat of a TPK, several PCs were in grave danger (pun intended).

Once again, I'll just mention that the cemetery comes from the Expeditious s Retreat Press module, "The Barrow Grounds".  Though the killer vine plaza was all my idea (ironically, the next day there was some movie about killer vines I watched partway on HBO).


Not that I have no laments about the campaign so far.  The two big ones would be:
* First, 4e is still way too complex.  I still have to re-explain healing surges vs. second wind every damn session because the rules are frankly rather clumsy and nonsensical.  And having so many powers, and different types of powers, tends to become a bit of a mess.  It's a fun game, but I'd be having even more fun if hps would have been reduced, the number (and types) of powers reduced, and the whole healing thing completely reworked.

* Second, I (and a few others) miss the more nuanced Rifts campaign and the more role-playing opportunities it had.  A small part of it may be rules (combats do take up too much time).  A bigger part is just that one or two players disliked the more gray morality and inter-party conflict that Rifts had so the vanilla "everybody's good and has to get along" thing just tends to be duller.  I think it will help once were done with the cemetery "dungeon" though.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:09:15 PM
Session 16 - Cast of Characters

* Krolec Jar'Bin - Elven Ranger
* Merend - Dwarf Cleric
* Sa-ika - Genasi Swordmage
* Rhogar - Dragonborn Paladin
* Leigh - Eladrin Wizard
* Al - Human Wizard
* Mitka Karamazov - Halfling Rogue
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:10:34 PM
Session 16 - Scene 1 (of 8)

The chirping of songbirds awakes the group to another morning in the cold, damp caretaker’s building in the Tombwoods cemetery.  Krolec and Merend begin making plans for the day.  Silas and Scrag are assigned rear guard duty for the day, and head out to patrol the immediate area.  Zena, meanwhile, has still yet to return from her simple errand of dropping off the sketch to Honoria Mellnor; causing everyone to begin to wonder what’s happened to her.

Krolec tells the others about the plan he and Merend have been thinking of doing, asking for input about whether to go to the closest barrow, which is somewhat closer to the more dangerous cemetery center, or to the nearest barrow that lies on the outer edge.  The rest of the group is generally in agreement with him and Merend, to the degree that they care about strategy, and the group heads out for the day.

But as soon as they exit the building, Merend spots a large raven sitting on a nearby tombstone, looking at them.  On one of the bird’s legs is a scroll, tied to the leg with red ribbon.  Merend alerts the others.

Al, not wanting to waste time with discussions, decides to head over to the raven before anyone can object.  He detects no magic on the bird or scroll, but does see the scroll is sealed with a red wax seal.  The emblem appears to combine a “V” with the symbol of a raven and the royal crest of Fallcrest.   Al tries talking to the bird, but gets no response.

Al calls for Leigh to come over and help him examine it.  Krolec moves in for a closer look as well, fairly certain the raven image has something to do with a follower of the Raven Queen, the goddess of death.

Leigh recognizes the emblem as that of Lord Varys, a former abbot of the Raven Queen and one of the noble advisors to Lord Markelhay.  Merend has heard about Varys on the streets, where he is known as the “Master of Whispers”.  Varys apparently employs a large network of spies and always knows what’s going on.

Al reads the scroll aloud to the others.  It is addressed “to the group in the cemetery” and explains the sender has vital information about the location of the missing Zena.  It goes on explain there are threats forming against the group they are not yet aware of.  The sender wants a meeting at an old, abandoned aviary on the outskirts of town to discuss the situation, mentioning that the meeting needs to be clandestine, so they should only send a small contingent of two to three group members.  Finally, the note explains the sender expects the group to skeptical, but that not showing up will prove more dangerous to them.  The sender goes on to swear an oath to the Raven Queen that they risk no harm from him at the meeting.  It is signed, “V”.

Naturally, the group’s cynical nature is skeptical about the note, but they generally agree they probably need to attend the meeting.  Krolec, as group leader, will lead the small delegation.  He brings along Al for magical knowledge, and Sa-ika for muscle (despite Rhogar volunteering first).  While they are gone, Merend plans to lead a quick patrol over all the areas they’ve already cleared to eliminate any new threats wandering into the area.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:17:02 PM
Session 16 - Scene 2 (of 8)

Krolec leads the group cautiously through town, making sure to change directions more than once and keep an eye out for anyone following them.  He spots no one, and eventually exits the city at Wizard's Gate.  A short time later, and they spot the old aviary.  It appears to be an old stone tower, obviously in disrepair, though it still has a wooden door.

Despite the note informing them that the sender would be on the roof, Al decides to just knock on the door.  Krolec, once again wishing Al would wait before acting, then checks the door for traps before opening it.

Inside is an old wooden staircase leading up to the roof area.  Krolec checks over the stairway carefully before heading up to make sure it is structurally sound.  Sure enough, he spots a dry rotted step three quarters of the way up.  If he hadn't spotted in, someone could have easily fallen through.

They ascend the circular stairway up the tower to the roof, taking care not to tread on the bad step.  At the top, they spot a series of bird pens containing ravens.  A portly man wearing black robes appears to be feeding them.  With his back to them, he appears to be a balding, older man.

The man slowly turns around, asking who is there.  He is clearly blind.  Krolec announces his presence and the man greets them.   He introduces himself as Varys, and Al nods to Krolec to quietly confirm that the man does indeed look like Lord Varys as far as he can remember.

Varys then begins to explain to them why he called for the meeting, making a pun about their group "ruffling some local feathers."  He explains that he is assisting them because his goddess, the Raven Queen, sees the restoring of the cemetery and elimination of the undead to be "cleansing" the area.  Others, apparently, are less appreciative of the stories they've heard about the group's recent exploits.

According to Varys, two factions are beginning to form among the local lords.  One group, headed by Lord Markelhay, sees the group as heroes eliminating threats to the realm.  He is joined by Lord Montigue and Lord Barret.

Others, apparently, required more convincing, as Varys explains lords Nimz and Hepplewhite had to be "appeased" through grants of lands.  Lord Nimz has already been given claim to the ruins of Raven's Roost (that the group previously cleared of bandits), and beginning to form plans of rebuilding the ruins into a proper castle.  Lord Hepplewhite has been given grant to Kobold Hall, and plans to move in once the group clears that area out.

There are, however, a coalition of four lords who oppose the group and cannot be bought off.  The first, explains Varys, is Lord Pembridge, who Varys describes as a stuffy and conceited lord who believes only in those of noble blood attaining positions of power.  He sees the group as a rogue force outside the law, and believes they need to be brought under the control of the nobles.  Naturally, he has already decided his second son, Eric, would be best for the task.

Their next political enemy is Lord Ruddiger, described by Varys as a blustering man who is a human purist.  He takes offense to the group's large composition of non-humans, and the inclusion of Scrag the half-orc in particular.  Ruddiger believes in human supremacy, and that all non-humans are part of a conspiracy to kill humans and must therefore be subjugated.

The third member of the coalition is Lord Groddic, a noted war hawk yet described as Varys as a cowardly man who always screams for blood as long as none of his resources are at risk.  He fears the group getting too powerful to control.  

Varys also notes that Groddic's chief advisor is a man named Salazar, said to be a powerful shi'ar (a type of genie sorcerer) from the lands of the Sind Desert.  Varys points out to Al that Salazar is an old enemy of his father's.  His knowledge of Al's parentage surprises Krolec, but Al responds positively, wondering if they should try and ally with him, as Al figures "the enemy of my enemy is my friend."  Krolec cautions that it doesn't always work out that way, and Varys notes that Salazer was rumored to be a vizier for an evil kingdom of Yuan-ti in the desert.

The final member of the coalition is Lord Reiner.  Varys explains that Reiner was only made a lord by marriage, and his wife subsequently died only a couple of years after in a mysterious accident.  Varys believes Reiner is the most dangerous of the four, and has his eyes on Markelhay's crown.

Throughout the discussion, Sa-ika has been watching Varys carefully for any signs of deception, but concludes he is telling the truth.  With the background information established, Varys goes on to explain what this has to do with Zena.  He explains that Zena has been kidnapped by men working for one of the lords, probably to extract some information.  Varys says he knows which lord, but announces that the group should be able to figure it out themselves easily enough.

Al and Krolec don't follow his meaning, putting out random guesses.  But Sa-ika has it worked out; logically, it would have to be Lord Reiner: Groddic is too much of a coward to risk it, Pembridge wouldn't break the law by kidnapping, and Ruddinger would have picked one of the non-humans to capture.  Varys congratulates her on her excellent deduction skills.

Varys goes on to say he believes he knows where Zena is being kept.  Reiner's cousin, Theodore, has an old cottage out in the woods near King's Road that he and some men go to at least once a month.  The remote location would be perfect for keeping someone locked up.

Finally, Varys cautions restraint.  Although Reiner is behind the kidnapping, he will have made sure they can't trace it back directly to him.  Trying to confront him directly could be disastrous for them on a political level – they will have to play a polite game of cloak and dagger politics until the time is right to really go after him.  Krolec agrees, though knows he and the others will find it difficult.

Krolec tries to get more assistance from Varys, such as healing potions.  But Varys responds that the Raven Queen believes death should come to all in natural time.  Thus, the idea of healing potions is anathema to their beliefs.  And with that, he takes his leave of them, disappearing around the corner of one of the roof's inner walls.

Heading back into town, Krolec decides to go shopping for some supplies for their trip out to the cottage while Sa-ika wants to go to the shrine of Kord and commune with her god.  Al is to head back and catch up to the others, and let them know what is going on.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:17:58 PM
Session 16 - Scene 3 (of 8)

Meanwhile, back in the cemetery, Merend arranges his patrol of the grounds, with Rhogar in the lead.  It doesn't take long before Rhogar's inattentiveness causes problems.  Before they realize it, a pack of gravehounds attacks.

Mitka responds quickly by firing off a shot with his crossbow, hitting one of the gravehounds with a shot that should dishearten it a little.  Rhogar, meanwhile, elects to try and scare off the gravehounds with a fearsome growl of his own.

The plan somewhat works, as one of the gravehounds hesitates long enough to let Rhogar avoid its bite.  The other three, however, quickly surround him, knock him to the ground, and begin biting.  Merned quickly says a healing word of prayer for Rhogar.

Leigh can't resist the temptation of being able to attack all the gravehounds at once, despite putting Rhogar at risk as well.  She fires off a shock sphere, and does indeed hit all the gravehounds, but blasting Rhogar as well.  

Mitka hits one of the dogs again with his crossbow as Rhogar stands up and strikes back at a gravehound with his enfeebling strike.  He follows up with his poisonous dragon breath, hitting only one of the hounds.

Rhogar's triumph is very short lived, as two of the undead dogs knock him to the ground again, and tear into him.  The deadly wounds quickly cause him to lose consciousness.

Merend, concerned for Rhogar's safety, says another healing word of prayer, followed by casting his beacon of hope spell.  Leigh opts to assist in a different way, blasting at one of the hounds with her magic missile.

Mitka decides to move up and attack with his sword, hoping Rhogar will recover long enough to allow him to flank.  He misses.

Rhogar stands up again, striking out at one of the hounds.  His blade slices through the dog's brain, killing it instantly.  However, once again this fleeting moment of victory is marred by a follow-up attack from the other dogs, causing Rhogar to fall back down, unconscious again.

Merend uses his healer's mercy prayer to allow Rhogar to recover.  Leigh fires off another magic missile, hitting a dog again.  Mitka also maneuvers into possible flanking position again, this time hitting with a torturous strike.

Rhogar summons his strength to stand again, once again striking down a dog with his invigorating strike.  As the dog dies, it lashes out as him with a bite, missing.  The remaining two dogs, however, do not miss, tearing into Rhogar and causing him to fall back unconscious for a third time.

Merend, rapidly running out of healing spells, uses his cure light wounds spell to recover Rhogar.  Leigh blasts away with her magic missile again, but still doesn't down any of the dogs.  Neither does Mitka with his disheartening strike hit.

Rhogar stands up again.  He takes a minute to get a second wind, then lashes out with an enfeebling strike that hits one of the zombies, killing it.  This time, the zombie's final bite hits him, as does the bite of the one remaining gravehound.  He falls to the ground, unconscious yet again.

Merend moves up to next to Rhogar, and pours his healing potion down Rhogar's throat to revive him.  Leigh keeps the gravehound off of them by blasting it with a magic missile while Mitka moves in and hits it with his handspring assault.

Rhogar, exteremely weakened by this point, stands up and lays hands on himself to try and recover.  The recovery is short-lived, as the gravehound knocks him back to the ground with another bite.  Out of healing options, Merend steps back and blasts the gravehound with his flame strike.  Leigh finishes it off with a magic missile through the brain.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:19:01 PM
Session 16 - Scene 4 (of 8)

With the battle over and Rhogar stabilized, Merend begins leading the group back to safety when they run into Al.  Al immediately notices Rhogar's condition, and Merend explains some gravehounds used him as a chew toy.

Al goes on to explain about the meeting and the rescue mission for Zena.  Merend knows Rhogar will need time to recover, so they all head back into town where they can rest at home for the night.  On the way, Merend wonders about trying to form complex plans to manipulate their new political enemies or draw away the forces from the cottage, but Al and Sa-ika disagree.  Al is adamant that Zena needs rescuing right away, as she could be being tortured as they speak.

After Rhogar is dropped off and everyone goes their separate ways, Mitka decides to wander around town and see if he can pick up any information.  He learns a little more about Lord Nimz's plans to raise an army at Raven's Roost, some anti-non-human fliers that Ruddiger's men have been putting out to rile up racial tensions, and finally learns that the Fusille family was an old noble family that is entombed somewhere in the very cemetery he has been investigating.  He excited to learn that he may yet find Pace's hidden treasure trove.

Merend, meanwhile, heads back to the temple to see Grundelmar.  Grundelmar isn't happy about Nimz getting Raven's Roost after all the work he did to get the group to clear it out.  He is not, however, able to really give any more advice nor does he have any more healing potions to give them.

Merend then goes to see Honoria Mellnor, hoping that she may still have their gold.  She, however, explains that she already received the sketch and paid Zena a couple of days ago.  Resigned that the group will have to make do with what they have, having already tapped out all their favors in town, he heads back home.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:20:15 PM
Session 16 - Scene 5 (of 8)

The next morning, Merend prepares to move everyone out.  Krolec is still waiting on something in the market, and plans to catch up with them later.  Merend decides to move everyone out of town in pairs, trying not to attract attention.

Many hours later, the group finally gets to the woods after an uneventful journey along King's Road.  Sa-ika takes the point, leading them into the forest.  They later discover she may not be the best person at point when they realize they've been walking in a circle for an hour.  Eventually, they do spot the cottage off in the distance as the sky turns to twilight.

Al advises moving in from the west to take advantage of the twilight.  Everyone decides to sneak in quietly, but Merend ruins a nearly perfect prowling effort by stepping on one too many twigs.  Luckily, however, no one seems to notice.

Merend begins trying to form a plan.  He has the group stand over by the outhouse, hoping to grab one of the guards when he goes to evacuate.  An hour and a half later, in the darkness, Merend realizes that perhaps no one has to go to the bathroom at the moment.  Al advises just rushing the door, but Merend wants to make sure they have the right house first.

Merend decides to try and get a better view of inside the house.  He spots two windows on the side of the cottage.  And over the next half hour, sees about three different men moving around in the house; one of them as he empties a chamber pot out the window.

The next move is to have Mitka move up and investigate.  He quietly sneaks up to the window closest to the door, but his short height doesn't give him a great view.  He does spot what appears to be three men playing cards at a table in some kind of front parlor.

Mitka then moves around to the back.  Once again, he has difficulty spotting much.  He is able to ascertain that the room is a kitchen, just as someone empties some chicken guts out the window, covering him.

Undeterred, Mitka sneaks around to the back of the cottage, but finds no doors or windows; only an owl perched up in a nearby tree.

Mitka heads back to the others just as Krolec catches up with them.  Krolec immediately notices the vile smell of Mitka covered in chicken entrails.  Merend apprises Krolec of the situation, while Al repeats his advice of just storming the building and catching everyone off guard.

Krolec and Mitka, however, have something more subtle in mind.  They decide to try and smoke the guards out by having the wizards use their magic to drop a pile of leaves down the chimney then covering it up with something.  Rhogar, desperate to help after his near death against the grave hounds, offers up his bedroll as a plug for the chimney.

Everyone moves into position, and the wizards begin using their mage hand spells.  Merend is somewhat surprised to find their plan actually works – the house immediately fills with smoke and the men inside rush to the doors and windows for fresh air.  They appear to be dressed as mercenaries, wearing armor and weapons.

While others hold back to see if they can get the men to surrender, Mitka acts rashly, firing a crossbolt bolt at one of the men in the doorway.  The man cries in pain as the other man next to him wants to know what is going on.  

Al tries to follow up with a phantom bolt, but misses.  Merend, hoping the opportunity is not lost, yells for the men to surrender.  They appear confused that they are under attack, and hesitate.  

Sa-ika readies herself to respond, but waits to see if the men will indeed surrender.  Rhogar lets out a fearsome yell, commanding the men to stand down.

The men in the door step back to let another man through, who appears to be their lieutenant.  He wants to know what is going on, and explains that they didn't sign up for a fight.  They are supposed to be strictly guard duty.

Krolec asks if they have anyone captive.  The man responds that they do, but that the group won't want to go down there.  The lieutenant tells them his employer is down in the basement, and they can go work things out with him if they want.  

The tension increases as the lieutenant slowly moves his men out of the cottage and leave.  Krolec decides to let them go; a decision that Al is not too happy about.  Mitka and Sa-ika are both a little suspicious of the lieutenant's words.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:21:21 PM
Session 16 - Scene 6 (of 8)

Frustrated, Al thrusts his way into the cottage without waiting for the others.  The front room appears to be the parlor with a table.  Back in one corner is a stairway leading up to the upper half level.  Al moves on into the back room, which is the kitchen.  Back in its corner, directly opposite of the stairway leading up, is what apparently the door is leading to the basement.  It's secured with chains.

As the others move in, Mitka cautions that more than just Zena is being held in the basement.  He's certain there is something wrong with the employer mentioned by the mercenaries.

Krolec goes up and listens at the door.  He can hear an injured female moaning in pain.  He also picks up the sounds and smells of some kind of animal which he determines to be some kind of canine.

Before tackling the basement, the group makes sure to check the upstairs bedroom first.  There they find little except for bedding material and fifty gold coins.

Heading back in the kitchen, Mitka picks the lock on the chains and steps back.  Sa-ika stands in guard at the front while Rhogar stands rear guard back at the front door of the cottage.  Krolec quickly moves to open the door.  It opens to a set of stairs leading down to the dark basement.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:22:11 PM
Session 16 - Scene 7 (of 8)

Before anyone can act, a large, brown, furry mass bursts up the stairs and attacks at Sa-ika, narrowly missing her neck with its jaws.  Mitka suddenly realizes why the cousin came out here once a month – he's a werewolf!

Mitka tries to help out with a disheartening shot from his trusty crossbow, but misses.  Sa-ika has better luck with her swordburst attack, as does Merend with a lance of faith blast.

Rhogar, hearing the commotion, begins making his way towards the kitchen.

Krolec tries to use a shadow wasp strike with his bow, but even his famed elven accuracy fails him as both shots miss their mark.  Leigh, however, hits with her magic missile, as does Al's blast of rolling thunder.

The werewolf strikes out again, biting deep into Sa-ika's shoulder.  She can feel the blood flowing and the infection of disease beginning to take root.  She wonders if she will become a werewolf now, and whether or not that would be a bad thing.

Mitka fires off another shot, hitting a disheartening strike with his crossbow.  

Rhogar pushes his way through and gets up to the werewolf, missing it with his shielding smite.  Sa-oka also fails to hit with her swordburst, as does Krolec with another couple of shots from his bow and Al with a force orb spell.

Merend, however, blasts the werewolf full force with his daunting light attack, and Leigh follows it up by blasting the werewolf with her magic missile.

The werewolf turns and lands a vicious bite on Rhogar.  He, too, is now bleeding and possibly diseased.

Mitka decides to move up into melee position.  Using Rhogar as an adaptable flanker, he strikes out with his handspring assault, but misses.  He follows it up with a nasty backswing, scoring a powerful hit.

Sensing the momentum of the fight moving their way, Rhogar hits the werewolf with an invigorating smite, then follows it up with a blast of poison gas.

Sa-ika tries to step back and pull the werewolf into a better position with her lightning lure, but fails.  

Merend, wanting to avoid any catastrophic injuries this battle, says healing prayers for both Sa-ika and Rhogar.

Krolec then sends out an evasive strike with his bow, hitting the werewolf in the heart.  It falls backwards down the stairs, presumably dead.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:22:56 PM
Session 16 - Scene 8 (of 8)

No one is in a big hurry to confirm the death.  Leigh illuminates a nearby plate and tosses it down the stairs.  Rhogar cautiously sticks his head in to get a look, and sees the naked, dead body of a human lying halfway down the stairs.

Mikta heads down the stairs and finds Zena chained up in a corner.  She is not conscious, and has been worked over pretty bad.  She will need time to convalesce.  He makes sure to check her for bite marks before unlocking her and getting the others to help her up the stairs.

Krolec then explains to the others what he knows about werewolves.  The condition is hereditary, not transferred by bite despite the legends.  Sa-ika is almost disappointed, as she was curious what being a werewolf would be like.  A werewolf's bite can, however, impart a different disease, but Sa-ika and Rhogar both appear as if they will recover just fine.  

They also realize this could mean Lord Reiner is a werewolf, though it's hard to say from just one cousin being afflicted.  The group deduces that Theodore was unable to control himself as a werewolf, and thus was forced to be locked up here once a month under guard.

Krolec wants to make sure they remove all evidence they were here.  He collects his arrows, and they make sure to burn down the cottage with the body inside.  

Al doesn't see the point in bothering, as Lord Reiner will likely deduce what happened from talking to the mercenaries.  But Krolec reminds him they need to be political and bide their time for now.  They will have to pretend they didn't kill Theodore just like Reiner will pretend he didn't have Zena kidnapped.  The game of politics can prove more difficult and dangerous than any straight-up fight.
Title: Session 16: Bad Moon on the Rise
Post by: jgants on August 25, 2009, 11:33:53 PM
Session 16 - Session Notes

My goal for this session was primarily a change of pace.  I don't think anyone wanted another session in a row of just fighting in the graveyard.

So, as a way to mix things up and re-introduce some story back into the game, I added the encounter with Varys and the side quest to rescue Zena (who, coincidentally, had not been at a session in a while because the player has been absent).

I think it went off pretty well - adding a little character interaction and puzzle solving to the mix.  I even let their plan to get the guards out of the hourse go off without any issues.

The political plotline is meant to add another dimension to the game.  Give some opportunities for problem-solving, intrigue, and the like.  I pretty much flat-out told the players that directly confronting their political enemies would be problematic because I know that would be their first instinct and it won't work in this case.  I'm curious to see what they'll do instead (assuming they can control themselves).

And of course, there's still a fair bit of cemetery left to explore and the big climax I have planned there.
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 10:53:22 PM
Session 17 - Cast of Characters

Krolec Jar'bin - Elven Ranger
Merend - Dwarf Pries
Leigh - Eladrin Wizard
Zena - Human Fighter
Sa-ika - Genasi Swordmage
Mitka - Halfling Rogue
Rhogar - Dragonborn Paladin
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 10:55:39 PM
Session 17 - Scene 1 (of 6)

A couple of days pass as the group cautiously sneaks back into town two at a time, and wait for Zena to heal up.  Hoping to get more information about what happened, the group is discouraged to learn that Zena has no real memory of what happened between the time she was jumped in an alley after visiting Honoria Mellnor, to the time she was found in the basement of Theodore Reiner.  Zena secretly worries that she may have been violated by Theodore whilst unconscious, but says nothing to the others.

In time, the group decides to head back into the Tombwoods and finish their mission.  It is a good location to lie low, and could even possibly serve as an alibi later against their clandestine mission at the Reiner cottage.  However, Al is unable to join them, as he has managed to come down with a respiratory infection during Zena's convalescence (briefly raising the specter of a new owlbear flu outbreak, but it is quickly dismissed).  

As the group heads in to the cemetery, they fail to spot Silas and Scrag.  The two must still be out on some kind of scouting mission.  The first few hours are spent clearing out a series of empty areas – a mausoleum, a small barrow, and a plaza.  

At around midday, they come to another building that superficially resembles another mausoleum.  However, as Krolec and Mitka carefully check it over, Mitka spots some religious symbols.  Merend isn't quite sure what it means, but Leigh is able to deduce that the building is actually some kind of guardian monastery of the cemetery, for worshippers of the Raven Queen.

Wondering if it is still in use, and why Varys didn't mention it at their previous meeting, Krolec decides to go up to the doors and knock.  He receives no answer.  Carefully opening the door, he notices that it is lit up in side by lanterns attached to the wall that use some kind of magic tea lights.

The door opens to a long hallway with passages to either side.  At the end of the hallway is a small crowd of figures wearing half-rotten, moldy monk robes standing below a dais.  On top of the dais is another figure wearing fine red robes standing at an altar.  No features of the figures can be seen.

Mitka decides to yell out a greeting to the figures.  As they turn around to face the group, Krolec spots their hands and arms – their skin appears to be rotten.  He also notices they move a bit awkwardly.  Krolec relates the information to the others.

Krolec wonders if they are zombies or some kind of leper colony.  Mitka, however, doesn't hesitate.  He immediately fires a crossbow bolt into the nearest monk.  Leigh follows up with a shock sphere that manages to hit all eight of them.

Sa-ika advances up to Krolec.  She attempts to pull one of the monks to her using her lightning lure power, but fails.

Zena advances up to the entrance of the temple.  Merend also moves up to get into position next to Rhogar, then blasts one of the monks with his daunting light power.

Krolec hesitates a moment, still not sure if the monks are enemies or not.  Ultimately, he decides it is too late for anything but battle anyways, and fires twice, hitting one of the monks with one of his shots.  Rhogar also decides to attack from range, using a crossbow he borrowed from Sa-ika.  But his shot fails to find its mark.

The monks advance towards the group.  As they get close enough to see, the group can make out that they are indeed zombies.  The group is surprised, however, to discover that these zombies can move relatively quickly.  Two of them rush up and attack Sa-ika with kung fu style kicks, knocking her back to the ground several feet away.  The group collectively gasps.

Undeterred, Mitka fires again with his crossbow, hitting one of the zombies.  Since they are still tightly packed in the hallway, Leigh lets loose with another area effect spell, this time using a scorching burst to blast all but one of them.

Merend and Krolec also decide to use their ranged attacks.  Merend scores a hit with his flame strike while Krolec fires off two more arrows, one of them striking home and killing one of the zombies.

Sa-ika, meanwhile, takes a moment to pull herself up off the ground, then tries her lightning lure again; still failing to grab a hold of one of the zombie monks.

With no good position to move to and no ability to fight at range, Zena decides to hold back and guard the rear for the moment.  Rhogar, also thinking defensively, calls forth a sacred circle to protect the group.

More of the zombie monks move into position.  They attempt to slam Sa-ika and Zena with more kicks, but miss.  However, Rhogar receives a powerful kick to his groin that lifts him off the ground and landing him at Mitka's feet.  Using the prone Rhogar as cover, Mitka fires off a crossbow bolt in response, hitting one of the zombies in the brain, killing it instantly.

Leigh lets loose another scorching burst, hitting all of the remaining zombies again.  Merend assists with another flame strike of his own.

At the sides of the zombie pack, Sa-ika hits away with a swordburst while Zena maneuvers and strikes with her harrier's ploy.

In the back, Krolec fires off another two shots at the center zombie, hitting it once.  Rhogar tries to help out as he stands and fires with his crossbow, but fails to hit.

The zombie monks are full of more surprises for the group, as they grab Sa-ika, Zena, and Krolec and perform martial art flips on them, slamming them all to the ground.  Krolec uses his ranger's quickness to roll away to safety to avoid being kicked by another of the zombies.  Merend and Rhogar also manage to dodge kick attacks against them.

Mitka decides to move to a safer position off to the side, fearful that Rhogar falling on him (should the zombies kick him again) would prove fatal.  He fires off another crossbow shot, hitting one of the zombies.

Leigh also moves to a safer position further away from the zombie approaching her, and fires off a magic missile, killing one of the undead.

Then, in an impressive display of power and skill, Sa-ika picks herself up and lets loose a series of two swordbursts, killing three of the zombies at once.

Zena also pulls herself off the ground, then strikes hard into the zombie in the red robes.  Merend follows up with a blast of flame against it.  Finally, Krolec finishes off the red robed zombie with his shadow wasp strike maneuver while Rhogar kills the remaining zombie with his shielding smite.
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 10:57:01 PM
Session 17 - Scene 2 (of 6)

With all of the zombie monks destroyed, Merend starts looking through the bodies while Krolec checks the side passages of the temple to ensure there are no more dangers.

Merend finds little on the zombies except for the fine red robes, which Sa-ika and Leigh confirm are magical bloodthread armor.  Merend drags the bodies into the center of the hallway and begins burning them, with he and Rhogar saying prayers over the departed.

Krolec, meanwhile, discovers no traps or any other dangers in the area.  The passageway to the right appears to be an old bedding area where the monks used to sleep, while the passageway to the left contains nothing but remnants of old desks and calligraphy scrolls.  Merend helps confirm that the scrolls are not magical in nature, merely former works of scholarship now lost to the ravages of time.

The altar area itself, however, does hold a copper offering plate with around thirty pieces of gold.  Merend wants to leave it completely alone, though Krolec is in favor of examining it and possibly returning it to the Raven Queen's current followers.

Their disagreement, however, is quickly overshadowed as they find themselves allied against Sa-ika, who sees nothing wrong in taking the gold.  Zena proceeds to join with Merend's argument to leave it alone, while Leigh and Mitka ally themselves with Sa-ika.  Only Rhogar remains silently neutral in the affair, torn by his religious piety and allegiance with Merend on one hand, and his past history with Sa-ika and pragmatic need of the money on the other.

Merend even tries praying for divine guidance, but receives none.  Krolec eventually elects to leave the gold alone for now, and lead everyone back to the guardian chamber for the evening.  However, the fight quickly re-erupts when he overhears Sa-ika advising Mitka that if he were to sneak back at night and take the gold, she would back his decision.

After several hours of deliberations, Krolec finally decides the group will take the gold, but offer it to the monks of the Raven Queen first.  Leigh offers to do the same with the bloodthread robes, even though Krolec already decided she could keep them.  One of the biggest points of disagreement in the group, it seems, is that Leigh and Sa-ika disagree with Krolec, Zena, and Merend that taking something from the altar is somehow morally different than taking something anywhere else in the cemetery.  

Mitka, meanwhile, just wants the gold and could care less about the moral/philosophical arguments.  He makes sure to be the one to take the gold off of the offering plate before anyone can change their minds.
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 10:58:00 PM
Session 17 - Scene 3 (of 6)

Rather than spend the night arguing further, Krolec decides a portion of the group should attempt to return the gold to the nearby abbey of the Raven Queen as soon as possible.  He, Mitka, and Leigh set off to quietly sneak off to the abbey, located on the outskirts of town near the old aviary.

A short time later, they find themselves outside the abbey temple of the Raven Queen.  Krolec knocks at the door, and is greeted by an older monk named Brother Malachi.  Once Krolec explains they are there to return something, Malachi shows the group in to a reception area.

After a short wait, the abbot, Father William, arrives.  Krolec begins to explain how they found the temple in the cemetery and wanted to return the money, and robes, to the current temple.

To his surprise, Father William backs away from the money and robes.  He tells the others that they should know the history of the temple in the cemetery.  In past times, he explains, it was common to have a small temple in large cemeteries where servants of the Raven Queen could watch over the dead.

However, the guardians of that particular cemetery failed to protect it from the necromancer, Herwest the Reanimator.  The temple was defiled by the process of the dark crystal, and the monks themselves were cursed by the Raven Queen to remain in their temple forever as undead.

Therefore, Father William explains, the abbey will want nothing to do with the gold or the robes.  They are considered desecrated by the Raven Queen.  He leaves Krolec to do what he wishes with the gold and the robes, and thanks them for showing respect to the Raven Queen and her followers.

With a clear conscious, Krolec and the others return to the guardian chamber in the tombwoods and relate the information to the others.  However, much to his surprise, this does not have the calming effect he was hoping for.  Rather, it seems to give rise to a new series of arguments.

Off in the corner, Rhogar pulls the covers over his head as he tries to get to sleep while the rest of the group argues loudly, long into the night.
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 10:59:13 PM
Session 17 - Scene 4 (of 6)

The next day, everyone decides to no longer mention the gold as they gear up and head out to continue their mission.  Krolec identifies the first target of the day to be a small barrow near the temple they finished at the previous day.  Finding it empty, they quickly torch it and move on to the next barrow, one of the larger double barrows.

As Krolec and Mitka search the outside, Mitka spots a nameplate over the barrow – "Fusille".  He has finally found the tomb of the Fusille Family where Pace's treasure was hidden.  

Mitka tries to act casually at the name, but Leigh remembers him mentioning it before when they talked with Varys.  Mitka explains coolly to the others that it means it is a place of great danger, and that he should go in first to make sure everything is OK.  Most of the group reacts skeptically, but Merend is all for Mitka going in alone if that's what he wants to do.  However, Merend's taunting has the opposite effect, causing Mitka to lose his nerve and hesitate going in alone.

Mitka's moment of opportunity is lost as Krolec approaches the tomb and opens one of the doors.  Near the entrance is barricaded up with debris.  Krolec has Leigh illuminate one of his arrows and he fires it in.

Through the holes in the wall of debris, Krolec can see a couple of crypts lying in state, but no signs of immediate danger.  He begins clearing out the debris on one side of the door and moves quietly inside.

Once in, he grabs the arrow and tosses it in further, revealing another crypt sitting just behind the first two.  He also spots something strange moving in a far corner, and alerts the others.

Mitka steps back and readies his crossbow as Krolec identifies the creatures as a pair of ochre jelly spawn.  Merend prepares himself to move along with Rhogar once he maneuvers into position, while Zena readies herself to attack once the jellies emerge from the tomb.

The ochre jellies advance, moving out of the tomb and heading straight for Zena and Sa-ika.  Zena attacks with her readied sword, but fails to strike.  Luckily for her, the jelly misses as well.

Sa-ika, however, is not so lucky, as one of the jellies hits her, causing her skin to begin to burn from the acid.  Sa-ika quickly recovers from the acid burn, but fails to hit the jelly with her swordburst attack.

From afar, Leigh uses her scorching burst to blast both of the jellies while Mitka hits one of them with his crossbow and Merend hits the other with his flame strike.  Krolec, however, misses with his two shots.

Rhogar moves up, slicing into one of the jellies with an enfeebling strike.  Zena tries to follow up with a brash strike, but misses.

The jellies fight back, striking out at Rhogar and Sa-ika.  They miss Sa-ika but hit Rhogar with their acidic tendrils of ooze.

Sa-ika responds by hitting one with a swordburst.  Leigh then melts one of them using her scorching burst, while Mitka finishes off the other with his handspring assault.

Everyone then takes a quick breath then proceed back into the tomb.
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 11:00:37 PM
Session 17 - Scene 5 (of 6)

As Sa-ika makes her way to the back of the tomb, she spots a large nest of beetles – including one giant tangler beetle, two medium-sized fire beetles, and a couple of swarms of small scarab beetles.  Before anyone can react, the fire beetles advance on the group and douse Sa-ika with a double blast of fire, gravely injuring her.

Merend immediately leaps into action, saying a healing word prayer to help her recover.  Zena also advances, attacking one of the beetles with her footwork lure maneuver.

The giant tangler beetle response by grabbing Zena in its pincers and crushing her.  Suddenly, Zena and Sa-ika find themselves surrounded as three more large beetles – blood scarabs – erupt from the ground, sealing them off from the others.  One of them attacks Sa-ika, but misses.  The other two score hits on Merend and Krolec; who uses his nimbleness to quickly move out of the way of further danger.

Krolec fires off two arrows at the beetles, but misses.  Mitka tries to retreat and climb atop one of the crypts for a better viewpoint, but has trouble pulling himself up.

In the back, Leigh lets loose a scorching burst spell, blasting the blood scarabs.  Rhogar casts his sacred circle to protect the group, then blasts one of the fire beetles with his poison breath.

Out of flames for the moment, the two fire beetles proceed to attempt to bite Zena and Sa-ika, but fail to penetrate either's armor.

Sensing that the group had placed themselves in a poor tactical position, Merend yells for everyone to retreat.  Naturally, no one pays his suggestion any mind.  He then follows up with another healing prayer for Sa-ika, leaving himself open for the blood scarab in front of him to get in a free hit.

Merend then prepares to cast a blast of fire against the beetle, giving the beetle another opportunity to attack him.  The beetle lands a grievous wound on Merend, causing him to lose consciousness and fall from atop the crypt he was standing on.  His head slams into the stone floor with a loud crack.

Trying to return the favor of his assistance to her, Sa-ika uses inspiring words to rouse Merend out of his comatose state and return some of his vigor.  She then uses her dimensional warp to swap places with Zena, and yells for the others to make a run for it.

Zena takes a moment then decides to heed Sa-ika's advice, heading away from the battle for the door.  As she leaves, the tangler beetle crushes Sa-ika with its mandibles while one of the blood scarabs tears into her with its own set.  The other two blood scarabs burrow back into the ground and emerge up next to Leigh, striking her twice.  And to add further injury, one of the scarab swarms begins crawling over Sa-ika as well, tearing into her with their vicious jaws.

Hoping to still save Sa-ika, Krolec climbs atop one of the crypts then uses a shadow wasp strike on the tangler beetle.  He follows it up with a second arrow hit with his evasive strike.

Mitka also completes his climb onto one of the crypts.  Moving next to Leigh, he uses his adaptable flanker ability to deliver a powerful torturous strike on the blood scarab, followed by a disheartening strike that kills it.

Leigh teleports herself out of immediate danger using her fey step ability, then strategically blasts a blood scarab beetle and one of the fire beetles with balls of rolling thunder.  She follows it up with a shock sphere blast that injures the fire beetle again as well as the other blood scarab beetle standing next to it.

Rhogar summons the might of his paladin's judgment and slices into the blood scarab beetle.  A second attack on it with his invigorating smite kills it.  

Across the room, everyone begins to think the tide of battle is turning to their favor.  The enthusiasm is short-lived, as the fire beetles engulf Sa-ika and Rhogar in their blasts of flame.

Over behind the crypt, Merend picks himself off the ground.  He attempts to use his healer's mercy, but fails.

Sa-ika tries to maneuver herself into a better position.  She shifts out of the beetles surrounding her, using a swordburst in between for good measure, and moves back to the narrow hallway connecting the two barrow sections, attempting to limit the beetles' tactical position.

Zena, moves back into the battle and uses her harrier's ploy to slice into the remaining scarab beetle near Mitka.  However, she is unable to kill it, leaving it free to hit Mitka with another attack.  Mitka responds with a disheartening strike on the beetle, killing it.

Back over at the hallway, the scarab swarms advance on Sa-ika, downing her with its attacks.

From the back, Krolec fires two more arrows off, both finding their mark in the tangler beetle's chitinous shell.  Leigh also assists, sending out a scorching burst that hits all but the scarab swarm.

Rhogar attempts to fight off the scarab swarm with his shielding smite, but misses.  He then uses his healing touch to revive Sa-ika, but her recovery is short-lived as she is blasted into unconsciousness again with another blast of flames from the fire beetle.

Merend attempts to help Sa-ika recover again, using his cure light wounds spell.  Once recovered, she stands up and shifts back away from the beetles, trying to get herself out of danger.  But, she is unsuccessful, as the swarms advance on her and Rhogar, knocking them both unconscious.

Nearby, Zena moves up and attempts to aid by cutting into the front fire beetle.  Krolec then finishes it off with a couple of quick arrow shots.

Mitka, using his crossbow, attempts to finish off the large tangler beetle in the rear of the pack, but misses.  Leigh, however, is able to kill it off with a scorching burst that also hits the other beetles, though the fire beetle doesn't seem to mind it.

On the ground, Rhogar feels his life slipping away as he slides towards death.  The effect is accelerated quickly as the fire beetle engulfs him in flames, turning him into little more than charcoal.  Several group members gasp in horror at the sight of his charred body.

With the situation growing desperate, Merend calls forth a beacon of hope, restoring Sa-ika to consciousness once more.  He then takes a minute to attend to his own wounds.  But once again, Sa-ika's revival is short lived, as the scarab swarms tear into her anew, sending her once again to the ground.

Zena attempts to fight back at the swarms, hitting with a brash strike.  

Krolec and Mitka, however, stay focused on the fire beetle, hitting it with one arrow and one crossbow bolt.  Leigh also blasts it again with another scorching burst.  The beetle responds with a blast of fire at the comatose Sa-ika and Zena.

As Merend misses with a flame strike of his own, Zena once again decides a retreat is in order as she has no way to save Sa-ika from dying.  The scarab swarms then move in and devour what was left of Sa-ika.

Krolec feels it is time for the group to fall back.  Providing cover fire, he hits the fire beetle with one of his arrows.  Leigh does likewise with a scorching burst that hits all of the remaining beetles.

Mitka, however, does not fall back with the others.  Overcome with his desire to find Pace's lost treasure, he stands his ground, confident that they can prevail.

Merend, seeing Mitka standing his ground, also fails to retreat, deciding he can't leave a man behind.  He attempts to kill off the fire beetle with his exacting utterance spell, but fails.  As Zena heads out the door of the tomb, Mitka is felled by the scarab swarms surrounding him.

Krolec, still trying to hold off the advancing beetles, fires two shots into the fire beetle, killing it.  Leigh attempts to hold off the swarms by blasting them with another scorching burst, and Merend with his sacred flame.

But the swarms are resilient.  They continue to bite at Mitka, eating him alive. With Mitka dead, the remainder of the group quickly exit the tomb.
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 11:01:44 PM
Session 17 - Scene 6 (of 6)

Once outside, Krolec has everyone barricade the door enough to keep the beetles inside, hoping to come back and finish them off later while recovering the others.

However, moments later the ground begins to shake.  It seems the tunneling from the blood scarab beetles has weakened the structural integrity of the barrow.  

As it collapses into the earth, a huge explosion of fire spews forth into the sky.  The group surmises that a nest of fire beetles must have been crushed by the falling stones.  The whole mass is swallowed into the earth, becoming a pit of fiery stones that will burn well into the next morning.  Everything that was inside the barrow would now be burned into ashes.

With no remaining hope of recovery, Merend solemnly reflects that this will now be the tomb of their fallen comrades as well, and says a brief prayer.

That night, Merend receives a vision from the Raven Queen.  She pronounces that as his allies died serving her cause, she has granted them leave from the realm of the dead to return to finish their mission.  Merend stays silent as the goddess further explains the three will return in new, unfamiliar forms, but will contain the remains of the souls of his friends.

The next morning, the group wakes to find three humanoid figures standing outside in the cemetery – one shorter male, one taller male, and one female.  All have gray, scaly skin and dark black hair with long black nails.  Their eyes are black, with small glowing red centers.  They are clearly not "alive" in the traditional sense...
Title: Session 17: Death Comes in Threes
Post by: jgants on September 26, 2009, 11:29:47 PM
Session 17 - Session Notes

If it seems like a long time since I updated last, its because it has been a few weeks.  The last session got skipped because I was getting ready to go on vacation, which was just as well because I spent the entire previous week dealing with house-related problems.

Anyhow, this session sure got off with a bang.  Eager to jump right back into the fray, the group got to meet up with kung fu zombies.  I thought it would make a nice change from the normal zombies (the actual encounter setup was heavily taken from the module I've based most of the encounters on - The Barrow Grounds, by Expeditious Retreat Press, but adding kung fu attacks was my idea).

I had no idea that damn gold in the offering plate would cause so much disharmony.  They spent forever arguing about it.  And just when it would seem like the thing was settled, they'd start up again.  They even continued arguing over it after the session was over, long after the whole matter had been settled.

The Fusille tomb is another encounter I heavily modified - removing the original enemies and replacing them with a massive pack of beetles, just for something different.  The encounter was definately scoped to be on the difficult side, but a series of bad luck made it much worse the the PCs.  Still, I think it was the poor decisisions and tactics that made the biggest impact - particularly with Mitka.

The actual last scene was added after the session was over and I had time to talk to the players of the dead PCs.  All three agreed to go with my idea of using revenant versions of their characters until the end of the cemetery mission (I'd had it in mind for weeks, if anyone should have died - wasn't expecting three though, but it still fits in well).

I'm interested to see how the others will handle it.  I've already pre-empted the other players by gently reminding them that trying to kill the revenants or refusing to have anything to do with them would risk the wrath of the Raven Queen. :D
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:05:51 PM
Session 18 - Cast of Characters

Merend - Dwarf Cleric
Al Trueism - Human Wizard
Leigh - Eladrin Wizard
Silas Ballard - Human Avenger
Scrag Graveborn - Half-Orc Warden
Zena - Human Fighter
Rhogar - Revenant Paladin
Mitka Karamazov - Revenant Rogue
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:06:37 PM
Session 18 - Scene 1 (of 7)

Merend quickly explains to the others about the vision he had from the Raven Queen the night before, and how their friends have been returned from the dead to finish the mission.  He then turns their attention to the unfamiliar figures outside.

Trying to ascertain their state of mind, Merend begins to question the revenants about who they are and what they remember.  The female figure stays silent with a look of forlorn while the males explain that they only partially remember who they were.  The taller of the two explains that their memories are hazy, and they have rough memories of working with a group to clear the cemetery.  Merend confirms that they are, indeed, their former comrades.

Leigh is curious to know what will happen to the revenants once the cemetery is cleared.  The taller revenant, who everyone concludes is Rhogar, explains that they will go away again, returning back to death, once the cemetery mission is finished.  Merend tries to discuss the possibility of delaying the cemetery mission to keep them around longer, but both Rhogar and the shorter figure, who is obviously Mitka, forcefully assert that all they are interested in is clearing the cemetery.

Merend tries to figure out if the revenants can leave the cemetery, but Rhogar only responds that they have no desire to.  Others in the group quietly scoff at the idea of bringing revenants into town.  Merend then tries to ask more about what they remember about their pasts, but is quickly cut off by Mitka – who states that their pasts are no longer important, and with such inflection as to leave no doubt that they do not wish to discuss the subject any further.

Sensing that the revenants are fairly single-minded and contain very little of their former personalities, Merend brings the discussions of their nature to an end and refocuses on the mission at hand.  Krolec suggests that he and the female revenant, the one who must be Sa-ika, go off and scout around the area while Merend leads the others to go through more of the tombs.

Merend decides on the tomb in the northeastern most corner of the map.  The group gets into formation, and begins heading out.  But it isn't long before their trip is stalled by the appearance of a raven with a scroll tied around its foot.

The bird lands on a tombstone nearest to Merend.  Merend walks over and retrieves the scroll, after which the raven flies away.  The others stand by idly as Merend reads the scroll silently to himself.  He then paraphrases the contents to the others, explaining that it's another message from Varys explaining that people from the town are coming to pay a visit and they should be careful with them.

The scroll is then handed over to Al to check for any magical enchantments or hidden messages.  But Al is unsatisfied with the abbreviated explanation by Merend and proceeds to read the full message aloud:

"My friends, your pyrotechnical display last evening has not gone unnoticed.  Those who have taken an interest in your progress are planning to send a delegation to call on you today.  I suggest you use your utmost discretion in this matter.  Yours in the Raven Queen, V"

Leigh proceeds to perform the check for magic that Al ignored, noting that nothing about the scroll is magical.

Mitka suggests that he and Rhogar should not be seen by the delegation.  Merend isn't too worried about it, but agrees in the end it would be for the best.  He initially suggests using the groundskeeper's building they have been using as a hideout, but Mitka quickly shoots down that idea.  As they are no longer among the living, the revenants cannot cross the barrier to enter.

With few options and unsure how much time they have, Merend then decides to split up the group.  Mitka and Rhogar will head to the northwest most area of the cemetery while Merend and the others stay by the main gate to the graveyard in the south.  Al makes sure that he and Leigh are placed strategically on the far sides.
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:07:42 PM
Session 18 - Scene 2 (of 7)

A little over an hour passes, and Merend finally hears the approach of people on horseback.  Out of the forest emerges a knight with a retinue of eight cavalrymen.

The knight announces himself as Sir Eric Pembridge.  Seeing Merend standing in the front, he asks if Merend speaks for the group.  Merend affirms that for this day, he does.

Sir Eric goes on to say that everyone in the city could see the explosion of fire the previous night, and many were concerned the group was trying to burn down the city.  With a snide touch of arrogance, he demands to know what the group is up to, making sure to point out that his father is a powerful man in the city.

Merend tries to be diplomatic, explaining the group is clearing the area of the evil undead, and even remarks that perhaps Sir Eric and his men would like to assist.  He goes on to say that with twice the men, they could finish the job much faster.

But Sir Eric hesitates, saying that he would agree to stay around as an observer, or perhaps as the leader.  Leigh's temper starts to flare and she begins to interject but Merend quickly hushes her to try and keep the conversation civil.

Instead, Merend suggests that it would be too much work for their group to do their jobs and try and keep Sir Eric safe.  Sir Eric laughs off the suggestion, explaining that he is a trained warrior and has his elite force of men to protect him in any event.  He goes on to snidely suggest that there is no real danger in the cemetery and that the reports of undead in the area are largely just stories told by superstitious peasants.

Merend then suggests that Sir Eric and his men have a look around, perhaps even check out the center of the cemetery.  But Sir Eric's eyes narrow at Merend's suggestion.  He blankly states that he believes Merend may be trying to trick him into a trap.

Merend then tells Sir Eric to pick a different area.  He says Sir Eric and his men can pick any barrow they like, and Merend will have his team pick a different one.  Once again, Merend makes his appeal that the two teams working together could clear the area faster.  But Sir Eric quickly blows off his suggestions, once again blankly stating that he does not trust the dwarf.

Al, sensing that Merend is getting nowhere, decides to intervene.  Pushing himself forward, Al graciously explains to Sir Eric that as a fellow human, he can understand the distrust of dwarves.  Merend stands silent despite being quite upset, but moreso because Al insulted his authority than because of his racist statement.

Sir Eric seems to respond better to Al.  He condescendingly remarks that Merend isn't even the most objectionable of the group, while staring directly at Scrag.  Scrag starts to utter a comment when Al cuts him off by agreeing with Sir Eric that their group is full of unconventional types.  Sir Eric asks Al how he can stand to be with such a motley crew, with Al responding with a pithy comment about them needing his superior human wisdom and guidance.

Sir Eric then makes a pointed comment about Al's father, Lord Truevalue.  He says that the advisor of a friend of his father's, a man named Salazar, had some interesting things to say about the lord.  Al inquires what they were, but Sir Eric explains the comments would not be fit for the polite conversation they are having.  Al laughs and agrees that sounds like his father.  Sir Eric seems to bond with Al, telling him he appreciates his droll sense of humor.

Al is then able to talk Sir Eric into having Al accompany them to the center of the cemetery, as his superior men should be able to handle anything that they encounter.  Merend watches as Al heads off with the men.
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:08:42 PM
Session 18 - Scene 3 (of 7)

Less than an hour later, Merend watches as Sir Eric comes charging past him on his horse, heading out of the cemetery and back into the woods with a look of utter terror on his face.  He is shortly followed by apparently the only other survivor of his men, a soldier now missing an arm.

Minutes later, a roughed-up looking Al appears.  He simply states to Merend that Sir Eric's men weren't so elite after all.  He has little of valuable information to add, just that they encountered a mix of skeletons and zombies, and utter chaos ensued.

Merend has the others go get Mitka and Rhogar from their hiding places.  The group then spends the rest of the day relaxing and laughing over the incident; with the notable exceptions of Mitka and Rhogar, who appear to fail to find any humor in it.

That night, Merend originally offers to spend the night outside with Mitka and Rhogar (who do not need sleep), but changes his mind after it begins raining.  Al, wanting to prove he is more rugged than the dwarf, sleeps outside instead.  The night passes without incident.
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:11:19 PM
Session 18 - Scene 4 (of 7)

The next morning, Merend decides to resume their normal mission.  With Krolec and Sa-ika still off scouting, he plans on heading to a nearby small barrow first.  When they arrive at the barrow, he reminds Mitka that Mitka is usually the one to check the doors first.  Mitka responds that he has a vague recollection of performing that duty.

Mitka proceeds to announce that the door is not trapped.  Merend has Scrag advance on the door, which Mitka announces is locked.  Scrag prepares to break down the door, until Merend stops him, explaining that the rogue can pick the lock.

Once the lock is picked, a lighted stone is tossed inside.  The crypt is empty except for the normal catacombs of bodies.  Merend instructs Scrag to quickly burn it down without bothering to spend any real time searching; he wants to get moving.

The next couple of hours are spent eliminating two more areas – an empty plaza and a large double barrow.  After that, he leads the group to another small barrow.  This time, however, something is different; Mitka discovers a poisoned needle trap on the door.

Once Mitka disarms the trap on the door and picks the lock, Merend reminds everyone that more traps could be inside before having Scrag open it.  Once the lighted rock is thrown inside, everyone can see that the barrow appears to be empty except for a crypt at the back.

Scrag immediately moves inside, moving then jumping to the side of the chamber, hoping to avoid any traps.  Merend immediately warns him (and everyone else) not to move.  He has Mitka quickly search for traps, but Mitka finds nothing.  Zena moves in to the opposite side of Scrag and holds the tactical position.

Convinced the area is safe, Al decides to move in himself and approach the crypt.  As soon as he gets near, he sets off a trap in the floor.  A cone-shaped object pops out of the crypt and begins spinning, firing off large blades in every direction.  Somehow, Al manages to duck in time, but Zena and Scrag are both hit.

Unsure of what to do, Scrag holds back in the corner.  Leigh tries to examine the trap from afar – she ascertains it is not magical, but mechanical in nature.  As the trap continues to spin and fire off blades, Zena is hit again.  Al is also cut by the jagged flying blades while Scrag manages to avoid them this time.

Scrag decides not to wait.  Moving up towards the crypt, he brutally strikes into it with his axe using his strength of stone.  But the trap proves more solid than he expected, and is not felled in one blow.

Rhogar begins advancing into the area.  He remembers in life his use was to protect others.

Mitka is unimpressed with the lack of undead, and nonchalantly moves up to the trap.  He tries to disarm it, but has difficulties remembering how mechanics work.

Zena follows Scrag's lead, rushing up and striking into it with a harrier's ploy maneuver.  Meanwhile, Al decides to fall prone and hide behind the crypt to avoid being hit again.

Silas and Leigh strike at the trap from afar; Silas blasting it with his angelic alacrity while Leigh uses her magic missile.  But the trap continues to spin, hitting Scrag and Silas with its deadly blades.

Scrag decides to hit back, slicing into it with his axe again.  Rhogar finally makes it to the crypt as well, nudging Al out of the way and striking with his invigorating smite.

Mitka's memory gets clearer, and he begins to disarm the trap.  But he can tell it will take a while.  Before he can finish, Zena lands a final blow that shatters the trap into pieces.

Merend then has Scrag and Zena open the crypt.  Inside, the group finds a large bag of gold.  Leigh estimates it to be around 120 pieces.

With several people injured, Merend decides to have everyone go back and rest for the night.
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:21:19 PM
Session 18 - Scene 5 (of 7)

After another uneventful night, Merend has the group head back out again.  They manage to clear out three more empty barrows and a plaza before the impending evening forces them back to rest again.

The day after that, Merend finally has them head up to the barrow in the northeast corner; the one he originally planned to hit three days ago.

When they arrive at the barrow, Mitka performs the usual check for traps and unlocks the door while Scrag throws in the illuminated stone.  Zena is positioned back as the rear guard while the others focus on the barrow.  Inside appears to be a typical empty barrow with a crypt at the back.

Once again, Scrag does not wait before deciding to act.  His plan is to get a running start in the barrow corridor and use it to jump further into the barrow area.  Unfortunately, he finds out during his run that the corridor is trapped with spears that emerge from the floor when stepped on.  Scrag does manage to avoid a couple of the spears during his run, but is injured by one of them before performing his jump.

But trouble for Scrag does not end there.  Three small, evil-looking humanoids emerge out of the darkness – dark creepers.  They immediately begin to surround Scrag and stab him with their daggers.  Just as Scrag believes the situation cannot get any worse, two more figures emerge from behind the crypt in the back of the barrow – a pair of foulspawn grue.  They attack him with their misshaped claws, tearing into his flesh.  Scrag responds by transforming into his panther form and furiously assaulting one of the grue.

Back at the entrance, Mitka begins disabling the first of the spear traps while Leigh blasts all five of the creatures with a scorching burst.  Al attempts to assist with his phantom bolt, but fails.  As does Merend with his sacred flame.

Rhogar, not wanting to wait for all the traps to be disabled, charges in to assist Scrag.  On his way, he is hit by two of the spears.  He charges at one of the grue with his valiant strike, but misses.  Silas, not wanting to risk the traps, decides to hold back.

Just then, more creatures emerge from behind the crypt in the back of the tomb – a pack of four dire rats.  They quickly surround Scrag and bite at him.  He suffers a couple of wounds from the assault.  The foulspawn grue also slice into him with their claws.  

Scrag is barely able to keep standing from all these grievous injuries and is forced to take a moment to recover himself.  He then decides to perform a tactical retreat, running back over the spears.  Unfortunately, he is again pierced by the spears and ends up collapsing just inside the barrow.  Mitka tries to quickly disable the spear now directly below him, lest it activate again and impale Scrag, but is having difficulties.

Meanwhile, the others focus on the group of creatures inside.  Leigh blasts a group of them with her shocking sphere.  Al follows up with a flaming sphere that blasts one of the rats and partially blocks the hallway, hoping it will slow their advance.

Merend, in healing mode, casts his cure light wounds spell on Rhogar while blessing Scrag with a healing word.

Rhogar also decides a hasty retreat is in order.  On his way out, he is struck by one of the grue and a spear, but still makes it.  One of the spears also impales Scrag again while he still lies prone, but Merend's healing word allowed him to recover enough to survive it.

The rats begin moving past the flaming sphere, attacking Mitka and Scrag at the end of the hallway.  Both luckily manage to avoid being hit.  Silas attempts to blast the rat attacking Scrag with his angelic alacrity, but misses.

Back in the barrow, the dark creepers and the grue decide to move back away from the flaming sphere.  The dark creepers begin throwing daggers, hitting Mitka twice.

Scrag crawls his way out of the barrow and stands himself up while Mitka retreats behind Rhogar and Merend for protection.  Leigh blasts at the rats with a scorching burst, then moves to the back of the group and fires off a second burst.  

Al then uses his magic to move the flaming sphere towards the rats, and then moves himself back with Leigh. Unfortunately for Rhogar, Al had moved the flaming sphere too close to him.  After being burned, Rhogar moves himself to a safer position.

Merend goes on the offensive, using his exacting utterance on the rat closes to him.  The rats then advance, biting Silas and Scrag.  The two are hit again by more daggers from the dark creepers.  Worse, the foulspawn grue use their psychic powers to get into Silas and Scrag's brains.  The dark whispers they hear in their minds begin to overpower them, and Scrag collapses.

But Scrag is not down for long.  Through pure luck and determination, he wills himself to recover from death's door, regaining consciousness and some of his vigor.  Silas holds back and takes a moment to recover himself as well.

Mitka does not notice this, as he is focused on the rats.  Rats make Mitka think of swarms, and he has very bad memories of swarms.  He becomes consumed with fury and desire to kill the rats.  Charging at one of them with his handspring assault, he does just that.  But he takes no pleasure in the kill, only regret that he is not close enough to kill another one immediately.

Leigh is focused more on the dark creepers and the grue, now convinced that the grue are the biggest danger.  She blasts the lot of them with a scorching burst.  Al follows suit, allowing his flaming sphere to drop while blasts the grue with a force orb.

Merend is focused on healing the injured.  He uses his healer's mercy to allow the badly wounded to recover.

Rhogar advances on the lead rat, slicing it in half with his invigorating smite.  He then calls forth a sacred circle to protect his allies.

The two remaining rats advance, biting into Scrag and Silas.  Silas attacks back with his angelic alacrity, but is then hit by a dagger from the dark creepers.

One of the grue then blasts Silas with another mental attack.  The strain is too much, and Silas' frontal lobe rips itself apart, killing him instantly.

Mitka, still focused on the rats, moves over and performs a torturous strike, killing another of them.  Scrag attacks the other one, knocking it to the ground with his earth grab.

Leigh attacks the grue and dark creepers again, killing one of them with her scorching burst.  Al blasts the other with his phantom bolt.

Merend, however, does not want to continue the fight.  He is filled with dread that they are about to lose even more team members again.  He quickly moves in and pulls one of the doors to the tomb closed.  Rhogar follows suit, closing the other while Scrag kills the remaining rat outside.

Mitka, disappointed that Scrag killed the rat he intended to kill, moves back.  Leigh holds herself in anticipation of the creatures inside charging the doors.  Al likewise moves himself into a more strategic position, as does Merend.  

Rhogar takes a moment to rest and recover himself.  Inside, a dark creeper attempts to open the door but Rhogar is able to hold it closed.  However, the other door is not being held, and one of the grue is able to open it.  Scrag immediately moves in front of him and attacks with his strength of stone.

With the door open, Leigh spots the group standing inside and blasts them with a scorching burst.  Mitka then moves into a flanking position and kills the grue with a disheartening strike while Al blasts one of the dark creepers with a phantom bolt.  Merend finishes it off with his daunting light spell.

Rhogar tries a different tactic, slamming open the door on the dark creeper inside.  Using his great strength, the door slams open forcefully, leaving a splatter of blood and bone but little else behind it.

With all of his companions dead and facing the large group, the last dark creeper suddenly announces his surrender.  Merend is not amused.
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:22:36 PM
Session 18 - Scene 6 (of 7)

After briefly considering "holding trial", Merend consigns himself to the idea that they will have to deliver the creeper to the proper authorities in town.  He has the creature tied up and has Rhogar interrogate him.

The dark creature is quickly intimidated by Rhogar and proceeds to explain that he and his companions (and their pet rats) were a group of thieves called the "Shadowland Strikers".  They've been hiding out in this cemetery for the last few weeks, raiding the nearby tombs.  He points out that the group is free to take all the treasure they've found in exchange for not killing him.

Merend is more interested in what the creeper knows about the area.  Although he gains no knowledge about the center of the cemetery, he is able to eliminate a large section of tombs based on areas the creepers already hit.

Once that is done, Merend turns his attention to the treasure.  According to the creature, it is being stored in the crypt.  Merend has Mitka check it for traps, and then Al and Scrag open it.  The crypt is filled with a large pile of treasure – several hundred coins of gold, silver, and copper combined with several pieces of fine jewelry: a ruby ring, a pair of sapphire earrings, a ruby brooch, and a tiara adorned with a couple of diamonds.  Mitka feels odd at the site, feeling he should have more of an emotional reaction than he does.

The group gathers up the loot, their prisoner, and the body of the fallen Silas and head back to their headquarters for the night.  They plan to rest up then take the creeper into town in the morning, along with bringing Silas back to the temple of Erathis.
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:23:20 PM
Session 18 - Scene 7 (of 7)

That same night, some distance away in the city, five shadowy figures meet under the cover of darkness.  The first of the men is highly agitated.

First Figure: "You've heard what happened?  It's unacceptable.  He's in a terrible state now and I've lost a whole unit of men!"  

Second Figure: "The plan was sound, you simply didn't send enough men."

First Figure: "Are you volunteering your men?"  

The second figure stays silent.

First Figure: "That's what I thought.  So what are we going to do about this?"

Third Figure: "It's disgusting, having that group of barbarians in the city.  And amongst all of those evil races, to think that it was a human that got your men killed."

Fourth Figure: "You'll recall, my lords, I did advise against this move."

First Figure: "The plan was sound, we simply need a larger force to deal with them."

Fifth Figure: "No, he's right.  This requires a more careful approach.  We have to find a way to gain the advantage first."

Fourth Figure: "I suggest you start by sending a message."

First Figure: "A message?  You mean, like a letter?"

Fifth Figure: "Not that kind of message.  He means we have to exert some pressure."

First Figure: "How?"

Fourth Figure: "You need to convince the others that it is no longer to their advantage to continue to oppose you in this matter."

Second Figure: "But how, exactly?"

Fourth Figure: "To use the crude vernacular of the streets, 'somebody's got to go.'"
Title: Session 18: Tricks and Traps
Post by: jgants on October 04, 2009, 02:52:12 PM
Session 18 - Session Notes

Well, this turned out to be one of my favorite sessions.  To me, it had everything - traps, monsters, roleplaying, treasure, and death.  

Plus, it was the perfect opportunity for me to add some backstory via the scene 7 epilogue (which was sent out to the players after the fact via email, like most of my foreshadowing stuff usually goes).  I was particularly happy I finally got a chance to slip in the Sopranos line at the end.  Also, the scene is designed to indicate certain people are having the conversation - but is it really who the players will assume it is?  Only time will tell...

The game also moved fairly quickly without the Krolec and Sa-ika players around, as they tend to overthink and overplan things, which can often slow the game to a crawl.

I wanted to start out giving a little bit of time to see how the new group interaction would go.  It wasn't quite as interesting as I was hoping for, with the newly undead members and all, but the Krolec and Sa-ika players are the ones more interested in characterization and they were missing.

Then came my chance to slip the party another note.  I'd thought up that idea earlier this week - once again, trying to break up the monotony of just going through and clearing graves.  I also love it when I can give out handouts.  I thought, surely someone would notice that big explosion, and who better than the people who are already afraid of them.

So, that leads us to the Sir Eric encounter.  Originally it was just supposed to be a bit of roleplay and discussion, but many of the players usually try to hatch their schemes to get NPCs to do something for them or weaken themselves.  I thought, why not let it work for once (with the skill challenge won by Al, of course).  That led to the rather humorous scene of Sir Eric running for his life with the rest of his men dead.  It also gave another good foreshadowing that the center of the cemetery will be a difficult, deadly place.

The clearing of the areas was pretty much as described in the write-up; we began playing out the first empty one then I pretty much handwaved the rest away as a montage scene.

The trapped barrow was added at the last minute by me.  I just wanted something different, plus I know I'm a bit behind on getting the group some treasure.  I specifically added the trap to the door since they always check the things.  It will likely be the first and last one they find.

The shadowland strikers encounter is heavily modified from its original Barrow Grounds module beginnings (once again, from Expeditious Retreat Press).  I had to beef up the encounter (the PCs are in the level 3-4 range now) and I added a shitload of new treasure.  I thought this would be a great opportunity to realistically explain a large group of treasure.

I always intended the dark creepers to surrender once their muscle was dead, but they didn't have a chance before two were killed (I was particularly impressed with the door crushing death - it was just an improvised 1d4 + strength roll).  Scrag setting off all the traps was hilarious as well, particularly when he risked dying because he fell onconscious on top of the trap.  And if the Al character seemed even more prone to taking risks this session, it probably has to do with that player getting ready to move out of state as part of his retirement.

Silas' death, though, was completely a case of bad luck.  He died by the grue getting an unexpected recharge roll plus a really bad damage roll.  He died by one hp.  Still, I wasn't too worried about it because there was a lot of treasure in there and they would have enough to ressurect him.  I even made sure to point out that the temple would surely give a discount for Silas as one of their own.  I didn't really want yet another revenant in the group.

At this point, I see about one to two more sessions to go before we get to the big cemetery finale.  Next week I plan to confine the action to the city with the plot hinted at in the epilogue.  And there is one more major area in the cemetery to go before I'll bring them to the center.

On the other hand, since the revenants can't really go into town, I can perhaps split the group and have the revenants (and perhaps a couple of others) finish out the cemetery while the others follow the city plot.  Then bring everyone together for the big showdown the next week.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:06:49 PM
Session 19 - Cast of Characters

Krolec - Elven Ranger
Leigh - Eladrin Wizard
Merend - Dwarven Cleric
Silas - Human Avenger

Al - Human Wizard
Sa-ika - Revenant Swordmage
Mitka - Revenant Rogue
Rhogar - Revenant Paladin
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:07:43 PM
Session 19 - Scene 1 (of 10)

Krolec gathers a small force to head into town – including himself, Merend, and Leigh.  Al volunteers to lead the revenants (who can't leave the cemetery) in clearing out some of the remaining barrows.  Zena and Scrag are sent off on recon patrol of the area.

Despite Krolec being the leader, Merend's more forceful personality ends up taking over the group heading into town.  He decides they will drop off Silas' body at the temple of Erathis first, then deal with their captive creeper.

When they arrive, Merend explains that Silas fell in battle in the cemetery.  The high priestess is naturally sympathetic, and offers to do the ceremony "at cost" for 500 gold.  Merend, unsatisfied, begins to bargain with her, explaining how he feels the temple should raise Silas for free, or at least a greatly reduced cost, because he is essentially their servant.  The priestess explains that although Merend has a point, the temple has a great many servants and many missions but limited resources.

Observing closely, Leigh deduces that the priestess would likely respond to an appeal to the common good of the town.  After she informs Merend, he explains to the priestess that they will need Silas to help with the final battle in the cemetery, or else all the deaths (four so far) will have been for nothing.  The priestess, swayed by his argument, agrees to the bare minimum price of 300 gold.  She also agrees to help further by offering to sell their remaining stock of six healing potions at a two for one price.

But, being a bit miserly, Merend is not satisfied.  Neither, for some reason, is Krolec.  Both men are still convinced that they shouldn't have to spend any of their own money.  They try to get the priestess to lower the price further by a pathetic set of bluffs and light intimidation, but are easily rebuffed.

In the end, Leigh hands over the 300 gold for the resurrection and they do not buy any of the healing potions at the time, but mention they might later.  They then leave, with Merend showing obvious signs of disgust.  Back in the temple, the high priestess mentions to her subordinate how she fails to understand how these men can act with such hubris.  She worries they are destined for trouble should they not alter their path.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:08:51 PM
Session 19 - Scene 2 (of 10)

Merend, still upset, decides to walk the dark creeper around town for a while, using the rope as a leash.  Always one to enjoy stirring the pot, Merend wants to make sure everyone sees the creature, just in case the creeper was working for one of their enemies.  He also makes sure to loudly proclaim such phrases as "you won't believe what he told us!" as part of his not-so-subtle plan.

After he's certain everyone in the city has had a good look, Merend hauls the creeper over to the magistrate's office.  The man behind the desk is an old tiefling with dark, burning eyes.  He asks what Merend wants.

Merend, slightly nonplussed because he feels it's obvious, explains they have brought the creeper to him.  To Merend's surprise, the old man simply asks what crimes the creeper has committed.  Merend mentions burglary and grave theft, while Leigh is quick to add "attempted murder".

The magistrate, still rather disinterested, asks about the grave robbing.  But once Merend explains that it occurred in the Tombwoods, the magistrate is quick to point out that as a wild area of the city, the Tombwoods is free from protection of grave theft laws.  Krolec says nothing, but has a knowing look on his face; he was fully expecting that to be the case.

The attempted murder, however, is an offense and the magistrate is eager to hear more about it.  He asks what evidence they have.  As Leigh starts to show her injuries as evidence, Merend starts raising his voice and mentioning the body they brought back to town.  Before the magistrate can really respond, Merend simply tosses the creeper over to him and tells him that the creature is the magistrate's problem now then storms out of the room.  Leigh and Krolec quietly follow their hot-tempered companion out.

As they start leaving the area, one of the local guardsmen stops them.  He tells Merend he has been looking for their group, as Lord Markelhay is in need of speaking to them right away.  Merend and the others agree to follow him back to Moonstone Keep.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:09:48 PM
Session 19 - Scene 3 (of 10)

Once at the keep, the group is quickly shown into the reception room where Lord Markelhay greets them.  He explains that an important situation has developed.  Merend starts to grumble a bit about the local temple of Erathis and their own recent developments, but Markelhay pays little mind.

Lord Markelhay goes on to explain that the previous night, Lord Hepplewhite's baliff, a man named Stevenson, went missing.  Markelhay suspects the man was kidnapped as part of a plot by their political enemies to exert pressure on Hepplewhite.  Since the lord has not received his promised territory of Kobald Hall yet, he is their weakest ally.

Merend, sensing a possible connection, explains to Markelhay about Eric Pembridge's visit a few days ago.  After Merend confesses the group tricked Eric into getting his men killed, Lord Markelhay is convinced that action is what precipitated this latest maneuver.  He emphasizes it will be imperative that the group find Stevenson quickly, and while still alive, in order to keep their position safe.

Merend agrees and immediately begins forming a plan.  Trying to get more information about where the man was seen last, he asks if Markelhay has any idea which properties Stevenson was collecting from.  The lord knows the baliff was collecting from the farmlands out of the north side of town.  He goes over to his bookshelf and pulls down a large tome of tax allotments.  He is able to provide Merend with a list of five houses that would have been travelled to.

With the others still relatively quiet about the affair, Merend continues to dominate the discussion.  In order to save time, he asks if Lord Markelhay can have someone sell the jewelry they found in the Tombwoods for them while they are out looking for the bailiff.  Markelhay agrees to have his steward take care of it.  He also wants Markelhay have someone talk to the magistrate, briefly mentioning the situation with the dark creeper.  In return, Markelhay has Merend pass along a message to have his cousin Berend come see him about a different task he needs done.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:11:19 PM
Session 19 - Scene 4 (of 10)

Meanwhile, back in the cemetery, Al leads the team of revenants in clearing out several empty barrows by mid-day.  They come next upon a smaller barrow.  Al decides the best tactic is to only open one of the doors to get a look in first.  Rhogar moves to open the door, only to find nothing but rubble behind it.

With little other choice, Al goes ahead and opens the other door and the team clears out the rubble.  Once the doorway is clear, he lights a stone and has Rhogar toss it inside.  The back of the tomb is illuminated, and the first thing anyone sees is a large swarm of rats.  Rhogar immediately closes his door.

Mitka, however, finds himself overcome with the idea of killing the swarm of rats based on his vague memories of dying at the hands of a different kind of swarm.  He charges in and immediately attacks with his most powerful maneuver, the handspring assault.  He follows it up with a torturous strike.

Sa-ika tells the others that as the tomb contains no undead, they should just close the doors and move on.  But with Mitka still inside, she holds back a minute to see if he will leave.  She wants to just close the rats in and burn the barrow down.

To either side of the rat swarm is a pair of larger dire rats.  Al tries to blast one of them with his magic missile, but misses.  The rat swarm and the dire rats then swarm Mitka, biting into him with their razor-sharp teeth.

Rhogar decides the best course of action is to run in and grab Mitka.  Mitka, however, is focused on the rats, muttering "Rats! Rats! Rats!" the whole time.  When Rhogar grabs him, he tries to resist.  But being the bigger man, Rhogar is able to pull him against his will out of the tomb.

As Rhogar exits, Sa-ika slams the door shut behind him.  But the rats inside move quickly, and she can already hear them starting to chew through the wooden doors.  Rhogar starts up a torch and throws it down at the door to start a fire, but it's obvious that a fire won't start in time.

Mitka, enraged at Rhogar holding him back, tries to kick Rhogar in the groin, but is held back.  The swarm of rats then break through the door, biting Sa-ika in the process.

Thinking quickly, Al uses his pinioning vortex to lift the swarm of rats into the air.  Sa-ika, who still thinks it is a waste of time fighting non-undead creatures, attacks the aloft mass with her swordburst.

The rat swarm being aloft gives the dire rats room to move in.  They move in and one of them bites deeply into Mitka.  Rhogar uses his lay on hands power to heal Mitka's wound.  

Mitka is still unconcerned with the dire rats, however, and continues to strike at the aloft swarm.  Sa-ika follows suit with another swordburst while Al blasts a dire rat with his phantom bolt.

The dire rats attack at Mitka and Sa-ika, but miss.  The floating pile of rats, however, still manage to score a lucky bite on Mitka.

Trying to help, Rhogar calls forth a sacred circle for protection, then grants divine strength to Mitka that stops his bleeding.  Meanwhile, Al's spell ends, causing the pile of rats to fall to the ground behind the dire rats.

Unable to get to the rat swarm, Mitka uses his adaptable flanker maneuver and scores a solid hit with his disheartening strike on one of the dire rats.  Sa-ika tries to hit them both with swordburst, but misses.  The dire rats bite back, sinking their teeth into both of them.

The swarm of rats scurry through the other fighters and move to the back of the pack, where they begin attacking Al.  Thinking quickly, Al steps back and uses his thunderwave blast spell to push them away.  Rhogar then turns around and charges at the swarm to keep Al protected, but fails to strike with his paladin's judgment.

Back over at the tomb entrance, Mitka takes a moment to recover, using his unnatural vitality.  He knows a normal living man who have long since died.  Sa-ika stays on the offense, blasting both of the dire rats with her swordburst.

The rats attack back.  Mitka is bitten again by the dire rats while the swarm chews into Rhogar.  Al, sensing the situation is dire, decides to pray to the Raven Queen for help.

Al's prayers appear to be answered, as Rhogar attacks the swarm with his invigorating smite, striking them down.  Sa-ika follows up by attacking the dire rats with her swordburst, hitting one.  

Mitka, however, seems dazed and confused now that the rat swarm is dead.  He can't remember how he got into this fight or what is going on.  He assumes Al must have rushed in too quickly, and starts to get upset.  One of the dire rats bites him again, and he responds by attacking back, ignoring Al's command to back up and let Rhogar take care of it.

Sa-ika, concerned Mitka is in the greater danger, begins to attack his rat instead of the one in front of her.  Al assists with a phantom bolt.  The rats respond by biting Sa-ika and Mitka again.

Mitka, barely holding on to consciousness, decides to retreat behind Rhogar.  Sa-ika and Al try with another round of attacks, but both miss.  One of the rats hits Sa-ika in return.

Rhogar, moving up, attacks one of the rats with his invigorating smite.  Mitka, meanwhile, finally feels the effects of his injuries and collapses.  Sa-ika uses an inspiring word to rouse him, then misses with another swordburst attack.  Al misses with another phantom bolt as well.

Luckily, the rats fare no better, and also miss with their attacks.  Rhogar strikes back with his enfeebling strike.  In the back, Mitka stands himself and fires with his crossbow, hitting one of the dire rats.

Sa-ika tries to change tactics, attacking with a lightning clash, hitting one rat but missing the other.  Al misses with yet another phantom bolt as one of the rats bites into Sa-ika again.  Rhogar strikes out at the other rat, killing it.  Mitka then finishes off the second one with his crossbow.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:12:43 PM
Session 19 - Scene 5 (of 10)

Everyone takes a moment to rest after the battle.  Sa-ika begins to immediately start up a fire to burn the barrow down while Mitka and Al rush in to investigate first.

The back of the tomb has two crypts, each with a gold wedding band atop them.  Behind them is a large, moldy curtain obscuring the back wall.  Mitka eyes the gold with a strange sense of remembering he used to covet it, yet no longer has any emotional reaction to it at all.

Al quickly pockets the wedding bands, and then he and Mitka open each crypt in turn, cautiously trying to avoid any possible attacking creatures inside.  To their surprise, both crypts are empty except for single skeletons.

They then turn their attention to the curtains.  As the smoke begins filling the barrow, they rip down the curtains, revealing some long-decayed offerings lying behind.  One of the bottles, however, looks to be in fine shape.  Al recognizes it as a healing potion and takes it.  They rush out just as the large flames begin inside.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:13:28 PM
Session 19 - Scene 6 (of 10)

Back in town, Merend is progressing with his plan.  To move as quick as possible, he goes to the third farm on Lord Markelhay's list.  He questions the farmer there about seeing Stevenson.  Once he confirms the bailiff was there, he moves on to the fourth farm.

The fourth farmer, an older man, claims not to have seen Stevenson, but something doesn't feel right.  Krolec can tell the man is very nervous, and probably lying.  Leigh also tries to ascertain what is going on, and can tell the man is nervous but not in immediate distress.

Once they pass this information on to Merend, he launches into a verbal attack on the man, threatening to turn him over to the authorities.  Krolec decides to play good cop, and promises the man protection in exchange for helping them.

The farmer reluctantly agrees, saying that he saw Stevenson kidnapped – he was grabbed by a man and hauled off on a horse.  It takes a bit more prodding for him to reveal the kidnapper – a man named Rufus the Red.  None of the three pay much attention to the name, figuring it must be some infamous sell-sword.

Once the area of the kidnapping is pointed out, Merend wants them to look for tracks.  Oddly, Krolec's famed ranger abilities fail him, and it falls to Leigh to point them out.  The rear hoof prints leading away are deeper, suggesting Stevenson was slung over the back of the horse, probably tied up.

They follow the tracks off to the northeast the rest of the day.  Krolec takes the point, and makes sure to always keep the tracks in sight.  They eventually lead to the Trade Road.  Merend attempts to get them to move quickly with a forced march in hopes of catching up, but Krolec's weak elven constitution can't keep up.  The group follows the road until it begins to get dark.

Krolec spots a place where the tracks go off the road and into the woods a little ways.  It is the location of the previous night's camp.  Merend would like to continue to try and catch up, but with a new moon and needing rest, they decide to camp for the night instead.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:14:42 PM
Session 19 - Scene 7 (of 10)

The next morning, they are met up by a newly-resurrected Silas, who travelled all night to catch up to them.  The four continue on the road for the day.

After some time, the tracks lead to a curious event in the road.  The horse prints appear to stop and meet with some foot prints coming from the other direction.  Foot prints continue on back the way they came while the horse prints continue down the road, but both appear a bit different now – with the footprints getting heavier and the horse prints getting lighter.

It takes some deliberation, but the group ultimately feels they figured out what happened.  The original rider of the horse, Rufus the Red, apparently met up with an accomplice who took the horse and continued on back to some kind of hideout while Rufus returned to town for some unknown reason.  Merend makes the decision to focus on getting the bailiff back, and has the group continue on following the horse tracks.

Once again, Merend tries to get the group to move quickly, but Krolec slows them down.  As they begin to approach the Thunderspire mountains, the darkness is starting to come in and everyone is getting tired.  But Merend wants to press on – he's certain that the person holding the bailiff will stop and camp again for the night and they have an opportunity to catch up.

After a few more hours of travelling in the dark, Krolec and Merend finally spot a campfire off in the distance.  They slowly advance the group in to as close as they feel comfortable getting.  Then, Krolec heads in on his own to get a better look.

Krolec spots a young rough-looking type putting out the campfire and heading to bed.  Nearby is the tied and gagged Stevenson.  Krolec reports back with what he saw, and everyone waits an hour or so for the bandit to fall asleep before moving in.

After untying Stevenson, Krolec wakes up the bandit with a blade to his throat.  The man reacts with shock, wondering what Krolec wants.  Krolec tells the man he has something he wants, causing the man to clinch up at the mistaken interpretation that Krolec intends to violate him.

Merend uses the ropes from Stevenson to tie the bandit up.  He then throws the rope over a tree branch and lifts the man up upside down and begins to question him.  Krolec aims his bow at the man, and makes comments about target practice.

It doesn't take long for the bandit to break.  He explains that he was hired by Rufus to take the bailiff into the mountains back to a hideout for a couple of days, and then release him.  Merend wonders why the bailiff was to be released, and not killed.  Stevenson can shed little light on the situation, knowing little more than what they already did about him being jumped and taken here.

They then wonder what Rufus is up to back in town.  Merend sends Krolec off on the bandit's horse right away so he can get back quicker.  Merend then decides it's not worth hauling the bandit anywhere and turns him loose, first threatening to kill him if he ever returns to the Fallcrest area.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:15:59 PM
Session 19 - Scene 8 (of 10)

Back in the cemetery, Al's group has spent the last couple of days clearing out more tombs, most of them unremarkable.  The next one they happen upon is a large, double-deep barrow marked with the family name of Guron.

As is the usual practice, the doors are opened and an illuminated rock is thrown in.  This time, a separate step of tying a rope around Mitka to use as a tether is added, much to Mitka's chagrin.

After Rhogar throws in the rock, he spots some crypts in the middle of the front barrow.  Mitka immediately moves in.  He can feel the unnatural cold of the barrow.  There appears to be another set of crypts in the front barrow, while the entrance to the back barrow is coated with ice.  Mitka alerts the others of the icy cold.

Sa-ika and Rhogar decide to move inside for a better look.  They each move inside and to the sides.  Al also advances, deciding to stand on one of the crypts to get a better vantage point.  As Mitka tosses the stone into the rear crypt, they immediately see that zombies are back there.

The zombies do not appear as normal zombies, they project a feeling of cold.  They are clearly chillborn zombies.  They slowly advance towards the entrance.

Al begins by blasting one with his phantom bolt.  Sa-ika and Rhogar advance to the back barrow entrance to protect the others.  Mitka, learning his lesson, moves back to stand on the crypt with Al.  He fires off a shot with his crossbow, but misses.

The zombies attack, but Sa-ika and Rhogar fend them off.  Sa-ika blasts one with a swordburst while Rhogar hits the other with his enfeebling strike.  From the back, Al hits with a phantom bolt while Mitka misses again with his crossbow.

The zombies attack again, this time striking Rhogar and Sa-ika.  They both feel the overwhelming cold from the zombies, and know they can't take too many more hits like this.  Rhogar immediately responds by killing one of the zombies with an invigorating hit then retreating.

Mitka fires his bow, hitting one of the zombies.  They strike back again at Sa-ika, who tries to use her teleportation powers to resist the zombie attack, but fails.  She takes a moment to recover herself, and back across the room, Rhogar does the same.  Al tries to help out by throwing out a flaming sphere, hoping to melt the zombies.

Mitka then charges forward, killing a zombie with a handspring assault then retreating back.  Al sustains his flaming sphere which is still injuring the remaining zombies, and tosses the healing potion he found earlier over to Mitka.

Sa-ika strikes out at the zombies with a lightning clash, hitting one of them.  Rhogar tries to attack with an enfeebling strike, but misses.  Mitka rushes over and tosses the potion to Sa-ika.  He then strikes a zombie with a torturous strike, but is hit back in return.  He is saved by Al, who finishes the zombie off with a phantom bolt.

Back on the other side of the tomb, Sa-ika quickly drinks the potion and hits the remaining zombie with a swordburst.  Mitka follows it up with a disheartening strike.  Rhogar tries to assist as well, using a shielding smite, but fails.  The zombie strikes him back for his troubles.

Al then pins the zombie to the ceiling using his pinioning vortex spell, and Sa-ika finishes him off with her sword.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:17:32 PM
Session 19 - Scene 9 (of 10)

Rhogar notices one of the zombies is wearing a pearl and gold necklace, and he stops to pick it up.  The group then proceeds to open all of the crypts to make sure they are clear.

The front crypts are all empty.  The back crypt, however, appears to have a bag of gold and silver coins along with a large ruby.  Without stopping to check for traps, Al grabs the bag of gold.

A large wall slams down over the entrance to the back barrow, cutting them off from the front (where Sa-ika is still standing guard).  Sa-ika immediately goes to try and find a control panel to open it, but doesn't spot anything.

Inside the room, the group notices that the ceiling is beginning to move down.  They will be crushed soon if they don't find a way to escape.  Al and Rhogar try to use a crypt lid as a brace while Mitka examines the trap.

Luckily for everyone, Mitka is able to figure out the trap mechanism and disable it before the ceiling gets too much lower.  With the trap disabled, the wall opens back up and they all escape.

The remaining barrows they check that day are empty.  All that remains now is to take out the center plaza and retrieve the resurrection stone.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:18:28 PM
Session 19 - Scene 10 (of 10)

A day or so later and the other group of Krolec, Merend, Silas, and Leigh finally make it back into town.  They immediately hear some troubling news – while they were out, Lord Barret, one of their stronger supporters, was assassinated.  A bloody mark of a wolf's head was left at the scene, said to be the calling card of infamous assassin, Rufus the Red.
Title: Session 19: Death and Taxes
Post by: jgants on October 23, 2009, 11:31:24 PM
Session 19 - Session Notes

First off, yes, this report is a week late again.  Just haven't had the time to enter it.

As mentioned last time, I went ahead with the split session idea for this session.  It worked OK.  Part of the problem is that combats take so much more time that non-combats.

To that end, I think I'm going to experiment with reducing monsters' hp while increasing their attack bonuses and damage ever so slightly.  That should keep them dangerous while keeping combats moving faster.

As for this session, I enjoyed having the investigative part, but the PCs really didn't do a whole lot of investigating which was disappointing.  They didn't even bother to ask if they ever heard of Rufus the Red before when they learned his name.  I had all kinds of leads and other red herrings planned.  Instead, it became kind of a boring exercise in tracking.

Half that group seemed out of it that week.  The Leigh player did even less than normal (which is hard), the Krolec player only bothered to show signs of life when they were actually planning to grab the thief, and contrary to how it may appear and the Silas player was actually present that week, he just didn't bother to say or do anything.  And my god, we went ever so slightly later than normal that session (like a half hour) and from the complaining of the Leigh and Krolec players you'd think we were up past 3 in the morning or something.

And yeah, I totally screwed with them that session, but they didn't know that until the end.  I don't think they fully grasp how tentative this makes their position in town either.

Oh, and there will be consequences for the cavalier attitudes they showed towards the local magistrate and the temple of Erathis.  When you are on shaky political ground, it's never a good idea to start pissing people off for no reason (or because you think they aren't worth your time).

The other half of the group was a lot more fun.  The combats were paced nicely, the traps worked just right, and lots of humor was had.

Next session will start off the super mega climactic battle in the tombwoods.  It may or may not take more than one session to complete.  Should be a lot of fun.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:18:15 PM
Interlude Session - Cast of Characters

Berend - Dwarf Cleric
Scrag - Half-Orc Warden
Vector - Human Wizard
Tor - Razorclaw Shifter Druid
Dante - Razorclaw Shifter Avenger
Sax - Gnome Sorcerer
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:19:22 PM
Interlude Session - Scene 1 (of 11)

Berend finds himself summoned to Moonstone Keep by Lord Markelhay, having received a message from his cousin, Merend.  Lord Markelhay explains that he needs Berend's help with a mission to assist his ally, Lord True Value, who has a small kingdom on the other side of the Dawnforge Mountains.

Berend has heard of Lord True Value, and in particular how he is the illegitimate father of his friend Al.  He hasn't heard particularly good things about Lord True Value, but Berend is open-minded as he knows how biased Al can be.

Markelhay has no real information to impart to Berend, just that he needs him to form a team to go assist Lord Value with some matter that is vital for the relations between the Nentir Vale region and the Asandar region.

Eager for a chance to earn some money, Berend begins planning who to invite along.  But he soon finds that is easier said than done.  His friend Quinn left town for parts unknown several weeks back after the falling out with his former group.  Shaelynna and her ward Rhonda are also still out of the area, still down south in the Harkenwold area last he heard.  And the only other free adventurer in town that Berend is aware of is Lucan, a swordmage but also a notoriously unreliable stoner.

With no other immediate prospects in the area, Berend decides to check to see if any of the members of his former group are interested.  Hearing stories about their adventures in the old cemetery, he decides to check there first.

Once inside the tombwoods, Berend quickly runs across his old ally, Zena, who is on patrol with Scrag.  Zena turns down his offer, but Scrag seems eager to leave the woods for the first time and see more of the world.  Although Berend hasn't met Scrag before, he decides to let him come along.

With none of the others around, busy on their own missions, Berend and Scrag head out for Hammerfast.  Berend is reasonably sure he can locate a couple of halfway reliable men there.

After traveling for a few days, Berend ultimately meets up with another small group of adventurers just outside of Hammerfast.  They include a human wizard named Vector, a razorclaw shifter avenger named Dante, a razorclaw shifter druid named Tor, and a gnome sorcerer named Sax.  Vector, the leader of the group, agrees to have his group join with Berend in exchange for an equal distribution of profits.  While Berend initially worries they may have a disputed leadership between the two of them, Vector does appear willing to let Berend take the lead, more or less.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:20:12 PM
Interlude Session - Scene 2 (of 11)

After spending a couple more days traveling through the underground tunnels passing through the Dawnforge Mountains, the group finally arrives at the small village of Pramayama located right on Lake Halli.  Rather than spend time there, they make their way immediately on to the nearby capital city of Asandara, where Lord True Value's castle at Gunda Keep is located.

Gunda Keep itself is surrounded by a small village of shantytown areas and market bazaars.  It is locally known colloquially as "Value Village".  Lord True Value is said to tolerate the area largely due to his respect for the merchants of the bazaar, being a former merchant king himself.

The group is quickly given audience with Lord Value.  He explains to Berend and the others that his kingdom has been under attack lately by a nation of nomadic bandits known as "The Slave Lords".  Berend recalls hearing from his cousin that Lord Value made this same complaint at the dinner they met at.

Lord True Value then backs up a bit, and details the history of the region.  Hundreds of years ago, the great Kingdom of Sind was built along the fertile plains next to the Dawnforge Mountains.  The kingdom expanded through warfare in the region, and eventually took control of the entire area under the great ruler, King Nekekharan.  Nekekharan was a powerful sorcerer, and used his magic to transform the center of the desert into an oasis where he built a palace.  

As an extra measure of insurance, he prepared his tomb with all the riches of the land in a secret location known only to the workers, who were all summarily executed once the construction was completed.  The few that did escape were confused slaves from other lands, who could not accurately tell where the tomb was located.

When Nekekharan reached the age of 150 years, he decided to enter his tomb and never return.  As soon as he died, the magic protecting his desert palace failed.  The desert reclaimed the area, turning the palace into ruins and leaving little but a small oasis.

Many treasure hunters over the years have attempted to locate the tomb.  None have succeeded.  Until a week ago, when a Fatandiran slave named Beni escaped from his captors and fled back to civilization.  He was found out near Value Keep by the men of Lord True Value.  

Before succumbing to his injuries, he revealed to the authorities in Asandar that he was part of a mining operation in a section of rocky hills uncovered below the sands.  He escaped by following the hills for some time, using various caves for shelter.  One day, he came across a recent landslide area, where a large temple door was now exposed.  The door had the symbol of King Nekekharan.  He took brief notes on his way back to try and find the temple again.

Lord True Value immediately took action to keep the story quiet.  He knew it was important to get to the treasure before the Slave Lords find it, as it would allow them to strengthen their armies with mercenaries and spell the doom of the border princes (Asandar and the other nearby free nations of Haflok, Levrellian, and Fatandira).  Conversely, getting the treasure will allow Asandar to finance a military expedition to rid the area of the Slave Lords.

The mission he has for Berend is simple – they need to locate the tomb, secure it, and bring back evidence of the treasure.  Lord Value will then commit his armies to retrieving the treasures within.  Failing that, they need to make sure the Slave Lords can't get to it.

Naturally, Berend and the others suspect that Lord Value wants the treasure for his own greatness as well, as it will also help gain him power over the other border prince nations.  Berend wants to know how much they are to be paid, and Lord Value gives them a figure of 10% of all the treasure recovered.  Given the rumored wealth of the tomb, the group knows this could make them all wealthy enough to retire as princes in their own right.

To assist them, Lord Value gives them the map that Beni sketched out before he died (due to wounds and extreme dehydration according to Lord Value, though Berend cynically wonders if he had the man killed).  Lord Value also agrees to provide them with any mundane equipment from his armories and pay for any supplies they need in the bazaar.  Berend tries for magical assistance, but apparently Lord Value is somewhat prejudiced against magic after a bad run-in in the past with an evil sorcerer named Salazar.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:21:05 PM
Interlude - Scene 3 (of 11)

None of the group really needs anything from Value's armory, so they make their way to the bazaar area.  Berend wants to move quickly, but Vector takes a while to carefully plan the logistics for the trip.  After a long discussion of the merits of horses vs. camels, they end up deciding on taking six camels.  

Sax makes sure to point out they will need at least 10 to 15 liters of water per day in the hot desert environment.  Vector insists on taking 45 liters per person, hoping to reach the Da-Kahl-ub Oasis mentioned on Beni's map within two days.

After purchasing their supplies, they begin moving out of the area.  Dante spots a local street urchin pickpocket Beni's map from Vector's saddlebags.  He jumps off his camel and begins chasing after the youth.  Tor does the same.

Running through the crowded bazaar proves difficult, and the two narrowly avoid a vendor's cart as it moves across the street during their chase.  Dante begins to tire and fall behind, but Tor is able to keep pace.  He eventually grabs a solid hold on the boy.

After Dante catches up, the two of them haul the boy back to the others.  Scrag uses his fearsome talents to shake the boy and intimidate the hell out of him.  Unfortunately, the boy only speaks some local tribal language that no one in the group knows.  But, through mimicry, they are able to ascertain the boy simply wanted something to sell for food.  Convinced he is not part of any conspiracy, the group agrees to let him go.  And Vector makes sure to buy a scroll case, put the map in it, and wear it around his neck for the duration of the mission.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:22:30 PM
Interlude - Scene 4 (of 11)

The days in the desert are hot and long as the group heads into an area known as The Dunes.  The large sand dunes are slow to travel through and difficult to locate any kind of proper path.  Several of the group, particularly Dante, begin to suspect that Scrag as the point man is leading them in circles.

Water use also runs high in the group, as several people drink more than their rationed allotment, particularly Scrag, Sax, and Tor.

The situation gets worse when the group realizes that a patrol of orcs is heading straight over a close by sand dune, headed their way.  Scrag failed to spot them in time, nearly leading the team into an ambush.  The orcs all appear to belong to the local Blue Face Orc tribe, as indicated by their colored war paint.

The leader of the orcs immediately attacks Scrag with a magical chaos hammer from the sky.  The orc soldiers then charge at him, surrounding him, followed by their sergeant.

The rest of the group immediately spring into action.  Berend, Tor, Vector, and Sax are all distance fighters, and blast away at the orcs from afar while Dante rushes in to assist Scrag in closer combat.

It doesn't take long to turn the tide of battle as several orcs fall, though Scrag does suffer heavy injuries in the process.  Berend uses his healing magic to keep Scrag going, however, and eventually the orcs and the orc sergeant are killed while the others blast away at the orc leader.  The leader looks as if he may run away, but is cut down before he has a chance.

After the battle, the group finds a piddling amount of silver and copper on them, but is happier to find extra water.  Vector makes sure to point out they can use it to replace the extra water that the others overdrank earlier.  Berend also finds a nice-looking scimitar on the orc sergeant that Vector identifies as being magically enhanced.  However, as no one uses a scimitar (Scrag has his axe and Dante uses a great sword) they simply pack it up as treasure to sell later.

The group decides to move a fair distance away, until they get out of the dunes and the night begins to darken.  They then make camp for the night.  Vector and Berend spend a long time arguing over a watch schedule, with Berend eventually getting his three shifts of two men instead of Vector's idea of six single shifts.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:23:39 PM
Interlude - Scene 5 (of 11)

After an uneventful night, the group packs up and heads off further into the desert.  This time, Dante is made point man as he claims to be a better spotter than Scrag.  However, several hours into the journey and he appears to be having similar problems keeping to any kind of trail.

Dante does, however, spot a group of four men off in the distance.  They appear to be wearing long, raggedy white robes, and are heading on a perpendicular path to the group.  Vector and Berend decide the most prudent course of action would be to meet up and talk to them.

As they get closer, Berend can tell they are nomadic tribal dervishes.  The men greet them, with the leader announcing himself as Momar Salid.  He explains that they are out on a pilgrimage to the old obelisk.

Vector is happy to hear this, as the obelisk is identified on their map as being located at the Da-Kahl-ub Oasis.  He negotiates with the men to have them lead them to the oasis, in exchange for a small donation for the less fortunate (using the money they just took from the orcs).

Once they get near the oasis, Berend has Scrag and Dante make sure the area is safe before letting everyone in.  The dervishes immediately head over to the obelisk and begin performing their chants and religious dances.

The oasis has a small area of fertile ground, a few trees, and an obelisk with one partially remaining wall from the old palace.  The wall appears to be an incomplete mural of famous events in the king's life.  

The obelisk has sections of stone figures carved out in the sides.  Vector, giving it a closer look, notices that one section of the carved figures looks just a little bit different than the others.  He attempts a partial translation, and says it discusses a hidden temple under the mountains where the gods watch over the throne of King Nekekharan.  

There is, however, one carving that doesn't appear to belong, that of a scarab beetle.  Vector and Dante go in for a closer look at the carvings while the others wander off to do other things.  

Vector tries to move the carvings, and can tell that the scarab seems like it should move, but Vector can't get it to do anything.  Dante notices that one of the beetle's legs is pointed the wrong way.  Vector snaps it into position and hears a clicking sound; along with feeling the scarab is looser now.

Vector decides to turn the scarab clockwise.  A burst of poison gas sprays out, hitting him and Dante in the face.  They take a minute to recover, but suffer no long-term damage.  Vector then turns the scarab the other direction, and a secret panel opens in the base of the obelisk.

Inside the secret compartment is a scroll of papyrus.  Vector quickly grabs it, noticing that the others aren't really looking and that the dervishes are not paying any attention to them either.  He unrolls the scroll and sees it is some kind of map.

Vector and Dante look over the map, but don't show the others.  It appears to show the four levels of the underground temple of Nekekeharan.  Neither man really notices that it has been constructed as an upside-down pyramid.

The map is filled with hieroglyphic symbols.  The first symbols Vector determines to refer to the secret entrance.  Then, the map shows a set of stairs with the symbols of a jackal (which Vector isn't sure whether or interpret literally or not) and a twisted wick.  Beyond that appears to be a boat with a wavy line over an eye next to some kind of bird (which Vector believes to be an eagle).

Some kind of hole with a ladder appears to lead down to the next level.  There appears to be a door leading to a room with jars (which Vector believes to refer to canopic jars).  After that is another door with a long room with symbols of another twisted wick, two kinds of snake symbols, and a symbol that looks similar to the "god" symbol but holding some kind of cross.  Beyond appears to be a hole leading to a sloping passage leading to the next level.

The third level of the temple has a door leading to a room with a scarab (again, Vector wonders if it is literal), a throne, an eye over a square, and the god symbol.  Beyond it is another door leading to a room with another hole and sloping passage.

The final level of the temple appears to have a door leading to a small room with the throne symbol, some kind of jar with a cross, a symbol that Vector has no idea how to even describe, and what looks like a scroll.

Vector puts the scroll away in his scroll tube along with Beni's map.  He then looks for similar symbols on the obelisk and tries to get Salid to interpret some of them.  The most he learns is that the twisted wick is simply an emphatic modifier (i.e., an exclamation point) and the bird is actually a vulture not an eagle, representing the guardians of the dead.  They also discover the scarab signifies "transformation", but aren't sure how to interpret that on the map.

Vector elects not to show the map to the others at this time.  Instead, he and Dante rejoin the group and everyone decides to replenish their water supply then Berend leads them out to make camp a fair distance away.  Being the only known oasis in the area, Berend believes the Slave Lords are bound to come here from time to time.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:24:33 PM
Interlude - Scene 6 (of 11)

That night, Dante and Sax have the first watch.  However, they get so involved in playing cards that they fail to notice a Slave Lord patrol coming near.  By the time they hear them and get everyone else awake and ready for battle, the Slave Lord force is already upon them.

Tor and Vector are shocked by the large force before them (and wonder how they failed to hear them approaching).  There are five bandit soldiers in front, lead by a Yuan-Ti warrior.  In back are four bandit archers, an arbalest, and a Yuan-Ti incanter.

To everyone else's horror, Scrag decides to charge the incanter rather than deal with the approaching soldiers.  Sax tries to help by blasting it with his magic, but the incanter transfers the damage to one of the archers, killing him.  Sax is pissed.

Dante, meanwhile, is forced to adopt a defender role and try and keep the soldiers, particularly the Yuan-ti, from killing everyone else.  Sax manages to stay in the back and fire off his spells while Tor and Dante fight in closer battle with the soldiers.  Berend and Vector also blast away, frequently having to maneuver around the soldiers to avoid getting attacked.

Meanwhile, the archers fire on Scrag while the arbalest focuses its attacks on Tor and Dante.  Luckily for Scrag, the incanter is not nearly as capable close up, and is unable to severely damage him right away.  The incanter is forced to kill another archer after Scrag scores a deadly hit with his axe.

Between the arbalest and the soldiers, Dante comes under heavy attacks, but Berend is able to keep him healed long enough for the group to finish them off.  They then pick off the remaining two archers and advance on the incanter.

By this point, Scrag is nearly dead.  But with Berend finally in healing distance, he is able to get healed and the group takes down the incanter.  

The group finds a small amount of gold amongst the Slave Lords, but little else.  They again move a distance away and resume their rest for the night.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:25:36 PM
Interlude - Scene 7 (of 11)

The next day, the group continues through the rest of the desert and eventually come upon the crescent-shaped canyon in the mountains described by Beni.  Following the mountains south, they eventually come to the area where the tomb is said to be located.  Dante, still in the lead, spots the doors.

The large stone doors exposed to the mountainside contain the cartouche of King Nekekeharan.  The doors are old and stiff, and require a great deal of strength to move, but Scrag finally gets them open.  Once the doors are open, a small gust of wind blows dust across the group.

Beyond the door lies a large cave that has been blocked in.  There is large stone staircase leading down to a cobblestone causeway in the middle leading to a small temple building.  To either side are pits of loamy sand (likely quicksand) with wooden boats floating in the middle.

Vector then brings out his map and tries to remember what some of the symbols meant.  Berend and the others are not amused that he hasn't shown them it before, but Vector doesn't see what the big deal is.  He wants everyone to be careful because of the jackal symbol.  And try as he might, he can't remember what the "eagle" symbol meant.

Before they advance, Berend needs them to check for traps.  Dante discovers the stairs are trapped with some kind of poisoned spikes that emerge when stepped on.  He and Sax try to see if they can disarm the traps, but lacking any thieving skills, they have no luck.

Instead, Vector and Scrag jump down to the causeway and throw ropes back up that Tor ties to the door handle.  The ropes are then used as a pulley system to get the others to climb down over the stairs safely.  After a brief argument between Vector and Berend, they eventually make sure to tie the ropes to the door in such a way so they can do it the way Berend wants and close the door behind them.

Walking down the causeway, they notice the boats are filled with stone statues of people and boxes of things.  Berend knows that this was an ancient religious structure representing the soul's path down the river of life to the afterlife.  There would be offerings in the boat, and Vector briefly considers trying to get over to them.  However, Sax points out that everything on the boats, primarily food, would have long since decayed and isn't worth the risk.

Getting to the temple at the end of the causeway, Sax spots a trap door in the floor.  In the center, the handle is in the shape of a scarab, very similar to the one on the obelisk.  This time, Vector spots that the scarab's left leg is the one out of position.  He clicks it into place and correctly deduces that turning the scarab clockwise this time will not set off the trap.

The trap door opens to an illuminated hole leading down with a long ladder.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:26:25 PM
Interlude - Scene 8 (of 11)

Everyone comes down the ladder one at a time, but the room at the end is rather small, so several decide to stay behind up top.  Scrag is the first to head down, losing his grip along the way and falling.  Vector follows him, trying not to step on his prone body when coming down.

After they get out of the way, Berend follows along with Dante, who also has a little trouble descending.  The floor of the room is tiled with onyx and sandstone, in the pattern of a large scarab beetle.  The ceiling is painted as a mosaic of the night sky.  Two statues stand to either side, each resembling a slave holding a lamp.  The lamps appear to be lit by magic.

Dante examines the room in more detail.  He can tell the onyx in the floor is trapped – trying to pry the stones loose will result in some kind of device activating.  Likewise, the lamps appear to be set to release some kind of trap if tampered with.  He spots an inscription on them.  Vector translates it roughly to "fool", but explains that it literally says "he who drools as a camel".

Deciding not to bother with the traps, Berend has Scrag open the door.  It opens to a small antechamber that acts as a four-way intersection of passages.  Directly across them, the passages lead to the left and right.

Dante takes a minute to examine each direction while Sax and Tor climb down into the entrance chamber.  To either side of the antechamber are open rooms.  

The room to the right contains what appears to be all kinds of offerings: jars of long-spoiled food and herbs, dried bunches of flowers, rotten bolts of once-fine cloth, and a small scattering of more valuable offerings such as some coins and pieces of jewelry made of gold, silver, onyx, marble, jade, and crystal.  Berend and the others agree not to disturb the room, as it is an offering to the gods.

The room to the left holds a large war chariot tied to the skeletal remains of two horses.  The walls are painted with a mural of King Nekekharan leading his war chariot into battle.  The chariot itself is largely tarnished bronze, but also has highlights of gold, silver, alabaster, and rubies.  Sax comments that the chariot alone is priceless.  But, again, the group decides against disturbing the room in an effort to quickly clear the area.

With the side passages clear, it is on to Scrag to again open the large stone doors.  They open to a long, wide gallery adorned with busts of the gods built into the sides.  Murals are painted to either side – one a large map of the Kingdom of Sind under Nekekharan's control, the other showing various important events in his life.

Dante and Scrag cautiously advance.  Dante doesn't detect any traps in the room, but Scrag isn't so confident.  Berend and the others hold back while they move towards the center of the room.

Suddenly, the heads of the statues of the gods begin to move, opening their mouths.  Out of the openings pours a horde of snakes.  Directly in front of Dante and Scrag are two large fire snakes, each of them blasting the room in an inferno of fire.  Behind them are large swarms of horned vipers.

Scrag charges one of the flame snakes while Dante takes on the swarms surrounding him.  Using their various spells, Vector, Tor, Berend, and Sax assist from afar.  They are able to take out the small swarms while Scrag finishes off one of the flame snakes.  Everyone then takes out the other flame snake.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:27:34 PM
Interlude - Scene 9 (of 11)

At the end of the gallery is another set of doors, leading to another small chamber with a hole leading to a sloping passageway.  Vector throws a lighted rock down the passageway as they travel, ultimately seeing four skeletal warriors in the room at the end.  They appear to be guarding a set of doors leading onward.

Vector can tell from the scimitars embedded in their arms they are boneshard skeletons.  Since they haven't reacted yet, he sends down a force orb to blast at them.  As expected, this activates the skeletons and they begin moving towards the group.

However, the heavy use of ranged attacks by the various spellcasters in the group quickly wears the skeletons down, eliminating two of them almost right away.  Scrag and Dante move in and easily finish off the remaining ones.

The doors are gold in color, but Scrag is disappointed to find they are only painted and not, in fact, made of solid gold.  He opens them to a long room with a large sarcophagus in the middle.  It, too, is covered in gold paint, but made of wood and stone.  Near the door, in a corner, are several canopic jars.

Before they head in, Dante once again checks the immediate area for traps.  After he announces it is clear, Sax decides to head in, only to have the floor collapse beneath him, sending him into a pit of poisoned spears.  The others get out a rope, and he is eventually able to climb out.

With the pit blocking any easy way into the room, it is decided to have Scrag jump over to the other corner opposite the canopic jars.  Dante follows by having Scrag help him across, and the others follow suit.

Checking around the room closer, Dante cautions the others about approaching the sarcophagus, as the immediate area around it is trapped.  The area with the canopic jars is also rigged with a trap, but no one shows the slightest interest in them.  He also points out an inscription on the tomb, which Vector translates as a warning of certain death to anyone who dares open the sarcophagus.  Berend and Vector agree emphatically that no one is to touch the sarcophagus under any circumstance.

On the other side of the room are another set of doors, leading to the familiar room with a sloped passageway leading down to the final level.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:28:32 PM
Interlude - Scene 10 (of 11)

Vector decides to take the lead and head down to the last chamber personally.  At the bottom is a large pile of what appears to be dust, and another set of doors.  The doors have another inscription of them, warning of a deadly curse to anyone who disturbs the king's treasure room beyond.

Vector has Tor take a look at the dust – its bone dust; the obvious signs of a victim of disintegration.  Vector also checks the doors for magic; they are clearly enchanted with some kind of curse.

Everyone is cautious about going any further.  Eventually, it is decided to have everyone else back up into the sloping passage while Vector opens the door.  But when he finally opens it, nothing happens.

The room beyond is filled with treasures of gold, silver, gems, and objects of art.  There is also a lot of sand scattered around the room for some reason.

Rather than step inside, Vector decides to use his mage hand to retrieve a single gold chalice.  At first, he thinks he's in the clear.  Then, to his horror, the sand in the treasure chamber begins to swirl around, eventually forming into a brown dragon.

Scrag immediately rushes down to help, slamming into the dragon with his hardest shot.  The dragon responds by filling the room with a blast of sand from his mouth, then clawing into Scrag.  Dante rushes down and flanks the dragon while Berend, Tor, and Sax focus on attacking from a distance, after briefly considering making a run for it.

Vector tries to get positioned on the other side of the room, but still finds himself in the line of fire of its breath weapon.  Still, with the six of them pouring on with their attacks, they manage to beat back the dragon, eventually striking it down.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:29:19 PM
Interlude - Scene 11 (of 11)

With the dragon gone, the group feels a sense of triumph, as well as being overcome by the mountain of treasure.  But the euphoria doesn't last long.  The ground begins to tremble, and the floor begins to split.  A fissure opens in the center, leading to a large pool of magma.  The treasure begins pouring in.

With the temple coming down around them, the group makes a run for it.  They all narrowly escape in time, as the mountain implodes, forever burying the crushed remains of the tomb.

The somber trip back to Asandar is uneventful.  Lord True Value is not thrilled with losing the vast amount of wealth, but is consoled by the idea that none of his enemies will get it either.  In the end, he agrees to let the group keep the entire treasure they managed to recover – the single gold chalice.

After selling the chalice and scimitar in town, and subtracting the expenses for the trip back across to Hammerfast, each man is left with a lamentable sum of 100 gold.
Title: Interlude: Tomb of the Desert King
Post by: jgants on October 26, 2009, 10:54:00 PM
Interlude - Session Notes

So, this is a bonus session I had planned with the Scrag and Merend players and a couple of his friends.  It ended up being a very long, all-night kind of game and the other guys were great.  Actually, they are basically the kind of guys I'm used to hanging out with and the kind I'd prefer to play with.

Anyhow, I planned this extended one shot.  Right away, I'll just note that a lot of the adventure was heavily inspired by the Lure of the Liche Lord adventure for Warhammer Fantasy 2e as well as the Master of the Desert Nomads module for basic D&D.

The rest of it was designed by me.  There are a couple of in-jokes listed in there.

The first is, of course, the "Value Village" (a reference to a thrift store chain).  The other is the "Da-Kahl-ub Oasis", which is a slightly altered phonetic spelling of the "Dekalb Oasis" - a major rest area on the I-80 freeway from Iowa to Chicago.  The oasis in the game was based on the Gaberous Oasis in Libya (though I added the obelisk and palace wall).  Oh, and the escaped slave was named after the sleazy thief character in The Mummy (Beni).

The first and last scenes didn't actually occur in game.  The first was essentially the explanatory way to set the scene for the one shot.  The last was something I threw together after it was over to explain why they didn't end up with a massive amount of treasure.

Regular readers will also notice I do not do the usual blow-by-blow description of combat here.  That's because I wasn't taking notes like I usually do during the game, and had to write up the notes later from memory - so all I remembered were the broad strokes.

I think my favorite parts was designing the handouts.  I copied actual Egyptian hieroglyphics and made up the map of the pyramid as well as the symbols on the obelisk.  Granted, I changed a lot of meanings, but some of it ended up quite accurate.

Other than that, it was an interesting mix of combat encounters, skill challenges (the chase in the bazaar and wandering through the desert), traps, and puzzles.

There may be another one in the near future (almost was this last Friday, until some house issues prevented me from being able to run it).  I like having an alternate group that I can use to flesh out some of the areas that the primary group will never get to.
Title: Session 20: Last Rites
Post by: jgants on November 08, 2009, 11:51:44 AM
Session 20 - Cast of Characters

Krolec Jar'Bin - Elven Ranger
Scrag Graveborn - Half-Orc Warden
Merend - Dwarf Cleric
Leigh - Eladrin Wizard
Sa-ika - Revenant Swordmage
Mitka - Revenant Rogue
Rhogar - Revenant Paladin
Title: Session 20: Last Rites
Post by: jgants on November 08, 2009, 11:53:31 AM
Session 20 - Scene 1 (of 5)

A few days pass as everyone regroups in the cemetery.  Scrag is eager to tell the others of his wild journey with Berend, but the others are in no mood to hear about it.  Merend and Krolec stay focused on the mission at hand – getting to the crystal in the center of the graveyard.

It is decided that Al will lead Silas and Zena off on to the east part of the cemetery and try to divert as many of the undead there as possible.  Meanwhile, Krolec will lead the rest of the group around to come at the center from the north, with the powerhouses of Scrag and Rhogar in the lead.

As they approach, they spot several undead milling around the center plaza where the stone is kept.  The crystal itself is around five feet tall and set into a stone base.  One plan involving Mitka rushing in and stealing the stone clearly won't work.

The plaza area looks to be immediately guarded by four skeleton, four roaming grave hounds, a ghoul, and a deathlock wight.  Merend and Krolec immediately identify the wight as their biggest threat.  Krolec immediately fires on the wight with his bow, attempting to use a hunter's bear trap maneuver.  He fails.

Scrag yells out a battle cry and charges ahead.  The wight responds by showing a horrific visage to Scrag, causing him to run back in fear and hide behind Rhogar.

Merend blasts the nearest gravehound with his daunting light.  Two of the gravehounds quickly surround Rhogar, but miss at him with their jaws.  The other two ominously advance with the skeletons.  Rhogar strikes back at one of the hounds with his enfeebling hit.

Leigh fires out a shocking sphere, blasting the wight and the ghoul.  Sa-ika decides to focus on assisting Rhogar, moving into flanking position with him against one of the hounds, then tearing into it with her swordburst.

As the ghoul moves towards Sa-ika, everyone notices that other undead in the area have taken notice.  Skeletal archers emerge from the north; while a pack of boneshard skeletons are advancing from the south.
Title: Session 20: Last Rites
Post by: jgants on November 08, 2009, 11:54:09 AM
Session 20 - Scene 2 (of 5)

Scrag ignores the gravehound near him and charges ahead at the nearest skeletal archer.  The hounds' jaws nearly catch him, but his attack on the archer equally misses its mark.  Mitka, however, kills one with his crossbow.

Krolec is more careful of the gravehounds nearest him.  He decides to step back first before launching two arrows at the nearest hound, hitting it once.  Merend attacks another with his lance of faith.

From the center of the plaza, the wight lets loose a grave blast, immobilizing Rhogar.  The gravehounds then tear into him, knocking him to the ground and nearly ripping him to pieces.

Sa-ika focuses on the grave hound and skeleton in front of her.  With a sword burst, she manages to destroy one of the skeletons.  Rhogar, prone on the ground and unable to move, decides to rest for a moment to recover himself from the last round of vicious attacks.

Meanwhile, the remaining three skeletal archers fire their bows, sending several arrows into Scrag's hide.  The other skeletons slice into Merend and Rhogar with their sword while the boneshard skeletons continue their death march towards the group.

Thinking quickly, Sa-ika uses her dimensional warp to swap places with Rhogar.  She then hits the hounds and the skeleton with her sword burst, destroying the skeletal warrior.  However, she failed to take into account the nearby ghoul.  It approaches the defenseless Rhogar and begins feasting on him.

Things go from bad to worse as a large pack of zombies comes from behind the group from the north and east.
Title: Session 20: Last Rites
Post by: jgants on November 08, 2009, 11:54:58 AM
Session 20 - Scene 3 (of 5)

Trying to take out as many enemies as possible, Scrag uses his thunder ram assault to charge the nearest skeletal archer.  The force of the hit disintegrates his opponent, and the remaining nearby skeletal archers are broken apart by the concussive force of the blast.  Scrag, however, is then hit by another of the wight's grave bolts.
Krolec decides to focus on the ghoul feasting on Rhogar.  He hits it with a shadow wasp strike maneuver with his bow.
Mitka moves into position next to Merend, and uses his adaptable flanker maneuver to perform a piercing strike that destroys the skeleton.

Merend gets into healing mode.  He moves over to Rhogar, says a healing prayer, and then lays on hands to cure his wounds.  Rhogar is eventually able to shake off the stunning effect of the ghoul bite as well.

Meanwhile, the grave hounds go after Sa-ika; knocking her to the ground and chewing her up good.  Leigh tries to help out by blasting two of the dogs with a scorching burst.

The zombies move in and attack.  They miss Mitka but strike Krolec and Leigh.  Leigh is quite shocked by the amount of injury she receives, as she rarely comes under heavy fire in battle.

Down to the south, the boneshard skeletons continue to slowly advance.  The group is starting to get nervous about the large scimitars they carry.

Sa-ika pulls herself, and gives a rousing speech that inspires herself.  She then lets loose a swordburst that blasts three of the hounds.

The ghoul bites into Rhogar again.  He finds himself once again stunned from the rending of his flesh under the ghoul's sharp teeth.

A loud noise pulls everyone's attention to the west.  Moving up the hill and from behind the trees is a very large zombie hulk headed their way.
Title: Session 20: Last Rites
Post by: jgants on November 08, 2009, 11:56:05 AM
Session 20 - Scene 4 (of 5)

Using his primal energy, Scrag overcomes the wight's curse and is able to force himself to move.  He charges straight towards the wight, slamming it to the ground with an earth grasp.  He then transforms into his panther form and tears into the ghoul.

Krolec attempts to move into position and attack the wight with an evasive strike, but his arrows fly very far from the mark.  The wight picks itself off the ground and retreats to a safer position.

Mitka evades the zombies next to him and focuses on attacking the ghoul, hitting it with a piercing strike and killing it.

Merend focuses his energy on assisting Sa-ika, who is surrounded by the deadly grave hounds.  Against her protests, he says a healing prayer for her.  Almost immediately after, she is again dragged to the ground by the swarm of hound claws and teeth.

Surrounded by zombies with no one nearby to help her, Leigh thinks quickly and uses her fey step to teleport a short distance away.  She then lets loose a scorching burst, incinerating five of the zombies at once.

Rhogar tries to recover his senses, but cannot.  The pain of his wounds is too great.  The nearby zombies pummel on him and Merend as the boneshard skeletons continue to inch closer.  Across the battlefield, the large zombie hulk advances as well.

Sa-ika manages to stand herself up again and catches her breath as Scrag chops into one of the hounds with his axe.

Krolec knows the wight is close to death after the grievous injuries Scrag inflicted.  He tries to move into position and finish it off with a couple of arrows, but fails to even notch them correctly.  The wight then casts some kind of spell, re-animating the dead ghoul.

Mitka tries to run and charge the wight, but is struck by the ghoul as he passes, immobilizing him.

Merend blasts away at the gravehound nearest himself, then runs around to go after the wight.

The gravehounds bite again, missing Scrag but tearing further into Sa-ika.  Leigh attacks back with a scorching burst, killing one of the dogs.

Still stunned and lying on the ground, Rhogar finds himself unable to overcome the pain of his shredded flesh.  The zombies near him continue to beat on his prone body.

The boneshard skeletons finally close in on Sa-ika, surrounding her.  They slash mightily with their scimitars, cutting her to pieces before everyone's eyes.  Her body parts turn to dust as they fall to the ground.

The group can hardly react to Sa-ika's second death before seeing the ghoul tear into Rhogar's brain.  Before the ghoul can properly eat it all, his body turns to dust as well.  Meanwhile, the large hulk advances towards Mitka, getting within striking distance.

With two warriors down and the large hulk upon them, Merend and Krolec are beginning to call for a retreat, though they know Scrag and Mitka are unlikely to heed it.  Sure enough, Scrag drinks his healing potion, shifts into position, and chops the ghouls in half.  He then charges ahead with full fury, striking down the wight as well.

Krolec shifts to the side and fires off two quick shots, killing off two of the remaining zombies.  Leigh follows, blasting the mass of skeletons and grave hounds with her burning hands spell, and following it up with a scorching burst.  The grave hounds and skeletons are incinerated, though the boneshard skeletons are still up.

Ignoring the battle, Scrag charges into the crystal with all his might, knocking it out of its base.  With a mighty strain, he lifts the crystal up and carries it.

Krolec starts making a run for it, providing cover fire for Scrag by shooting at the hulk.  He hits it with one of his two shots.  

Merend tries to soften up one of the boneshard skeletons with his exacting utterance.  Leigh lets loose another scorching burst, but it is not enough to destroy them.

With the boneshards closest to Leigh, Mitka knows they will easily kill her if he doesn't act.  Using his cunning, he draws their attention to himself instead.  The skeletons move over and slice into him.  Barely surviving their assault, he is pummeled into dust by a mighty strike from the advancing zombie hulk.

Krolec and Leigh continue to run.  Krolec gets in a couple more hits on the hulk with his bow, while Leigh uses rolling thunder to blast the hulk and destroy one of the boneshard skeletons.

Merend, however, holds his ground.  He knows he will have to die in order to give Scrag enough time to escape.  The hulk smacks him, knocking him to the ground, unconscious.  The remaining skeletons decide to ignore him in favor of chasing Scrag, but one is destroyed by the thunder as it attempts to leave the area.

The hulk, however, pulverizes Merend's body as he steps on it while giving chase to Scrag.
Title: Session 20: Last Rites
Post by: jgants on November 08, 2009, 11:56:52 AM
Session 20 - Scene 5 (of 5)

But Scrag has enough of a head start.  Running through the cemetery, he manages to avoid several more packs of undead and reaches the temple at the caretaker's building.  He immediately throws the crystal across the red line to the guardian.

The guardian quickly activates, taking the crystal into the back and destroying it.  Outside, Krolec and Leigh notice all of the undead turn to dust immediately.

Back inside the safe house, the guardian explains to Scrag that the cemetery is now cleansed.  The red line on the floor disappears, and the guardian and the other homunculi begin to crumble to dust.  As his last words, the guardian issues a warning to Scrag that a shard of the crystal has been recently removed from it, and could prove dangerous elsewhere.

When Krolec and Leigh arrive, Scrag explains what the guardian told him.  Krolec and Leigh conclude that the only other person who entered the cemetery recently was the mysterious man in the purple cloak.  He must have taken it, and probably killed the thief Pace for seeing him take it.  However, they have no idea what the man in the purple cloak is up to.

Afterwards, they go back to the center of the cemetery and collect Merend's crushed body.  They also find a gold inlay from around the crystal statue and collect it for the group expense account.

Merend's body is returned to the temple of Bahamut, where Berend lays his temple ward "cousin" to rest.  Grundelmar also helps officiate with some prayers to Pelor.  The group briefly considers trying to resurrect Merend, but Berend convinces them that is not what his fellow priest would have wanted.  He also makes sure to preemptively declare his intentions not to rejoin the group himself.

As the sun sets, the group retires to their homes for some much needed rest.  The city is safe for now, and tomorrow another adventure will await them.
Title: Session 20: Last Rites
Post by: jgants on November 08, 2009, 12:24:21 PM
Session 20 - Session Notes

Well, there it is - the big cemetery finale.  It's not as big as I originally planned because 3 players ended up not being able to make it (luckily for me, I always plan my encounters to scale for a variable number of players - I had the setups noted for anywhere from 5 to 10 players that night).

I was kind of hoping for a more dramatic sense to the battle, but it didn't quite work right.  Part of it was having a few too minions.  I'm increasingly not interested in the minion concept.  They don't do nearly enough damage to really threaten anyone (even the wizard had to have 8 zombies surrounding her to get remotely threatened) and are way too easy to kill.

Then there was some of my placement.  With as big of a map as I was using, the boneshard skeletons and zombie hulk both just started too far away.  It took two to three turns for them to become threatening at all.

I also have a tendency to forget a lot of the special little rules in the middle of combat.  I almost always forget about creatures with special "death attacks" that happen when they die.  There's just too much going on to keep track of anything.  I would kill for a decent "Combat Manager" program from WotC.

Finally, there was the tactics of the PCs.  Frankly, they suck.  As usual, they mainly used at-will powers the whole time, no one ever uses a second wind before letting the cleric run out of healing spells, and hardly anyone used mobility on the battlefield to their advantage.  And if the poor wizard had faced anything other than a packed group of minions, she would have been screwed (I was astonished that the ranger and rogue didn't even attempt to assist her when she came under attack).

Still, it ended up working out OK.  I had to kind of soften things up a bit at the end because they were starting to do their whining about retreating and coming back later thing again.  Sometimes they really have no sense of story, drama, or even the basic concept of action/adventure (had they written LotR, Frodo would have taken one look at Mt. Doom, said "Fuck this!" and gone home).  That's more of a pet peeve of mine than anything, but it really annoys me at times.


With four of the group now permanently deceased (Rhogar, Mitka, Merend, and Sa-ika), next session will be all about denouement and introducing a band of four new characters that show up.  We've worked together an ironic backstory for that, it should be fun.

Next session will also bring on new challenges.  Since the players insist on playing the game as more of a fantasy deconstruction than pure fantasy, I decided to respond in kind.  So, next session they'll find out that rather than overflowing with adulation, the townspeople are responding to them with petty jealousy, fear, suspicion, and most of all, are really being tired of them trying to throw their weight around.

Will they learn a lesson in humility?  Or incite a riot by reacting defensively?  Tune in next time to find out.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:46:16 PM
Session 21 - Cast of Characters

Al - Human Wizard
Leigh - Eladrin Wizard
Scrag - Half-Orc Warden
Silas - Human Avenger

and introducing
Larrak - Dwarf Fighter
Durmindin - Wilden Shaman
Challa Kri - Kalashtar Paladin
Tiberius Enchilada - Human Warlord
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:47:26 PM
Session 21 - Scene 1 (of 10)

Al, Leigh, Silas, and Scrag attend to Merend’s body in the Temple of the Sun with Grundelmar and Berend while Zena and Krolec are out running personal errands.  Berend explains that Merend will be held in repose for a week before being laid to final rest in the temple catacombs, to give the local followers of Bahamut time to pay their respects.  

He then removes Merend’s magic suit of chain armor, giving it over to the others, telling them Merend would want them to have it.  Scrag wonders to himself who else would use dwarf-sized chainmail.

Grundelmar praises Merend for gloriously dying in battle.  He is interested to hear about what happened in the cemetery, and Scrag briefly mentions that Merend was crushed by a zombie hulk.  Grundelmar goes on to ask if the cemetery is clean now.  Leigh explains that the dark crystal was destroyed, though the guardian there mentioned a missing shard.  Grundelmar wonders if it has anything to do with that cult of Orcus that Marla mentioned being a problem in Winterhaven.

Leigh briefly mentions that the group should probably stock up on healing potions not that they are between missions, but Grundelmar has none to sell so they will need to make a trip to the temple of Erathis at some point.  Everyone then leaves for the night.  

Al and Silas return to their homes, while Scrag and Leigh decide to honor Merend by going out drinking.  They manage to avoid over-celebrating, and eventually return home.  Sometime later, Al finds himself unable to rest and goes out for a quick drink, disappointed he missed the others.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:48:21 PM
Session 21 - Scene 2 (of 10)

The next morning, the four of them meet back up at the shrine of Bahamut.  On their way through town, Leigh notices some of the townspeople are happy to see them and wave greetings.  However, other townspeople seem to give them cautious, even unfriendly looks.  Scrag is particularly not happy to see that several of the town guardsmen in particular seem to scowl at them when they pass.

When Silas arrives, he has a story to tell about his evening.  When he returned to the temple, he was called in by the high priestess, Dirina Mornbrow.  Mornbrow went on to explain to Silas that Merend’s attitude in the temple the other day had upset some of the younger priests there, particularly Father Goffman.  Goffman and the others have begun preaching to their followers that Silas’ group are little more than greedy bullies.  Dirina stressed that she doesn’t necessarily feel the same way – she sees the group as inexperienced in dealing with people and in need of learning humility, but not intentionally being bad people.  

Nonetheless, she has no intention of interfering with Father Goffman and the others, as it will be all part of the learning process (of humility for the group).  In the meantime, she told Silas that he would have to either move out of the temple or cease his association with Merend’s group.

Silas then explains he has some personal matters to attend to, and some thinking to do, and leaves.  Scrag is nearly horrified by the events, wondering what other damage Merend did to the group’s reputation before his death.  Al and Leigh, perhaps still not grasping the seriousness of the situation, have little reaction.

Leigh decides that their next move should be to inform Lord Markelhay that the cemetery has been cleared.  As they make their way through town, a soldier approaches them.  Leigh recognizes him as Sgt. Gerdrand, the guardsman they met back in the plaza during the drow attacks.

Gerdrand expresses his good luck in finding the group.  He’s been looking for them, as Lord Markelhay has called for an audience with their leader.  The sergeant then notices that Krolec is not around, and mentions he knows their other leader, the dwarf, was killed.  He asks who speaks for the group now.

Al immediately volunteers himself before Scrag or Leigh can say anything.  Sgt. Gerdrand leads everyone up to Moonstone Keep, where Leigh and Scrag stay in the waiting hall while Gerdrand leads Al into Markelhay’s audience hall.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:49:24 PM
Session 21 - Scene 3 (of 10)

Lord Markelhay begins by expressing his gratitude to Al for the group’s efforts in cleansing the cemetery of evil and restoring some peace to the city.  Al gladly accepts the praises.  Markelhay then goes on to explain he hopes his previous comments won’t sound disingenuous, but there are less pleasant matters he needs to discuss.  Al nods understandingly, waiting to hear what Markelhay has to say.

Markelhay will go on to explain that some new problems have begun to creep up, though Merend’s death will actually help a little.  But before he died, Merend upset several influential people in town with his gruff and demanding manner.

Most importantly, there’s the high magistrate, Damakos.  Merend’s flagrant disregard for the magistrate’s position apparently angered him so much that he simply had the dark creeper (that they had asked Markelhay to look into) escorted out of town.  Markelhay remarks that who knows what trouble that will bring in the future.  

Al doesn’t seem overly pleased, but keeps a calm demeanor.  He tries to be assertive in the conversation, saying that the dark creeper had been involved in a killing and that he feels Markelhay should keep a firmer hand on his magistrate.  Markelhay sympathizes a bit, explaining that the magistrate is an old man and set in his ways with regards to things like proper procedures, decorum, and demanding respect for his position.  He is also well connected in the city, so Markelhay tends to have to put up with his eccentricities.

Which leads Markelhay to his next point.  Worse, Damakos’s grumblings have started to inspire a wave of resentment amongst the town guard, who feel that Al’s group is getting undue glory and recognition.  Again, Markelhay pre-emptively sympathizes before Al can raise too many objections, simply stating that naturally some will react with jealousy.

But, the situation is worse still.  Markelhay tells Al he understands Al led Eric Pembridge into the cemetery.  Al responds he was just doing as he was asked, and makes a derogatory comment about Sir Eric’s cowardice under fire.  Markelhay goes on to explain that the trouble Damakos is stirring up is playing right into Lord Pembridge’s hands – who has been demanding that Al be arrested for attempted murder of his son.

Al immediately reacts with hostility, barely even letting Markelhay get a word in to say that he’s been able to hold off on the charges because he doesn’t believe them.  Al then begins to go off on Markelhay for playing political games instead of just eliminating Pembridge and the others (including the magistrate, who Al thinks should be killed as well).  Markelhay, trying to keep the situation under control, stresses that he considers the group important allies, but they need to tread more carefully.
Al’s skewed view of the world taints his discussion.  Unaware of the realities of feudal politics and misinterpreting Markelhay’s genial nature for weakness, he goes too far, calling Markelhay a weak-willed politician.

Markelhay responds more firmly, telling Al he needs to remember his place, and that as lord of the city, Markelhay is still in charge.  He pointedly tells Al that the group needs to be mindful of how they treat others, learn some humility, and respect the authority of the city and its lords - their acts of hubris in trying to bully everyone is doing them no favors.

Before Al can respond with more defensiveness, Markelhay goes back to a more pleasant demeanor and explains he has a plan to get public opinion back on their side.  He suggests the group sponsor something to raise the town’s spirits – such as a grand re-opening of the Tombwoods.  Al is skeptical at first, but warms to the idea when Markelhay explains that it will include a memorial to all who have fallen to the undead there over the years, prominently featuring Al’s fallen companions.

All is going well with the discussion until Markelhay proposes they split the costs for the event between the city treasury and Al’s group.  In a moment of fatal miscalculation, Al decides that Markelhay is simply trying to get money out of them and not worth his time.  After suggesting where Markelhay can stick his plans, Al turns and begins to leave.

Markelhay has had enough of Al’s egomania and insults.  He orders the guards to seize Al.

Al immediately responds by starting to cast a spell at Markelhay.  The guards react quicker, however, quickly cutting him down with their swords.  His corpse is unceremoniously hauled out of the audience chamber as the chamber maids begin scrubbing the blood off the floor.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:52:20 PM
Session 21 - Scene 4 (of 10)

Sgt. Gerdrand emerges into the waiting area where Leigh and Scrag are sitting.  They can’t help but notice that Gerdrand is followed by a dozen soldiers with their swords out, all looking tense.  Scrag knows something bad is up.

Gerdrand immediately confirms Scrag’s speculation, flatly telling Leigh there has been an “incident” and Al has been executed for high treason.  They are to escort her and Scrag out of town.  They have been banished from the city.

Leigh immediately launches protests, as her family lives in town.  She makes it very clear she has no intention of leaving.  Scrag fears for his life, sensing this could end badly.

Sgt. Gerdrand, however, does not want any more bloodshed.  He decides to try and negotiate with Leigh.  His immediate concern is that she and Scrag may pose a danger to Lord Markelhay, whom Gerdrand is sworn to protect.  While Scrag openly proclaims their innocence and that Al was a loose cannon, Leigh is more guarded in her words.  Eventually, she and Gerdrand come to an understanding that neither side wishes to harm the other as long as they aren’t a threat – a non-aggression pact of sorts is made between them.

With that out of the way, Gerdrand explains that, for security reasons, the group will no longer be able to see Markelhay in person.  From now on, all communications are to go through Sgt. Gerdrand or other sergeants in the guard.

Gerdrand goes on to demand an act of good faith from the group.    When Leigh asks what he has in mind, the sergeant explains about Markelhay’s plan for a celebration.  Leigh agrees, but only if Al is included as one of the honored dead.  Gerdrand, thinking for a moment, agrees that it would be an excellent idea; as it is best that the townspeople do not discover the truth of what happened.  Leigh and Gerdrand come to an understanding that the official story will be that Al succumbed to wounds suffered during the tombwoods campaign.

Gerdrand goes on to explain his thoughts on how to make the celebration a success.  He agrees to a ceremonial blessing at the event, suggesting they invite Berend, Grundelmar, Dirina Moonbrow, and Father William to speak; mentioning that Moonbrow will be particularly important since the group managed to upset the Erathis temple.

The sergeant then goes on to say that after the celebration, Leigh’s group (as she is now the apparent leader, being one of the last people standing) should focus on completing their obligation to clear out Kobold Hall for Lord Hepplewhite (which they will still be compensated for, per their previous agreement) and perhaps try to find the assassin Rufus the Red.  After that, Gerdrand mentions it would probably be a good idea for the group to leave town for a while, and let tensions die down a bit.  Leigh agrees, suggesting it will take a while to deal with Kobold Hall anyway (though Gerdrand hints they may need to be gone a little longer than that).

The last item of business on Gerdrand’s agenda is the food and drink for the celebration.  He strongly suggests that Leigh’s group “donate” the refreshments as part of gaining the goodwill of the townspeople.  He goes on to explain that the townspeople are not bad or ungrateful, merely a bit jealous, particularly during the difficult economic times because of the kobold activity disrupting trade along the road to Winterhaven, which isn’t being made any better by the Erathis priests and other spreading rumors about “mountains of treasure” that the group took out of the cemetery..  Leigh reluctantly agrees, though tries to make the group sound as poor as possible (with the price of healing potions and resurrections and all).  In the end, she tries to offer 30 gold but Gerdrand explains she should just go hire a caterer herself.

After they leave the keep, she and Scrag manage to find someone to provide the food and drinks for a reasonable cost of 50 gold.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:53:19 PM
Session 21 - Scene 5 (of 10)

A few days later, the festivities begin in the tombwoods.  Markelhay announces that Berend is to give the opening prayer.  With his suspicions about what happened to Al and his sympathies with Merend’s ordeals, Berend gives a pointed prayer, praising the dead while pointing out how they made sacrifices while others in the town benefitted but only watched.  Berend goes on to proclaim the dead as shining examples of people helping themselves, and calls them paragons of honesty, bravery, and integrity.
   
Next up is Grundelmar’s speech, issuing a prayer to Pelor.  He states that Pelor has shone a light upon the cemetery through the actions of the deceased (and survivors), cleansing it from darkness.  The prayers go on to discuss how everyone needs to be a point of light, and join together to create a blazing beacon to drive the darkness from the land.

After Grundelmar is Dirina Moonbrow.  Her prayers are to Erathis, discussing how a society’s treatment of its dead is as important to a sense of community as how it treats its living.  She goes on to talk about the restoration of the glory of the Nentir Empire.  That her prayers do not directly address the dead members of Leigh’s group does not go unnoticed.

Finally, there is Father William.  He says a short prayer granting rest to all the dead of the cemetery, and goes on with a brief discussion of the necessity of death as a natural stage of life.  He closes with a prayer to the Raven Queen to re-consecrate the grounds of the cemetery.

With the speeches over, the hors d’oeuvers and ale are served and everyone begins to mingle.  The crowd at the celebration is fairly large.

Near Berend is a small group of adventurers – including a gnome sorcerer, human wizard, and two razorclaw shifters (one a druid, the other an avenger of Bahamut).  Scrag recognizes them as Berend’s new companions – Sax, Vector, Tor, and Dante.  He goes over to say hello and Berend discusses how their group is planning their next outing.

Nearly all the lords of the city are in attendance at the party, though they gravitate to opposite sides of the gathering.  On one side stands Lord Markelhay, Lord Montigue, Lord Nimz, and Lord Hepplewhite.  Leigh notices Markelhay is guarded by Sgt. Murgeddin (the dwarf in charge of Wizard’s Gate) and Sgt. Munley (a famous female soldier who once stopped another of the town guard who went mad and started killing other soldiers in town).  Next to Hepplewhite stands his bailiff, Stevenson.  Lord Varys does not appear to have come.

Leigh overhears Lord Nimz complaining about construction delays at Raven’s Roost.  After talking with Berend’s group, Scrag notices Sgt. Munley and decides to go talk to her.  As he gets near, she immediately goes on guard.  But Scrag speaks quite nicely, praising her skills and reputation, and once again trying to impress upon someone that he is his own man and does not condone the actions taken by his former teammates.  Sgt. Munley doesn’t seem to know what he’s talking about, but agrees to pass on the message.  She then tells him she’s busy working, but smiles as she explains she wouldn’t object to talking with him some other time when she’s not busy.

On the other side of the party are Lords Pembridge, Groddic, Ruddiger, and Reiner.  Groddic’s advisor Salazar stands out in the crowd with his fanciful foreign robes and equally foreign appearance.  Leigh does note that Pembridge’s son, Sir Eric, is conspicuously absent.  She also notices that High Magistrate Damakos wanders over to Pembridge at one point, with the old tiefling talking to the lord in hushed conversation; which at one point causes them to look in her and Scrag’s direction.

Scrag notices another group looking their direction as well, a younger priest of Erathis.  Scrag goes over to find the man in discussion with several followers.  After making initial comments disparaging Merend’s actions towards the temple of Erathis, Scrag manages to get the priest to warm up to him a bit.  The priest introduces himself as Father Goffman.  The two then briefly talk, with Scrag insisting he is his own man and Goffman genuinely surprised by his accommodating demeanor.  By the end, Goffman starts to reconsider his position – perhaps it was mostly just Merend being a rotten apple in the group.

On his way back over, Scrag spots another man looking in Leigh’s direction - a younger middle-aged human, balding with pale white hair and blue eyes.  He can tell the man appears to know Leigh.  Scrag goes over to Leigh to point the man out.  She spots him, but doesn’t elaborate to Scrag whether she knows the man or not.

Shortly after, he walks over.  Greeting Leigh, he calls her “Anna” and mentions it’s been a long time; neither Leigh nor Scrag express much interest in the fact he calls her by a different name.  The man then greets Scrag as well, introducing himself as Harlan Fogarty.  Leigh remarks she can’t remember exactly how long, but appears (at least to Scrag) to know the man.  Fogarty praises Leigh about the recent clearing of the cemetery and how nice of a party they are throwing; but below the man’s surface smiles and friendly demeanor, a sense of hostility appears to be seething.  Fogarty then leaves, reminding Leigh he’ll “see her around.”

The next couple of hours are spent talking with old friends and acquaintances.  Shaelynna, Dillis, and Rhonda have come up from Harkenwold to attend.  Leigh also notices Quinn and Lucan in the crowd; Lucan is as stoned as ever.

Several relatives are also there.  Al’s mother and grandfather attend the ceremonies with their sense of grief still strong (Lord True Value, on the other hand, apparently did not choose to make an appearance).  Mitka’s younger brother, Vanka, is in a likewise state.  Krolec’s father, mother, and sister manage to make the festivities while Krolec himself is out busy on family business.

Krolec’s sister, Jantor, talks briefly with local merchant Eli Leng.  He is showing off a strange statue that Shaelynna brought him up from Harkenwold.  The bizarre creature on the statue looks as odd as ever, and the claws on it are so sharp that at one point Jantor cuts her hand on it, forcing her to leave early to get it bandaged up.

Other people Leigh recognizes are historian Paul Cranewing, whom she met at the dinner party at Markelhay’s, and artist Honoria Mellnor.  While Cranewing complains about the destruction of historical remains at the cemetery, Mellnor goes over to talk to Leigh.  She thanks Leigh again for the sketch the group provided her, noting that it was quite accurate now that she can see the original.  She invites Leigh and Scrag to come by her art gallery that evening to look at the completed portrait.  Leigh agrees.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:54:14 PM
Session 21 - Scene 6 (of 10)

Some time later, Berend stops over with a completely different group of apparent adventurers including a dwarf fighter, human soldier, an exotic looking female human paladin, and some kind of plant man.  Berend introduces the dwarf as Larrak, Merend’s last surviving blood relative.  It seems that on Berend’s trip back from Asandar, he met Larrak at the temple of Bahamut and found out Larrak was related to Merend.  Larrak and his allies were travelling to come meet Merend for the first time, but sadly arrived the day after he was killed.

Berend, a busy man, leaves the two groups to get to know each other.  Larrak’s allies introduce themselves as Challa kri - a paladin of Bahamut, Durmindin – a wilden shaman, and Tiberius Enchilada – a warlord.

Challa seems to have a pleasant demeanor, and talks easily with Leigh and Scrag.  Larrak is more closed-mouth than his cousin, but appears to have a similar grumpy demeanor.  Durmindin (or Durmi, as Tiberius calls him) causes a lot of confusion by always speaking of himself in plural; Challa explains that as a creature of nature, Durmindin considers himself part of a greater collective.  Tiberius seems primarily interested in the group’s tactical capabilities, and is quite unsure about wardens being an adequate replacement for a fighter in a group; Scrag manages not to get too upset, bragging about his panther form (which Tiberius considers “unnatural”).

Challa, Durmindin, and Tiberius begin explaining to Leigh how Durmindin senses a great corruption in this area and how their group wishes to cleanse it.  While this is going on, one of the servant girls at the party makes a point to get Scrag away for long enough to offer a dwarven fungus cake.  He happily accepts, only to find that instead of a napkin, the cake was on top of a special note.

Looking it over, the note reads: “My friends, I regret I am unable to attend today’s festivities.  I would, however, like to render my assistance by alleviating some of the unfortunate circumstances you find yourself in.  You want to look for a man in town named Vargas; they say he’s fond of drink.  I’m told he knows people who know people who know a certain man fond of red wolves.  Follow the trail, and you should find what you need to weaken your opposition.”  It is signed with a “V” – another message from Varys.  

While Scrag reads the note, Leigh spots Tobolar, the halfling apprentice to Nimozarran, heading her way.  Tobolar expresses his regrets that Nimozarran’s age and declining health prevented him from attending the party.  He informs Leigh that Nimozarran wishes to see her right away.  She explains to him that she has previous engagements, and will come by the next day, if possible.  Tobolar agrees to take the message back to the wizard.

Scrag pulls Leigh aside for a moment to show her the note.  After reading it, she tucks it away.  Scrag explains he didn’t want these new people to see the note since they have no reason to trust them.  Leigh agrees it was a good idea.  She explains to Scrag that the “red wolf” comment refers to Rufus the Red, the assassin that recently eluded them.

Leigh notes that their group is almost completely depleted at this point.  Zena’s reoccurring health problems (she is currently bedridden with Owlbear Flu) mean they can’t count on her all the time.  Silas hasn’t completely committed to the group yet.  And everyone else but Krolec is dead.  They may need to try and join up with this new group of adventurers.

Meanwhile, the others begin discussing Leigh’s group.  Larrak doesn’t like how involved they are with the local leaders (as far as Berend has explained, anyway).  He believes the city powers that be are largely users who will use adventurers as cannon fodder and sees this celebration as a sham.  Challa reminds him that Leigh’s group probably deals with the city leaders out of necessity and that diplomacy is often needed.

Tiberius is disappointed with Leigh’s groups’ tactics and combat ability, remarking that they will need extensive training (particularly Scrag).  However, he does note that because of their experience in the cemetery, they may be useful in tracking down the necromancer he’s been looking for.  Durmindin agrees that joining together could be useful in order to cleanse the area and restore everything to its natural state of order.  There is one thing that all four agree on – they want nothing to do with the city lords and their game of thrones.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:55:02 PM
Session 21 - Scene 7 (of 10)

When Scrag and Leigh return, Challa explains their proposal for an alliance.  She announces that their group would like to help out with any missions they have as long as they are purging the area of corruption.  Challa then stresses that they do not, however, want anything to do with the local politics.

Leigh responds that the politics is part of the corruption.  Tiberius describes it as a cancer in the city, and he doesn’t want to go anywhere near it.  As part of that, he will require full disclosure as to their current entanglements in the local politics.

Leigh explains to Tiberius and the others about their mission to clear out Kobold Hall as part of a favor to Lord Hepplewhite as well as to help clear the road for trade with Winterhaven.  Tiberius explains Kobold Hall as a case of the corruption of the city drawing out other corruption.  Meanwhile, Larrak watches Leigh closely, making sure she is telling the truth.  Everyone agrees that Kobold Hall is a just cause.

Leigh then discusses their other current issue – Rufus the Red.  She briefly explains how Rufus kidnapped Stevenson and used that as a distraction while he killed Lord Barret.  Tiberius finds it curious they were drawn out of town; clearly someone considered them a threat.  He asks who sent them on the mission to get Stevenson, and Leigh replies that it was Lord Markelhay.

Tiberius is curious what Leigh thinks of Markelhay.  She describes him as being “vaguely on their side.”  Tiberius wonders about the possibility that Markelhay is manipulating the group for his own ends.  Leigh doesn’t necessarily disagree or agree.

Durmindin is now curious, asking if the group has any allies.  Leigh mentions the only person she considers a strong ally is Lord Varys.  But after she explains how he helps the group, Tiberius isn’t so sure.  He wonders if Varys is just pretending to be friendly.  Larrak suspects Varys helps Leigh’s group in small doses, but is likely staying covert because he’s waiting to see who wins.

Leigh defends Varys to a degree, saying that he seems to have a vested interest in things that are for the good of the city, although she acknowledges the possibility of manipulation.  Larrak makes a point of noting that no one in the city has backed the group financially, although everyone knows it is generally understood in society that adventurers must pay their own way, even if their actions may benefit others.

With the discussion of the lords of the city drawing to an end, Leigh brings up the other members of her group – Zena, Silas, and Krolec.  Tiberius is happy to learn there is at least one true warrior in their group (Zena).  Scrag scoffs at the obvious taunt.

Attention then turns back to Varys’ note.  Tiberius is worried the note may be part of some kind of trap.  Leigh once again voices her opinion that Varys is more genuinely helpful than anyone else in the city.  A fact that (the paranoid) Tiberius finds suspicious – as who is more likely to plot against someone than their closest ally.  But, Tiberius does say that even if it is a trap, they’ll still need to spring it in order to find out what’s going on.  Leigh agrees.

Tiberius then asks to read Varys’ note.  He remarks on Varys’ verbose writing style.  Leigh agrees that Varys tends to write a bit flowery.

Wanting to pick up on Rufus’ trail as soon as possible (as its already been a week or more since the killing), Leigh contacts a courier to send a note over to Honoria Mellnor, telling her that something has come up and she will need to stop by the art gallery tomorrow instead.

Leigh then prepares to lead the group out to the nearest mid-range bar in town.  However, Larrak has a different idea.  He and Challa would rather keep the two groups separate for now, since no one in town is familiar with them yet; it might get them more information that way.  But they don’t split up very far; Larrak makes sure to pick the nearest bar to the one Leigh picks.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 06:55:49 PM
Session 21 - Scene 8 (of 10)

Leigh and Scrag decide to go in and sit down at the bar.  Looking around, they spot a largely working-class type of craftsmen and laborers crowd in the bar.  Scrag sits next to a middle-aged man who appears to have been drinking heavily.

After issuing a brief greeting to the bartender, Scrag orders a mug of dragon’s breath ale; which the bartender happily provides.  Leigh asks for something “a bit lighter”.  The bartender, not exactly sure what to provide, decides to give her a dry sherry.

The drunkard next to Scrag puts his arm around Scrag, and starts calling him “Buddy.”  He is happy to see Scrag is ordering the “good stuff.”  Scrag decides to order the man a mug as well.

Leigh is able to get out of the man that his name is “Bob” and he’s a bricklayer.  Scrag likewise pretends to be a laborer in town.

Meanwhile, Larrak, in the bar nearby, asks the bartender if he knows a man named Vargas.  The bartender doesn’t recognize the name.  Durmindin, Challa, and Tiberius, who aren’t drinkers, stand by while Larrak orders a few drinks.

Tiberius spends some time making friends with some of the other guys in the bar.  A couple of carpenters hear him asking about Vargas.  They wonder if he means the guy who works for Schlomo.  

Tiberius finds it difficult not to laugh at the response, but eventually is able to get out of the men that they are referring to Maury “Schlomo” Schulman, who operates the Schulman Transportation Company in town.  Vargas is a carriage driver there.  Larrak and Tiberius express doubts to each other that the man they are looking for would be working as a coach driver.

Back over at the other bar, Scrag asks Bob about Vargas.  Bob’s response, “you mean, the thief, right?” ends up a bit louder than they would have hoped, but Leigh and Scrag can at least confirm they are on the right path.  According to Bob, Vargas specializes as a “second story guy” (a burglar) and hangs out at the Lucky Gnome Taphouse, the local dive bar.  Scrag buys the man a half gallon of dragon’s breath ale as a thank you, while Leigh silently wonders if the man will be found dead the next morning from drinking that much.

By sheer coincidence, over in the other bar, Larrak is also talking about heading to the Lucky Gnome Taphouse, after remembering Berend mention that Mitka, another rogue, frequented the bar.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 07:01:11 PM
Session 21 - Scene 9 (of 10)

Both groups meet up unexpectedly outside of the Lucky Gnome Taphouse.  They decide to share what they've already found out.  Everyone agrees that Scrag should be the one to go in the bar, as he is closest to fitting in with the rough clientele there.

Scrag goes in and assesses the customers, hoping to spot someone who looks like a rogue.  To his dismay, everyone in the building looks like a rogue; there is not a head of full teeth or a face without scars to be found.  Several small fights occur in corners, as does illicit activities with streetwalkers.  Others are drinking heavily, throwing darts (and not always at the dart board), or arm wrestling.

Knowing that Vargas specializes in second story burglary jobs, Scrag looks for a man who is tall, but not too tall, and on the thinner side, who is drinking heavily.  He spots such a man sitting alone at the bar.

Scrag goes over and sits by the man, asking the bartender for a dragon's breath ale.  The rough-looking eye-patched bartender slams down an obviously dirty mug in front of him filled with the ale.  Scrag tries making conversation with the bartender about looking for a job to pull, but the bartender dismisses the idea, saying he knows nothing about that.

Scrag then changes tactics, talking with the man directly and buying him a couple of drinks.  After engaging him in a bit of small talk, the man introduces himself as Vargas.  When Scrag asks what Vargas does for a living, he responds flatly, "carriage driver."

Scrag continues talking to Vargas, turning the conversation towards him looking for work.  Vargas seems half-interested, but once Scrag explains his specialty is being big and tough, Vargas explains that "the boss" isn't usually looking for muscle.  As Vargas further explains, they need guys with a talent for finesse.

However, Vargas is eventually won over when he finds out that Scrag lives in a shack and just wants jobs for excitement, not money.  He remarks he can see why Scrag isn't a member of the local (thieves') guild.  Scrag just responds that his needs are modest and he doesn't want to get hooked up with any unions.  They make an arrangement to meet up again at the bar the next evening.

Watching from an outside window, Larrak can't tell how Scrag's conversation is going.  He's a little worried Scrag lacks the conversation skills and subtlety required for the job.  Being the only other member who could remotely not get noticed in the bar, he decides to go in.

As Larrak walks over to the bar, he can see Scrag and Vargas in hushed conversation, but can't make out what they are talking about.  As he gets closer, Scrag gets up and starts heading out so Larrak decides to head to a different corner of the bar.

Walking over, Larrak finds a tall, husky man blocking his way.  The man asks what Larrak is doing in a place like this, commenting that he has excreted larger wastes than Larrak.  Larrak, unfazed, challenges the man to an arm wrestling contest for a drink.

At the table, Larrak deduces from the others crowded around that the man is named Bull Hurley and an accomplished arm wrestler in the bar.  Larrak starts off strong, but quickly fades and loses the match.  Undeterred, Larrak buys the man a drink then negotiates for a rematch.  Hurley agrees.

This time, Larrak slowly builds up the force he uses in the match.  It pays off, and he wins.  After getting Bull to agree to a double or nothing third match, Larrak wins again.  Hurley buys Larrak a couple of drinks then leaves the bar, humiliated, as others laugh at him.  Larrak then leaves as well to find out what information Scrag got.

He catches to Scrag and the others a couple blocks away.  Scrag is explaining how he identified Vargas and set up the meet for the next evening.  Tiberius and Larrak, however, don't want to wait.  They'd rather grab him tonight.  Scrag insists on wanting to do it his way.  Challa explains the relative risks of grabbing the man now vs. later.  Eventually, the group decides to grab the man tonight.
Title: Session 21: Playing Politics
Post by: jgants on November 18, 2009, 07:01:56 PM
Session 21 - Scene 10 (of 10)

It is decided that Larrak will go back inside and keep an eye on Vargas while the others position themselves outside.  Tiberius will stay in view, while Scrag, Leigh, and Durmindin will hide back in the alley shadows.  Challa will watch the rear door.

Scrag goes in and sits down next to Vargas, using the same stool Scrag sat in before.  After engaging Vargas in brief conversation, he buys them both a drink and quickly downs his.  He then orders a second round.  He's getting around to ordering a third when Vargas explains he doesn't want any more drinks as he has to get up and work in the morning.

After finishing his second drink, Vargas gets up and heads for the door.  Larrak waits until he exits then heads out the back to inform Challa that Vargas is on the move.

Scrag, from his hidden location, spots Vargas and signals Tiberius.  Tiberius then maneuvers behind Vargas and tries to shadow him.  But Vargas appears to spot him.  After looking over his shoulder, Vargas begins walking faster.

Thinking quickly, Tiberius calls out to the man, asking if he dropped this pouch of gold.  He produces his own gold bag for Vargas to see.  The greedy thief indeed claims it is his.  As he goes over to grab it, Tiberius prepares himself.

Vargas grabs the bag with one hand and starts drawing a knife with the other.  But Tiberius is faster, slamming him on the head with his iron gauntlet.  Scrag rushes over to help.

The two of them then realize they didn't really plan anything after this.  Thinking quickly, they decide to use a trick they know from the famous bard's tale, "Weekend at Lord Bernard's," and hold the body up to pretend they are walking him home.  Scrag even makes Vargas' arm wave to someone they pass on the other side of the street to maintain the illusion.

They eventually reach a dark area with no one around, and everyone regroups.  Taking the man to Scrag's place would be best, but requires a trip clear across town.  Another idea is Al's house (as they are sure his grandfather wouldn't mind), but that is also too far away.  Eventually, Larrak's idea of taking Vargas to the nearby river bank seems like the best idea.

Once they reach the river bank, Tiberius ties the man up and gags him.  They then splash water on Vargas' face to wake him up.  He begins trying to shout through his gag, appearing to be quite upset (particularly with Scrag).  Scrag decides to shut him up by punching him in the gut.  Tiberius immediately reprimands Scrag and Larrak moves in to hold Scrag back away from their prisoner.

Tiberius then explains to the man that nothing will happen as long as he stays quiet and answers their questions.  He uses his large axe to intimidate Vargas, suggesting that to do otherwise would risk losing limbs.  Once Vargas appears to agree, Tiberius motions for Scrag to take off the gag.

Tiberius begins asking Vargas about Rufus the Red.  However, Vargas only seems to know of Rufus, not know Rufus directly (which Challa determines to be the truth).  Eventually, Tiberius is able to get out of him that perhaps his boss Schlomo knows Rufus.

They then get Vargas to agree to set up a meet between Schlomo and Scrag.  Vargas agrees.  Tiberius pays him 10 gold and promises another 10 when they meet up with Schlomo.  Larrak is disgusted at the idea of giving the thief gold, but goes along with it.  As they let the man go, Tiberius gives him another warning that betraying the group will bring very bad consequences.
Title: Session 21: Playing Politics
Post by: jgants on November 19, 2009, 12:52:44 AM
Session 21 - Session Notes

This session was always envisioned by me as a bit of a deneoument.  The group focused on the cemetery plotline for so long, the question was - what next?

I started the session by rewinding the game a few minutes to give a final talk at the temple with Grundelmar and Berend.  I wanted a way to "pass on" Merend's magic armor; the original idea was that the group would offer it to Larrak when they met him later in the session, but so far that hasn't happened.

The next scene was supposed to be Silas interacting with Moonbrow.  Silas up until this point hadn't done a whole lot of interaction outside of combat.  Sadly, personal issues prevented the player from attending the session (at the last minute), so I had to just say it in third person to the other PCs later.

Next came the reveal that not everyone in town was treating the PCs as heroes.  As I mentioned previously, this was something I added as a direct response to the pushy bullying of the group towards important members of the city.

This session is likely the Al player's last session, as the next session is essentially scheduled around Thanksgiving and after that he'll have retired to Tennessee.  I guess he wanted to go out with a bang.  A big, stupid bang, but a bang nonetheless.  I actually bothered to roll for the very quick combat, but if I had it to do over again I would have just said, "you're dead".

I think the player (and maybe one or two others) might have thought I was a little harsh killing him off like that, but frankly I don't care.  I've tried and tried to warn them about having their characters behave like psychopaths when they are supposed to be good will lead to problems.

The cool part about it was that it set up the Leigh player as the new "leader", at least for this session.  She's normally very much an "observer" type player, and this gave her an opportunity to really get into the role-playing part.

I also have to stop for a moment to give major kudos to the Scrag player.  He's really matured the last few years while growing into his teens.  Back in my Rifts game, an interaction-heavy session like this would have him loudly groaning and wandering around the room bored to tears and complaining about when we'll get to the combat.  This time, he really made an excellent effort throwing himself into the situation and playing his character.  Everyone was really impressed.

So, back to the session, next came the big party.  I also needed a way to work in four completely new PCs to account for the four recently dead ones.  The big memorial party was a good opportunity for that.

One thing that had been lacking was some opportunity for real role-play and interaction; this session was designed to provide a lot of it.  I had damn near everyone in town show up for a reason - to see who the PCs wanted to interact with and what they would do.

I also wanted some more mystery and investigation.  Hence, the plot about following the trail to Rufus the Red (which has only just begun).

The real question in my mind now is - how will Krolec react to the new world order when that player is back next time?  Should be interesting.
Title: Session 21: Playing Politics
Post by: jgants on December 02, 2009, 08:17:20 AM
Session 21 - Session Notes part 2

I realized later I forgot to add a couple of notes to my session notes, including some of my ever-present pop culture references.

* I can't remember if I mentioned it before, but Stevenson the bailiff is named after our country treasurer, Michael A. Stevenson.  He got named that because my car registration came up for renewal in November.

* Vargas and Schlomo come from Seinfeld episodes.  Look for Slippery Pete in the near future  ;)

* Sgt. Munley is obviously named in honor of Ft. Hood hero Sgt. Kimberly Munley.  This is about as patriotic as I get, but I thought it'd be a nice touch.

* Father Goffman was named based on detective Hoffman, as the new Saw movie came out recently.

* Harlan Fogarty is taken straight from A History of Violence.  I had to change the first name, Carl, because of the long-running joke from the Rifts campaign over "not-dead Carl" would have come up and completely killed the mood of the scene.

Oh, and I'm doing something interesting there as well - I completely introduced the character without telling the Leigh player first, then told her it was up to her to tell me who this guy is and what she thinks he's after.  Trying to elicit more player input from her - so far, haven't heard anything back.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:21:15 AM
Session 22 - Cast of Characters

Leigh - Eladrin Wizard
Larrak - Dwarf Fighter
Durmindin - Wilden Shaman
Scrag - Half-Orc Warden
Challa Kri - Kalashtar Paladin
Tiberius Enchilada - Human Warlord

and special guest-star:

Keymaster - Warforged Paladin
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:22:04 AM
Session 22 - Scene 1 (of 7)

The next morning begins like most others, with the group meeting for breakfast at one of the inns in town.  Then, something happens; a large metal man enters the establishment.  He appears to be some kind of living suit of armor – the others are quite sure they've never seen anything like it, and the other patrons look bewildered.

Challa can tell the creature is looking at her.  Everyone at the table tries to look for anything identifying the metal man.  Several spot he is wearing some kind of religious symbol, but it doesn't match any of the known gods.  He also has a strange necklace made out of keys.

The metal man does not approach or say anything, simply continues to stand in the doorway looking at Challa.  Larrak decides to go back to eating and drinking more ale.  While the others worry about Larrak's alcohol consumption, Challa decides to approach the metal man.

Walking over, she greets the man.  He greets her back, mentioning that he has been looking for her for many years and wants to speak with her in private.  Back over at the table, some of the group wonder if this is some kind of bad pick-up line.  Challa, however, is intrigued.

Challa arranges to rent one of the common rooms in the inn for an hour and takes the metal man in there, telling the others not to worry.  The man then introduces himself as Keymaster.  He explains he is from a land called Khorvaire in another dimension.

The world he is from is under siege by evil interdimensional creatures known as the quori, who are attempting to invade his world from their world in the plane of dreams.  Keymaster goes on to explain that long ago, the good natured members of the quori were purged from their ranks.  The spirits of the surviving good quori escaped and merged with a group of human monks to form a new species known as the Kalashtar.

Keymaster continues his tale by explaining that for hundreds of years, the quori have been hunting down the kalashtar; in particular, any kalashtar who posses artifacts which can be used against the quori.  One such artifact, Keymaster explains, is the Cask of Secrets; a locked chest containing a stone capable of banishing quori from the humanoids they possess in his world.  The kalashtar responsible for safe-keeping the cask is known as the Gatekeeper.

Just as Challa is beginning to wonder what all of this has to do with her, Keymaster drops a bombshell – her mother was the last of the gatekeepers.  Apparently, she was badly injured during a quori attack and fled across dimensions, finally coming to this world before her death.  Challa finally understands why she is different from other humans – she is not human, but kalashtar.

Keymaster goes on to explain that he was created for protecting the cask until such time as it needs to be opened.  His necklace of keys contains the only key capable of opening the cask.  He has spent 90 years searching for Challa's mother, and only recently tracked her to this world.  After discovering her death and that she had a daughter, he's spent the last few days tracking down Challa, in hopes that she has some clue where the cask is hidden – for his ability to get back to his home dimension is only good for another 24 hours.

Challa believes they can help each other.  She explains how her mother left her a letter before her death.  Keymaster, skilled in the language of the kalashtar, reads the note to her.  The first part of the letter is a touching personal note like many from dying young mothers to their infant daughters; Challa struggles to hold back tears as Keymaster reads.

The second half of the letter explains most of that which Keymaster just explained.  Her mother goes on to say that after she arrived in this world, she hid the cask inside a cave in an area known as Hunter's Ridge.  Challa is not familiar with the name, but figures her companions will probably know of it.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:22:50 AM
Session 22 - Scene 2 (of 7)

Challa and Keymaster then go back and briefly explain the situation to the others that she needs to assist Keymaster on a personal quest.  Larrak seems a bit skeptical until Challa explains about her mother and that she was guarding a powerful object.

Challa takes a moment to introduce Keymaster to everyone.  When asked about his religious symbol, he explains he worships the god Dol Dorn, who no one else has ever heard of.  They begin to understand that gods may be different across dimensions.

Keymaster goes on to explain his oath to serve Challa, which gets a crude remark from Larrak.  Keymaster questions Challa why she would associate with such a person.  She tries to explain about her loyalty to the church of Bahamut but everyone gets the impression that she somewhat wonders herself.

Larrak wants to focus on finishing the work they've already began before helping Keymaster.  Keymaster responds that his quest involves the survival of a species.  Since no one else has a clue what he's talking about, Keymaster proceeds to fully explain his and Challa's backgrounds.

Once the explanation is complete, everyone is agreeable to helping Challa and Keymaster recover the cask.  However, after Larrak asks where it is, Leigh points out that Hunter's Ridge is in the mountains north of Hammerfast and would require several days of travel.

Keymaster then explains that he has already made preparations with his keys that can open a doorway to teleport everyone back to Hammerfast immediately.  In fact, he can prepare a location in Fallcrest as well so he can teleport the group back as well.  In theory, they could recover the cask today and still have time to meet back up with Vargas the same evening.

Larrak wonders what kind of threats they will be up against, but Challa's letter is no help.  Durmindin notes that Hunter's Ridge was an old dwarven outpost used by hunters until as recently as 10 years ago, when the wild creatures in the area made it too dangerous.

Before they leave, Keymaster inquires if they have all of the provisions they will need, such as healing potions.  Leigh remembers they never got around to buying any from the temple of Erathis.  Since Scrag got along with Father Goffman at the party yesterday, it is decided he will go to buy the potions for the group.  Leigh will go as well, as no one trusts Scrag to handle the business on his own, though Tiberius questions the logic of her going since she was one of the ones at odds with the temple.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:23:35 AM
Session 22 - Scene 3 (of 7)

Leigh and Scrag arrive at the temple of Erathis and are greeted by the high priestess.  Thankfully, Father Goffman does not appear to be in attendance today.

Dirina, while polite enough, wastes no time in asking what it is they want.  Leigh starts to talk about their paladin friend and the priestess immediately suspects they need yet another resurrection.  Leigh, however, corrects her – stating simply that they have an important mission to go on and require some healing potions.

The temple has six healing potions for sale, at 50 gold each.  Leigh notes to herself that Dirina is no longer offering any kind of discount.  She wants a good deal, but doesn't want to haggle too hard as tensions with the temple are already high.  She settles on making an offer for all the potions for 250 gold.

Dirina remarks back that normally she wouldn't agree to any deals, given the current state of relations between the temple and the group.  However, since it is a fair offer and Father Goffman was pleased by his conversation with Scrag, she agrees to the deal.

When Leigh and Scrag get back, everyone is given a healing potion except for Keymaster, who explains he can't drink liquids anyway (nor does he breathe, sleep, or eat).

After allowing Keymaster to make preparations to allow the teleportation back to Fallcrest (inside the Temple of the Sun, near the Bahamut shrine), the group steps into the circle he has made and are teleported to a remote location inside Hammerfast.  Everyone is pleased that the journey did not give them any kind of teleportation sickness, as they had feared.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:24:41 AM
Session 22 - Scene 4 (of 7)

The group does not stay in Hammerfast long, immediately heading out for Hunter's Ridge.  Larrak, taking charge, comes up with a system of two ropes to assist in the difficult climb.  The ridge is very narrow, requiring them to climb in single file.  Larrak takes the precarious position in the lead.

Larrak starts by finding the best path up the ridge then begins climbing.  He has a little trouble near some loose gravel and slips, but manages to catch himself and pull himself up.  He has a little trouble spotting the best way around the loose gravel, but eventually manages to make it.  Once he gets to a new secure position, he ties the first rope and the others are able to easily follow.

As they near the summit, Larrak spots something above him – the form of some kind of humanoid bird.  As it begins screeching at him, he realizes it is a harpy.  Hey has the chance to warn the others and tell them to tighten up before the harpy and her avian allies swoop in to attack; with the harpy, a griffin, and a couple of stirges coming in from one side, and a couple of hippogriffs coming from the other.

Challa, Tiberius, and Keymaster hold themselves in readiness for the attack.  The griffin charges at Larrak but misses, his claws cutting the air just over Larrak's head.  

The two stirges begin moving in for an attack as well – one towards Larrak, the other towards Leigh.  Leigh responds by blasting the stirge with her burning hands spell, engulfing it in flames.

Scrag, with no opponent close enough to him, is forced to wait as Larrak chops into the griffon with his axe.

The harpy begins flying to the side, heading towards the rear of the group.  Durmindin, acting quickly, calls forth his spirit companion and has it blast the harpy with a wrath of winter spell, but the harpy shrugs it off.

The two hippogriffs charge in, flying at Larrak and Leigh.  Both luckily miss.

Challa moves up and attacks the griffin, hitting it with her bow string strike.  Keymaster asks Challa's permission to move away from her to assist Leigh.  Challa quickly gives it, and Keymaster moves in and uses his halberd to cut into the hippogriff with a holy strike.

Tiberius attempts to call forth a bastion of defense to assist against the hippogriffs, but fails.

Scrag, stuck as rear guard, tries to move up to get to an enemy.  He manages to squeeze past Durmindin, Tiberius, and even Leigh, but his luck runs out once he attempts to move past Keymaster.  He slips and falls, barely holding on to one of the ropes.

Up ahead, the griffin tears into Larrak with its claws while the stirges miss Scrag and Challa with their piercing beaks.  Larrak fires back with a covering attack that hits the griffin, then follows it up with a crushing blow.

Leigh, trying to get out of danger, squeezes back behind Tiberius.  She then fires off a scorching burst, blasting the nearby stirge.

The harpy finally gets into position near the rear of the group.  She lets out a piercing screech, blasting Leigh, Durmindin, and Tiberius.  Durmindin tries to attack back with a protecting strike, but fails.

The hippogriffs charge in again.   One misses Larrak but the other slams full force into Keymaster, nearly knocking him off the mountain.  He holds on tightly to the cliff side, trying to reach the rope.

Tiberius, worried that he can't hold the combined weight of Keymaster and Scrag, drop the rope.  He then tries to hit the hippogriff in front of him with a guarding attack, but misses.  

Despite no help from Tiberius, Scrag manages to pull himself up.  Keymaster, however, is unable to pull himself up and is still holding on to the ledge as one of the stirges pierces into him.  It isn't a problem for very long, however, as Leigh quickly blasts the stirge into pieces with a magic missile.

Meanwhile, Challa focuses on the griffin.  She begins with a virtuous strike, then finishes the griffin off with a valorous smite.  Free from the griffin, Larrak focuses on the hippogriff, but misses with his brute strike.

The harpy decides Leigh is the bigger threat, and moves in and tears into Leigh with her claws.  Durmindin tries to assist with a spirit renewal spell on the harpy, but fails yet again.

Back up at the front, one of the hippogriffs bites hard into Challa while the other misses Tiberius.  Challa decides to focus on trying to take out the smaller stirge before taking on the hippogriff, and hits it with a righteous smite.  The stirge attempts to strike back, but can't penetrate her armor.  Nearby, Keymaster finally is able to pull himself up to the ridge and moves over to Challa.

Tiberius strikes again at the hippogriff, hitting it with a guarding attack.  Scrag attempts to assist with a earthgrasp strike, but misses.

Larrak strikes out at the other hippogriff, slashing it with a brute strike.

In the back, Leigh does a close blast on the harpy next to her with a magic missile as it continues to slash her with its claws.  Durmindin once again fails to assist as his spirit of the healing flood spell fizzles out.

The hippogriffs attempt to bite at Tiberius and Challa again, but both miss.

Challa, still attacking the stirge, hits it with a virtuous strike.  Keymaster activates the lightning in his magic halberd then stabs into the stirge, causing it to explode in a small shower of lightning.

Tiberius, sensing Leigh is in grave danger, calls out an inspiring word to keep her spirits up.  Using a knight's move maneuver, he switches places with her, then attempts to attack the creature with an inspiring war cry, but misses.

Scrag attempts to hit the hippogriff near him with his earth shield strike, but misses.  Larrak, however, is able to hit the one near him with a reaping strike.

Leigh, pissed off, fires an acid arrow straight into the harpy.  The harpy screams as she begins to burn.  Unable to get to Leigh, the harpy tears into Durmindin then backs up.  Durmindin attacks back with a thunder bear's warning spell, which finally hits the harpy, but appears to fail to do any damage to her.

The hippogriffs attempt to bite again, missing Challa but hitting Scrag.  Challa attempts to attack back by making an ardent vow then following up with a virtuous strike.  She misses, then drops her axe, holds her head, and begins screaming in a language no one can understand.

Keymaster assists her by laying on hands, then moves over slightly to help Scrag with the hippogriff.

Tiberius and Scrag both attempt new attacks on the hippogriff, but both fail.  Larrak, however, strikes home with a bloody axe chop into the one he is fighting.

Leigh, still pissed at the harpy, fires off a fireball, blasting her.  The harpy responds back with another deadly screech, injuring Tiberius, Durmindin, and Leigh.  Badly wounded, Durmindin calls forth a healing spirit to heal himself.

Another set of hippogriff attacks misses Challa but again hits Scrag.  Challa uses her divine mettle prayer to help Tiberius recover from the harpy attack, then makes an ardent vow against the hippogriff, grabs her axe off the ground, then chops into it with a virtuous strike.  The blood sprays everywhere as the hippogriff is finally killed.

Keymaster takes a moment to recover.  Tiberius attempts to attack the hippogriff again, but misses.  Scrag, however, strikes home.

Not near any enemies, Larrak tries yelling out to the Harpy to leave or die, hoping to intimidate her.  It doesn't work.  But it matters little, as Leigh blows the harpy apart with a shock sphere spell soon after.

Durmindin focuses over on the hippogriff, attempting to attack with his wrath of winter again.  He misses.  As Scrag wonders what good Durmindin is, the hippogriff bites into him.

Challa moves over to Keymaster, and they both wait to see if the others can finish off the hippogriff.  Tiberius yells out some inspiring words to Scrag, then strikes into the hippogriff with his viper's strike.  Scrag follows up with another earthshield strike, killing it.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:25:30 AM
Session 22 - Scene 5 (of 7)

Everyone gets back into position and prepares to continue the assent.  A short distance ahead, Larrak spots the harpy's nest off to one side.

Larrak quickly examines the nest, and spots a small amount of gold coins and a fancy pearl necklace.  He carefully pockets the loot and continues on.  Not much further along, the group comes to the mouth of the cave.

After illuminating a small rock to give them some sight inside, Larrak begins moving everyone in.  The cave is wide enough for a thicker formation, and Larrak organizes the group into two columns.

As they head inside, Larrak spots a very large collection of bats overhead.  The bats themselves are clearly normal cave bats, posing no danger.  However, spooking the bats will create plenty of noise to alert anyone inside.

The group makes a strong effort to stay quiet as they move inside the cave, but only Leigh, Durmindin, and Scrag manage to be quiet enough.  With the others thumping around in the cave, the bats are spooked and fly off in a mad rush.

Larrak is annoyed but knows a group this large will always have difficulty moving quietly.  He continues moving everyone along inside the cave.

A short time later, Keymaster grabs him to stop him.  As Larrak prompts for an explanation, Keymaster points out the tripwire running across the cave floor.

Larrak would like to disable the tripwire, but there is no rogue in the group nor anyone skilled in the art of disabling traps.  Rather than risk messing with it, he simply has everyone step over it.

A bit further down, the cave widens out much further.  There appears to be a large cavern, the remains of the old dwarven outpost, even an underground stream with a bridge built over it.  But what really concerns Larrak is the signs that someone has been in this area recently.

He has the group slowly advance into the cave, having himself, Tiberius, Leigh, and Challa look in some of the dark recesses as they pass by.  However, the cave has many different passageways, and it becomes difficult to check them all thoroughly.

Scrag is then sent to look around one of the corners.  He spots a large creature trying to hide back in the darkness.  Just as he yells out to the others that there is an ambush, he can make out the shape of the troll coming towards him.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:27:04 AM
Session 22 - Scene 6 (of 7)

Scrag sees the troll in front of him is wearing fake claws made out of forged metal – a bladerager troll.  He charges towards it, slamming into it with an earthgrasp strike.  The troll crashes to the ground.

From behind the group, a huge troll rounds the corner – the troll chieftain.  It advances on Leigh, Tiberius, and Durmindin while carrying its enormous axe.

Across the bridge, a cave troll and savage ogre appear.  They begin moving ahead towards the group.

Keymaster decides to charge ahead at the ogre, blasting him and the cave troll with a shock of lightning from his halberd.

Tiberius moves in the other direction, towards the troll chieftain.  He attempts a guarding attack, but misses.

Out of the shadows to the sides of the troll chieftain emerge two grimlocks.  The group is horrified to see them coming from spots they had previously checked, apparently missing the well-hidden creatures.  One moves on Durmindin, who quickly retreats.  The other strikes into Tiberius with its stone axe.

Larrak scores a crushing blow on the ogre as Durmindin blasts it with his wrath of winter.  Challa then blesses her weapon and uses her on pain of death prayer to attack, hitting the ogre hard.

Back over at the side, the bladerager troll stands up and slices into Scrag.  Behind him appears another bladerager troll which moves behind the first.  

Scrag decides to help focus on the chieftain instead of taking on the bladerager trolls.  He quickly transforms into his panther form and runs at the chief.  He scores a solid hit with his battle axe, but misses when he tries to follow up with a thunder ram assault.

The troll chieftain responds by letting loose a blast of fire from his large, red eyes – engulfing Leigh, Tiberius, and Scrag.

Leigh takes a fey step to escape from the deadly proximity of the troll chief.  She then blasts the cave troll and the ogre with her burning hands spell.  The ogre responds by slamming his giant club into Challa while the cave troll grabs Leigh and begins to crush her.

Keymaster, hoping to save Leigh, rushes past the ogre, narrowly avoiding its club.  He calls on his divine challenge then hits it with a holy strike.

Tiberius, still on fire from the troll chief's blast, falls over, unconscious.  The burning stops, but he's dying.  Durmindin responds by calling a healing spirit to aid him.  But as he is recovering, Tiberius is hit by one of the grimlock's axes.  The other grimlock attempts to attack Scrag, but misses.

Larrak decides to stay focused on the ogre, finishing it off with a crushing blow.

Meanwhile, the bladerager trolls advance on Durmindin.  The one in the lead cuts him deeply with its metal claws.

Challa is trying to help Leigh get free by hitting the cave troll with a righteous smite.  Leigh tries to force her way free, but fails.  She decides instead to shock the troll with a magic missile touch.  The troll then uses Leigh's body as a club, slamming her into Keymaster and Challa, then tossing her away in a corner.

On the other side of the group, Scrag slices into the troll chief with his earthshield strike, then quickly drinks his healing potion.  The troll chief hits back with a toppling blow, slamming Scrag to the ground and hitting the still-prone Tiberius.  One of the grimlocks hits the prone Scrag with its axe while Tiberius begins to slip closer to death.

Durmindin calls upon the spirits, letting out a spirit strike against the troll in front of him.  The troll tries to attack back, but misses.  Durmindin makes sure to keep in position to keep the second troll trapped behind the first one.

Larrak rushes over to assist the dying Tiberius.  Thinking quickly, Larrak pours his healing potion down Tiberius' throat.

Challa attacks the cave troll again, striking it down with her valorous smite.  Trying to draw away some danger from Scrag, she uses her divine challenege to lure a grimlock.  Over in the corner, Leigh stands up and fires a magic missile at the troll chief.

The troll chief lashes out with another mighty swing, knocking Larrack to the ground but missing Scrag and Tiberius.

Keymaster switches his focus, heading over to Tiberius and laying on hands.  He then attempts to attack a grimlock, but misses.

Tiberius stands up, now partially recovered.  He tries to attack the chief with a guarding attack, but misses.  He hits home with a second attack using his viper's strike.

Durmindin is still attempting to hold off the other trolls.  He attempts to blast them with his thunder bear's warning spell, but fails.  The troll responds by rending Durmindin's flesh with his claws.

While a grimlock attacks Scrag, Larrak gets up and moves around to flank the troll chief.  Scrag pauses for a moment to catch his breath.  The troll chief tries to attack Tiberius, but misses.  Scrag strikes back, hitting the chief.

Sensing Durmindin is outgunned, Challa activates her armor ability to slip by the troll chief and over to the bladerager troll.  She strikes into it with her virtuous strike.

Leigh fires off a magic missile, blasting one of the grimlocks.  Keymaster tries to help with defense, establishing a sacred circle for the group.

Durmindin, still trying to fight the bladerager trolls, casts his protecting strike spell, but it fails.  The troll fights back, clawing into Durmindin, sending him unconscious to the ground.  Challa strikes back, hitting the troll with her virtuous strike.  Leigh follows it up with a magic missile blast.

The other bladerager troll begins to move around the cavern, putting him on a straight path towards Larrak. Then, the grimlocks attack – one misses Scrag and the other hits Challa.

Larrak, flanking the chieftain, scores a powerful hit.  He hopes they will soon cause enough injuries to overcome the troll chief's considerable regeneration powers.  Scrag continues to attack the troll chieftain as well, hitting it again.  It attacks back, but misses both Scrag and Tiberius.

Keymaster issues a divine challenge on one of the grimlocks.  He tries to follow it up with an attack, but misses.

Tiberius strikes into the chief with his viper's strike as Durmindin lies nearby, slipping closer to death.  Larrak tries to hit the chief with his viper's strike, but misses.

The grimlocks attack again, this time hitting Scrag and missing Keymaster.  The bladerager trolls then move in for the attack, cutting into Larrak and Challa.  Challa responds by hitting the troll with her bolstering strike.

Scrag tries to hit the troll chieftain again, but misses.  It responds with another powerful blow, knocking both Scrag and Tiberius to the ground.

Leigh fires off a scorching burst that blasts the chieftain and a grimlock.  The screams of the chief suggest the flames are effective and his regeneration appears to have halted.  

Keymaster strikes into one of the grimlocks with his halberd as Tiberius calls out to Durmindin with an inspiring word, allowing him to recover.  Tiberius then attacks at the troll chief with his viper strike, but misses.

Durmindin stands himself up and takes a moment to recover and drinks his healing potion.

The grimlocks press the attack, hitting Scrag but missing Keymaster.

Larrak strikes a powerful cleaving blow into the troll chief, sending him to the ground, dead.  The trolls and grimlocks appear shocked, and quickly retreat.  The group lets them go, knowing they are still quite dangerous if cornered.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:27:52 AM
Session 22 - Scene 7 (of 7)

Everyone spreads out and begins checking the outpost.  They discover a small pile of treasure held by the trolls – some gold, a fine ivory statue, a longsword, a suit of plate armor, and some sort of shroud.  They also spot the hidden location of the Cask of Secrets, and Keymaster takes possession of it.

Leigh examines the items carefully – the ivory statue is not magic but the sword, armor, and shroud are.  She is able to deduce they have found a defensive longsword, a suit of stoneborn plate armor, and a shroud of revival.

Despite being wary of the trolls coming back, Larrak decides the group should rest inside the outpost rather than risk trying to descend back into Hammerfast as they are too weakened from battle.  Clearly they will also be unable to deal with Schlomo this evening either.

After much rest, the group descends the mountain at dawn the next morning and make it back to Hammerfast.  With very little time left, Keymaster sends them all back to Fallcrest then opens the door back to his dimension.

Before he leaves, he asks Challa if she'd like to come back with him.  Briefly considering it, she eventually decides to stay with the world and friends she knows (particularly since Keymaster explains she has no surviving family there).  Keymaster steps through the portal and leaves, saying perhaps they will all meet again some day.
Title: Session 22: The Cask of Secrets
Post by: jgants on December 02, 2009, 08:44:08 AM
Session 22 - Session Notes

Clearly, this session was a gigantic detour from last session.  The reason boiled down to - the Al player wanted one last session before he moved to Tennessee.  And an investigative session wasn't what he had in mind.  He also really wanted to play a warforged paladin for some reason (even though I made it clear before I didn't want Eberron characters).

So, since I already had Challa as a Kalashtar with a sketchy background (she didn't know she wasn't human but knew she was different, etc), and the Challa player wanted to discover her background more - I thought, why not kill two birds with one stone.  The result was this session.

Some misc notes about the session:

* It was really long.  We started early because everyone was off for the Thanksgiving holiday, and ended late.  I still had to cut the second fight short to get everything done in one session.  The main reason was the harpy fight took forever - not necessarily because of the rules, but because everyone kept missing or taking forever trying to decide what to do next.

* I'm not sure how accurate my Eberron backstory was.  I don't own the books and never played it, so I had to use wikipedia to give me some buzz words and general concepts.

* Keymaster and the note about the "Gatekeeper" are obviously homages to Ghostbusters.  Humorously enough, before Keymaster was even named, the Challa player started quoting Ghostbusters as soon as I described his necklace of keys.  It was humorously ironic.

* I made up the Cask of Secrets myself.  I used the name "Cask" because an old Thor comic had something called the Cask of Ancient Winters and I always thought it sounded cool.

* Hunter's Ridge is named after a local suburban housing development.  One where the Leigh player (and the Zena player, for that matter) lives.  Oddly, she never seemed to notice.

* The idea of a very narrow ridge in the mountians was inspired by the novel Thunderhead, by Douglas Preston and Lincoln Child.  I thought it would be a great change for combat - give them a situation where they can't really move (which counted as a hazard for extra XP).

* The harpy attack was a chance to use some different, larger minis.  Sadly, I left my hippogriff minis at home by accident, so the group was forced to re-imagine a Balugra demon and a Kruthik hive lord as hippogriffs, lol.

* The interior cave was originally larger, with an encounter with a large Kruthik pit between the bat area and the troll area.  It got cut for time.

* The troll encounter was because I wanted a chance to use a lot of big minis for once.  The battle itself used the Dwarven Outpost map from the D&D minis game.

Well, I think that's everything.  The next session isn't until 12/18, so it may be a while.

Also, the Al player isn't the only one leaving.  The Zena player may or may not show up again for one last session on the 18th.  Her pregnancy is nearing its end, which means she'll be too busy soon to play any more.

I do, however, have another session report coming up soon for another interlude starring Berend's group (a seperate group of players that I occasionally run in the same universe).  Look for that sometime soon.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:36:09 PM
Interlude - Cast of Characters

Berend - Dwarf Cleric
Vector - Human Wizard
Saxton - Dwarf Fighter
Ragdar - Human Warlock
Brandis - Human Paladin
Goldar the Mighty - Goliath Barbarian
Medrash - Dragonborn Warlord
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:38:02 PM
Interlude - Scene 1 (of 10)

With the festivities of the grand re-opening of the Tombwoods cemetery completed, Berend and Vector are focused on landing their next job; preferably for one that makes them more money this time.

Berend's hopes of quick wealth are dashed when Dante explains to the others that he has to leave to head north, to the kingdom of Kanadia, as part of a personal quest.  Sax and Tor, who both feel an affinity for Dante, decide to leave to help him.

Berend and Vector then go into recruiting mode again, trying to raise a group of adventurers interested in fame and fortune.  

Berend isn't having much luck – even Scrag seems to be busy this time (something about that Rufus the Red guy he heard about before).  He does manage to locate an old dwarf friend he worked with in the past, named Saxton.  Saxton agrees to join up if there is a job worth doing.

Vector has much better luck, and happens across a couple of adventurers in the area who recently travelled north from the Harkenwold area.  One of the adventurers is a human paladin named Brandis.  The other is a human warlock named Ragdar.  

Apparently, a group of a dozen villagers from Riverdown, one of the villages in Harkenwold, have been kidnapped and a local nobelman, Baron Stockmer, is offering a rich reward to anyone who rescues them.  Brandis and Ragdar have come to Fallcrest to see if they can find anyone looking to group together to save the hostages and split the reward.  

Vector and Berend are interested.  They find out little other information except that it was hobgoblins who kidnapped the villagers and apparently they were headed to the Thunderspire area.

Thinking the group is still a little too small, Berend has Vector and the others go on ahead to Thunderspire while he stays behind and sees if he can find anyone else to assist.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:40:30 PM
Interlude - Scene 2 (of 10)

The trip up to Thunderspire is relatively uneventful until Vector's group reaches the crossroads between the Trade Road and the Vale Road (the road leading through the valley into Thunderspire).

When they reach the crossroads, they spot a large goliath warrior under attack by a bonechill chimera and its two hippogriff allies.

Brandis immediately begins moving forward to assist the goliath.  

The goliath tries to charge forward and attack the chimera with his greatsword, but misses.  It strikes back with all three heads, tearing into the goliath with the teeth of a lion, the teeth of a white dragon, and the horns of a ram.  The goliath is knocked down by the force of the ram head strike.

Saxton, a lover of battle, yells out a battle cry and charges in at the nearest hippogriff, but misses.  The hippogriff attack back, biting through his relatively weak chain mail armor.  The other hippogriff flies off towards Vector's position.

Ragdar immediately places his warlock's curse on the hippogriff in front of him and Vector, then attempts a curse bite but misses.  Vector steps back and summons a storm pillar to offer himself some light protection.

Brandis, meanwhile, moves over to the hippogriff on Saxton.  Summoning his divine strength, he strikes into it with a valorous strike.  Saxton follows it up with a brute strike of his own.  The hippogriff bites him in return.

The goliath picks himself off the ground and takes a moment to recover.  He then summons his stone endurance and goes into a rage, attacking the chimera with the rage of thunder hooves.  The chimera attacks back, blasting the goliath in a spray of freezing ice from its dragon head.

Down the road, the other hippogriff rushes towards Vector.  After being injured by the storm pillar, the hippogriff finds its bite blocked by Vector's quick shield spell.

Ragdar slowly moves away from Vector and the hippogriff, not wanting to be attacked.  He fires off an eldritch blast, but misses.  Vector steps back as well, blasting the hippogriff with ice and covering the ground.

Back at the other hippogriff, Brandis finds his target with his invigorating smite.  Nearby, the goliath lets out a savage growl and moves around the chimera, cutting into it with his sword.  The ram head of the chimera attacks back, slamming the goliath to the ground.

Saxton then scores a powerful shot with his axe on the hippogriff.  He then moves over to try and assist the goliath, getting bit by the chimera's lion head along the way.  Getting between the goliath and the chimera, Saxton cuts into the chimera with a crushing blow.

Meanwhile, the hippogriffs attack, missing both Vector and Brandis with their bites.  Ragdar tries another eldritch blast, but misses again.  Vector steps back from the hippogriff again, then hits it with a shock sphere.  Brandis slowly moves position against his hippogriff as well, sbut misses with his attack.

The goliath, not fully understanding Saxton's attempts to shield him, does a massive leap over the top of the chimera, putting himself in flanking position.  He then scores a powerful hit with his sword.  The chimera attacks back, missing Saxton with its ram's head but biting into the goliath with its lion head.  Saxton, annoyed that the goliath put himself in danger again, attacks as well, hitting the beast with a brash attack.

The hippogriffs attempt to bite again, once again missing Saxton and Brandis.  Ragdar fires off another eldritch blast, hitting this time.  Vector continues to shift his position around the hippogriff, blasting it with a magic missile.

Brandis attempts to strike back at the hippogriff in front of him with a valiant strike, but misses.  A short distance away, the goliath slices into the chimera again with his massive sword.  The chimera strikes back again, biting into the goliath with its dragon head.  The goliath falls to the ground, unconscious.  The ram head also attacks Saxton, who is hit but manages to avoid getting knocked down.

Saxton takes a moment to recover his senses, then scores a brash hit on the chimera.  He follows it up with a second brash hit, killing it.

The hippogriffs then bite again, chomping into Vector and Brandis.  Ragdar misses with his shared agony curse, but Vector hits it with a flaming sphere then places out another storm pillar.  Meanwhile, Brandis finishes off his hippogriff with his mace, then moves over and lays hands on the goliath.

The goliath then picks himself up and starts heading towards the remaining hippogriff.  Saxton follows.  But before they can get there, the hippogriff is killed by Vector's storm pillar as it moves into the pillar while trying to attack him.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:41:43 PM
Interlude - Scene 3 (of 10)

With the battle over, the goliath introduces himself to the others as Goldar the Mighty, a barbarian who has come to this area to prove his battle skills and rid the area of evil.  Since he seems like a helpful addition to the group, Brandis invites him to join them.

During this time, Berend manages to catch up to the rest of the group.  He has had no luck finding any other recruits in Fallcrest, but with Goldar along, they should be in good shape.

After a brief discussion, they follow the Vale Road along into the brief valley beyond the crossroads.  It is filled with a few cottages, all with reinforced doors.  It appears that only a few shepherds, foresters, or miners live here.

Shortly after the valley, the road begins to get very rocky as it heads into the mountain peaks.  The group comes to a fifty-foot high arch over the road, with a giant minotaur statue on either side; this once served as the entrance to the ancient minotaur city of Saruun Khel, located in the giant labyrinth inside Thunderspire peak.  Despite its ominous appearance, the group decides to continue on.

The road beyond the archway is paved with cobblestone.  Rock walls line the roads, with magic lanterns built into the sides.  Several members of the group briefly consider trying to take one of the lanterns, but decide it is probably more trouble than it would be worth.

As they travel along the road, Saxton spots a man up ahead on the road.  As soon as the man appears to see the group, he quickly moves off to the side, apparently trying to hide.  Saxton alerts the others, and they decide to continue on, pretending they did not see the man.

As the group gets closer to where the man left the road, everyone is keeping an eye out.  Saxton can't locate the man's hiding spot, but Goldar sees him cowering behind a nearby rock about twenty yards from the road's wall.  He nods over to the others.

Saxton immediately yells for the man to come out, and Goldar performs a giant leap, landing right next to the man.  Goldar grabs him, and the man immediately begins blathering.  The man appears to be under the impression the group was sent by a man named "Brugg", who he apparently owes money to.  He then begins rambling about how he almost had the money he owes, but someone named "Rufus" wouldn't pay him.  When Vector prompts him how he plans to get the money now, the man explains he is working on a three-card trick that should get him some cash.

Saxton and Berend begin interrogating the man.  They are able to determine he is speaking about Rufus the Red, an assassin Berend has heard of.  Further questioning reveals the man was hired by Rufus to hold onto a prisoner, but didn't get paid because a different group forced him to free the man early.

Berend eventually realizes the man is Dancor Rossi, the petty criminal who Rufus hired to hold onto Stevenson and the group he is referring to was Merend's group.  Berend explains to the others about the kidnapping and assassination plots.

Saxton is not amused.  Feeling the man is involved with evil and in need of punishment, he announces his intentions to cut off either Rossi's hand or his foot.  He asks Rossi which he chooses, and the man begins to collapse into a blubbering heap.

Brandis, however, won't hear of it.  He begins arguing that he cannot allow Saxton to mutilate the man.  Vector, too, is in opposition – the punishment is excessive and has nothing to do with their mission.  He'd rather turn the man over to authorities and let them deal with him.  Berend agrees the man should be punished, but believes a single finger would be sufficient; or perhaps a brand.  Radgar voices no real opinion, but believes the discussion is a waste of time.  Goldar does not care at all.

After many minutes of arguments, the group almost comes to a consensus to vote on the matter as a jury of the man's peers.  However, another impasse is quickly reached as Saxton's honor will not allow him to let the thief go without punishing him, and Brandis' honor will not allow the thief to be hurt.

In an attempt to draw the discussion to a close, Saxton uses the flat of his axe to crush the thief's hand.  Rossi cries out in pain.  Brandis lays hands on him to heal the hand then tells the man to leave quickly.  He immediately begins running away.

With the daylight running out, Berend and Vector decide the group should form a camp soon and spend the night in a secure location in the mountains, then head into Thunderspire the next morning.  Vector uses a ritual to construct a fully-formed camp with cooked food ready to eat, while Berend uses a ritual to obscure the camp with a wizard's curtain.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:42:25 PM
Interlude - Scene 4 (of 10)

The night passes uneventfully, and the next morning the group heads out.  It doesn't take more than another hour to reach the entrance of the labyrinth.

As they pass inside, the group is surprised to discover the cavern is lit up with various lights.  The entrance appears to lead into an underground city.  Various creatures such as humans, dwarves, goblins, orcs, and others can be seen moving around the city.

A half-orc guard greets the group at the entrance to the city, welcoming them to the Seven-Pillar Hall.  He explains that the city is under the control of the Mages of Saruun.  The mages welcome all races, and the city is set up to be a large merchant trade city.  The only laws in the area appear to be related to allowing free trade, and restricting violence (as it interferes with trade).

As they enter the city, Saxton warns them all that the mission will require the right group; this city is not an honorable place.  Everyone understands.

The group decides the place to start will be a bar.  The city appears to have one inn, the Halfmoon Inn.  They decide to start there.

As they walk inside, they spot a large ogre in the bar having a drink and who appears to collect some money from the bartender.  Next to him is a dark creeper, who appears to handle the money.  Berend wonders if it is the same dark creeper that Merend captured.  

As the two of them start to leave, the ogre makes a point to bump into Goldar.  Goldar responds by trying to trip the ogre.  The two begin to square off.

Berend immediately moves in between the two men, hoping to avoid a disaster.  He tries to goad the ogre into an arm-wrestling contest with Goldar, but the ogre responds they aren't worth his time.  He snarls at the two of them, telling them to watch their step in the city.  The ogre then turns and leaves, with Goldar never taking his eyes off of the creature.  After he's gone, they notice the dark creeper has disappeared into the shadows as well.

Vector notices a figure who seems out of place in the bar, a dragonborn warrior wearing a symbol of Bahamut.  Vector goes over to talk to him.  The dragonborn gives his name as Medrash, a warlord who has wandered into the area recently and hoping to clean the place up.

Sensing he could be of help, Vector tries to recruit Medrash into their group, explaining how they are looking to stop a group of slave traders.  Medrash agrees, though cautions that Vector better keep the trouble maker in their group (Goldar) under control.  Brandis decides to celebrate by buying a round of food – an appetizer place mixture of fried cave rat and cavern moss.

Away from the others, Saxton expresses his concerns to Berend about Vector and Brandis being too soft-hearted for the mission, while Goldar and Medrash are too unpredictable.  If and when the time comes that Saxton feels he has to take command of the group, he wants Berend to back his play.  Berend doesn't exactly commit, but does seem to sympathize with Saxton.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:43:51 PM
Interlude - Scene 5 (of 10)

The group of seven then decides to head over to the other bar in town to see if they have any better luck there.  The bar, Rothar's Taphouse, appears to be a very rough place.  Goldar heads in before they can finish discussing what to do.  Vector decides he and Saxton will go in as Vector feels they will be the least conspicuous.  The others aren't quite sure they agree.

While Saxton and Vector enter the bar, the others surround the area, keeping a close eye out.  Inside the bar, Saxton and Vector find the bar has a very rough crowd – including lots of orcs.  Goldar decides to sit over by the orcs.

While Saxton gets a drink, Vector spots a small kobold sitting by himself.  He goes over and sits down at the table with him.

The kobold greets Vector, referring to him as "most honored one".  Vector tells the kobold he is flattered, and explains he is looking for information on the slave trade in the city.  The kobold responds that he has the information Vector needs, and explains he is a dealer in information.  He can provide Vector the information for a "modest fee" of 150 gold.

Vector explains he will have to go gather the gold, but will be back later.  The kobold says he will be there all day, and gives his name as Charrak.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:44:46 PM
Interlude - Scene 6 (of 10)

Everyone meets back up a little ways away from the bar.  Vector tells everyone about the price that Charrak wants, and feels it is the quickest way to get the information they need.  Saxton is less than pleased about having to deal with a kobold, while everyone else is worried about the cost cutting into their profit.

Eventually, everyone chips in to get the 150 gold, though Vector plans to try and negotiate the fee down a bit.  He waits an hour, then goes back to Charrak.

Charrak is surprised to see Vector again so soon.  Vector starts to explain about only having 100 gold and how he needs the information to sell some non-human slaves before he can get the rest.  Charrak isn't interested in the story, and eventually agrees to sell the information for the 100 gold.

Charrak explains that the biggest slave traders active in the area are the Bloodreaver orcs.  Apparently, they are making good money selling slaves to a clan of duergar somewhere in the Thunderspire labyrinth.

The kobold goes on to explain that the Bloodreavers are based out of an old temple to Torog, the god of the underdark, known as the Chamber of Eyes.  They will need to find a door in the city with a symbol of a dragon over it – the cavern beyond will lead to the temple.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:45:40 PM
Interlude - Scene 7 (of 10)

The group splits up into teams of two, scouring the city to look for the door.  The team of Berend and Goldar find it almost immediately, with Saxton coming upon them soon after.  The three head back over to the Halfmoon Inn for drinks for another hour before the others come back.

As they approach the door, Vector knocks slightly.  When no one answers, Berend suggests they just head in.

The door opens to a long, dark cavern beyond.  With several humans in the group, Vector uses his magic to light the end of his staff to show them the way.

In the lead, Saxton spots some dwarven carvings in the cavern walls but can't make out the dialect.  Goldar, however, is familiar with it – the runes point them in the direction of the chamber of eyes.

A short time later, they come to a door with seven eyes carved into it.  Saxton, not waiting for any discussion, immediately moves in and begins to open the door slightly.  The passage beyond has a large set of stairs leading to a larger hallway.

Everyone heads in slowly to the hallway.  Inside is the temple, with a large set of double doors with an eye carved on it.  At the end of the hallway is a twenty foot high balcony overlooking the hall, ending in a single door leading back into the temple.

Before anyone has a chance to decide what to do, Goldar goes over and pulls himself up on to the balcony.  He then lowers his rope.

Vector and the others motion for Goldar to stop.  Vector quietly approaches the double doors and listens.  He hears a couple of voices speaking in goblin behind the door, talking about someone named Krand and the money from selling the slaves.

After Vector whispers to the others, Goldar goes over and listens at the door on the balcony; he doesn't hear anything.  Checking the door, Goldar finds it unlocked.  He cracks it open a bit, and can see a hallway and a stairway leading down.

Vector lays out the options to the group – they can try to sneak in, assault the temple quickly, or try to trick them.  Berend immediately opposes trying to sneak in – he knows trying to sneak with seven people is too difficult.  Saxton and Berend like the idea of trying to trick the hobgoblins, but the others prefer a stand-up fight.

Vector has Berend, Radgar, and Medrash go up on the balcony with Goldar while he, Saxton, and Brandis assault the front door.  He is hoping the areas beyond the doors eventually meet up.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:46:43 PM
Interlude - Scene 8 (of 10)

Goldar heads into the hallway and looks down the stairs.  Below is a barracks room with a couple of goblins and a bugbear.  He charges in and attacks the first goblin.  Berend moves in behind him, missing the bugbear with his flame strike.  Ragdar follows.

Back down in the hallway, Vector tries to open the double doors with his mage hand spell.  They quickly realize their error when the hands rattle the doors but find them locked.  Brandis tries to break the doors down, but isn't strong enough.  Saxton, however, is able to crash it down.

Goldar cuts into the goblin next to him with his giant sword.  The goblin attacks him back, chopping into Goldar with its battle axe.

Nearby, Medrash maneuvers his way over to the bugbear at the end of the room.  He cut's into it with a viper's strike, then follows up by blasting it with his flaming dragon's breath.  Berend attempts to assist him with a lance of faith blast, but misses.

Out in the main hallway, two goblin guards move in and both cut into Saxton's light armor.  From the rear, Vector blasts one of them with his magic missile.  Brandis attempts to assist as well summoning his divine strength and attacking, but his mace swings over the goblin's head.

Back in the barracks room, Ragdar curses the bugbear, and then misses him with an eldritch blast.  The bugbear attempts to strike at Medrash, but can't penetrate his tough armor.

Outside, Saxton challenges the goblin in front of Brandis then launches into a brash strike on the goblin in front of him.

Inside, Goldar launches a pressing strike against his goblin.  The goblins in the barracks attack back, cutting into Goldar twice.  The other two, outside, manage to miss Saxton.

Vector then hurls a flaming sphere to the rear of the goblins, blasting them with fire.

Medrash also opts for a massive attack, striking at the bugbear with a bloody ending maneuver.

Berend calls out a healing prayer on Goldar, then launches a flame blast at the bugbear.  Ragdar follows it up with an eldritch blast.  The bugbear attacks back, slamming his mace hard into the dragonborn's head.

Brandis stabs at the goblin in front of him, wounding it.  Saxton, however, finishes off his opponent with a brash strike.  The other goblin attacks Saxton, cutting into him again.  Vector tries to finish the goblin off with a magic missile, but misses.

Inside, Goldar chops into his goblin opponent again.  It attacks back, cutting him deep.  Berend calls out another healing prayer for Goldar.  Next to him, Medrash fails to connect his sword with the bugbear.

Berend then calls out a daunting light, blasting the bugbear into cinders.  Ragdar then curses the goblin on Goldar, then blasts it away with his eldritch blast.

Brandis and Saxton struggle to kill off their remaining goblin opponent.  Brandis manages to score a wound on it with his valorous strike, but Saxton misses with his brash strike.  Saxton then takes a moment to catch his breath, after having been stabbed so many times by the goblins.  As he recovers, the goblin stabs into him again.

They aren't the only ones having trouble, as Goldar takes on another of the goblins in the barracks, charging into it with his avalanche strike.  He ends up with a goblin blade in his ribs for the trouble.

Back outside, Vector softens the goblin at the door with a magic missile.  Brandis then finishes it off with an invigorating smite.

In the barracks, Medrash misses the remaining goblin with his sword.  Berend, however, flames it into charcoal with a series of two blasts of sacred flame.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:48:43 PM
Interlude - Scene 9 (of 10)

With the goblin and bugbear guards dead, the group searches the bodies.  They find a small amount of gold in the barracks, and a belt on the bugbear.

The groups quickly find that the barracks room opens into the hall, and everyone gets back together.  Vector determines the belt they found is a magical belt of vigor.

Although no one else appears to have heard the noises of battle or decided to investigate, everyone is still wary.  They decide the best thing to do is start exploring the temple to make sure nothing can come at them from behind.

Up the stairs from the barracks is the hallway continuing from the balcony door.  Inside the main hallway, the group spots one door to the south, double doors at the east end of the hallway, as well as two passages leading off to the north and south by the double doors.  Everyone decides to begin with the door to the south.

Saxton retakes the lead, with everyone strategically placed behind him.  He first checks to make sure the door is unlocked (it is), then cracks it open.  The door opens into a large room with a small interior wall and stairs leading down to a large pool of water; clearly, this is a bathing chamber.  Along the south wall of the pool is a large statue of a half-woman, half-fish creature.  Medrash examines it over carefully, making sure it contains no hidden treasure or traps.

A hallway does lead out of this chamber, which appears to connect back up with the hallway leading south from the double doors.  Checking it out, the group finds it ends in a single door.  They can also check the northern passageway beyond the double-doors – it has a stairway leading up to another single door.

The group decides to go through the double doors rather than try the other single doors.  Once again, they find the doors unlocked.

As the doors are opened, they see it opens into the main temple chamber of Torog.  Carvings of eyes adorn the floors, walls, and ceilings.  An idol of a hideous, toad-like creature stands at the far end of the hall.

The center of the floor contains groups of chains – this is obviously where the slaves were being held, but no slaves are seen.  Saxton does, however, spot a group of hobgoblin archers and their pet dire wolf waiting for them inside.

Once again, the discussion turns to whether to try and draw the enemies out, or rush them.  Ultimately, it is decided that rushing in makes more sense.  The plan is to quickly grab one hobgoblin prisoner then kill the others, and use the prisoner to find out where the hostages were sold.  Berend elects to guard the rear while the others go in, just in case anyone comes out from the other passages.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 08:49:54 PM
Interlude - Scene 10 (of 10)

Brandis is the first to charge inside the temple chamber, immediately hitting the wolf with his divine sanction.  

Radgar follows, cursing the nearest hobgoblin and blasting it with his eldritch blast.  Saxton charges up a short set of stairs to the raised platforms on the sides of the temple, attacking at a different hobgoblin with a crushing strike that barely misses.

Goldar lets out a savage growl, activates his stone endurance, and then charges at the wolf.  Channeling the fury of thunder hooves, the barbarian hits the wolf with a vicious attack.  He follows it up with an avalanche assault, spraying Brandis with blood and entrails as the dire wolf is cut in half.  Still full of adrenaline, Goldar charges up the nearby stairs at one of the other hobgoblins.

Medrash enters the chamber and charges at the nearest hobgoblin on the ground floor.  With Ragdar having already softened the creature up, Medrash kills him with a quick attack.

The surviving two archers retreat from their attackers, then fire their bows.  Goldar's imposing presence causes the archer on him to miss, but the other hobgoblin impales Saxton with an arrow.

Vector responds by blasting the hobgoblin on Saxton with a magic missile, while Brandis runs up the stairs on the other side of the room, hoping to reach the other hobgoblin before Goldar tries to kill it.

Saxton attacks the hobgoblin in front of him with a steel serpent strike.  Ragdar then curses the creature, and kills it with an eldritch blast.

Goldar then tackles the last hobgoblin, knocking it to the ground.  Brandis follows quickly behind, and the two capture the creature.

Saxton makes a show of heating up a dagger in a nearby brazier while Vector asks the hobgoblin where the slaves are.  It doesn't take long for the creature to break.  He explains that their leader, Krand, has already taken the slaves to the duergar clan who have been requesting all the slaves.  They apparently stay somewhere known as the Horned Hold, but the archer does not know where it is.

With few other options, the group decides to wait until Krand gets back then extract the information from him.
Title: Interlude: The Chamber of Eyes
Post by: jgants on December 02, 2009, 09:05:46 PM
Interlude - Session Notes

This is another of the sessions I ran with that other group.  Obviously, this time I am using the Thunderspire Labyrinth module rather than one of my own adventures.  I had bought it originally because I thought the primary group might get to it, but at this point the group may hit level 10 by the time we even finish the Keep on the Shadowfell module, not to mention my own personal ideas.

Anyhow, this is almost the same group of players as last time.  The Brandis and Medrash players were new this time.  The Dante player is back home in Canada (hence, Dante's journey to Kanadia).  And the Tor and Sax players simply wanted to switch characters (to Ragdar and Saxton, respectively).  As for Goldar, I wanted to give the Scrag player an alernate character to play to avoid trying to explain the character constantly going back and forth.

As for the adventure, the opening fight was just something I slapped together.  I did remember my Hippogriff miniatures this time, so I got to use them.  And I thought the chimera would be a cool addition.  The fight itself was made using the Crossroads map from the D&D minitiatures game (though I imagine the actual intersection between the Vale Road and the Trade Road is more of a 3-way intersection, lol).

The encounter with Rossi was originally just meant as a quick shout-out to the other campaign, but the Saxton and Brandis palyers really got into the discussion thing.  The dark creeper was another of these.

The rest of the adventure was pretty much by the book from the module, except I adjusted it so the climactic battle was a bit smaller.  To be honest, I was once again pressed for time and needed a way to get the encounter over with quicker.

We plan to continue on sometime over the Christmas holidays.
Title: Interlude: The Missing
Post by: jgants on December 26, 2009, 09:47:32 AM
Interlude - Cast of Characters

Krolec Jar'Bin - Elven Ranger
Title: Interlude: The Missing
Post by: jgants on December 26, 2009, 09:48:50 AM
Interlude - Scene 1 (of 5)

Several days ago...

After getting some rest to recover from the climactic battle in the Tombwoods, Krolec decides to help out around the family business for the day.  As he is restocking the shelves, he notices that supplies seem to be low.  His father, Honlor, explains that their shipment from the Windsong Elves (whose clan lives in the eastern section of Harken Forest just south of Harkenwold) is a day overdue, which is unusual.

Knowing how dangerous the area has become lately, Krolec immediately suspects something may have gone wrong.  Krolec and Honlor decide the best thing to do is have Krolec travel the reverse of their route back and try to locate them to see if they have fallen prey to weather or other delays, or something more sinister.
Title: Interlude: The Missing
Post by: jgants on December 26, 2009, 09:49:38 AM
Interlude - Scene 2 (of 5)

After gathering some basic supplies, Krolec heads out on King's Road to Harkenwold.  The travel over the next couple of days is uneventful, save for passing the usual assortment of travelers along the road (though not the elven merchants Krolec is looking for).

Once he arrives in the area, Krolec begins asking around to see if anyone has seen the elven merchants – focusing on checking with local law enforcement, taverns and inns, and any merchant contacts in the area.

Several of the local merchants in town remember the elven merchants traveling through a few days ago.  By all accounts, their activities were normal.  They picked up some supplies needed for travel as well as a few odds and ends they planned to sell in Fallcrest, not only to Krolec's family but to some of the other merchants in town (such as some plants used as packing materials that they bought from the Spices and Seasonings store that they planned to sell to Eli Leng).  In the end, the merchants reportedly left Harkenwold around the usual time along King's Road, heading towards Fallcrest.

Wondering if bandits are involved, Krolec tries to gain intelligence on the seedier side of the area, asking around to see if the elven merchants looked like they were being scoped out or followed.  According to the word around town, criminal activity has been very low lately, between Lord Nimz establishing his base at Raven's Roost and Shaelynna acting as an unofficial sheriff in the area.
Title: Interlude: The Missing
Post by: jgants on December 26, 2009, 09:50:41 AM
Interlude - Scene 3 (of 5)

After resting for the night, Krolec gets up early the next morning and refreshes his supplies.  He also makes sure to purchase some bandages and other healing aids in case he finds the elves injured later.  Thinking back on his trip down to Harkenwold, he knows there are many areas where the merchants could have been ambushed from the woods.  He heads back towards Fallcrest to investigate, making sure to leave word with the locals to let the nearby elf clan know he is looking for their missing people.

The first day traveling back is uneventful. Early on the second day, Krolec spots some smoke coming from just a bit inside the forest to the north of the road.  He decides to quietly move into the forest and investigate.  He spots a small clearing up ahead with a few men; he recognizes ones of the men as Alby, the chief enforcer of Juniper Creek.  Alby and his men appear to be burning some bodies.

Looking closer, Krolec can see the bodies they are burning are goblin bodies, which look like they died from wounds in battle.  Alby appears to have four other enforcers with him, and six goblin bodies can be discerned in the fire.

Krolec decides to call out to the men, "Peace be with you" while staying hidden.  Alby and his men, startled, immediately ready their swords and look around, with Alby yelling for whoever is there to show themselves.

Krolec steps out into view, though making sure his cloak hood obscures his face as much as possible, on the off chance that Alby recognizes him.  Krolec announces himself as "another hater of goblins" and compliments Alby and his men on their kill.  He explains he is looking for a group of missing elves.

Alby greets Krolec as a stranger, explaining they have not seen any elves.  His village has been having problems with goblins, though.  According to Alby, thier prophet sensed the goblin presence infecting their section of the forest.  Alby and his men discovered the goblins using these woods as an area to ambush travelers and drive them into the southern forests, where the goblins dwell.  Alby the same thing happened earlier to Krolec's clansmen.

Krolec thanks Alby for the information and heads back out on his way.
Title: Interlude: The Missing
Post by: jgants on December 26, 2009, 09:51:26 AM
Interlude - Scene 4 (of 5)

Looking around the area carefully, Krolec spots an area a couple of miles up ahead where he can tell something happened.
 
There's a section of northern forest that appears to have been carefully cleared out a little to provide a clear line of fire to the road and contains signs of someone sleeping there plus some bones and other remnants suggesting meals were eaten for a few days.  The footprints around the area confirm to Krolec it was used by goblins.
 
To the south, he can spot an area where a mule and wagon left the road abruptly, and spots a couple of elf tracks running that way as well.

Krolec starts by looping around to check out the northern forest area.  The north forest is unoccupied. Krolec does spot some tracks and bush movement back to the east along the north forest (back the way he just came, likely where they were killed by Alby and his men).

Stepping into the southern forest, Krolec immediately spots some broken goblin arrows and areas where the foliage was disturbed by people (and a wagon) coming through, heading south.

A bit further in, he sees the merchant wagon and a dead mule. The wagon has been looted, and the mule looks butchered by crude knives. Nearby are the corpses of two elves - one with his throat slit, the other with several arrows in his back; both have been stripped.  He also spots a third set of elf tracks leading further into the forest, with some goblin tracks following after.

Krolec can tell the tracks are about a week old, which fits in with the timeline of when the merchants would have been traveling through the area to Fallcrest.  Despite the time that has passed, Krolec still decides to ready his bow and follow the trail.

After a few miles, the elf tracks appear to split off to the west while the goblin tracks appear to continue south.  It appears the surviving elf managed to elude the goblins.  Krolec decides to follow the elf tracks.  His honor demands he try to maintain the life that is left before avenging the ones that are lost.  He's hoping to find the remaining elf, make sure he is ok, and then reassess the situation.
Title: Interlude: The Missing
Post by: jgants on December 26, 2009, 09:52:23 AM
Interlude - Scene 5 (of 5)

The tracks continue to head east until dusk.  By the light of the waxing moon, Krolec continues on for a couple of hours until he spots some strange lights off in the distance.  He carefully moves forward along the path, which seems to more or less be heading in the direction of the lights.

As he gets closer, he sees that the forest emerges out into some marshlands.  Near the edge appears to be the ruins of a half-finished castle.  The lights appear to be coming from inside the castle, which is right where the tracks appear to lead.  Krolec decides this is likely Kalton Manor, the abandoned castle on the edge of the Witchlight Fens.

Krolec decides to find a large tree to climb up and camp in for the night.  At sunup, he begins moving in carefully, looking around for any banners or guards on the castle that can identify who is located there.  But as he gets closer, he sees there does not appear to be anyone guarding the area nor does it appear as if anyone has attempted to live in the castle for quite some time.

With his bow at the ready, Krolec examines the castle to find the different ways he could get inside; there is a main door, a hole in the side wall, and some windows.  Ultimately, Krolec decides to head in the main door, as the elf he is tracking did.

As he enters into the main hall, Krolec notices the walls are dried with old blood and have gouges cut into them from large claws.  Over in one corner of the room, he spots a piece of parchment.   Over near the stairs, he sees the body of an elf.

Krolec heads over to the elf to verify his condition.  The elf has a broken neck, as if he fell from up the stairs.  From the decomposition rate, he's been dead a few days.

He then goes over and grabs the parchment.  It appears to have been sitting around for a few weeks.  It reads:

"I have been in refuge here for a couple of days now.  Last night, I saw strange glowing lights.  They whispered to me, tried to trick me into falling to my death.  Thinking about it now, I wonder if that would have been preferable to the fate in store for me.  
 
I know this will be the record of my last words.  The creature has been unleashed, and all the others are dead.  I feel the chills as my body shakes in these ruins.  I can still feel the burning from where the claw pierced me.  The beast is coming for me.  If only we had never found that hut of skulls...
 
Julian Whittlesey"

Krolec pockets the note and looks at the claw marks on the walls.  They look a few weeks old and do not match any creature Krolec is familiar with.

He then grabs the few minor personal items on the dead elf so that he can have them returned to the elf's family.  He is back on the road to Fallcrest by noon, and arrives in town that evening, heading straight to bed after a brief chat with Honlor.
Title: Interlude: The Missing
Post by: jgants on December 26, 2009, 10:04:16 AM
Interlude - Session Notes

Yep, that's two interludes in a row.  I was hoping not to do it that way, but it's how things worked out.

Basically, the Krolec player missed the last couple of sessions because of family issues and knew I had a policy of not letting a character gain a level until after they actually attend a session (as they get some XP even when they miss).  So, he offered to do a play-by-email mini-session to catch his character up.

I'd never actually done a PbE session before, and I wasn't overly happy with the result.  I did get a chance to expand a couple of things a little, but overall it felt a little too linear for what I normally like to do.

The basic concept (searching for missing merchants) was the Krolec player's idea and I kind of took it from there.  But between not having a good feel for PbE and the fact that the Krolec player can be counted on to always do the least interesting thing possible in a game (and heaven forbid you ever try and run a mystery - the man couldn't puzzle together a Scooby Doo episode), it just didn't quite "gel" how I wanted it to.

I think the hardest part of this was at one point, to avoid confusion, I had to specify how the timeline worked in the game so he properly understood what it meant when I said something like "dead for a week" or whatever.  

For anyone who is interested, here is the timeline (the "day" listed refers to the number of days that have passed in game from the beginning of the campaign):

Day 44 of the Campaign - Krolec has rescued Stevenson from Rufus the Red's henchman (Dancor Rossi) and is heading back to Fallcrest.  The elf traders leave the elf woods and head into Harkenwold for supplies.
 
Day 45 - Krolec makes it back to town with Stevenson.  The elf traders leave Harkenwold for Fallcrest along King's Road.
 
Day 46 - Berend's group returns from Asandar (including Scrag).  Krolec's group regroups and plans for the final cemetery battle.  The elf traders apparently come under goblin attack.
 
Day 47 - Krolec and the others fight the final battle in the cemetery.  The elf traders were supposed to arrive in Fallcrest and deal with Krolec's family this day, but never showed up.
 
Day 48 - Krolec's group returns to Fallcrest and he learns the elf traders are overdue.
 
Day 49 - Al is killed while Krolec heads to Harkenwold.
 
Day 50 - Krolec arrives in Harkenwold and asks around town about the elf traders.
 
Day 51 - Krolec begins heading back towards Fallcrest.  Alby's group apparently encounters and kills the goblins in the northern forest at this time.
 
Day 52 - The Tombwoods re-opening celebration is going on in Fallcrest.  Krolec encounters Alby and spots the goblin tracks.
 
Day 53 - Leigh and the others head to Hunter's Ridge.  Berend's group heads out for Thunderspire.  Krolec heads in to investigate Kalton Manor then heads back to Fallcrest [end of interlude].
 
Day 54 - Leigh and the others return to Fallcrest from Hammerfast.  Berend's group assaults the Chamber of Eyes. [in the future for Krolec at this point]
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:09:13 AM
Session 23 - Cast of Characters

Leigh - Eladrin Wizard
Krolec Jar'Bin - Elven Ranger
Challa Kri - Kalashtar Paladin
Tiberius Enchilada - Human Warlord
Durmindin - Wilden Shaman

special guest stars:
Tobolar Quickfoot - Halfling Wizard
Zena - Human Fighter
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:11:03 AM
Session 23 - Scene 1 (of 7)

The group arrives via the teleportation portal back to the temple of Bahamut in Fallcrest, where they are greeted by a slightly grumpy Grundelmar.  He mentions that the soldier, Gerdrand, is looking for them again then goes on to chastise them a little for coming and going at all hours.  Grundelmar explains likes the group and appreciates their good work, but reminds them that this is a sacred temple to his god, Pelor, and not their clubhouse.

Leigh makes polite apologies and assures Grundelmar they have the utmost respect for the temple.  She knows they need to find a better base of operations, particularly with Merend gone now (and thus eliminating their real connection to the temple).

As the group is deciding what to do next, both Larrak and Scrag get careless and stop paying attention, missing key parts of the group conversation about getting together later that day.  Thus, they both (independently) wander off while it is decided that Leigh will go speak to Gerdrand then everyone will get back together and decide what to do next.

The remaining members of the group – Challa, Tiberius, Leigh, and Durmindin – then head out of the temple.  As they leave, Tobolar Quickfoot comes rushing over.  He explains he has been sent by the High Septarch to find Leigh and escort her back to the mage's tower.  Leigh remembers Nimozarran wanted to talk to the group before, and figures she may as well get it over with.

As they are talking, Krolec spots the group and heads over.  After resting from his long journey, he had been on his way to the temple to look for the others.  Across the way, Zena appears to have had the same plan.

When everyone meets back up, Leigh starts explaining to Zena and Krolec what they missed while they were away.  As she is talking, Zena coughs a lot; sometimes with blood coming up.  Her owlbear flu is clearly not recovered.

Krolec, staying focused on the discussion, takes Al's death in stride.  While he is upset that Al damaged the group's reputation, he feels Al's premature death was a foregone conclusion after seeing all of Al's reckless behavior.

Leigh then introduces Durmindin, Challa, and Tiberius to the others.  Krolec can tell the group dynamics have altered; this new group of three people appear to be semi-independent, and Leigh now seems to act as something of a leader.  Krolec is actually happy to no longer be in charge, as he can now focus on simply being the group scout.

Just as introductions are complete, Zena is overcome by a violent series of coughs and collapses to the ground.  Sensing she is dying, the others quickly haul her back into the temple.  Grundelmar is able to stabilize her, but knows she can no longer go adventuring.  He has her carted off to a sanitarium, where she will either recover from her owlbear flu, or die.
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:12:09 AM
Session 23 - Scene 2 (of 7)

After the dying Zena is sent off, the group returns to the matter at hand.  Krolec agrees with Leigh that they should go see what Nimozarran wants.  Challa and the others, however, aren't so sure they want to get involved; meeting with the High Septarch sounds political to them.

Tiberius announces his group's intent to stay behind, but Krolec explains the Septarch may have information for all of them.  Leigh ultimately decides everyone should go, and Challa feels they are then obligated to join.

Along the trip, Krolec discusses his recent mission to Leigh about looking for the elves, including the goblins and the mysterious beast of the Witchlight Fens.  While they are talking, Tobolar is asking Tiberius if he's heard about the great local hero, Mitka.  Tobolar, a fellow halfling, hopes he can one day measure up to Mitka's legacy.

Tobolar lets everyone into the high tower and leads them up the long winding stairs to Nimozarran's receiving chamber.  There he greets them and congratulates them again on the good work they've done and his sadness at the passing of Al, who had potential to be another great wizard.

The old wizard then explains to Leigh that he is not long for this world, and is worried about the future of the honored mage guild in town.  As the last wizard in the city, he wishes to designate Leigh as his heir – making her the next high septarch of the city.

Leigh is both flattered and alarmed, not sure what responsibilities such a position would require.  Nimozzaran explains that the main responsibility is to carry on the fine tradition of wizardry in the city, keeping up the tower and mentoring others as needed.

The group tries to assess the financial obligations.  The wizard explains that the tower is free from city taxes as part of a deal from the wizards saving the city during the Orc Wars.  However, the guild itself (which would just be Leigh at this point) is responsible for the maintenance of the tower.

As for Tobolar, Nimozarran announces he is releasing his apprentice.  He feels the halfling is now ready to venture out into the world on his own, though he still may require some teaching and assistance from time to time.

Leigh tells the high septarch she needs time to think about it.  He seems fine with that, noting that he still has some time left.  

As they are talking, Challa sends a telepathic message to Tiberius, noting that their group will not be able to stay out of city politics if they continue to associate with Leigh's group.  Tiberius mentally responds that they should continue down this path for now, to which Challa agrees.

Nimozarran then explains he had a second reason for contacting the group.  He explains that the kobold attacks around Kobold Hall aren't random enough; that something more sinister and intelligent is behind the attacks.  Tobolar wonders if it could be a dragon, knowing the connection between dragons using kobolds are servants.  The old wizard agrees it is a distinct possibility.

The elderly man also mentions how he has sensed the evil presence around Kobold Hall, which coincides with the feelings that Durmindin has had about the area.  Nimozarran reminds them all, though, that there are many sources of evil and corruption in the area.  Durmindin announces his intention to cleanse the area, which Nimozarran understates as being a long journey.

Krolec then shows Nimozarran the note he found at Kalton Manor, and asks if it could be related.  The wizard responds that although it is a source of great evil, the beast of the Witchlight Fens is a chaotic one.  They are looking for something more organized at Kobold Hall.

Tiberius then wonders about Tobolar accompanying them to Kobold Hall, as they could use his help.  Nimozarran simply says it is up for all of them to decide – Tobolar's fate is now his own.  Tobolar happily accepts the invitation.

As they leave, Leigh expresses her concern about the political implications of being the high septarch, but Nimozarran explains that he has found it is best for wizards to stay out of the affairs of more mortal men.  He has no standing or desire to deal with the local town council or anyone else in the political machine.
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:13:07 AM
Session 23 - Scene 3 (of 7)

After the meeting with Nimozarran, the group wonders if there is anything else they can cross off their list.  Obviously, they already missed meeting Vargas to get to Schlomo.  They do need to go see Gerdrand still, but Leigh decides to go see Honoria Mellnor at the art gallery first and get that visit out of the way.

Since the invitation was to see the painting made from the Relcoff sketch that he made, Krolec decides to accompany her.  Knocking on the door, they find Honoria happy to receive them.  Apparently, she was just in the middle of a new series of more abstract pieces she calls, “still life with cabbages”.

The gallery hallway is adorned with various portraits of the aristocratic families of the city.  Honoria explains that she maintains them all as part of belonging to the local historical society.  While looking over the pictures, both Krolec and Leigh spot something.

There is something wrong with the Ruddiger family portrait.  Krolec recognizes the current Lord Ruddiger (one of the group’s enemies in town) as the young man beside his now-deceased father.  But, to the other side of the young Ruddiger, a figure seems to have been painted out of the painting.

Krolec asks Honoria about the alteration.  She confirms that clearly it’s been painted over.  It would have happened before she was in charge, so she isn’t sure why it was done.  She offers to spend some time restoring the painting.  Krolec thanks her, but warns her to be careful – something hidden could be dangerous to uncover.

They then move on to the Relcoff painting, which Krolec and Leigh praise.  Honoria offers them tea, but they explain they have no time to stay.  She tells them to come back any time, and she’ll let them know what she uncovers in that painting.
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:14:20 AM
Session 23 - Scene 4 (of 7)

The next stop for Leigh and Krolec is over to Sgt. Gerdrand's office.  One of the corporals shows them inside, and Gerdrand comes to meet them.  They notice the insignia on his uniform has changed; he has been promoted to lieutenant.

Krolec congratulates Gerdrand on his promotion, and offers his apologies for what happened with Al when he wasn't around.

Gerdrand thanks him, but then launches into a complaint to Leigh about how he thought everything was moving along smoothly until he got a report that they roughed up some carriage driver.  Leigh immediately realizes their error and looks humbled.

The lieutenant goes on to explain there are witnesses that Scrag was hanging around the guy in the bar and apparently abducted him outside.  Furthermore, it is alleged that Scrag beat the man up and that someone else in the group threatened to dismember him.

Leigh immediately begins apologizing, though spins the story to suggest she wasn't actually there.  She puts the blame squarely on Scrag, and explains she already talked to him about it.  

Gerdrand goes on to say that he can't have her people abducting citizens and beating them up in the streets for no reason.  He'll be able to keep this quiet because the driver's boss, a man named Schlomo, is a suspected criminal and doesn't want too much attention from law enforcement.  However, Gerdrand stresses that any future incidents whatsoever involving breaking the law in town will be dealt with by arrests or worse.

Leigh and Krolec get the message loud and clear.  Krolec seems a bit ashamed that his group didn't come up with a better plan for whatever they were doing when they grabbed the carriage driver.  They both offer their apologies to Gerdrand again, and insist there will be no future incidents.

With the matter resolved, Krolec informs Gerdrand about the High Septarch's warning about Kobold Hall and how they plan to investigate.  Gerdrand is pleased, since he wants them to hurry up and clear it out to appease Lord Hepplewhite anyways.  Before they leave, Krolec also warns Gerdrand about the goblin attacks on King's Road, which he assures Krolec will be looked into.
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:15:09 AM
Session 23 - Scene 5 (of 7)

When everyone gets back together, Challa wishes to say some things.  She explains that they have discussed the matter, and even though they wished to avoid the politics of the town, it doesn't seem very feasible.  Krolec responds that was his feeling on the matter back when they first started as well.

Challa goes on to explain that because their two groups are merging, she wishes to divulge a secret to them, explaining about her telepathic abilities.  Leigh and Krolec both feel such a power will come in handy.

They then decide to divide out their magical treasure before proceeding.  The dwarven armor will be given to Larrak as Merend's descendant and the only dwarf.  Leigh wishes to keep the shroud.  Since Challa already has enchanted plate armor, Tiberius takes the stoneborn plate.  And although Silas and Zena also use longswords, Krolec decides to take the longsword since neither of the two are present, and Zena isn't likely to be around any time soon.

They then decide to stock up on some supplies.  In addition to water and rations, Krolec buys a bunch of extra arrows and Tobolar purchases a staff.

Then, the group heads out west on King's Road, with Tiberius in the lead.
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:16:17 AM
Session 23 - Scene 6 (of 7)

The trip from Fallcrest to Kobold Hall is about ten miles, taking the group half a day of uneventful travel.  Tiberius decides rather than to try and circle around the area, it would be best just to head straight in along the path.  

Krolec isn't so sure he agrees with Tiberius' plans.  He'd rather go on ahead and scout.  But Challa is insistent the group stay together.

As they head into the forest, Challa and Durmindin feel a sense of dread and foreboding.  Some distance in, Tiberius spots the body of an Eladrin lying in a small clearing alongside the path up ahead.

With everyone else stopped, Krolec slowly moves up to investigate.  As he gets closer, he can see that the body is positioned on top of some kind of covered pit trap.  He signals the others and begins to walk back.

Tobolar looks all around for signs of kobolds, but sees nothing.  Leigh then spots them, pointing out a large hidden force of kobold archers guarded by a couple of kobold dragonshields, all a bit further down the road, lying in ambush.  

Krolec also spots a kobold hobbler just a few feet away from the trap.  The hobbler throws his hammer at Krolec, missing, then runs off.

The kobold archers and dragonshields then move into the road, spreading out their formation.  There appear to be eight of the archers in total.  Four of them fire at Tiberius and are unable to penetrate his thick armor.  The others fire at Krolec, impaling him with two flaming arrows in the shoulder and thigh.

Challa begins moving up from her rear position as Tiberius charges the nearest dragonshield, hitting him.  Durmindin assists by summoning his spirit companion over to the dragonshield and using it to blast the kobold with a wrath of winter spell, which strangely does not affect it as much as he thought it would.

Krolec decides to return fire at the archers, hitting two of them with his twin strike shot.

From the back, Tobolar casts his first ever spell in combat, using his specialty in illusions to summon grasping shadows to attack the same two archers Krolec already hit.  Leigh follows it up with a scorching burst that hits them as well as the dragonshield fighting Tiberius.

One of the dragonshields cuts into Tobolar while the other misses.  The archers fire on Challa and Krolec with a mix of regular and flaming arrows.  None of the arrows can get through Challa's defenses, but Krolec takes another couple of hits from the regular arrows.

Challa moves up and slams into the dragonshield with a bolstering strike while Krolec fires another couple of shots at the archers, killing the two wounded ones.

Tiberius gives an inspiring word to get Krolec to recover, then makes a guarding attack on the dragonshield in front of him, killing it.

Durmindin then moves his spirit companion over to the other dragonshield, and attacks it with a protecting strike.  Tobolar attempts to assist by casting nightmare eruption on the creature, but his spell fails.

Leigh moves up and blasts another couple of archers with her scorching burst.

The dragonshield attacks back at Tiberius, missing him.  Krolec, however, is hit by a barrage of five arrows (some flaming).  He collapses, falling on to the pit trap but not setting it off.

Challa decides to focus on attacking one of the archers, moving up and hitting it.  Tiberius also breaks off from the dragonshield, and moves over to Krolec to assist.  However, in attempting to drag Krolec off of the pit, he sets it off, sending the unconscious Krolec falling into the spiked pit.

The sudden shift in weight also causes Tiberius to lose his balance as well, sending him into the pit where he is stabbed by poisoned spikes.  Looking over, he can see that Krolec is dead.

Durmindin immediately attempts to assist by calling a healing spirit to allow Tiberius to recover.

Tobolar, however, stays focused on the kobolds.  He calls forth a phantom chasm, but the kobolds resist his spell.  They can't, however, resist Leigh's fireball, which kills one archer and injures four others.

The dragonshield stabs Challa with his sword and the archers hit Leigh with three flaming arrows.

Challa, worried about Leigh and the others, moves up and blesses her weapon then calls forth a hallowed circle.  The resulting attack kills the dragonshield and four of the archers.

Tiberius says an inspiring word to motivate himself and climbs out of the pit.  

Durmindin, focusing on the remaining kobold, has his spirit attack with another protecting strike, killing the creature.
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:17:44 AM
Session 23 - Scene 7 (of 7)

With the battle over, everyone lifts Krolec's body out of the pit along with the garnet held by the eladrin.  The stone isn't worth much, and the small amount of gold they find on the kobolds won't be much compared to the expense of bringing Krolec back to life.  They know it will take half of their money.

Resigned, they take the body back to town and drop it off at the temple of Erathis so that Krolec will be restored by morning.  Tobolar isn't sure what to think of his first day as an adventurer.
Title: Session 23: Gathering Darkness
Post by: jgants on December 26, 2009, 10:50:24 AM
Session 23 - Session Notes

This month was a mess for scheduling our regular sessions.  The first session would have been on the 11th, but I was flying to Pheonix that day for our company's gigantic holiday party (budget - $3 mil).  Then, the next session would have fallen on Christmas.  Obviously, neither day would work.  So, I swapped weeks with the Krolec player who runs a Star Wars game on the alternate Fridays so I could run one game on the 18th (which, due to my travel, recovering from a cold, and remodeling my bathroom, I am just now getting posted).

The line about Larrak and Scrag not paying attention refers to the fact that they somehow missed the 30+ emails discussing the specially-scheduled session and missed it.

The opening scene with Grundelmar was something I'd envisioned a little while ago - surely a priest wouldn't want even his closest friends suddenly turning his place of worship into a clubhouse (it's also an in-joke, as our D&D group uses a church activity room most of the time for our sessions).

The Zena player was actually at the session, despite how it reads.  It was to be her final session (baby coming soon) but somehow it ended up being scheduled on a night her brother came in from Switzerland (he's a physicist at Cern) and one where she had to go pick up her husband from work.  So, she was there for an hour, but between all the chatting and waiting around for Larrak and Scrag to show up, she only got 5 minutes of in-game time before she got the call that she had to leave.

The other special guest star was the 10 year old kid of the Tiberius player.  I whipped up some stats for Tobolar Quickfoot and figured it'd be a good fit (since Tobolar was already established and all).

One annoying thing right off the bat was that the Krolec player hadn't bothered to keep up with what happened in the sessions he missed.  So, we had to waste a lot of time figuring out what he missed and clueing him in.

The Nimozarran discussion was a natural progression of past events - obviously, Leigh is the only wizard of any standing left in the city, so it makes sense he'd try to appoint her.  The player seemed rather taken aback by the whole idea, though, which was a surprise to me.

The group completely abandoning the Vargas connection and looking at Kobold Hall wasn't a surprise, I'm sorry to say.  This group often has the attention span of a lemur.  I swear, foreshadowing is pointless because any time you bring up something that may need to be looked in later, they either completely ignore it or drop everything and change direction.  The concept of making a mental note to follow up on it later is almost beyond them.

The art gallery thing was something else I planned for a while.  IF they bother to follow up on the painting mystery, it will be a very interesting turn of events.  But with this group, that's a big if.  I've said before, they couldn't solve a Matlock mystery (you know, where they show you who did it at the start of the show).  I must be masochistic for trying to include another mystery plot.

Gerdrand chewing the group out was basically me as the DM saying, "look guys - try and play your alignments and come up with better plans."  I'm kind of running out of patience with the "we're the good guys with uncomprimising morals but do things even Tony Soprano wouldn't do" nonsense.

Finally, the battle in Cloak Woods was a lot of fun.  We all about died laughing when Tiberius inadvertantly killed Krolec.  Except for the Krolec player - who thinks I kill PCs too often (he's of the "always make the PCs think they could die but never actually kill them" philosophy, whereas I take a different POV).  The bad part was that the battle was not overly tough at all - it was the usual problem of bad tactics.  Honestly, 4e combat is a breeze for any group with halfway decent tactics even when fighting 3 levels or higher above the group's baseline.

With all of my complaining, it may sound like I hate my players.  That's not the case - the games are often quite fun.  It's more that they frustrate me terribly from time to time - partially because they don't pay enough fucking attention, and partially because they never seem to think, "what would make the game as fun as possible" instead of just acting on whatever they feel their character is like at the moment.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 10:40:49 AM
Interlude - Cast of Characters

Madresh - Dragonborn Warlord
Goldar the Mighty - Goliath Barbarian
Berend - Dwarf Cleric
Brandis - Human Paladin
Saxton - Dwarf Fighter
Vector - Human Wizard
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:02:02 AM
Interlude - Scene 1 (of 11)

Forced to stay in the Chamber of Eyes under the hobgoblin leader Krand returns, Berend and Vector work out the shifts for the evening.  Berend and Ragdar will independently go out scouting to see if they get any advance warning on the hobgoblins heading back to the temple.  Meanwhile, the rest of the group is organized into watches for the night.

Goldar finds the first watch to pass uneventfully.  When Vector and Madresh are awakened for the second watch, however, they instantly notice that there are noises coming from somewhere in the temple.  Getting close to the doors to the main temple chamber, Vector is able to deduce the sounds are coming from down one of the halls – it sounds like some people talking loudly as well as some banging type noises.

Madresh wonders if the two of them should investigate a little closer first, but Vector decides to wake the others.  Goldar is surprised to find someone else in the temple; he concludes he must not have heard them come in.

Witch Brandis in the lead, the group of them head down the narrow hallway, where they can more clearly hear the noises.  Saxton stays behind a moment with their hobgoblin prisoner to take care of some business...

From behind the door, it definitely sounds like a group of people speaking goblin, though with slightly different dialects.  They appear to be discussing getting things ready for Krand's arrival.  Vector concludes the group of them must be working in the kitchen, preparing for a feast.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:04:15 AM
Interlude - Scene 2 (of 11)

Brandis quickly throws the door open, revealing a trio of hobgoblins, goblins, and worst of all – a couple of human collaborators.  Brandis immediately charges the closest hobgoblin, striking him.

Vector maneuvers his way quickly in the room, trying to stay out of the way of others.  Madresh and Goldar follow, with Goldar getting the chance to charge the hobgoblin Brandis attacked as well.  In the back, Saxton rushes in.

The human bandits get to their feet and attack Madresh and Goldar, missing the former but cutting into the latter.  The goblins back near the stove decide Goldar is the largest and most threatening target, and proceed to fill him with crossbow bolts.

Brandis shifts position to get at the other hobgoblin a little further back in the room, striking him with a virtuous strike.  Vector assists by firing out a shock sphere that blasts the hobgoblin as well, also hitting the two goblins.

Towards the front of the room, Madresh stays focused on the bandits.  He strikes out at one with his viper's strike, but misses.  Saxton tries to draw one of the bandits out to him using his footwork lure, but fails.

The hobgoblins attack back, missing Brandis but hitting the vulnerable Goldar.  Goldar responds by striking a bandit with his blade sweep, then unleashing a fearsome growl.  The bandits follow the hobgoblins' lead, also missing Brandis and hitting Goldar.  Goldar has some luck, however, as the goblins' crossbows miss their marks.

Seeing that Goldar is already dangerously wounded, Brandis maneuvers over and lays hands on him.  He then slices into one of the hobgoblins with his valorous smite.  Vector decides to assist by focusing on the goblins in the rear, knocking one down by creating a blast of icy terrain.

Madresh stays focused on the bandit in front of him, hitting him with his viper's strike.

The hobgoblins strike out again, this time hitting Saxton, Brandis, and Goldar.  Still weakened from all the punishment he is taking, Goldar takes a moment to recover himself then unleashes his mighty avalanche strike against the bandit next to him, killing him.

Saxton tries to strike back at the hobgoblin next to him with his brash strike, but misses.  The remaining bandit also misses while trying to hit Madresh.

Brandis lays hands on Goldar again.  He then attempts a forbidding strike on one of the hobgoblins, but fails.

In the back, the goblins fire their crossbows again, striking Goldar once.  Vector fires back with a scorching burst that hits one of them.  Madresh then uses a rousing assault to attack the bandit next to him.  

The hobgoblins stage a counter-attack, but all miss.  Goldar, sensing the opportunity, shifts into position and attacks one of them.  Saxton strikes out again as well, felling one of the creatures with his brash strike.

The bandit tries to attack Madresh, but fails to penetrate his thick armor.  Meanwhile, Brandis makes a charging strike on one of the hobgoblins, killing it.

The goblins fire again, hitting Goldar with another set of two bolts.  Vector's scorching burst, however, manages to kill one in response.

Madresh decides to unleash the flames of his dragon breath, missing the bandit in front of him but hitting the remaining hobgoblin.  He then takes out the bandit with a well-placed viper's strike.

The remaining hobgoblin focuses on Brandis, but fails with his attack.  Goldar moves up and chops into him with his greatsword.

Saxton decides to stay back and hold the door while the others finish up, sensing it won't be long.

And it isn't very long before Saxton is proven right.  Brandis summons his divine strength then chops down the remaining hobgoblin with his valiant strike while Vector blasts away the remaining goblin.

With the battle over, everyone quickly examines the room.  It appears as if the humans and hobgoblins were gambling – a small pile of gold, three gems, a potion, and a fancy broadsword can be found.  Vector examines the sword and determines it is an enchanted lifedrinker sword.  After little discussion, it is handed over to Madresh.

Saxton laments that it is not an axe that is found.  He also starts to suggest ideas about poisoning the hobgoblin dinner, but can't quite decide how that would work, so he drops it.  In the end, everyone decides to go back to sleep for the night, this time staying in the warm kitchen.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:06:04 AM
Interlude - Scene 3 (of 11)

The next morning, Vector and Saxton decide the best course of action is to search through the rest of the temple to make sure there are no other hobgoblins (or other enemies) in the remaining areas they haven't yet investigated. This leads the group back to the stairs heading north from the main hallway.

The door at the top of the stairs opens into a small sitting room with a large fireplace, now long grown cold. From the sitting room, a short hallway leads down to a couple doors, with a couple doors along the side as well.

Vector heads into the first door along the side of the hallway. It appears to be a small bedroom. A set of old hobgoblin robes lies near the bed, and the small table in the room appears to have traces of arcane symbols on it. Vector can tell the table itself isn't magical, but this is obviously the room of a hobgoblin warcaster. He knows now they will need to be careful when Krand returns, for the warcaster is most likely traveling with him.

Madresh goes to the second door along the hallway. It opens to another small bedroom with a couple of beds. The room has a strange smell, but neither he nor Vector can place it. Saxton, however, can; it's the scent of duergar. This must be their guest room. They search around for anything of interest, but come up with nothing more than a set of manacle keys.

At the end of the hallway, Goldar stands at the far door. After listening to make sure no one is inside, he heads in. This room is larger than the others, and more fanciful. It has its own fireplace, table with chairs, and a chest. Goldar concludes it must be Krand's personal room.

The goliath then focuses his attention on the chest in the room. After finding it locked, he decides to use his greatsword to smash in the top of the chest to open it. A liquid begins seeping from the chest, the result of a smashed bottle inside.

Goldar takes the remains of the chest over to Vector, who is less than thrilled with the decision to smash it open. He identifies the destroyed potion as a healing potion (also confirming the previous potion they found was a healing potion as well). Vector notices the chest holds a fair amount of gold and silver coins along with several jewels, though Goldar's sword has damaged one of them.

While the others are inspecting the chest, Brandis quickly checks the other door at the end of the hall. It leads south back into the main temple chamber, as he suspected. However, he is dismayed to spot their hobgoblin prisoner has a slit throat and lies dead in a corner of the room. Saxton claims the hobgoblin was killed while attempting to escape, but Brandis doesn't believe him.

But rather than argue the point, Brandis decides to assist with the searching of Krand's room. There he finds a contract between Krand and someone named Murkelmor Grimmerhul (apparently the head of the duergar clan) to purchase the slaves for one thousand gold. Vector's eyes light up at the mention of the money.

Everyone discusses what to do next. Madresh and Saxton bounce various ideas off about what to do, but ultimately the decision is made to try and ambush the hobgoblins in the courtyard area outside the temple. Saxton and Madresh will hide behind the closest columns, while Vector will hide back behind one of the rear ones. Meanwhile, Goldar and Brandis will hide out in the doorway of the temple. The plan is to jump the hobgoblins once they spot the damaged temple doors.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:07:06 AM
Interlude - Scene 4 (of 11)

Not much time passes before Saxton hears an approaching force.  Four hobgoblin soldiers are escorting two duergar, a warcaster, and their leader, Krand.  Saxton and Madresh hold back, hoping the hobgoblins will pass by them before they have to launch an attack.

But their hopes are quickly dashed, as Madresh is not so easily able to hide his large dragonborn body with its heavy armor.  One of the hobgoblin soldiers spots him, and yells out to alert the others.

Vector immediately launches into action from the back of the hall, blasting the group of hobgoblins with icy terrain.  Krand and another of the hobgoblins lose their balance, crashing to the floor.

The other hobgoblins move into position, advancing on Saxton and Madresh, who are both hit by their weapons.  Madresh responds with a call to battle for everyone then blasts the hobgoblin with his fiery breath.

From the doorway, Goldar runs into action, slamming into the hobgoblin on Madresh with his avalanche strike.  The hobgoblin's body crumples as he falls dead to the ground from the force of the blow.

Krand pulls himself up off the ice then begins yelling commands, maneuvering his soldiers into position.  He then stabs Goldar with his spear.

Saxton tries to help, but can't penetrate the hobgoblin's armor with his axe.

In the back, the warcaster points his staff at Goldar, causing a hand of lightning to grab onto Goldar, pulling him closer.  The warcaster then blasts Goldar with a blast of electricity from his staff, stunning him.

Brandis tries to run in to save Goldar, but miscalculates how deadly the hobgoblins are.  Leaving them an opening, he is quickly struck several times while moving by them.  His attempt to strike down Krand with a valiant strike misses, and he and Goldar both quickly fall to the ground as they are assaulted by the hobgoblins surrounding them.

Sensing the battle has grown very dangerous, Vector blasts out at Krand and one of the hobgoblins with his rolling thunder spell, knocking them back.  Krand tries to move back up into battle, but finds his way blocked.  He settles for chopping into the unconscious Goldar, causing him further injury.

Saxton tries to unleash a steel serpent strike against the hobgoblins on him, but fails.

The warcaster blasts Madresh with a bolt of lightning, drawing him in as Brandis lies nearby, dying.

The duergar move in and attack Madresh and Saxton, hitting bother of them.  Vector tries to help out with a magic missile, but missing the hobgoblin he was aiming for.

Saxton is able to fend off the hobgoblin he is battling, but Madresh isn't so lucky, and he falls to the ground as another casualty.

Krand begins making his way towards Vector while the soldiers focus on Saxton.  Saxton strikes out at one of them with his brute strike.  One of the duergar hits Saxton in return.  Nearby, Brandis begins to look pale as he continues to slide towards death.

Vector knows the group is in serious trouble and could be wiped out.  He fires off a shock sphere followed by a scorching burst, hitting Krand with the first and the warcaster with both spells.  Another of the hobgoblin soldiers begins moving towards Vector while another strikes Saxton again.

Just as things look their grimmest, Berend appears from the cavern, having been following the hobgoblins the whole time.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:08:29 AM
Interlude - Scene 5 (of 11)

As Berend approaches, Krand strikes Vector with his spear while the warcaster blasts him with his staff.

Meanwhile, Saxton misses once but tries again and slams into one of the hobgoblins on him with a brash strike, killing it.

Vector quickly downs the healing potion he found earlier then starts to maneuver, casting his magic missile.  Krand does still manage to hit Vector with his spear, but the hobgoblin chief is killed by the blast.

The hobgoblin soldiers carry on, missing Vector with an attack but hitting Saxton.

Berend moves up into the group of his downed comrades.  Using his beacon of hope prayer and his healer's mercy, he restores Brandis, Madresh, and Goldar to consciousness while weakening the hobgoblin on Saxton.  He then yells out for the hobgoblins to surrender, but they pay him no heed.

Madresh stands himself up then gives an inspirational speech to Brandis.  Goldar also stands, shifts over, and then channels his thunderhooves rage.  He slashes wildly into the duergar, following up with a blade sweep that removes its head.

In the back, the warcaster blasts Vector using his staff, causing the wizard to collapse into a coma.

Saxton continues to fight against the hobgoblin on him, striking it with another brash strike.

Brandis then picks himself off the ground and begins charging towards the warcaster.  On the way, the hobgoblin strikes him, but Saxton strikes the hobgoblin back.

The remaining duergar attacks Saxton, hitting him with another powerful blow.  The hobgoblins press the attack, missing Brandis but hitting Saxton.

Berend tries to help out with a flamestrike against the hobgoblin, but misses.  Madresh, however, hits the hobgoblin with his strike.  Goldar follows it up with a charge of his own, killing the creature.  He then rushes over and cuts down the warcaster as well.

Back at the front of the hall, Saxton grabs onto the duergar nearest him as Brandis uses his divine sanction to kill the last hobgoblin.  Everyone then rushes over and quickly ties the duergar up.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:09:07 AM
Interlude - Scene 6 (of 11)

Vector, remembering the notes, quickly looks through the carnage to locate the chest containing the thousand gold in payment for the slaves.  Saxton suggests they could even use the money to just buy back the slaves.

After interrogating the duergar and getting the location of the trading post, Saxton suggests the others head out while he "ties the duergar up in the kitchen".  Brandis, however, isn't buying it.  Berend suggests holding a trial, but Saxton quickly comes up with a solution Brandis likes – he'll just take the duergar with them.

The plan is to move out and get close to the trading post, then rest before assaulting it.  They leave a note for Ragdar, should he return from his scouting.  Along the way, Saxton spots a handy crevasse and promptly shoves the duergar into it.  As everyone turns around at the noise, Saxton explains that the duergar "had an accident" and fell to his death.  Brandis can tell he is lying, but says nothing.

As they near the trading post, the group spots a handy alcove in the labyrinth tunnels and uses it to rest.  All is quiet for the first watch of Goldar and Brandis, but Berend hears something on the second watch.  He can tell a group is coming from the direction they are heading.  He quickly wakes everyone.

Looking out ahead, they can spot a dwarf in nice plate armor along with a retinue of human mercenaries.  Saxton decides to go out ahead a little ways and greet the dwarf.

The dwarf announces himself, with a pompous attitude, as Thain Cardanas.  Saxton mentions they are looking for slaves, but Cardanas is not interested.  He does, however, mention his intention to conquer Thunderspire and establish it as a dwarven kingdom.

When asked about his mercenaries, Cardanas simply responds that he'd rather waste human lives than dwarven ones.  Saxton mentions their quest, introducing him to the others, and tries to ask for help, but Cardanas is only interested in his own plans and insists he will deal with the duergar in his own time.

Saxton then offers to sell him the Chamber of Eyes for his new kingdom.  That strikes some interest, but the Thain wishes to see it first.  Saxton gives him a rough idea of where it is located and mentions they can discuss it more in the future.

With everything said, Cardanas and his men continue their travels back down the cavern.  Madresh, Merend, and Vector all voice their suspicions about Cardanas; they get the impression he isn't telling the whole truth and wonder how he plans to establish a kingdom with no other dwarves and only a couple of mercenaries.  They don't, however, think he has anything to do with the duergar.

Everyone decides to head back to sleep.  This time, Merend remembers to use his wizard's curtain ritual to help hide them all.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:10:22 AM
Interlude - Scene 7 (of 11)

The next morning, everyone promptly heads over to the trading post.  Brandis, in the lead, approaches the door to the building.  It has a coat of arms above it and appears to be open for business, though the door itself is kept closed.  Brandis tries to hear if anything is going on behind the door, but can't make anything out.

It is decided the best thing to do is have someone go in and talk to the duergar to see if they can get an idea of where the slaves are.  Saxton and Goldar are the most logical choices, and head inside.  Madresh sneaks in a little behind them, making sure to keep them in sight.

Inside the trading post is a long hallway with several doors on the sides and leading up to a counter.  A duergar sits behind the counter, eyeing them carefully.  He tells Saxton they look like neither slavers nor merchants, and he tells them to leave.

Saxton, trying to show some bravado, puts his axe up on the counter and begins talking of it containing the blood of the hobgoblins who sold them the slaves.  The duergar responds by quickly ringing a bell behind the desk, as Saxton was expecting.

Several duergar emerge from the doors surrounding Saxton, and they begin pummeling him.  Goldar draws his sword and readies for battle.

Just then, a duergar theurge emerges from a door behind the counter.  He calls forth a fiery spell, blasting Goldar and Madresh.

Seeing the blast, Berend immediately enters the hallway and uses a healing word spell on Madresh as Saxton strikes one of the duergar with a brash strike.

In the back of the hallway, Vector tries to help out with a magic missile, but misses.

Trying to go after the theurge, Madresh moves over to the counter and tries to half-jump over it.  His acrobatic skills, however, are limited and he ends up prone on the ground.

Brandis charges the closest duergar, but misses.  The duergar attack Saxton again, beating on him fiercly.

Goldar goes into a rage, attacking the duergar next to him.  He follows up with a blade sweep, slicing the duergar in half.  In response, the theurge blasts Goldar again.

From back in the hallway, Berend fires off a blast of fire, hitting one of the duergar.  Vector follows it up with his magic missile.

Behind the counter, Madresh stands himself up and attacks the theurge, hitting him once with his viper's strike and again with his dragon's breath.

Brandis, worried about all the punishment Saxton is taking, lays hands of Saxton.  He then attempts to hit one of the duergar with a forbidding strike, but misses.

The duergar attack Saxton again, hitting him further.

Goldar moves over to the theurge, hitting him with an avalanche strike.  He then summons his stone endurance.  The theurge tries to attack back, but misses.  Madresh tries to grab the theurge, but is unable to hold him.

Berend attempts another flame strike, but misses; as does Vector's magic missile.

Brandis lays hands on Saxton again, healing him.  He then strikes out at one of the duergar.  The duergar attack Saxton again in response, but miss.

Goldar then strikes down the theurge as Berend and Vector blast away one of the duergar with a flame strike and magic missile combination.  Saxton attempts a brash strike on one of the duergar as well, but misses.

With the theurge dead, Madresh moves over to strike at one of the duergar, but misses with his viper's strike.  Brandis, however, scores a hit after summoning his divine strength.  The duergar attack Saxton once again, but Goldar finishes one of them off with his foe to foe attack.

Berend and Vector attempt to blast away at the remaining duergar, but miss.  Medrash and Brandis have no better luck with their melee attacks.  The duergar does manage to score a hit on Brandis in return, though.

Saxton moves over to attack the last duergar, hitting it with a solid brash strike.  Vector follows it up with a magic missile blast, while Berend's flame strike fails to hit its mark.

Madresh and Brandis then finish the duergar off with a viper strike followed by a valiant hit, respectively.

With the duergar all dead, there is no one to question about the location of the slaves.  Their previous duergar captive had mentioned something about a base of operations called the "Horned Hold", but Saxton was unable to obtain its location from him.

Everyone begins searching around the area.  Vector goes room to room, finding little to nothing at the trading post apart from some money and a suit of delver's chain mail, which Saxton quickly lays claim to.  The post contains a few storage rooms and an area for sleeping as well as a private room for the theurge.  One thing confusing Goldar is that the theurge appeared to emerge from a closet when the battle broke out, but no one else seems concerned.

Brandis makes sure to specifically check the front desk, where he finds a hidden map.  It appears to give the route from their current location to the Horned Hold.  Everyone readies themselves for the trip, then heads out.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:12:04 AM
Interlude - Scene 8 (of 11)

The trip through the labyrinth to the Horned Hold is relatively short, but a very windy and tricky passageway.  Eventually, a huge chasm emerges to one side of the path.  Up ahead, the group can see the path ending at the fortress.  The fortress appears to have three sections – two on their side of the chasm, then one large one on the other side.  Two stone bridges pass over the chasm from the sections, connecting them all.

Vector decides the direct approach is best.  The main entryway from the path into the first section of the fortress appears to be blocked by a portcullis.  Several orc guards can be seen inside.  Saxton wonders about climbing up and dropping over the battlement, but abandons the idea.

Vector and the others walk straight up to the orcs and greet them.  Vector explains he has a message for their boss and needs to go see him right away.  The orcs, however, are not quite that dumb.  They tell Vector and the others to leave immediately.

Vector, however, dismisses their commands and continues to talk his way past the creatures.  Saxton even throws a small handful of gold on the ground to get them to open the gate.  Finally, after several warnings, the orcs go for their weapons.

Moving a bit faster than the orcs, Vector gets off a shock sphere spell, hitting four of them.  

Goldar then moves up and uses his massive strength to lift the portcullis open.  As he does so, the two orcs in front stab him with their spears while the three in the back fire their crossbows, hitting him with two bolts.

Saxton immediately moves inside the room and takes on one of the orcs, chopping into his with a crushing blow.  Madresh follows quickly behind, hitting the orc with a viper's strike.  Berend moves inside as well, blasting the orc to a charred corpse with his flame strike.

Near the back of the pack, Brandis finally moves up enough to get inside.  He attempts a valiant strike on one of the orcs, but misses.  Vector elects to stay outside for now, letting off a scorching burst that hits one orc.

With everyone else inside, Goldar steps in and lets the portcullis drop.  He then uses his avalanche strike to deliver a powerful blow.

The orcs all draw their spears and move up.  They pierce Brandis twice and Saxton once.

Saxton attacks another of the orcs with his steel serpent strike while Madresh uses his bloody enmity power.  Berend tries to assist with a daunting light, but misses.  

Brandis moves over to Goldar and lays on hands.  He then lashes out at a nearby orc with his valiant strike.

From beyond the room, Vector blasts two orcs with his scorching burst while Goldar cuts into another orc with his greatsword.  The orcs respond with another series of spear hits on Saxton and Brandis.

Saxton uses a brash strike to cave in the chest of one of the orcs, showering himself in blood.  Madresh stabs another of the orcs through the heart using his viper strike.

Berend says a healing prayer for Saxton to allow him to recover as Brandis attacks one of the remaining orcs with his valiant strike.  Goldar assaults the other with a blade sweep attack.

Vector then fires off another scorching burst, hitting both standing orcs.  The orcs attack back at Brandis, but fail to hit him.

As the orcs miss, Saxton brings his axe down, severing one of their femoral arteries.  As the orc collapses, Madresh takes on the remaining one using a diabolical strategy.

 Berend tries to assist with a flame strike, but misses.  Brandis and Goldar move up, both cutting into the orc, as Vector blasts it with a magic missile.

For his troubles, Brandis is hit yet again by the orc's spear.  Saxton counters with another brash axe strike.  But it is Madresh who scores the killing blow, slitting the creature's throat with his viper strike.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:13:07 AM
Interlude - Scene 9 (of 11)

Saxton cleans himself off as Brandis locates the gate mechanism and opens it for Vector.  They then get rid of the bodies by throwing them down the chasm, move back inside the fortress, and lower the gate again; they do not want anyone coming up behind them.

Only one door leads out of the guard room in the fortress.  Vector makes sure that it is unlocked then listens.  He can hear some faint noise coming from beyond – perhaps the sound of clanging metal.

The door opens into a hallway with several other doors.  Rather than go for the door with the noise behind it, Saxton argues for making sure they check the others first to avoid getting flanked.

Medresh checks the closest southern-most door.  It opens into an armory storage area.  As the group has no need of any mundane weapons, they leave it alone.  The door next to it is checked my Brandis, who discovers an empty orc barraks.

Finally, Saxton checks the northern door.  It leads into a smaller room containing the fortress' well.  The group briefly discusses poisoning the well, but decides it would be counterproductive (risking the lives of the slaves), take too long to work, and no one is carrying any poison anyways.

They do, however, also notice there is a door to the west in this room as well, which also seems to lead into the metal clanging area (which Saxton is pretty sure is a smith workshop).  

Saxton argues that a double penetration strategy is called for, with one group opening the door in the well room at the same time another goes through the door from the main hallway.  Saxton and Brandis opt to go in from the top door, while Goldar and Madresh come in from the bottom.  Vector and Berend will follow them up from the hallway.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:14:04 AM
Interlude - Scene 10 (of 11)

As the doors open, each opens to a section of the large forge room containing a couple of duergar smiths and their orc guards.

Goldar immediately charges in, cutting into the first smith, a duergar scout.  Vector follows up the attack with a magic missile, while Berend misses with his lance of faith.

Madresh moves in and charges the more experienced master smith, cutting into him with his sword.

Brandis charges by one of the orcs to get at the smith, but misses.  Saxton charges into the orc itself, hitting it.

Just then, another duergar scout emerges from a back room and moves in to attack Brandis.  As he smashes his hammer into the paladin, the other duergar misses with an attack on Goldar.  Goldar responds with a mighty avalanche strike, cutting the scout into a dozen pieces.

Vector blasts away at one of the orcs with his magic missile, but fails to find his mark.  Berend, however, is able to hit with his daunting light.

The master smith then steps back and calls down a giant blast of flames over Saxton, Goldar, and Madresh.  Saxton and Goldar are burned by the blast while Madresh avoids injury.

In response, Madresh pushes his advance on the smith, hitting him with a viper's strike attack.

Back down at the other section of the room, Brandis hits an orc with his valiant strike.  The orcs respond by attacking Saxton and Brandis, but hitting only the dwarf.  Saxton counters with a crushing blow.

The duergar scout moves over and smashes Brandis and Goldar cuts into an orc with his blade sweep strike.  Vector then finishes the orc off with his magic missile.

Berend calls on another healing prayer for Saxton, just in time for Saxton, Goldar, and Madresh to get hit with a blasting storm of irons from the master smith.  Madresh continues to push his advance on the smith.

Saxton, meanwhile, stays focused on his orc opponent.  The two trade attacks, both failing to penetrate the others' defenses.  The same thing happens with the duergar scout and Goldar.

Vector has better luck, hitting the scout with a magic missile.  Berend then calls down an exacting utterance on the orc.

The duergar smith uses his magic powers again, calling down another rain of iron.  This time, he hits Berend, Saxton, and Madresh.  Madresh continues to advance, trying to corner the creature.

In the other part of the room, Brandis maneuvers himself around the scout and hits him with a challenging strike.  The scout tries to counter, but misses.

The orc continues his assault on Saxton, this time failing to hit.  Saxton counters with another brash strike, getting a solid hit.

Goldar then brings down his mighty sword, chopping the scout length-wise.  Yelling out, he presses the attack by charging the nearby orc.  Vector is then able to finish the orc off with a magic missile as Berend hits the smith with a fire blast.

With no allies left, the smith opts to retreat, running out a nearby side door to the bridge over the chasm.  Vector immediately has everyone quickly barricade the door and check around the side rooms.  They appear to be living quarters for the two scouts and another room for the smith.  

Vector spots a strange staff with a skull carved into it over the bed of the smith.  Recognizing it as a drow artifact, though not magical, he takes it.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:14:58 AM
Interlude - Scene 11 (of 11)

Not wanting to wait for reinforcements to arrive, the group decides to press on into the second section of the fortress, hoping the forces from the third section will focus on the first section.

The doors into the second section open into another large hallway with lots of doors.  Not wanting to waste time, Vector decides the best thing to do is rush straight into the closest set of doors.

The doors open into a large dining hall.  A duergar champion sits towards the back, eating a meal.  A duergar guard and scout are also in this room, as is a human slave.

Thinking quickly, Berend tries to yell out for the duergar to surrender.  The duergar champion simply shoves his dinner aside, stands up, and readies his weapon.

Brandis immediately charges the duergar guard.  Goldar follows after him, jumping up on the guard's table to attack.  Goldar's attack, however, misses.

Saxton, however, heads straight for the duergar champion, cutting into him with his axe.  Vector assists by blasting the champion with a magic missile.  The champion responds with two attacks from his warhammer, hitting Saxton once.  Berend then blasts the duergar with a daunting light.

In the rear, Madresh decides to watch the back rather than charge in with everyone else; there's no telling what might be behind those other doors.  It isn't too long before his prediction is proven right, a he spots a pair of duergar – one scout, one guard – heading down the hallways towards them.

Back in the room, the duergar scout moves over to attack Goldar, but misses, while the guards hits Brandis.  Brandis responds by striking the guard back, while Goldar scores a hit on the scout.

Madresh retreats back a little into the room, closing the doors behind him.  He wants to delay the other guard and scout from getting in as long as possible.

Saxton continues his assault on the duergar champion, missing him with a brash strike.  The champion responds by smashing his warhammer into Saxton twice.

Vector comes up with a cunning plan to attack the scout, the guard, and the champion at the same time with his shock sphere.  Sadly, all three manage to avoid his spell.

The duergar guard then scores a hit on Brandis, while the scout fails to hit Goldar.  Back at the front, the duergar throw open the doors and attack at Madresh, hitting him once.

Berend uses a healing word spell to revitalize Saxton as Brandis strikes the guard.  Goldar then attacks the scout with his sweeping blade.

At the front, Madresh unleashes a tour de force, striking into the guard then blasting both the guard and the scout with his fire breath.

In the back, Saxton attempts a brute strike on the champion, but misses.  The champion responds by tagging Saxton with another couple of hits. Berend calls on another healing word prayer to keep Saxton going.

Vector uses a scorching burst to blast the guard and scout on Goldar and Brandis.  The duergar continue to stay focused on their targets, hitting Goldar and missing Brandis.  Brandis calls forth his divine strength and strikes out at the guard with a valiant strike, but misses.  Goldar's attack also fails to find its mark.

Back over at the door, the guard hits Madresh while the scout misses him.  Madresh hits the guard back with his viper's strike.

Saxton then scores a cutting blow into the champion when, suddenly, the champion begins to grow to four times his normal size.  More determined than ever, Saxton presses on and hits the champion with another crushing blow.

Sensing it may be time to unleash a more powerful spell, Vector lets loose blasts of rolling thunder at the champion and the nearby scout.  He does not score a direct hit, but does manage to knock the scout back a few feet.

The scout responds by rushing and attacking Vector, but the wizard's guardian blades cut down the scout as he scores a hit.

The guard on Brandis attempts to score another hit as well, but misses.  The two on Madresh have no luck, either.

The massive champion unleashes two more powerful blows to the barely conscious Saxton.  Berend immediately rushes up and lays on hands to cure his wounds.

Brandis tries to take out the guard, but misses.  Goldar decides to focus on the champion instead, hit by the duergar guard as he turns his back.  Summoning forth his thunder hooves rage, Goldar strikes into the champion then follows it up with a second attack that runs through the champion's chest, killing him.  Filled with the rage of battle, Goldar immediately charges back over to the duergar guard and cuts him down as well.  Despite the impressive display, Saxton remains unimpressed.

Back at the door, Madresh hits the guard again with his viper's strike.  Saxton rushes over to help, charging into the scout.   Vector then blasts the scout with his magic missile.  The duergar attack back, missing Madresh but hitting Saxton.

Berend then blasts the scout with his flame strike, killing it, as Brandis and Goldar begin moving up.  Madresh then scores a final, killing blow on the guard, killing him as well.

With their immediate threats neutralized, the group quickly moves to barricade up the doors.  They need rest, but know there could still be yet another large force of defenders headed their way.
Title: Interlude: Assault on the Horned Hold
Post by: jgants on January 17, 2010, 11:43:33 AM
Interlude - Session Notes

This was another of the sessions for the alternate group I run from time to time.  As always, it was a lot of fun (though the 3 bottles of crown royal we went through during it probably helped, lol).  It was the longest session I've possibly ever ran - 12 hours.

As mentioned previously, I'm running them through the Thunderspire Labyrinth module from WotC.  This time, I didn't deviate all that far from the module, except for the big battle with Krand's group (which was basically held over from last time when we had to stop early).

Which brings me to one problem I always have with the new edition - which showed up at the end of this session as well - you pretty much have to end each session with the group getting sleep because there's just too much stuff to try and keep track of between sessions if you don't want to start fresh; particularly if it takes two weeks or more between sessions.

In any event, that's where the session started.  The Brandis and Ragdar players were actually gone for the session, but another temporary player took over for Brandis.  And Berend did not begin the session because he was still at work at the time.

The Krand battle was cool because we got thiiiiis close to a TPK, and not because the fight was outmatched, but because of some really bad decisions  (particularly Brandis).  When the Berend player arrived home from work, the Goldar player (his kid), literally went over to grab him so his character could show up and save them.

Other parts I enjoyed was Saxon's efforts to mete out his sense of justice while avoiding arguing with Brandis (it was also funny that the new Brandis player argued almost exactly the same as the regular Brandis player).

The only thing I didn't like as much was that this time it was almost all action.  There just wasn't as much of a chance for any interaction as the other sessions.  One of the reasons I threw in the random encounter with the dwarf Thain.

Not sure when we'll get a chance to finish out the Horned Hold part of the module.
Title: Session 24: The Great Outdoors
Post by: jgants on January 17, 2010, 11:50:45 AM
Session 24 - Cast of Characters

Krolec Jar'Bin - Elven Ranger
Leigh - Eladrin Wizard
Larrak - Dwarf Fighter
Durmindin - Wilden Shaman
Challa Kri - Kalashtar Paladin
Scrag Graveborn - Half-Orc Warden
Tiberius Enchilada - Human Warlord
Title: Session 24: The Great Outdoors
Post by: jgants on January 17, 2010, 11:51:24 AM
Session 24 - Scene 1 (of 5)

As the sun rises over Fallcrest, the group meets back up at their usual breakfast table at Lucky Larry's diner.  Tobolar has elected to go find his own way as an adventurer for a while, feeling the group's current quests are a bit over his ability to survive.

It doesn't take long after Scrag and Larrak arrive for them to figure out they missed an outing with the group.  Leigh and Challa try to explain what happened on their way to Kobold Hall.  Scrag takes the news in stride, while Larrak is agitated by the news of Krolec's death after just a single fight with kobolds.

Larrak is particularly hard on Challa, wanting to know what their tactics were, what caused them to fail, and how they can avoid such a disaster again.  Challa tries to explain that it was largely a freak accident with a trap that caused Krolec's death, but also admits that not rushing the archers sooner was a mistake.  By the time Tiberius arrives to breakfast, a few minutes later, the discussion is mostly over and Larrak is somewhat mollified.  

The dwarf then looks to Leigh, who he considers the leader of the group, and asks what she plans to do next.  Leigh simply responds that they will need to wait for Krolec to be fully raised, then head back out to Kobold Hall.
Title: Session 24: The Great Outdoors
Post by: jgants on January 17, 2010, 11:52:18 AM
Session 24 - Scene 2 (of 5)

A few hours later, Krolec finds himself waking up on a table in the temple of Erathis.  The high priestess, Dirina Moonbrow, stands over him and welcomes him back to the land of the living.  By the time Krolec changes out of his death shroud and back into his regular clothes and armor (which Leigh was thoughtful enough to have mended), the others arrive.

Larrak is curious if Krolec had any death visions.  The elf describes being in a peaceful forest with another female elf and having a pleasant conversation, with her saying she is waiting for him on the other side.  While Tiberius and a couple others share crude jokes about Krolec and the female elf, Krolec pays them no mind.

Krolec then gets a quick update on what happened after he blacked out and the plan to head back out to the forest.  Leigh then asks if anyone needs anything before they head out.  Tiberius begins discussing a plan involving the purchase of oil flasks and using them to create fires.  The others aren't so sure the ideas would work, and fear burning down the forest, but do allow him to purchase a couple of flasks just to keep him happy.

The group then heads back out to Cloak Woods.  Because it is already the afternoon, they know they will arrive in early evening, just before it starts to get dark.  Larrak mentions wanting to stay about an hour away from the keep, but realizes the surrounding area is mostly flat fields so decides its better they came just inside the forest.
Title: Session 24: The Great Outdoors
Post by: jgants on January 17, 2010, 11:53:32 AM
Session 24 - Scene 3 (of 5)

As the group arrives in Cloak Woods, they begin making camp.  Mindful of kobold patrols, Larrak sets up a watch schedule.  Krolec mentions that it may be to their benefit to encounter another patrol, as it will weaken the main forces at the keep.

Later that night, Krolec and Scrag are on watch.  Scrag stands out in the open while Krolec hides himself under a nearby tree.

A little bit into their shift, and both men can tell something is out there, but hidden back in the trees.  Four crossbow bolts then fire out towards Scrag, one hitting him in the leg.  Looking in the direction of fire, Scrag spots a group of kobold skirmishers.  

Krolec sees them as well, but is more worried about the many sets of small, red eyes he sees coming in from the flank.  The kobolds have brought their pet drakes with them.

Scrag immediately yells out for everyone to wake up.  The noise rouses Challa, Durmindin, and Leigh, but Larrak and Tiberius are sleeping a bit deeper.

The half-orc then charges ahead towards the kobalds, slamming into one with his thunder ram assault and knocking it back.  Scrag immediately realizes he should have picked the next kobold over for full effect, as his secondary blast is wasted with no targets to hit.

Durmindin picks himself up then decides to charge the nearest kobold and engage him in melee.  His plan fails as the kobold easily defends against his attack.

On the other side of the field, a couple of the drakes start to move in.  Krolec can tell they guard drakes.  The creatures don't appear to spot the hidden elf, instead heading in the direction of the sleeping Larrak and prone Leigh.  One of them reaches Larrak and bites into him, interrupting his slumber.

Krolec immediately draws his swords and moves out of hiding to attack the drake biting Larrak.  He strikes at it with both his swords, hitting it once.

Across the battlefield, the kobold skirmishes draw their spears and move into position.  They attack at Durmindin and Scrag, hitting the former once and the latter twice.

Leigh stands herself up.  Seeing the drakes heading in her direction, she elects to blast two of the rear ones with a scorching burst.  She quickly realizes they are partially resistant to fire.

Challa stands up as well.  Since she is nearest to the kobolds, she elects to charge into them, hitting one.

The rear drakes begin to move in.  As they emerge, they can be seen to be bloodrager drakes.  One moves over and bites into Durmindin.  Two attack Krolec, biting him once.  The last one attempts to sink its teeth into Leigh, but she fights him off.

Scrag decides Leigh is in trouble and immediately changes tactics.  He shifts into panther form, and moves over to attack the guard drake nearest her.  After tearing into it with a mighty attack causing blood to fly everywhere, he follows it up with an earthgrasp strike, killing it.

Over where Scrag used to be, Durmindin decides his melee attack skills are limited, and moves behind Challa for protection.  He then summons forth his spirit companion and has it strike a kobold with a protecting strike.  The kobolds respond by attacking Challa, hitting her once.

Back in the middle of the fight, the remaining guard drake continues biting into Larrak.  Krolec decides to shift his focus to the two bloodrager drakes headed his way.  He moves over and cuts into the closest of them twice with his adaptive assault.

On the other side of the field, Leigh is attempting to fend off the bloodrager drake in front of her.  She blasts it with a magic missile.  The nearby, recently-awakened Tiberius then picks himself up and charges the drake on Leigh, missing with his charge attack.  He does, however, hit with a follow-up guarding attack that gives Leigh some protection.

Surrounded by kobolds, Challa decides to try and take out the kobolds as fast as possible.  She summons forth a hallowed circle, blasting them all then follows it up with her on pain of death strike on one of them.

The nearby drake decides to attack Durmindin's spirit companion, causing it to disappear; Durmindin grimaces from the pain of the pychic feedback.  Across the field, the other drakes attack at Krolec, Tiberius, and Scrag – missing Krolec and Tiberius but biting hard into Scrag.

At this point, Larrak manages to get himself up and strikes into the guard drake biting on him with a cleaving blow.  Everyone is now up off the ground and in position to defend against the kobold patrol's assault.
Title: Session 24: The Great Outdoors
Post by: jgants on January 17, 2010, 11:54:27 AM
Session 24 - Scene 4 (of 5)

Scrag turns his attention to the drake attacking him.  With a mighty earthshield strike, he chops the drake's head off.

Over on the other side of the camp, Durmindin decides to re-summon his spirit companion and has it attack a kobold again with another protecting strike.

The guard drake bites back at Larrack and Krolec switches to his bow and attacks a nearby bloodrager drake with his bear assault.  Sadly, his arrows miss their mark.

The kobolds surrounding Challa begin to try and shift towards Durmindin.  The shaman responds by immediately retreating.  The kobolds then attack Challa again, hitting her with another spear tip.  Challa responds by striking one of the kobolds with her righteous smite.

In the opposite direction, Leigh fires off another magic missile at the drake near her.  Tiberius attempts to follow up with his bastion of defense, but fails.  He does, however, use his knight's move to get her safely out of danger.

Two of the bloodrager drakes move at Scrag, missing him twice.  The other drake goes for Tiberius, missing him as well.

Larrak takes out the remaining guard drake with a crushing blow, caving in its skull.  Scrag then goes into a berserker fury, moving over to the drake on Tiberius - striking it down with thunder ram assault.

Across the battle, Durmindin has his spirit companion lash out at a kobold again with another protecting strike, this time killing it.  The kobolds respond by going after Challa, but all miss.

In the center of the battle, Krolec stays focused on the remaining drakes, hitting one with his shadow wasp strike.  Leigh blasts the other two with a shock sphere.

Tiberius then moves over to the drake near Larrak and chops into it using his stand the fallen maneuver.  The drake's dead body falls to the ground.

On the other side, Challa makes an ardent vow, then strikes down another of the kobolds with her valorous smite.

The last drake is closest to Durmindin.  It moves in and bites at him, but fails to penetrate his armor.

Larrak moves over to assist, yelling at Tiberius that he didn't need his help.  He then cuts into the lizard with his reaping strike.  Scrag follows him over.  He hopes to finish the drake off with his earthshield strike, but misses.

Durmind steps back out of danger, then lets loose a blast of his thunder bear's warning.  The drake's body is shattered, killing it.

With all of the drakes dead, Krolec turns to the kobolds and fires an arrow at each of them, hitting them both.  The kobolds immediately start to run away, Challa missing them as they turn.

Leigh, however, is determined not to let them get away and blasts them into ashes with her fireball spell.  Tiberius notes to himself that the fireball is burning more forest than his oil plan ever would have.
Title: Session 24: The Great Outdoors
Post by: jgants on January 17, 2010, 11:55:35 AM
Session 24 - Scene 5 (of 5)

Larrak turns to Scrag and immediately yells at him for running all over the battlefield trying to rack up kills instead of doing his job and protecting the weaker fighters like Durmindin.  Scrag tries to argue his point, but Larrak cuts him off short, telling him to never do it again.

The others pay the argument no mind as they try to put out the flames as best they can.  Larrak then gets anxious about leaving the area as fast as possible before another patrol gets to them.

Krolec, with his low light vision and ranger skills, takes the point as he leads them away from the battle area.  While trying to move them a little ways away from Kobold Hall, he begins to lose his bearings after awhile and can't quite tell where they end up at.

Everyone then resumes resting for the night.  After the night passes uneventfully, Krolec tries to figure out where they are in the morning.  He eventually deduces they are a bit deeper in the forest than he intended, but didn't get too far off track.

A discussion begins on the best way to assault the keep.  A combination of Krolec discussing stealth tactics combined with a sense of restlessness lead Scrag and Tiberius to conclude they should move ahead of the group and try to stealth into the area.

As they move away, Krolec advises them both against the idea, but they pay his warnings no heed.  Larrak thinks they should be able to catch up to them if anything happens, but decides if they don't, then it is Scrag and Tiberius' faults anyhow.
Title: Session 24: The Great Outdoors
Post by: jgants on January 17, 2010, 12:04:54 PM
Session 24 - Session Notes

One of the reasons for the week's delay in putting up these notes is that I found this session very annoying.

Unfortunately, one of our group's bad allergies to poinsettias means every year we are stuck gaming at her house instead of our regular spot from around December to March.  And trying to cram in 8 people or more into her small kitchen area can be difficult.

The reduced playing area leads to several problems.  One is that I have a lot less space to organize things, which means everything takes longer.

The other problem is that people tend to get a lot chattier.  And basically half the session was wasted because of all the out of character chatter.

So, all we managed to do is get one little battle done.  Hopefully, next session we'll actually reach Kobold Hall, because I want to get this section of the campaign over with so we can move on to other things.
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:29:57 PM
Session 25 - Cast of Characters

Krolec Jar'Bin - Elven Ranger
Leigh - Eladrin Wizard
Tiberius Enchilada - Human Warlord
Challa Kri - Kalashtar Paladin
Larrak - Dwarf Fighter
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:30:48 PM
Session 25 - Scene 1 (of 7)

Tiberius and Scrag travel ahead of the others in the woods, attempting to scout.  However, they are not nearly as knowledgeable as Krolec, and quickly begin to lose their way.  At one point, Tiberius turns to notice that Scrag is no longer near him.

Tiberius slows his pace a little, hoping the others will catch up as he did not intend to be out on his own.  Just then, he notices something strange up ahead – a giant gossamer web spread between two trees.

Nervous, Tiberius begins scanning the immediate area.  His eyes catch sight of two sets of red eyes staring out from the trees.  The spiders begin slowly creeping out from behind the leaves as Tiberius begins to run away.

Unfortunately, these are deathjump spiders, and they quickly pounce on him.  On of them slams him to the ground then bites into his leg with its fans.  The warlord begins to feel the poison flowing into his body as he tries to fight back.

The second spider moves over and bites into his shoulder.  Trying to rally himself, he attempts to use his stand the fallen maneuver.  But his attempt fails, and the last thing he sees is the two spiders biting into him.
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:31:51 PM
Session 25 - Scene 2 (of 7)

Nearly a quarter mile away, Krolec leads Larrak, Challa, and Leigh onward as Durmindin opts to stay behind and meditate for a little bit.  He is concerned about a disturbance he senses in the "spiritual force" of the area.

Krolec's pointed ears perk up as he hears something in the distance, explaining to the others that he heard a faint scream from up ahead – a "manly scream".  Based on the pitch of the voice, Krolec believes it to be Tiberius rather than Scrag.  Everyone draws their weapons and begins moving quickly ahead.

The group doesn't get very far, however, before they have to stop when they come upon a large wall of ice, reaching twenty feet high.  Krolec begins scanning the area to make sure there isn't another ambush while Leigh examines the wall.

Leigh determines the wall has been created as magic, which comes as no shock to the others.  She explains it could last up to an hour.

Everyone then feels the cold of the wall penetrate them, chilling their bones.  They won't be able to stand in front of it for very long without becoming frostbitten.

Krolec wonders about climbing a tree over it, but Leigh feels it would be quicker to blast their way through.  She begins by blasting into the wall with a scorching burst, which begins to melt part of the wall, but not enough to penetrate it.

As everyone continues to freeze, she blasts it again, melting a large hole.  After Krolec makes sure there is no one obviously waiting on the other side, he quickly leads everyone through.  Once they get a safe distance away, the group stops for a minute to warm up and recover.

A couple of theories are proposed by the group.  One is that the wall was part of a magic trap set off by Tiberius and/or Scrag.  The other is that it was a magic spell cast by whatever dark force Nimozarran warned about as being behind the kobold attacks, which means it is aware of their presence and was using the wall to split them up.   The second possibility is much more frightening than the first.
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:32:45 PM
Session 25 - Scene 3 (of 7)

Krolec spots the tracks of Tiberius and Scrag, and the group begins to follow.  It isn't long before they notice the tracks diverge.  Since it was likely Tiberius who screamed, they elect to follow his tracks.

After another short distance of travel, they come up the set of tracks where Tiberius is attempting to run back.  Krolec identifies the other indentations on the ground as giant spider tracks.  They appear to have dragged the body back towards the trees.

The most heavily armored of the group, Challa takes the lead over to the trees – being very careful to look for any giant spiders.  Larrak scans the webbed area, looking for any cocoon-like sacs that might be holding Tiberius.

Challa gets up to the trees, but finds no one there.  She does, however, spot some new tracks in that area.  She can't identify them.

Larrak and Krolec notice Challa bending over, examining something.  While Larrak enjoys the view, Krolec goes over to help.  He immediately identifies the tracks as belonging to a patrol of kobolds.

Larrak proposes they follow quickly and try to take out the kobolds.  As they rush forward, it isn't long before they see Kobold Hall, with the tracks heading straight inside.

Larrak looks around for a way in other than the front door, but other than some windows on the second floor, spots nothing.  He wants to wait around for a while and ambush another patrol or possibly a supply wagon.  Challa and Krolec remind him that kobolds are unlikely to have supplies brought in, and probably have enough supplies to wait them out, but Krolec and Leigh do agree to wait an hour, then heading in.
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:33:54 PM
Session 25 - Scene 4 (of 7)

As everyone else suspected, nothing extraordinary happens in the next hour.  Rather than head in through the front door, Krolec carefully scouts the area around the keep for any hidden way in.  Towards the south side of the keep, he spots an overgrown drainage gate.  Ominously, it leaks a small amount of water and blood.

Krolec examines the grate carefully, making sure it isn't trapped.  Since it is also unlocked, he carefully opens it.  Behind is a large drainage tunnel, though it will require a tight squeeze for them to move through.  At the end of it appears to be a light coming from above.

The elf heads back over to the others and explains the situation.  Larrak begins using natural materials to quiet his armor as much as possible while Krolec muds up Challa.  They want to try and sneak into the grate area without alerting any of the kobold guards that are likely in the vicinity.

In a rare bit of luck, everyone moves quietly enough to get into the grate without alerting anything.  Challa takes the lead, followed by Larrak.  As they reach the end of the tunnel, it widens slightly with a metal grate above.  Below the grate is a large amount of blood pooled in the mud.

Challa can hear someone moaning in pain somewhere from above.  After making sure the grate isn't trapped, she tries to push it open, only to discover it is locked.  Using her nimble hands, she manages to pick the lock and get the grate open.

Poking her head up, the paladin carefully looks around the room.  It appears to be an abattoir.  The walls are solid stone, with a door on two of the walls.  And lying next to one of the walls, tied up in his underclothes, is a beaten and bloodied Tiberius.

Everyone climbs up into the room.  Larrak goes over and cuts the warlord free while Challa pours a healing potion down his throat.

When Tiberius regains consciousness, they try to see if he has anything to tell them that could help.  But Tiberius remembers nothing after the battle with the spiders.

Krolec listens at the door to the north, hearing nothing behind it.  He tries to open it quietly, but it has a squeaky old hinge.  Peering in, he finds an empty old pantry room.  Everyone quickly moves inside while Tiberius lies back down.

After a minute, it becomes obvious that no one heard them.  The group makes sure there is nothing in the pantry of interest then Challa goes to listen at the other door.  There is a lot of noise behind it – it sounds to her like the sounds of a kitchen.

They then form a plan – they will try to lure a kobold or two inside and kill them.  Krolec snuffs out one of the torches on the wall to create some shadows to hide in.  Challa stands so she will be right behind the door.  Larrak and Leigh head back into the pantry.  Tiberius lies back down on the ground, and begins making more noise.

Moments later, the door begins to open.  A kobold cook begins heading inside, carrying a large chef's knife.

He stops just after setting foot inside as he tries to figure out why the door won't open all the way.  Challa then shuts the door and before the creature can react, Krolec puts an arrow through his throat.
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:34:47 PM
Session 25 - Scene 5 (of 7)

Larrak hauls the dead kobold body into the pantry and they all move back into position, seeing if they can pull the same trick twice.  Tiberius is given the kobold's knife after Krolec explains he can't lend out one of his swords because he will need them soon; Tiberius is less than happy at the decision.  

After no one comes in for a minute or two, Tiberius begins yelling, demanding food.

After that gets no response, Krolec listens at the door.  It's quiet.  He carefully opens the door a little, seeing the empty kitchen beyond.  He sneaks on into the kitchen, with the others following slowly behind him.

A fire roars in the kitchen fireplace.  Food has very recently been prepared here.  The room is not closed off by walls, but opens up into a larger front hall.  The remains of a long crumbled statue separate the areas to the east.  Along the northern side is a wall that gradually goes away to reveal it is the side of a large stairway leading to the upper level of the keep.  Back over in the northeast corner of the hall, Krolec spots a trap door in the floor; Krolec assumes it must lead to the lower levels of the keep.

Krolec can hear a lot of commotion going on from the other side of the stairway.  He sneaks out a little further to get a better look.  As he suspected, it is a large dining area, where two more cooks are serving a group of eight kobold soldiers and their dragonshield commander.  

Back in the kitchen, Tiberius is looking around for any trace of his weapons / armor.  He is disheartened to spot his oil flasks, empty, sitting on the kitchen counter.  The crazy beasts must have used them for roasting rats.

Ever careful, Krolec scans the area for any other threats.  Looking up, he sees the stairs actually lead to a mezzanine overlooking the main hall and part of the kitchen and dining areas.  And on that mezzanine are a group of five kobold archers and their dragonshield commander, with their arrows ready to fire.

Before he can react, Krolec sees flaming arrows shoot down onto Tiberius, Leigh, and Challa.  Just as Tiberius spots a small cabinet door under the stairway, he is hit by a flaming arrow.  Leigh is hit twice, the arrows burning her underneath her magic robes.

The dragonshield bolts up from the table and rushes over to Krolec, stabbing him once with his sword.  Krolec uses his powers of evasion to avoid the two cooks that charge in as well.  

Challa immediately reacts by calling for her on pain of death prayer against the dragonshield.  She then yells for everyone to move back into the abbatoir for a more tactical position.  As she heads back, however, she gets a nasty surprise when the door breaks down in front of her, revealing two giant spiders.
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:35:50 PM
Session 25 - Scene 6 (of 7)

Tiberius rushes over to the cabinet under the stairs.  As he has hoped, his armor and weapons are stored inside along with other miscellaneous junk.  He grabs his things and quickly heads over to the corner behind the fireplace, trying to get some cover.

Sensing the group has been outmaneuvered into a trap, Leigh decides not to waste any time.  She immediately fires off her fireball spell, hitting most of the kobolds in the main hall and dining area.  The two kobold cooks and three of the scouts are instantly charred.  The last of the kobolds, the skirmishers, survive the blast and rush out of the dining hall towards the others.

Leigh then turns and casts a rolling thunder spell at the spiders, blasting them back into the abattoir room.

Using his bow, Krolec uses his shadow wasp strike maneuver to fire two arrows into the dragonshield in front of him.  To Krolec's side, Larrak chops down a kobold scout in front of him with his axe then rushes over and puts his axe into the dragonshield's heart with a brute strike.  Larrak is covered in blood as the creature howls in pain and falls over, dead.

Seeing that Krolec and Leigh are the more dangerous targets, the archers turn their attention on them, hitting them each with an arrow.

Challa decides to go after the nearest skirmisher, but misses with her righteous smite.  She then calls out a hallowed circle, hitting one of them.  Behind her, the two spiders move in to attack.  She narrowly avoids being knocked down by one and slides away from the other before it can bite her.

Back in the corner, Tiberius manages to get his armor on.  Ready for battle, he moves behind the spiders, flanking them.  He calls out an inspiring word to Challa.

Leigh decides to focus on the archers.  She blasts the group of them with her shock sphere, hitting three of them and their commander.  She then puts up her fire shield for defense.

Out in the hallway, the skirmishers surround Larrak, hitting them with two of their spears.  He tries to attack back, but misses with his crushing blow.

Krolec, however, has more luck.  He hits a spider with his adaptive assault then fires off another set of arrows, killing the creature.  The archers respond by firing at Krolec, hitting him twice.

Challa makes an ardent vow, then charges ahead with a valorous smite, striking down the remaining spider.  With no spiders left to kill, Tiberius charges up the stairs, taking on the dragonshield commander.  After his axe is blocked by the kobold's shield, Tiberius summons the power of his armor to give him stoneborn vitality.

Leigh uses her scorching burst to blast at the archers above her then uses a jump spell to position herself back near the front of the main hall.  Krolec makes a tactical retreat to move over by her, taking a moment to recover himself.

Back in the middle of the hall, Larrak is speared by three of the skirmishers.  He strikes back with a covering attack.

At the top of the stairs, the dragonshield and Tibeirus battle in mortal combat.  The kobold fails to penetrate Tiberius' armor.  Tiberius responds with a bastion of defense maneuever.

The archers decide to focus their fire on Challa this time, hitting her with three arrows.  Challa then rushes up the other side of the stairs, attacking one of the archers.

Leigh turns her attention to the skirmishers surrounding Larrak, hitting two of them with a scorching burst.  Krolec tries to help as well, hitting one of the kobolds with an arrow.  The skirmishers pay them no notice, stabbing at Larrak and again piercing his armor three times.

Larrak attempts to attack back, but fails.  He takes a moment to regain his breath.  The accumulating wounds are beginning to affect him.

Back at the top of the stairs, Tiberius fends off another attack from the dragonshield.  His own attack also fails, despite his inspiring war cry.  The archer next to Challa drops his bow and draws his sword, stabbing her.  The other archers fire on Krolec, hitting him once.

Challa takes a moment to steel herself from the wound then channels her divine strength.  Back below, Leigh fires off another scorching burst at the skirmishers, killing one of them.  Krolec hits another with an arrow.

The skirmishers thrust at Larrak again, hitting him once.  Larrak then makes a cleaving strike with his axe, cutting off two of their heads in a single blow.  His victory is short-lived, however, when the archers turn their fire on him, downing the dwarf with their arrows.

On the mezzanine, Challa fights off another of the archer's sword attacks and cuts him down with her counter attack.  Tiberius likewise fends off the dragonshield captain and maneuvers the creature into a position where Challa is able to strike him down as well.

Leigh returns her focus on the remaining archers, hitting three of them with a scorching burst.

Nearby, the surviving skirmisher charges at Krolec, spearing him in the side.  Krolec responds by making a point blank shot through the creature's eye and into its brain.  The kobold falls to the ground near the comatose Larrak, who continues to bleed on the stone floor.

The archers fire at the nearby Tiberius, hitting him once.  Challa strikes one of them down with her bolstering strike while Tiberius heads in the other direction.  The warlord grabs an archer and hurls him off the side of the mezzanine, crashing him to the ground below.

Leigh finishes off the remaining two archers with a scorching burst.  Challa then runs halfway down the stairs then jumps over to the fallen kobold, slitting his throat.
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:36:40 PM
Session 25 - Scene 7 (of 7)

With all of the kobolds dead, and the hall covered in blood, Krolec heads over to Larrak and manages to stabilize him.  Once Larrak regains consciousness, everyone rests for a min.

When the subject of what to do next arises, Challa and Larrak find they have very different opinions and begin to argue.

Larrak argues they must either press on or retreat to go rest.  Challa thinks pressing on would be suicide, but that leaving the hall would only allow the kobolds to regarrison.  She argues for trying to rest up inside the hall, which Larrak rejects as being too dangerous.

While the two argue, Krolec goes over to examine the trap door in the hall.  It is unlocked, but he spots that it is trapped to fire off something when opened.  He carefully disables the trap in case they want to head down there.

Larrak continues to assert that it is not safe to stay in the keep, as the wizard (or whatever else) responsible for the ice wall is likely down below and can come up and attack them in the night.  But after more discussion, the group decides to temporarily barricade the trap door and make sure the upper levels are clear first.

Krolec sneaks up the stairs, heading up past the mezzanine to the second set of stairs that lead into a hallway on the upper level.  It appears to be empty, and has four doors.  Once Krolec determines the closest door is untrapped, Larrak bursts it open, explaining that stealth is pointless after the massive battle they already had.

Inside the room are simply the remains of an old bedroom.  Nothing but an old bedframe can be found, along with some ratty old blankets that must have been used by the kobolds for sleeping.  Krolec carefully uses his sword to make sure nothing of value (or danger) is hidden under the blankets.

The next three rooms appear to be the same.  After Krolec checks outside the doors and windows to make sure the yard is clear, the group heads upstairs to rest for the night.  All of them wonder, however, if whatever is below will actually let them rest...
Title: Session 25: There Will Be Blood
Post by: jgants on January 24, 2010, 12:51:17 PM
Session 25 - Session Notes

Things got back to normal with this session, which is basically now where we should have been last session.

The beginning with Tiberius' misadventure was planned since the start of the last session, when Tiberius and Scrag foolishly went off on their own.  We all had a lot of good laughs at Tiberius' expense.

The big wall o' ice was added for more foreshadowing.  I want the group to worry a little about who they are dealing with.  Note that I did make the wall a lot taller and wider than the PC spell actually works, but I did use the same HP for the wall and the cold damage the PCs took.

In the DMG, the dungeon levels are described but the upper sections of the keep are not.  I came up with the quick design of the lower level keep myself.  The abattoir was added to make the journey inside more ominous (everyone thought for sure it was Tiberius' blood).

The big battle royale had been planned for a while.  I added the spiders at the last minute because my players always try to make for the dullest combats ever by always trying to fight one enemy at a time and I didn't want them to barricade themselves into the abattoir room.  Besides, it gave a great "oh shit!" moment as they realize that they stumbled right into another trap.

The battle was long and quite bloody, with nearly every daily power used up, most healing surges used up, and every PC in danger of death at one point.  Granted, my recalibration of the encounter on the fly (partially because 2 players didn't show up) ended up with a battle that was technically "too hard" for the group.  But they survived anyhow.

So, now I have a big decision.  Do I let them rest?  Letting them rest might make the game more fun from the standpoint that I don't end up with mass PC deaths.  On the other hand, it really hurts the old immersion if I don't have a good reason why the remaining enemies don't move in for the kill.

I do have one thought - the big bad emerges, but will retreat back below when bloodied.  They can then take time to heal up (but of course, so will it).  That might still be too dangerous, although the other 2 PCs might be back by next time so maybe that will work out just fine.
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 02:49:01 PM
Session 26 - Cast of Characters

Krolec Jar'Bin - Elven Archer
Leigh - Eladrin Wizard
Challa kri - Kalashtar Paladin
Durmindin - Wilden Shaman
Silas Ballard - Human Avenger
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 02:51:44 PM
Session 26 - Scene 1 (of 5)

Durmindin meditates quietly in the forest. He is very uneasy about the feeling he is getting in the area. He also spends time lamenting the loss of vegetation in the forest caused by the group's battles (and Leigh's fireball in particular).

Eventually, he notices it is beginning to get dark and realizes he has been communing with the spirits longer than he intended. Durmindin then heads out to locate the others.

Picking up their tracks, he makes his way to the keep in the night. He sees the front doors appear to be closed, and can't spot any guards around.

The group's tracks seem to lead over to a drainage tunnel of some kind – he can see that a mixture of water and blood seems to seep from it. He thinks to himself that the others must have gotten themselves into trouble. Down at the end of the tunnel, he can see torchlight coming through from above.

The shaman decides the group must have entered the keep through the tunnel. Crawling his way through the tunnel, Durmindin makes his way to the end and pops his head up. Inside he can see the bloody abbatoir room along with the remains of a couple of dead giant spiders.

He pulls himself up into the room and looks around. There are two doors – one intact off to the side, and one that has been smashed out. Looking through the smashed doorway, Durmindin spots the kitchen beyond.

Durmindin cautiously steps out into the kitchen. He spots a couple of dead kobold bodies on the ground and sees that the kitchen heads out into a larger main hall. There appears to have been a larger battle there, as the area is covered in blood with many kobold corpses.

He decides to head back into the slaughterroom and check the other door before proceeding. To his surprise, it appears to be an empty old pantry room with a dead kobold stuffed in the corner. It appears to have an arrow through its neck. Durmindin recognizes it as one of Krolec's.

The wilden heads back into the main hall. He spots a large area with scorch marks and the charred remains of many kobolds. He also spots the heavily barricaded trap door in the corner. Durmindin deduces the group must have gone upstairs. He decides to find a small stone on the floor then throws it up, hoping to attract attention. He calls out to ask if anyone is up there.

Upstairs, Krolec, Leigh, and Challa all immediately hear the noise and wake. Looking around, they quickly notice that Larrak and Tiberius, who were supposed to be on watch, are not in the room. Krolec quietly moves out into the hallway, and doesn't see them there, either. Heading over to the stairs, he spots Durmindin below. He yells in a whisper for Durmindin to be quiet and get up to the others.

Durmindin does as he is told, but once he is upstairs questions Krolec about the need for being quiet. Krolec explains they have not had the time to clear the lower levels yet.

Krolec then looks around for evidence of what happened to Tiberius and Larrak. As near as he can tell, they left under their own power down the stairs but he's not sure what happened after that.

With no better plan for the moment, Krolec and Challa decide to take the watch while Leigh and Durmindin get some sleep. But just as the two are about to fall into sleep, an extremely loud crashing sound combined with a very loud roar can be heard from downstairs – their barrier did not hold, and something is coming...
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 02:52:55 PM
Session 26 - Scene 2 (of 5)

Everyone immediately readies themselves. The roaring sounds continues, along with the sounds of something large crashing its way up the stairs.

Krolec and Durmindin recognize the sound of the roar – it's from a white dragon. As Krolec recites what he knows about dragons, Durmindin moves towards the window in the room. Challa cautions him not to jump, as they are too high up and no one can outrun a dragon if they have broken legs.

Just then the dragon emerges into the doorway, using its arms to smash the doorway wider.

Challa immediately makes an ardent vow and attempts to attack the dragon with her righteous smite, but fails to penetrate its thick armor.

Leigh, however, has better luck and blasts it with a shock sphere. Krolec follows it up with his boar assault.

Durmindin summons his spirit companion and attempts to use his spirit of the hawk's wind spell, but fails. The dragon responds by blasting Krolec, Challa, and Durmindin's spirit with an icy blast from its mouth. It then lets out a loud roar that chills Challa and Durmindin to the bone.

Just as all seems lost, out in the hallway a figure emerges from his strategic hiding spot. He moves to the side of the dragon and slices into it, giving it his oath of the final duel. Challa and Durmindin do not recognize the man, but Krolec and Leigh do – it is Silas Ballard, the avenger of Erathis.

Krolec gives Silas a questioning look, and Silas gives him one in return that suggests there is an explanation, but no time to give it now.

Leigh proceeds to blast the dragon with her magic missile as Krolec jabs another arrow into it using his shadow wasp strike.

The dragon, however, turns to focus on Silas. The beast makes several attacks with its claws, but only manages one hit across his arm. Silas gives his oath of enmity, and attacks the dragon back with an overwhelming strike.

Gathering her nerve, Challa strikes at the dragon herself, hitting it with a virtuous strike. Leigh follows it up with another magic missile.

Krolec attempts to hit the dragon with an evasive strike, but misses. Durmindin re-summons his spirit companion and uses it to strike at the dragon with a thunder bear's warning. The strike seems to miss its mark until a quick prayer from Silas gives it the divine guidance it needs to strike home.

Bloodied and bruised by the attacks, the dragon lets out a howl then turns and flies down the stairway into the main hall and down into the large hole where the trapdoor used to be.
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 02:53:49 PM
Session 26 - Scene 3 (of 5)

Rather than take the opportunity to rest, Krolec leads the others in pursuit. He is worried about giving the dragon enough time to recover.

The stairs below the trapdoor lead into the first dungeon level. It appears to be a single room with a large pool of glowing green goo. After quickly making sure the dragon didn't try to hide in the pool, Krolec leads the others into a side hallway, following the tracks of the dragon. They pass underneath a raised portcuillis and beyond to another set of stairs leading down.

The second level below is a long, wide room with several crypts and small alcoves with statues. On the far side of the room, one corner is a raised dais with an altar to Tiamat on it, while the other has yet another stairway leading down. Krolec suspects the room may be trapped, and tries to ascertain where the dragon stepped while heading through the room.

Since the floor is stoned, there are limits to what his tracking ability can do. Since he can't be sure exactly where to step, Krolec leads the group moves slowly. After narrowly being hit by a dart from one of the statues after setting off one trap, Krolec carefully identifies the pressure plates in the floor and safely leads everyone across to the stairway.

When the group reaches the third level underground, Krolec spots another series of crypts with another pool of goo separating them. He begins to wonder how deep the dungeons of Kobold Hall actually go. At the far end of the room appear to be a set of double-doors and a raised platform with a couple of chains hanging down near it.

Not sure what to make of the chains and platform areas, Krolec checks to make sure he is still on the dragon's tracks. He's quite sure the dragon headed through the double doors.

Krolec quietly advances over to the door and listens carefully. Behind it, he can hear the mutterings of a few creatures. He's pretty sure they are kobolds.

Very carefully, Krolec cracks open the door. He can see it leads to a short hallway with a large room beyond with a high ceiling. The center of the room appears to be a large miniature tower with kobold archers along its ramparts.

Krolec motions to Challa, who telepathically contacts him and gets the full information about what he can see. They decide to have Krolec sneak in a bit further to get more intel.

Hiding in the shadows, Krolec sneaks over to the right side of the hallway and peeks around to see the right side of the large room. There appears to be a large platform off of the side of the main wall. On the platform stand two kobold slingers standing to either side of a large boulder about ten feet in diameter.

After Challa telepathically contacts Krolec to get the information, she immediately warns him about going further in. She suggests heading to the left.

Krolec, however, wants to sneak in a little further first. Moving quietly over to the shadows of the tower, he notices the floor is rutted, as if to allow the boulder to roll along a certain path. The rut appears to lead down from the platform and around the tower area in a circle.

Challa gets this information and changes her strategy – they should breach the room and head immediately to the right to attempt to neutralize the threat of the boulder first.

Krolec continutes to head in. Moving around the corner of the tower, he spots a set of double doors that appear to lead inside the tower. The doors have draconic markings on them, suggesting the dragon may reside inside.

Krolec and Challa begin to put a plan into motion. Krolec will try to sneak in over to the boulder area while Silas with follow.

Krolec makes his way to the upper right corner of the tower while Silas sneaks past the hallway and over towards the tower.

But their luck does not hold. As Krolec begins moving over towards the north wall of the room, he spots another platform along it – this one with a wyrmpriest guarded by a pair of dragonshields. It yells out an alert about the time the archers on the ramparts spot Silas.
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 02:55:20 PM
Session 26 - Scene 4 (of 5)

Out of a small alcove in the west wall emerges a small spiretop drake. It flies straight for Krolec, but he manages to fend off its attacks.

Durmindin immediately moves into the small hallway and blasts one of the kobold archers with his wrath of winter. Leigh follows him and assists with a magic missile blast.

Over on the eastern side of the room, the kobold slingers react. One hurls a pot of glue at Silas, causing him to become stuck in place. The other activates a lever on the wall, causing the boulder to crash down and begin following the rut, heading straight for Silas.

Krolec switches to his swords, uses a hit and run attack to slice at the drake, and then rushes over and tries to knock the boulder off course, but he isn't strong enough to move it.

Over at the far end of the room, the wyrmpriest and her gaurds begin moving towards the west wall.

Back on the east side, Silas heroically tries to stop the boulder with his strength, but fails. Likewise, Challa's attempts to use her divine mettle to allow him to get free. The boulder eventually rolls over him, crushing his leg.

The archers on the ramparts fire at Krolec, Leigh, and Silas, missing them all with flaming arrows. Krolec is, however, the recipient of a vicious claw attack by the drake as it flies by him.

Durmindin attempts to fire at an archer again with his wrath of winter, but misses. Leigh, however, strikes him with her magic missile.

From the platform, the slingers fire more glue pots at Krolec, hitting him. He responds by switching to his bow and firing back, hitting them both with an arrow.

On the far side of the room, the dragonshields and the wyrmpriest continue to advance as the archers fire again at Krolec, Leigh, and Silas – still missing their targets. Over on the other side, Silas finally manages to free himself of the glue.

As the boulder moves past, Challa charges over to the east side of the room, but misses the drake with her virtuous attack. The drake responds by swooping in and clawing her face.

Durmindin calls forth his spirit of the healing flood, failing to affect the kobolds but allowing his allies to recover. Leigh, however, is able to hit one of the archers again, killing it.

She then rushes over to the west side of the room and blasts the priest and the dragonshields with her burning hands spell. The priest responds by blasting Leigh with an orb of freezing cold while the dragonshields move in and slice into her with their swords.

Just then, the slingers attack again, hitting Challa with more glue pots. Krolec tries to free himself from the glue, but is unable. Silas, free from the glue, stands up and moves over to the platform. He tries to attack one of the slingers with a blast of his radiant vengeance, but misses.

The archers then fire at Challa and Durmindin, hitting them both with arrows. Challa has to take a moment to recover herself while the drake misses Krolec with another flyby attack. Challa and Krolec then realize to their horror that the boulder has rolled back around to them, as it smashes into them both.

Durmindin decides to assist Leigh, using his spirit companion to strike out at one of the dragonshields with a spirit renewal strike.

With no glue pots left, the slingers hurl stones at Silas, missing him. Silas quickly moves over and climbs up onto the platform, slicing into one of the slingers with his sword. Down below, Krolec and Challa manage to free themselves.

On the other side of the room, Leigh uses her jump spell to quickly move away from the kobolds surrounding her. She jumps herself over to the north platform and blasts all three of them with a scorching burst.

Up on the ramparts, the archers fire at Durmindin, missing him with their arrows. Nearby, the drake flies over and cuts into Silas's arm as the slingers pull out their daggers and stab him.

Durmindin stays focused on the wyrmpriest, but his spirit companion misses with its protecting strike. Leigh blasts the dragonshields heading her way with another scorching burst. The dragonshields charge up the platform after her, but miss her with their swords as the priest misses Durmindin with an ice orb blast.

Krolec picks himself off the ground and fires his bow at a nearby archer, hitting him twice. The archers fire back at Krolec and Durmindin, but miss.

Nearby, Silas cuts into one of the slingers with an overwhelming strike. Challa stands herself up and charges up onto the platform, flanking one of the kobolds on Silas. She then strikes it down with her valorous smite.

The drake tries to do another flyby attack on Challa, but misses. The remaining slinger tries to attack Silas, but Challa's divine sanction kills him.

Over on the other side, the wyrnpriest blasts Durmindin with an icy orb as the dragonshields cut into Leigh. Up on the ramparts, the archers fire at Krolec, hitting him twice.

Challa readies herself for another drake attack, slashing it with a bolstering strike when it moves in to attack. Silas, meanwhile, assists Leigh by blasting one of the dragonshields with his radiant vengeance, killing it.

Durmindin uses his healing spirit to heal the wounds of Krolec and Silas. He then blasts at one of the archers with his wrath of winter spell. The wyrmpriest responds by blasting Durmindin with another cold orb.

At the north platform, Leigh blasts one of the dragonshields with her magic missile then uses her fey step to teleport a short distance away. The dragonshields continue to rush after her.

Krolec moves over to use the boulder as cover from the archers then fires off a couple of arrows at the drake, hitting it once.

Silas attempts to blast the other dragonshield with his radiant vengeance, but misses. Next to him, Challa steels herself for another drake attack, but neither end up penetrating the other's defenses.

Durmindin takes a moment to catch his breath as Leigh runs from the dragonshields, blasting one of them with another magic missile along the way.

Krolec worries the group is too weak to continue fighting. He fires two arrows into the drake then begins making a strategic withdrawl towards the room's exit.

The dragonshield continues to advance on Leigh in the north part of the room while the wyrmpriest inches closer to Durmindin in the south. Silas fires his radiant vengeance again, killing the remaining dragonshield.

Challa is hit by one of the archers as she prepares herself for another drake attack while following Krolec's retreat. As it swoops in, she cuts it down with her axe.

Durmindin uses another healing wind to heal Leigh and Challa's wounds. Leigh then fires off a scorching burst on the archers, killing one of them. From the hallway, Krolec kills the another with a couple of shots with his bow.

The wyrmpriest fires off a cold orb at Challa but misses. Silas uses his angelic alacrity to advance over to the priest, slicing into it. He follows it up with an overwhelming strike, chopping the creature's head off.

With the kobolds dead, Krolec quickly orders a full retreat as he is still worried about the dragon attacking again. The group will need to risk resting and taking on the recovered dragon.He leads everyone back upstairs, where they once again resume resting, this time in a different room, hoping this time to make it through the night.
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 02:56:51 PM
Session 26 - Scene 5 (of 5)

Far away in an underground chamber, the images of the sleeping group can be seen in the magic reflecting pool. As the observer watches from behind a large curtain dividing the room, he hears someone coming down the hidden stairs.

The dark figure moves down the stairs and into into the room. Wearing dark robes, only the faint outline of his face can be seen in the dark chamber from the soft glowing light of the pool.

A high, raspy voice comes from behind the curtain, "Your plan failed. They've breached the final chamber and killed his priest. In the morning Szartharrax will surely die."

The man in the dark robes responds in a deep, cold voice, "Perhaps. Though I wouldn't count out a cornered dragon just yet, you know as well as anyone how dangerous that can be. In any event, I hope you aren't going to declare victory prematurely. Szartharrax is simply my first line of defense. Still, I congratulate you countering with the avenger like that; I didn't realize he was still in play."

The voice behind the curtain responds, "There are a great many things you do not yet realize. You are not the only one with multiple lines of defense to your strategy."

The man in the robes smiles, "Naturally. I am eagerly anticipating your next move..."
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 03:23:34 PM
Session 26 - Session Notes

Once again, I had a smaller group for this session and it just works so much better.  Actually, even when I end up with my least favorite group of players (which is pretty much this session), I notice that I have a much better time with a smaller group.  There truly is a magic number to get RPGs to work "right", at least for me.  I just don't have nearly as much fun playing/running the games unless the number is between 4-6 players.  Anything more, or less, just doesn't seem to click right - 3 players feels like trying to play 8 man football while 7 or more always feels like a UN meeting.

Anyhow, numbers aside the game worked out pretty good this week.

I knew the Durmindin player would be back this week, but I wasn't sure about the Silas player (who has never shown up consistently).  The Tiberius and Larrak players canceled at the last minute (which also means the Scrag player missed since he only comes with his dad, the Larrak player).

So, I gave the Tiberius and Larrak PCs a mysterious disappearance (which I will have to explain somehow later) and had to introduce the Silas PC a mysterious entrance (again, which I'll have to explain later).  The Silas character actually showed up at the tail end of round 1 of combat, so it worked out very nicely.  Now I just have to come up with some crazy story to explain it all (and preferably one of the ones where I tie everything together so it looks later like I planned everything to work that way from the beginning).

I had been planning the half-encounter with the dragon since last session.  It made the most logical sense - threaten the players while avoiding killing them.  For this battle, I used the base level 3 stats for a young white dragon.  Sadly (for them), the final battle will used the customized stats I made for the level 8 (!!!) Szartharrax.

The original point was to throw the PCs a bone - make them earn a reason to rest without interruption for 8 hours (since the dragon was wounded, he'd have to rest, too).  In practice, they decided to chase after the thing.

Careful readers will note that I am using the Kobold Hall layout from the DMG.  However, I did not actually bring the DMG with me to the game and couldn't quite remember how it all fit together.  So, the descriptions of the rooms I gave the PCs as they headed down don't quite match the write up (though no one will notice - except maybe the Tiamat altar because that's something I completely forgot about at the time).

The battle with the wyrmpriest and his minions was quite exciting.  I scaled the fight down quite a bit from how I originally planned it to avoid killing everyone.

Interesting note - the PCs did not stop even long enough after the dragon fight to recover their encounter powers.  That was a first.

My favorite part was the slingers with the glue pots combined with the boulder.  That was a lot of laughs (at least, for me).  We used the Silas player's d100 on our battlemat to represent it.  Probably the only real usefulness the thing ever had.

Next time we'll finally get to the final dragon battle and the ginormous amount of treasure found there.  I think I mentioned before that the pile of treasure constantly grows because the PCs gain levels faster that I can dole out treasure parcels.

Which brings me to a couple points:
1. I think PCs gain levels too quickly.  I'm sure the players would disagree, but it is a pain just trying to keep up with what abilities they have.  There's no time at all to just stop and enjoy the level - it takes maybe 4, 5 sessions before they will level again.

2. Treasure parcels suck.  They aren't as half-baked as skill challenges, but I don't think they are ready for prime time yet either.  For one thing, its actually quite difficult to give out that much treasure every level if the PCs are constantly gaining levels.  The cash part is kind of difficult - the magic item part is nearly impossible.  Every other battle the monsters would have to be chock full o' magic items.
Title: Session 26: Cold Pursuit
Post by: jgants on February 08, 2010, 03:40:53 PM
Session 26 - Session Notes (part 2)

Almost forgot to mention my notes on "Scene 5", which was actually emailed out to the players after the session as an epilogue.  I like to add little cut scenes here and there to flesh out the story and add suspense, but always over email so they don't interfere with play.

The epilogue was inspired by a combination of the "Management" character from the tv show Carnivale with the season 4 finale opening scene from the tv show Lost.

That the PCs are a group being manipulated by outside forces for their own purposes is one of my standard campaign themes, which I also used in my Rifts campaign.

This time, instead of incredibly powerful cosmic forces, their manipulators are basically epic-level types.  And the biggest reason for that is I have no intention of dragging it out indefinitely.  The eventual idea is that the PCs will become powerful enough that they will figure out what's going on (and what's at stake) and take it from there.

I have kind of a general idea where the campaign will go for the next dozen sessions or so and where I expect the PCs to be at by the time they hit paragon level.  I want to make sure that by the time they get there, there will be a clear difference from where they started at as far as how the campaign world looks.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 07:38:04 AM
Session 27 - Cast of Characters

Krolec Jar'Bin - Elven Ranger
Leigh - Eladrin Wizard
Challa Kri - Kalashtar Paladin
Durmindin - Wilden Shaman
Silas Ballard - Human Avenger
Larrak - Dwarf Fighter
Tiberius Enchilada - Human Warlord
Scrag Graveborn - Half-Orc Warden
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 07:56:57 AM
Session 27 - Scene 1 (of 11)

One week ago...

After being forced to move out of the temple, Silas decides to do some soul-searching.  After thinking things over, Silas decides to give up his life of adventuring to marry and settle down with his childhood sweetheart, Lady Abigail.

Silas then devotes himself to starting a family and trying to help out around town.  A few days later, he was doing his usual charity work at the local soup kitchen for the indigent of the city when a messenger shows up.  Just as Silas was in the middle of discussing how several regulars had stopped showing up recently with another volunteer worker, the messenger comes over to Silas and hands him a note from the High Septarch, asking for an immediate audience.

Wondering what the old wizard could possibly want to talk to him about, Silas goes over to speak to him.  There, the High Septarch tells him of his studies of the stars, and that he foresees great danger to the city if Silas' former allies do not succeed in fighting the dark forces surrounding Kobold Hall.

Silas decides he has no choice but to help.  He explains to Lady Abigail that he will need to resume his adventuring career, at least until all threats to the city are gone.  He then gets some supplies and heads out to Cloak Woods, hoping to find the others.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 07:57:47 AM
Session 27 - Scene 2 (of 11)

Yesterday Afternoon...

While heading towards the castle, Scrag loses sight of Tiberius.  While attempting to find him, he spots Krolec a short distance away.  Krolec motions him over.

As Scrag gets closer, he realizes Krolec is wearing the wrong clothes.  Before Scrag can do anything, the Krolec look-alike blows some sort of powder into his face.  For Scrag, everything then goes black.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 07:58:37 AM
Session 27 - Scene 3 (of 11)

Later that night...

As Silas makes his way towards the hall, he catches the sight of another creature heading into the clearing near the keep from another part of the forest.  Silas recognizes the clothing and armor the creature is wearing as belonging to his old ally, Scrag, though the creature itself looked pure white with white hair and a slender build.  As the creature approaches the keep, it transforms to look like Scrag and walks into the front door.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 07:59:30 AM
Session 27 - Scene 4 (of 11)

Inside the keep, Tiberius and Larrak stand guard.  They spot Scrag enter into the hall through the front door.  Catching Scrag's eyes from the stairs, they motion for him to come up.  

Scrag starts to head over, moving as if injured.  He heads up the main stairs, but then buckles over in apparent pain as he reaches the mezzanine.

Tiberius heads down to assist Scrag while Larrak keeps the lookout.  As Tiberius reaches Scrag, Scrag stands up and blows some kind of powder into his face while Larrak is looking the other way.  Tiberius remembers nothing else.

As Larrak look back, he sees Scrag and Tiberius both standing on the mezzanine, apparently looking at something.  Scrag motions for Larrak to come down but Larrak only goes over to the top of the stairs and tries to get a look down.  As he glances down, the dwarf sees nothing of interest.  He looks back towards Scrag just in time to see a small pouch hit him in the chest and explode into a cloud of dust.  Everything goes black.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 08:00:31 AM
Session 27 - Scene 5 (of 11)

Back outside, Silas slowly and carefully makes his way towards the main door, finally reaching it several minutes later.  Sneaking inside, he spots no one around other than the remains of a large battle all around the keep and the many dead corpses of kobolds.  After examining the ground floors, he began to ascend the large staircase to sneak upstairs.

But as he nears the top, a strange, plant-like creature emerges from one of the rooms below.  Not wanting to take chances, Silas sneaks over into the shadows in the nearest room and hides.

From his hiding spot, Silas hears some whispering but can't make anything out.  Then, a short time later, he hears the loud crashing sound from downstairs, and the dragon's roar.  Silas stays hidden until he hears the dragon engage in battle with others.  When he moves in to attack, he sees his old allies Krolec and Leigh fighting alongside the plant creature and a female warrior.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 08:01:37 AM
Session 27 - Scene 6 (of 11)

The next morning, everyone wakes up.  Now that they have the time, Krolec formally introduces Silas to Challa and Durmindin.  

Silas mentions seeing Scrag the previous night, entering the keep before he did (though he fails to remember/mention the part about it being a shape-changing creature).  The others aren't really paying attention to him, and Krolec simply suggests perhaps they will run into Scrag on their way down to fight the dragon.  The idea of where Scrag went or why he did not attempt to assist in the battle with the dragon does not seem to occur to them.

Instead, Krolec is focused on counting his arrows and preparing for the battle ahead.  Everyone else gets ready as well, including Durmindin who heads downstairs and grabs one of the butcher's aprons from the kitchen.  Finding it interesting, he inexplicably decides to wear it, giving him a comical appearance to the others who don't quite get where he's going with it but nonetheless keep their thoughts to themselves.

Everyone then heads back down into the dungeons of the keep.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 08:02:37 AM
Session 27 - Scene 7 (of 11)

Scrag, Larrak, and Tiberius all awaken at around the same time.  They find themselves in a very dark cavern, barely able to make out anything at all.  The three of them are naked, spread-eagle against a cavern wall, with their arms and everything below their waist encased in ice.

Tiberius is not amused at being captured for a second time.  Larrak, however, is focused on Scrag.  He starts yelling at him about throwing powder in his face.  Scrag has no idea what he's talking about, and mentions being attacked by Krolec.

Tiberius, listening carefully, suggests it may be a creature capable of changing shapes.  Larrak quizzes Scrag to try to determine if he is talking to Scrag, or the creature.

Just then, Scrag realizes there is a noise coming from some short distance away.  It sounds like the heavy breathing of a large creature.  After listening closely, he's sure it is the sound of a sleeping dragon.

All three men struggle against the freezing nature of their bonds.  Tiberius can tell his lower extremities are beginning to get frost-bitten.

Using all their might, the three of them begin to break free from their icy prisons.  Scrag and Tiberius manage to do it while staying relatively quiet, but Larrak makes a bit of noise freeing himself.

Once they are free, they begin carefully looking and feeling around in the darkness.  They find their weapons, armor, and equipment nearby in a pile.  As they begin putting them on, they hear the dragon stir and begin to wake up.  Just then, the cavern becomes filled with magical torch light.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 08:03:32 AM
Session 27 - Scene 8 (of 11)

Krolec leads the others down the various levels below Kobold Hall.  Eventually they reach the chamber of their last battle.  Dead kobolds are strewn everywhere, and the large boulder has come to a rest.

The elf carefully makes his way over to the large double-doors and ensures there are no traps.  Leigh examines the door for any enchantments, and discovered it is wizard-marked with the name of the dragon, "Szartharrax".

Since the door is locked from the inside, Krolec carefully uses his skills to unlock the door while positioning everyone back to prepare for the dragon's attack.  After it is unlocked, he quickly opens the door while moving to the side of it.  As he feared, the door opens to a large set of stairs leading down.

Krolec decides to head down first to scout in out.  The stairs appear to lead down to a very dark hallway.  But once he reaches the bottom of the stairs, everything lights up with magical torchlight.

The hallway leads down a ways then turns.  Krolec advances over to the corner, positioning himself tactically.  Silas and Challa lead the others behind him while keeping a safe distance.

Around the corner, the hallway leads into a large stone cavern.  The cavern is cold and heavy with shadows; Krolec spots a large portion of the middle of its floor is covered in ice.  The ranger slowly advances into the cavern, everyone following behind.  Over towards the south end of the cavern, Krolec hears some metal clanging.

As he moves closer to the source of the noise, Krolec spots Tiberius around a large column in the cavern.  And behind that cavern column, he can hear the dragon.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 08:04:13 AM
Session 27 - Scene 9 (of 11)

Just as Tiberius, Scrag, and Larrak get their armor and equipment on, Szartharrax emerges from the shadows.  Larrak immediately yells for everyone to run.  

As Scrag runs around the corner, he spots Krolec.  Krolec makes some kind of hand signal to Scrag, but the half-orc has no idea what he's trying to say.  Thinking that it could be the shape-changer again, Scrag raises his axe and starts towards Krolec.

Leigh immediately moves herself into position to see the dragon and launches a large fireball.  The resulting explosion of flames not only injures the dragon, but melts a great deal of the ice in the cave as well.

With a clear path now to the dragon, Challa blesses her weapon and charges in, but fails to get through its thick hide.

Durmindin tries to assist by moving up and using his spirit of the hawk's wind spell, but fails to reach its full effect.

Krolec rushes across the remaining ice and gets into position with his longbow.  He attacks with an adaptive assault, using his elven accuracy to score two hits on the dragon.

The dragon then lets out a fearsome roar, causing Krolec, Challa, Larrak, and Tiberius to become frozen with terror.  Szartharrax then turns to Challa and begins clawing into her.

Silas notices Scrag is heading towards Krolec with his axe rather than the dragon.  He positions himself between Scrag and Krolec, his sword ready to defend the archer.

With Silas emerging between them, and Krolec firing at the dragon, Scrag decides to focus on the dragon for the moment.  He switches into his panther form and moves into a flanking position.  He claws into the dragon with a furious assault then smashes into it with a thunder step.

Leigh fires off an acid arrow at the dragon, burning the creature.  She then brings up a fire shield to protect herself, should the dragon decide to counterattack.

Durmindin follows up by summoning his spirit companion and attacking at the dragon with a spirit renewal strike.  However, his powers are too weak to affect the creature.

The dragon turns its attention to Scrag, nearly tearing him to ribbons with its claws and teeth.  Seeing the warden in dire straits, Larrak charges in and strikes the creature with a brute strike.  He tries to follow up with a dizzying blow, but Szartharrax fends him off.

Tiberius uses his tactical abilities to get Silas into position to attack then calls out an inspiring word to help rouse the nearly-dead Scrag.  He then moves in and strikes at the creature, causing heavy damage with his stand the fallen and bastion of defense maneuvers.

Silas gets into flanking position and strikes at the dragon with an oath of enmity.  He follows it up with an intervening blades maneuver.  Scrag then pulls the dragon to the ground with his earthgrasp strike.

Leigh blasts the prone creature with a magic missile while Krolec switches to swords and charges in, striking at the dragon with a boar assault.  Challa follows it up by issuing a divine challenge, then striking it with her virtuous strike.

The dragon stands then attempts to blast Scrag, Tiberius, and Larrak with an icy blast from its mouth.  But all three are able to avoid it, and the damaging effects of the earthgrasp strike and divine challenge weaken the creature further.

Larrak retaliates with a dizzying blow to the dragon's head while Tiberius strikes the body with a guarding attack.  

Silas uses the power of his holy symbol and attempts to strike down the dragon with angelic alacrity, but misses.  Silas then strikes into the dragon using his bonds of pursuit, causing it to crash to the ground.  Scrag then uses his axe to chop Szartharrax's head off.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 08:05:13 AM
Session 27 - Scene 10 (of 11)

As Szartharrax's blood begins pooling on the cavern floor, Larrak immediately begins interrogating Krolec about attacking Scrag with some kind of powder.  Silas, meanwhile, is suspicious of Scrag for heading towards Krolec at the start of the battle instead of the dragon.  Krolec has no idea what Larrak is talking about, but is indignant at the idea Scrag nearly attacked him.

Larrak briefly explains what Scrag told him and what he and Tiberius saw.  Silas tries to interject with what he saw, but no one really picks up on it.  Scrag, meanwhile, is focused on skinning the dragon so he can have some dragon scales.

Eventually the group is able to ensure everyone's identity and they check around the cave to look for anyone else.  They don't find anyone.  Since white dragons don't change shapes, Krolec and the others aren't sure who the shape-changer is or where he went.  Tiberius wonders aloud if it was the same doppelganger that he knew as an ally of the Necromancer he was once enslaved to.

Attention then turns to the large pile of treasure Szartharrax has amassed.  A few hundred gold coins, a couple of platinum pieces, and thousands of copper and silver pieces are piled into a heap.  The pile also contains nearly a dozen gems as well as many pieces of weapons, armor, and jewelry along with several crates of trade goods.  One piece is identified as the dragonhide Teldorath asked them to recover.

Leigh pores over the items carefully, checking to see if any are magical.  She identifies seven of them as magical: a headband of perception, a freezing arrow, a frost fury waraxe, enchanted leather armor, a bag of holding, and bracers of archery.  There are also two healing potions and a potion of clarity.

As the only archer, Krolec takes the arrow and bracers.  Leigh quickly moves to take the bag of holding.  There is some contention over the waraxe, but ultimately Challa takes it as the others typically use great axes or battle axes.  Tiberius tries to get the headband as well, but Krolec decides it makes more sense for Leigh to have it.

Finally, several members could use the leather armor.  Silas decides not to speak up as he is still unsure if he will be adventuring long-term.  The group almost decides to give the armor to Durmindin until Scrag points out he wears leather armor as well.  Durmindin is, however, given one of the healing potions and the potion of clarity.  Scrag takes the leather armor and the other healing potions.

With the items divided up, the group makes sure to get whatever they need from the dragon.  Scrag helps Leigh get any parts she needs to trade for spell components.

The group then leaves the cavern chamber and heads upstairs.  Realizing they never checked the bodies in the boulder area; they quickly search the bodies and come upon another handful of gold, another healing potion, and a symbol of battle worn by the wyrmpriest.  Durmindin is given the other potion and Challa takes the symbol.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 08:06:14 AM
Session 27 - Scene 11 (of 11)

A day later, the group gets back into the city and takes care of business.  They head to Moonstone Keep where Lt. Gerdrand meets them and congratulates them on their success.  He obtains the three hundred gold reward from Lord Markelhay for them, which Scrag finds to be rather small compared to the treasure they found there.

Next, they drop off the dragonhide at Teldorath Arms, where Challa picks up a crossbow.  Scrag and Challa also have Teldorath use the dragon scales to adorn their shields, and Scrag has the dwarf make him a helm from the dragon's head.

Krolec then arranges to sell the various goods they recovered through his family's business.  He also exchanges the coins they have accumulated into letters of merchant credit so they will not have to carry around as much cash.  Leigh has the gold split into nine parts – giving one share to each of the members and keeping a ninth for expenses.

While talking with his father, Krolec learns that his artisan sister has been curiously absent for a few days.  He makes plans to go check in on her.
Title: Session 27: Szartharrax
Post by: jgants on February 24, 2010, 09:57:53 AM
Session 27 - Session Notes

This session worked out about how I expected.  There was enough time to do the dragon fight and the aftermath, and that was about it.

Note that scenes 1-5 were never played out.  They were notes written up by me that I gave to the Silas, Tiberius, Scrag, and Larrak players to explain their absences from the sessions they missed.

When the game started, I was hoping the Silas player would have gotten more involved.  Instead, all he really said was, "I saw Scrag come in".  Either he didn't get what I told him happened, or somehow missed the part where it was obviously a shape-changer.  

And, naturally, none of the other PCs even remotely picked up on this.  If my adventures ever feel like linear combat-fests, its not because I'm railroading.  It's because my players have the absolute worst case of tunnel vision ever combined with the inability to spot clues even when I provide big flashing lights.  They seriously are incapable of keeping more than a simple fact or two about the plot in mind and can never focus on more than one thing at a time.

Which is not to say the session wasn't any fun.  The Larrak/Scrag/Tiberius scene was quite fun.  There was a lot of good character interaction there, plus the humor of poor Tiberius being captured yet again.

That was actually set up as a skill challenge.  If they succeeded (they did), they would have their armor and weapons ready for the first round of combat.  If they would have failed, they would have had to start the battle without their armor fully on yet and spend 1 round getting ready.  

I also had an endurance check during the challenge that cost Tiberius a healing surge.  It had no effect whatsoever on the fight, but much humor was had discussing which part of him got frostbitten.

The battle itself wasn't all that interesting.  A solo fight just doesn't work with 8 PCs.  Actually, I have yet to see any solo fight work regardless of the number of PCs - the PCs just get too many actions compared to the solo creature.  

I think that part of 4e still needs some serious work.  In order to make it even remotely a close fight solos would need more attacks, the attacks should cause more damage per hit, the attacks should have secondary effects (like dazing/prone), and they definitely need the ability to save at the start of their turn or else they are way too easy to beat.

The aftermath of the battle was fun because the group finally got to get some treasure.  Naturally, they are already suspicious of how I will "take it away", though I contend that in the Rifts campaign they only ever lost money/equipment due to their own actions/stupidity.  I never actually try to take stuff away from them.  :p

And finally, there was the hint of what is next for Krolec.  That player is actually on vacation for the next couple of sessions so this will work out as a great excuse.  However, his sister being missing was actually planned all along, and goes back to something that was mentioned during the cemetery party session.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:07:09 AM
Session 28 - Cast of Characters

Challa Kri - Kalashtar Paladin
Larrak - Dwarf Fighter
Leigh - Eladrin Wizard
Scrag Graveborn - Half-Orc Warden
Tiberius Enchilada - Human Warlord
Durmindin - Wilden Shaman

and special guest-star

Vanka Karamazov - Halfling Rogue
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:08:20 AM
Session 28 - Scene 1 (of 10)

A new morning brings the group together once again for breakfast at Lucky Larry's Hash House.  While everyone is eating, Leigh and Scrag notice a halfling enter the restaurant.  They recognize him as Vanka Karamazov, Mitka's brother.

Since they did not get a chance to talk to him at the funeral, Scrag waves Vanka over to the table.  They exchange pleasantries and briefly discuss Mitka.  Scrag describes their former companion as a brave man, even if his handspring assault attack often missed its mark.  Everyone agrees Mitka died an honorable death helping the group.

Vanka wishes to repay some of the group's kindness towards his brother.  He offers to assist the group on whatever task they may have at hand.  Larrak responds he isn't really sure they have any particular task to do at the moment, but Leigh reminds him about following up on Rufus' trail.

Tiberius suggests following up with the connection to the petty criminal, Vargas.  Vanka is somewhat familiar with Vargas, being something of a rogue himself.  Larrak suggests having Vanka infiltrate Vargas' criminal organization since no one has seen him yet, plus Vanka already has a reputation in the underworld.

Vanka happily agrees to do whatever they need.  The group gives him a brief rundown on their previous encounter with Vargas, and how they are trying to get closer to his boss, a man named Schlomo.  Vargas recognizes Schlomo as a local crime lord, though he is publicly known as Maury Schulman, the respectable businessman owner of the Schulman Transportation Company.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:09:17 AM
Session 28 - Scene 2 (of 10)

Everyone else waits a fair distance away as Vanka heads into the transportation company offices.  Using his reputation, Vanka is able to get in to see Schlomo.

Seated behind the desk is a short, pudgy man with bulging, almost frog-like eyes.  The two men talk briefly.  Vanka impresses Schlomo with his wit and enthusiasm for the job.  Satisfied with Vanka's qualifications, Schlomo sends the Halfling over to talk with the "shop steward", a man named Feldman.

Feldman is a very tall, muscular man.  Vanka can immediately tell he is Schlomo's head enforcer.  After the tall man exchanges looks with his boss, he agrees to hire Vanka.

The man goes on to explain that as a transportation company, they often use their carriages to transport the wealthy.  And since their clients are often not at home, they like to perform "security checks" on their clients' more valuable belongings while they are away.  Taking the man's meaning, Vanka makes a comment about interference from the authorities, but Feldman makes it clear that should not be a problem, though he makes it just as clear he will not elaborate.

Feldman explains to Vanka that he should come back that evening and that he'll be working with a man named Vargas.  He cautions Vanka to be sure to arrive on time.

Before Vanka heads out, he makes sure to get a quick look of the location.  He can easily tell that the business is a front, and that the half-dozen or so employees that mill around the place are Schlomo's thugs.  He also makes a note of the large safe he spotted in Schlomo's office.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:09:50 AM
Session 28 - Scene 3 (of 10)

After leaving the carriage house, Vanka reunites with the others and explains what he has learned.  

Scrag is a bit overenthusiastic, calling for them to get Vargas alone that evening and kill him.  Everyone else tells Scrag to shut up and behave.  Tiberius is also interested in getting revenge on Vargas, but mostly just wants his ten gold back, though he keeps his thoughts to himself.

Instead, everyone decides to make the most of their time before the evening.  Leigh and Durmindin elect to go to the Temple of Erathis to seek assistance while Vanka and Larrak stake out Schlomo's business and Challa, Scrag, and Tiberius head back to the Lucky Gnome Taphouse to see if they can pick up any more info (though Challa and Tiberius largely want to focus on keeping Scrag out of trouble).

Leigh and Durmindin are able to get in to see Dirina Moonbrow right away.  Leigh hopes her rising status in the community, as the potential next high septarch, will help get more cooperation.  To her disappointment, however, Dirina has little help to offer when asked for information about Rufus the Red; apparently the priests of Erathis have very little to do with the criminal underworld or assassins.  

Trying to help, Dirina suggests perhaps they speak to someone associated with the Raven Queen, since they would have a better chance of knowing anything about assassins.  Leigh decides to follow her advice.

Leigh then tries to decide between Father William, the head of the Abbey of the Raven Queen, and Lord Varys, their independent contact.  She decides to go for Varys, and she and Durmindin head off to his aviary.

A short time after they arrive, Varys emerges from the shadows and greets them, with Leigh introducing the blind monk to Durmindin.  Leigh asks if he can help them with any more information about Rufus, but he regretfully tells them he already sent them all the information he had – that following Vargas would be the key to finding Rufus; and more importantly, the powers behind Rufus (who Varys suggest could be one of their enemies in the city).  Varys does, however, wish them luck and assures a questioning Durmindin that they are always welcome to seek his council.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:10:52 AM
Session 28 - Scene 4 (of 10)

Meanwhile, Scrag is drinking himself silly at the Lucky Gnome Taphouse.  Tiberius makes sure to keep close by; he doesn't trust Scrag not to do something rash.  Challa tries to keep a more casual distance between herself and the others.

When he starts to get bored, Scrag begins challenging everyone in the bar to an arm wrestling contest.  A largely-built dock worker steps over to take the contest.  But despite the dock worker's best efforts, Scrag quickly beats him.  Given his ease of winning, everyone else quickly shies away, much to Scrag's disappointment.

Tiberius, hoping to get things moving again, loudly announces his intent to take on Scrag.  He saunters over, hoping Scrag will guess his intent to let him win.  But, Scrag misses the meaning, and after a close contest manages to beat Tiberius.

The warlord then takes on a sulking manner, heading over to the nearest table with several people at it.  They seem a bit surprised, but take no offense at him sitting down with them.  Tiberius then begins grumbling about the half-orc cheating him.

Tiberius then changes tactics and begins asking around about a man named Vargas.  No one at the table admits to knowing him or even having heard the name before.  Tiberius can tell at least a couple of them are lying.

He then takes out his money purse and makes an open offer to pay for information about Vargas.  Again, no one takes him up on his offer.  But Tiberius can tell at least one person is interested.

Getting up, Tiberius makes a show of leaving the bar then hangs around nearby outside.  A short time later, one of the men at the table makes his excuses and leaves.  Outside he approaches Tiberius.

Back inside the bar, Scrag has noticed the man followed Tiberius out.  Thinking perhaps the situation could turn dangerous, the warden decides to follow the man.

Outside, Tiberius and the man talk quietly in the shadows of the street.  The man tells Tiberius that Vargas is a local criminal and works for a man named Schlomo, and can be found at the Schulman Transportation Company.  As Tiberius already has this information, he is unimpressed.

Tiberius starts to press the man for more information, such as the location of Vargas' home, just as he notices Scrag sneaking up behind him.  Worried that Scrag will do something rash, Tiberius immediately calls the man's attentions to Scrag, and acts as if Scrag must be coming after him in retaliation for his comments about cheating.

As Tiberius closes in with Scrag, he tells him to back off.  But by the time Scrag leaves, Tiberius sees the man from the bar has already fled.  Muttering to himself that the half-orc always causes trouble, he tries to shadow the man, but loses him once he gets into a residential area.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:11:37 AM
Session 28 - Scene 5 (of 10)

Back at the transportation company, Larrak and Vanka wait for the others to return.  When everyone meets back up, they tell the others what they observed.

To the untrained eye, the transportation company appears to be more or less legitimate during the day, though it has far more workers than needed; Schlomo always keeps around six to eight men around for muscle.  They also spotted Vargas show up earlier in the day, talk to Feldman, then return later.

The others discuss their lack of progress during the day.  Tiberius attempts to start an argument with Scrag over screwing up his attempt to get information outside the bar, but Larrak shuts the conversation down in order to stay focused on the matter at hand.

Larrak feels the important thing to do is rent some horses so people can follow Vanka and Vargas when they head out later.  Challa reminds him that one rider would be best to avoid attracting attention; she volunteers to do it.

Scrag immediately tries to lobby again for his plan to jump Vargas while he is out with Vanka.  Larrak shouts him down.  As arguments ensue over what to do once Vanka is out with Vargas, Larrak decides he has had enough and heads out for a drink.  To his dismay, Scrag follows.

Challa then heads off and agrees to rent a riding horse.  She also stops by Teldorath's shop and gets a set of leather armor to make herself less conspicuous.

Meanwhile, Scrag starts drinking large amounts of alcohol at the bar while Larrak slips out the back door to get away from him.  He sneaks back to the area near Schlomo's to observe.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:12:33 AM
Session 28 - Scene 6 (of 10)

At the appropriate time, Vanka heads in to the transportation and Feldman introduces him to Vargas.  Vargas then explains Vanka will be acting as his driver for the evening.

Shortly after, the two men head off in one of the carriages with Challa secretly following behind them.  Vargas directs Vanka over to a more gentile area of town.  As they head in to the fancy residential area, Challa loses track of them.

Vargas directs Vanka to a particular house.  He explains that he, himself, took the man who lives there on a trip to a country estate earlier that day and needs to stop by the house to make sure everything is ok.  Vanka nods in understanding.

The criminal exits the carriage and makes his way over to the house, keeping in the shadows.  Vanka is then surprised to see Vargas jump his way on to the second story roof of the building; he deduces the ruffian must be in possession of magic boots.  Vargas then opens a second story window and climbs inside, leaving the servants on the ground floor below none the wiser.

A short time later, Vargas emerges from the window with a small bag.  He jumps down and heads back over to the carriage, telling Vanka it is time to go back to the office and report in.  On their way back, Challa spots them and follows them in.  Larrak spots both of them as they head back into the carriage house.

Inside, Vargas heads over to Feldman, speaks for a moment, and gives him the bag.  Vanka sees Feldman take a look inside the bag, smile, and then head into Schlomo's office and close the door.

A little while later, Feldman emerges from the office, empty-handed.  He comes over and tells Vanka he did a good job then assigns him to clean the stables for a few hours then go home for the night.  He explains that Vanka is to be paid on a weekly basis.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:13:25 AM
Session 28 - Scene 7 (of 10)

A couple of weeks pass as Vanka continues working for Schlomo.  Some nights he just hangs around the office, while others he goes off to drive the carriage for Vargas again.

Then one night, Feldman takes Vanka aside and tells him it is time for him to go solo, and that Vargas will give him the details.  Vargas then hands Vanka a note with the address of a house, and tells him he is looking for a diamond necklace.

After Vanka heads off in the carriage, he stops a short distance away and informs the others of his mission.  Although some are uncomfortable with it, they decide to let him go on ahead.  They hope to be able to return the necklace later.

Vanka parks the carriage some distance away and sneaks his way towards the house.  He finds a window to unlock on the first floor and makes his way inside, looking carefully around first.

Once inside, he finds the jewelry cabinet in the bedroom.  After picking the lock, he pockets the necklace.  He then cases the rest of the house to make sure there is nothing of value to take (being a thief after all).  After finding nothing, he leaves.  

However, Vanka notices that he is spotted by a neighbor as he leaves the window.  He quickly rushes to the carriage and makes a fast getaway.

After arriving back at Schlomo's, he hands over the necklace in a bag to Vargas.  Vargas and Feldman then head into Schlomo's office together, and the bag once again disappears after the door closes.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:14:08 AM
Session 28 - Scene 8 (of 10)

When Vanka is finished for the night, he regroups with the others.  Everyone is beginning to get anxious as they realize they don't really have a plan for what to do next.  They had been hoping Vanka would hear something about Rufus, but no one at the transportation company has ever mentioned him.

Larrak thinks maybe they should look at stealing Schlomo's safe.  Tiberius likes the idea but Challa doesn't see what it has to do with their mission.  Arguing ensues.

Leigh is frustrated as none of their plans so far have worked.  After thinking on it for awhile, Vanka suggests that the last thing Schlomo would want is attention.  Challa suggests collecting the evidence they have and going to the authorities, but Larrak distrusts Lt. Gerdrand.

No one agrees on a course of action and the arguing continues.  Leigh suggests threatening to fireball Schlomo while Tiberius insists on his plan to confront Schlomo and say they work for Rufus and he is displeased with his piece of the cut.

Challa argues with Tiberius, pointing out that his plan would immediately tip their hand if they are wrong about how Schlomo's criminal network works.  Tiberius explains that he is trying to prompt Schlomo to contact Rufus.  Larrak thinks to himself that he's pretty sure their information indicated Schlomo did not know Rufus directly, but no one listens when he tries to point it out.

In the end, Leigh decides to just go with Tiberius' plan because she doesn't want to argue anymore.  Challa agrees as well, mostly because she lacks a better plan.  Larrak refuses to have anything to do with it.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:15:18 AM
Session 28 - Scene 9 (of 10)

The next night, Vanka is sent off on another job.  When he gets ready to return with the jewels, the group puts the plan into motion (sans Larrak, who just watches from nearby).

Tiberius enters the carriage house in the lead, holding Vanka (as if captured).  He begins yelling about working for Rufus and that Rufus isn't happy with his cut.

Feldman immediately circles his men.  He demands to know what is going on, saying that Rufus has nothing to do with their operation.

Tiberius responds that Feldman must not be high up enough to know what really goes on.  Challa groans to herself.

Feldman and his men begin advancing towards Tiberius.  He insists Tiberius must have bad information, as Rufus as nothing to do with them and never has.

Tiberius decides to back out slowly, leaving Vanka so that his cover will stay intact.  The others carefully follow.

Outside, everyone regroups a short distance away and watches to see if anyone leaves to go see Rufus.  No one does.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:16:05 AM
Session 28 - Scene 10 (of 10)

The morning after, Larrak decides to try the direct approach.  He heads straight into the carriage house and demands to see Schlomo, saying he has business to discuss.

After Schlomo agrees to see him, Larrak explains that a lot of people seem to be interested in Rufus the Red.  He wants Schlomo to tell him what he knows so he can sell the information.  Schlomo asks what is in the deal for him, and Larrak explains that if he doesn't get the information, who knows what other kind of disturbances could occur, causing Schlomo more attention and trouble.

Schlomo sees Larrak's point.  He does, however, make a point of insisting that the deal is that he will never have to see Larrak or his people again.  Larrak agrees.  Schlomo reminds Larrak that he would be a very bad man to cross.  Larrak confirms his understanding.

Schlomo then tells Larrak the person he needs to see is named Slippery Pete.
Title: Session 28: Clueless
Post by: jgants on March 09, 2010, 08:27:46 AM
Session 28 - Session Notes

After the last several sessions of non-stop action, I was hoping this would have been a nice chance to slow things down with some interesting role-playing and investigation/problem-solving kind of activities.

Sadly, this session turned out to be a mess and I ended up pretty disappointed.  I'd been sick half the week and still wasn't feeling that great by the session so I was a little off.  Several of the players were stressed out from work so that didn't help either.  And to top it all off, the group is (apparently) just pretty much lousy at trying to do investigation type stuff.

So, we got about 2/3rds through the session or more before it really dawned on me that they had no clue what they were doing.  I thought they had a plan all along.  They didn't.

Anyhow, it all ended up OK in the end and the next part of the trail of Rufus will be a bit more straight-forward so things should get moving again.

The Vanka player is yet another player new to 4e.  He's dropping in for this session and the next.  I suggested the Vanka PC as a good fit for the story and he ran with it from there.

I tried to make Schlomo's organization feel like a real crime front.  I thought it would help with their planning.  In the end, I realized I must be the only one who watches crime & punishment type shows.

As mentioned previously, Schlomo and Vargas are named after characters from Seinfeld.  The new ones introduced this time, Feldman and Slippery Pete, are as well.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:17:55 PM
Session 29 - Cast of Characters

Challa Kri - Kalashtar Paladin
Larrak - Dwarf Fighter
Leigh - Eladrin Wizard
Scrag Graveborn - Half-Orc Warden
Tiberius Enchilada - Human Warlord
Silas Ballard - Human Avenger
Durmindin - Wilden Shaman
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:47:33 PM
Session 29 - Scene 1 (of 10)

Armed with the new lead of "Slippery Pete", Larrak gets everyone back together and they start thinking up ways to find him.  Vanka, deciding he's helped the group enough and needing to get back to his own business, leaves to attend to personal matters.  For extra help, Scrag and Leigh find Silas (who has been busy attending to his newlywed wife) and bring him into the investigation.

Tiberius stresses to everyone they need to plan more carefully this time to avoid running into the problems they had while trying to get in with Schlomo.  Ultimately, the group decides to start by inquiring to Lt. Gerdrand about Slippery Pete, figuring he is a known criminal.  It is decided that Leigh (as the usual liaison of the group) should go talk to him, along with Tiberius and Durmindin while the others wait.

When they get to Gerdrand's office, Leigh immediately causes confusion when she refers to the target of their inquiry as "Slippery Toad".  After getting a good laugh, Tiberius corrects her with the proper name of Slippery Pete.

Gerdrand takes out a journal of law enforcement reports and looks up information on Slippery Pete.  He relates to the group that Pete is a known smuggler with a long history of run-ins with the law.

Tiberius wonders if Gerdrand might know where to find Slippery Pete.  The lieutenant suggests they start at the wharf.  

The warlord also wonders if Gerdrand knows of any fences operating out of the wharf area.  He responds that he does not, but Leigh is able to get a name of a top fence out of the lieutenant – a woman named Mandy.

Mandy is said to be based out of the south side of town.  She has had numerous investigations but never been arrested as she tends to use her looks and feminine wiles to get out of trouble.  She also usually uses a large dumb guy for muscle and/or to use as a fall guy.  Tiberius' thoughts immediately turn to Scrag.

Meanwhile, Larrak and Challa go out separately to try and develop their own leads.  Challa tries asking around some of the local temples, but they've never heard of Slippery Pete.  Larrak likewise has no luck at the bars.  And Scrag's plan to wander aimlessly around town and hope to overhear a conversation about Pete is the least effective of all.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:49:33 PM
Session 29 - Scene 2 (of 10)

A short time later, everyone gets back together and Tiberius gives out the info on Mandy.  Tiberius has a plan to try and go undercover by posing as a dumb guy and try to get her to take him on as muscle.  

Larrak reminds Tiberius of the failure of the last undercover operation to take into account their goal, and suggests that a more direct approach would work better.  He is in favor of simply asking Mandy about finding a smuggler to do business with.

The group favors Larrak's plan, but knows they'll have to wait until later in the day to carry it out.  Since it is still early, everyone decides that doing some recon down on the docks could be useful.

Several different schemes are planned to go on simultaneously.  Leigh plans to pose as a traveler looking for discreet passage out of town.  Tiberius will pose as a criminal looking for a smuggler.  And finally, in an attempt to try something unconventional, Challa will pose as a prostitute on the wharf with Scrag as her pimp, hoping to get some information out of sailors.

Silas, uncomfortable with the angle the investigation has taken, decides to go spend his time in a bar.  Larrak, however, sees an opportunity to aid in Challa's plan while having some fun at her expense.  Durmindin, intrigued, sticks with Larrak to see what he has in mind.  Larrak decides to seed the pond by handing out free gold coins to arriving ships' crew as a "friend of lonely sailors" and pointing them in Challa's direction.

To Challa's surprise, her disguise seems to attract a lot more customers than she was expecting.  Right away, three large sailors head her way.

The men tell Challa they are looking for a good time.  Challa confirms, but is surprised when the men pull out gold coins.  It will be trickier to put the men off than she thought.

Trying to cool them down a bit, she suggests they will need to pay extra to make up for their shortcomings.  This only seems to encourage one of the men, who feels the need to insist on his masculinity.

Putting his arm around her, he suggests the two of them head behind the nearby shed and spend his money.  

Undeterred, Challa removes his arm from around her and says she wants some help.  She's looking for someone who owes her money and wants info on his location, suggesting she will make it worth their while.  She stumbles, however, trying to get out Slippery Pete's name, trying to avoid making it sound like some kind of innuendo.

The sailors, however, are not interested.  When the press her to go behind the shed and show them a good time, she forcefully states that for three gold, they can get some manual release action.  The men then go off to play dice to see who will get the benefit of Challa's strong arm muscles.

The next potential client is a single sailor who looks down on his luck.  When Challa tells him her story, he confesses he's never heard of Slippery Pete, but leaves immediately to go find information for her.

Not long after, two more sailors show up, both rather intoxicated.  They, too, have never heard of Slippery Pete.  When Challa tries to blow off their advances, however, they get aggressive.  One of them suggests they will simply take what they want.

Scrag immediately leaps into action as Challa's pimp.  Trying to threaten the men, he tells them to back off and without money, they will get none of his girl's time.

The men aren't immediately convinced by Scrag and start advancing.  Challa, trying to stay in character, warns the men.  Nearby, Larrak tries to help out as well.  He tries to pay some other sailors to go fight the two men, but finds no takers.

Scrag then resolves the situation by smashing the two men's heads together.  Knocked unconscious, they immediately fall to the ground.

After some of their fellow crewmen haul the two unconscious men away, four more sailors show up all with a gold coin.

Challa cannot believe that so many sailors have this kind of money.  She asks the men what is up with all of the activity on the docks, and they tell her about the friendly dwarf who is the "friend of lonely sailors".

Immediately figuring out that Larrak is having fun at her expense, she tells the men they have been tricked and her rates are higher.  Upset, the men decide to head back and beat up the dwarf for making fools of them.  Larrak, however, only needs to pull out his axe and scowl before the men decide to head off to the bars instead.

After causing so much commotion, Challa and Scrag decide to abandon the operation.  They also want to make sure to leave before one of the first set of sailors comes back with three gold.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:50:48 PM
Session 29 - Scene 3 (of 10)

Meanwhile, Leigh looks around for passage.  She does find one sailor who seems willing to help her.  She gives her story about needing discreet passage out of town.  But when the sailor asks where she is heading, she stumbles.  After a noticeable pause, she eventually gives the strange answer of "west".

Giving a sly smile, the sailor acknowledges his understanding and suggests she head over to his ship to arrange the payment with his captain.  However, Leigh gets a sense the man is not trustworthy.  Being by herself, she wants to avoid being kidnapped or worse.  She suggests the sailor bring the captain to her.

The sailor, looking disappointed, grumpily says he will fetch the captain.  After fifteen minutes of waiting, Leigh decides the man is not coming back and leaves.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:52:17 PM
Session 29 - Scene 4 (of 10)

Tiberius has better luck than the others, finding a man willing to talk about discreetly transporting goods.  The man agrees to introduce Tiberius to a smuggler he knows in exchange for a small fee.

The warlord, trying to save his money, suggests that he has a friend (pointing in Challa's direction) that could pay the man for his troubles in other favors rather than money.  The man thinks for a moment, but isn't convinced.  He wants the cash upfront.

The two men then haggle over the price.  Tiberius attempts to secure the introduction for the modest sum of five gold, but the man wants fifty.  After some back and forth negotiation, the two settle on a price of thirty.

The man tells Tiberius to return to the docks at 8:00, when the smuggler he knows will be around.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:52:54 PM
Session 29 - Scene 5 (of 10)

Everyone discusses what happened that afternoon over an early dinner.  While everyone else reports no success, Tiberius happily confirms he was able to secure a lead by getting a meet with a smuggler later that evening.

Larrak suggests they go talk to Mandy in the meantime.  Everyone agrees and splits up to try and locate her current location.  Ironically, only Larrak fails to find it.

Mandy currently operates out of an abandoned warehouse.  She has one big guy around for protection.

Since Silas and Durmindin haven't had a chance to do any acting yet, Larrak decides they will be the ones to go in and talk to Mandy.

As soon as they enter, Mandy is all business, asking what they want.  Silas gives a story about looking for someone to moves some goods, but sounds completely out of his element.

Wary, the young woman smiles and acts innocent, saying she doesn't know what they are talking about but it sounds like something against the law and, switching back to a more forceful tone, suggests they should leave.

Durmindin tries to save the conversation by pointing out they simply need some information so it shouldn't be any trouble to her.  But his cold demeanor turns her off – she orders them out and has her bodyguard move towards them.  Rather than be physically thrown out, the two decide to leave.

When they get back, Larrak can immediately tell they failed, accurately predicting they failed to be convincing.  Leigh suggests trying again with a different set of people, but Larrak knows Mandy's guard will be up now.  He suggests they wait at least until the next evening.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:53:41 PM
Session 29 - Scene 6 (of 10)

When the appointed time comes around, everyone heads back to the docks area.  Tiberius heads in alone to make contact with the smuggler.

He is relieved to see the man he paid earlier is around on the docks.  Heading over, he tells Tiberius to follow him back to the smuggler.  Tiberius tries to ascertain if the man is setting him up for anything, but can't tell.

The two of them head on to the dock of one of the smaller ships.  The man tells Tiberius the smuggler is below decks.  Keeping his hand on the hilt of his slung axe, Tiberius approaches the hold opening while the other man leaves the boat.

Down below is a tall, lanky man with a moustache.  He greets Tiberius, who notices the man has a thick eastern accent.

Tiberius explains he is looking for someone to discreetly transport mystical items.  The smuggler confirms that Tiberius has "misplaced" the provenance documents for the items.  He says that transporting such items is tricky, and quite expensive.

The warlord tries to sweeten the deal a bit by mentioning it could be ongoing work.  The smuggler is intrigued.

The smuggler asks Tiberius for his name.  He responds with the alias of "John Smith".  The other man simply says, "of course it is" and gives his name as "Pete".

Tiberius is excited now, believing they have found their man.  To confirm, he gives a long, flattering portrayal of a man known as Slippery Pete and asks Pete if he is the same man.  Pete responds that he is, but suggests he is not so much legendary as simply a capable expert.

Pete wants to know what item they will be transporting.  Tiberius describes a small, mystical statue.  He explains to Pete that he does not have the item yet, but Pete believes it is good to plan ahead.

The smuggler wants 150 gold up front to secure passage of the item, plus any additional expenses incurred later if they run into problems.  Tiberius talks him down to taking half now, half when the job is done.

Pete wants to know when he will need to ship the item out.  Tiberius responds they have 14 days.

Once the deal is done, Tiberius casually slips in how he also needs another specialist – someone to help with a problem he is having securing some of the items.  He tells Pete he is looking for a man named Rufus.

Slippery Pete mentions that he may know such a man, but if they are talking about the same man then his services will be much, much more expensive.  Tiberius responds that he has a unique need, to which Pete's only response is that such needs are regrettable.

The smuggler can tell Tiberius isn't being entirely truthful with him, but doesn't care.  He mentions that he is unsure Rufus is still in the area, but he can tell the warlord where he was last located; for a fee, of course.

Tiberius is happy to take the information he can get.  Pete wants another 100 gold, but Tiberius decides to pay him 110 because he "knows his information of the finest quality".

Once Tiberius hands over the cash, Slippery Pete explains that Rufus had been staying out at the Tower of Waiting on the small island in the middle of the river next to the city.  He wishes Tiberius luck and reminds him to come back once he has the item.

When Tiberius asks Pete how he will get ahold of him, Pete explains to send him a message in a blue envelope and give it to the dockmaster to deliver to dock #5.  Tiberius finds the method overly elaborate, but agrees.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:54:34 PM
Session 29 - Scene 7 (of 10)

Tiberius gets back to the others and explains how he made contact with Slippery Pete and secured a cover for a smuggling route for stolen mystical items.  He recommends they follow through with the plan and keep on Pete as a contact.

Larrak agrees, giving Tiberius 100 gold for related expenses.  Challa contributes 50 gold as well.  Tiberius jokes with Challa that he promised her (undercover prostitute's) other services as well but promises Pete is good looking.  Challa is not amused.

The warlord then explains he has a location for Rufus' last known address, the Tower of Waiting.  The only one familiar with the area, Leigh remarks that the tower is an old fortification built on a small island in the middle of the Nentir River.  It was originally used as a naval fortification back in the days of the Nentir Empire, but is now a half-collapsed building used largely as a bird roost.

More importantly, Leigh notes, it is believed to be haunted.  Many stories exist that the crying of a female ghost can be heard at night.  Everyone worries the location could have undead, but Larrak notes that it is also the perfect place for a criminal to hide out.

The group decides to head over immediately.  While looking around the docks for some method of transport, they notice an old man around an area of the docks with a sign noting "Chester's Boat Rentals".  Rather than "borrow" a boat, the group decides to talk to the man.

Tiberius asks Chester about renting one of the boats.  The old man responds that he can lend them out one of his larger old dinghies for five gold, plus a fifty gold deposit.

Larrak doesn't want to waste much time on negotiations.  He tries to get the old man to rent them a boat for 10 gold, but with a 25 gold deposit.  Chester stays firm, though he does note they can just buy the boat for 50 gold.

Tiberius doesn't trust the old sailor, and wants to leave someone behind to make sure he doesn't abscond with the money.  Larrak refuses, saying they will need everyone if they encounter Rufus.  Also, he doesn't see how an old man is going to run off just for 50 gold.

Eventually, they decide to pay the man.  Larrak does, however, threaten Chester that they will hunt him down and kill him should he run off with their money.  Somewhat upset, he responds he will be there.  He also offers them a free rowing lesson with their rental, but the group declines.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:55:20 PM
Session 29 - Scene 8 (of 10)

Leigh takes the lead position in the boat, directing everyone else.  She skillfully spots some debris in the water and has Scrag and Larrak row around it.

As they near the island, Leigh notices evidence of strong currents.  She deftly instructs Scrag and Larrak on how to row to avoid getting capsized.  Eventually, they reach the island shore.

The island is quite small, only a few feet above the water and no more than twenty or thirty feet of land surrounding the tower area.

The tower building itself is a combination of a tall watchtower with an attached guardhouse.  The building is in rough shape, with walls partially collapsed.

The group spots a front entrance with double doors; one of the doors has fallen off its hinges.  The main doors, leading into the guardhouse, appeared to have once faced the old docks (which are long gone).

Larrak directs everyone over to the side door, which is on the tower section.  

As they prepare to enter, it occurs to Larrak that they never decided whether they wanted to capture or kill Rufus.  Tiberius remarks he is unsure as well.  Leigh reminds them that the purpose of the mission is to capture Rufus and gain evidence over who hired him (as it is suspected the four lords who oppose the group had something to do with it).  Larraks notes that as dangerous as Rufus is, they may be forced to kill him anyhow.

Leigh steps up to examine the door.  She finds neither any arcane enchantments nor any traps.  It does not appear to be locked.

Larrack moves everyone into battle positions.  Scrag moves up to open the door, with Larrak behind him.  Leigh gaurds the rear, looking out into the river.

Scrag opens the door to find that it leads to the tower stairs.  He hears something faint coming from the top of the tower, though the dwarf behind him does not.

Moving closer, Silas hears the noise as well.  He believes it to sound like a girl crying.  Leigh suspects it is the ghost, but Larrak believes they must investigate just to be sure Rufus doesn't have some kind of captive.  Challa suggests heading upstairs cautiously, as either way it could be a trap.

Scrag, still in the lead, heads up the stairs.  As he nears the top, he can see an adolescent girl up there, crying.  Looking closely, he can see the girl is slightly transparent.

The female figure smiles at Scrag and motions for him to come up to her.

Leigh pushes her way past some of the others to get a look.  She can tell the girl is a ghost, but doesn't recognize her as anyone famous.

Nudging his way up beside Scrag in the stairwell, Larrak asks the figure if she can speak.  She just smiles and giggles at him, motioning him up.

Tiberius forces his way behind the dwarf.  Speaking over him, he tells the ghost she is free to leave.  When she does nothing but smile and motion for him to come up, he tries to get her to come to them, but to no avail.

Despite everyone else thinking it is a trap, Scrag decides to head up to see what the girl wants.  A couple of stairs later, he steps on a rotten plank and crashes through.  He falls fives stories into the basement below.

The female figure then transforms into a disfigured, transparent specter, letting out a fearsome scream that pierces the minds of most of the rest of the group then flies off before anyone has a chance to react.

Tiberius, upset that he cannot attack the spirit, starts heading down to Scrag.  Everyone but Silas follows.  Silas steps past the broken stair and up to the top of the tower.  After making sure the ghost was not guarding anything of value, he heads down to the others.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:56:03 PM
Session 29 - Scene 9 (of 10)

Down at the bottom level of the tower, the group descends to find a prone Scrag.  Durmindin asks Scrag if he is OK.  The half-orc stands up and brushes himself off, suggesting it was only a flesh wound.

The basement level is quite dark, so Leigh finds a large stone to illuminate.  They can see that the bottom level is essentially made up of three cells.

The first of the cells appears to be mostly bricked up, though a few bricks have fallen through to reveal a hole.  Leigh tosses the stone through the hole.

The cell inside appears to be painted red on all surfaces.  Strange markings adorn all the walls.  In the corner sits a pile of humanoid bones.  Near the hole sits a small book.

Durmindin moves in to get a closer look.  He can tell the bones are that of a human.

Leigh is more interested in the markings and the book.  She determines the markings are of the abyssal language – the language of demons.  She surmises the cell was that of a demon worshipper.  The book, however, appears to be mundane – it is not magical.  Leigh mentions she wants the book, which does not surprise Larrak.

However, everyone quickly turns their attentions to the other cells first.  The middle cell appears to have a recent bed of straw in it.  The last cell appears to be empty.

Leigh detects that something magical is under the straw.  Examining it closer, she determines it is not trapped.

Scrag steps in and sifts through the straw with his axe.  He finds several items – around 40 gold in loose change, a liquid of some kind in a bottle, a sapphire, a longsword, a set of hide armor, and some kind of note.

Leigh carefully looks over the items and determines the liquid is a healing potion, the longsword is a magical challenge seeking longsword, and the hide armor is a magical set of shadow hound hide armor.  Scrag starts to discuss who should get which magical item, but everyone else wants to wait until later to discuss.

Tiberius and Larrak are more concerned with seeing if anyone has been here recently.  The remains of food near the straw bed look to be a week or so old.

Leigh, however, is most interested in the note.  She sees that it is a letter to Rufus and the broken seal is of a snake in the shape of an "S".  She recognizes it as the symbol of Salazar, Lord Groddic's advisor.  The letter itself is unsigned.  It mentions wanting Rufus to have a "meeting" with Lord Barret and gives instructions to meet a man at the Lucky Gnome Taphouse for full instructions.

Larrak, meanwhile, checks over the empty cell.  He wants to make sure nothing is hidden there.  After spending some time searching, and being assisted by Leigh, he finds nothing.

Tiberius wants to go into the red room next.  Larrak, however, is adamantly opposed.  Leigh ends their arguing by using her mage hand spell to pick up the book and bring it out to her.

She discovers the book is a journal, marked on the cover with the initials "M.A.R."  After making sure it isn't trapped, Leigh opens it.  It appears to be a diary of a young woman who was imprisoned in this room.  The front pages of the diary are old, faded, and brittle and therefore difficult to get much out of.

The last page of the diary, however, is easier to read.  It is dated July 13, but with no year, and signed MAR.  Leigh reads it aloud to the others:

"My final breaths draw near this night.  I have been imprisoned here for nearly a week since daddy killed my beloved V'rak.  And today he took the child from my womb.  Anton, my dear brother, ripped him from my arms.

Anton returned tonight to feed me.  After my begging and pleading, I was finally able to get him to tell me what he had done with my baby boy.  I was horrified to learn that he dropped him off in the Tombwoods – where the best we can hope is that he dies of exposure before being eaten by the walking dead.

I will never forgive them.  Whilst we were betrothed, V'rak taught me the arcane secrets of contacting the forces of the abyss.  My death shall unleash a dark curse, unleashing those forces on the world – that I may have my retribution for the lives of myself, V'rak, and our newborn child."

As Leigh reads, it doesn't take Scrag long to figure out the baby mentioned was him, and that this book is the diary of his deceased mother.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 04:56:59 PM
Session 29 - Scene 10 (of 10)

When Leigh finishes reading the passage aloud, a cold breeze flows out of the red room and past the group.  Then, the walls begin to bleed.  As Tiberius is suggesting they quickly retreat, a white mist appears, causing everyone but Durmindin to writhe in pain from its burning effects.

The blood from the walls begins to pool on the floor, and swirls with a dark purple color emerge.  The group feel themselves being transported to another dimension as the basement around them transforms into an abyssal labyrinth.

Everyone is separated.  Many of the group find themselves surrounded by hideous demons.

Tiberius sees a shadow demon coming at him.  The demon lets out a blast of abyssal power, but he manages to resist its effects.  Tiberius responds by activating his stoneborn armor and attempting his stand the fallen maneuver, but fails.

Scrag finds himself surrounded by four creatures – a hezrou demon, a gnawing demon, a mezzodemon, and the banshee spirit.  Rather than fight, he elects to make a passionate plea to the banshee, explaining he is her son.  The banshee spirit seems confused and looks at him closely.  With a sad whine, she disappears.

Silas finds himself all alone in a dark corner.  Unsure what is going on, he elects to wait a moment and figure out where he is.

Nearby, Larrak spots a small runespiral demon.  He charges into it, slicing through its carapace with his reaping strike.

Silas spots Larrak as he charges by.  Silas moves himself into position and blasts the runespiral demon with his radiant vengeance.

Leigh discovers she is close to Scrag.  Spotting the large hezrou demon, she decides to focus on it first.  She blasts it with a fire burst then puts up her fire shield to protect herself.

Meanwhile, Durmindin discovers he is closest to a gnaw demon.  He tries to blast it with his wrath of winter, but fails.

Challa faces yet another kind of demon, the disgusting yolchol demon.  It tries to spit a web at her, but she manages to avoid it.  She then blesses her axe and slices into the shambling mound with a valorous strike.

The runespiral demon next to Larrak backs up a step, then blasts the dwarf with its lightning.  Another near Leigh blasts her as well.

Leigh is also not pleased to see that the hezrou demon has targeted her as well.  It stomps over and smashes into her with a powerful blow that nearly causes her to lose consciousness.

Durmindin isn't having much better luck, as the gnaw demon swoops in begins biting him.  Scrag has twice as much trouble as two of them move in and bite him.

Scrag then suffers worse when the mezzodemon charges in and pierces him with its barbed trident.  Pinned to the ground, Scrag first makes his escape then changes to his panther form.  Ignoring the demons on him, he rushes over to put himself between the hezrou and Leigh.  He strikes into the demon with furious strength then pauses a moment to catch his breath.

Meanwhile, the shadow demon claws into Tiberius again.  The warlord responds by forming a bastion of defense then striking the shadow creature with a guarding attack.

Across the room, Silas moves up and cuts into the runespiral demon with an overwhelming strike.  Larrak follows up the attack with another reaping strike, killing it.  He then takes a moment to get a second wind, then rushes over to the yolchol demon attacking Challa.  He tries to hit it with a brute strike, but misses.

The yolchol demon attacks back at Larrak and Challa with its tentacles.  It misses Larrak with the first but hits him with the second.  Challa is hit by two tentacle strikes.

Nearby, Leigh moves into position and blasts the hezrou with her burning hands spell.  She follows it up with a shocking sphere, blasting the hezrou again.

Durmindin finds himself close to Leigh.  Ignoring the gnaw demon for a minute, he casts his spirit of healing flood on the hezrou, injuring it and healing Leigh.  He follows up with a healing spirit to further reduce Leigh's injuries.

Challa, sensing Larrak can handle the yolchol, decides to assist against the hezrou as well.  She makes an ardent vow then charges at the hezrou, cutting it down with her axe.

The mezzodemon moves to attack Durmindin, but he reacts quickly and moves away.  The remaining runespiral demon blasts Leigh again while the graw demons go after Challa and Scrag, but all miss.

Scrag shifts around to position himself against the nearest gnaw demon.  He smashes it to the ground with her earthgrasp strike.  Calling upon his berserk fury and wildling strength, he strikes into the gnaw demon again.

A fair distance away, the shadow demon tries to claw Tiberius again, but misses.  Tiberius responds by circling the demon and hitting it with his viper's strike.

Nearby, Silas blasts the yolchol demon with his radiant vengeance.  Larrak then chops into the demon with a brute strike, killing it.  He then starts towards the runespiral demon.  Challa attacks the runespiral as well, hitting it with her righteous smite.  It responds by blasting her with its lightning.

Meanwhile, Leigh blasts the mezzodemon and one of the gnaw demons with a scorching burst.  Durmindin then moves his spirit companion over to the mezzodemon and blinds it with the spirit of the hawk's wind.

The gnaw demons surround Scrag, biting into him.  Scrag responds by using his thunder ram assault on two of them, knocking them back.

Across the room, the shadow demon claws into Tiberius again.  He continues to circle around, hitting it again with his viper's strike.  Silas helps out by moving over and attacking the demon with his angelic alacrity.

Leigh lets off another blast at the demons, hitting the mezzodemon and the two gnaw demons near him.  One of the gnaw demons is reduced to ashes.  Durmindin assists by hitting the mezzodemon with a spirit renewal strike.

Larrak, however, focuses on the runespiral demon.  He tries to cut it down with a dazzling strike, but misses.  The demon blasts Challa in return, who kills it by summoning a hallowed circle.

The mezzodemon and gnaw demons all focus on Scrag, but fail to overcome his defenses.  He responds by crushing the mezzodemon into a pile of goo with his thunderstep strike.

In the corner, the shadow demon continues to claw Tiberius.  He tries to strike back with his viper's strike, but fails to catch the demon.  He then calls out some words to inspire himself.

Silas uses his intervening blades to harm the shadow demon again.  He then finishes it off with his oath of the final duel.

Leigh then uses her scorching burst to finish off another of the gnaw demons.  Everyone moves in and kills the last one.

With the demons all dead, the group find themselves transported back to the basement of the tower.
Title: Session 29: Lonely Sailors and Other Leads
Post by: jgants on March 22, 2010, 05:17:30 PM
Session 29 - Session Notes

Well, this session was certainly more successful than the last one.  The group managed to do a halfway decent job investigating this time.

Originally, I planned to gloss over the investigation this session and get to the combat with the demons quicker, but since it started off with some good ideas I just ran with it.

As far an their different avenues of approach, since they had multiple ones I used a lot of skill rolls.  The undercover lady of the evening with her handler idea was actually mine, though - I suggested it as an option that would get bonus XP.  As expected, hilarity ensued.  XP well spent.

Rufus' hideout being in the tower of waiting was another idea I had a long time ago.  I'm trying to clear up as much of the in-city adventuring ideas as possible so this area will become "cleaned" and they can feel like they are able to move on.

The way things are going, they should wrap up everything in the next few sessions.  I'm probably going to fast-forward the campaign a good six months for a "winter period" then pick it back up again.  By then, there should be noticeable progress in the region and the action will shift more towards the Winterhaven area.

Scrag's mother is another idea that came up a while back.  The implications of it haven't been fully realized yet, but it will lead somewhere interesting.

The cell itself was inspired by the Amityville Horror and I wanted to add some demon fighting and dimensional transportation to make the group feel off-guard in the fight.  The battle itself, unfortunately, started a bit too late in the evening and as a result, ended up being a lot easier than it should have been.

I did learn that night that the Larrak player will be dropping out for a while due to a work schedule change.  Which also means his kid, the Scrag player, may also have to drop.  As they are my favorite players, this is pretty disappointing.  

I'm also a bit frustrated with the Challa player trying to force her husband into the game - he's kind of a prima donna type and I'm not really sure I want him there.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:04:40 AM
Interlude - Cast of Characters

Krolec Jar'bin - Elven Ranger
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:05:44 AM
Interlude - Scene 1 (of 10)

Some time ago...

A cold rain falls on the city. It hits the slate roofs of the buildings surrounding the town plaza, falling to the cobblestone streets below. The water pools on the streets and travels between the stones down towards the drains.

As the water rushes through the drains, it pours into the sewer tunnels. The sewers begin to flood, with most of the water heading for the river. But a small amount of backflow travels down a different path, heading through cracks and soaking down through the earth into the ancient catacombs below.

Water drips onto the skeletal remains in the catacombs and begins to pool at the cavern floors. Again it falls through cracks and dampened earth, going down deeper still.

Somewhere below the catacombs lie the ancient caverns of the underdark. Here the water merges with small underground streams that supply the inhabitants that live there in permanent darkness. As the underground streams swell from the increase in water, some begins to run off, and follow chasms down even further into the earth.

By the time the liquids reach the further depths, the water combines with enough earth, slime, waste, and mold to become viscous flows of sludge. It flows down the walls of the deep tunnel passageway, putting out one of the torches lit there.

The tunnel is quite large and filled with all manner of slime and fungi that blanket the rotting remains of once nice stone furnishings. This chamber was said to once hold fine wood furniture and tapestries as well, but they have long been rotted into dust.

Along the walls are old metal torch holders, with new torches stuck inside; lit by the man who stands in the center of the room. He stands over the large beast in front of him. The creature snarls then begins a low growl. The man puts his hand back inside the large sack he holds. "Don't worry, it will be all right. I have more for you.

The man pulls out the contents of the bag, feeding it to the beast. "There you go" he says, "You need to keep your strength up. We have so much left to do..."

In the corner of the room lie several skulls, arranged neatly in a L-shaped row – as if they are forming the foundation of a structure...
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:06:26 AM
Interlude - Scene 2 (of 10)

Over a week ago...

Krolec begins his search for his sister, Jantor, by talking with his father, Honlor, about the last time she was seen. As far as the elder elf knows, Jantor didn't have plans to go anywhere. However, she hasn't stopped by to visit for several days and has not been seen at her craft stand in the town square lately.

Krolec's father further explains that his mother did stop by Jantor's room at the boarding house where his sister lives the other day, but no one answered the door. Krolec decides to head there next to investigate.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:07:12 AM
Interlude - Scene 3 (of 10)

At the boarding house, Krolec is invited in for a "nice cup of tea" by the kindly old lady who runs the boarding house, Mrs. Wilberforce. As he sits down, she begins a long, rambling story about her deceased husband, Preston, and offers Krolec some crumpets.

Krolec thanks her for the crumpets and waits for a moment to interject. He explains he is looking for his sister and wonders when the last time Mrs. Wilberforce saw her.

After thinking a moment, the old woman responds that she believes the last time was the day after the big party at the Tombwoods re-opening. She remembers Jantor came home that night not feeling well, remarking that "the poor thing had a terrible chill" and that she made Jantor some soup.

Mrs. Wilberforce goes on to explain that she heard Jantor in her room the next day, sounding awful. The landlady explains that she offered to help, but Jantor did not want her to come inside (which Mrs. Wilberforce attributes to Jantor having too much pride to be seen in a very ill state). She goes on to explain that Jantor got "very cross" with her when she tried to open the door and slip in some more soup.

The old woman kindly explains she didn't think anything bad of it, as she knows people don't like company when they are sick. Krolec, however, begins to get suspicious. It is very unlike his sister to be rude to a well-meaning landlady.

Mrs. Wilberforce then says how she went out shopping that day and didn't hear Jantor when she got back that night. She hasn't heard her in the room since.

Krolec's concern grows, and he asks Mrs. Wilberforce to unlock Jantor's room so he can check on her. She happily complies. Once she gets the door open, the landlady is quite shocked to see the room in shambles; there is stuff all over the place.

Krolec immediately has Mrs. Wilberforce get behind him, back out in the hall, while he draws his swords. He quickly scans the room to make sure no one is inside. He spots no one, but the door to the bathroom is closed.

Sheathing his long sword, Krolec advances carefully towards the bathroom door with his short sword at the ready. As he walks over, he spots a mark on the floor in the main room, obscured by a cushion. He stops and moves the cushion; he sees the mark is the end of a large claw mark. The mark looks vaguely familiar to him, but he can't immediately place it.

Focusing his attention back to the bathroom, he opens the door. Inside, he sees that the bathroom is completely trashed, with claw marks are all over the walls and several small pools of blood on the floor. Most distressing of all is a giant hole ripped in the floor that appears to lead down to the sewers.

Krolec's mind begins to race. He knows the cemetery party was five or six days ago, making the trail long cold. He turns his attentions back to the claw marks. Thinking for a moment, he finally places them; to his horror, he realizes they are the same marks he saw at Kalton Manor: the beast of the Witchlight Fens must have captured his sister!
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:08:00 AM
Interlude - Scene 4 (of 10)

Krolec walks Mrs. Wilberforce back to her own room and tells her not to worry as he will take care of things after he goes and lets some people know what has happened. The old lady seems a bit confused as to what is going on.

Krolec first thinks of heading to the Temple of Erathis to get some healing potions, but then remembers that the group bought the last of them just the other day. Instead, he heads over to the Temple of the Sun and talks with Grundelmar.

As Grundelmar is no healer, Krolec knows the dwarf will have no healing potions. The ranger remains hopeful, however, that he will have some kind of illuminated stone to borrow. The priest confirms to Krolec the temple has such a stone, but as a holy item of the church Krolec would need to convert to worshipping Pelor before he could take it. Instead, Krolec takes Grundelmar up on his offer of a couple of sunrods. He also offers to let the others in the group know what Krolec is up to should he see them.

Krolec then heads over to Teldorath's shop to replenish his arrow supply and to the Halfmoon Trading House to pick up some rations. Afterwards, he quickly goes around to the usual hang-out spots for the rest of the group to try and get help, but can't locate anyone; apparently, they have already found something else to work on.

The elf then finally forces himself to to go back home and inform his parents what has happened. He states to them very plainly that Jantor appears to have been kidnapped by the beast of Kalton Manor. His parents are understandably horrified at the idea of Jantor being dragged down into the sewers by some kind of crazy monster. They wonder how such a thing could happen and why it would happen to her.

Krolec finds it an odd situation as well, wondering why his sister was targeted out of everyone else. He asks his parents if they know what she had been working on recently.

They respond that they are not very sure. She had been working and selling her wares as normal up until the Tombwoods celebration. Other than that, she spent some time at the party talking to Eli Leng about his statue. They haven't really seen or heard from her since she had to leave the party early when she injured her hand.

Since he was gone at the time, Krolec isn't familiar with the events. Honlor goes on to explain to him that Jantor cut her hand on the statue Eli Leng was showing her.

Krolec wants to hear more about the statue, but Honlor doesn't know much about it. Neither he nor Lunor took must interest in it. All they know is it was a statue of some strange creature with large claws (which Jantor cut herself on while handling it). His father also says something about his friend Shaelynna bringing up the statue from Harkenwold for Leng.

Thinking about it more, Krolec recalls Merend once mentioning there was a crate with a statue in at the Spices and Seasonings store in Harkenwold. According to what Merend told him, as Krolec was a prisoner of the Raven's Roost bandits at the time, the owner of the Spices and Seasonings store said the crate was the last shipment back from the Whittlesey Expedition. The owner was trying to hire Merend to take the crate back to Eli Leng.

Krolec begins putting the pieces together in his head. Whittlesey and his men were apparently killed by the beast, based on the diary notes Krolec found at Kalton Manor. Krolec wonders if there is some connection between the statue and the creature.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:09:07 AM
Interlude - Scene 5 (of 10)

Before going back to the boarding house, Krolec decides to stop by Eli Leng's shop and see what he knows. The elf wonders if the statue could be magic. He feels he needs to get going on locating his sister, but has a strong suspicion that knowing more about what he is up against will increase his chances of success. Mostly, Krolec just hopes he gets to Jantor in time.

As Krolec reaches Leng's herbal shop, he sees the sign is uncharacteristically set to "Closed". Looking inside the window, he sees the store looks like normal, but dark with no one inside. There are no apparent signs of disturbance.

Krolec considers what to do. Normally one should contact the city guard, but Krolec doesn't want to waste the time. Instead, he begins asking around at some of the nearby shops to see if anyone has a spare key or when they last saw Leng.

Unfortunately, Krolec is not successful in this endeavor. None of the other shopkeepers around seem to have a key, and none of them remember when they last saw Leng, except that his store has been closed for the last few days (though reports conflict on exactly which day it was last open).

The elf decides to head back to Jantor's room and head down into the sewers. But on his way, another thought occurs to him. He decides to go check the exit drains from the sewers that lead into the river; he wants to make sure the creature and Jantor didn't leave some other way before heading down there.

It takes some time, but Krolec eventually checks all of the sewer exits along the river. He doesn't spot anyone or evidence of anyone leaving the sewers from the drains. By this point, the sun has set.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:09:45 AM
Interlude - Scene 6 (of 10)

Krolec goes back to his home and grabs a quick hot meal. He plans to head over to the temple to update Grundelmar then head down into the sewers. When he reaches the temple, the dwarf priest isn't around.

As Krolec turns to leave the temple, he is greeted by a pair of town guardsmen and Lt. Gerdrand. The lieutenant says with a bit of a sigh, "I should have known you people were involved somehow."

Krolec asks Gerdrand what he is referring to, and Gerdrand explains Krolec will need to come with him – he has something to show Krolec. Lt. Gerdrand and his men take Krolec back to a guard post near the river.

He takes Krolec inside. On the floor is a blanket covering what appears to be a humanoid form. The lieutenant steps over to it. He explains to Krolec that this was found in the river yesterday morning after it was flushed out of one of the sewer drains, and they've been able to keep it quiet so far to avoid inciting panic.

Gerdrand pulls back the blanket to reveal a mis-shapen naked corpse. It appears to be part man, part reptilian – half of its face, back, and one arm are covered in green scales. The little finger and ring finger on the hand appear to be fused together, with one long talon coming out of the end like a long fingernail.

The lieutenant then asks Krolec to tell him why he was spotted checking the sewer drains along the river that day. Krolec explains that his sister appears to have been taken by a creature from the sewers, and that he suspects it is the same creature he saw evidence of at Kalton Manor.

Krolec goes on to tell Gerdrand how Jantor cut her hand on Eli Leng's statue, and how the creature shown in the statue has claws similar to the beast making the claw marks. Krolec worries magic or curses are at work, and confesses his fears over his sister's fate have only increased.

On a hunch, Krolec takes a closer look at the corpse on the floor. The body is misshapen and partially decayed, but after examining it closely, he is able to confirm his suspicions; it is the body of the merchant, Eli Leng. He informs Gerdrand, and suggests they check Leng's shop for the statue and any other clues that may be there. Krolec wants to move quickly in order to neutralize any evil magic or curses.

Gerdrand agrees with Krolec's assessment. He arranges for one of district commanders, Sgt. D'Agosta, to accompany Krolec with a couple of his men.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:12:06 AM
Interlude - Scene 7 (of 10)

Sgt. D'Agosta and his men accompany Krolec directly over to Leng's shop. He immediately has one of the men produce a set of lockpicks and gets the door open.

Korlec goes in first, creeping in quietly. Looking around, the elf spots no one and nothing appears to be disturbed.

Inside the shop, Krolec sees two doorways leading to the back. The first is out next to the shop counter and is covered by a red curtain with a rope across the middle of it. From the rope hangs a sign that says, "Cabinet of Curiosities - admittance 8 silver". The other doorway is behind the counter, and has a black curtain over it.

Sgt. D'Agosta and his men make their way into the main store while Krolec checks out the area behind the first curtain. Behind the curtain, the ranger finds a small room filled with shelves. The shelves are organized into themes - with shelves holding collections of odd stones, rare herbs, remains of strange creatures, and collections of antiquities. Each item has a small card detailing the provenance of the item.

Krolec spots the strange statue of the creature on one of the shelves. It appears to be of a lizard-like creature with long talon-like claws. The card below it reads, "Unknown Statue from the Witchlight Fens region. Possibly a deity of some kind of the Kothoga Tribe. Found by Julian Whittlesey in a hut made of skulls" and is marked with a recent date.

After informing the guards he has found the statue, Krolec cautions them all to treat it with extreme caution. He explains his sister became ill after being cut by it.

D'Agosta and his men come over to look at the statue. One of the men comments on how ugly it is.

Krolec pulls the statue out carefully from the shelf to get a better look. He does not recognize the species of the creature. He does, however, spot some flecks of dried blood on one of the claws.

Krolec speculates they should get the statue to a priest to examine it, as the card says it could be a religous item. D'Agosta has one of his men grab a large sack and Krolec gently places the statue inside.

Once that's done, the ranger examines the main room and finds little out of the ordinary. He then heads back behind the black curtain, finding a large room used as a living area. Off to the side are two smaller rooms - one bedroom and one bathroom. The only thing he notices as being unusual is the large rug in the middle of the room; it looks as if it has been moved recently and isn't quite lying flat.

Krolec moves the rug aside and spots a cellar door underneath. He alerts Sgt. D'Agosta, and the soldiers enter the area to back him up.

The ranger then opens the door and begins to head down the creaky old wooden stairs. It is completely dark below, so Krolec activates one of his sunrods to see.

The cellar becomes bathed in light. Krolec sees that it appears to be largely used as some kind of work area. A string hangs over a work bench area, with small metal clips attached to it; a couple of the clips are attached to large, strange-looking leaves that are drying.

He also spots a couple of dried leaves sit below on the workbench next to a mortar and pestle. On the other side of the workbench are a large glass beaker and several flasks, all empty. There is also a flask containing a small amount of green liquid sitting on a metal stand over what appears to be a small oil lamp. It is connected by a sloped glass tube to another flask next to it, containing a clear liquid. Next to that is some kind of hollow dart.

Across the room, the elf sees an old wooden door in this room, apparently leading to another section of the cellar.

Krolec decides to examine the workbench carefully first. He notices a green residue on the hollow dart, and discovers a secret drawer hidden in the workbench. After making sure the drawer isn't trapped, he opens it to discover a small, leather-bound journal inside. The journal is marked with the initials, "E.L."

Carefully opening it, Krolec discovers the journal is some kind of scientific journal, with a lot of strange notations. It appears to discuss rare herbs Leng found and properties he found from their distilled compounds.

The first half of the journal seems very neat and orderly. As Krolec gets to the back, some newer entries are written in a more excited matter. The exact writings are difficult to read, but Krolec identifies one passage saying something about "coated by residue...used as packing material". Further down are some abbreviated notes stating, "ent. blood via cut" and "ab. phy. mut." followed by "subj. increase agg., str. as mut. occur".

The pages after that appear to be three days worth of notes about some kind of experiment, listing amounts of compounds used and observed reactions. The phrase "mut. continue, no rev. ind." seems to come up a lot. The handwriting gets worse each day, and the last day seems to have degraded to something child-like. The last words written are "no hope".

Krolec begins trying to make sense of it all. It appears some reside coated the statue from the leaves used as packing material and the cut on Jantor's hand from the statue caused it to enter into her system. He believes Leng was discussing increases to strength and either aggression or agility, and trying to work on some kind of cure but was unsuccessful.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:13:18 AM
Interlude - Scene 8 (of 10)

Leaving the work bench alone for the moment, Krolec decides to check out the other room in the cellar. The old door creaks a bit as he opens it, but Krolec does manage to get in as quiet as is possible. Inside is a small stone room. Large claw marks similar to the ones he saw before scar one of the walls. Attached to the wall are the remains of two chains, the ends of which seem to have been ripped off. Nearby in a corner are the remains of a broken flask and a bent hollow dart.

On the other side of the room is a small desk with some loose papers written on it. It seems to be a collection of hastily taken notes. Much of it is difficult to read.

Some of the legible notes Krolec is able to read include:

"[date from a couple of weeks ago] - 1st sight. prime subj. m."
"[date from a few days ago] - 1st sight. sec. subj. fem."
"attr. to leaves??"
"[illegible date] - capt. sec. subj. ident. as JJB"
"rap. trans. obs. in sec. subj. - time of expo. est. < 2 days"
"add. subj. obs. - time of expo. 3-5 days."
"hyp. - JW is prime subj."
"prime subj. on her sce. mate sea.?!?"
"subj. esc. pro. w. exp. on self"

On the far side of the room is a large metal door. It is partially open and appears to have been clawed / forced open from the inside.

Krolec puts together more pieces of the puzzle. Eli apparently discovered the first subject a couple of weeks ago. Then, a few days ago, he found a second subject, a female. Eli apparently believed the creatures were attracted to the leaves.

He goes on to speculate that Leng's notes indicate he captured the second subject, and identified her as Jantor Jar'Bin, Krolec's sister. Krolec believes Eli was noticing rapid transformations in her and estimated her time of exposure under 2 days.

The next note Krolec isn't sure about – something about something else observed with a time of exposure of 3-5 days. Leng also hypothesized the first subject was someone identified as "JW". Krolec has no idea what "prime subj. on her sce. mate sea.?!?" means, but believes the last line is talking about Jantor escaping, Leng being exposed, and beginning experiments on himself.

Krolec wonders to himself if Leng was trying to find a cure, or trying to cause particular types of mutations. He believes the green substance on the work bench may be some kind of cooked-down concentrate, with the clear liquid possibly a type of distillate.

The elf decides an alchemist will be needed, believing that perhaps the temple of Erathis has one. He decides to go back to the other room and get a closer look at the leaves and the liquids.

Eventually, the ranger determines the green vial appears to be a cooked down concentrate of some kind of compound made from herbs and some unknown reagent(s). The clear liquid appears to be an herbal distillate - a mix of water and essential oils.

Based on the notations in his journal, it looks to Krolec like Leng was experimenting with the same herbs but using different reagents as well as trying concentration levels of water. Krolec is fairly certain that Eli was infected and trying to cure himself, but he can't tell if Leng was successful or not – he was still experimenting at the time the notes stop.

Krolec goes back up and grabs the bag with the statue. Carefully comparing the residue to the green liquid, he can see they are similar, but not the same. He is unsure which reagents Leng was using for the final experiment. He also can't tell much about the leaves, except that they seem exotic – like the kind of leaves one might find in the Witchlight Fens region.

An epiphany comes to Krolec – "JW" is Julian Whittlesey. Whittlesey wasn't the last victim of a monster that killed his team; he became the monster that killed his team. He wonders if the liquids would help save his sister, or make things worse. He knows he will only have one shot to save her and/or Whittlesey.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:14:03 AM
Interlude - Scene 9 (of 10)

Around this time, Sgt. D'Agosta and his men head down into the cellar. He asks Krolec about what is going on. One of his men stumbles around in the other room, and asks where the metal door goes.

Krolec apologizes to the sergeant and explains he is trying to figure out what Eli was doing with the alchemy apartus. He goes on to explain how from Leng's notes it appears Whittlesey and Jantor both mutated into creatures similar to what Eli appears to have become. He tells D'Agosta he can't tell if Eli was working on a reversing elixure or something to cause the mutations and so they need an alchemist from the temple to help them figure things out.

As for the metal door, Krolec guesses it leads into the sewers, though notes he has not gone through it yet.


Krolec's gut instincts tell him they should fill the hollow dart with the green mixture of Eli's and try giving it to Jantor and Whittlesey if there is enough, but he recognizes it's a total wild hunch. D'Agosta doesn't seem convinced. Krolec goes on to speculate that if they run into Whittlesey or Jantor in changed form, the creatures likely would attack them as they may not realize who they are anymore – giving it as another reason for needing an alchemist.

Krolec then decides to check out the metal door. He sneaks quietly into the doorway. Unsurprisingly, the metal door leads to some steps that head down into the sewers; apparently this building is one of the ones built with a maintenance access point.

Sgt. D'Agosta suggests that he leave his two men to guard the area while he goes off to get a couple more men. He also wants to talk to Teldorath about fixing or replacing the metal door - the damage from the creature currently prevents it from closing/latching properly and it is a security risk. He will leave Krolec to find an alchemist, as the sergeant is not aware of any in town.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:15:00 AM
Interlude - Scene 10 (of 10)

Krolec heads to the Temple of Erathis. He quickly explains to the attendant he needs to speak to the priest on duty. After a few minutes of waiting, Father Goffman appears. He gets a slight look of contempt on his face when he sees the elf and wants to know what Krolec wants.

Undeterred by Goffman's demeanor and history of antagonism with the group, Krolec quietly relays a brief synopsis of what has happened and why they need alchemy help.

After hearing Krolec's story, Goffman's attitude softens. He seems genuinely concerned, but tells Krolec that, unfortunately, no one in the temple performs any kind of alchemy outside of the blessings that create healing potions.

Krolec wonders if Goffman would have the right knowledge to determine if Leng came up with a cure, but the priest explains only a skilled alchemist would be able to tell.

After leaving the temple, Krolec tries to think of where he might get assistance. He then remembers his deceased friend Al once mentioning that his grandfather was skilled in alchemy.
Title: Interlude: To Find a Sister, part 1
Post by: jgants on April 13, 2010, 11:38:17 AM
Interlude - Session Notes

This is the first segment of a three-part side adventure for the Krolec player that we did over email because he missed three sessions in a row (one for a vacation, two for funerals).

The actual adventure wasn't split up into parts, but I just divided it that way for my own organizational structure.  It was a free-flowing series of over 300 emails back and forth over a six week period.

In the end, I think it turned out pretty well.  Since it was by email, I kind of had to stick to an investigative / interaction style adventure with little to no actual action (since trying to do a combat over email for 4e would have taken days).

Unlike my previous attempt, this one was a little better about being less railroady.  And unlike previous sessions, the investigative part actually worked out really well.

The first scene is a prologue I added for the write-up, it did not occur during play.  I did, however, write it up for myself back when I planned this plotline to help me visualize the various levels under the ground that led to the Devil's Attic area.  This plotline was originally planned for the entire group, but worked out very well as an interlude so I used it there instead.

A few notes about this section of the adventure:
* Mrs. Wilberforce was inspired by the character in the original film of The Ladykillers.
* Obviously the boarding house much more resembles some combination of 19th and 20th century buildings rather than anything remotely medieval.  Architecture is almost always anachronistic in my games and always ends up being more Victorian than anything for some reason.
* I have no idea why the PCs still go back to the Temple of Erathis for every little thing.  I've always presented them as only slightly able to assist in healing matters before (and even then, for high amounts of money).
* As I mentioned previously, the statue, Eli Leng, Whittlesey, and the hut of skulls all came from the Preston/Child novel, The Relic.  The prick on the finger was more inspired by Argento's Demon movie, though.  But yes, the mention of her cutting her hand several sessions ago was indeed foreshadowing.
* I love being able to throw in Lt. Gerdrand with his comments about being beleaguered having to clean up after the PCs.  To me, it gives a sense of consequence to their actions.
* Leng's body being found is loosely adapted from the Preston/Child novel, Reliquary, as is the Devil's Attic.
* Sgt. D'Agosta is another character ported in from The Relic (though, like most characters I take, I just use the name and not the personality).  
* The Kothoga tribe comes from The Relic as well, though the idea of a cabinet of curiosities come from Preston/Child's The Cabinet of Curiosities novel.  I just love using the word "provenance" because it sounds so important.
* Anyone remotely familiar with chemistry should notice that I have no clue what I'm talking about (never having taken a chemistry class in my life).  I used Wikipedia to get some basic terms and concepts to make Leng's alchemy setup seem somewhat realistic (or at least "Hollywood Realistic").
* The hollow glass dart was my attempt to come up with something like a hypodermic needle.  I have no idea when injections first came about or how that worked.
* I loved coming up with the system of shorthand for Leng because it was an easy way to add puzzle-solving that fit into the storyline.  I usually hate trying to come up with puzzle-solving activities because they come out ham-fisted.  I was surprised the Krolec player decoded them so fast (the one he didn't get was talking about how Whittlesey found Jantor because he was on her scent and it was mating season)
* I suggested Al's grandfather as the only alchemist Krolec knows in town since he's one of the few magical relatives anyone has.  More on him in the next section of the story.
Title: Interlude: To Find a Sister, part 2
Post by: jgants on April 13, 2010, 11:40:55 AM
Interlude - Cast of Characters

Krolec Jar'bin - Elven Ranger
Title: Interlude: To Find a Sister, part 2
Post by: jgants on April 13, 2010, 11:42:03 AM
Interlude - Scene 1 (of 5)

Hurrying along, Krolec reaches the small cottage of Albertus Magnus, Al's elderly grandfather. When Krolec knocks, a large elderly man with a bushy beard and a cane answers the door.

After Krolec introduces himself, Albertus invites him inside and serves him a cup of coffee. Once again, Krolec relates a quick telling of what he has found so far.

The old man listens carefully as Krolec tells his story. He seems intrigued by the idea that an herb could cause physical mutations / transformations by being entered into the bloodstream. Albertus mentions he's never heard of anything like that happening before, but stranger things have been known to happen.

Since Krolec was a friend of his beloved grandson and protege, the old man wishes to help. He asks what he can do to assist Krolec.

Krolec explains that the town guard is currently watching over Eli's store. He asks Albertus to accompany him back there, believing his experience with alchemy will catch things Krolec may have missed. Krolec also wants him to take a look at the statue, but warns him to be careful as it is so hazardous that a single cut was enough to affect his sister.

The ranger also suggests that Albertus may want to bring his own lab equipment. He would like Albertus to help discover an antidote to administer to Jantor and Whittlesey. He mentions the two are still in their altered forms in the sewers, and could be very dangerous.

Albertus goes over to an old desk and takes a black satchel out of a drawer. He agrees to try and go see Eli's lab, though he mentions his bad hips will make it difficult to descend the stairs into the cellar. Krolec offers to help him as best he can.
Title: Interlude: To Find a Sister, part 2
Post by: jgants on April 13, 2010, 11:45:25 AM
Interlude - Scene 2 (of 5)

Heading back across town, two head back to Eli's shop. As they get near, Krolec spots Sgt. D'Agosta entering the building ahead of them.

Several minutes later, Krolec finally gets Albertus inside the shop and down the cellar stairs. The retired wizard heads over to the work bench and puts down his satchel. He begins to open it and take out some tools, small bottles of dried herbs, and a couple of books.

Meanwhile, Krolec notices that Sgt. D'Agosta is standing at the doorway to the other room, his back is to them. The soldier hasn't said anything since the two came down. As Krolec goes over to him, he sees D'Agosta staring into the room, which is splashed in fresh blood. The soldiers who were guarding the area are nowhere to be seen.

Krolec expresses his sympathy, pauses a second, then mentions he has brought an alchemist so an antidote can be made. The sergeant, however, is not interested in any antidote. He is quite angry, and says he plans to head out, grab a full platoon of men, head into the sewers, find the creatures, and kill them.

Thinking quickly, Krolec tells D'Agosta he understands his anger and agrees the sergeant would be justified in going after them. But he cautions him that two of the creatures might easily shred an entire platoon of men so he had better save enough men to go collect the bodies.

Forcefully, but respectfully, Krolec asks D'Agosta for time to try and reverse the mutations, not only for the sake of his sister and the other man, but for the soldiers that would get killed if they have to fight them.

Sgt. D'Agosta seems momentarily mollified. Relaxing a bit, he tells Krolec he'll give him 24 hours. The sergeant then leaves to go inform the families of the dead soldiers and to get reinforcements.

Krolec then rushes back to Albertus, telling him that he bought them twenty-four hours. But after that, the soldiers will hunt down the creatures and kill them.

Albertus is hunched over the workbench, busily examining the substance on the hollow dart and consulting his tomes. He tells Krolec it could take him a while.

While he's waiting, Krolec decides to go check out the other room again and see if there are any trails from the attacks on the soldiers. He asks Albertus if he'll be OK by himself – the old man forcefully responds that he is not that frail.

Moving quietly into the next room, Krolec sees a scene of apparent carnage. He spots some monstrous-looking tracks in the blood heading out the doorway with the metal door, leading back into the sewers.

Krolec follows the trail through the doorway a little way. The light from the cellar, where the gaurd's torches still burn, allows him to see the stairs leading down from the doorway into the sewers. It looks like a few trails of blood smears continue into the darkness beyond.

From what the ranger can tell, it looks like one creature snuck up from the sewers and attacked the soldiers. Krolec is disappointed as it is not a good sign - he was hoping it was the soldiers that attacked first.

Heading back to the other room, he checks in on Albertus' progress. The old man explains it will take him a couple of hours just to fully read through Eli's notes, but he will hurry as fast as he can.

When Krolec asks if there's anything he can do to help, Albertus notes that he is low on one of his reagents – silver powder – and asks Krolec to find him some. Krolec scours around Eli's shop, but finds only an empty container for the powder.
Title: Interlude: To Find a Sister, part 2
Post by: jgants on April 13, 2010, 11:46:17 AM
Interlude - Scene 3 (of 5)

After making sure Albertus will be OK on his own, Krolec heads out of the shop to look for somewhere to get silver powder.

Krolec decides to check first with his father, to see if they carry silver powder in their shop. Honlor informs him they do not, but suggests that the mysterious merchants of House Azaer (rumored to be owned by a Tiefling family) specialize in hard to find items, so Krolec should start there.

Hurrying over, Krolec arrives at the store of House Azaer and asks to purchase some silver powder so he can give it to Albertus Magnus. The short, older man behind the counter apologizes, stating they have already sold the last of their silver powder to another alchemist.

Intrigued, Krolec asks who this other alchemist is. The merchant gives the name as Harlan Fogarty. Krolec doesn't recognize it. When asked when the powder was purchased, the shopkeeper tells Krolec it was a few days ago.

Krolec asks the man where Fogarty can be found, but the merchant refuses, citing confidentiality for his customers. Krolec pleads to the man's sense of duty, explaining there is a tight deadline and it involves the city guard. The merchant, seeing the importance of the request, relents and gives Krolec an address where the silver powder was delivered to.

Following the address given to him by House Azaer, Krolec finds himself a few blocks away at what looks like an old barn that has been converted into a home. He knocks on the door. After a long pause, someone finally answers it.

Opening the door is a younger middle-aged human, balding with pale white hair and blue eyes. He is also wearing a set of glasses, but they have slid down his nose to a low position. He makes sure to only open the door as far as he needs and positions himself firmly in the doorway. He asks what Krolec wants.

Krolec explains he is looking for an alchemist, and the man at the door responds that he is the one the elf is looking for. Krolec and Harlan introduce themselves to each other. Krolec briefly explains he is on a mission of life or death involving the town guard and asks Fogarty to accompany him back to Leng's shop.

Fogarty listens to Krolec's story. He then responds that he recognizes Krolec as being "Anna's friend". Krolec has no idea who the man is talking about. The alchemist goes on to explain he is in the middle of an important experiment and cannot leave.

He does, however, provide Krolec with the silver powder. Krolec offers to pay the man, but he refuses, stating it is a gift.
Title: Interlude: To Find a Sister, part 2
Post by: jgants on April 13, 2010, 11:47:17 AM
Interlude - Scene 4 (of 5)

With the silver powder obtained, Krolec quickly heads back to Eli's shop and checks in. Albertus is still hard at work. Krolec explains about getting the powder from Harlan Fogarty, but Albertus doesn't recognize the name.

Albertus explains to Krolec there is nothing he can assist the alchemist with, it will simply take a lot of time and work to get a potion created that might act as a cure. Krolec offers to go get the man dinner, and is informed that Magnus is partial to the steak sandwiches at Big Bill's Beef Barn along with elderberry wine.

Familiar with the large restaurant on the west side of town, Krolec goes off to pick up the food and returns with two sandwiches and a bottle of the wine.

The elf had planned on having the meal with Albertus, but the alchemist doesn't stop working for a minute; he simply eats and drinks while he reads through Eli's notes.

Some time later, he finishes. Albertus explains that Eli was working on an antidote, but was unsuccessful before he died. The alchemist suggests he could try to make his own formulation, but it will require a lot of work. He also notes that Whittlesey is a lost cause; he's simply been exposed for too long. But, Albertus notes, there is still a chance for Jantor.

While the alchemist continues to work, Krolec decides to check in with Sgt. D'Agosta. He explains how Albertus is close to creating a possible cure. But D'Agosta doesn't seem overly interested, reminding Krolec that he only has so many hours left.

The soldier also mentions that he's since discovered there has been an increase in missing persons lately, particularly of the homeless. He believes the creatures having been feeding on the missing people.

He is adamant that he will not allow any more townspeople to be killed and plans to flush the creatures out and kill them.

Krolec expresses his concern for the missing and dead, and his hopes that the condition isn't contagious. He tries to explain to the sergeant more about the cure and how it will only work for one of the creatures.

Sgt. D'Agosta, in return, explains that Lt. Gerdrand has ordered two more platoons of men activated. The plan is for two platoons to enter the sewers in town and use a pincher move to flush the creatures out towards the river exits where a third platoon will fire down a rain of arrows on them when they emerge. As soon as the deadline expires, the troops will begin the flushing process.

Krolec tells the sergeant he understands. He mentions he will likely still be in the sewers by the time D'Agosta's men move in.

Afterwards, Krolec heads back to Leng's shop. Albertus is still hard at work. He has started his process of creating chemicals. He half-listens as Krolec tells his story. The old man then explains he will have to work through the night in order to finish, and will need to be undisturbed during that time.

Krolec decides to try and secure the metal door to the sewer as best he can then takes a nap in the lab.
Title: Interlude: To Find a Sister, part 2
Post by: jgants on April 13, 2010, 11:48:01 AM
Interlude - Scene 5 (of 5)

Krolec awakes early the next morning. Albertus is still hard at work. He notices Krolec rousing and says the substance will be finished processing things soon, but then it will have to wait a few hours to cure properly.

The elf calculates there are around 7 or 8 hours left at this point before the deadline. He gets up, eats a snack, and then prepares his gear.

Albertus explains that once the substance is ready, Krolec will need to introduce it into the creature's bloodstream in order to have any effect. The hard part, the old man explains, is that Eli's notes indicate the creatures have thick scales that are hard to pierce through.

Albertus takes another hour or so to finish up. Once he's done, he tells Krolec the mixture will need to wait around 6 hours to cure. In the meantime, the old man heads upstairs to get some sleep, mentioning he is feeling very tired.

Krolec looks over at the liquid, wondering if there is enough for two doses. He sees there a moderate amount of liquid in the flask that's curing, though notes it may reduce a bit while it is curing.

The elf tries to rest while waiting, but gets ancy. He knows he may only have one chance to dose Jantor. Krolec hopes that she still has some memory as an elf left and that he can draw it out with folk songs from their youth.

About 15 minutes before the substance is ready, he starts singing elvish folk songs from the room with the metal door, hoping to draw Jantor to him and also remind Jantor of who she is. Nothing approaches the door.

Since Albertus has not returned yet, Krolec heads upstairs. He finds the old man still lying down on the couch in Eli's parlor.

After making sure no notes or instructions were written down, Krolec decides to wake the old man. He gently, but firmly tries to wake him. But Albertus does not awaken, and Krolec notices he is cool to the touch. The strain must have been too much on the old man, and he apparently died in his sleep.

With no time to waste mourning, Krolec begins his preparations. He cleans out the green substance from the hollow dart on the workbench and fills it with Albertus' mixure. He also uses the mixture to coat three of his arrows. As he prepares, Krolec shudders at the thought of having to injure his sister in order to save her.

Once he's ready, Krolec quietly slips into the sewers.
Title: Interlude: To Find a Sister, part 2
Post by: jgants on April 13, 2010, 12:06:45 PM
Interlude - Session Notes

Here's part 2 of the three-part interlude for Krolec.

Some brief notes about this portion:
* The Al player never gave a name for his grandfather.  So I named him after an actual alchemist, Albertus Magnus.  I chose that name in particular since Al would have been named after him.  I thought it was very fitting.
* Albertus' bad hips was an in-joke about the actual Al player (who was in his 60s and had hip replacement surgery)
* The soldiers being killed was to add suspense and give a time limit for the activities.
* Silver powder was listed as a reagent in one of the Adventurer Vault books.  Here it just serves as a MacGuffin to give Krolec something to do.  In my mind, Albertus didn't even need it - he just wanted to get Krolec out of his hair - kind of like the old "go boil some water" routine with expecting fathers.
* The Leigh player gave me a background on Harlan Fogarty a little before this started.  Since she made him an alchemist in that background, I decided to introduce him into this storyline.  Unbeknowst to Krolec, the project he's working on is for Sgt. D'Agosta's plan (something that did not come out in the actual sessions but was in my plotline notes).
* The old barn house and the actual meeting with Fogarty was loosely inspired by a scene from a horror film called "The Resurrected" (that was itself somewhat based on the Lovecraft novel "The Case of Charles Dexter Ward").  The comment about "Anna" was funny because neither Krolec nor his player attended the session where Fogarty showed up before so he didn't know Fogarty was referring to Leigh.
* Big Bill's Beef Barn and the bit with steak sandwiches and elderberry wine was more or less me mocking the player for always wanting the tiniest, most insignificant details of things (while usually glossing over the really important plot revelations).  Plus, I loved the alliteration.
* I wanted Albertus to die because otherwise he would have been relied on too much.  Plus, he was supposed to be pretty old.  And it added some pathos to the adventure.  I had him die of a stroke from being overworked because no one ever dies of natural causes in RPGs and because I thought it'd be funny to have "Krolec worked Al's grandfather to death" as a running joke we could use at sessions.
Title: Interlude: To Find a Sister, part 3
Post by: jgants on April 13, 2010, 12:08:42 PM
Interlude - Cast of Characters

Krolec Jar'bin - Elven Ranger
Title: Interlude: To Find a Sister, part 3
Post by: jgants on April 13, 2010, 12:09:38 PM
Interlude - Scene 1 (of 5)

Krolec activates one of his sun rods and slowly advances into the sewers. He tries to follow the tracks of the creature from the attack, but it is slow going because of the nature of the sewers. The elf finds himself getting deeper and deeper into the sewers.

Some time later, Krolec hears the far-away screams of men. He slowly advances towards the sounds, being careful to dim his sunrod using his cloak.

As he gets closer, Krolec starts to smell smoke. He hears one last scream that is very close, apparently from around the corner. It is then silenced, followed by a loud grunt and the sound of something big moving away from the area.

By the time Krolec gets around the corner, the creature is long gone. The elf sees that the smoke is coming from a side coordidor, where a large fire appears to have been set. In front of the fire is a scene of carnage - a whole team of soldiers appears to be dead and dismembered.

Looking around, Krolec spots the tracks of the creature that ran off. It appears to be the same tracks left by Jantor and/or Whittlesey. He quickly follows after the tracks, trying to close the distance with the creature.

But between the creature's faster speed and the ranger being unable to move at top speed, Krolec is not able to really catch up or even get the creature within sight to try to tell what gender it is. He is, however, able to tell that it is dragging at least some body parts of the soldiers with it.

After a while, he spots the tracks going into a large hole in the side of the sewer tunnel walls. Krolec cautiously approaches the hole and looks inside. He sees that it leads into a natural cavern that appears to go down and connect with some other kind of passageway. After double-checking to make sure the trail leads into the hole, he decides to head in.
Title: Interlude: To Find a Sister, part 3
Post by: jgants on April 13, 2010, 12:10:13 PM
Interlude - Scene 2 (of 5)

Crawling through the tight passageway, Krolec makes his way down to the chamber about 15 feet below the sewers. It appears to be a large carved tunnel. To the sides are ancient skeletal remains. The tunnel continues in either direction.

Krolec can tell he is in some kind of catacombs, but isn't sure what they are. Finding the creature's trail, he heads down the tunnel.

After heading deeper into the tunnels for a while, Krolec eventually comes to a split in the tunnel. The creature's tracks head down one way, but Krolec hears a crunching sound echoing from the other direction. He decides to check out the noises.

Moving quietly down the right passage, quietly move down the right passageway. A short distance away, he spots a pale humanoid eating a large, dead rat. It appears to be a wight.

Krolec can tell it hasn't spotted him yet. He decides not to try and take on the wight at this point, and quietly backs out without the wight noticing him.

He then heads back down the left passageway and follows the creature's trail for a few more twists and turns. Eventually, the tracks just stop in the middle of the tunnel.

Krolec looks around the area carefully. He spots a hidden door in the side of the tunnel. The tracks would appear to go through the door. Krolec carefully opens the door, revealing a stairway leading down further into the earth.

The ranger starts to become unsure; the creature seems to be acting rather strange. He double-checks the trail and confirms the tracks head down the stairs. He decides to follow.
Title: Interlude: To Find a Sister, part 3
Post by: jgants on April 13, 2010, 12:11:01 PM
Interlude - Scene 3 (of 5)

The stairs lead down very far, into the domain of the underdark.

The cavern below is wide and twisting, with various rock columns all around. Strange insects can be seen off in the distance, some rather large sized. Pale white rodent-like creatures with no eyes run across Krolec's field of vision nearby. Bizarre sounds echo all around you - some sound like the movement of rocks and earth, others like sounds from various types of creatures, and in the background the sound of flowing water.

On the cavern wall next to the bottom of the stairs are some carvings in a strange language. They look very old.

Once again, Krolec wonders if he is in the right place. He reconfirms again that the tracks look like those of the Jantor / Whittlesey creatures.

Krolec heads in deeper into the underdark. Along the way, he sees strange things like rocks that move on their own, large insects that burrow through stone, and a large underground lake. As Krolec walks by, gets the sensation that something is out on the lake, watching him; but the sensation passes after he turns to look.

Continuing on, he reaches an area illuminated by luminescent fungi along the cavern walls. In that section is a set of large metal doors built in to the side of the walls. The creature appears to have gone through them as the tracks end at the door.

Krolec looks around for any signs or writing to identify the door. Looking closely at the door, he sees that under the layers of dirt and grime the door is engraved with the letters "J. A."

After making sure the door is not trapped, Krolec slowly cracks it open. He makes sure to look around carefully while he does so, making sure no one is sneaking up on him.

To his surprise, the door opens to yet another set of stairs heading down further.
Title: Interlude: To Find a Sister, part 3
Post by: jgants on April 13, 2010, 12:11:46 PM
Interlude - Scene 4 (of 5)

The stairs are long and winding. As Krolec nears the bottom, he sees the glow of torchlight below. He decides to move to around ten feet above the bottom of the stairs and listens.

Sounds echo in what appears to be a large tunnel below. Krolec hears the sounds of some kind of animal grunting, tearing and crunching sounds, and the sounds of someone whispering in a language he is not familiar with.

Making sure his sunrod is fully dimmed inside his cloak, Krolec quietly moves towards the bottom and peers around the corner. What he sees is quite possibly the vilest area he has ever seen.

The floors, walls, and ceiling of the tunnel below are made of fine-quality stonework, but the water and wastes from the layers of tunnels above seep down through the cracks between the stones creating flowing pools of sludge everywhere. The walls are lined with torch holders; several have fresh, lit torches in them while others are covered by the sludge on the walls. The walls also hold the remains of what would have once been fine tapestries, now completely eaten by mold and fungi.

Along the walls sit pieces of finely-carved stone furniture; many are covered with fungus. Next to them are the remains of what appears to have once been high quality wood furniture, now rotten and collapsed with much of it already turned to dust.

The air from the tunnel is very hot. Krolec can see a section a distance away where the red glow comes off of a pool of magma from a large crevasse in the floor.

Nearby, in the middle of the tunnel, stands a structure of some kind, about four feet tall. It appears to be made out of fresh bones and skulls. Some of them still have blood glistening on them.

In front of the hut of skulls is a large symbol on the floor, made in blood. It appears to be some kind of spiral.

The wall closest to Krolec has several figures that appear to be connected to the wall by metal spikes driven through their limbs. They are unmoving and appear to be dead. They have dusky purple skin, pointed ears, and white hair; Krolec immediately identifies them as being drow. Their clothing has been ripped away on their chests, and each of them has the same spiral symbol carved into their chest (though the wounds no longer appear to be bleeding).

Near the drow are the two reptillian creatures. They appear to be hunched over, eating the remains of the soldiers that were dragged back here; they rip the flesh from the bones with their razor-like teeth.

Standing next to them, whispering something, appears to be a man wearing a cloak. As he turns a bit into the light, Krolec can see it has a purple lining.

The scene of it all nearly overwhelms Krolec. He wonders if the man is the same mysterious man in the purple cloak from the plaza many weeks ago; it is difficult for him to tell at this distance with the poor lighting, but he certainly looks to be the same.

Rather than try to take on three people, Krolec elects to try and talk to the man. He figures he might be able to get Jantor back and even get some answers out of the man in the purple cloak.

Staying hidden, Krolec starts by saying Jantor's name aloud in elven, trying to gauge her reaction in lizard form. He then quickly follows with, "I come in peace, and mean no harm to you. I wish to talk."

One of the creatures perks its head up when he says Jantor's name. The other does as well a moment later when he continues talking. The two of them start to stand up from their bent over positions and move towards Krolec, but the man in the purple cloak reaches out his hand and gives a command to them in a language the elf does not understand. They hold back.

Staying behind them, he calls out in elvish, "Show yourself, drow, and deliver your message. If it pleases me, I shall let you die quickly; unlike your brethren."

Krolec announces that he is elven, but not drow. He gives his name to the man, and says he is the brother of Jantor. The ranger then steps slowly out into open view, hoping to calm the situation. He apologizes to the man for alarming him, saying that he was only being cautious.

The man looks Krolec over for a few seconds then gives a half-smile. He says to the elf, "You again... Well, this is unexpected. And what, Krolec, brother of Jantor, have you come here for?"

Krolec explains he comes carrying an antidote for his sister and indicates one of the creatures. He explains that the other creature is Julian, and that the alchemist believed it was too late for him.

The man finds Krolec's explanation of an antidote to be curious. He then asks him a strange question, saying "Do you know what lies in the shadow of the unchained god?"

Krolec does not understand the significance of the question and asks the man why he asks it. Before the man can respond, Krolec changes the subject and thanks the man for taking care of Jantor and Julian. He then speaks to Jantor in elvish again, trying to see if she understands him and asking if she wants the antidote. To the Julian creature, he speaks in common, asking if Julian wishes to try the antidote as well.

The man in the purple cloak is not amused that Krolec has failed to answer his question. His smile fades. He remarks that it is a pity Krolec was unable to answer him and mentions that Krolec had potential but appears to be on the "wrong side".

He then points at Krolec at shouts a command in the unknown language to the creatures. The creatures both rush towards the elf, claws out and making aggressive grunting sounds.
Title: Interlude: To Find a Sister, part 3
Post by: jgants on April 13, 2010, 12:12:26 PM
Interlude - Scene 5 (of 5)

Krolec reacts by immediately letting the sunrod drop out of his cloak, hoping the extra light will be enough to temporarily blind the creatures. It doesn't work.

He then grabs two of the arrows with the dried solution on them and fires one at each of Jantor and Julian. The arrows hit the two creatures. The dried solution does not appear to be enough to cause any major transformation; however, the Jantor creature does seem slightly affected.

As the Julian creature lunges at Krolec, the Jantor creature grabs him and stops him. The two of them roll around on the ground in battle with each other. Meanwhile, down the tunnel, the man in the purple cloak steps back into the shadows and disappears from sight.

Krolec carefully waits for a good opening while the two creatures engage in melee, then moves in and strikes into Julian with his shadow wasp strike. While the Julian creature is distracted by the pain, the Jantor creature slams into him, knocking both of them back. As they are rolling back, the Julian creature claws into Jantor with a deep cut.

The Julian creature then rolls off the side of the nearby crevasse, into the pool of magma. His screams are heard for a few seconds, then nothing more. The Jantor creature lies on the ground near the edge, bleeding; Krolec can see she has been badly wounded.

Krolec rushes over to her, administering the needle of antidote into her open wounds. He glances around carefully for the man in the purple cloak, but he has once again vanished without a trace.

The cure seems to have an immediate effect on Jantor, helping her stabilize from her wounds and begin to transform back to something more recognizable. Krolec moves her away from the magma pit ledge and checks around for healing potions, but finds the drow bodies have already been stripped of their belongings.

The elf realizes his sister could be unconscious awhile, and it is too dangerous to stay in the underdark for any length of time. He decides to go ahead and haul her out. Krolec is able to make it back home without incident, and spends many days helping Jantor recover to full health.
Title: Interlude: To Find a Sister, part 3
Post by: jgants on April 13, 2010, 12:27:39 PM
Interlude - Session Notes

There - now you have the whole story.  This actually was finished up over email two weeks ago, but I just now got around to posting it all.

In the end, it was a well-liked diversion by both me and the player, and it advanced the campaign plotlines a bit while adding new mysteries.

Some more notes about this section in particular:
* The soldier attack was meant to indicate that Sgt. D'Agosta started earlier than he said he would, but the player never picked up on that.  Also, the fire they are using is alchemical fire created by Harlan Fogarty, something else that has yet to be revealed in the campaign.  The purpose was to add more drama and tension to the experience and avoid a dull tracking scene.
* The wight in the catacombs was thrown in as a decision point.  I'm glad we didn't have to do a battle over that.
* The Krolec player was completely confused about the whole trail leading further and further into the earth thing until he figured out what was happening in the last scenes.  I kept re-assuring him that he wasn't following the wrong path.
* The Underdark section was meant to feel strange and alien.  I think it worked as he seemed pretty freaked out about it.  Obviously a lone elf in the underdark should normally have been killed or at least attacked, but I wanted to keep things moving.  Likewise, I also avoided a few ideas I had for interaction here (with either some drow or a group of kuo-tao who worshiped the unseen aboleth out on the lake) because I felt the pacing was wrong and at that point the focus should be on getting to the finale.
* While not directly acknowledged in the story (because I'm not sure the Krolec player made the distinction), "J.A." referred to Jacob Astor and the doors led down to the Astor Tunnels (aka, The Devil's Attic).
* I'd been waiting for an opportunity to re-introduce the man in the purple cloak.  And this was perfect.
* The spiral symbol and discussion of the unchained god refer to the evil god Tharizdun (sp?) mentioned in the DMG as the secret destroyer god.  Of course, it will be a while before the PCs get that info.
* Having the dead drow had the exact effect I was hoping for - Krolec's blind hatred of drow leads him to completely miss the fact that the man in the cloak is evil as well.  
* I liked the idea of the cloaked man using the creatures to wipe out his drow enemies in retaliation for their assassination attempt.
* The question about "Do you know what lies in the shadow of the unchained god?" is meant to be mysterious.  Obviously it is based on a similar phrase in the tv show Lost.  I'm not sure the player caught on that it was being used as a kind of password.
* The last scene was a combination of pre-planning and based on Krolec's actions.  I always knew either Julian would die or Krolec would.  Jantor could have gone either way.  And, of course, the man in the purple cloak was going to disappear so he could show up again later.  More on him and his plots in future sessions.
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 02:47:27 PM
Session 30 - Cast of Characters

Challa kri - Kalashtar Paladin
Durmindin - Wilden Shaman
Leigh - Eladrin Wizard
Tiberius Enchilada - Human Warlord
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 02:48:58 PM
Session 30 - Scene 1 (of 6)

In the basement of the Tower of Waiting, the group begins to feel tremors as the tower begins shaking. The ceiling begins to collapse on them; Larrak, Scrag, and Silas are all hit by falling debris and knocked unconscious.

Tiberius quickly gives the order to flee the building. He grabs Larrak, Challa grabs Silas, and Durmindin grabs Scrag. As they exit the building, it collapses into a pile of rubble behind them.

Before they can catch their breath, the group notices the water around the island has a purplish glow. The bodies of the drowned dead begin to emerge from all directions, surrounding them.

They also spot Tobolar Quickfoot nearby, beginning a ritual from a scroll. To the group he yells simply, "Hold them off!"

Tiberius reacts immediately without thinking, throwing the body of Larrak at one of the zombies. It seems to take the zombie out, but leaves the unconscious Larrak sinking in the water.

Durmindin calls forth his spirit companion and attempts to strike at one of the drowned ones, but misses. Leigh has much better luck with her fireball spell, blasting away four of the dead in one shot. Challa cuts down another with a bolstering strike.

But more zombies begin to emerge from the waters. Several grab the body of Larrak and drag it down into the watery depths. He is never seen again.

The other zombies move in to attack. Tiberius manages to avoid injury, but Durmindin is hit twice and Challa and Tobolar each suffer a hit as well. They can tell the zombies may not be durable, but they strike very hard.

Tiberius tries to cut down another zombie with his viper's strike, but misses. Durmindin, however, manages to hit with his spirit companion's protecting strike, killing another zombie.

Leigh focuses her energy keeping the zombies off of Tobolar, blasting away the two on him with a scorching burst. Tobolar pays no attention, and continues performing his magic ritual.

Challa chops down another zombie as the rest move in to attack. Durmindin is again hit twice, with Tiberius and Leigh suffering hits as well. The group is dismayed to see more of them emerge from the river waters.

Tiberius responds by attacking the zombie back, cutting off its head. Durmindin elects to take a moment to catch his breath then misses with another spirit attack. Challa has no better luck with her attack, unable to penetrate the zombie's defenses.

Leigh, with the zombie directly in front of her, uses her magic missile touch to blast it away. Nearby, Tobolar continues reading the incantations on the scroll he is holding.

The zombies continue their assault, with more of them continuing to pop up out of the water in every direction. While everyone else is hit at least once, Durmindin suffers four of them beating on him, knocking him unconscious.

As Durmindin slips towards death, Tiberius lashes out and kills the two zombies on Leigh. Free to use her scorching burst spell, Leigh blasts away another three near Durmindin.

Challa and the zombie attacking her both try to attack, but neither manages to hit. The other zombies strike Tiberius twice and Tobolar and Leigh once apiece. Leigh is overcome by her injuries and falls to the ground.

Luckily for the group, however, Tobolar manages to complete the magical ritual he was performing. The water in the river turns back to normal, with no more drowned ones appearing.

But even with no more zombies emerging, Tiberius decides their only hope is to get over to Durmindin, who has all of the healing potions. He tries to move past the five zombies attacking him, but is hit three times and collapses from the injuries.

Challa, the only member of the group left standing, watching in horror as the zombies surround her. She can tell Durmindin will die very soon if unaided. She, too, elects to move away from the zombies close to her and maneuver towards Durmindin.

The paladin manages to avoid the zombie attacks and reaches Durmindin. She quickly grabs a healing potion off of his belt and pours it down his throat.

With the ritual completed, Tobolar decides to follow Challa's lead. He runs by, grabbing a healing potion from her, and pours it down Leigh's throat.

The remaining zombies shuffle towards Challa. One of them hits her with another damaging blow.

Durmindin stands himself up. He attempts to attack with a thunder bear's warning spell, but it fails to work. He then gives the last healing potion he has to Challa, feeling she is their best hope of survival.

Leigh stands herself up. Surrounded by zombies, she casts a scorching burst, blasting five of them. But in the attack is hit by two of them herself, sending her unconscious once again.

Challa drinks the final potion. She tries to assist Tobolar by attacking the zombie on him, but misses. Tobolar also misses with his staff attack.

The zombies strike back at Challa and Tobolar. The young halfling is knocked to the ground.

Using a spirit renewal strike, Durmindin is able to kill one of the zombies and heal Tiberius at the same time. Nearby, Tobolar begins to bleed out.

The zombies strike out, hitting Challa but missing Tiberius. Tiberius elects to stabilize Leigh first then attacks at one of the zombies but fails to hit.

Durmindin takes out another zombie with his protecting strike as Challa misses and Tobolar slips ever closer to death.

The two zombies strike out at Challa, knocking her unconscious. Tiberius moves over, stabilizes Tobolar, and misses with another attack at one of the zombies. Durmindin has better luck, taking out another one with his spirit strike.

The sole remaining zombie attacks at Tiberius buit misses. Tiberius strikes back with a mighty blow that decapitates the creature.
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 02:49:46 PM
Session 30 - Scene 2 (of 6)

Tiberius immediately stabilzes the dying Challa. Afterwards, everyone sleeps for the night on the small island with their backs up against the rubble of the collapsed tower. The bodies of the zombies are used to make a fire.

The next morning, Challa, Tobolar, and Leigh have all recovered. Tobolar explains that Nimozarran contacted him once he felt the disturbance of the tower area merging with the plane of the Abyss. He gave Tobolar the scroll and sent him over to the island to close the portal between the worlds.

With no sign of Larrak, who is presumed dead, the group turn their attention to Scrag and Silas. Both appear to have suffered severe head trauma from the collapsing tower. They decide the best thing to do would be to drop them off at the sanitarium and wait for them to recover.

First, they head back to the docks and return the boat. The old man, Chester, sees how bad they all look and remarks that he is glad they managed not to damage his boat.

Silas and Scrag are dropped off at the sanitarium. While there, Leigh decides to visit Zena as well. As she does, she notices that in a nearby bed is Eric Pembridge. Apparently he is still there recovering from "nervous exhaustion".

Leigh chuckles to herself upon seeing the man, causing Tiberius to remark that she is being cruel to the "poor young man". Leigh explains that he got his just rewards, and explains the whole story about Al leading Pembridge into the cemetery once they are all back outside of the building.
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 03:04:35 PM
Session 30 - Scene 3 (of 6)

Over breakfast, the talk turns to what to do next. The group ultimately decides to focus on following up on the note they suspect was from Salazar to Rufus that they found in the tower.

No one thinks going out and looking for information about Rufus again would do any good. Tiberius decides they should go to Lt. Gerdrand first to see what his take on the situation is.

When they arrive at Gerdrand's office, he sighs to himself again as they explain how they were behind the disturbance out at the Tower of Waiting. He is relived to hear that it was collapsed after finding out it was not only used as a hideout by Rufus, but also contained some kind of portal to the Abyss.

Tiberius also hears Gerdrand make a comment under his breath about how at least this time they didn't manage to get a whole squad of his men killed like Krolec did last week. Tiberius is curious what Gerdrand was referring to, but doesn't press the issue.

Gerdrand then reads over the note. He asks if they have who Rufus met with then explains in order to get the magistrate to sign off on an arrest warrant for Salazar, he'll need that person to corroborate the note and link Salazar with Rufus and the assassination.

The lieutenant suggests that instead of asking around about Rufus, who is greatly feared in the underworld community, they focus on seeing who Salazar has been seen with. Gerdrand explains a foreigner and aristocrat like Salazar does not command the same respect on the streets and people will be more likely to talk.

Tiberius then asks about a description on Rufus, but is met with disappointment when he learns the assassin is a master of disguise and his true appearance is not well known. The warlord then suggests they leave and start investigating at the Lucky Gnome Taphouse again.
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 03:05:37 PM
Session 30 - Scene 4 (of 6)

Since Tiberius has been in the tavern several times before, and Durmindin is so unique, the group decides that Challa and Leigh will in to question people.

As it is late in the morning, the tavern is largely empty; most of its clientele are either off at work or have already gone home to sleep after a night of rancor. The remaining customers appear to be a fairly mangy looking bunch of shiftless layabouts and small time criminals.

Challa decides to go straight to the bartender and ask for their finest drink. The bartender explains that the finest they have is a bottle of MacCutcheon's Whiskey (made by retired naval captain Anderson MacCutcheon) and it will be 1 gold per shot. Challa takes one shot and quickly downs it; it is very smooth. She orders another.

Meanwhile, Leigh decides just to sit down at a table with one of the rough-looking customers. She entices him to buy her a drink. He orders two ales. She gives her name as "Alissa" while he gives his name as "Big Joe".

Leigh starts to explain that she is looking for someone, but Big Joe insists she already found him. He suggests they go back to his room nearby and learn why his nickname contains the word "big". Leigh dodges his clumsy attempt to get her into bed, and gives a description of Salazar to the man.

Big Joe wants to know why she is looking for the other man, insisting he has everything she needs. Leigh simply states, "Money". Joe remarks that she gets to the point quickly. He explains he has seen Salazar a few weeks back, but wonders what the guy is doing with a flophead like Karl Porter if he has money. Leigh gets the man to elaborate; apparently, when Salazar was last in here he met with a junkie named Karl Porter.

After getting all of the information, Leigh gets up to leave. The man is disappointed. She tries to mollify him with a kiss on the cheek as she leaves, but the angry mutterings of Big Joe she hears on her way out the door suggest he is less than satisfied.

Back at the bar, Challa is also discussing Salazar. The bartender explains that, coincidentally, the sorcerer was the last person to order a drink of MacCutcheon's. He also links Salazar to Porter, whom the bartender describes as a "piece of trash".

Challa inquires more about Porter. Apparently a few days after meeting Salazar he was back in the bar and met with another man, though the bartender is vague on the second man's description. Challa orders a third shot of the fine whiskey and gives a two gold tip. The bartender goes on to explain that Porter only cares about two things – opium and whores. He suggests Challa should be able to find him at the nearest flophouse.
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 03:06:46 PM
Session 30 - Scene 5 (of 6)

Armed with the information, the group decides the next step is to go grab Porter so they can turn him over to Gerdrand.

Tiberius thinks someone should go in undercover, but laments he is too tall and in shape to be mistaken for a junkie. Likewise, Durmindin is once again too bizarre looking for any clandestine operations. Tiberius suggests to Challa it is time for her to go undercover in her prostitute disguise again.

Challa agrees and suits up appropriately. Leigh decides to join her again, though does not dress nearly as provocatively.

Heading inside, Challa steps over to the nearest junkie lying on the floor and kicks him. She continues kicking him, progressively harder, until he points out Porter.

Porter is found passed out in the middle of the floor in one of the rooms. Challa gives him a nudge to wake him up.

The two women first try to entice Porter to get up on his own and come with them. However, the man is so high he refuses to move, saying he'll buy some favors off of them later.

Challa and Leigh aren't interested in taking no for an answer. They each grab a foot and begin dragging him out.

Once they reach the doorway, Karl becomes a lot more cooperative. He stumbles his way to his feet and follows them over to a nearby area near the street to talk.

When asked about Salazar, Porter begins giggling at the name and sounding it out in various ways of lengthening the syllables. He remarks how funny the name sounds. Leigh concurs, but forces the question again.

Porter goes on to slowly give a rambling account of his dealings with Salazar. He explains that he was hired to meet with Rufus so he could show him where someone lived and hand over a "big bag of money".

After a few times repeating things, Porter eventually gets across that he showed Rufus where Lord Barret lived. He also explains that he got a cut of the money, and used his pay to buy a "big bag of opium". He invites the group back to his place to smoke some.

Challa accepts, but suggests they go to her place instead.
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 03:07:34 PM
Session 30 - Scene 6 (of 6)

By the time the group gets to Lt. Gerdrand's office, Porter is quite confused. Gerdrand has him thrown in a cell to sober up a bit before giving testimony. The lieutenant, however, assures the group they will now have enough evidence to get the arrest warrant.

Some time later, Porter clears up enough to give out a full account to Gerdrand's scribe. It takes another hour for Gerdrand to see Magistrate Damakos and get the warrant signed off on.

When he returns, he invites the group along to help affect the arrest. They agree, though Leigh decides to hang back and avoid being directly associated with the arrest in order to keep her profile lower.

Lieutant Gerdrand and the others arrive at Groddic Manor shortly after. Groddic's butler shows them in and goes to fetch his master.

It doesn't take long before Groddic and Salazar both show up, with Groddic demanding to know what is going on. Gerdrand serves the warrant to Salazar and has his men move in to arrest the man.

Salazar immediately lets loose a blast of flame, incinerating the soldiers. He then turns to Groddic and casts a spell of a spectral snake that attacks the lord, all while the sorcerer screams that Groddic has betrayed him.

Durmindin immediately reacts by blasting Salazar with his wrath of winter. Salazar then casts another spell, summoning forth a giant efreet flameblade.

Tiberius stays focused on Salazar. He moves up to the sorcerer and creates a bastion of defense. He then activates his armor and tries to follow up with a stand the fallen maneuver, but failes.

Challa and Gerdrand are also focused on Salazar, and both move up to attack him. Challa summons forth her divine strength and strikes into him with her on pain of death prayer. Gerdrand, however, is unable to get past Salazar's defenses.

Outside, Leigh stands across the street of the manor. She senses the use of the summoning spell. Knowing the group is probably in trouble, she begins heading towards the door.

Back inside, the efreet attempts to strike down Challa with his massive sword, but she dodges out of the way. Durmindin maneuvers himself behind the others then calls forth a thunder bear's warning on Salazar.

Salazar responds by transforming into a giant snake. He wraps himself around Tiberius then bites down on him with his large fangs.

Tiberius forces the snake off of him then cuts into the snake. Challa assists by making an ardent vow then calling forth a hallowed circle.

Just then, Leigh bursts through the door. Instinctively, she casts a fireball spell, blasting both the efreet and Salazar. The efreet, however, does not appear to be affected by the fire. Leigh follows it up with a shock sphere, but the efreet manages to avoid the blast so she injures only Salazar again.

Everyone wonders how the sorcerer is managing to stay standing. Gerdrand tries to take him out with his sword, but misses again.

The efreet then hurls its scimitar, striking into Tiberius and Gerdrand. As the sword returns to its hand, Gerdrand falls to the ground unconscious.

Durmindin tries to help out with a spirit renewal strike on the sorcerer, but fails. He also fails with his spell of the spirit of the healing flood.

Salazar lashes out at Tiberius again, but this time the warlord avoids him. Durmindin's spirit companion uses the wrath of the destroyer to strike Salazar in response, dazing him.

Tiberius inspires himself to recover then attempts to attack the sorcerer with furious war cry, but the snake avoids the attack. Challa has better luck, hitting the creature with her virtuous strike.

From across the room, Leigh decides to forgo her usual preference for fire-based spells and instead use some acid ones. She casts an acid mire in the middle of the room, hitting both the efreet and Salazar. Salazar melts into the acid, screaming as he dies a horrific death.

Unfortunately, the efreet does not disappear. Instead, it flies over to Leigh and strikes her down with a tremendous attack.

Durmindin moves over and casts his healing spirit on Leigh to prevent her from dying. He tries to follow it up with an attack on the efreet, but his spirit of the hawk's wind spell fails to affect the monster.

Tiberius charges at the efreet, but misses with a viper's strike attack. Challa likewise misses with her valorous smite.

Now conscious, Leigh casts her jump spell to propel her out of danger, and then blasts the efreet with an acid arrow.

The efreet whirls in a circle with his firey sword, striking into Tiberius and Challa but missing Durmindin. The shaman responds by his spirit companion making a protecting strike on the creature.

Tiberius can see that Challa is in a better position than he is. He guides her into making a pair of virtuous strike attacks. She then uses a healing word to allow Gerdrand to recover.

Finally, Leigh finishes off the efreet with a magic missile from across the room.

With Groddic and Salazar dead, Gerdrand declares the investigation over. Lord Groddic's son, Anthony, takes over as head of their house. He assures the group he blames Salazar for everything and pledges to stay out of the affairs of the city. Durmindin can sense he is telling the truth.
Title: Session 30: Salazar's Revenge
Post by: jgants on April 13, 2010, 04:04:00 PM
Session 30 - Session Notes

This was our smallest group ever for a D&D session, as we continue to have issues with who can come when.  I'm hoping that stabilizes for a session or two.  As I said last time, the Larrak player is gone, the Scrag player may be gone (waiting to see how that plays out), and the Silas player can still only seem to commit to every other session at most while the Krolec player had a host of personal issues lately.  On the plus side, the Challa player's husband backed off wanting to play so maybe I can keep the group down to a manageable size.

I had envisioned the never-ending zombie battle for a while (I was thinking of the Harry Potter scene with those zombie things in the last movie).  It was all minions, but there were a lot of them and they just kept coming.  I did up the minion damage a bit (as I believe BTB to be far too low to be threatening).  I nearly had a TPK situation.

Tobolar was half-NPC / half-PC.  I let the Leigh player handle his rolls and his decisions once the magic ritual was done.  It took a burden off of me plus allowed her to stay in the game more.

Larrak's death was kind of dumb, but I didn't fight it since the player isn't expected to be back any time soon.  Silas and Scrag were given a reason to be out for a while, plus the sanitarium made for comic relief with Pembridge.

Then the game headed back into investigation mode for the third session in a row.  I let this one move quickly because they had good ideas and I didn't want to get too repetitive.  I thought Challa using her undercover identity again was a nice touch.

MacCutcheon's whiskey is another Lost reference.  No significance in the game, its just an homage.

I envisioned the opium den as being a lot like the scene in the film, From Hell, where they go to get the inspector.  Again, I'm not sure why I always picture buildings in D&D to be Victorian.

The comment from Lt. Gerdrand about Krolec was funny, because no one had known about Krolec's side adventure until that point.  I love stuff like that because it really makes the game universe seem more real.

The "big bag of opium" is an in-joke just for me; its a reference to a friend in college whose father spent his retirement money on a (stolen) stereo and a big bag of weed.

The end battle with Salazar was planned for a while.  I always liked the idea of him summoning a big efreet since I previously established he was a shi'ar sorcerer.  Once again, I had the Leigh player using Lt. Gerdrand as a hireling type character to keep her in the game.

No one paid the slightest attention to Salazar's comment about Groddic betraying him (or what he meant by it).  Nor did anyone question why Salazar would so openly hire a known addict for such an important mission or send a letter discussing an assassination with his seal on it.  That may change once some other facts come out in the future...
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:04:15 AM
Session 31 - Cast of Characters

Krolec Jar'bin - Elven Ranger
Leigh - Eladrin Wizard
Tiberius Enchilada - Human Warlord
Silas Ballard - Human Avenger
Challa kri - Kalashtar Paladin
Durmindin - Wilden Shaman
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:05:01 AM
Session 31 - Scene 1 (of 10)

everal days after the death of Salazar, the group finally has a chance to get back together for the first time in a while. Krolec finally feels comfortable leaving Jantor at home with his parents while Silas recovers enough to leave the sanitarium.

Scrag, however, remains comatose and no signs of life are seen. The group speculates he may not be coming back any time soon.

Over breakfast, Krolec and the rest of the group exchange information about what they've been up to the last couple of weeks. Krolec isn't thrilled to hear about Vanka's crime spree, nor does he overly like Challa's undercover work at the docks.

The group largely takes Krolec's information about the Man in the Purple Cloak in stride, though Tiberius is adamant about going after the wight stopped in the catacombs. Challa suggests they wait until winter comes, as the first snow will be coming any day now, and they will be unable to travel outside the city until spring once winter hits.

After finishing his hearty meal at Lucky Larry's, Krolec announces his intentions to go see Lt. Gerdrand. He wants to fill the lieutenant in on what ended up happening underground. The rest of the group decides to join him.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:05:57 AM
Session 31 - Scene 2 (of 10)

When they arrive at the lieutenant's post, everyone is shocked to find the usually-wary lieutenant appear happy to see them for once. He mentions he's been looking for them. First, however, Krolec gives his story about what he found under the city.

The lieutenant informs Krolec they only lost a squad or two of the city guard in the attempt to flush out the creatures. Krolec goes on to explain about the man in the purple cloak, who Gerdrand remembers as being the victim of the drow attack when he first met Krolec and Leigh. At the end of Krolec's story of how dangerous the underground is, the lieutenant reminds Krolec he told him as much during their first meeting; and that is why he never goes down there.

Krolec then discusses the alchemy work, and Albertus' death. Gerdrand explains the body was found and buried next to Al in the cemetery. He also explains Leng's shop is closed and the entrance to the sewers (from that shop) is closed off now.

The ranger goes on to mention he will be bringing Albertus' notes over to another alchemist who helped him. Gerdrand asks for the name, and when Krolec gives it as Harlan Fogarty, both Gerdrand and Leigh recognize it.

The lieutenant explains that Fogarty provided the alchemical fire they used to try and drive out the creatures from the sewers. Krolec surmises this is what the alchemist was working on when he got the silver powder. Tiberius, meanwhile, is excited to hear about a source for fire.

Leigh also mentions knowing Fogarty. She describes him as a good man and a friend of the family.

Krolec then reminds Gerdrand to keep the statue in a safe place as it is still extremely dangerous. Gerdrand says simply that Krolec needn't worry; it is being looked after by "top men".

Gerdrand then has a chance to explain why he was looking for the group – Lord Markelhay wishes to see them this evening. Tiberius inquires if it is a dinner invitation, and Gerdrand says that can be arranged.

After the arrangements are made, Lt. Gerdrand tells them that the new Lord Groddic was also looking for them. They decide to head there next.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:06:39 AM
Session 31 - Scene 3 (of 10)

At Groddic's manor house, the group arrives to find the main hall still under repairs after their fight. Krolec wonders if Leigh shouldn't use more restraint when using her spells, but says nothing.

When young Lord Groddic arrives, he greets the group in a pleasant, if somewhat hurried, manner. He explains that while cleaning out Salazar's room, his servants found something that he wants to give to the group; he mentions he doesn't want it falling into the wrong hands.

Everyone tenses up as one of the attendants brings out a small box. They ask what is in the box, and Groddic has the servant open it. Inside is an amulet.

Fearing it might be evil or cursed, Leigh immediately goes over to examine it. She determines it is simply an enchanted safewing amulet, and not a threat to them. They agree to take it from Lord Groddic.

A bit relieved, Groddic makes a comment about being glad to be rid of Salazar and his things. He explains he's particularly happy they can finally refill the buttery, as Salazar's strong religious beliefs prevented having any kind of liquor around – he didn't want to be anywhere near it; apparently, they haven't even had wine in the house years.

Leigh makes sure there is nothing else suspect in Salazar's things that are being thrown out, while Challa offers their assistance in any future matters. The lord responds he needs nothing; there is just a lot of work to do rebuilding the family treasury. Apparently, Salazar was responsible for a great deal of misappropriated finances.

Being polite, Krolec inquires about funeral services for the elder Groddic, to which the young lord responds that the body is still in repose for another day.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:07:18 AM
Session 31 - Scene 4 (of 10)

After leaving Groddic Manor, the group decides to head to Fogarty's workshop for their next errand. Fogarty answers the door and exclaims his happiness to get a visit from "Anna" and her friends. He invites them inside.

One section of the converted barn has been made into a drawing room. Everyone has a seat as Fogarty offers them tea. Everyone but Tiberius graciously accepts; unknown to the others, the warlord is suspicious of drinking any liquids prepared by an alchemist. As he prepares the tea, Leigh explains, very briefly, that Anna is a nickname Fogarty has for her, but doesn't elaborate.

Over tea, Krolec thanks Harlan for his help and hands him over the notes from Eli Leng and Albertus Magnus. Fogarty looks them over quickly, remarking they will provide for fascinating study, despite not usually being his area of expertise.

Krolec then asks about healing potions, but Fogarty explains that such items are outside his range of skills; he likes to leave the healing to the healers.

Tiberius, however, is interested in one of his specialties – alchemical fire. As a fried of Anna's, he offers Tiberius a discounted rate of 40 gold per vial. They agree on a purchase of five vials, with Tiberius putting half the money down. Harlan explains the potions will be ready in a week.

Krolec remarks on the good quality of the tea. Fogarty explains he is happy to have people over, as he rarely gets the chance to break out his fancy Royal Doulton tea set. Leigh remarks how she remembers him first buying it at a shop called the "Silver Tree".

Harlan then asks about Leigh's family, which she responds are fine. He then talks about how happy his parents are with Leigh and her group's actions in cleaning up the city, remarking how fond they always were of her. Leigh responds that the group is on a good path, if a bit slow.

Fogarty then notes he needs to get back to his work, and the group decides they need to get going as well. He invites them to come back any time, and reminds Tiberius to be back in one week.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:08:04 AM
Session 31 - Scene 5 (of 10)

With a few hours left before dinner, everyone splits up to attend to personal matters. Krolec resupplies his arrows then heads back home to check on Jantor. Tiberius and Challa stop by Teldorath's shop to have their armor fixed up. Durmindin focuses on nurturing some of the plants in the gardens around the city.

After dropping off his armor, Tiberius decides to head off with Silas to visit the Temple of Erathis. While Silas checks in with the main temple, Tiberius visits the shrine to Moradin there.

High Priestess Dirina Moonbrow talks for Silas for a moment, expressing her happiness he has returned to the temple. When he asks about healing potions, she mentions Father Goffman is currently finishing up a new batch. Silas makes a deal with her to get four potions for the price of three every week as part of a standing order.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:08:44 AM
Session 31 - Scene 6 (of 10)

That evening, everyone meets back up at Moonstone Keep. Everyone but Leigh decides to leave their armor and weapons at home as it would be inappropriate for the dinner.

Each member of the group is announced as they enter into the hall and are seated at a large table where a roast pig sits in the center of the table.

After a moment, Lord Markelhay himself is announced. He enters along with Sgt. Munley, who stays close by as his personal guard.

Markelhay bids everyone welcome, and says it is nice to see Leigh and Krolec again. They introduce him to the rest of their group, explaining the group is experiencing a problem with "high turnover".

After more pleasantries are exchanged, the lord explains that he is pleased with how they've been cleaning up the area from the dangerous threats that the town guard has been unable to handle. To that end, he tells them he wishes to honor them as knights of the realm.

Everyone is happy with the idea, though the enthusiasm is dampened somewhat when Markelhay explains that it will not be without some responsibilities. As one example, he points out with the town guard forces currently decimated after the recent activities, and so they may be called on to defend the city against dangerous threats to its security.

Of course, as Markelhay points out, this lines up more or less with what the group was already doing, so it shouldn't be any real imposition. Krolec agrees, more or less, but is concerned their new station might require them to pay more taxes. Markelhay attempts to address that fear, pointing out that none of their treasure found has been taxed to date.

Once everyone agrees to accept the honor, Markelhay explains there will be a knighting ceremony the next day. He also hints at a special surprise they will appreciate, but says no more.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:09:37 AM
Session 31 - Scene 7 (of 10)

The next day, everyone spends the morning getting their fanciest clothing together for the knighting ceremony. Krolec invites his family to attend, while Lady Abigail accompanies Silas.

As with most big events, most of the nobles and gentry are in attendance; with the noticeable absences of Lord Varys and Lord Reneir.

Each of the group members is called up in turn, and knighted with a title of "Sir" or "Dame" as appropriate.

After the group is all done, Lord Markelhay makes the surprise announcement that an honor is also to be bestowed on to Lord Pembridge this day. No one looks more surprised than Pembridge at this turn of events.

Lord Pembridge is then given the honor of "Defender of the Southern Reach". Markelhay explains that Pembridge is the only one he trusts to keep the city safe against the close threats from the south. He then commissions Pembridge to build a castle south of the Moon Hills, where his forces can keep the city safe from any incursions by the goblins of Harken Forest or the Witchlight Fens.

Pembridge seems stunned by his new charge, and stumbles his way off the dais. Ruddiger gives an expression that leaves no doubt what he thinks of the events taking place. Ruddiger immediately storms off with his men once the official statements are done.

At the festivities after the official announcements, Tiberius plays his flute while everyone enjoys the party. Lord Markelhay congratulates everyone again, and explains that as Lt. Gerdrand will be busy recruiting and training a new force of town guard, he'll be too busy to act as liaison anymore. From now on, the group can return to meeting with Markelhay directly.

The lord also asks if they liked his surprise. Krolec agreed it was handled well. Markelhay explains that Pembridge is not really a bad man per se, and that re-assigning him out of town made the most sense politically because he was so connected in town. The lord does, however, express concern about Reiner missing the event. Krolec wonders if Lord Reiner was the money behind Salazar, though Tiberius reminds him that the new Lord Groddic mentioned the family finances had been drained by Salazar.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:10:09 AM
Session 31 - Scene 8 (of 10)

After a few more days of rest and relaxation, the group find themselves summoned back to Moonstone Keep. When they arrive, Lord Markelhay explains that he already has one of those vital tasks for the good of the city that he needs them to do.

Lord Markelhay goes on to explain that over the last few weeks, important discussions were going on in preparation for a very important meeting coming up. The lord declines to elaborate on the subject of that meeting.

He does, however, explain that several of his palace guards were in position to overhear some of those meetings. This morning, one of those guards was discovered missing.

The castle grounds were searched, and they did eventually find the guard's body stuffed into a chest in his room. But there were two things more troubling than that – the first is that a piece of parchment was found on the body with the symbol of a red wolf's head (the symbol of Rufus the Red). But even more troubling, the man had obviously been dead for several days, meaning someone was impersonating him in the castle for the last few days.

Lord Markelhay believes Baron Stockmer, an independent lord in Harkenwold, will be the target of an assassination attempt by Rufus. He commissions the group to go to Harkenwold and escort the baron back to Fallcrest for the important conference.

Challa notes that the group will need horses in order to be able to move quickly. Lord Markelhay tells her the royal stables will be at their disposal.

As the others start planning for the horses they will need, Tiberius discusses the possibility that the guard who was killed was being impersonated by a doppelganger. He suggests they will need a code phrase that only Markelhay and the group know to ensure everyone is who they claim to be. Tiberius comes up with the phrase "woodwind instrument".

Markelhay agrees, though notes that Sgt. Munley, as his personal guard, will need to know as well. After some argument, Tiberius finally agrees.

The lord is curious if Tiberius believes Rufus the Red is a doppelganger, but Tiberius isn't so sure. He thinks the doppelganger is more likely working with Rufus. Tiberius explains to Markelhay that a dark conspiracy surrounds the city; but when pressed for details, the warlord is forced to admit that he doesn't actually have any proof.

Markelhay does, however, suggest that Lord Reiner may be involved. Apparently, he quickly left town right after the death of Lord Groddic. Tiberius believes they should investigate Reiner's home for clues. The lord agrees and signs out a royal warrant granting them entrance to investigate.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:11:10 AM
Session 31 - Scene 9 (of 10)

Wanting to get moving as fast as possible, the group immediately goes and gets the horses they will need.

Afterwards, they stop by the Temple of Erathis and pick up their order of healing potions. The previous plan of having Durmindin hold all the healing potions didn't work out, so this time they divide them up between Krolec, Silas, Tiberius, and Leigh.

For the trip down, the group decides to use the southern King's Road route. They are able to camp in the forest off of the road at night without incident.

The next day, they reach Harkenwold by the evening. The group immediately heads to Stockmer Castle where they are put up for the night.

The next morning, they meet Baron Stockmer over breakfast. The middle-aged man is pleasant, if a bit formal. He desires to leave as quickly as possible in order to make the conference.

Krolec examines a map of the region and comments that they should head to Raven's Roost, where they can spend the night under the protection of Lord Nimz.

He then turns his attention to the baron, suggesting he be disguised in a more common cloak. There is also discussion about the baron travelling with them alone. Everyone rolls their eyes as Stockmer insists on his valet traveling with him. Krolec doesn't argue the point, simply suggesting they disguise both men.

Since the baron will also insist on his baggage train heading to Fallcrest as well, the group discusses the train heading in a different direction than the baron. Tiberius has an alternate idea about splitting the baggage train into two separate carts and having two different groups heading along both roads. Krolec, however, wants just the group with the baron and his valet in order to move as quickly as possible.

While everyone else agrees with the plan to send the baggage train by itself (even with a couple of Stockmer's guards), Challa has moral ssues with the plan; she refuses to leave the baron's men alone as they will likely die. She feels the group needs to split – with half guarding the baron and the other half guarding the train.

Nearly two hours is spent as Challa, Tiberius, Durmindin, and Krolec argue back and forth about the merits of different methods of travel. In order to keep the discussion from being overheard by any of the servants or guards in the castle, Challa relays everything telepathically. While they try and ascertain which plan is the most tactically sound, they only conclude that each has advantages and disadvantages.

Eventually, the group decides to go with Challa's plans. Everyone will head out of town together, then without warning, split at the fork in the road. Tiberius, Leigh, and Durmindin will travel with Baron Stockmer and his valet, heading north to Raven's Roost while Krolec, Silas, and Challa will travel back on King's Road.
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:11:58 AM
Session 31 - Scene 10 (of 10)

Executing the plan, Tiberius leads his group north along the road to Raven's Roost. He stays next to the baron while Leigh guards the valet. Durmindin takes point.

They reach Raven's Roost without any trouble. As they get closer, the new signs indicate it has been renamed Nimz Keep. Much construction is going on around them, as the keep is being refurbished while peasants are trying to get the land cleared out as best they can before the winter freeze. While heading in, Tiberius takes a close look to be sure the peasants aren't being oppressed.

When they reach the keep, Tiberius knocks on the door. When one of the servants answers it, he explains they have the baron with them and request sanctuary.

They are shown in and met by the keep's steward, who explains that Lord Nimz is currently back in Fallcrest. He asks which man is the baron, and Tiberius indicates the (much-younger) valet. The steward asks why the baron is dressed like a peasant, but Tiberius merely states it is a matter of security.

Tiberius has them provide three rooms – one for the "baron" under guard by two keep guards, one for Tiberius and the "valet", and one for Durmindin and Leigh. When the steward inquires about the reason for the specific arrangements, Tiberius claims Durmindin and Leigh are married and need their privacy.

As the night comes, Tiberius isn't so sure he was convincing enough and wonders how safe the group will be here...
Title: Session 31: Honors
Post by: jgants on April 23, 2010, 11:24:44 AM
Session 31 - Session Notes

Well, dear readers, once again I managed to have a delay before posting this session (since it occurred last Friday).

Anyhow, this session actually felt pretty short when we were playing it despite how long the write-up is.

The good part of this session was that we got a lot of character interaction in and cleaned up a few loose ends.

Knighting the PCs wasn't just a plot hook, but a way for them to really feel how they are slowly becoming more important in the community and give them a sense of accomplishment.  

It's also a sign how they have really started cleaning the area up.  The big meeting the baron is heading to is the backdrop for a big change in the campaign world coming soon, that will transform the area a bit - and all based on what the PCs have accomplished.

That said, there were plenty of low points this session:
* The endless argument over what plan to use took way longer than necessary.  They can be soooo indecisive.
* The baron storyline was originally supposed to wait a little bit.  Unfortunately, the other loose ends I was hoping they would follow up on never got looked into because the players are often too lazy to bother remembering anything about what goes on in the game.  And the one player that does, the Krolec player, very often overlooks the obvious because he requires the subtlety of an anvil dropping on his head with a big neon sign saying "this way!".
* The Tiberius player really wanted a fight that session, but we ran out of time.  At least I talked them out of the pointless "hunt down the wight" scenario they were starting to go for.  They still think they are going to "clear out" the underdark area around Fallcrest.  I haven't fully intimated just how deadly that would be for them yet.  Yet.


OK, so, I want to see if any of my regular readers can spot the huge clue I slipped into this session that none of the players even picked up on at all.  Can you spot it?

I'll give you guys a hint - it concerns something one of the NPCs said this session about another NPC that doesn't match up with something the group previously learned about that NPC.  Post you theory on what the clue I'm referring to is and what you think it means!  I really want to know if I was way too subtle or not.
Title: Session 32: Pincher Moves
Post by: jgants on May 06, 2010, 10:34:13 PM
Session 32 - Cast of Characters

Sir Krolec Jar'bin - Elven Ranger
Dame Challa kri - Kalashtar Paladin
Sir Durmindin - Wilden Shaman
Sir Silas Ballard - Human Avenger
Dame Leigh - Eladrin Wizard
Sir Tiberius Enchilada - Human Warlord
Title: Session 32: Pincher Moves
Post by: jgants on May 06, 2010, 10:35:31 PM
Session 32 - Scene 1 (of 5)

In the woods along King's Road, Krolec and his team make camp for the night.  As Krolec is the only one of the three with low light vision, he elects to take the second shift of the watch.  One of Baron Stockmer's men takes the shift with him.

In the dead of night, Krolec stands a careful watch.  He hears something moving out in the forest nearby.  As he alerts Silas and Challa to wake, a crossbow bolt flies out of the trees and pierces the guardsman through the heart.  He collapses as he coughs out a spray of blood.

Krolec then hears a loud growling sound, and suddenly a large dire boar emerges from the forest, charging straight at him.  Thinking quickly, the ranger manages to move out of the way.  Silas, however, is left in its path and gets gored by its tusks.

Out of the forest, an orc beastmaster emerges.  He yells a command to the boar, causing it to dig into Silas again with its tusks.

Challa and Krolec notice a large force of bugbears headed their way from a flanking position.  Back on the other side, four goblin sharpshooters emerge from the darkness, hitting Krolec with one of their shots.  The paladin and ranger quickly notice they are in a lot of trouble.

Trying to help Silas, Krolec fires off a couple of shots at the boar, but misses.  Challa moves over towards Silas and calls out a healing word.  She then strikes out at the boar with her on pain of death prayer.

The boar stays focused on Silas, digging further into his ribcage.  Silas has a little luck, however, as the boar's second attack, directed by the beastmaster, misses.  

The luck doesn't hold out long as the bugbears move into position.  Flanking Silas, one of them smashes his skull with its heavy mace, knocking him to the ground, dazed.  Another bugbear scores a hit on Krolec.  The goblins follow that attack up with a barrage of crossbow bolts, hitting him twice more.

Activating his point blank longbow power, Krolec uses a hawk's talon shot, hitting the bugbear.  He then shifts back to get a better position.  Meanwhile, Silas, still on the ground, takes a moment to catch his breath.

Challa senses the group will be in trouble fast.  She moves into position and uses a hallowed circle that affects three of the bugbears.

The dire boar stays focused on Silas, goring him again twice.  The bugbears swarm on Challa and Krolec while the goblins focus their fire on Challa.  No one is able to penetrate Challa's thick armor, but a bugbear manages to score a hit on Krolec.

Krolec switches to his swords then takes a moment to get a second wind, then drinks a healing potion.

Silas picks himself off the ground and drinks a potion as well.  He then launches into two attacks on the boar, striking into it with an oath of righteous fury followed by intervening blades.

Challa blesses her weapon then launches a massive astral thunder attack that hits all but one of the bugbears.  She follows up the attack with a righteous smite, striking one of the bugbears down.

Nearby, the orc beastmaster directs the dire boar to making another two attacks against Silas.  The tusks cut in deep, ripping open his stomach.  He collapses in a pool of blood.
Title: Session 32: Pincher Moves
Post by: jgants on May 06, 2010, 10:36:13 PM
Session 32 - Scene 2 (of 5)

The bugbears launch another assault at Challa and Krolec, but the two manage to avoid the goblinoid's attacks.  The goblin sharpshooters have little better luck, scoring but a single hit on Challa.

Krolec uses his swords to make an adaptive assault strike on the bugbear in front of him.  The elf's face is splattered with blood as the bugbear collapses.  Nearby, Silas slips towards death.

Seeing that Silas is mortally wounded but too far away, Challa makes an ardent vow and cuts into another of the bugbears with a valorous smite.

With Silas down, the boar turns its attention to Challa.  It charges at her, piercing her armor with one of its tusks.  She gets another crossbow bolt in the shoulder courtesy of the goblins, but manages to avoid any more attacks by the goblins or bugbears.

Krolec shifts himself into position against the nearest bugbear.  He attacks it, ironically, with a boar assault, running his blade through the creature's chest.

As Silas continues to bleed to death, Challa calls on another ardent vow and uses a bolstering strike to strike down the bugbear in front of her.

The remaining bugbear, the boar, and the goblins all try to take Challa out with their attacks, but her defenses fend off them all.

Krolec turns his attention to the boar, but misses with his shadow wasp strike maneuver.  Nearby, Silas continues to hold on despite his massive blood loss.

Challa makes another ardent vow then strikes down the remaining bugbear with her bolstering strike.  The boar responds by goring her as she is hit in the side with another crossbow bolt.

Next to her, Krolec uses an evasive strike to down the dire boar.

As Silas still struggles to hold on to life, Challa takes a minute to gather her breath.  

Before Krolec can move up to help the fallen avenger, the orc beastmaster advances in and attacks at Krolec with its flail.  Krolec manages to fend off the attack but is hit in the leg with a crossbow bolt by the goblins.  Krolec responds back with a pair of sword strikes, but fails to damage the orc.

Silas is unable to hold out any longer.  With most of his blood gone, he falls into the eternal sleep of death.

Angered by the death of her comrade, Challa issues a divine challenge on the orc and cuts into him with a bolstering strike.  The orc attempts to attack her back, but fails.  The goblins, however, score two more hits on her with their crossbows.

Krolec strikes at the orc as well, hitting him with one of his twin strikes.  Challa uses her final ardent vow then attacks the orc with a bolstering strike.  The orc collapses to the ground.

With all of their assault forces lost, the goblins make a hasty retreat.  Challa and Krolec elect not to bother chasing them.
Title: Session 32: Pincher Moves
Post by: jgants on May 06, 2010, 10:37:16 PM
Session 32 - Scene 3 (of 5)

With all of the threats neutralized, Krolec checks on the other guard and camp followers.  They are all hiding behind the baggage train.

Once he is sure they are OK, Krolec looks over the dead.  He notices the orc is mortally wounded, but still alive.

Krolec tries to get a reaction out of the orc by insulting him, but the beastmaster only responds by cursing him in orc.

Challa makes a more convincing argument to get the orc to say why they attacked the group.  Before dying, the orc says only that Rufus will be happy they killed at least one of them.

Krolec is immediately worried about the other group as Rufus appears to be aware of their plan.  He wants to leave immediately to try and reach the others, though it will take until the morning at even the fastest speed.

Challa actually agrees with the plan, believing the baggage train will now be out of danger.  She makes sure they will haul back Silas' body to Fallcrest and turn it over to Lady Abigail.

Before they head out, Krolec notices the orc is wearing hide armor of elven design.  Although neither he nor Challa have the arcane training to determine what exactly the armor is, they can tell it is likely magic.  Krolec decides to wear it rather than his normal armor.

They then head off quickly for Raven's Roost.
Title: Session 32: Pincher Moves
Post by: jgants on May 06, 2010, 10:37:54 PM
Session 32 - Scene 4 (of 5)

Inside Nimz Keep (previously known as Raven's Roost), Tiberius' group is sleeping in their respective rooms – Tiberius with the disguised baron, the baron's valet (who is posing as the baron) with guards posted outside his room, and Durmindin and Leigh (posing as a married couple).

In her room, Leigh awakes to the sound of a commotion coming from downstairs.  She immediately alerts Durmindin (who she made sleep on the floor).  Leigh goes over to the stairway to check on the noises while telling Durmindin to alert Tiberius.

Durmindin reaches Tiberius' door and knocks.  From inside, Tiberius insists on the password in order to open the door.  It takes Durmindin a minute, but the shaman finally remembers they agreed to use "woodwind instrument" as a password.

Tiberius lets Durmindin in and closes the door behind him.  The wilden explains about the noises heard downstairs.

Just then, a loud knocking sounds from the closed door.  Tiberius motions for Durmindin to be quiet.  Positioning the baron back in the room, Tiberius and the shaman move themselves to either side of the door, and wait.

They get a slight sense of relief when they hear the steward calling from behind the door.  Tiberius elects not to answer, however.

He then moves over to the window.  Looking out, he sees there is no way to easily exit the room.  He sees and hears nothing out of the ordinary outside.

Outside, the steward sounds to have moved to the next room over.  A muffled conversation can be heard taking place with the guards.

Out in the hall, Leigh can hear the steward talking to the men behind her.  They decide to head inside the room and barricade themselves in to protect the baron (who is actually the valet disguised as the baron, unbeknownst to them).

Leigh's attention, however, is focused on the scene down the stairs in the main hall – where a large force of orcs is engaged in battle with the keep guards.  The orcs appear to be winning, making short work of the keep's defenders.
Title: Session 32: Pincher Moves
Post by: jgants on May 06, 2010, 10:38:56 PM
Session 32 - Scene 5 (of 5)

A couple of the orcs spot Leigh up the stairs and begin charging towards her while the others finish off the keep guards.  

One of them cuts into the wizard with its axe.  Leigh moves to cast a spell, causing her to get attacked by both of them again.  This time, both attacks find their mark and Leigh finds herself seriously wounded very quickly.

She does, however, manage to get off her rolling thunder spell.  The resulting blast knocks both of the orcs tumbling back down the stairs.

Bloodied and beaten, Leigh runs over to Tiberius' door and begins pounding.  But inside, Tiberius and Durmindin have already secured the door using the bedframe, and Tiberius is anchoring his rope to use as an emergency escape plan.

Hearing the pounding, Tiberius moves over to the door and has the baron stay back towards the window.  To his horror, a masked assassin then leaps into the window from the side of the outside wall.  With a quick motion, a blade emerges and slices into the baron.  The baron falls to the ground, bleeding profusely.  Durmindin, reacting quickly, uses his bonds of the clan spell to absorb some of the damage.  From the effects on him, he can tell the blade has a poisonous, necrotizing effect.

Outside, all the orcs begin heading up the stairs.  Leigh uses a fire burst to hit four of them, killing two.  She also makes sure to keep her rolling thunder activated, hoping to slow the orcs down.  As more orcs emerge into the hallway, she blasts them with a shock sphere then activates a fire shield for defense.  Down below, two orc bloodragers and their chieftain make their way to the stairs.

Back inside the room, Durmindin can tell the baron is mortally wounded.  He uses a sudden restoration ability to help the baron fight off the effects of the necrotizing poison.  The shaman then uses his spirit of the hawk's wind spell to attack the assassin, but fails.

Tiberius activates the power of his stoneborn armor and moves the bed from blocking the door.  He calls out to Leigh, but realizes she won't get there in time.  In order to save the baron, he makes a quick decision and makes a bull rush at the assassin, smacking directly into him and knocking him out the window.  

The assassin, however, manages to make an acrobatic flip on his way down and lands on his feet, relatively unharmed.  With a move of his dark cloak, the assassin disappears into the night.

Outside, two more orc berserkers die as they attempt to charge through the rolling thunder.  Leigh yells for the guards inside of the valet's room to come out and help her, but no one answers.  She then takes a minute to rest herself and prepares to cast a fireball as soon as any more orcs come up the stairs.

It doesn't take long.  The orc bloodragers reach the top of the stairs and Leigh casts her fireball, blasting them both.  However, they appear to weather the blast much better than the weaker berserkers.

Meanwhile, Durmindin takes Tiberius' healing potion and administers it to the baron, allowing him to heal a bit.  Tiberius decides to head out into the hallway to assist Leigh, figuring the shaman can keep Baron Stockmer safe.  He heads out the door and positions himself in front of Leigh.

Leigh, however, has ideas of her own.  Moving back in front of Tiberius, she lets loose a burning hands spell, blasting the bloodragers.  They respond by moving up and slashing at her, but she manages to get out of the way in time.  The orc chieftain, however, directs them to attack again, and one of their swords finds its mark.

Back in the room, Durmindin decides to move the baron away from the window for safety.  It doesn't take long, however, before he realizes he didn't move the baron far enough.  A flask of alchemical fire comes flying in from the window and engulfs half the room – and the baron – in flames.

In the hallway, Tiberius moves up next to Leigh and strikes into one of the bloodragers with his stand the fallen maneuver.  Leigh blasts the one in front of her with a magic missile then retreats to safety.

Coughing in the smoke-filled room, Durmindin moves the baron to safety and pats out the flames on him.  Seeing that the man is dying again, he uses a healing spirit to stabilize the lord.

Outside, the bloodragers attack at Tiberius with a flurry of four strikes, but the warlord fends them all off.  The orc chief points out a fifth point of attack, however, that the bloodrager is able to hit.

Tiberius, however, is more worried about Leigh.  He calls out an inspiring word to raise her spirits then uses his knight's move maneuver to get her inside the room.  He attempts to strike at the orcs as well, using a bastion of defense, but fails.

From inside the doorway, Leigh is able to hit one of the orcs with her magic missile.  Durmindin then heads to the door as well.  Calling forth his spirit companion, he has it strike at an orc with a thunder bear's warning, but the attack fails.

Under the command of the chieftain, the two bloodragers launch another flurry of attacks at Tiberius, hitting him once.  Tiberius responds with a guarding attack, but fails to injure the creature.

Leigh then lets loose with a scorching burst, blasting the two bloodragers.  Durmindin follows it up with a protecting strike from his spirit companion, killing one of them.

The remaining bloodrager continues to strike out at Tiberius, hitting him with two heavy axe blows.  Tiberius uses an inspiring word to keep his adrenaline up then attempts to strike back with an inspired war cry.  The orc fends him off.

Leigh strikes out again, hitting the orc with another magic missile.  Durmindin follows it up with a spirit renewal strike.  He also calls forth a healing spirit to help with Tiberius' injuries.

The orc moves in to attack again, but Tiberius fends him off.  He then chops into the creature's chest with a viper's strike, killing it.

Once again, Leigh uses her magic missile – this time to blast the chief.  She then moves closer to the window in the room and loudly proclaims the baron has died, hoping to deceive the assassin should he still be out there.

Durmindin moves his spirit companion towards the orc chieftain, lashing out with a spirit shield strike that the orc easily avoids.  The orc chief advances and strikes into Durminidin with his axe.

Tiberius tries to strike back using his warlord's grimace, but misses.   Durmindin's follow up attack with his mace fares no better.

Back inside the room, Leigh moves herself back to the doorway and hits the chief with another magic missile.  The orc responds by chopping into Tiberius again.

The battle continues, but the orc scores no more hits.  Leigh continues to blast away with her magic missiles as Durmindin uses his spirit companion's protecting strike.  In the end, Tiberius' viper's strike scores the killing hit, chopping the creature's head in two.

With carnage all around them, Tiberius wonders if the assassin was Rufus the Red himself.  He quickly moves everyone back into a room to fortify themselves for the rest of the night.
Title: Session 32: Pincher Moves
Post by: jgants on May 06, 2010, 10:58:51 PM
Session 32 - Session Notes

With last session being all set-up, this session was all action.  The entire session was essentially two combat scenes - one for each subgroup.

On the one hand, both battles were full of nail-biting intensity.  Krolec's group was in danger of being completely wiped out, while Tiberius' group almost failed their mission and Leigh only barely avoided death.  In both cases, a spectacularly bad series of rolls by me was all that saved them.

On the other hand, it meant each sub-group got kind of bored because they had to sit around for an hour and a half or more while the other group had a fight.  But, such is the problem with splitting up the party.  And no, there's no way in hell I could have managed to slip back and forth between combats and kept track of anything.  Why, oh why, wotc, won't you build me some kind of combat helper application I could download and use on a laptop?

Anyhow, the point behind this session was to show how calculated Rufus' plans were.  Actually, now that I look back on it, I forgot to enter an important part in the writeup where after the fight they discover the valet, the steward, and one of the guards are dead in the other room (revealing that Rufus - or whoever the assassin was - posed as one of the guards and murdered the others then climbed across from one window to the other).  Oh, well.  I'll include that in the first part of the next session report.  :P

The first fight was pretty straight-forward - a hired group of orcs and goblins surrounds the PCs and attacks.  It got a lot of heightened drama during the session because of Silas' death.  I have to say, though - a lot of that was caused by not using any real tactics during the fight.  Despite playing the game for over a year now, most of the players still suck ass at tactics.  

Frankly, something as simple as "don't keep standing in a flanking position when one of the dudes can knock you prone and daze you with a hit when flanking you" combined with "that boar does more damage when you are prone" shouldn't be that hard to figure out.  Nor should the concept of "hey, the avenger is getting reamed - maybe we should assist him".  If that subgroup had gotten a TPK, they would have deserved it.

I let the orc live long enough to have a dramatic conversation moment just to make sure they got that Rufus planned the attack.  That worked out nicely.

In the second battle, I had even more fun.  The wizard PC was wide-eyed at having to face a whole force of orcs herself, while the other two kept accidentally putting the guy they were supposed to protect in harm's way was hilarious.  Well, hilarious to me at any rate.

The bullrush to knock the assassin out the window was pretty inspired (even if it came via a "hint" from the Krolec player).  Honestly, the assassin's next act would have been to do a coup de grace on the baron, so it saved the mission.  Plus, the assassin would have wiped the floor with Tiberius and Durmindin in a straight up fight.

The Silas player elected to let his character stay dead and created a new one.  Look for that new character next session or so.

In the meantime, I'm continuing my planning for the undercity part of the campaign that the players signaled they wanted to do.  I bought the underdark book and a bunch of new minis to inspire me.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:24:50 AM
Session 33 - Cast of Characters

Dame Challa Kri - Kalashtar Paladin
Dame Leigh - Eladrin Wizard
Sir Tiberius Enchilada - Human Warlord
Sir Durmindin - Wilden Shaman

and introducing:
Sa'lid Dra'lah - Human Sorcerer
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:26:02 AM
Session 33 - Scene 1 (of 7)

Challa and Krolec finally make their way to Raven's Roost, now Nimz Keep, by mid-morning the next day.  Upon getting close to the main entrance, Challa spots the main door to the keep has been forced open and the bodies of a few dead guards lie on the outside lawn.

She and Krolec dismount and draw their weapons.  Krolec heads off to check the perimeter while Challa quickly heads into the keep.  She thinks they may already be too late.

One inside, she sees the main hall is filled with dead soldiers.  She also spots some scorch marks near the stairs, with a couple of dead orcs lying there.  She recognizes that Leigh must have been involved in a battle here.

Heading up the stairs quickly, she sees more scorch marks in the upstairs hall with several other dead orc bodies.  She doesn't see any other bodies, and no one is moving around.  There are, however, three closed doors in the hallway.

Challa calls out for her companions.  Durmindin answers from behind a door.  She announces herself and Durmindin opens the door for her, not thinking to ask for the password.

Going into the far room on the right, Challa sees that Tiberius is still asleep while Durmindin and Leigh appear to be guarding over the shell-shocked Baron Stockmer.  They all look pretty rough for the wear, particularly the pale-looking baron.

The paladin asks her companions what happened.  They explain to her how a group of orcs assaulted the keep and wiped out its forces as a diversion while (presumably) Rufus made an assassination attempt on the baron.

While the attempts on the baron's life were foiled and the orcs defeated, Leigh points out that Rufus himself is still at large; though she takes comfort that he knows they know he is after them and will thus be less likely to assault them directly again.

Challa wonders about Lord Nimz and the other inhabitants of the keep.  Leigh explains that Lord Nimz is already back in Fallcrest and they don't believe there were any other survivors.  She goes on to tell the paladin how they checked the room where the steward was holed up, only to find the steward and the baron's valet dead along with one of the two soldiers that went into that room.  Their speculation is that Rufus disguised himself as a guard and murdered the steward, valet, and the other guard when they went into that room and then climbed across from one window to another when he made his attack on the baron.

Durmindin asks Challa how she arrived at the keep.  She explains about her and Krolec riding all night to get here.  Although Durmindin has more questions, Challa cuts him off – explaining that she must search the keep for other survivors first as a matter of duty.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:26:51 AM
Session 33 - Scene 2 (of 7)

Durmindin and Leigh stay behind with the baron while Challa searches around.  As they explained, she finds the dead bodies of the steward, the valet, and the guard in the room next to the one the others are staying in.  The third room upstairs is quite a mess, with burn marks and blood everywhere along with furniture thrown about the room.

Heading downstairs and looking around some more, she eventually finds a couple of servants hiding out in the kitchen pantry.  Challa explains to them that they are safe now and can come out of hiding.  She offers to escort them back to Fallcrest.  They happily agree.  She commissions them to gather food for everyone for the journey – two days worth of meals.

With the keep thoroughly looked over, Challa heads outside to check the outbuildings.  She immediately runs into Krolec, who explains he already searched everywhere and located a few more servants, including the gardener and the groom.  Challa makes these servants the same offer, but they elect to stay behind at the keep.  

Not arguing their position, Challa instructs the groom to prepare several horses from Nimz's stables for them.  She and Krolec will require new horses, plus an additional two for the other servants accompanying them.

Krolec then tells Challa he found a strange looking hat outside, below one of the windows.  He takes Challa over to see it, where he left it on the ground (not wanting to touch it without having the wizard examine it first).  She sees it is a strange shape but of almost supernaturally high quality.  They head back inside to grab Leigh to examine it.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:27:24 AM
Session 33 - Scene 3 (of 7)

By the time Krolec and Challa get back to the room, Tiberius has woken up.  He is surprised to see them then notices Silas is missing.  

When he asks about the absent avenger, Challa replies that Silas is back with the baggage train.  Tiberius believes she means he is helping the men unload.  Challa tells him that's not exactly the case.  She goes on to explain they were attacked by goblins and Silas "gave all he had".  Still not catching the euphamisms, Tiberius assumes Silas is resting.

Challa finally has to explicitly state that Silas is dead.  Tiberius offers his regrets for their fallen comrade.  Then, remembering the dead man's attractive new wife, proclaims he shall go to Lady Abigail and comfort her as a matter of duty.  Challa is suspicious of his motives.

Durmindin expresses surprise at the news of Challa's group being under attack.  She quickly explains about a force of goblins commanded by an orc attacked them under the direction of Rufus the Red.

Switching the topic back to the matter at hand, Challa explains they found a hat outside they'd like Leigh to look at.  Tiberius finds the concept odd, forcing Challa to bluntly point out the hat is potentially magical.  

At the discussion of a magical item, Leigh's interests perk up.  She wonders if the hat was found below the same window that Tiberius knocked Rufus out of.  Tiberius doesn't remember the assassin wearing a hat, but admits he might not have noticed in the heat of battle.

With her nerves on edge from lack of rest, Challa grumpily suggests Tiberius didn't notice because he was sleeping too much.  Tiberius fires back a snide comment about how he required a long rest after fighting a difficult battle while saving all his allies.  Challa starts to get upset, and Tiberius backs down.  He successfully turns the conversation back to going to look at the hat.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:28:17 AM
Session 33 - Scene 4 (of 7)

Everyone heads outside.  They can see the hat is, indeed, below the window where Tiberius shoved Rufus out of the window.  It must have fallen off when he fell.

Leigh easily determines the hat is magical and identifies it as a hat of disguise.  She explains the wearer can use it to change his general appearance (though not impersonate anyone specifically), including clothing.  She also notes the illusion does not disguise the wearer's voice nor will the illusion provide any tactile effect so it won't hold up to being touched.

Challa finds the description of the hat interesting.  She believes the hat is the reason Rufus has been impossible to identify as well as providing him a way to easily infiltrate his targets.

Durmindin is even more interested in the hat, as it will give him a way to go around town without being conspicuous.  He tries it on, taking on the appearance of a human after thinking about it for a minute.  Tiberius reminds him that next time he needs to remember to imagine himself as a human with clothes on.

Tiberius does not, however, want Durmindin to wear the hat for now.  Instead, he has the baron wear it; though not everyone is certain the baron is in much of a state mentally to use it.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:28:55 AM
Session 33 - Scene 5 (of 7)

After gathering the horses and the servants with the food, everyone heads out.  Krolec elects to stay behind with the servants as the rear guard.  Tiberius chuckles to himself that the position seems appropriate.

For a large part of the day, the trip is uneventful.  The group heads north up to the path through the Thunderspire mountains, noting that the pass will soon be closed due to winter coming.  Towards the late part of the afternoon, they exit the pass and begin heading back on the Trade Road towards Fallcrest.

A short time later, Tiberius spots someone traveling on the road in the opposite direction.  He rides out to get a better look.  As he gets closer, he sees it appears to be a man and a shorter humanoid walking along the road.

Once he gets close enough, the warlord can see the man wears strange, exotic clothing similar to that worn by Salazar (causing Tiberius to guess they are of the same ethnicity).  And his companion is not a halfling or other smaller humanoid, but a goblin.

The man watches Tiberius approach, trying to identify if he is one of the people he is searching for.  The goblin beside him, calling him master, asks who approaches.  The man responds he is not sure and instructs his companion to drop behind him.  He begins heading towards the horseman.

Tiberius gets close enough to talk to the man.  He unslings his axe, but keeps it down to his side.  He can see the man wears no armor and appears to have only a dagger in his belt (which causes Tiberius to chuckle to himself).  He also sees the goblin appears to be unarmed and is being used like a pack mule.

The warlord greets the stranger.  The man appears to recognize him, asking if his name is Tiberius.  Tiberius confirms his identity, though finds it unsettling the man knows who he is.

The man announces himself as Sa'lid Dra'lah, and his companion as Snarg.  He identifies Snarg as his servant.  When Tiberius asks how that came to be, Sa'lid explains Snarg was born a runt and he saved him from being killed by his clan for being too weak.

Tiberius cautions Sa'lid that his group has recently lost a member to an attack by goblins, so the servant's presence may cause some friction.  Sa'lid expressed his condolences.

The man goes on to explain that he has suffered a somewhat recent loss of his own.  His brother, Omar, was killed and a valuable family heirloom, an amulet, was stolen.

Tiberius notes that the man wears strange clothing and asks him where he is from.  As the warlord suspected, Sa'lid explains he is from a land far to the east, across the Dawnforge Mountains and beyond the Sind Desert.

Feeling the man seems trustworthy, or at least not dangerous, Tiberius leads him back to the others and introductions are made.  Sa'lid, however, seems to already know their names, explaining he has been looking for their group.

Sa'lid goes on to inquire about Silas and Krolec.  Tiberius makes a joke at Krolec's expense, but Challa reminds him the proper phrase is "Krolec is taking up the rear".  She then tells the man that Silas is dead.

The man offers his condolences for the death of Silas, mentioning he will have to inform the avenger's wife.  Tiberius expresses surprise that Sa'lid knows Lady Abigail.  Sa'lid remarks that he has "ran into her" once or twice, though from the way he talks about her the others form suspicions that perhaps he knows her on a more intimate level.  Tiberius is not happy about a potential romantic rival.

Sa'lid goes on to explain his story.  He and his brother Omar were powerful sorcerers in their lands and rivals of Salazar.  A year ago, Salazar murdered his brother and stole their family heirloom amulet.  He goes on to explain that he tracked Salazar to Fallcrest, but discovered the man was already killed by the group.  Tiberius responds that it was his axe that did the killing, though others remember Leigh's magic missile being the deciding factor.

When Sa'lid explains he has been looking for the group because he believes they have his family's amulet, Challa puts two and two together and realizes he is talking about the amulet that the new Lord Ruddiger gave them after finding in Salazar's room.

She asks the man to describe the amulet, which he does clearly.  Leigh produces the amulet from the bag of holding.  Sa'lid examines it and determines it is the heirloom he has been looking for.  Tiberius makes a joke about falling a lot in the desert, but Sa'lid explains the desert lands can be very mountainous in spots.

Everyone is happy to give the amulet back to Sa'lid, especially Tiberius who proclaims his strong support for "family values".  Challa telepathically expresses her surprise to him at his sentimentality.  He gives a curt response back saying it is the result of getting a good night's sleep.

Tiberius offers to let Sa'lid and Snarg accompany them back to Fallcrest.  Sa'lid agrees, saying he'd be happy to help the group in their current endeavor, whatever that may be, as thanks for returning his amulet to him.

As they resume heading out on their way, Tiberius wonders about using the hat of disguise on Snarg to make him appear as a beautiful woman to Krolec as part of a practical joke.  But after chuckling to himself at the idea for a moment, he thinks better of it as Krolec does not share his sense of humor.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:29:59 AM
Session 33 - Scene 6 (of 7)

With a long day of travel over, Tiberius arranges for the group to make camp.  He spots a somewhat hilly area off to the north a little ways off the road where the main group will stay while Krolec stays with the servants at the next hill over.  Challa is happy at the idea of finally getting a good night's rest.

The first watch passes uneventfully.  But during the second watch of the night, Durmindin notices something strange; he catches a faint whiff of smoke.  He wakes up Leigh and explains he will go out to look for the smoke while she wakes the others.

Heading around the hill, Durmindin spots a large grass fire burning.  He can tell it was not started naturally.  It seems to be in a long line and headed towards their camp.

Durmindin heads back and alerts the others.  As they get ready, Sa'lid sends Snarg off to look around more.

Leigh can tell the fire is not magical.  Snarg returns, proclaiming to his master that another row of flames is headed their way from the opposite direction.  Challa notes they are being herded.

Everyone quickly mounts up and tries to head around the flames and back to the road as quickly as possible.  They make a diamond formation, with Tiberius in the lead, the baron and the spell casters in the middle, and Challa at the rear.

Galloping ahead, Tiberius fails to spot an unnatural looking section of ground.  His horse heads straight into a covered ditch, causing his horse to collapse and Tiberius to be thrown off.  Challa, the baron, and Sa'lid all fail to notice as well, causing them and their horses to fall victim to the same trap; though Sa'lid's amulet keeps him on his feet.  The others, however, manage to notice in time and quickly stop.  They dismount and ready their weapons.

Just then, men with spears emerge from the ground directly behind the ditch.  Apparently, they were lying in wait under camouflage.  The rush in and stab at Challa and the baron, but are unable to hit them.

Behind them, a row of crossbowmen emerge.  They fire at Leigh and Sa'lid, hitting them each twice.

Durmindin calls out to the baron urging him to fall back.  He attempts to attack the spearmen with his call of the howling storm, but fails.

Sa'lid quickly casts his own spells, causing himself to be obscured.  He then calls forth the power of the moon and stars, blasting one of the spearmen with radiant light.

Finding their attackers in an almost perfect position, Leigh casts her fireball spell, blasting all four spearmen and three of the archers.  One of the spearmen is reduced to a charred corpse.

Tiberius moves up to assist the others.  Using his knight's move maneuver, he gets Challa up on her feet.

Challa then issues a diving challenge and attacks a spearman with astral thunder.  The blast kills the man.

The baron then stands up, getting ready to fall back.  Out of the darkness behind the men attacking them, a crossbow bolt fires out, striking the baron through the neck.  Durmindin, acting quickly, uses his powers to absorb some of the damage, but the baron still collapses in a pool of blood.

One of the spearmen then stabs Challa while the crossbowmen fire three more bolts into her.

Although the wizard is badly injured, Durmindin is focused on the baron.  He uses his healing spirit to stop the baron's bleeding and moves over to get in a position to assist the man.

Sa'lid keeps up his dark shroud spell and moves over to the baron so he will be obscured as well.  He tries to blast one of the spearmen with his pyre of fire spell, but the man avoids it.

Leigh, meanwhile, is upset at her precarious position.  She blasts back at the crossbowmen with her fire burst spell, hitting three of them.  She is dismayed when they don't die as a result.

Tiberius maneuvers himself around one of the spearmen then strikes the man with his guarding attack.  He then points out an attack opening on the spearman to Challa, and she finishes him off with her axe.

The crossbowmen fire again, hitting Leigh and Tiberius.  Overcome with injuries, Leigh collapses.  The remaining spearman tries to follow up with an attack against Challa, but can't penetrate her armor.

Durmindin uses his healing spirit to stabilize Leigh while Sa'lid casts a spell that allows him and Tiberius to fly over to the crossbowmen.  Sa'lid tries to blast the crossbowmen with his arcing fire, but misses.  One of the crossbowmen tries to attack him back, using his crossbow as a club, but fails to hit.  Tiberius has no better luck, failing with his bastion of defense maneuver.

Recovered somewhat by Durmindin's spell, Leigh stands herself up and blasts at the other two crossbowmen with a shock sphere, killing them both.  Inspired by the attack, Challa issues a divine challenge on the remaining spearman then strikes him down with a righteous smite.

The two remaining crossbowmen drop their crossbows and pull out scimitars.  They cut into Sa'lid and Tiberius, knocking Sa'lid to the ground.

Durmindin responds by blasting away one of the men with his wrath of winter while Sa'lid picks himself up and blasts the other with his swirling stars spell.

With only one opponent left, Leigh blasts the man with her magic missile.  Tiberius tries to use a surround the foe maneuver to follow up her attack, but the tactic fails.

Challa charges ahead at the man, with Tiberius guiding her.  However, the man manages to step out of the way.

The soldier then strikes out at Tiberius with his scimitar, but Tiberius fends him off.  A clash of swords erupts as the man blocks Tiberius' war cry assault.

Durmindin and Sa'lid have no better luck, missing the man with their spells.  In the end, Challa manages to strike the killing blow with her axe.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:30:41 AM
Session 33 - Scene 7 (of 7)

Everyone immediately makes sure the baron is ok and looks around for the unseen assailant.  Tiberius remarks that it was obviously Rufus, and they managed to land right into another of his traps.  He yells out into the darkness, taunting Rufus.  Challa joins in as well, but they get no response.

Tiberius suggests they move out as quickly as possible and not to stop until they hit Fallcrest.  With the fires advancing dangerously towards them, they discover the three horses felled by the trap have broken their legs.  Tiberius puts them down quickly with his axe.

Everyone doubles up on the remaining horses and heads out around the fire.  Eventually they meet back up with Krolec, who gives them his groups' horses so they can get back to town faster while he and the servants walk back.

After another long night of travel, they eventually make it back to Fallcrest.  Everyone sleeps for the next two days, especially the exhausted Challa.
Title: Session 33: Hat Trick
Post by: jgants on May 15, 2010, 11:50:28 AM
Session 33 - Session Notes

This session started off badly, but recovered quickly.  I had arrived a half hour late because I got held up by an appointment that went long.  It also meant I didn't have time to pick up the pizza I said I was going to bring so I had to order it once I arrived and it was going to be a 45 minute wait and people were already hungry.  Then, the Tiberius player way delayed even more (he didn't show up until the part where his PC is awake, which was just after the pizza arrived).

But, once we got going everything went smooth.  The introduction of the new PC worked out well, and there was a lot of inter-group interaction before leading up to the inevitable final gambit of Rufus.  I had a lot of fun planning that battle - I could complete visualize the ambush and how it would completely negate the horse advantage.  I like switching up the fights a bit to keep things interesting.

The assassination plots are a lot of fun because it yet again gave the group a chance to defeat a villain without really harming him or facing him directly.  And while they have survived the plots, they certainly respect him and are both nervous about facing him again and yet want revenge on him.  Plus, the poor baron's constant brushes with death provide both suspense and humor.

But with the baron delivered, the Rufus plot will now fade into the background a bit as the game becomes more focused on other things going on around town.

The magical hat was the second time where I awarded treasure long after the battle (the first being the amulet that Salazar had).  I kind of like this technique, but don't want to overuse it.  The magical hat was perfect when I was looking for treasure, since it completely tied in to what was going on and explained how Rufus had been so successful in the past.  Plus, it eliminated a roadblock for the Durmindin character.

The Sa'lid character was sort of a cooperative effort between myself and the (former) Silas player.  He originally created a sorcerer, but gave him the joke name of "Salis Drallab" (Silas Ballard backwards) and his only background was that he was the secret lover of Lady Abigail.  I guess since Lady Abigail was named after his wife, he wanted to keep her NPC counterpart attached to his, lol.

Anyhow, I suggested making the name something less jokey but saw potential by adding some accents and changing a couple of letters around.  It was first transformed to Sa'lis Dra'lab, but then I took it a step further to make Sa'lid Dra'lah, influenced in no small part by the character Sayid Jarrah from Lost (including the brother named Omar).

Since he had a middle-easterny sounding name (though obviously not a real Arabic name), I suggested he be from the same region as Salazar, who was previously established as being from a middle easterny land from the east.  This explained how he became Lady Abigail's lover (the "exotic foreigner" syndrome, combined with the lonely newlywed) as well as giving him a hook into the group (the amulet, which no one particularly cared about when they found out its power).

As a background reward, I suggested the goblin companion.  I didn't use the official companion rules - I didn't want another combatant.  Instead, his companion would be a goblin delver (inspired by the mini) who pretty much just hauls shit around.  I came up with the name Snarg as a play off of "Snarf" from Thundercats.  To give him some usefulness, and make up for a current hole in the party's skills, I had Snarg skilled in thievery, which fit in with his goblin background.
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 07:55:31 AM
Interlude - Cast of Characters

Berend - Dwarf Cleric
Goldar the Mighty - Goliath Barbarian
Saxton - Dwarf Fighter
Vector - Human Wizard
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 07:56:28 AM
Interlude - Scene 1 (of 6)

Six weeks ago...

Holed up inside the hall of the duergar fortress, Berend and his men rest for the night.  Despite their expectations, they manage to make it through the night.  It is decided that Brandis and Madresh will stay back and guard the rear while Berend, Vector, Goldar, and Saxton advance on.

The door to the south of the hall leads into a kitchen area, where a female slave is found hiding.  She explains she has been forced to work in the kitchen while most of the others work in the mines in the section of the fortress across the chasm.

Attention then focuses on the door north of the hall.  Berened carefully listens at the door; hearing nothing, he cracks it open a little then opens it after making sure the room is empty.

Moving inside, the room appears to be the duergar barracks.  Berend notices a chest in the room.  Opening it, he finds an iron key and a pair of greaves.

Vector examines the greaves and determines they are magical dwarven greaves.  Saxton decides it makes the most sense if he takes them.  The others don't want to argue the point with him.

While the others are deciding what to do, Saxton decides to head into the next room.  He finds a large ruined hall that appears to have once been some kind of trophy room back when the minotaurs controlled the fortress.  

Vector decides to examine the trophies closer.  On one side of the northern door stands the stuffed and mounted form of an octopus-headed humanoid in black robes.  On the other is a large, lizard-like creature with gold-colored eyes.  Several other more mundane trophies, all showing signs of decay, lie in piles around the room.  Vector decides to take the black robes off of the octopus-headed creature and wear them for his own.

There are two doors out of this room, one to the north and a set of double-doors to the east.  Berend heads over to the northern door while Goldar moves to the double doors.  While Goldar detects nothing behind his doors, Berend hears some noise and echoing behind his door.

Vector decides to open the door from off to the side while Saxton stands ready for whatever lies beyond.  Once Vector opens it, Saxton discovers it leads to the bridge across the chasm; and that a force of duergar and magical arbalesters are waiting on the far side.
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 07:57:47 AM
Interlude - Scene 2 (of 6)

The arbalesters fire at Saxton, hitting him twice.  He immediately moves back out of the way.  From off to the side, Vector closes the door and steps back.

Berend and Goldar focus on making sure no one is coming from the other direction as the arbalester's fire again, with the large bolts crashing into the door.  Saxton points out they need to decide whether to retreat or charge across the bridge, as the arbalesters are just going to keep firing.

After a brief debate, the group decides to continue on.  Vector moves back up and opens the door.  He then fires off a fireball spell, blasting into the duergar but unable to damage the arbalesters.

Saxton charges ahead, bringing him up to the duergar.  The duergar respond by hitting him twice with their warhammers.  Goldar follows him by running then making a tremendous leap that brings him right to them.

Following behind, Berend moves up to the middle of the bridge and hits one of the duergar with his daunting light.

The arbalesters fire another series of shots, hitting Goldar once and Saxton twice.  Unable to use any of his area effect spells because of the narrow bridge, Vector uses his magic missile to blast one of the duergar.

Saxton takes a moment to catch his breath then issues a combat challenge to the duergar in front of Goldar.  He then chops into the duergar in front of him with a recovery attack, killing it.  The remaining duergar guard attacks back at the dwarf, but Saxton fends him off.

Berend uses a healing word to help Saxton recover then moves up behind him.  He tries to attack one of the arbalesters with a flame strike, but misses.

Goldar, to Saxton's annoyance, decides to focus on the remaining duergar rather than maneuver over to the arbalester.  Gold unleashes a pressing strike, hitting the duergar and knocking it off the side of the bridge.  It screams in horror as it falls hundreds of feet and crashes to its death at the bottom of the chasm.

In response to Goldar's awesome attack, the arbalests fire at him, hitting him four times.  Vector tries to attack back with a magic missile, but misses.

Saxton moves up and slams into one of the arbalesters with a brash strike.  Berend follows it up with a flame strike after healing Goldar, who also chops into the arbalester in front of him using his foe to foe maneuver.

From the back Vector hits one of the arbalesters with a magic missile as Saxton misses with another attack, along with Berend's flame strike.  Goldar finishes both of the arbalesters off with a powerful sweep from his blade.
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 07:58:33 AM
Interlude - Scene 3 (of 6)

Just then, the doors at the end of the bridge crash open and a large, angry ogre emerges.  Vector immediately tries to blast the creature, but misses with his magic missile.

Saxton has better luck, scoring a hit on the creature with his brute strike.  The ogre attacks back with his massive club, but Saxton quickly dodges out of the way.

Berend counters with his sacred flame, blasting into the creature with divine fire.  Goldar prefers a more direct approach; using his strength of stone, he slams into the ogre with a powerful avalanche strike.

From the back, Vector blasts the ogre with a magic missile as the ogre and Saxton exchange attacks, each unable to penetrate the other's defenses.

Berend uses his healer's mercy prayer to help Saxton.  Nearby, Goldar strikes into the ogre with his sword as Vector blasts it with another magic missile.

Saxton strikes out again, slamming into the creature with a brash strike.  The ogre collapses to the ground, dead.
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 07:59:27 AM
Interlude - Scene 4 (of 6)

Overcome with the adrenaline from the battle, Saxton steps around the dead ogre and heads into the doors beyond.  He is immediately confronted by a force of four orcs, another duergar guard, and a duergar theurge.

The orcs rush the dwarf, attacking with their axes.  Two of them manage to hit the fighter.

Hearing the battle inside, Goldar rushes in to help.  He strikes into one of the orcs with his sword.

Vector stays back towards the doorway and unleashes his rolling thunder spell.  The blast knocks one of the orcs back.

Saxton maneuvers into an advantageous position against one of the orcs and strikes into it with his crack the shell attack while issuing a combat challenge to another.

Berend then advances into the room.  Using one of his prayers, he heals Saxton's axe wounds.  He then blasts one of the orcs with his sacred flame.

The duergar theurge blasts Saxton with a firebolt.  Berend issues a quick prayer to mitigate the damage Saxton takes.  The orcs attack Saxton as well, but only manage to hit him once.

Wanting to end the battle quickly, Goldar decides to use his thunder hooves rage.  His massive sword attack splits one of the orcs down the middle.

Vector focuses on trying to help Saxton using his magic missile spell, but misses his target.  Berend likewise misses with his lance of faith.  Saxton himself, however, manages to hit the orc with his axe.

The theurge fires off another firebolt, but Saxton manages to get out of the way.  He is not, however, able to avoid the orcs; they again score two hits on him with their attacks.

Goldar moves up and attacks another of the orcs with his foe to foe maneuver.  Vector tries to follow it up with a magic missile blast, but misses.

Saxton finishes off one of the orcs, chopping deep into its chest.  Berend heals the blood-soaked fighter with another of his healing prayers, as Saxton manages to avoid another firebolt attack.

The orcs press their attack again, but Saxton fends them off.  He cuts down another in battle as Goldar finishes off the last one.  The barbarian then charges at the theurge.

Following Goldar's lead, Vector blasts the theurge with a magic missile while Berend blasts it with his sacred flame.

Saxton elects to focus on the duergar guard, scoring a hit with his brash strike.  The guard responds by hitting him back with its warhammer.

The theurge then unleashes a powerful wave of despair, blasting everyone, and retreats to the far side of the room.

Unable to reach the theurge while afflicted, Goldar attacks the nearby duergar guard instead.  Saxton tries to hit the guard as well, but the duergar fends off his attack.

Vector blasts the theurge with another magic missile while Berend finishes off the guard with his sacred flame.

The theurge responds by unleashing vile fumes that blind Vector and Berend.  Goldar and Saxton, however, are unaffected and advance on the caster.  Goldar misses with his attack, but Saxton is able to finish off the creature.
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 08:00:38 AM
Interlude - Scene 5 (of 6)

After the large series of fights, everyone takes a moment to rest.  Vector takes a quick look around the room.  Other than a couple of minotaur statues that date back from the days the minotaurs were in control of the fortress, he finds nothing of interest.

No one wants to sit still in the area for long.  Advancing through the double doors, Saxton leads the group on into a small hallway.  There are another set of double doors to the north and a door to the west.

Goldar checks out the door to the west, finding only a large barracks room.  He and Vector search the room, but find nothing of value.

The doors to the north lead into another guard chamber.  The group discovers a set of double doors on the north wall that lead back into the labyrinth passages outside the fortress.  Another set of double doors leads further into the fortress.

Heading deeper into the Horned Hold, the group find themselves in a large foyer.  The walls of the room contain a mural showing a force of minotaurs and demons destroying a dwarven village.  Neither Berend nor Saxton are amused.

Two more sets of double doors lead out of the foyer.  One set contains a bronze relief of minotaur heads.  The group decides to go inside the other one.

Opening the doors, Saxton sees before him a series of pits being mined by slaves.  Watching over them are several duergar and a pair of spined devils.  The devils attack immediately, blasting Saxton with their spines.  

Because of a pit blocking his way to the devils, Goldar focuses on the nearest duergar guard.  He moves in and attacks with his foe to foe maneuver.  Another of the duergar moves over to assist and the two creatures both strike into Goldar with their warhammers.

Saxton moves up to help Goldar.  He cuts into one of the duergar.

Vector decides to stay back and focus on the devils.  He tries to hit them with a scorching burst, but misses.  Berend, meanwhile, uses a spell to hold back one of the duergar.

From the back of the mines, a duergar theurge emerges.  He casts a vile sickness that infects Goldar, Saxton, and Berend.  The spined devils take the opportunity to move in and claw at Berend.

Though blinded, Goldar lashes out wildly at the duergar guard near him.  The creature easily avoids the attack.  

The duergar, meanwhile, move into position and strike at Saxton, easily hitting him.  Saxton decides not to bother to fight back, and instead focuses on regaining his breath and summoning his unstoppable might.

Vector fires off another scorching burst at the devils.  This time he hits both, but his heart sinks as he realizes they are immune to fire.  He follows it up with a shock sphere spell that proves more effective.

Still blinded, Berend takes a moment to recover himself.  But it isn't enough, and a fire bolt from the theurge sends him to the ground, unconscious.

With Berend out of the way, the devils advance on Vector and begin tearing into him.  He tries to hold them off with his magical blades of protection.

Goldar regains his sight and cuts down the duergar guard in front of them.  Full of fury, he charges over to the nearest spined devil and cuts into him as well.  Summoning a savage growl, Goldar slices the devil in half with an avalanche strike then charges back over to cut into the other duergar guard.

The guard decides to focus on the more weakened Saxton.  Saxton decides to withdraw, taking another hit in the process.  Instead, he wants to get the remaining devil off of Vector.  He tries to attack the devil with a covering attack followed by a crushing blow, but the devil avoids both the attacks.

Vector steps back away from the devil and fires off a couple of magic missiles.  One hits, the other misses.  Nearby, Berend slips towards death.

From the back of the room, the theurge casts another spell, bringing down a hail of brimstone on the group.  Both Saxton and the unconscious Berend are injured by the attack.

The spined devil follows up by clawing into Saxton.  No longer able to suffer any more injuries, Saxton collapses.

Meanwhile, Goldar fights the remaining duergar guard.  He misses with one foe to foe attack, but hits with the second, sending the guard to the ground in a pool of blood.  Goldar then charges at the nearby devil, cutting into it with his sword.

Saxton and Berend still cling to life as Vector misses the devil with his magic missile.

From the back, the theurge hits Goldar with a firebolt.  The spined devil follows up with attack with its claws.

Goldar summons his stoneborn endurance to help him stay conscious.  Slashing out with his sword, he kills the devil with a powerful strike.

Vector rushes over and stabilizes Saxton.  But he can't help Berend, who continues to slip towards death.

It doesn't take much longer.  The theurge once again rains down brimstone on the group, killing Berend.  Further injured, Saxton manages to hold on as Vector stabilizes him for a second time.

Enraged, Goldar rushes over and leaps to the theurge.  The theurge tries to fend Goldar off, but misses.  Goldar finishes the evil wizard off with a sword strike that disembowels the creature.
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 08:01:59 AM
Interlude - Scene 6 (of 6)

With the battle over, everyone rests for a minute and helps get the slaves rescued.  Vector finds the iron key they found earlier can be used to unlock the manacles.

Battered and bloodied, the group decides to rest in the slave pits for the night, requiring the noncombatant slaves to stand watch.  Luckily, the night passes without incident.

The next morning, the group gets what info it can from the slaves.  Apparently, the leader of this clan is a man named Murkelmor, though the slaves mention he never visited the mines personally.  Vector and Saxton are pretty sure he's in the room behind the brass emblazoned doors.

The three surviving members of the group approach the doors cautiously.  Inside, Vector can hear someone talking and the roar of flames.

Saxton decides to simply open the doors.  Inside is a hall with large fireplaces to either side.  At the end of the hall are stairs leading up to a dais, where a bed, bathtub, table and chairs, and some shelves sit.  Two duergar stand next to the bookshelf, filling large sacks they are carrying.

Vector yells for the duergar to stop what they are doing and surrender.  The creatures comply.

Saxton approaches the creatures and asks about Murkelmor.  The duergar respond tersely, saying he has already fled and they are taking his things for themselves.

Without missing a beat, Saxton slits one of the creature's throats.  He tells the other one to talk.

The duergar nervously explains he is just a janitor of the hold.  Murkelmor fled two days ago when the hold was first breeched.  Though he doesn't know for sure where his leader went, Murkelmor is allied with the Blackfang gnolls who live somewhere known as the Well of Demons (though the duergar does not know where that is).

Saxton convinces the duergar to give up the treasure he was taking and be their prisoner.  Vector discovers the treasure includes a valuable statue, many coins, and an amulet of health among other things.

Saxton forces the janitor to haul Berend's body back so they can have him raised from the dead.  He wants to find the Well of Demons and extract vengeance from Murkelmor.  But first, they will head back to civilization, to restore his fallen comrade, return the freed slaves to their homes, and get their just rewards.
Title: Interlude - A Bridge Too Far
Post by: jgants on June 01, 2010, 08:10:47 AM
Interlude - Session Notes

This was another one of my irregular sessions with the alternate group, finishing up the assault on the duergar stronghold that we left off clear back in January (as part of the Thunderspire Labyrinth module).

Obviously, I had no choice but to let them get through the night because there was no way anyone was going to be able to keep track of where we left off.  We also had to finish it without two of the players that were there last time.

It was a fun session, if a bit too focused on combat.  And even then, I did have to avoid the final "boss fight" but I figured it made more sense for the guy to flee rather than get slaughtered.  Besides, it was getting late and one more fight could have resulted in a TPK at that point.

Next time the adventure will turn to the well of demons, though I might include some other things first.  Now that I can bring the timelines of the two groups back together, I might have some things go on that link the two groups a little again.

The next session for this group probably won't be until late June or later.
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:13:40 AM
Session 34 - Cast of Characters

Dame Challa Kri - Kalashtar Paladin
Sir Durmindin - Wilden Shaman
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Sir Tiberius Enchilada - Human Warlord
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:15:02 AM
Session 34 - Scene 1 (of 6)

With the new day, everyone wakens to the first snowfall of winter.  As they meet over their usual breakfast, Tiberius suggests heading into the sewers to look for the wight Krolec mentioned now that winter has come.

Sa'lid likes the idea, particularly as underground will be warmer this time of year.  Coming from a desert climate, he is not too familiar with the cold winters of the northern lands.  Challa sees merit in the suggestion as well, since they will no longer be able to travel until spring.

Just then, an apparent servant enters the restaurant and heads over to the group.  He identifies himself as an envoy of Baron Stockmer, and wishes to send them the baron's thanks for safely escorting him to the city for the conference.  Apparently, the baron is still recovering.

The envoy then mentions the baron is giving them a very special reward.  Everyone's ears perk up at the announcement, as visions of riches flow through their heads.  Their hearts sink as the envoy announces the reward is that they will all be given burial plots in the royal mausoleum.  However, Tiberius tries his best to show enthusiasm and everyone uses good manners and thanks the envoy for the reward.

After the envoy leaves, Tiberius muses about thanking the baron in person for his gift.  But Challa argues against it, saying the baron would likely find seeing them when they are dead to be soon enough.  Durmindin agrees, noting that the baron hasn't had much luck around them.

Before heading into the sewers, the group decides they should first execute their royal warrant to look into Lord Reiner's castle for clues on his disappearance and to see if they can find evidence linking him to Rufus the Red.  Sa'lid is also interested to see if they can find any more information on how Salazar factored into everything.
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:16:01 AM
Session 34 - Scene 2 (of 6)

As the group heads over to Castle Reiner, Leigh explains the brief history of the castle and the noble family.  She notes that it was originally owned by the noble family of Karnes, and known as Castle Karnes.

A few years back, it was controlled by the last remaining descendant of the Karnes family, the Baroness Kimberly Karnes.  She was married young to Baron David Ellington, but her husband died early on in a hunting accident.

In the widow Karnes' later years, she met Victor Reiner, an ambitious younger member of the gentry.  The two were soon married.  But during their first year together, the baroness died in a mysterious fall down a flight of stairs.

As they arrive at the castle doors, Tiberius knocks loudly and an elderly servant answers the door.  Although he greets them with disdain, he becomes very humble once Tiberius shows him the royal warrant and allows the group inside.

To search quickly, the group decides to split up.  Durmindin and Challa head down to the dungeon level while Leigh and Tiberius check out the castle's tower.  Sa'lid and Snarg decide to look over the main level of the keep.

The keep, like most keeps in the area, is split up into two sections with a large hall in the middle.  One section contains the kitchen and servant areas while the other contains the personal living quarters of the noble family.  Sa'lid elects to search the living quarters first.

In the living area behind the main hall, Sa'lid finds three different rooms, all with closed doors.  He heads to the first one and knocks.  Getting no answer, he has Snarg check the door then head inside.

The first room appears to have once been the room of a young female.  It has clearly not been used in some time, with everything covered in dust.  Sa'lid begins examining under the bed while Snarg looks at the bureau.  The sorcerer catches a sight out of the corner of his eye of Snarg pocketing a small hand mirror from the top of the dresser, but decides to deal with the situation later.

The two continue looking through the room, but find nothing relevant to their investigation.  As they leave, Sa'lid notices Snarg's pockets seem significantly fuller than when they went inside.  He makes an off-hand comment to Snarg about it, but the goblin expresses ignorance at what his master is talking about.

Up in the tower, Leigh and Tiberius find it to be a simple watchtower with a bird perch for sending messages.  It does not appear the aviary has been used in at least several weeks.

Leigh spots a loose stone in the tower wall near the bird perch.  After making sure it is not trapped, she pries out the stone, discovering a small bit of rolled-up paper inside.

The wizard is immediately disappointed to find the paper is not a magical scroll, but rather a message sent by bird.  It simply gives a date and time along with the location of the Lucky Gnome Taphouse.  Leigh recognizes it as the date Salazar was said to have met with Karl Porter to arrange the hiring of Rufus the Red.

Leigh examines the paper carefully for any hidden messages on it.  She does notice a faint imprint of the top of a seal, but not enough to tell whose seal it is.

Down in the dungeon, Challa and Durmindin find a variety of chains, cells, and torture devices.  Challa carefully disables the torture devices as a matter of morality.

They find little else of interest in the dungeons, except for a long, dark strand of hair that Challa discovers over by some chains along the wall.  She guesses it has been there for many weeks.  The paladin carefully wraps the hair up in a small bit of cloth and takes it with her, should it prove useful later.

Back upstairs, Sa'lid and Snarg have moved on to the next room.  It appears to have been the room of a younger boy.  Like the previous room, it appears to have not been in use for some time.  The two find little of interest in it; though Sa'lid notices Snarg finds a couple more mementos to take with him.
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:17:23 AM
Session 34 - Scene 3 (of 6)

When they reach the third door, Snarg discovers it to be trapped with a poison dart.  He quickly disables it then picks the lock of the door.

The sorcerer and his servant walk into the room, which they find to be the master bedchamber.  Unlike the others, this room appears to still be in regular use.

Finding nothing of obvious importance in the main part of the room, Sa'lid heads over to an open doorway connecting this room to a smaller side room.  It appears to be some kind of study, with a desk and a couple of shelves of books and other notes.

Sa'lid focuses on the bookshelves first.  He detects nothing magical about them.

Around this time, the rest of the group have finished their searches and meet back up.  They head over to the living areas and find Sa'lid in the study.  Leigh looks around to double-check there is nothing magical in the room.

Tiberius wonders if the bookshelf could contain a secret passage.  He pulls out one of the books from the shelf.  Nothing happens, and he discovers the book to be a cook book – "How to Cook Fish and Fowl – volume 5".

Everyone then takes out the rest of the books from the shelves.  They also flip through them all to ensure there are no hollowed-out books with anything hidden inside.

While not finding anything of that nature, Durmindin does find one volume that may be of interest to them – the Reiner chart of accounts.  He notes a recent large payment to someone named "Scarlet Lupo".  Challa immediately figures out the encoded entry, and tells Durmindin to keep the book as evidence.

Around this time, Tiberius notices Snarg's bulging pockets.  He starts to ask the goblin about it, but Sa'lid interrupts, telling his ward to ignore the warlord.  He makes an aside comment to Tiberius that he plans to deal with the situation later.

Challa notices something is up.  She telepathically contacts Tiberius, who explains his suspicions.  The paladin then confronts the goblin directly, commanding him to empty his pockets.  He looks to Sa'lid, who begrudgingly tells him to comply.

Out of Snarg's pockets come a host of small trinkets, personal items, and even a couple of jewels.  The goblin expresses surprise to his master at all the strange things which appear to have accidentally fallen into his pockets.

Challa and Tiberius are not amused.  Sa'lid tries to diffuse the situation by referring to the items as "harmless souvenirs".  But Challa isn't buying it.

The paladin explains to Sa'lid that as they have a royal warrant that charges them to look for evidence of conspiracy to murder, not rob the lord of his petty jewels.  As representatives of the kingdom, they must hold themselves to a high standard.

Sa'lid starts to express his lack of care for local politics or how he is seen by others.  Challa stops him cold, explaining she used to feel the same way as he did, but found that there was no way around the political realities.

In the end, Challa commands Sa'lid to keep a better watch over his charge, and he agrees.  Tiberius wonders about confiscating the goblin's breeches and replacing them with a loin cloth, but Challa is adamantly against the idea, though mostly because she would find it disgusting.

Leigh doesn't care so much about the goblin and is instead focused on the desk in the study.  Looking it over, she can tell it has a hidden drawer.

Opening the hidden drawer, she activates a trap she failed to notice and it pricked with a dangerous poison dart.  While such a trap would kill lesser men, Leigh is able to survive it.  Challa uses a healing word to allow her to recover.

Inside the drawer is a note.  Challa takes it out and reads it to the others:

"Master,

I believe these men will provide the special skills you require in your new endeavor.

* Sir Wilfred Death
* Three-Fingered Pete
* Guy de Gastonbury
* Sean the Irish Bastard
* Friar Bellows
* Jack Large

Your faithful servant,

A"

As the note is only signed "A", speculation forms on who "A" could be.  Tiberius wonders if it could be the doppelganger he knew who worked for the necromancer he once served under; that creature went by the name of "Arlo".

Liegh, meanwhile, wonders if it isn't one of the other lords.  She notes that Lord Ruddiger's first name is "Anton".

Putting the matter to the side for the moment, everyone searches the rest of the room for more clues, but finds nothing.  Nor is anything found in the rest of the castle back in the servant areas.
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:18:39 AM
Session 34 - Scene 4 (of 6)

Not content to just search the castle itself, Challa suggests searching the grounds and outbuildings as well.  Although the outbuildings have little of interest, Challa does spot some strange tracks on the grounds.

The tracks appear to be large and wolflike, but bipedal in spots.  She suspects they were made by a werewolf.  Leigh reminds the others that Reiner's cousin, who her previous group killed, was a werewolf and they always suspected Reiner himself was as well.

Looking them over, Challa determines the tracks are a couple weeks old; they are too recent to belong to the cousin.  Following the tracks long enough, Challa can spot where they turn back into human tracks.

Tiberius goes and grabs the butler from the castle.  They ask him about the tracks, but he claims to know nothing.  Challa can tell he's lying.

She decides to play it soft, asking the butler if he served under the baroness.  He proudly explains he did.  Challa then skillfully turns the conversation to the baroness' death and gets the servant to admit that Baron Reiner is not a good man.

He explains Lord Reiner left in the middle of the night for an unknown destination a couple of weeks ago, just after the deaths of Salazar and Lord Groddic.  Challa does manage to convince the man to send them word if Reiner returns.

She then asks him again about the tracks.  He admits that Lord Reiner is afflicted with lycanthropy, as a curse on all his bloodline.  Every cycle of the moon, Reiner would transform and go crazy.  The butler explains his lord used to sequester himself out in a cabin in the woods until it mysteriously burnt down a few months back, when the lord's cousin Thomas was killed.

Since then, Reiner locked himself up in his own dungeon, but last time managed to escaped and ran wild on the grounds.  In addition to killing various small animals, the gardener's son was killed and his body buried in an unmarked grave on the grounds.  Challa can tell the tracks around the grounds correspond with that time period.

Challa then asks about the other rooms in the back of the castle.  The butler confirms that lady Karnes and Reiner had no children – mentioning she died too young.  The rooms were actually the childhood room of the baroness and the room of her younger brother William, who died of diphtheria when he was young.  Challa is saddened at all the tragedy the family suffered over the years.

Tiberius is more concerned with the present.  He gets confirmation from the butler to make sure Reiner has no other living relatives (and thus, no more werewolves around).  He also inquires about any mention of a "red wolf", but the butler knows nothing.

Challa asks the butler if Reiner had any other guests.  He tells her that Reiner rarely admitted anyone into the castle and instead went out into the city at night for strange meetings, though the old man has no idea where or who he met with.  

With all their questions answered, the group gets the old man to sign a formal statement for evidence purposes then head back to Moonstone Keep to see Lord Markelhay.
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:19:34 AM
Session 34 - Scene 5 (of 6)

The group is able to get in to see Lord Markelhay right away, who thanks them again for their recent service.  He is further pleased they have found evidence against Reiner.

Challa presents the lord with the note linking Reiner to the Salazar meeting and the signed testimony of the butler presenting Reiner as a murderous werewolf.

Lord Markelhay then examines the ledger, but doesn't get how Scarlett Lupo is connected.  Challa explains that "Scartlett Lupo" is an encoded entry for "Red Wolf", referring to Rufus the Red.  Markelhay finds the deception most interesting.

Finally, he looks over the mysterious note found in the desk.  He becomes most distressed, stating that the men listed in the note are the six most evil men in the kingdom.

Sir Wilfred Death is known as a skilled duelist, who goes out of his way to get people to challenge him to a duel so he can murder them.

Three-Fingered Pete is an archer and sniper.  He is also fond of entering archery contests, but will kill anyone who bests him in competition.

Guy de Gastonbury (who Markelhay corrects Challa's pronunciation on) is a notorious highwayman, who first robs his victims then murders them.

Sean the Irish Bastard is a vicious daggerman who preys on blind beggars.  Markelhay further explains to Tiberius that "Irish" refers to a far-off island that Sean is from.

Frair Bellows is a disgraced former monk of Correllon, who betrayed his oaths by deflowering many peasant girls.  Challa notes to herself that this is a nice way of saying the friar is a rapist.

Finally, Markelhay explains that Jack Large is the most vicious dwarf in the kingdom.  He is a murderous nomad who enjoys killing and raping priests (in that order) as well as anyone who notes his small stature.

Lord Markelhay concludes the note can mean only one thing – having lost his political game for power, Reiner plans to take the next step.  He will recruit these men and murder Markelhay and his family as part of a coup d'etat to take over the kingdom.

As Reiner is now out trying to recruit these men, the group wants to stop him before he can put his plan into motion.  However, because they are all wanted men, none of them will be difficult to find.  Markelhay also reminds Tiberius that they needn't fear an immediate attack; Reiner will have to wait until spring to strike.

They then let Markelhay know of their plans to venture into the sewers.  He approves, as the sewers under the city have been dangerous for quite some time.
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:20:27 AM
Session 34 - Scene 6 (of 6)

The next day, the group meets back up and discusses their plans to head into the sewers.  Leigh explains to the others that there are many layers of underground areas under the city.

The upper part of the city contains a sewer system below it, as does the lower part of the city.  Underneath the upper sewers, built into the side of the cliffs separating hightown from lowtown, are a series of catacombs.

The lower sewers also contain catacombs below them.  The level directly below the lower sewers, called the middle catacombs, is actually an underground temple once built to honor Pelor and the Raven Queen.  Below that are the lower catacombs, where the older common dead were buried.

Of course, there are levels even lower than that, as one heads into the underdark and finally reaches the Devil's Attic area described by Krolec.  But based on Krolec's description, the wight was most likely found in either the middle or lower catacombs.

The logical place to start would be the service entrance to the sewers in the basement of Eli Leng's old shop, but Gerdrand had that sealed.  The closest entrance would then be the sewer grate near the plaza, where Leigh began her adventures several months ago.

Everyone heads down into the sewers.  Challa leads Leigh and Sa'lid on one side ledge while Tiberius and Durmindin cross over to the other side.

Just then, swarms of bloodweb spiders emerge around the corner.  Challa takes out her crossbow and fires into them, causing some damage.

Tiberius takes out his axe and charges into battle, but finds it difficult to fight off the swarm.  The spiders rush Tiberius and Challa, and they feel the poison rush into them as they feel many sharp bites.

Sa'lid positions himself behind Challa.  Using an energy strobe spell, he blasts the swarm with a bolt of lightning.  It appears somewhat effective.  Leigh has much better luck, taking out a large section of spiders with her scorching burst.

Durmindin moves up and uses his sudden restoration spell to try and heal Challa and Tiberius from their poison.  Challa is able to recover.

Challa then uses her channel divinity prayer to heal Tiberius and launches a bolstering attack into the swarm with her axe.  She hits, though the melee attacks are not overly effective.  

It is still more effective, however, than Tiberius' viper strike maneuver, which fails to hit.

The spiders continue to swarm Challa and Tiberius, scoring a dangerous bite on Challa.

Sa'lid and Leigh respond with a storm of fire using Sa'lid's explosive pyre spell and Leigh's scorching burst.  Durmindin goes the opposite direction, blasting out at the spiders with his wrath of winter.

Challa continues to lash out at the spiders, using her virtuous strike.  Tiberius helps her ignore her wounds with his inspiring word.  His own attack, however, fails.

The spiders continue to bite into Challa and Tiberius as Sa'lid turns his attention to the spiders on Tiberius.  He blasts them with a firebolt.  Durmindin follows it up with a thunder bear's warning attack from his spirit companion.

Leigh, meanwhile, continues to try and assist Challa.  She misses, however, with her scorching burst.  Challa herself scores another hit with her virtuous strike.

Tiberius decides it is time to use a more powerful attack.  He lashes out at the spiders around him with his stand the fallen maneuver.  For his troubles, he is bitten again, as is Challa.

Sa'lid misses with another fire bolt, but Leigh manages to take out the rest of the spiders on Challa with her scorching burst.

Durmindin uses a spirit renewal strike with his spirit companion on the remaining spiders.  Challa tries to follow it up with an attack from her crossbow, but misses.

Tiberius cuts into the spiders again with his viper's strike.  The spiders manage to bite him once more before Sa'lid's fiery energy strobe blast finishes them off.

After taking a few minutes to recover, everyone heads deeper into the sewers.
Title: Session 34: The Six Most Evil Men in the Kingdom
Post by: jgants on June 01, 2010, 08:44:01 AM
Session 34 - Session Notes

First off, I'll just acknowledge that the six most evil men in the kingdom are taken directly from the last episode of the first season of Blackadder.  When I first saw it, I knew they'd make perfect D&D villains.  Naturally, no one in my group got the reference so I had to explain it (somehow I manage to never read or watch anything they do and vice versa).

As to the session itself, it was pretty fun (much enjoyment was had at the Tiberius player's expense because of his extremely bad luck that session), though some of the usual frustrations cropped up again.

Right off the bat, I had to remind them about their "royal warrant" to search Reiner's castle because no one can ever be bothered to remember much (nor does anyone ever catch my joke of calling it a royal warrant).

They also seem to completely gloss over following up with Honoria Mellnor, despite the fact they had her looking into that painting weeks ago in game time.

The problem isn't that they aren't interested in the storylines.  The problem is that they can only ever follow one damn plot-thread at a time because, apparently, its just too damn difficult to do anything else.  For people that, for the most part, have professional jobs they sure don't seem to be able to follow anything very complex.

I wouldn't mind so much but it can be awfully limiting as a DM at times.  You can't do anything subtle.  If you try to introduce foreshadowing (like I do here with the list) or even add background color (like the wolf tracks), they get fucking confused and think its something that needs to be worried about RIGHT NOW instead of grasping simple concepts like "no, that's just set-up for the future" or "no, that's just adding some background color".  I have to literally, explicitly explain to them OOC that the wolf prints don't lead anywhere or that the list won't come into play until later.  No amount of hinting in-game seems to accomplish this.

Same thing with the fucking wight.  They are obsessed about this one wight that Krolec saw.  I have explained twenty fucking times that the sewers and catacombs are filled with creatures and going after one wight is like trying to find a jaywalker in the ghetto, but they are still focused 100% on finding this one wight (who, again, was just there to add background color for Krolec's quest).  Naturally, they didn't even get the fucking analogy either ("yeah, there's a lot of jaywalkers in the ghetto").

I just don't understand this mentality.  Do they just leave their brains at home some nights?  Is it that they cannot think outside the box of their previous RPG experiences and have all sensory input filtered by some kind of set of expectations?  Are their entertainment choices so lowbrow that they don't understand simple concepts like foreshadowing, simultaneous plots, or subplots?  Perhaps its a combination of all three.
Title: Session 35: One Foot in the Grave
Post by: jgants on June 27, 2010, 01:50:50 PM
Session 35 - Cast of Characters

Krolec Jar'bin - Elven Ranger
Leigh - Eladrin Wizard
Challa Kri - Kalashtar Paladin
Sa'lid Dra'lah - Human Sorcerer
Durmindin - Wilden Shaman
Tiberius Enchilada - Human Warlord
Title: Session 35: One Foot in the Grave
Post by: jgants on June 27, 2010, 01:52:05 PM
Session 35 - Scene 1 (of 5)

Finished with his personal business of the last few days, Krolec heads out in search of his friends.  It occurs to him that no one left word with him where they would be, so he decides to head over to Moonstone Keep to see if Lord Markelhay has tasked the group with any new activities.

Krolec is met at the gates by one of the gaurds who informs him that Lord Markelhay is sequestered in the important conference (which has finally begun now that Baron Stockmer's nerves have recovered).  Instead, Lt. Gerdrand meets up with Krolec.

The ranger explains he is looking for his friends, but Gerdrand has little knowledge of their whereabouts.  He does, however, remember that the group was at their usual breakfast at Luck Larry's Hash House that morning, as the baron's messenger met them there to tell them of the baron's generous reward.  Krolec, having not heard about the reward before, puts on his best diplomatic smile when he finds out about his burial chamber.

With this new information, Krolec decides to head over to the restaurant and see if anyone knows where the group was going next.  The waitress there recognizes Krolec and is able to recall overhearing something about the sewers and a wight.  Krolec immediately realizes where they went.

He first heads to Eli Leng's old store, hoping to access the sewers from the entrance in the basement.  However, he quickly finds the store has been boarded up and marked as sealed by Lord Markelhay.  Not wanting to cause an incident, he heads for the next nearest entrance he knows – the sewer grate near the plaza.

As he gets to the grate, he can tell it has been recently moves.  He guesses the group must have gone this way.  Heading down, he finds the fresh remains of many spiders as well as some blood and other signs of battle.

Convinced he's on the right track, Krolec heads further in.  Up ahead, he spots a source of light around the corner.  Sneaking around, he spots a group of people.  He tosses a copper coin at the person in the rear.

Up ahead, Challa feels someone hit her with a coin.  Not sure what it means, she puts her hand on her weapon and slowly turns.  Krolec steps out of the shadows to reveal himself, stating he didn't want to startle her.

After a very brief discussion, the group decides to head further in, with Tiberius in the lead and Krolec right behind him.
Title: Session 35: One Foot in the Grave
Post by: jgants on June 27, 2010, 01:53:08 PM
Session 35 - Scene 2 (of 5)

The group heads towards the south area of the sewers, where Krolec believed he found the entrance to the area he found the tunnel down and encountered the wight.

As they move in, Tiberius faintly hears a strange noise.  Krolec can tell it is something mechanical; assuming it is a trap, he yells for everyone to take cover.

Krolec dives to the floor as four crossbow bolts fire out from the darkness.  One hits the wall while the other three strike Tiberius.  On the ground, Krolec notices Tiberius had walked across some strange runes carved into the flow.  Krolec recognizes them to be drow symbols.

Firing blindly into the darkness, Leigh lets off a scorching burst.  The fires briefly illuminate the corridor ahead, revealing four crossbow turrets attached to the ceiling of a T-intersection some distance up ahead.

Sa'lid casts a spell allowing him to fly across the sewer waters and over to the other ledge.  The spell also affects Tiberius, who follows him over.  Sa'lid is slightly confused, as he assumed Tiberius would fly away from danger in order to recover.  

Once on the other side, Sa'lid advances ahead, hoping to get close enough to spot the turrets.  Behind him, the poison from the crossbow bolts overcomes Tiberius, and he falls to the ground unconscious.

Back on the other side, Krolec stands back up and holds out an arrow for Leigh to illuminate.

Near the back of the group, Durmindin uses a spell to allow Tiberius to recover from the poison.  Challa then advances up and uses a healing word to heal his wounds.

In the darkness, the crossbow turrets turn and fire on Sa'lid.  As he is pierced by four bolts, he falls to the ground in a pool of blood.

Just then, a giant blade spider emerges from the rear, attracted by all the noise.  With Challa no longer guarding the rear, the spider moves in and bites Durmindin.

Leigh fires off a magic missile into the darkness at turrets, but misses.  She then uses her light spell to illuminate Krolec's arrow.  He fires it into the far wall, revealing the trap.
Title: Session 35: One Foot in the Grave
Post by: jgants on June 27, 2010, 01:54:21 PM
Session 35 - Scene 3 (of 5)

As Sa'lid slips towards death a short distance away, Tiberius picks himself off the ground and decides to retreat back until he can recover.

Krolec, being behind the line of runes, decides to hold back a moment.  Challa does the same.  Unfortunately, Krolec's assumption is wrong.  The crossbow turrets turn on him and fire, downing him instantly.

In the back of the group, Durmindin uses his wrath of winter to blast the spider, but misses.  The spider responds by biting the shaman twice.

Leigh remains focused on the turrets.  She fires off a flame blast, hitting all four.  She is dismayed, however, to find that they remain functioning afterwards.

Tiberius decides to risk heading into the water so he can help Durmindin.  Slogging through the chest-high muck, he yells out a war cry as he buries his axe into the spider.  

Durmindin follows up the attack with a protecting strike from his spirit companion.  He then casts a healing spell on the nearby Krolec, who was beginning to bleed out.

Challa focuses her attention on Sa'lid, who is also bleeding to death.  She slogs across the murky waters and over to the other side, planning to grab him and drag him back to safety.  The crossbow turrets turn and fire on her, but luckily her superior armor absorbs most of the attack.

Leigh fires off another magic missile, hitting the front turret.  Up ahead, Krolec pulls himself up to a kneeling position and fires off two shots, finishing the turret off.

In the back of the corridor, the spider bites Durmindin again.  Tiberius strikes back with a guarding attack then uses an inspiring word to aid the shaman.  Durmindin himself assists with a thunder bear's warning spell on the arachnid.

Challa begins dragging Sa'lid back as the remaining three crossbows fire on Krolec.  Aided by his lower profile, he manages to avoid two of the shots.

As the spider bites into Durmindin twice more, Leigh fires off a fireball spell, blasting all three of the turrets.  None, however, are destroyed by the attack.

Tiberius uses his surround the foe maneuver, hitting the spider.  Amazed the creature is still standing, he follows it up with a bastion of defense.  Durmindin also attacks the spider with another spell, this time using his spirit of the hawk's wind to blind it.

Back in front, Krolec fires off another couple of arrows.  One of them hits one of the remaining turrets, destroying it.

Off on the other side of the passage, Challa uses first aid to recover Sa'lid.

The crossbows fire at Krolec again, missing him.  Leigh responds with a magic missile, destroying another of them.

In the back, the spider blindly lashes out, managing to hit Durmindin once.  Nearby, Sa'lid stands himself up and uses a moon and stars spell to blast the spider then takes a moment to recover.

Tiberius helps out the sorcerer with an inspiring word.  He then cuts into the spider with a viper's strike, crushing its skull with the blade of his axe.

Back in front, Krolec destroys the last of the turrets with another set of carefully placed arrow shots.
Title: Session 35: One Foot in the Grave
Post by: jgants on June 27, 2010, 01:55:36 PM
Session 35 - Scene 4 (of 5)

While the others decide to take a moment to rest, Leigh decides to head up and check out the T-intersection and the area with the turrets. She can tell the turrets were some kind of magical drow trap.

Krolec decides to follow her up rather than rest. He convinces her that he should sneak down each passage of the intersection a little ways to do some reconnaissance.

The small amounts of light coming from the various grates is just enough for Krolec to barely see his way along. He quietly advances a little ways in and spots a hole in the wall up ahead. However, he decides it is much larger than the hole he found back when he was chasing Jantor.

Krolec carefully moves in close to the hole. Smelling the area carefully, he gets a strong odor of rats coming from the area. He slowly sneaks away and heads back to the intersection, informing Leigh what he found.

He then decides to head down the right passageway. This time, however, he has trouble keeping quiet. He also fails to notice the large creature in the water alongside him.

Suddenly, a large visejaw crocodile emerges from the water, biting down hard into Krolec's leg. He yells out in pain. Back at the intersection, Leigh hears the echo and informs the others. With little choice, they abandon their rest and head off to assist the ranger.

Krolec draws his swords and cuts into the crocodile with an adaptive assault, but its jaws hold firm. It continues to gnaw at his leg, cutting into his calf.

The ranger tries to escape, but the reptile's jaws are too powerful. He strikes the creature in the head with a boar assault, but the tough, scaly hide makes it difficult to injure.

As the crocodile continues to tear flesh from his limb, Krolec tries another escape, but has no better luck. He gets in one more attack with a hawk's talon strike before the massive blood loss causes him to fall unconscious.
Title: Session 35: One Foot in the Grave
Post by: jgants on June 27, 2010, 01:56:32 PM
Session 35 - Scene 5 (of 5)

By the time the others arrive to the location they heard the yell, all they find is claw marks, a lot of blood, and one of Krolec's swords.

Leigh examines the water carefully.  She is able to discern there is a small path of blood in the water, coming from upstream.

Challa tries to contact Krolec telepathically, but gets no response.  She leads the group upstream, hoping to recover Krolec.

Wondering if he is underwater, Tiberius and Challa use their ropes to dredge along the water.  Challa can tell they've hit an object.  Plucking it out of the water, she can see that it is a recently dismembered foot, wearing one of Krolec's boots.

Knowing that Krolec was most likely attacked by a crocodile and likely dead at this point unless he managed to get away when his leg was severed, Challa gets everyone back on the ledge and they attempt to follow the blood trail while running alongside.

Up ahead, Leigh hears some splashing and running water.  Heading around the corner, they see a sloped passage with the water going out of the grate and out into the river below.  Across the rushing water, on a ledge on the other side, is the crocodile, feasting on a deceased Krolec.

Leigh blasts the reptile with a shocking sphere, getting its attention.  She then fires off an acid arrow, ironically melting one of the creature's legs.

Tiberius, unwilling to risk crossing the water to engage the beast, salutes his fallen comrade.  Challa decides to use her crossbow, but fails to hit.

Sa'lid uses an energy strobe to blast the crocodile.  Unseen to the others, the electrical current also arcs through the wet ground to Krolec, restarting his heart.  His unconscious body spits up water.

Durmindin picks up a rock and hurls it at the croc, but it just bounces off.  The creature begins heading towards the group, but Leigh fries it with her burning hands spell.  The charred corpse floats down towards the grate, clogging the flow of water a bit.

Leigh then uses her magic hand spell to take the rope across the water and tie it around Krolec.  They then drag him across to their side.

Examining the body, Tiberius is amazed to find Krolec still alive.  He stabilizes the ranger's bloody stump – the right leg now gone to just above the knee.  

Leigh uses the shroud of revival to make sure Krolec doesn't fall to the effects of shock or infection.  The group then hauls Krolec out of the nearest sewer exit, finding themselves near Pembridge Manor.

As they take Krolec back to the temple, Leigh recalls the stories about Eric Pembridge having a love of exotic animals as a child but his father always ended up throwing them down the privy.  Up until now, she always though they were just urban legends...
Title: Session 35: One Foot in the Grave
Post by: jgants on June 27, 2010, 02:30:49 PM
Session 35 - Session Notes

It's been a while since I posted a session report, as an emergency project for work caused me to cancel the last regularly-scheduled session.  I also had to turn down an opportunity for another session with the alternate group on father's day weekend as I already had other plans with my gf.

So, this last week I finally got back to gaming.  Honestly, I wasn't all that looking forward to the game.  

Sometimes, as DM, I find running a game to be a great creative outlet.  Other times, it can feel like more of a chore than a hobby.  As I hadn't been in the best of moods lately, I went in expecting it to feel more like the latter.

It ended up a bit better than I expected, as things usually are when you are in a bad mood and being unnecessarily pessimistic.  That said, it wasn't exactly memorable gaming either.

This was largely a combat-heavy session since we are back to dungeon exploring.  Or sort-of dungeon exploring, since the group is still bizarrely fixated on finding one monster of many down in the sewers for no reason whatsoever.

I'm going to admit straight-up here that I "cheated".  I had originally created a map of the sewers in the strange belief that adventurers would naturally want to explore the whole area.  Because they are obsessed with finding one stupid wight I decided to say "screw it" and just have the encounters I planned happen to them along the way whenever I felt like.

This session perfectly illustrates a couple of problems I'm having lately keeping my interest going:
A) My group seems to prefer combat encounters.
B) My group can be quite terrible at actually using combat tactics.

Really, the problem with combat is essentially the same problem as I have with using mysteries - the group professes to like it, but are bad at it.

During these kind of battles, I always get the "there he goes, being a killer DM again" looks/comments from a couple of players (particularly the Krolec player, who is always whiny because he, as DM, is completely opposed to the idea of character death).

But the truth is, sometimes I nearly get a TPK with even easy encounters.

Take the first encounter - here's a brief list of the "less-than-optimal" tactics I saw:
* Tiberius, who has a poor perception bonus, is put in the lead.
* Tiberius uses the spell to move away from the healers despite knowing he will fall unconscious at the start of his next turn.
* Sa'lid decides to head towards the trap, for no reason whatsoever.
* Krolec and Challa spend at least one round, or was it two, doing absolutely nothing while the others are attacked.
* Durmindin is stuck at the back of the group, where he is out of range to heal half the party.
* They leave the rear unprotected.  Worse, it takes a while before anyone even bothers to assist the healer who is being attacked.
* The wizard makes blind attacks against the trap rather than attack the spider she can see.
* Krolec exclusively uses his at-will attacks (actually, most of the others do as well, but Krolec most egregiously, since his encounter powers are generally just better versions of his normal attacks).
* No one bothers to look at the runes (which could have been used to deactivate the trap).
* No one bothers to try to disable the trap (not utilizing Scrag, who is explicitly known to have thievery skills).
* Everyone constantly forgets how the rules work and/or forgets about half their powers/

So, basically, they turn a pretty light encounter into a near-TPK bloodbath that takes up all their resources.  All because they still can't get out of the "I run up and attack" mindset.

The funny part is, the dumb decisions get worse from there.  Next, Krolec decides to go off on his own without even taking his short rest first.  The player got a little whiny about his croc encounter, but to me, that's what happens when you go off by yourself into dangerous areas.  Everyone did get a bit of a laugh out of it, though.

I did let him live, eventually, though I'm not sure where that will go now.  I'm not sure there is a ritual, per se, to restore a missing limb (I couldn't find one in the compendium, anyhow).  If he can't restore it, he'll retire the character (though he's hinted that the next one would be something of a half-assed drizzt clone, so that's an incentive to me to make it possible, if difficult, to get him a new leg).
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:25:41 PM
Session 36 - Cast of Characters

Sa'lid Drallah - Human Sorcerer
Challa Kri - Kalashtar Paladin
Leigh - Eladrin Wizard
Durmindin - Wilden Shaman
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:26:54 PM
Session 36 - Scene 1 (of 9)

After finding a safe place to rest up for the night near Pembridge Manor, the group hauls the still-unconscious Krolec back to the Temple of the Sun, which Challa feels makes the most sense.  They plan to inquire with Grundelmar about who in town may have the ability to restore Krolec's leg.  Along the way, Durmindin finds a fallen branch and whittles a peg leg for Krolec, just in case they are unsuccessful.  Tiberius chooses not to go to the temple as he has some personal business to attend to in town, and wishes the others luck.

When they arrive at the temple, Grundelmar greets them but is immediately shocked by Krolec's condition.  Durmindin explains that Krolec went adventuring out on his own without waiting for the group and ran into trouble.  Challa further clarifies that the urban legends about a crocodile in the sewers is indeed true.

They then ask the dwarven priest about if it is possible to restore Krolec's leg through magic.  He responds by telling them they have come to the right place, as he is the only one in town skilled in that particular rare ritual.  He explains, however, that it is a very difficult ritual to perform and requires many components.  He and Challa agree to a price of 680 gold to perform it on Krolec.

Challa and Leigh decide that Krolec is able to contribute 350 of the gold, while the rest of them split the remainder (coming out to 66 gold each).  After they hand over the gold, Grundelmar starts to prepare for the ritual.  He explains, however, there is one more thing he needs before it will work.

In order to complete the ritual, Grundelmar will need a leg bone from one of Krolec's ancestors.  The whole ritual will take a couple of days, so they have some time to go retrieve one.

As Krolec's deity, Corellon, does not have a temple of its own in the city (instead just having a small shrine at the Moonsong Temple of Sehanine), the group decides to go directly to Krolec's family to try and locate the grave of an ancestor.  Leigh remembers briefly meeting the family back at the party celebrating the re-opening of the Tombwoods.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:27:56 PM
Session 36 - Scene 2 (of 9)

Honlor, Krolec's father, answers the door at the Jar'Bin residence.  He recognizes the group as the companions of his son, and inquires about him.  Leigh explains about Krolec's condition.  She then discusses their need for an ancestral bone to cure him.

Honlor is happy to help with his son's recovery.  He explains that although his people are long-lived, his father, Lanmor, died many years ago and is entombed in the city.  Lanmor was, in fact, one of the last buried in the old catacombs in the cliffs (which were used between the time the Tombwoods was sealed off and before the new cemetery outside of town was created).

After giving them the information, Honlor decides to head over to the temple to check on his son while the group decides their next move is to gear up and head to the catacombs in the cliffs.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:28:54 PM
Session 36 - Scene 3 (of 9)

Approaching the cave at the entrance to the catacombs in the cliffs, Leigh illuminates Challa's sword with her light spell.  They see that the cave goes in a short ways before a set of natural stairs leads down to the narrow catacomb tunnels carved into the cliffside.

Challa begins heading into the cave.  She hears a mechanical clicking noise almost immediately.  Before she can react, she is hit by large blades that emerge from either side of the cave walls.  Although the old blades are unable to penetrate her armor, she is knocked back out of the entryway.

Leigh surmises that once the city stopped using the catacombs (for structural reasons), the entrance was set up with a trap to discourage looters.

Challa instructs Sa'lid to have Snarg disable the trap.  The goblin happily goes to work, quickly disabling the blades.  When he announces that everything is safe, Challa suggests he move ahead to make sure there are no more traps.  Snarg, however, insists that Challa go ahead of him for protection.

Dubious about Snarg's abilities, Challa decides to take the lead again anyway.  She makes sure there are no traps in the rest of the cavern and heads over to the stairs.  She can see that down below the stairs is an entry chamber that contains a natural passage, two tunnels, and an altar to the Raven Queen.

The paladin heads down to examine the altar.  She lights the black candles atop it and can see an inscription written on the side of the altar.  The inscription warns that the tunnel off to the right of the room contains the burial chambers for the priests of the Raven Queen and that anyone who disturbs the area will be cursed with eternal death.

Challa decides to say a prayer to the Raven Queen to make sure they properly honor her and inform her of their intentions.  Satisfied that her prayers were well-received, she calls the others down.

Leigh immediately begins looking for traces of magic around.  She discovers the aforementioned hallway is indeed under the effects of a magical curse.  She also detects a faint sense of primordial magic coming from the natural passage, explaining to the others that it comes from the elemental chaos.

Sensing the natural passage could be dangerous, the group decides to head straight into the northern tunnel.  

The group follows the tunnel along, with Challa in the lead, for a couple hundred yards.  Along the way, they see various tombs in the sides of the walls.  Some are marked with names and/or dates, but others seem to have long been worn away.  Durmindin is surprised to see that the oldest remains are nearest the entrance, having expected the opposite.

Eventually, they come to a fork in the passage.  Deciding to take the leftmost route, Challa quickly finds herself at another fork.  It starts to dawn on her that the catacombs could be quite large and they have no real idea where Lanmor's remains are.  

The group decides to head back out and go get more information from Honlor before going in deeper.  As they leave, Durmindin suggests they reset the trap, just in case.

Snarg, as instructed, resets the trap.  He asks his master if they should add such a trap to their room at the inn.  Sa'lid, in jest, suggests that Snarg can work on that once they are done.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:29:44 PM
Session 36 - Scene 4 (of 9)

When the group arrives back at the Jar'Bin house, they find the door answered this time by Krolec's mother, Lunor.  When they inquire after Honlor, she explains he is still at the temple.  Challa feels a little foolish they didn't think of that before heading over.

Challa briefly explains they are looking for Lanmor's tomb and asks if Lunor knows where it is.  She doesn't have a clear memory of where he was buried except that it was "somewhere towards the back".  The group thanks her, and heads over to the Temple of the Sun.

Once there, they find Honlor watching on as Grundelmar is hard at work with his ritual.  The elf expresses surprise they are back already with the bone, but Challa is forced to admit they need more information.

Honlor explains that he does not remember the exact way to Lanmor's grave, only that the catacombs were rather busy with people that day because they were filling the last ten graves before officially closing the catacombs.  He does remember the graves where at the end of the catacombs, and that the catacombs had many winding passages but that they mostly all led to the same place.  Most importantly, however, he remembers the last ten graves were honored with a plaque so Lanmor's grave will be clearly marked.

Although less information than they were hoping for, the group is satisfied they will at least be able to identify the remains when they reach them.  Challa thanks Honlor and they all head back out to the cliffs.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:30:38 PM
Session 36 - Scene 5 (of 9)

As they start to head back into the catacombs, Snarg is dispatched again to disable the trap.  Challa notices this time, however, that Snarg is putting some of the components of the trap into his pockets.  When she calls him out on it, he explains to Sa'lid that he was retrieving them to use for the trap he was instructed to build for their inn room.  

Sa'lid calmly explains to the goblin that he was being facetious and that he does not want any traps added to their room's door.  As Snarg puts the components back, Sa'lid clearly finds the situation mildly humorous, but Challa is not amused in the slightest.

The group heads back in and takes the same path they did last time.  At the second fork, they head left down another passageway for a couple hundred yards, passing many graves, before Challa stops them.  She can detect something up ahead.

The paladin advances the group slowly.  She spots a small cave off to the side of the passage just past an area where where another side tunnel connects to the one they are traveling down.  There appears to be a large cave bear sleeping in it.  The tunnel continues on a short distance then stops at a dead end.

The group wonders if this is the end of the catacombs where Lanmor is buried.  As Leigh is the stealthiest, she elects to sneak up and check.  

Heading down the passage, she does not spot any plaque.  Leigh does, however, spot the cave bear stirring.  It looks directly at her and starts to get up.  She quickly runs back down the hall and back to protection behind Challa and the others.

Durmindin summons his spirit companion into the hall just outside the cave, just in case the bear decides to come out.  Challa and Sa'lid hold back in anticipation.  Challa can hear some movement back in the cave, but nothing emerges.

Leigh suggests to the others that as the plaque was not there, they should leave the bear alone and head back down one of the other passages.  Durmindin concurs, stating the bear most likely went back to sleep and will continue hibernating as long as they leave him alone.

Challa agrees, and begins heading the group back up the other passage the tunnel connected with.  As they head along, they spot a much more fanciful grave than the others along one wall.  It has a large mural of a temple painted above it; Durmindin notices it contains both symbols of Pelor and the Raven Queen.

Leigh identifies the remains as those of Enrigas, a famous engineer who helped plan many of the famous buildings of the city.  Enrigas' most famous work was said to be an underground temple known as the Temple of Light and Darkness, said to be located below these very catacombs.

Amongst the bones, Leigh spots a scroll case.  She immediately checks it for traces of magic, but finds it not to be magical in nature.  She grabs the case to examine it, and is very interested to see that it is identified as containing blueprints of some kind.  Wanting to save the plans for posterity, she puts it in her backpack.

Sa'lid is a bit put off that the group continues to hassle Snarg about taking things, but Leigh is committing grave robbery.  Leigh responds by explaining her intention to take the blueprints to an archivist so they can be copied, then she will return the original back to the grave once the copy is made.  She feels the plans are important for the history of the town.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:31:48 PM
Session 36 - Scene 6 (of 9)

Following the passageway deeper and deeper into the catacombs, the group continues to pass by many graves and several side passages with dead ends.

After a short amount of time, they come upon another small cave off to the side of one of the hallways.  Challa peers in, but spots nothing.

However, hidden in the shadows are two shadowhunter bats.  As they emerge, Challa shouts to the others.

Just as the bats move in to attack Challa, Leigh blasts one of them with her magic missile.  The other bat manages to slash Challa with his tail.

Durmindin attempts to use his wrath of winter spell, but it doesn't affect the creature.  Sa'lid has better luck, blasting one of the bats with an explosive pyre.  Challa follows it up with an astral thunder attack and Leigh with another magic missile.

The bats continue to slash at Challa, but her superior armor gives her ample protection.  The bats' thick hides give them equal protection against another of Durmindin's wrath of winter spells.

Durmindin's bad luck appears to be catching, as Sa'lid fails to hit with an energy strobe and Challa's bolstering strike is fended off.  Only Leigh manages to be successful, blasting the bat with another magic missile.

The bats claw into Challa, this time piercing her armor.

The shaman summons yet another cold blast, finally hitting one of the bats.  Its cold corpse crashes to the ground.

Sa'lid and Challa both attempt to attack the remaining bat, but miss.  From further back in the narrow tunnel, Leigh is forced to wait until that bat moves into position.  When it does, she blasts it with another magic missile.

Despite the arcane attack hitting it, the monster is able to slash through Challa's armor with its piercing tail.

The wilden summons forth another wrath of winter, blasting the bat back with icy winds.  Sa'lid and Challa both miss in their attempts to follow up the attack, and this time even Leigh has no luck hitting the creature.

The bat creature attacks again, continuing to hit Challa.  Durmindin attacks back with another wrath of winter; small icicles begin to form on the tips of the creature's wings just as Sa'lid's energy strobe of force blasts them off when it hits the monster.

Challa attacks back with her axe again, continuing to miss.  Leigh, however, finds her rhythm again and hit with her attack.

As the paladin fends off another attack by the bat, Durmindin tries to finish it off with his wrath of winter, but this time his spell fails him.  In the end, it is Sa'lid's fiery energy strobe that kills it.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:33:15 PM
Session 36 - Scene 7 (of 9)

With the creatures dead, everyone sits down to rest for a minute.  Challa, thinking of Krolec, forcefully commands everyone to stop and rest and not go scouting off ahead.

As they rest, Leigh looks around the cave.  Nothing of interest is found except for many remains of small bones from the animals the bats had been feasting on.  She does notice one set of bones is much larger than the others, but pays it no attention.

Satisfied they are ready to continue, Challa resumes leading the group deeper into the catacombs.  After passing through a couple of intersections, they eventually start down a long, straight tunnel.

Challa's mental powers detect some creatures are up ahead.  Everyone readies their weapons.

As they continue slowly down the hallway, they see that it ends in a large cavern area where a natural wall splits the cave into two directions.

After making sure there are no traps, Challa and Leigh elect to step over to the left cave entrance while Sa'lid and Durmindin take the right.  Snarg holds back to the middle of the cave wall.

When they approach the cave entrances, the group can see a family nest of dire wolverines is inside.  The animals immediately start after the group.  Challa is able to fend two of them off, while Sa'lid is bitten by one.

Sa'lid, not wanting to be in melee with the beasts, uses his sorcerous spell to fly himself and Durmindin over the wolverines to the back of the cavern.  As they head over, Challa questions the tactic as it actually puts them more in harm's way than they were.

Once they land, Durmindin summons his spirit companion for protection and strikes out at one of the wolverines with his thunder bear's warning.

Back over at the cavern entrance, Challa chops into one of the beasts with her valorous smite then uses her divine sanction on one of the wolverines heading for Sa'lid.

Staying safe behind Challa, Leigh blasts one of the animals with her magic missile.

The wolverines bite at Challa and Sa'lid.  One of them manages to pierce Challa's armor while the two on Sa'lid easily tear into him.

Once again forced into melee, Sa'lid opts to take out his dagger and stab at the wolverine.  Unused to such battle, he misses badly.  Durmindin has much better luck, however, hitting with his spirit renewal strike.

Challa summons forth a hallowed circle as Leigh decides to head over to the other cavern entrance.  She positions herself to blast both wolverines on Sa'lid with her burning hands spell.

Back across the cavern, the two wolverines tear into Challa, knocking her to the ground.  Sa'lid is bit again as well.

Feeling desperate, the sorcerer attempts to cast a spell.  But before he can get it off, the wolverines jump at him, knocking him to the ground as they continue to bite.

Durmindin summons forth a healing wind to help his bloody companion then blasts one of the wolverines with his wrath of winter.  Leigh finishes the animal off with an acid arrow.

Back over near the entrance, Challa manages to get herself off the ground and makes an ardent vow before cutting into one of the beasts with her astral thunder attack.

Sa'lid manages to get up and fend off another attack by the remaining wolverine on him.  The sorcerer moves himself back then blasts the creature with his moon and stars spell, killing it.

The wolverines attacking Challa have better luck, hitting her once.  She responds by blessing her weapon then cutting deep into the beast with a righteous smite.  Leigh attacks the other wolverine with a magic missile.

The wolverines continue biting into Challa, both managing to draw blood.  Sa'lid tries to help out with his swirling stars spell, but fails.

Durmindin calls forth his wrath of winter again, killing one of the animals with his icy blast.  Challa finishes off the other with a bolstering strike that nearly cuts the beast in half.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:38:03 PM
Session 36 - Scene 8 (of 9)

Once again, everyone takes a moment to rest and examine their surroundings.  The cave clearly has no plaques or graves and is not what they are looking for.  Leigh is also dismayed to find no treasure or magical items here – just another pile of small animal bones.  She does notice, however, that the corpses of the wolverines do look just like the larger bones found back at the bat cave.

Challa leads everyone back up the passageway and they try another of the side passages.  As they follow it, they come upon a well-decorated tomb with a large plate.  A marker identifies it as the remains of St. Martin.

Using her knowledge of history, Leigh explains that St. Martin was a former high priest of Erathis who championed the church's focus on healing and providing to the poor.  According to legend, anyone leaving a small container of water here overnight will find it transformed into a healing potion in the morning.  However, the legend also states this works for a man but once every cycle of the moon.

Challa and Leigh both decide to leave a small container of water on the plate, hoping they will end up with two healing potions, or perhaps only one; Leigh isn't 100% sure how to interpret the legend.

The group decides to continue ahead.  They skip a side passage and head straight ahead.  Challa notices some large mushrooms ahead; the entire passageway seems filled with fungus.

Leigh identifies the fungus as doomspores – capable of releasing a deadly cloud of poisonous spores if disturbed.  Challa decides the group should avoid that way.

The group heads back and takes the other passage.  After traveling a short distance, they see a full room carved off to one side.  It appears to contain many works of art, some coins, and other treasures.  Leigh ascertains the area is not magic and appears to be an offering room for the dead.

As soon as she realizes the room is filled with valuables, Challa turns a close eye to Snarg to make sure he doesn't get anywhere near it.  She makes sure to tell everyone to avoid the room.

However, Challa is upset to see that Snarg already seems to have something extra in one of his pockets.  Though he hasn't reached the treasure room, clearly he has taken something while they have been in the catacombs.

She confronts the goblin, who feigns ignorance and wonders aloud why everyone is so interested in his pockets all the time.  When she commands him to produce whatever he has, he looks to his master for guidance.

Sa'lid, however, is tired of Challa's accusations.  He refuses to compel Snarg to turn out his pockets and tells Challa it is most likely just some animal bones the goblin picked up for his "animal skull collection".

Challa is unconvinced and gets upset with Sa'lid.  She pointedly tells Durmindin and Leigh that she cannot continue associating herself with someone who blatantly breaks the law.

Sa'lid, calm as ever, states very clearly that he has broken no laws nor does she have any proof that Snarg has done anything wrong.  He once again states that the group's morals are rather inconsistent and the rules seem to only apply for certain members; he clearly insinuates he believes Challa is being self-righteous and hypocritical about the whole affair.

Leigh and Durmindin stay out of the argument, saying nothing.  Challa notes to Sa'lid that this is his "final warning", but he is unconcerned.

Not wanting to waste any more time, Challa wants to finish their mission to help Krolec.  Continuing ahead, she leads the group to the end of the passage, where they find the graves and the plaque.

Challa approaches the grave and gives a prayer to Lanmor, explaining they are taking his bone to restore his grandson.  She then takes the bone and puts it in her backpack.

Near the back, Snarg asks his master if it is OK for them to take bones now.  Sa'lid responds that apparently only certain people in the group are allowed to steal from the dead.  He further explains that Snarg is only to take animal bones.  Snarg starts to make a comment suggesting he may need to put something back if that is the case, but Sa'lid cuts him off, explaining it is better just to keep quiet about it.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 02:39:00 PM
Sessopm 36 - Scene 9 (of 9)

With the bone recovered, the group heads back to the Temple of the Sun and hands it over to Grundelmar.  He is happy to be able to complete his ritual.

The priest goes on to explain it will take another or so to complete the ritual and allow Krolec to heal.  When Leigh asks how difficult the ritual will be on Krolec or if there will be any side effects, Grundelmar merely states that with any luck, Krolec will survive the procedure.

Before they leave, Grundelmar mentions a note came for her and Krolec several weeks back, but since he hasn't seem them recently its just been sitting on his desk.

When he retrieves it, Leigh sees that it is from the artist, Honoria Mellnor.  It reads, "Krolec and Leigh,
I am making progress on the restoration of the item we discussed.  Per your warning, I am starting to get the idea that I am being watched, and that someone has been entering my studio in my absence.  I am afraid of what might come next.  Remember always, the king of the skies looks west out over his sacred charges.  Honoria"

Leigh has to stop and think for a while to remember what it might be about.  After a moment, she vaguely recollects that she and Krolec stopped by Honoria's art studio the previous month, just before they started looking into Schlomo's operation.

She recalls that Krolec spotted a painted out figure in the Ruddiger family portrait and Honoria was going to look at restoring it.  The last line, "Remember always, the king of the skies looks west out over his sacred charges" means nothing to her however.
Title: Session 36: Bone of Contention
Post by: jgants on July 18, 2010, 03:16:08 PM
Session 36 - Session Notes

First of all - just a note that I'm a week late in posting this again.  This is from the session we had on Fri, July 9th.

This is the smallest number of people we've had at a sesison yet.  Six months or so ago, my problem was in trying to manage all the different people that wanted to play in the campaign.  Now, I may even end up facing a player shortage soon.

The Challa player has to pick up her husband from work on Friday nights now, so she may have to just quit coming.  Combine that with the Tiberius player's tendency to get stuck working late and the Krolec player's tendency to be out of town for the weekend to visit his in-laws, and I'm left with only 3 players that seem to be reliable these days.  One peice of good news though, Scrag may finally wake up from him coma next week as the kid that plays him finally got his driver's license so he can come to the games again, assuming he's not busy with high school stuff.

Anyhow, down to the session itself.  This session was another in the series of exploration-type sessions, but it managed to keep the combat a little quicker/less deadly, work in a trap, and have at least some character interaction.  Plus, I got to end with a mystery.

When I found out the Krolec player couldn't make it, I figured the quest for the leg bone would make things just challenging enough to provide a consequence for Krolec's actions, but without getting things too bogged down.  It also gave me a chance to use the cliffside catacombs I had planned out previously.

Krolec's grandfather, Lanmor, was created by me based on "lawnmower".  It was actually derived during the session as an in-joke because someone misheard Honlor's name as "lawnmower".

The trap at the mouth of the cave was something of a letdown because it didn't manage to actually hit and was quickly disabled.  It did provide for humor later, though, with Snarg.  I rather like being able to use Snarg for a comic relief NPC.  It's also gotten the Sa'lid player to interact a lot more in the game - Silas was rather dull and nearly laconic, while Sa'lid manages to have a personality and interacts a fair bit with the others, even subtly arguing with them at points.

The "primordial magic" Leigh sensed at the mouth of the cave had to do with a large pool of water down that passage containing a water elemental.  Since they never travelled that way, the encounter was skipped.  That was the only one, however.

The catacombs themselves were based almost completely on the Roman Randanini Catacombs, with a couple of simplifications by me to make them have less dead ends.  The underground temple map that Leigh found is actually taken directly from the Via Latina Catacomb.  I also have plans to use a third set of Roman catacombs - Villa Torlonia - for the catacombs below the lower sewers (the area where Krolec saw the wight).  The maps I used for all three originally came from the web site of the International Catacomb Society.

One funny note - the catacombs in the adventure have open tombs, like one sees from catacombs in a movie.  A couple of the players were a little confused why they weren't sealed with plaster or anything.  The reason, of course, is that I based it off of what I saw in movies and it never occurred to me they should be sealed.

I have to confess - one thing I didn't quite get with the session was why they went back to try and get more information about where exactly the tomb was.  A couple of them seemed genuinely surprised the NPCs didn't have a shortcut map for them to use.  To me, its kind of a "well, duh, that's the premise for the adventure; just roll with it for Christ's sake".  

Sometimes I wish players would try and be less "self-aware" with their PCs and just roll with things for the sake of genre convention.  The same problem comes up time and time again - I make it very clear something is just a facade for the sake of keeping the game moving, and they insist on having their characters act more post-moderny.

I liked that they left the sleeping bear sleep and avoided an attack.  I also like that Leigh gleefully steals the blueprints from one tomb then when she's called on it by Sa'lid makes the lame excuse that she'll put it back once its been archived.  "Lawful Good" only comes into play, it seems, when someone else wants to break a law - the LG characters rarely allow themselves to be inconvenienced by their own morality.  I absolutely loved how the Sa'lid character kept calling them out on their hypocrisy - it's only too bad the Krolec player wasn't there, as his characters tend to be the most self-righteous hypocrits of all.

The combats in the catacombs were difficult for the PCs because I only made the catacombs one square wide.  This was countered by the fact the battles weren't all that difficult of opponents.  The pack of ferocious wolverines encounter was inspired by Napoleon Dynamite.

The big argument over Snarg was unanticipated.  Again, it was another case of being a little too concerned about "reacting realistically" instead of just going with the flow (that Snarg is clearly meant to be helpful, but occasionally a hindrance and a source of comic relief).  Though in this case, some of it was also the Challa player wanting to set up an "out" for her PC to quit the group if she has to stop coming.  For the record, snarg had a hand bone with a ring on it in his pocket.  :P

The Honoria Mellnor note finally came back into play after many months (it was even a month in-game).  I kept mentioning it as something the group still needed to follow up on, but no one paid it much attention.  And they suddenly stopped hanging out at Grundelmar's temple, so it took forever even to get the note introduced.

I'm curious to see what happens next session with that.  Knowing how bad the group can be with mysteries, I'm hoping it won't be too painful.  However, at this point, I don't think they even got the clue that the last line in the note is meant to be some kind of clue to them written in code (they clearly have no knowledge of noir-type mysteries).
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:35:54 AM
Session 37 - Cast of Characters

Sir Krolec Jar'bin - Elven Ranger
Dame Challa Kri - Kalashtar Paladin
Dame Leigh - Eladrin Wizard
Sir Tiberius Enchilada - Human Warlord
Sir Durmindin - Wilding Shaman
Scrag Graveborn - Half-Orc Warden
Sa'lid Dra'lah - Human Sorcerer
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:36:51 AM
Session 37 - Scene 1 (of 9)

Yesterday...

After getting out of the sewers, Tiberius decides to leave it to the others to get Krolec back to the temple while he takes care of some personal business, including paying a call on Silas' poor widow, Lady Abigail.  He finds the widow oddly indifferent towards his overtures and decides that his time would be better spent with good drink.

Tiberius heads over to the Lucky Gnome Taphouse, deciding the bar may be a bit of a dive but he enjoys its "character".  Just as he's starting to remember it's about time to follow up on his connection with Slippery Pete, his contact from the docks enters and spots him.

The dock worker heads over to Tiberius and greets him.  He inquires about the item Tiberius needed Pete to transport.  Tiberius responds that he's still working on obtaining the item – having run into unexpected delays.

The worker nods agreeably, and cautions Tiberius that when he does get a hold of the item to be careful with it around the docks area.  The man goes on to explain that in addition to the annoying increase in wharf rats lately, there have been a lot of burglaries in the area.

Something about the rats reminds Tiberius of something, but he can't remember what.  But he notes it seems odd to him.  

As the man has no more information about the rat problem, Tiberius decides to take the conversation in a different direction.  He brings up Vargas, and cautions the man that Vargas has been working with the authorities; a situation which requires something to be done.  While the man says he would not personally be involved in such a situation, he knows such information has a way of "slipping out" and is certain the problem will take care of itself.  Tiberius suggests that perhaps Vargas' body would satiate the hunger of the wharf rat population.

And with that, Tiberius decides to take his leave and head home.  He notes to himself to be careful that the rest of the group not find out about his conversation, as he's quite sure Krolec would not approve.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:37:53 AM
Session 37 - Scene 2 (of 9)

Today...

Scrag suddenly wakens, staring up at an unfamiliar ceiling and finding himself in an unfamiliar bed.  Looking around, he finds himself in a large room with many beds.  Lying in the next bed over is Zena.  Scrag determines he somehow ended up in the local sanitarium.

He starts to get himself out of bed, but finds himself a little weak.  As he falters, one of the female attendants rushes over and helps steady him.  She cautions him about getting up too fast.

Scrag asks the attendant how long he's been recuperating there.  She explains his friends dropped him off almost three weeks ago and that he was in a coma from a heavy trauma to the head.

A bit shocked by the revelation, Scrag lies back down to rest while the attendant gets him some juice.  He asks her about his friends, but she can only say she hasn't seen them in the past few days.  Scrag decides he will head out and look for them once he feels better.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:38:34 AM
Session 37 - Scene 3 (of 9)

At the exact same moment Scrag awakens from his coma in the sanitarium, Krolec awakens from his in the temple.  Finding himself with Grundelmar and his father looking over him, Krolec tries to recall the last thing he can remember, but only comes up with a blurring memory of a swarm of teeth coming at him.

Honlor asks Krolec how he feels.  He explains to Krolec about the crocodile attack and his friends bringing him back to the temple.  Grundelmar further explains the ritual he used to restore Krolec's leg, noting that he's glad he survived the process.

Krolec gets up and immediately begins trying out his restored leg.  It seems to be exactly identical to the one he had before the attack.

Satisfied that Krolec is all right, Honlor decides to head back to the family home.  He informs Krolec he will tell Krolec's mother and sister that Krolec is all right.  Krolec notes that he will come by sometime soon to see them all.

Once his father leaves, Krolec asks the priest about the rest of the group.  Grundelmar can only respond that he hasn't seen them since they dropped off the bone, but assures Krolec they planned to stop by today.  

The dwarf then suggests perhaps the group was looking into that strange note.  When Krolec asks for more information, Grundelmar explains about the note Honoria left for him and Leigh.  The ranger recalls she was looking into the Ruddiger family portrait for them and wonders if anything has gone wrong.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:39:46 AM
Session 37 - Scene 4 (of 9)

A short time later, the group arrives at the temple.  Because of the confrontation yesterday, Sa'lid has elected to leave Snarg back at the inn for today.

Before anyone can discuss anything else, Challa brings up the subject of Snarg again.  She doesn't want him around, and finds his presence offensive.  She boldly states either Snarg goes or she does.

Despite their friendship, Tiberius feels Challa is being a bit melodramatic about Snarg's petty thievery (or suspected thievery, as it was).  Durmindin agrees, noting that he sees an opportunity for them to impress good qualities on the goblin and mold him into a positive member of society.

Krolec notes that he hasn't been around the goblin much, but something about the creature bothers him.  

Sa'lid notes that he left him at the inn today to let things calm down, but Challa suggests that doing so simply leaves the inn open to Snarg's whims with no oversight.  Sa'lid dismisses the remark.

Krolec is more bothered by Sa'lid's attitude than the goblin.  He presses Sa'lid about the man's feelings towards protecting the innocent.  Sa'lid responds that the innocent often come under the negative effects of outside forces and that his culture believes it is part of the natural order of the strong surviving.

Tiberius finds the hypocrisy of the group a bit much.  He pointedly notes that for all the current hand-wringing and self-righteousness over the goblin, the group itself has committed far more heinous crimes recently – including starting a crime wave, trafficking in stolen goods, tomb robbery, prostitution, kidnapping, assault, and frying a horse in the public square.  Not to mention Al's attempted regicide.

Durmindin once again backs Tiberius up, noting that Snarg is useful and has protected them.  Leigh manages to keep out of the conversation, trying to stay neutral, but does note that she only borrowed the map from the tomb.  Challa, for her part, also notes that she never actually performed prostitution; it was just an undercover persona.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:40:26 AM
Session 37 - Scene 5 (of 9)

The argument temporarily comes to a halt when Scrag walks into the temple, having felt good enough to leave the sanitarium.  He immediately notices Larrak and Silas are not among the group, and that a strange man is there with them.

After greeting everyone, Scrag asks Challa off to the side about the strange man.  She explains who Sa'lid is.  She further explains about the deaths of Silas and Larrak.  Tiberius, overhearing the conversation, notes that Larrak is only "missing", forcing Challa and Leigh to explain the situation with the zombie hordes that led to Larrak's disappearance in the river.

With that out of the way, the conversation turns back to Snarg.  Krolec wonders how they can correct Snarg's behavior and Tiberius suggests corporal punishment.  Krolec lets it be known that he prefers banishment, dismemberment, or even death for a single foul-up, but the others feel that is a bit harsh.

Tiberius once again says they need to be more lenient and willing to do more to "save Snarg's soul" and help him "be the best he can be".

Challa isn't convinced.  A new round of arguments emerges and continues for the next two hours.

Krolec dislikes some of the recent activities of the group (particularly the various crimes committed whenever he wasn't around) and wants the group to refocus its effort to be a bright light for the community and avoid lawlessness.

Leigh expresses her willingness to "bend" the law more than Krolec, but doesn't want Snarg constantly committing petty theft, either.

Durmindin is concerned about corruption, but is ambivalent towards the law of man themselves.  He feels a kinship with Snarg, as they are fellow outsiders.

Tiberius sees the "law of nature" as being the greater law, in the sense of taking the path of least resistance, where it is often necessary to commit lesser bad acts for the greater good.  Krolec and Challa are quick to point out that nature is often a destructive, rather than beneficial, force.

Sa'lid believes in a concept of good being only the absence of evil, and is more concerned with his own personal advancement than any benefit for the community; an attitude Krolec does not necessarily appreciate.

The argument as a whole quickly abandons the specifics of Snarg and takes on a greater meaning about how flexible the group's attitudes towards the law are.

The argument puts Tiberius, Durmindin, Sa'lid, and Scrag firmly on one side, with Challa and Krolec on the other and Leigh somewhere in the middle (though leaning towards Krolec and Challa).  However, even Krolec is forced to admit that being a member in the group requires some compromise of personal sensitivies as well as personal ambitions.

In the end, Challa sees that the issue with the goblin simply forced her to see that being in the group was forcing her to compromise her personal sense of honor and that she can no longer continue to associate herself with them as she will accept no further compromises while the rest of the group can.  She even decides if she were to find out about any future illegal activities, she would have to turn the group in to the authorities; something she does not want to do.

Challa gives a tearful goodbye, lamenting the loss of her long friendship with Tiberius and how they find themselves on different paths.  Krolec regrets the decision, but understands.  And as she leaves, Scrag commends her on her skill as a warrior.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:41:57 AM
Session 37 - Scene 6 (of 9)

Wanting to move on to something more productive, Krolec asks Leigh about the note the group was left by Honoria Mellnor.  He recognizes the last line of the note, "Remember always, the king of the skies looks west out over his sacred charges", is some kind of code, but he can't decipher its meaning.

Tiberius, having not seen the note before either, takes a look as well.  He states the obvious next move would be to go and talk to the woman.

Krolec and Leigh head over to Honoria's studio while Sa'lid, Tiberius, and Durmindin head to the inn to grab Snarg, believing his thievery skills may be required.  Scrag elects to grab a few drinks before heading over.

When the ranger and the wizard arrive, they find Honoria's gallery closed.  Since the gallery should be open at this time of day, they decide it being closed is suspicious.

Mindful of his new resolution not to break any laws, Krolec examines the outside to get a better look.  He can see through one of the windows that the gallery is in a state of disarray as if some sort of struggle occurred.

Krolec and Leigh both come to the conclusion that a lawful "welfare check" is in order.  Curiously, Krolec finds the door unlocked.  Readying his bow, Krolec carefully steps inside, with Leigh following him closely.

The gallery has clearly been rummaged through by intruders.  The furniture has been moved around and all the paintings are on the floor, except for the Ruddiger family portrait, which is missing.  Only two medium-sized statues at the back of the gallery, one of a dragon and one of a knight, have not been disturbed – likely because of their heavy weight.  Given the amount of dust lying about, it's clear no one has entered the gallery for a few weeks.

Seeing the dragon statue, Krolec believes he understands the clue.  The statue is facing east.  He heads over and examines it – the dragon appears to be able to be rotated along its base.  The ranger moves the statue to face the dragon west, and a secret door opens in the base of the statue, revealing a large hidden compartment.

Inside the compartment is a painting and a note.  The note simply says, "Matilda Anne Ruddiger" – this strikes a note of recognition in Leigh.  And when they pull out the painting, they see that a young woman, likely the sister of the current Lord Ruddiger, has been restored.

Leigh recognizes the woman and puts the pieces together.  The diary in the tower of wailing was signed by "M.A.R."; the woman in the painting, Ruddiger's sister, is Scrag's mother!
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:42:33 AM
Session 37 - Scene 7 (of 9)

Krolec and Leigh put the painting and note back into the pedestal and close the compartment.  Leigh also includes a note of her own to Honoria, telling her they've discovered it in case she comes back.

They decide the next move is to try and locate Honoria's home.  They start by talking to Krolec's sister Jantor, as she is also a local artisan.  Jantor regrets, however, that she doesn't know where Honoria lives, though she does note that the artist has not been seen in weeks.  Krolec realizes that is not a good sign.

Next, Krolec decides to talk to the town guard.  He finds a local officer, Sgt. Duane.  To Krolec's dismay, the sergeant is rather lazy and disinterested, but does ultimately suggest checking the land registry office.  Krolec notes they'll be sure to let his superiors know how "helpful" he's been to them.

Eventually, they manage to get the address of Honoria Mellnor's home.  On the way over, they stop off to make sure that the gallery gets locked up, not trusting Sgt. Duane to get around to it.

They also decide to stop and find Scrag at the bar first.  After some debate, Leigh eventually decides to tell Scrag the whole story.  While expecting Scrag to have a more emotional reaction, they are surprised to find he seems largely more concerned with the issue of his potential peerage.

At this point, Tiberius, Sa'lid, Snarg, and Durmindin regroup with the others as well.  Sa'lid helps ensure Snarg won't steal anything by telling him a lie that everything in Honoria's home is cursed.

When they come to Honoria's home, they find it to be a narrow, two-story home.  They circle around to take a look, and Krolec spots the back door has been forced open somewhat recently.

Scrag immediately heads in.  Krolec leads the others behind him.  The door opens to a kitchen.  Scrag spots a large chopping knife on the floor.  There is also a fair bit of blood spatter in the room, though none on the knife.  Krolec deduces it is a couple of weeks old at least.

The group carefully clears every room in the house, making sure no one is there.  The last room checked is the root cellar, where Krolec spots some recently-disturbed earth in the dirt floor.

Spotting a shovel nearby, Scrag starts digging it up.  He quickly finds the shallow grave of Honoria Mellnor; her throat has been slit.  Krolec notes the decomposition of the body is consistent with the murder happening a couple of weeks ago.

Leigh notes the best thing to do would be to use a speak with the dead ritual to see if they can gain any information from her.  They wrap her remains up in a blanket for transport.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:43:36 AM
Session 37 - Scene 8 (of 9)

The group first takes the body to Grundelmar, but the dwarf quickly explains that such powers are beyond his ability.  He suggests that their best bet is to check with the servants of the Raven Queen.

At the Abbey of the Raven Queen, the group is let in and granted audience with the abbott, Father William.

Father William explains they will need to nominate one of their group to ask questions as well as provide 360 gold for an honorarium.  Scrag agrees to front the money as Krolec explains her estate will likely repay them, though he secretly wonders about the process involved in the local probate court.

Unfortunately, once the ritual begins, it is clear that Honoria's spiritual connection is weak.  Leigh only has the chance to ask one question.  Thinking carefully, she gets the spirit to describe what happened since they left her with the painting.

The spirit quickly explains how she restored the painting but was being watched.  After hiding the painting and sending the note, Ruddiger's men came and tortured her to get her to give it to them.  She refused, and they cut her throat.

Father William laments the spirit could not be more helpful as Leigh wonders if Honoria would want to be raised from the dead or not.  Ultimately, they decide to have her put to rest.  

Krolec is at least happy they have evidence against Ruddiger.  He has Father William come with them to Moonstone Keep as a witness.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:44:12 AM
Session 37 - Scene 9 (of 9)

When the group arrives at Moonstone Keep, they find that Lord Markelhay and the other lords of the city are still in conference.  Except, of course, for Lord Ruddiger, who is still lying low after losing all his allies.

Instead, Lt. Gerdrand meets with the group.  Krolec quickly explains the situation (except for the part about Scrag), and a sworn statement is collected from Father William.  Lt. Gerdrand invites them along to help execute the arrest warrant, noting his hope that it goes better than the time they attempted to arrest Salazar.

Along the way to Ruddiger Manor, Scrag questions Gerdrand about Ruddiger's family.  Ruddiger has no sons, only three daughters who are all married and live far away.  Scrag evades Gerdrand's question about the reason for his inquiry.

Arriving at the manor, the group finds it guarded by several of Ruddiger's soldiers.  A tense discussion occurs, as the group wishes to avoid violence but the soldiers seem to refuse to step aside.

Just as a confrontation seems inevitable, the doors burst open with Ruddiger emerging, demanding to know the meaning of their intrusion.  Seeing Scrag, he demands the "half breed" leave his home.  Scrag responds by revealing that he knows he is Ruddiger's nephew.

Ruddiger, enraged, attacks at Scrag, challenging him to a duel.  The group and Ruddiger's soldiers all ready their weapons, each making sure the other doesn't interfere.

Scrag immediately transforms into his panther form and tears into Ruddiger, causing him to bleed heavily.  A second attack leaves Ruddiger quite weakened.

For his part, the evil lord misses with his sword, but does manage to blast Scrag with a burst of needles that emerge from his magical shield.

The battle doesn't last long.  Ruddiger manages to get in one glancing flesh wound to Scrag before the half-orc uses his mighty axe to cleave the lord's head from his body.

With the battle over, the soldiers quickly back down and leave.

A couple of days later, Lt. Gerdrand informs Scrag that Ruddiger's wife, Lady Cheslie Ruddiger, has left to go live with one of her daughters.  Although Scrag is ineligible to get the title of "lord", Markelhay has identified him as the rightful heir to Ruddiger Manor.  Scrag is delighted as he heads off to inspect his new estate.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on July 27, 2010, 08:56:18 AM
Session 37 - Session Notes

This session was certainly a case of it taking a long time to not get very far.  A good half to two-thirds of the session time was dominated by the rather dull, circular arguments in-character about Challa's morality.

Frankly, this is the kind of "method acting" of RPGs that I dislike - coming up with a rigid character concept and refusing to be flexible enough to have them be able to coexist within the group.  And worse, she kept waffling out of character about whether or not she could continue playing the character (technically, she never did decide officially - I have yet to hear if she has a new character or not).

When she started off at the beginning of the session, I groaned internally.  Then it got interesting for a few minutes.  Then it got really repetitive.

The summation for this session is actually heavily edited - my original notes of around 8 pages of discussion got condensed into the couple of scenes.

Other than that, we did manage to get through some interesting things this session:

* Scrag finally got to return after the player finally got his driver's license.  It was a case of serendipity that it happened to fall around the time of the Honoria Mellnor investigation.  It also finally resolves the mystery around the painting and Scrag's parentage.

* I always planned for a duel finale for Ruddiger.  It was just a matter of prompting the players to make an appropriate comment.

* With Lord Ruddiger out of the way, the city is free from the influence of the lords who disliked the PCs, ending that chapter.  Note that Reiner is still on the loose with his attempted coup plot.  I'm trying to wind down the more mundane human adversaries as we near the end of the heroic tier, so we can move on to more fantastical opponents.

* I created a whole set of floorplans and notes for Scrag's new estate.  The general idea is that it can be used as a base of operations for the group.

Next up - the sewers still need cleaned, Reiner is on the loose, there's the mystery of the docks, the result of the big lord's conference, and the mysterious man in the purple cloak will become more prominent.
Title: Session 37: Secret of the Ruddiger Family Portrait
Post by: jgants on August 20, 2010, 11:59:00 AM
Session 37 - Special Epilogue

Some ways away, in the forgotten chamber, the lone, dark figure stands before the pool of water, staring at the curtain separating the chamber beyond.

Behind the curtain whispers a high, scratchy voice. "I warned you what would happen."

The man responds back, "That you did, indeed. The painting was a nice touch; I did not anticipate that move."

The voice behind the curtain continues, "You had some surprises of your own. I was surprised you sacrificed the sorcerer so quickly."

The man answers, "It was the only way to move things forward. A blood sacrifice was needed. Besides, he was getting too close."

The voice behind the curtains grows more agitated. "It won't help you. They are already closing in on him."

The man casts a grim smile and says, "It will be too late. Nothing can stop the Usher now."

The voice responds calmly, "We shall see." From behind the curtain, a large, metallic clawed hand reaches out, pointing towards the stairs. "Leave now."
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:03:12 PM
Session 38 - Cast of Characters

Scrag Graveborn - Half-Orc Warden
Krolec Jar'Bin - Elven Ranger
Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Durmindin - Wilden Shaman

and introducing:
Sage - Longtooth Shifter Cleric
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:03:52 PM
Session 38 - Scene 1 (of 7)

A cold winter wind blows as a blizzard descends upon the city. The next couple of days are spent under its siege, with the group deciding to move into Ruddiger Manor at Scrag's invitation. All that is, except for Leigh, who desires to keep her own quarters so she can be assured of a quiet place to study and meditate.

Three days later, the blizzard begins to ebb in strength, though the snowfall is still heavy and the windy still blow with icy cold. At the west gate of the city, the guards are shocked as they spot a lone figure hidden by a thick cloak emerging from the wintery expanse.
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:05:33 PM
Session 38 - Scene 2 (of 7)

Scrag has spent the last couple of days touring Ruddiger Manor as he gets a feel for his new home. While checking out one of the galleries, his butler, Smithens, approaches. Smithens explains that a man from the town guard is at the door and wishes to speak with him.

Heading downstairs, Krolec finds a city guard sergeant standing in the vestibule. The man introduces himself as Sgt. Trotter, and explains that someone has arrived at the west gate of town – a sole survivor of a group from Winterhaven. Lt. Gerdrand believed the group should meet with her.

Scrag thanks the sergeant and assembles the others. They all agree to head out and meet the survivor, stopping by Leigh's home along the way to get her.  Durmindin uses his hat of disguise to make himself human before they arrive, believing it will inspire more trust with the person they are meeting.

When they arrive at the west gate, they find the survivor inside the guard house, warming up by a fire. Krolec can tell she is a priestess of Mellora.

Krolec greets the priestess. She explains she is the sole survivor of a group of priests coming from Winterhaven. They undertook the difficult journey to Fallcrest many days ago after discovering increasing activity amongst death cults in the area. They have also heard rumors of a necromancer in the area, said to be named Bragosani. They were coming to this city because of the tales of the heroes of Fallcrest they heard, and hoped they could recruit the heroes to their cause.

Durmindin immediately takes note of the priestess' mention of the necromancer.  He wonders if it could be the same necromancer that Tiberius has mentioned in the past. After all, that necromancer's ally, a doppelganger named Arlo, is also suspected of being in the Fallcrest area.

Scrag asks the priestess about her companions. She explains she originally had four others with her, but they came under attack by forces of goblins and kobolds working together to ambush travelers on the road to Fallcrest. Then, the blizzard came through and finished off the remaining members.

Durmindin immediately pledges their willingness to help, though his tendency to speak in the first person plural makes it difficult for the rest of the group to tell if he is speaking for all of them, or just himself.

The shaman is interested in the priest's race, as she is clearly not fully human. She explains to them that she is a longtooth shifter – a race of humans with a slight taint of werewolf blood. She goes on to explain that her clan is nomadic in nature, though tends to live in the areas around Winterhaven.

Appreciating the woman's honesty, Durmindin explains he is not as human as he seems, either. He removes the hat of disguise, revealing his true form.

The priestess then formally introduces herself to the group as "Sage". Krolec responds in kind, and then introduces her to the rest of the group. He then suggests before they go into any more details about her situation, they remove themselves to a more private venue. Scrag offers the use of his mansion, as he intends the group to use it as their new base of operations.
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:06:49 PM
Session 38 - Scene 3 (of 7)

Back at the mansion, Smithens hands out hot cocoa and buns while everyone sits in the parlor and discusses the situation in Winterhaven.

Sage once again goes over the few details she knows - at least several citizens in Winterhaven have been discovered to be involved in death cult activity in recent weeks, confirming one or more cells are active in the area. Furthermore, the priestess of Pelor, Marla, had sources reporting to her rumors of the necromancer Bragosani, though there are no confirmed sightings.

Scrag wonders if the necromancer may be the man in the purple cloak, as he was the one who stole the shard of the dark crystal inside the Tombwoods.

Krolec agrees it is a distinct possibility. He briefly explains to Scrag and Sage about the hut of skulls and other subterranean activities of the man that he discovered when he ventured into the Devil's Attic.

Unfortunately, Krolec notes, they won't be able to find out about it until after the spring thaw. He does note they could attempt to find a way there through the underdark, though Sage clearly states her preference for going through the snow than trying to make it through the underdark.

Scrag tells Sage she is free to stay at Ruddiger Manor through the winter, explaining to Sage about his recent inheritance. She graciously accepts his offer.

With nothing else to do at the moment, Leigh decides to head back home. Krolec and Sa'lid decide to look around town for anything that needs doing while the rest of the group elects to stay in the warm manor house.
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:08:21 PM
Session 38 - Scene 4 (of 7)

It doesn't take long before Krolec finds a chatty city guardsman. The guard explains the most activity as of late has been the discovery of a murder down by the docks.

Krolec is intrigued and asks for more information. Apparently, a carriage driver named Vargas was found with his throat slashed and a dead rat stuffed in his mouth.

The guard explains the rat in the mouth usually signifies an informant being murdered, but they have no record of Vargas ever assisting them. The guard does note there has been a lot of burglary activity in the dock area lately, so perhaps it is related.

Krolec is sure to get the name of the person investigating the murder and thanks the guard. He and Sa'lid then head by Leigh's house and once again interrupt her studies to inform her of the situation and bring her back with them to Ruddiger Manor. Sage in particular is in need of some rest to recover her strength.

Once everyone is assembled, Krolec details the information to everyone. Leigh, Scrag, and Durmindin all recognize the murdered carriage driver, Vargas, as being one of the thieves employed by Schlomo's crime syndicate.

Krolec starts to put the pieces together – Vargas being a burglar and burglaries taking place down by the docks. He wonders what Schlomo is up to, and suggests they confront him. Krolec still feels bad about the situation that happened with Vanka assisting Schlomo in the crime spree and sees this as a way to make amends.

Scrag notes that the group made a deal with Schlomo to stay out of his affairs in exchange for the information about Slippery Pete. But Krolec dismisses it, stating the group is not the same group and he feels no need to honor the previous arrangement. Krolec also notes his intentions to bring Schlomo and his organization to justice, even if it means some members of the group may have to face justice for what they did in assisting the crime spree.

Before heading out, they decide to wake Sage and tell her what they are doing. She offers to assist the group with their endeavors as a way to pay them back for the help they will give to Winterhaven.
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:10:11 PM
Session 38 - Scene 5 (of 7)

The group begins by heading to the office of the investigator looking into the murder, Inspector Hawksworth.

Hawksworth greets Krolec and explains there has been little progress on the murder and he welcomes their help. Apparently his resources have been stretched thin lately because of several raids on criminal operations ordered by the new Chief Justiciar of the city.

When Krolec expresses interest, Hawksworth explains that the new Chief Justiciar is a friend of theirs, named Challa. He goes on to tell how Challa convinced Lord Markelhay to put her into the position a couple of days ago and since taking over, she has ordered raids on multiple criminal enterprises – including a well-known flophouse and a transportation company acting as a front for a burglary ring.

No one is very surprised to hear about Challa's new position, or about her speed at taking down the criminal operations in the city she was aware of; apparently, she has found a renewed purpose in ensuring law and order in the city.

Hawksworth himself has been directing the investigations taking place into the docks. The burglaries have largely been unreported, as the inspector believes they involved contraband in most cases. The only thing out of the ordinary they have noted lately is the large influx of wharf rats.

Leigh finds the influx of wharf rats to be strange. She notes to herself there are only two logical reasons for an influx of rats – either an excess of food around the docks area, or someone is bringing the rats into the area for some reason.

She questions the inspector about food on the docks. As she suspected, he explains food is rather limited at the docks during winter as all the autumn grain shipments from the Harkenwold area have already been processed many weeks ago.

The inspector has no real information about the rats as he hasn't considered them to be related to the case up to this point. He has been more concerned with the murder and a few reports of a couple of missing persons from the dock area, including a night watchman, an old man who rented boats there, and a couple of the regular dock workers.

Sage notes that the man found murdered had a rat stuffed in his mouth, and wonders if he has something to do with the rats being in the area; she speculates perhaps he is responsible for the influx of rats. But Krolec and Leigh aren't so sure as they knew Vargas to be a burglar and a carriage driver,
but nothing to do with rats or boats. Sage admits it is just a wild theory.

Sa'lid asks the inspector for more information about the condition of Vargas' body. Hawksworth makes it clear Vargas was killed by men and not rats – he was found bound, gagged, and the heavy bruising on the body suggested he had been worked over by at least a couple of men before his throat was slit.

The only other piece of information the inspector can provide is that Vargas worked for the Schulman Transportation Company – the same business Justiciar Challa had shut down just the other day.

Krolec suggests the group start by looking at the docks. He believes the evidence points to the possibility of a smuggler's war between different factions.

The inspector agrees it is a possibility – Justiciar Challa did order the arrest of two men down by the docks for smuggling activity. One of them is in custody. The other, a man named Slippery Pete, is apparently lying low at the moment and remains at large.
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:11:24 PM
Session 38 - Scene 6 (of 7)

The group finally arrives at the docks area a couple hours before dark. Krolec looks around carefully, and spots an area of rat tracks leading in and out of one of the large sewer drains on the bank of the river.

Krolec and Scrag notice the tracks are not, however, those of ordinary wharf rats. These are dire rat tracks.

Something also clicks on in the back of Krolec's mind. He remembers just before his incident with the crocodile, he smelled a large rat nest in the sewers.

Finding a nearby guardsman, Krolec relays a message back to Inspector Hawksworth. He then informs the group the nest is in the sewers, but it will be risky to head in until the next morning as the dire rats are nocturnal.

In the meantime, they will stand guard and eliminate any of the dire rats that emerge. He has a couple of fire pits put in place to provide the group with heat and light for the night as they wait. Sage takes the time to start preparing her ritual components for removing disease, as she knows dire rats are often carriers of the dreaded filth fever.

As the sun sets and the snowy winds blow, a pair of dire rats emerge from the drain. Everyone but Durmindin immediately spots them.

Thinking quickly, Leigh lets loose a fire burst, hitting them both. The rats respond by charging up the hill at her, but she fends them off.

Krolec steps back and readies his bow as Scrag runs over and cuts into one of the creatures with his strength of stone.

Sage attempts to use an astral seal on the rats, but fails. Sa'lid likewise fails with his arcing fire spell.

Krolec has better luck as he fires off two arrows at the rats, hitting once.  Leigh follows up the attack by letting loose a magic missile blast.
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:13:42 PM
Session 38 - Scene 7 (of 7)

Another rat emerges from the sewers, this time heading towards Sage. The rats fail to penetrate either Sage or Scrag's defenses. Scrag counters with his strength of stone, cutting into a rat. Sage, however, misses with her recovery strike.

Durmindin then moves into position to assist, blasting one of the rats on Scrag with his wrath of winter. Sa'lid follows up with a hit from his energy strobe.

On the other side of the warden, Leigh steps back and blasts the rat again with her magic missile. Krolec also scores a hit on it with one of his arrows.

Five more rats pour from the sewer opening. They swarm on Durmindin, Sa'lid, Sage, and Scrag. Durmindin, Sage, and Scrag all suffer bites from their razor-sharp teeth.

Scrag fights back using his thorn burst to injure a couple of the rats. Sage then uses her hymn of resurgence prayer to weaken several of them.

Durmindin fails to hit the rats with his wrath of winter, but the rest of the group has better luck. Krolec is able to strike into one of them with his adaptive assault while Sa'lid blasts two of them with his rimestorm spell and Leigh hits four with a fireball.

It is not, however, enough to kill the rats off. They fight back, biting into Scrag, Sage, and Sa'lid.

Enraged, Scrag fights back with a thunder ram assault, caving in the head of one of the rats and knocking back two others. Sage follows it up with a beacon of hope that weakens five of the remaining rats.

Once again, Durmindin misses with his wrath of winter attack as Krolec finds his mark with his; in this case, a boar assault strike. Sa'lid likewise blasts one of the rats with his swirling stars and Leigh knocks back three of the rats with her shock sphere.

The rats persevere and renew their attacks. They bite into Scrag, Sage, and Durmindin again.

Scrag uses his earthgrasp strike to crush one of the rats into a pile of red pulp as Sage strikes another of the rats with her healing strike.

Undeterred by his past failures, Durmindin attempts to attack the rats again, this time using his spirit companion to make a thunder bear's warning attack. However, the result is the same – he fails to injure the creatures. Sa'lid has no better luck, missing with his energy strobe. Krolec and Leigh, however, find their marks with their arrow and magic missile attacks, respectively.

Another round of attacks leaves Scrag with another wound and Sage badly bitten.  Feeling he waited too long to use it, Scrag transforms into his panther form, heads over to protect sage, and lashes into one of the rats.

Sage decides to take a moment and heal herself then attacks with another healing strike.

Durmindin finally hits with his wrath of winter blast. Krolec's shadow wasp strike attacks scores a hit on one of the rats as well. He then follows it up with an evasive strike, turning one of the rats into a kabob.

Sa'lid tries to call on his magic to issue a deadly attack with his moon and the stars spell, but fails. Leigh has better luck using her burning hands, killing one of the rats and injuring another.

The rats continue to bite at Durmindin and Scrag, drawing blood on both of them. Scrag tries to counter with his thunder step attack, but misses.

As the rats avoid Durmindin's protecting strike, they are hit by Sage's recovering strike.

Krolec fires off another couple of arrows, hitting one of the rats twice.  Sa'lid manages to injure two of the others with his blazing starfall spell.  Scrag finishes one of them off with his strength of stone.

Leigh then lets loose a scorching burst, killing another. The remaining rats attack Scrag and Durmindin, but fail to penetrate their armor.

Scrag lashes back with another hit of his axe as Sage heals his wounds.

Durmindin's spirit companion strikes into one of the rats with a protecting strike. Krolec follows it up with another couple of arrow shots, killing the creature.

Sa'lid's energy strobe misses its mark as Leigh's magic missile hits its target. The rat lashes out at Durmindin, but he avoids its strike. Scrag chops the remaining rat in half with his axe, ending the battle.

With the battle over, Krolec has the rat bodies placed on the fires and sends word out to the town guard. Sa'lid and Sage begin feeling of fever, and Sage uses her magic to cure herself and the sorcerer.

As the night moves on, everyone wonders how many more of the vermin they will have to deal with once they head into the sewers…
Title: Session 38: Murder on the Docks
Post by: jgants on August 20, 2010, 12:37:49 PM
Session 38 - Session Notes

This session actually occurred two weeks ago, I was just really slow at getting my notes typed up this time.

First, a note about the epilogue.  Once again, its just there to add atmosphere at this point - two powerful figures engaged in some kind of gentlemanly game using everyone as pawns.

But it won't stay that way.  In a few sessions, the remaining piddly things to do around the city will be finished and the group will start to learn more about the man in the purple cloak and discover who these two mysterious figures are and where all three fit into things.  

Foreshadowing - one of the mysterious figures from the epilogue has never been seen or discussed before.  The other has.

Now, on to the session itself.

We start off with a quick introduction of the new character to the group (replacing Challa, who the player "retired" last session).  Note that scene 1 is only included in the write-up, the actual game started with scene 2.

The player came up with the character, I just added a basic hook to get the character involved right away.  I'd always intended to move the action to Winterhaven once the Fallcrest area was more or less cleaned up; this will just accelerate things a little.

Smithens the butler was introduced just to give Scrag someone to talk to.  I find the idea that this half-orc who used to live in a shack in a haunted cemetery now owns a large estate and has a butler.  Note - he's not related to the St. Smithens who is the hero in centuries past with the local holiday named after him; I just didn't come up with a unique name.  Smithens servers hot cocoa and buns because I was thinking of an Are You Being Served? episode at the time.

It was a crying shame the Tiberius player wasn't there that session - not only would he have to hide the whole thing about setting up the murder, but on top of it he would have found out that Sage had information about the necromancer he's been searching for (Bragosani).

Once the introductions were over, I started to get blank stares from the players on what to do next (since obviously the Winterhaven adventure couldn't happen yet).  As is usual with them, they get confused when I don't put on my engineer hat and yell "all aboard!".

So, I had to put the murder of Vargas out there as something to investigate (What happened to their big idea about clearing the sewers or finding that wight?  I have no idea.  Apparently it ceased to become a big deal.)

The Vargas murder was a foregone conclusion since last session when Tiberius set things in motion.  One funny thing is that the players know this, but their characters do not.  So, the characters are making connections between Vargas' murder and the recent burglaries/rats in the docks area, but in reality they are not related at all (I'm not sure the players fully understand that last bit, though; they get easily confused with red herrings).

Inspector Hawksworth was added as an obvious anachronism because I love adding social and architectural anachronisms into my D&D games.  He's named after a character on Keeping Up Appearances.

Oddly, the game took a very "modern crime procedural" bent at this point, despite my originally envisioning things as more Victorian in flavor.  At one point, everyone started joking that Scrag was going to start asking Hawksworth if any fibers were found on the body.

Challa becoming the new Chief Justiciar was a surprise for everyone because I hadn't hinted at it to anyone ahead of time.  I thought it made sense as a natural progression for the character (now an NPC).  And of course, the first thing she would do, logically, is shut down all the criminals in town she was aware of.  The PCs will have to watch themselves now, as even back as a PC, Challa made it clear she would have them arrested if she found out about any more illegal activities from them.  

One point of tension - Tiberius could easily end up imprisoned or executed for his role in getting Vargas murdered; something I will bring up tonight at this next session.

Finally, the session ended with a battle because everyone always wants at least one fight per session.  Tonight, I expect they will head into the sewers, where they will find that it is not just a random nest of dire rats they are up against.


And now for a shameless plug - I have an article published in the latest issue of Polymancer called "Adjusting Your Losses".  I would love for people to read it and let me know what they thought.
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:26:25 PM
Session 39 - Cast of Characters

Tiberius Enchilada - Human Warlord
Sage - Longtooth Shifter Cleric
Scrag Graveborn - Half-Orc Warden
Krolec Jar'Bin - Elven Ranger
Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Durmindin - Wilden Shaman
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:27:10 PM
Session 39 - Scene 1 (of 6)

The next morning at Scrag's mansion, everyone sits down to breakfast.  As Smithens serves kippers and eggs, Tiberius notices Sage at the table and introduces himself.  She briefly explains her story to him.

The others catch Tiberius up on what he missed the previous day, with Scrag giving a rather rambling account of the events.  Krolec interrupts him and gives a more detailed account of the murder, the missing people, the dire rats, and Challa's new role in the city.

Tiberius makes a comment suggesting he spent the time having an enjoyable day with Lady Abigail, but Sa'lid suspects otherwise.

The warlord does mention that the situation with Vargas is "a shame" and feigns sympathy.  Inwardly, he thinks to himself that Challa better not find out his role in the death of Vargas, for she made it clear last time she'd seek justice against him if he stepped out of line.  Still, he feels no guilt about the result, believing Vargas never should have crossed him in the first place.

Tiberius notes that Durmindin is not at the breakfast.  Sage responds that he is still recovering from his rat bites.  Tiberius laughs that a "tree" could be so injured, but Sage takes exception; she explains that he is not a tree and has many of the same features as other humanoids.  Tiberius makes a snide remark about her knowledge of Durmindin's anatomy, but Sage flatly states it is her responsibility to know as a healer.
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:27:53 PM
Session 39 - Scene 2 (of 6)

Krolec then begins making plans for the group to head into the sewers.  He explains to the others about where he smelled the rat nest.

Everyone gathers together supplies for the excursion.  Krolec takes the opportunity to resupply his arrows from the mansion armory while Sage gets the others to put in some money to help her purchase more materials to perform additional cure disease rituals.

Leigh notes that the group treasury is almost gone and everyone is strapped for cash.  Scrag knows he has a fair amount of money in the estate treasury, but isn't sure yet how much he will need to fund the operations around the manor as well as pay his taxes.  Tiberius makes a snide remark about the high expense of keeping Krolec and Durmindin alive; Krolec isn't amused.

The group checks with the Temple of Erathis to see if they can provide the ritual cheaper.  To their dismay, they find out it will be twice as expensive as having Sage do it.  They are able to get another half dozen healing potion from the temple at their discounted rate, with Sa'lid offering to foot the bill.

Krolec decides to lead the group to a sewer entrance near the docks, but not use one of the drains, as it could be too dangerous.  Rather than attempt any stealth, he activates a sunrod (though laments there is no such thing as a "moonrod").
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:29:53 PM
Session 39 - Scene 3 (of 6)

Krolec decides he should head in first and secure the area for the others to get down.  Scrag follows behind him.  They find themselves in the middle of a four-way intersection of sewer lines.

After making sure the area is clear and getting an idea of which direction the rat nest is likely in, Krolec signals the others down.  Tiberius comes next.  Predictably, he makes a fair bit of noise coming down the ladder.  Krolec decides Tiberius should be the one to hold the sunrod.

Once everyone is down, Krolec looks around a corner.  With the sunrod giving off light, he spots a bridge up ahead crossing over the sewer water.

Krolec has the group spread out a little and start towards the bridge.  Moving up a little, he takes a careful look at the area around the bridge.  He can spot something moving in the shadows on the underside of the bridge.

Trying to draw out whatever it is there, Krolec tosses out a copper piece.  Nothing comes out.  He then yells at whatever is under the bridge to come out, but still nothing emerges.

Wanting a better look, Krolec has Leigh illuminate an arrow then fires it into the water past the bridge.  As the arrow floats back, it lights up the underside of the bridge.  Several giant spiders can be seen moving around.

Since they need to use the bridge to cross over, Scrag moves up into position in the center of the bridge.  Sa'lid then uses his magic to fly himself and Tiberius across to the other side to take a flanking position.

Two large spiders emerge, biting Scrag twice.  Krolec responds by using a hawk's talon maneuver to strike one of them, killing it instantly.

More spiders pour out from under the bridge, but everyone recognizes these as deathjump spiders.  They immediately jump at Krolec, Tiberius, and Scrag.  Krolec moves back quickly to avoid the spider's attack, while Scrag and Tiberius are able to fend off their attackers.

Leigh helps out Scrag by firing off a shock sphere at the spiders surrounding him.  The other large poisonous spider is blasted into a smear on the wall.

Tiberius yells an inspiring word to Scrag then calls out for Sage to move up.  Then, yelling out an inspiring war cry, he chops into the spider in front of him.  He tries to follow it up with another attack, but misses.

Just as things seem under control, a giant phase spider teleports into the area behind Sa'lid.  As it bites into him, he feels the poison flowing into his veins.
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:30:32 PM
Session 39 - Scene 4 (of 6)

Sage moves up further into position, blocking off the spider from Krolec.  She strikes out at one of the spiders with a healing strike, but misses.  She then uses a bastion of health spell to allow Sa'lid to recover.

Sa'lod steps back and blasts the phase spider with his rimestorm spell, knocking it over.  He then uses his cosmos call spell, injuring it further.

Back of the bridge, Scrag uses his font of life power to rid his body of poison then lashes out with a thornburst.  He is dismayed when the attack misses.  The spiders attack back, but Scrag blocks them off, as do Tiberius and Sage.

Krolec strikes into the phase spider with a shadow wasp strike while Leigh blasts the spiders near Scrag and Tiberius with a fire burst.  Tiberius tries to follow it up with a viper's strike, but fails to hit the creature as do Scrag and Sage with their attacks.

Sa'lid finds the downed spider in front of him can still teleport as it suddenly appears beside him again and he suffers another bite.  Sa'lid attempts to step back and lash out with his moon and stars spell, but fails to fully hit the monster.  As the poison continues to surge through him, he falls unconscious.

Luckily, before the phase spider can eat the sorcerer, Krolec uses an adaptive assault to finish the arachnid off.

The deathjump spiders and the others exchange more blows.  The spiders all miss while Sage, Scrag, and Tiberius find their marks.  Leigh assists with a scorching burst, further injuring two of them.

As Sa'lid starts to wake back up, Krolec uses a boar assault to attack the spider attacking Sage.  Sage fends off another attack from the creature then strikes into it with a recovery strike.

The other spiders are equally unable to penetrate the defenses of Tiberius and Scrag.  Tiberius finishes one of them off with his viper's strike then moves up to help Scrag, shouting an inspiring word to Sa'lid along the way.

Scrag tries to knock back one of the spiders on himself with a thunder ram assault.  The spider responds by biting him.

Back down the sewerway, Sa'lid stands himself up while Krolec misses with an attack on the spider on Sage.  Sage, however, does hit with her recovering strike then uses a healing word spell on Scrag.

Scrag attempts another attack on the spider in front of him, but misses.  Sa'lid, however, uses his swirling stars spell to destroy both of the spiders surrounding the warden.

Krolec continues to assault the remaining spider, hitting it with two arrows.  The spider is able to score a bite on Sage just before Leigh finishes it off with a magic missile.
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:31:05 PM
Session 39 - Scene 5 (of 6)

With the last spider dead, everyone takes a moment to recover.  Sage in particular finds it takes her quite a while to fend off the effects of the poison.

Everyone crosses the bridge and regroups on the other side.  Krolec takes a second to discuss the battle and make sure everything went smoothly.  Only Sage offers any areas for improvement, cautioning everyone to try and stay within the range of her healing abilities.

Once everyone is ready, the group presses on, Scrag taking the lead.  Up ahead, he spots a humanoid form stuck in a web along one of the walls.  It could be a dock worker, possibly one of the ones who has been missing.

Krolec moves in to take a closer look, approaching cautiously.  He spots a bottle in the belt of the dead man, along with a pouch.  He grabs the bottle and pouch then makes sure there is nothing else hid in the rest of the webbing.  

The bottle appears to be a healing potion and the pouch contains a little over a hundred gold pieces.  After Leigh confirms it is a healing potion, Krolec gives it to Tiberius.

Sage takes a closer look at the body itself.  She notes it has been there at least four months, so is likely a victim unrelated to the missing people on the docks.

The group gets back on the move, heading further in.  As they approach a T-intersection, Krolec becomes unsure of which way to go.  Leigh uses her best guess based on his description that they should take the passageway to the left.  Krolec goes with her advice.

As they continue to move in, Scrag notices a small hole in the bottom of one of the walls, about two feet by two feet.  Krolec looks around the area for tracks.  He can see that the area under the hole has been disturbed, but not recently.

Scrag has Leigh illuminate a pebble then throws it inside the hole.  The pebble falls down a sloped passageway inside down to a lower level.

Krolec notes to the others that this is the passageway he took that led down to the lower levels when he was chasing after Jantor.  He takes careful note of the area so they can find it again later when they go after the wight he saw down there.
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:32:00 PM
Session 39 - Scene 6 (of 6)

Continuing further down the passageway, the group turns a corner and Scrag can smell something up ahead – rats.  Up ahead, he can see a large hole in the wall with a cave area off to the side.

As the warden carefully approaches, he sees a humanoid figure coming towards the group from the opposite direction.  It is Durmindin, apparently having found the area coming from the plaza drain.  Durmindin spots the group and yells out a greeting, much to Krolec's chagrin.

Scrag moves up to the cave area.  Inside, he sees a nest of dire rats along with a wererat.  The wererat heads over to him, attacking with its sword.

Back behind Durmindin, another wererat emerges from the shadows.  It cuts into the shaman with its sword.  Durmindin responds by stepping back and summoning his spirit companion to intervene.  As the companion misses with a protecting strike, Durmindin summon up a spirit shield to protect himself.

Sa'lid uses his magic to fly himself and Leigh over to the other side to get into position to attack.  Leigh lets loose a fireball that strikes all of the rats and the wererat attacking Scrag.

Tiberius moves up behind Scrag then directs Scrag to make an attack against the lycanthrope.  Krolec fires a couple of arrows into the creature as well.

Meanwhile, the dire rats start swarming towards Leigh and Sa'lid, swimming across the sludgy wastes of the sewers.  Sa'lid responds by blasting out with his rimestorm spell then tries to step away from the creatures.

Sage moves up behind Tiberius as Scrag uses an earthgrasp strike to knock down the wererat.  It stands back up and cuts into him again.  The other wererat attacks Durmindin's spirit companion.  Durmindin feels pain as his spirit companion is dispelled.  Fearing another attack, Durmindin steps back and runs away from the wererat.

Tiberius, unable to get into an attack position, directs Scrag to make another attack.  He calls out an inspiring word to aid the half-orc.

Meanwhile, on the other side, Leigh activates a fireshield and blasts the rats with a fire burst, killing one of them.  She then uses her jump spell to move back across to the other side, into the cave area, where Scrag will offer protection.

Krolec finishes off the wererat attacking Scrag with a couple of arrow shots.

Back in the sewer waters, most of the rats swim back towards the other side, attacking at Durmindin and Scrag, while another stays on Sa'lid.

Sage takes the opportunity to move up and assist Leigh and Durmindin.  She gives a healing word for Durmindin then blasts a nearby dire rat with her sacred flame.  Scrag tries to follow up the attack with a thunder ram assault, but fails.

Meanwhile, the remaining wererat moves up and attacks at Leigh, but misses.  Sa'lid has no better luck with his swirling star spell, missing all the rats.

Tiberius arranges for Durmindin to move out of the way then gives him an inspiring word.  He then directs Scrag to make another attack, but the warden fails.

Durmindin summons his spirit companion then makes a thunder bear's warning attack on the wererat.  Leigh follows it up with a shock sphere that hits the lycanthrope and the dire rats and then a burning hands spell that strikes them all again.  She feels somewhat deflated when she fails to kill any of them.

Krolec tries to finish the wererat off with an evasive strike, but misses.

The dire rats attack, hitting Durmindin's spirit companion and the shaman himself.  Sage tries to blast one of them with a sacred flame, missing it.

Scrag decides it is time to transform into his panther form.  He strikes into the dire rat, killing it.  He then moves over to the wererat, but misses with his thunderclap attack.  The creature attacks back, cutting into him.  

With Scrag out of his way, Tiberius moves up and cuts down one of the rats.  He throws its corpse into the water.

Back on the other side, Sa'lid uses an explosive pyre to blast the rat near him while Durmindin uses a call to the howling wind to blast another.

Leigh uses her scorching blast spell to hit all of the rats, but hits Durmindin's companion in the process, causing him further injury.  The blast does, however, kill off the wererat.

Krolec fires off a couple more arrows, missing the dire rats.  They swarm at Sa'lid and Durmindin, biting into the shaman again.

Sage moves up and heals Durmindin then blasts one of the dire rats into a flaming corpse.  Scrag finishes off another with his axe.

Sa'lid blasts at the remaining rat with his energy strobe.  Tiberius and Durmindin both attempt to finish the creature off, but ultimately it falls to Leigh's magic missile to complete the job.

With the fight over, the group takes a moment to recover.  They notice the wererats have reverted to human form and can identify one of them as Chester, the missing boat rental man.  The other appears to be a dock worker.  Apparently, the two had been secretly robbing the smugglers around the docks and holing up in the sewers.

Inside the cave area, there are several crates with a few hundred gold worth of contraband goods.  To keep peace and goodwill in the city, not to mention avoiding upsetting the new justiciar, Krolec and Leigh feel the best thing is to turn them over to the authorities.
Title: Session 39: Rat's Nest
Post by: jgants on August 22, 2010, 01:49:23 PM
Session 39 - Session Notes

This session got to mix in a little bit of exploration with some combat, which would have been more fun if combats didn't take so long.

I'm increasingly becoming dissatisfied with the 4e combat mechanics overall.  The PCs simply have way too many special powers and monsters have way too little they can do, with too many hp and too little in the way of damage to avoid combat becoming one long drawn-out affair that simply takes too long.

The more I play the game, the more I feel they didn't get the design quite right.  The PCs at level 8 are already horribly overpowered.  I am barely even able to make a dent in their hit points and they must have at least 12 healing abilities within the group to negate even the toughest battle.  The only way they can come close to getting badly injured is through sheer bad luck combined with poor decisions.

It wasn't always this way - this campaign was quite the meat grinder in the beginning.  The problem appears to be that PCs get more powerful exponentially while the threats they face only increase linearly.  Even more annoying, PCs get much more powerfully defensively than they do offensively - defenses, HP, and powers that nerf enemies or heal allies seem to skyrocket, while damage capabilities remain relatively flat - making combat take progressively longer.

I know some of this will be addressed in the forthcoming not-a-new-edition-wink-wink D&D Essentials, but I have no desire to try and retrofit my campaign into a new pseudo-edition.

As I've discussed in the past, I still plan to finish out the parts of the campaign I have planned; I'm just getting less enthusiastic about it.  It's not so much a case of me disliking the rules now as it is that combats and traps now seem like time-wasting minor inconveinces rather than true threats to the group.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 10:37:05 PM
Session 40 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sir Tiberius Enchilada - Human Warlord
Sa'lid Dra'lah - Human Sorcerer
Sir Durmindin - Wilden Shaman
Sage - Longtooth Shifter Cleric
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 10:39:43 PM
Session 40 - Scene 1 (of 7)

The group spends the day after the expedition into the sewers resting and relaxing.  Leigh manages to fight off her filth fever on her own, while Sage is forced to perform a cure disease ritual to cure Durmindin.

The next day, everyone gathers together to discuss what to do next; except for Scrag, who decides he needs to dedicate some time to taking care of the administrative affairs of his manor.

The first order of business is to deal with the contraband material.  While initially in favor of returning it to the city, Krolec has a new idea about possibly using it to draw out the unknown fence they once suspected of being involved with the Raven's Roost gang.

Tiberius, however, is thinking more about the small passageway they found in the sewers that leads to the lower catacombs.  He still wants to go after the wight.  Furthermore, there is also the underground temple they can find and explore.

Krolec decides that before they can proceed with anything, they should talk to Inspector Hawksworth first.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 10:40:33 PM
Session 40 - Scene 2 (of 7)

Krolec and the others bring the bodies of the wererats and the contraband to Hawksworth's office.  The inspector notes the bodies are of the "missing" men and surmises they were behind the burglaries at the docks.

The inspector asks if there was any indication about the wererats being involved in Vargas' murder, but Krolec can only say they found nothing linking the creatures to that crime.  Hawksworth notes that one of the men imprisoned as the result of the recent raids in the city has claimed to have information about the murder and he is planning on following up on that lead later in the evening.

Tiberius starts to worry a little and casually asks who the informant is.  The inspector announces it is a man by the name of Dortos.  Tiberius recognizes the name as the one belonging to his contact on the docks.  

The warlord begins to get very nervous but tries to hide it.  Krolec, Leigh, Durmindin, and Sage all notice something is bothering Tiberius, but say nothing.  Tiberius attempts to detect if Hawksworth notices his change in demeanor, but can't tell.

Inspector Hawksworth, however, says nothing to Tiberius about it and instead focuses his men on taking the contraband into custody and start logging it.

Krolec then proposes his thought to the inspector about using some of the contraband to lure out a fence.  When the inspector asks which fence Krolec had in mind, Leigh asks him which ones he knows of.  Hawksworth responds that the main fence in the city was a woman named Mandy, who was captured during the raids and currently imprisoned.

Leigh and Krolec then explain about the Raven's Roost gang they broke up a couple of months ago and their suspicions of a nearby fence.  Hawksworth ponders the situation briefly, but explains the Raven's Roost fence would not be in the city – it would have to be someone out in the area near Raven's Roost.  Therefore, he will keep the contraband in custody.

Tiberius briefly asks about the other known criminals in the city.  The inspector explains that Slippery Pete and Schlomo remain at large, but all of Schlomo's men, including Feldman, his top lieutenant, are in custody.

The warlord, trying to think of a way out of his dilemma, offers to do the interrogation of Dortos for Hawksworth.  But the inspector declines, citing Justiciar Challa's demands that all proper procedures are followed.  

The inspector then thanks the group for all their help.  Tiberius gregariously notes the group likes to be of help.  Before they go, Hawksworth asks Krolec if he'd like to get a report about the interrogation related to the murder.  The ranger responds that he would.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 10:41:27 PM
Session 40 - Scene 3 (of 7)

Everyone decides the next course of action is to head down into the lower catacombs and look for the wight.  They begin their preparations for the expedition.

As they have the discussion, Tiberius thinks through the implications of Dortos' information.  He knows Challa will likely have him imprisoned or worse for being involved in the murder.  He considers going to the Lucky Gnome Taphouse and getting the word out to kill Dortos.  He also considers getting the alchemical fire from Harlan Fogarty and using it to bomb Dortos' cell.

Krolec can tell that Tiberius' mind is elsewhere, but says nothing.  Instead, he is intently listening to Leigh as she explains all she knows about wights.

Sage offers to create holy water for the group in their efforts to fight the wights.  Krolec also mentions they need to go get the healing potion from the upper catacombs at the sacred tomb that Leigh and Challa left.

As everyone is talking, Tiberius takes Sa'lid to the side and the two head out to grab the potions as well as the alchemical fire from Harlan Fogarty.  

As they go to pick up Snarg, Tiberius' mind is still racing through his options.  He wonders if he can bluff his way past Challa and implicate Dortos before the criminal implicates him.  But Tiberius isn't so sure.  He then wonders if he can con Sa'lid, then perhaps Sa'lid could con Challa.  But it seems very risky.

Ultimately, he decides to let Sa'lid and Snarg go after the healing potions by themselves.  Explaining he has an errand to run, Tiberius heads off.

Sa'lid and the goblin reach the caves to find Krolec already there waiting for them.  Snarg easily disables the trap and they reach the potion without difficulty.  They discover one of the containers has turned into a healing potion while the other has remained water.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 10:42:11 PM
Session 40 - Scene 4 (of 7)

After a brief wait, the attendant shows Tiberius in to see Challa.  He immediately proceeds towards Challa's desk and places his weapons on it.  He tells the justiciar that he is there to turn himself in for being implicated in the murder of Vargas.

Challa is surprised and wants to know how the warlord is implicated.  He responds that he was not the direct cause, but admits that he made suggestions to Dortos about Vargas being an informant who needed to be killed as part of Tiberius' plan to deepen his cover in the underworld.  He does, of course, leave out that Vargas was chosen out of his personal desire for vengeance.

The justiciar responds that she is impressed with the man's conscience.  She laments, however, that he has just confessed to the crime of conspiracy to commit murder.  Challa notes she is inclined to be lenient with him for turning himself in, and because of the good he does in the city.

She then summons her aide and informs him to get a message to Krolec and Leigh, requesting their presence.

A short time later, Krolec and the others are getting their supplies ready for the expedition into the sewers when Wadsworth announces they have a guest at the door.  Krolec and Leigh are a bit taken aback when they find out it is one of Challa's assistants, and she has summoned them to meet with her.

Back at the office, Tiberius begins explaining to Challa the value of his undercover contacts being made as he tries to reduce his apparent culpability in the crime.  She is not at all convinced by his arguments, and sees through his attempts immediately.

Just as she's explaining to him not to bother to continue, Krolec and Leigh arrive.  They seem confused as to why they have been summoned and why Tiberius is already there.

Challa quickly explains the situation.  Krolec starts to realize why Tiberius has been nervous this morning.  Neither he nor Leigh are particularly surprised with what Tiberius has been up to.

The justiciar then announces her proposal for Tiberius' sentence – he is to be put in the stocks for a weekend, he is to be publicly stripped of his knighthood, and he will have to pay a large fine to the city in the amount of 1000 gold.

Krolec and Leigh listen closely, believing the sentence to be just.  The warlord, however, is taken aback; he expected a much lighter punishment given his long friendship with Challa.

The ranger does inquire a bit further about the fine.  Challa explains the warlord has three months to pay it, and that she wants it only to come from his share of treasure found.  She does not want the group to suffer.

Korlec goes on to plead the case for possible future extensions, which Challa agrees is a possibility depending on adequate progress.  She also states that services to the city may be offered in lieu of partial payment, also depending on Tiberius' attempts.

The one thing the justiciar is very clear on is that any attempts to pay the fine off illegally will be met with the swiftest justice, as will failure to pay the fine.  She also sets the timeline for the punishment – the next Friday, Tiberius will be publicly stripped of his knighthood in the city square then placed in the stocks for the weekend.

When he is asked for his acceptance, Tiberius inquires about alternatives.  Challa explains the only alternative sentence available would be a very long prison term.  Tiberius therefore accepts.  

She then explains to Krolec and Leigh that she has asked them here because they are the original members of their adventuring group and are the ones she considers the most honest.  Challa goes on to explain that she will hold them personally responsible for Tiberius' actions until his debt to society is paid.  They agree to the terms.

Before they all leave, Challa gives an impassioned speech to Tiberius.  She tells him he is capable of being good and doing great things for society.  She hopes he will travel down the path of following the law instead of working outside it.

As they exit, Tiberius re-thinks his decision, wondering if he would have been better served by fire-bombing the jail.  He ponders to himself if Challa will end up putting him in a position where he has to decide between his freedom and her life.

For her part, Leigh simply tells Tiberius not to get caught doing anything else.  Krolec clarifies their position, telling Tiberius flatly not to do anything else.  He responds only that he will have no chance to do so with Challa watching his every move.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 11:00:38 PM
Session 40 - Scene 5 (of 7)

Once everyone is back at the mansion, Sa'lid asks Krolec what Challa wanted.  Krolec explains the situation to everyone as Tiberius continues to fume internally.

Sa'lid seems taken aback that Challa didn't seek his advice about Tiberius.  He also wonders to himself if Tiberius originally planned to include him in some scheme to conceal the crime and is thankful he didn't have to get involved.

Krolec then asks Sa'lid about whether or not he intends to bring Snarg into the sewers with them, explaining that Snarg will have to be told of the potentially deadly nature of their expedition.  Sa'lid believes he should still accompany them, however, as they may require his skill with disabling traps.

Once that is decided, the group carefully introduces Snarg to Sage.  Sage isn't very thrilled and keeps her sword at the ready around the creature.  Having lost two of her friends to goblins recently, she is not inclined to befriend one.  Sa'lid manages to calm her down enough with Snarg's story that she is willing to accompany him as long as he stays in front of her.

With an estimated four to five hours of daylight remaining, Krolec leads the team back inside the sewers.  He activates one of the sunrods and gives it to Sa'lid to carry as he is in the middle of their marching order.

Tiberius takes the second position in line.  He carefully bundles together his vials of alchemical fire, intending to use them as one large explosive grenade.

The ranger attempts to lead the group back to the passageway in the wall, but loses his bearings.  After around an hour, Durmindin points out they have been walking in circles for quite some time, but neither Krolec nor Tiberius seem to have noticed.  Ultimately, it falls to Leigh to suggest the correct route to the passageway.

When they finally reach the small crawlspace, Krolec decides to go in quietly first.  He moves in without making a sound, but is surprised when the ground suddenly gives way underneath him.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 11:01:16 PM
Session 40 - Scene 6 (of 7)

The elf falls nearly twenty feet down into a dark room below.  Using his natural acrobatic ability, he manages to roll with the fall and avoids injuring himself.

Krolec finds himself on a stone floor, inside some kind of room.  He calls up to the others and explains.  

Tiberius takes the sunrod from Sa'lid and tosses it down so Krolec can see where he is.  He finds himself in a tall, long room with murals painted to either side of him.

One side shows scenes of birth, childhood, and young adulthood with a glowing sun in the background.  The other side shows scenes of middle age, old age, and death with a sliver of a moon in the background.

Once Krolec has yelled up his description to the others, Leigh believes she can identify his location as an area known as the Chamber of Twilight inside the Temple of Light and Darkness.

As the eladrin explains what she knows to Krolec down below, he spots something else strange – two holes in the center of either mural that appear to be settings for some kind of stone.  He tells Leigh about them.

Up above, Leigh recalls the legend of two magical stones known as the stone of light and the stone of darkness.  They were said to be the keys to revealing a source of ancient, hidden knowledge.

Because of the partial collapse of the passageway, it will be difficult, if not impossible, for the group to continue down to the lower catacombs using it.  They decide instead to head down to the underground temple, as Leigh's map shows an entrance from it down into the catacombs.

Tiberius goes to use his rope to lower everyone down, realizing quickly there is nothing to attach it to and that no one in the group carries pitons or other climbing gear.

Leigh and Sa'lid, however, point out they each possess abilities to easily head down to the ground magically.  After everyone else uses the rope they are holding to climb down, Leigh teleports herself to the room below while Sa'lid uses his sorcery to float himself and Snarg down.

The wizard begins looking around the room for the stones that go inside the settings on the mural walls, but does not find them in the room.  Meanwhile, Krolec carefully clears the room and the steps beyond of any traps.

The room exits into a set of stairs that go up to a short landing then back down again.  Krolec wonders to himself if the purpose is to keep light out of the room.

As he reaches the bottom of the stairs and heads into the intersecting chamber beyond, the ranger is horrified to discover, too late, that he has failed to notice a large pit trap.

Krolec falls hard into the pit below, skewering himself on poisoned spikes.  Tiberius also notices too late, and falls in after him.  Worse, the fall breaks the warlord's vials of alchemical fire – filling the pit with a fiery explosion.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 11:02:16 PM
Session 40 - Scene 7 (of 7)

Down in the pit, Krolec tries to catch his breath as he fails to put out the flames engulfing him and fails to fight off the poison surging through his veins.

Things go from bad to worse very quickly.  Two gargoyles appear from one of the side passages and fly down into the pit.  They tear into Tiberius then fly back out, leaving his heavily bleeding body lying on the pit floor.

From her vantage point, Leigh can see the two gargoyles.  She blasts them with a fireball.

Sage moves up towards the pit.  She attempts to attack the creatures with a beacon of hope, but fails to affect them.  She does manage to heal Krolec and Tiberius, however, even giving Krolec extra health with her healing word.

The minor healing spell on Tiberius is not enough to keep him up as flames and poison continue to affect him.  He falls back onto the spikes, unconscious, injuring himself further.

As the warlord slips towards death, Durmindin advances closer to the pit and calls forth his spirit companion.  Using a healing spirit, he stabilizes Tiberius.

Sa'lid then uses his magic to allow Tiberius to fly a short distance.  To the sorcerer's horror, the warlord elects to charge at the gargoyles rather than fly to a safe position.  The gargoyles respond by tearing into him again, once again sending his bloodied body to the floor.

Down in the pit, Krolec manages to put out the flames on himself and recovers from the poison.  Leigh then uses a jump spell to allow him to leap out of the pit.  The wizard then activates her fire shield for protection, and blasts into the gargoyles with an acid arrow.

Sage uses a healing word to stabilize Tiberius yet again.  She then attempts to jump across the pit to charge at the gargoyles.  But because she does not get enough of a running start, her jump falls short and she falls into the pit, becoming impaled on the spikes.

Tiberius, on his own, stands up before the gargoyles and uses his stand the fallen maneuver.  He attempts to follow it up with a bastion of defense, but fails.  Finally, he calls out an inspiring word to Sage.

Back across the pit, Durmindin casts his spirit of the healing wind spell to get Tiberius healed further, and blinds one of the gargoyles.

Sa'lid and Krolec, however, elect to stay on the offense.  Sa'lid misses with his explosive pyre spell, but Krolec's hawk's talon shot on the blinded gargoyle kills it.

The remaining gargoyle grabs onto Tiberius, flies over to the pit, and hurls him down on to the spikes again.  Leigh responds by blasting the creature with a fire burst.

Sage uses the uplifting winds created by the shaman's spell to get out of the pit.  She moves over to the gargoyle and attacks with a hallowed advance, but fails to penetrate the creature's armor.  Her magic also allows Tiberius to teleport to the creature and attack with his axe, but he has no better luck.

Enraged, Tiberius grabs on to the gargoyle.  He tries to drag the creature over to the pit, but fails to move it.  The monster then crumbles to dust in his arms as Durmindin finishes it off with another of his spells.

Badly bloodied and bruised, the group elects to head back up to the sewers and go home to rest, using the reverse of the technique they used to get down into the temple.  

Krolec notes that yet again the wight will have to wait, as they will need to clear out the temple first.
Title: Session 40: Fire in the Hole
Post by: jgants on September 06, 2010, 11:23:22 PM
Session 40 - Session Notes

This session got in a good mix of character interaction and exploration.

I'll start with the Tiberius situation.  I presented the problem (Tiberius could be in trouble with the law) and left it open to see what Tiberius would do.  I was somewhat surprised he went for the "throw myself on the mercy of the court" route.  I was kind of hoping for a more Vic Mackey type solution to the problem.  But hope springs eternal, as the player has indicated Tiberius is quite bitter about his punishment and says he's still considering an "Anakin Skywalker" character arc (hopefully with less petulent whining :p ).

For the interaction scenes, I let the Challa player play out Challa again.  I figured it made the most sense.  Much laughter was had over Tiberius' punishments (though those were my ideas to the Challa player as "appropriate punishments" when she consulted the case law, as it were).

I was also kind of hoping someone in the group would follow up on Tiberius' obvious discomfort, but no one did.  The closest it came was when the Krolec player started whining when he found out he wasn't paying attention when it was decided Tiberius and Sa'lid headed off by themselves.

Next came the exploration.  Krolec's original journey didn't include the Temple of Light and Darkness because I hadn't invented it yet then.  So, this time, I had them go there first - in due to no small part that I hadn't yet gotten around to planning the lower catacombs out (silly me - I expected the PCs to be semi-rational and go one dungeon layer at a time instead of obsessively focusing on a single creature several layers down for no motivational reason whatsoever).

The alchemical fire explosion in the pit was a nice touch that was not my idea.  Once Tiberius fell in, his player asked, "what about the fire?"  So I let him make a saving throw.  He failed.  Hilarity ensued (at least, for me).

The gargoyles weren't orginally scheduled to show up at that point, but I figured the explosion should produce some activity.  Besides, I knew the group would wuss out again and run back home the second they encountered any injury so I figured I'd at least make it challenging.  All I'll say again is that despite doubling the damage from everything, I still barely made a dent in the group's ability to keep fighting.

Unfortunately, there was one incident during the battle that marred the fun a little, and frankly I'm still annoyed by it.  When Sage fell into the pit, the Krolec player started whining again, this time about how she should have been able to make a running start (even though she didn't).  Even the Sage player didn't know what he was on about.  

I lost my temper a little at the point where he started making a big deal about looking up the precise rules for jumping and informed him that it didn't matter because whatever happened already happened.  He started arguing about being able to disagree so I told him when he runs a game he can do it any way he likes.  I won't stand for any rule arguments when I run a game.  When he runs games he lets players argue every little rule and you end up with our 3e campaign where an entire session was wasted arguing about the wall of force spell.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:05:58 PM
Interlude - Cast of Characters

Vector - Human Wizard
Brandis - Human Paladin
Ragdar - Human Warlock
Berend - Dwarf Cleric
Saxton - Dwarf Fighter
Goldar the Mighty - Goliath Barbarian
Medrash - Dragonborn Warlord

and introducing...

Aaron - Deva Invoker
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:06:41 PM
Interlude - Scene 1 (of 10)

Two months ago...

With the Riverdown slaves rescued from the evil duergar, Vector spends the next few days leading his group back to the Harkenwold area where they claim their 500 gold in rewards; all except for Medrash, who elects to stay behind in Thunderspire.  

They quickly find, however, that the reward is exceeded by the cost to resurrect Berend.  After some brief negotiation, the clergy in Harkenwold agree to perform the ritual in exchange for the 500 gold so the whole adventure has more or less broken even for them.

Once Berend has been raised from the dead, he spends some time in prayer and communion.  The rest of the group are more inclined for rest and relaxation.  Saxton decides he'll spend his time in one of the local taverns.

Inside the bar, Saxton is shocked to see Ragdar, who disappeared a week previously while out scouting inside the Thunderspire labyrinths.  Ragdar explains that he could not find the group once he returned from scouting, so headed back home to Harkenwold to wait for them.

As Saxton is explaining about what happened with the duergar and their new search for the Well of Demons, another patron overhears the conversation.  A male deva approaches them and introduces himself as Aaron.  He is interested in joining them on their quest for treasure and glory and Saxton invites him to join along.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:07:17 PM
Interlude - Scene 2 (of 10)

After a few more days of resting and gathering supplies, the group heads back out to Thunderspire.  Saxton wishes to return to the Horned Hold to claim it as their own, but Vector is more concerned with finding the duergar chieftain, Murkelmor, and the Well of Demons, so they stop at the Seven-Pillar Hall first.

Vector spends half a day traveling around the underground city asking around about the Well of Demons, but has no luck.  Goldar has no better as he hangs around the local bars.

Brandis, however, fares better.  He is met by the kobold informant, Charrak.  Charrak explains that he has been paid to deliver a note to them.  After he hands over the scroll, the kobold puts out his hand to suggest a tip is desired.  Brandis tips him a few gold coins.

One Charrak leaves, Brandis opens the letter and reads it.  It is unsigned, but the sender says he has information for the group about finding the Well of Demons and asks them to meet him at a secret location.  A small map accompanies the message, detailing where the meet location is.

When the paladin returns to the group, he reads the note to the others.  Ragdar sarcastically suggests he believes this may be the lead they were looking for.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:08:01 PM
Interlude - Scene 3 (of 10)

The map takes the group along one of the many labyrinth paths heading out of the Seven Pillar Hall, eventually leading to a large cavern area.  The cavern is dark and has a high ledge all around it.  There are also several large boulders.  The group does not, however, see anyone waiting for them.

Despite being assigned to be the rear guard, Goldar decides he will move ahead of the group and step into the cavern.  Vector, meanwhile, stays back, wanting to get a better look around first.

The wizard casts a light spell to illuminate the cavern.  As he does so, a large bronze statue of a minotaur can be seen hiding behind one of the large boulders.

The statue begins to move, heading straight over to Goldar.  With a wide swing of its mighty axe, it cuts into Goldar and Brandis, knocking them both to the ground.

Aaron immediately uses his divine powers to rebuke the creature then blasts it with lightning.  Berend tries to assist with his sacred flame, but misses.

From the rear of the group, left unprotected by Goldar, two tieflings emerge carrying swords.  They immediately attack Berend.

On the ledge surrounding the cavern, two more tieflings emerge out of the shadows at different spots.  They use wands to fire off bolts of balefire, striking Vector.

Ragdar decides to help Berend fend off the tieflings from the rear.  He uses his warlock's curse then tries to blast them with one of his spells, but misses.

Saxton decides to head back to the rear as well.  He lashes out at one of the tieflings with brute force.  He misses with his first strike, but cuts into the creature with a second one.

Brandis, meanwhile, stays focused on the bronze minotaur in front of him.  He stands himself up, challenges the minotaur, but misses with his martyr's retribution.

Goldar also picks himself up and summons forth his thunder hooves rage.  He charges into the beast, chopping into it while growling savagely.  He follows it up with another attack, sending a chunk of bronze flying across the room.

Vector, still on fire, becomes enraged as well.  Using his wizard's fury spell, he blasts one of the tieflings on the ledge twice with his magic missile.

The statue strikes back at the two men, sending them both to the ground as well.  Aaron uses his memory of a thousand lifetimes to call down a crown of retaliation.  He then blasts the monster with blades of astral fire.

In the back, Berend steps away from the tieflings attacking him so he can get within healing range.  He then uses a beacon of hope to allow everyone to recover.  He also takes a moment to recover himself and then casts his healing word on Brandis.

With Berend out of reach, the tieflings strike out at Saxton, cutting into him with their swords.  The other tieflings on the ledge blast Vector again with more fire.

Ragdar tries to help out Saxton with his shared agony curse, but fails.  Saxton himself doesn't have any better luck, failing to overcome the tiefling's defenses.  Angered by his failure, he works himself up to become an unstoppable force.

Nearby, Brandis stands himself up and lays hands on Goldar to heal him.  He then attempts to attack the bronze monster, but his attacks cannot cut through the creature's thick armor.  Goldar has better luck, striking into the statue again.

Turning away from the tieflings blasting him, Vector uses horror whispers to knock the minotaur down.  He then turns back and blasts a tiefling with his magic missile.

Getting up, the statue strikes out and knocks Goldar and Brandis to the ground again.

Aaron then uses a divine favor to call down a star fall, blasting the creature and sending it to the ground again.  A cloud of smoke emerges from the scarred ground.

Berend uses his healing powers to allow Goldar and Brandis to recover.  

Nearby, Vector is hit again by the tieflings.  His charred body falls to the ground, still on fire.  In the back, Saxton fends off the tieflings attacking him.

Ragdar's attempts to curse the tieflings fails again.  Saxton has better luck, cutting deep into one of them.

Back in the front of the group, Brandis moves over to lay hands on Vector.  He then strikes deep into the bronze statue.  The creature collapses to the ground, dead.

Goldar, disappointed he could not make the kill, rushes back towards the tiefling fighters.  Using the power of his rage, he strikes hard into one of them.

Vector gets up off the ground and blasts out with his magic missile at the tieflings, but misses.  Aaron, however, hits one with his sunhammer spell, killing it.  The other one blasts Vector again, sending him back to the ground unconscious.  Ragdar tries to counter attack with an eldritch blast but misses.

Berend attempts to assist against the tieflings at the cavern entrance with an exacting utterance, but fails.  Nearby, the tieflings cut into Goldar and Saxton.

Saxton strikes back with a crack the shell maneuver.  Goldar follows it up with a move that chops both tieflings in half, killing them instantly.

Brandis lays hands on Vector again, allowing him to recover.  He gets up and finishes off the remaining tiefling with another of his magic missiles.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:08:36 PM
Interlude - Scene 4 (of 10)

With the battle over, Goldar begins searching through the bodies of the dead tieflings.  He finds an amulet and a pouch.  Berend searches the cavern itself, but finds nothing.

Vector takes a closer look at the amulet, deducing it was a control device for the minotaur statue.  He then looks inside the pouch and finds three scrolls.  

After making sure they are not magical, the wizard opens the first scroll.  It appears to be a message from someone named Paldemar to their would-be assassins.  It warns the tieflings that Vector's group may cause trouble for Paldemar and must be eliminated.  He wants the bodies taken to the Well of Demons and presented to the gnolls there along with one of the other scrolls.

The second scroll appears to be the message from Paldemar to the gnolls, giving them the dead bodies of Vector's group as an offering to their demon god, Yeenoghu.  The last scroll is a map leading to the location of the Well of Demons.

After a brief discussion, the group decides to leave the dead tiefling bodies in the cavern and head back to town.  Berend and Brandis pause to give prayers before leaving.

When they get back to the Seven Pillar Hall, Vector believes there first order of business is to get cash so they can get a room to rest.  Looking around for a shop, Vector tries to sell the demon idol statue they found in the Horned Hold.

To his dismay, Vector finds the old man dismisses the statue as an "imitation reproduction" and offers only 10 copper pieces.  Vector leaves in disgust and tosses the statue away.

Berend, believing the man simply was trying to barter, takes the statue and heads back into the shop with Goldar.  After briefly haggling, the man offers 30 silver pieces.  But Berend can tell he is still holding out.  After having Goldar intimidate the man and demand the fair value for the statue, they finally receive 50 gold.

Vector, however, isn't exactly thrilled at the sale.  Not only does he believe they were still cheated, he's certain that rooms at the local inn will cost far in excess of that.  Berend disagrees.

However, once the group actually locates the inn, they find the prices to be quite reasonable.  Vector's mood is not improved by Berend proving him wrong again.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:09:27 PM
Interlude - Scene 5 (of 10)

The group heads out early the next morning, using the new map to locate the Well of Demons.  Along the way, they bump into their old companion Medrash, who decides to accompany them to the gnoll lair.

Arriving at the entrance to the underground palace, the group finds the doorway open into an entrance chamber.  The room appears to be a large hall with several columns.  Some distance inside appears to be a large well.  The group wonders if that well is the titular "Well of Demons".  Several passages head off from the main chamber.

Ragdar decides to move ahead, but only a little, to get a better look.  Aaron steps into the hall and begins looking around carefully but does not spot anything dangerous.  Berend cautiously holds back, sensing imminent danger.

Just then, two cavern chokers drop down from the ceiling and a ghoul comes out from behind a nearby column.  They all attack Aaron, wounding him viciously.

Goldar immediately sprints into action.  Charging forward, he cuts the ghoul's head off.  Berend follows behind him, using a healing spell to allow Aaron to recover.

Remembering the folly of their last battle, Saxton stays firmly in his position at rear guard.  Medrash moves forward to assist in the battle.

Vector then casts an icy terrain spell, causing one of the cavern chokers to fall over and take Aaron with him.

Brandis, standing next to Goldar, strikes one of the chokers with an invigorating smite.  Ragdar follows it up with an eldritch blast, killing the creature.

As Aaron breaks free of the immobilizing effect of the ghoul's claws and being grabbed by the choker, the remaining choker begins to run.

Goldar immediately charges after the creature.  After running the monster through with his massive sword, Goldar finds himself suddenly grabbed by large tentacles emerging from the well.

Berend moves up and attempts to blast the tentacles with his daunting light, but fails.  Vector has better luck with a scorching burst.

Medrash advances to help along with Brandis.  Brandis attempts to chop at the tentacles with his divine strength, but misses.  Ragdar and Aaron have no better luck, each missing with their own attacks.

Suddenly, two more ghouls emerge from behind pillars at the far edge of the room.

Goldar manages to throw off the tentacles grasping him, using his mighty strength.  They instead move over and grab Brandis.

Berend moves closer to Brandis.  He attempts to assist with a lance of faith spell, but misses.  With the rear safe, Saxton moves in closer as well.

Another scorching burst spell from Vector hits the tentacles, blasting the nearby ghoul and well.  Medrash moves into flanking position on the ghoul and cuts into it with his viper's strike.

As Brandis fails to get out of the tentacles holding him, Ragdar fails with another of his curses.  

Aaron moves up into position to assault the ghouls.  He calls forth his power to rebuke undead, but cannot overcome the evil power of the undead creatures.

Instead, the ghouls claw and bite into Brandis, causing him to fall unconscious.  As Goldar moves in and strikes one of the ghouls, the tentacles draw Brandis down into the well.  A sickening crunching sound can be heard echoing throughout the room as the paladin is devoured by an unseen monster.

Pressing on, Berend tries to blast a ghoul with his lance of faith, but misses yet again.  Vector's magic missile attack fares no better.  

Saxton has better luck as he charges into one with his axe.  Medrash follows up with a blast of his dragon breath, hitting both creatures.

Aaron and Ragdar, however, still have issues attacking and cannot get their spells to work on the undead monsters.  Goldar decides to take the direct approach, cutting down the two ghouls in quick succession with his sword.

But just as he celebrates his victory, the tentacles re-emerge and grab Goldar again.

Saxton tries to cut at the tentacles with his axe, but can't penetrate their thick scales.  Medrash moves in as well, striking into the monster with a diabolic stratagem.

From a ways back, Vector blasts one with his magic missile.  Ragdar follows it up with his eldritch blast.

Goldar then frees himself by cutting the tentacle in half.  The remaining part of the tentacle heads back down into the well.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:10:14 PM
Interlude - Scene 6 (of 10)

Saxton heads over to the well to check it out.  The hole is 30 feet deep and some sort of creature appears to sit below, having bled to death.

Upset about the loss of Brandis, Saxton chastises Goldar yet again for using bad tactics and endangering the group.

The goliath decides he is fed up with being insulted and charges at Saxton, intending to push him over the ledge into the well.  Aaron, however, quickly casts a spell to give off a flash of light distracting Goldar, and he crashes down into the well himself instead.

Feeling the barbarian got what he deserved, Saxton makes a point of urinating on him.  Berend shakes his head in disgust at the whole situation.

Down below, Goldar ignores Saxton's further insults and focuses on trying to recover something of Brandis from the creature's stomach.  Cutting the monster open, he finds himself splashed with acid.

Gold continues exposing his skin to burning acid as he digs through the creature's stomach contents.  He finally finds something that looks like it could be a human jawbone.  Using his awesome leaping abilities, he jumps himself out of the pit.

Rather than congratulating him for finding part of Brandis (or what is assumed to be), the group admonishes the barbarian for his behavior.  Berend in particular warns the warrior that he cannot behave that way and remain part of the group.

Rather than head further in to danger, the group elects to go back to the Seven Pillar Hall and have Brandis resurrected.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:10:49 PM
Interlude - Scene 7 (of 10)

Back in the main city area under Thunderspire, the group eventually locates a place called the Temple of Hidden Light where a priestess of Erathis named Phalledra, agrees to raise Brandis from the dead for 500 gold.  

To pay the fee, Vector gives her 600 gold worth of gems.  While Vector believes that gaining favor with the temple could be important, Saxton insults the wizard for wasting money.

The ritual to raise Brandis is long and difficult, but eventually the paladin is returned to life.  Because all of his equipment was lost, more gems must be sold to re-equip him for battle.

Saxton wants to take the opportunity to look for their "good friend" Charrak, but Vector suggests they stay focused on the task at hand.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:11:24 PM
Interlude - Scene 8 (of 10)

Once again, the group find themselves at the Well of Demons.  They decide to head down one of the side passages, passing through a set of double doors.  They find a long hall with a kennel of jackals sitting at the end, with a couple of side passages along the way.  The kennel appears open.

Goldar decides to move ahead first.  Aaron moves up behind him.  Vector and Brandis carefully move up as well.

Just then, a gnoll emerges from the farther of the side passages.  Yelling out, he draws his bow and fires a shot into Goldar.  Another gnoll huntmaster emerges behind him.

Saxton charges ahead, cutting into the gnoll with his axe.  Medrash follows behind him but does not reach an enemy.  Berend moves over to Goldar, ready to assist with healing.

From the other side passage, two gnoll soldiers move into the hall and stab at Berend and Goldar with their spears.

The jackals spring into action as well.  Quickly running down the hall, they charge into Saxton and begin biting at him.

Aaron uses his magic to create a flash of light, allowing Saxton to step back out of danger.

From the rear, Ragdar places a warlock's curse on one of the gnolls then hits it with an eldritch blast.  Vector follows with a magic missile.

Goldar becomes enraged, charging past the two soldier with his thunderhooves rage.  From behind them, he cuts into the back of one of the gnolls, killing it.  Brandis strikes into the other with his sword.

Aaron shouts at Saxton and Medrash to move out of the main hall as he prepares his mighty trumpet spell.  They follow his orders.  The invoker's spell then blasts a number of hyenas and the gnoll archers, killing one of them.

The remaining gnoll soldier stabs Goldar again.  Berend uses a healing spell to allow the barbarian to recover.

The pack of hyenas disperses towards their targets.  Goldar fends one off while others bite into Medrash and Saxton.

Ragdar tries to take out the gnoll soldier with an eldritch blast, but the creature ducks out of the way.  It cannot, however, avoid Goldar's blade, which cuts through its neck, spraying the hall with blood.

Vector and Aaron use a pair of spells to blast away at the hyenas, killing all of them.  Brandis then charges the remaining archer and stabs it in the heart with his sword.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:12:14 PM
Interlude - Scene 9 (of 10)

With the battle over, Vector checks the gnoll bodies for treasure, but finds nothing.  Nor do the dogs have any luck.

Medrash, however, decides to look through the kennel area.  Under some straw, he finds an old cloak that appears to be in strangely good condition.  Vector identifies it as a cloak of resistance.

The closer of the two halls appears to be a small mess hall.  Berend doesn't think its worth looking at, but Vector heads in anyway.  On one of the tables he finds some dice and a small amount of gold the soldiers were gambling over.

The other passageway out of the hall appears to be the bunk room for the gnolls.  Brandis elects to check it, but finds nothing.

The group decides to press on, going back down one of the other halls.  They follow a large curving hallway that splits off into a couple of doors and another hall.

Saxton quietly checks the first door.  Inside he spots some gnoll soldiers and a dire boar.  He quietly closes the door.

The fighter tries to convince the others that he should go in alone, but they feel it would be suicide.  Instead, they come up with a plan to kick at the door and try to lure the gnolls out.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:13:01 PM
Interlude - Scene 10 (of 10)

Saxton kicks at the door and one of the gnolls emerges.  He quickly yells to the others and stabs at Saxton with his spear.  Goldar responds by flying into a rage and attacking back.

Brandis moves up to assist, stabbing at the gnolls.  Saxton then strikes back himself, hitting with a brash strike.

Aaron follows it up with a spell that blasts three of them.  Vector hits two of them, as well as the boar, with a shock sphere.

At the far end of the hall, some gnoll archers emerge and fire their arrows into Brandis.

Just then, a gnoll demon scourge emerges from the side hall passage wielding a massive flail.  He firmly strikes into Ragdar, sending the warlock crashing to the ground.

Berend moves to quickly heal his companion.  He then tries to slow down the demon warrior with a lance of faith, but misses.

Recovered, Ragdar gets to his feet and curses the scourge.  He then attempts to use a cursebite spell on the monster, but the gnoll is too powerful.

The gnoll soldiers press the attack, stabbing Brandis multiple times and injuring Saxton to the point of falling unconscious.  As the dwarf lies in a pool of his own blood, Medrash moves up to the demon scourge, but fails to get past his defenses.

Goldar lets loose with a mighty avalanche strike, cleaving one of the gnolls in half.  Brandis misses with his attack, but is able to heal Saxton by laying hands of the dwarf.

To the fighter's horror, a large barluga demon emerges from the hall behind the group, cutting off their escape.  The adventurers are now surrounded.  With a mighty strike, the demon crushes Saxton into a bloody smear on the floor.

Aaron reacts quickly, casting a crown of retaliation on the demon and moving Ragdar back out of danger.  He then attacks the gnolls with a sunhammer spell that crushes one of their skulls.

Vector decides to step back from the approaching barluga, summons his wizard's fury, and blasts the creature.

Meanwhile, on the far end of the hall, the demon scourge gnoll lashes into Medrash.

Berend takes a moment to recover his own breath then tries to slow the demon scourge down, but his spell fails.

Ragdar focuses his attention on the large demon.  He misses with his fury spell, but hits with his flames.

Arrows fly from the far end of the hall, impaling Medrash.  The dragonborn collapses to the ground.

The gnoll warriors continue to attack Goldar, stabbing him again.  Goldar strikes back at one of them with his mighty sword.  Aaron follows it up with a blast of astral fire.

Brandis tries to slow the assault of the barluga, hitting it once with a powerful attack from his sword but failing with a second attack.  The demon strikes him back with a powerful blow of his own.

It is Vector, however, who ultimately slays the large beast with his magic missiles.

Meanwhile, the demon scourge gnoll strikes Brandis again.  Berend tries to assist with an exacting utterance, but fails.  Just then, three arrows strike into him, sending his dead body to the ground.

Ragdar is able to blast the scourge with his eldritch blast as Medrash's unconscious body holds on to life nearby.  

At the other part of the hallway, the remaining gnoll soldiers strike out at Goldar, piercing him once.  He responds by cutting off one of their heads.

Brandis is forced to lay hands on himself to stay in battle then strikes back at the monster in front of him.  Aaron tries to help with an avenging light spell, but fails to cast it.

Finally getting a clear shot, Vector advances and casts his grasp of grave spell on the gnoll archers, pinning them in place.  It does little to help Brandis, however, as he is pierced by a flurry of arrows and falls unconscious.

Ragdar lets loose another eldritch blast as the demonic scourge works his way towards Aaron.  The creature smashes into the invoker's head with his mighty flail.  Aaron is forced to take a second to recover his senses and steps back.

As Medrash starts to bleed out, Goldar and the remaining gnoll exchange another series of blows.

Vector has more luck with his magic missile, blasting straight through the demon scourge's eye, killing the creature instantly.  He then moves up and blasts two of the archers with a scorching burst.  The archers respond by impaling him with arrows.

Ragdar presses the attack on the archers, blasting away with his eldritch blast as Medrash continues to cover the floor in his blood.

Back on the far end of the hall, Goldar is stabbed once more before he runs the gnoll through with his sword.  He then rushes up and closes the door before the dire boar can approach them.

Meanwhile, Brandis has begun to bleed heavily as Aaron continues to attack the archers.  But Vector is the one to finish them off, knocking them down with his icy terrain and blasting them with magic missiles.  The undead hands of the grave grasp spell ultimately finish the creatures off.

Vector quickly stabilizes the nearby Brandis.  It is too late, however, for Medrash.  He dies from blood loss before anyone can get to him.

With three of their party dead, the group grabs the bodies (or in Saxton's case, what's left of it) and rushes out as they hear more gnolls approaching the area.
Title: Interlude - The Others: Marked for Death
Post by: jgants on September 16, 2010, 04:30:58 PM
Interlude - Session Notes

After several months, I finally got a chance to run another extended session for the alternate group (we ran from around 4 pm to 1 am).  There were several planned sessions before this, but they all fell through at the last minute.

As a consequence, the other group is now about 2 months behind the primary group in the timeline.  But that's not a problem since their stories tend not to overlap anyhow.

As always, I had a blast playing with this group.  A few random observations:

* This is the first session where I went back and changed the monster stats to be in line with the new MM3 scale.  It made the combat much more deadly.

* These players play so rarely they don't really utilize their characters to much advantage.

* Myself and the Goldar player (the kid) both rolled a lot of good rolls.  Everyone else, not so much.

Finally, everyone gave the Goldar player a hard time for abandoning the rear guard position (an incredibly stupid position for the barbarian to be in, BTW) and yet nearly had a TPK in the last battle because they knowingly placed themselves in a hall where enemies could (and did) come at them from four different directions.


The barbarian thing reminds me that sometimes players can be rather dense about the whole "class role" thing.  Even though the book explicitly explains Defender, Striker, etc - they still don't really get it.

For example, both the Vector player here, and the Leigh player in the main group, as often as not try to be a striker rather than focusing on AoE spells.  I constantly get complaints that they don't think they do enough damage - while failing to get that they aren't supposed to be the heavy damage dealers.

For some reason, most strikers with melee weapons are played like defenders.  Or anyone with a melee weapon and halfway decent armor.  For example, it took quite a while for the Krolec player to understand a ranger shouldn't be a front-line fighter, and the other group seems intent to shove Goldar into that role, despite him being a striker.  

Tiberius in the main group is another one - he's a leader but for some reason the group doesn't get that.  Meanwhile, they don't consider Scrag a defender because he "only wears hide".

And then they wonder why some battles really don't go their way.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:17:54 PM
Session 41 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Sir Durmindin - Wilden Shaman
Scrag Graveborn - Half-Orc Warden
Sage - Longtooth Shifter Cleric
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:18:50 PM
Session 41 - Scene 1 (of 7)

After recovering for a couple of days, the group sits together in the main hall of Scrag's manor house, discussing what to do next.  With Tiberius off being punished in the stocks, after Challa publicly humiliating him and stripping him of his knighthood, the group is down a man and Krolec briefly discusses making sure their battle tactics will be sound.

Once he is satisfied, the discussion centers on whether the group should go explore the temple first, or try to bypass it to reach the lower catacombs.  The group settles on the temple, with Sage suggesting they speak to the local priests of Pelor and the Raven Queen first to let them know they've found it.

The group stops to talk with Grundelmar first at the Temple of the Sun.  Leigh has to remind the dwarf what the Temple of Light and Darkness is.  Grundelmar doesn't seem as interested in its discovery as the group expects, but he explains that having only come to the area recently to re-establish the worship of Pelor, he isn't overly familiar with the ancient, underground temple.

Leigh mentions the traps and gargoyles the group encountered during their discovery.  Grundelmar notes that the underground temple will likely have traps to keep out undesirables, but it is also, like most ancient places, corrupted by evil and will need to be cleaned out.  

The wizard gets the dwarf to admit that it would be a good cause for the group to do, but her suggestions of payment are turned down as Grundelmar is still short of cash.  He is also not able to offer healing potions, as they are not his specialty.  He does, however, offer to cure any diseases or curses they might get while down there.

Not thrilled with the offer but figuring it is better than nothing, Leigh thanks the priest and asks him to accompany the group over to the monastery of the Raven Queen.  He agrees.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:19:23 PM
Session 41 - Scene 2 (of 7)

When the group arrives at the monastery, Brother Malachi shows them inside the waiting area as usual and Father William arrives shortly after.  Once again, Leigh explains the situation of the underground temple.  Father William remarks that the Raven Queen would look favorably on their clearing out the corruption from the temple.

Leigh segues the conversation into asking for a contribution.  The priest notes that they cannot give any monetary compensation, as all of their money is currently dedicated to their planned pilgrimage to the temple in Hammerfast in the spring once the snow thaws.

The wizard wonders if they could give some other form of assistance.  When Father William asks what she had in mind, she mentions healing potions.  The priest gently reminds the group (as he has in the past) that the servants of the Raven Queen are philosophically opposed to healing as they believe in letting nature take its course towards death.

Undeterred, she asks for something to protect or assist them against the evil forces corrupting the temple.  Father William agrees they may be able to help with that.  He summons their treasurer, Brother Dominic, who goes back into the temple archives.

When the monk re-emerges, he is holding a small silver box.  He gives the box to Leigh.  Inside, she finds a magical pair of black gloves.  Father William explains they are Shadowfell Gloves.

As the gloves can be used by either, Sa'lid and Leigh briefly discuss which of them should get them.  Ultimately, Sa'lid convinces Leigh it makes more sense for her to use them.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:19:54 PM
Session 41 - Scene 3 (of 7)

Convinced the group still needs more advantages, Leigh decides they should head over to Harlan Fogarty's home to see if he has anything they can use.

When Fogarty invites them in, Leigh enthusiastically explains that his alchemical fire worked great.  After Harlan remarks he is pleased, Krolec further clarifies that it worked a little too good.  The alchemist notes that alchemical items are very dangerous and must be handled with care.

Leigh then explains to her old friend about the underground temple and wondering if they could barter anything from down there in exchange for something to assist them in clearing it out.  Krolec notes they'd prefer something slightly safer than the alchemical fire.

Harlan agrees that he could use some powder remnants from the gargoyles they destroyed.  He hands her a small bag to put the powder in.

In exchange, the alchemist looks through his stock and decides he can produce a couple of vials of alchemical acid for them.  It will take him a couple of hours to prepare.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:20:27 PM
Session 41 - Scene 4 (of 7)

After the group leaves Fogarty's home, Leigh takes out the map of the temple and asks the others if they should re-enter it through the hole leading into the Chamber of Twilight, or if it would be better to try and find the original entrance to the temple.

Sage interrupts to ask about an idea she had.  She knows a ritual that could allow her to read object information, but would need some assistance (financially) in procuring the components.

As Leigh and Sage start to discuss the merits of Sage's suggestion, Krolec decides to interrupt them so he can talk about his own component needs.  Krolec has been mastering the art of potion brewing in his spare time and is eager to make some healing potions.  Leigh agrees Krolec's suggestion is more worthwhile, and gently tells Sage that she thinks the money would be better spent on it.

Even though the group already has a fair amount of healing potions amongst them, they decide to go ahead and let Krolec make more.  Since the only herb store in town has been closed since Eli Leng's death, Krolec heads to the trading post of House Azaer – known for their acquisition of rare materials (in addition to the rumors of being secretly owned by a family of reclusive tieflings).

Apparently intent on using up every last bit of goodwill the city has for the group, Krolec asks the shopkeeper at House Azaer for a discount on the components he needs.  The shopkeeper cites "store policy" from the owners about giving any discounts.  He does, however, agree to sell Krolec the entire lot of herbs he has for a bulk discount of 10%, giving a cost of just 450 gold.

Krolec, however, does not have that much gold and the group is largely out of money from recent acquisitions.  Not wanting to dip into Scrag's treasury, Krolec tells the shopkeeper that perhaps he will make the transaction in the future and leaves.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:21:08 PM
Session 41 - Scene 5 (of 7)

Sometime later, the acid vials are ready at Fogarty's.  Scrag is eager to get one, until he realizes the acid is likely much weaker than his axe.  Ultimately, everyone decides it makes the most sense for Durmindin and Leigh to carry them, as they have the weakest offensive capabilities.

The discussion again turns back to how to get into the temple.  The group decides it would be safer to go through the main entrance than to head back through the passage from the lower sewers.  However, they don't know where the entrance might be.

Leigh wonders if the city has any old maps that might show the location of the original entrance.  Durmindin suggests they consult Challa.

Durmindin and Leigh head to the office of the High Justiciar.  After a brief wait, the guard shows them in to Challa's office.

When Durmindin asks her about the maps, Challa is a little confused why they came to her.  She notes that her library is mostly filled with old legal files.  

Leigh asks her if she knows who may have some maps.  Challa reminds her that the old man in the tower, Nimozarran, usually has the old maps in town.

Leigh and Durmindin head over to the High Septarch's tower.  When they arrive, the old wizard asks Leigh if she's come to accept his offer to be the next High Septarch.  She gently explains she is still considering the matter, explaining they have come looking for a map.

Nimozarran consults his library and finds an old set of maps.  He notes that the entrance was later built over by the upper sewers on the north side of the city.  If they want to access the entrance, they'll have to go through that way.

The old man points out the nearby locations to access the sewers.  There are two service entrances marked on the map – one from the basement of Moonstone Keep, and the other from the basement of the Temple of Erathis.  The nearest main drain leading into that area of the sewers is somewhere near the Moonsong Temple.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:21:46 PM
Session 41 - Scene 6 (of 7)

Once Leigh and Durmindin get back to the others, the discussion over what to do next resumes.  Leigh still likes the idea of going in through the main entrance.  Krolec notes they haven't been in those sewers before, so they may run into creatures there.

Sage agrees with heading into the upper sewers first as well, but notes that they should use the entrance from the lower sewers if the temple is a higher priority.  Durmindin remarks that it probably doesn't matter as they'll need to clean out both anyway.

Krolec ultimately decides they should go through the sewers first.  He notes that they will be less dangerous, and therefore give the team time to adjust to Tiberius' absence.  However, he wants to store the acid at Scrag's house until they actually are ready to go into the temple.  Scrag has his butler, Wadsworth Smithens, put the vials into a locked cabinet in the buttery.

Scrag, meanwhile, is quite confused as to how the various layers below the town fit together.  Leigh and Krolec try to explain:

They start by discussing the sewer systems and how the upper sewers sit below the north part of town, which is on the higher cliffs than the south side of town while the lower sewers sit below the south side of town.  

Leigh notes that under the north side of town under the upper sewers, built into the side of the cliffs, are a set of catacombs known as the "upper catacombs".  She explains those were the catacombs where the group retrieved Lanmor's leg for Krolec.

The discussion then turns to the Temple of Light and darkness, also known as the "middle catacombs" and how it is located under part of the north side of town and part of the south side of town.  They go on to explain that the temple is so deep as to be under the lower sewers, putting it not too far below the south side of town but quite a bit below the north side of town (consequently, the passage to it from the upper sewers will probably be sloped for a couple hundred feet down).

The ranger explains that below the temple, on the south side of town, is the "lower catacombs".  This is the area where Krolec found the wight before.

Krolec goes on to explain that the passages under the city continue deeper still.  Below the lower catacombs sit the caverns of the underdark (or at least, the underdark shallows).  And far, far below that is the secret tunnel known as the Devil's Attic.  

Scrag finds the whole conversation a bit overwhelming, even with some rough diagrams being drawn for him.  Durmindin wonders how long it would take to construct a three dimensional model of the overlapping caverns.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:22:24 PM
Session 41 - Scene 7 (of 7)

The group reaches the drain near the Moonsong Temple around midday.  Krolec’s plan is simply to spend the time clearing out the immediate area and locate the entrance down to the temple.

Krolec and Scrag decide to sneak down first.  Krolec activates a sunrod and hands it to Leigh before going down.  With some light coming down from above, he can see well enough to make sure the immediate area is safe.

The group then comes down one by one.  Last is Leigh, carrying the illuminated rod.  However, once she reaches the bottom and the light fills the sewer, Scrag hears screeching and fluttering sounds coming from the direction behind them.

Scrag yells out a warning to the others and rushes to guard the rear.  A nest of six stirges flies into view.  Two of them move in to attack Scrag while the others start heading towards the light source.  One of them manages to impale itself into the warden.

Durmindin tries to blast the stirges flying by with his wrath of winter, but fails.  He also summons his spirit companion.

Krolec uses his bow to strike the lead stirge with a hawk’s talon maneuver.  

Leigh follows up with a scorching burst that blasts all of the stirges but hits Durmindin’s spirit companion as well.  Durmindin takes some psychic feedback as the blast is powerful enough to dispel the spirit.  

Sa’lid attacks the host of stirges as well, using a swirling stars spell.

Sage decides she is in a better position to help Scrag.  She blasts the one attacking him with a sacred flame.

Scrag manages to pry off the stirge sucking his blood then cleaves the creature in half using his strength of stone.  He then summons his stoneborn endurance to help him to recover just as the other stirge attacking him impales itself into his leg.

Meanwhile, the other stirges moves in and impale themselves into Leigh, quickly sucking her blood.  Knowing she will surely die otherwise, Durmindin uses his bonds of the clan evocation to take some of the injuries himself.

Durmindin then summons his spirit companion again, blasts one of the stirges with his wrath of winter, and uses a healing spirit to help Leigh recover.

Krolec tries to kill one of the stirges impaled into Leigh, but misses with his boar assault, even with his natural elven accuracy.

Leigh uses a burning hands spell to blast three of the creatures hanging on her.  She follows it up with a magic missile that kills one of them.

In order to get line of sight, Sa’lid steps out into the sewer water.  He fires off an explosive pyre, hitting one of the stirges.  However, he inadvertently disturbs a viper in the water.  The snake bites hard into his leg.

Up on the ledge, Sage attempts a recovery strike on a stirge but misses.  She then gives a healing word to Durmindin to restore some of his vitality.

Scrag pulls the stirge out of his leg the chops into it with his axe.  It tries to bite back into him again, but misses.

Across the ledge, the remaining stirges impaled into Leigh continue sucking more blood.  Durmindin casts another healing spirit on Leigh.  He then has his spirit companion hit the snake on Sa’lid with a protecting strike.

Sa’lid uses a rimestone spell to knock the snake back then climbs back up the ledge.  The snake swims itself around and heads straight for Snarg.  The monster barely notices being struck by Durmindin’s spirit companion as it passes by and bites hard into the goblin.

Krolec stays focused on the stirges sucking the wizard’s blood.  He kills one with an evasive strike.  Sage hits another one with a recovery strike and heals Leigh further.

Meanwhile Scrag strikes into the stirge attacking him again.  The stirge flies back at him, striking into the half-orc’s arm.

Leigh is injured again by striges as well, with the two remaining on her continuing to suck out her blood.  Durmindin’s spirit companion crushes one with a protecting strike while Krolec finishes off the other with his arrows.

With the stirges dead, Leigh attacks the snake with her magic missile.  Sa’lid and Snarg both attempt to strike at it as well, but are too overcome with fear; as is Sage, who misses it with her sacred flame.

Scrag once again pulls the stirge out of his arm and chops into it with his axe.  The stirge tries to burrow in again, but fails.

Nearby, the snake attacks Snarg again.  The goblin collapses from his injuries.

Durmindin makes a call to the howling storm to blast the snake, and Sa’lid uses the opportunity to slip out of danger.

Krolec fires two arrows, sending one straight down the snake’s throat.  As its corpse sinks back into the water, he rushes over to help Snarg.

Leigh fires a magic missile at the remaining stirge on Scrag, hitting hit.  Sa’lid, however, isn’t so accurate with his energy strobe.

Sage first uses a bastion of health to allow Snarg to recover then moves into position to attack the stirge.  However, she misses with her sacred flame.

In the end, it is Scrag to finally fell the beast, using an earthgrasp strike to crush it.

Everyone takes a moment to recover themselves and decides they are not too injured to continue on.  They start heading down the sewer passageway.
Title: Session 41: Long Way Down
Post by: jgants on September 20, 2010, 12:39:27 PM
Session 41 - Session Notes

As is the usual custom, the session with the regular group following a session with the alternate group is really boring and somewhat annoying.

A vast majority of the night was spent with the PCs hemming and hawing over what to do next (despite having an obvious mission to accomplish).  Then, their solution was always "let's go ask so and so in the town for help".

I swear, no one I knew in my youth ever played RPGs like this.  Is this the "old school" style of play I keep hearing about on these forums?  Is the purpose to completely avoid doing anything heroic / dangerous while begging for handouts?  

Personally, I'd rather do nothing but combats if it means getting to avoid role-playing opportunities where the only role-playing going on is "what free stuff will you give me?".

I'll also note that this is yet again a case where the group had a clear goal one session that they were all for, and then the next session comes up and they are all lethargic again.  It's also yet another schizophrenic moment where there was a big deal about being heroic the last couple of sessions, and this session everyone is begging for handouts.

And finally, its yet another session where the PCs forget who the NPCs are and what they do.  Grundelmar has appeared in at least half the sessions, but they still forget who he is and that he can't heal.  I've mentioned at least four times in the past that the raven queen priests don't do healing either.  I've mentioned at least once that House Azaer is technically a rival to Krolec's family and thus won't be cutting many deals.  And finally, how do they always forget the main people in town who do know things - when was the last time they bothered to consult the sagely advice of Varys (who knows everything going on in town) or Nimozarran (I had to have a NPC remind them to see him for goodness sakes).  What's really sad is I've even recently given them a cheat sheet listing NPCs in town.

I'm also failing to understand the over-preparing thing.  Some of these players always do that, but I never get why because they always get far in excess of what they really need.  They'll likely never remember to use all the healing potions, holy water, and acid vials they have now.

I just wish sometimes they'd act like heroes in a fantasy adventure.  Sometimes I swear the kid playing Scrag is the only one who gets it.

That all said, it wasn't a bad session exactly, just a dull one lacking in excitement.  Even the NPC interaction wouldn't have been so bad if a) they weren't just begging, and b) they remembered anything about the NPCs.
Title: Session 42: Deluge
Post by: jgants on October 05, 2010, 09:07:14 PM
Session 42 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Scrag - Half-Orc Warden
Sir Durmindin - Wilden Shaman
Sage - Shifter Cleric
Title: Session 42: Deluge
Post by: jgants on October 05, 2010, 09:09:43 PM
Session 42 - Scene 1 (of 5)

The goblin Snarg is still weak from the attack by the snake, and Sa'lid elects to take his manservant home rather than continue to explore the risky sewers.  The rest of the group presses on, with Krolec taking his usual position in the lead.

Not long after, the group passes under a large stone archway.  As they continue down the passageway, Krolec notices another archway at the other side of the hall.  There is a carving of a stone face over the archway, and the ranger notices the jaw looks capable of moving.  Looking back, he sees the same carving over the archway they passed under.

Scrag suspects it is some kind of trap, but Krolec's thoughts lean more towards something magical so he has Leigh examine the archway behind them.  She detects nothing magical.  Sage remarks that it is perhaps just an artistic design feature.

Krolec decides to move the group ahead, moving very cautiously, but not cautiously enough.  Stepping on a pressure plate, Krolec sees large metal doors drop down under the archways, sealing them in.  The mouths of the carved faces open and water begins pouring into the room.

With the water already up to his ankles, Scrag looks around for any kind of drain.  He doesn't spot anything, but does notice hidden panels above the doors.  The half-orc points out the slots to Krolec.

The water continues to rush in.  Leigh notices it is already almost up to her waist.  Slogging over to the door, the wizard opens the panel and begins manipulating the mechanical components inside.  She manages to trip the lock holding the door down, but the door does not automatically go up.

Krolec moves over to assist.  By manipulating the components, he is able to raise the door an inch or two, but no further.

While the other two are working on getting the door open, Durmindin attempts to get the mouth to close.  He is able to get it partially shut, slowing down the intake of water in the room.  Sage tries to help him, but is unable.

With the water now up to his chest, Scrag bends down and goes underwater to try and lift the door further.  He fails to budge it.

As the water rises, Leigh manipulates more of the components, getting the jaw above them closed about two-thirds of the way.  Krolec helps her, getting the mouth completely closed.

Durmindin decides to try and go to the other side to work on closing the other mouth, but the high water makes moving through the passage slow.

Sage and Scrag then coordinate their efforts, ducking underwater and forcing the door up about halfway.  The sudden change in water flow creates a miniature tidal wave, sucking Durmindin, Sage, and Krolec out of the room and rushing them down the sewers while Leigh and Scrag are able to hold on.

Once the initial deluge has passed, Leigh moves to the other side and gets the other mouth closed.
Title: Session 42: Deluge
Post by: jgants on October 05, 2010, 09:10:43 PM
Session 42 - Scene 2 (of 5)

Meanwhile, the rest of the group find themselves flowing down the sewers, eventually smashing into a stone wall before the water flow subsides.  

While lying on the stone walkway, Krolec notices this part of the tunnel is covered in a strange fungus but pays it no mind.  He and the others pick themselves up and begin to head out.  The fungus gives off a blasting spray as they pass.

Durmindin manages to duck out of the way, but Sage and Krolec are hit by the spray.  It appears to be acidic.  Their magical armor resists the effects, but their backpacks and the equipment in them aren't so lucky and the acid quickly eats through them.

Krolec realizes this is a fungus known as "acidic fungus" and is very dangerous.  He and Sage drop their packs and the ruined contents inside and quickly head out of the area to avoid further exposure.

Following the upstream path of the flowing water, Krolec and the others reunite with Leigh and Scrag as the two are getting the doors lifted.

Once the passageway is clear, the group presses on.  Krolec tries to be extra careful moving ahead to avoid any more traps.  After a couple of twists and turns, he spots a soft glowing light up ahead.  He notices the light is constant and not flickering like a torch.

Scrag suggests someone move up and check out the source of the light, volunteering himself.  Krolec, however, has himself and Durmindin move up first, with Scrag some distance behind them.

Carefully looking around the corner, Krolec sees the light emanates from a carving of a crescent moon on one of the walls.  Alongside the wall appears to be a small staircase leading up to an iron door.

Krolec has Leigh come up to take a closer look.  She notes that the carving has been magically enchanted with permanent light.  The wizard also points out the symbol of Sehanine on the door, noting that this must be a service entrance from the basement of the Moonsong Temple, but notes that it is not on her map.  Finally, she points out the door is magically sealed.

Deciding the door is some kind of emergency exit, Krolec does a quick check for traps in the immediate area but finds none.  They decide to move on and continue their search, leaving the temple door alone.
Title: Session 42: Deluge
Post by: jgants on October 05, 2010, 09:11:42 PM
Session 42 - Scene 3 (of 5)

It doesn't take long before the group reaches the area where the entrance to the temple is supposed to be.  After looking around a bit, Leigh finds the hidden doors.  She makes sure they are not trapped.

While Scrag seems ready to throw the doors open and head in, Krolec suggests the more prudent course is to continue clearing the upper sewers out to make sure they will have a safe point of ingress and egress.

Leigh and Krolec discuss which direction to head first.  Leigh suggests taking the more northerly passage, as it will eventually lead to the service entrance below Moonstone Keep.

As the group heads down the northern passageway, Krolec spots something at the edge of the light up ahead.  There is an outline of a humanoid form on the group, and he can tell there is some movement.  He prepares an arrow and starts moving over.

Scrag follows behind the ranger, trying to keep hidden in the shadows.  Leigh holds back while Sage passes in front of her, holding the sunrod.

As Krolec gets closer and the light from Sage's sunrod illuminates the area more, the ranger can tell it is a dead body.  He also notices the body is not moving on its own, but that movement comes from a pair of wharf rats moving around in the corpse.  

The corpse is quite emaciated and appears to have been dead for quite some time.  Krolec fires off a pair of arrows to kill the two rats.

Everyone else moves up to get a closer look.  Scrag notices the body is wearing some kind of robes.  Examining the body more closesly, he sees that it is the corpse of a young man, dead at least a couple of decades.  The man appears to have suffered a badly broken leg before dying.

Looking around, Scrag spots a nearby drain above.  He also notices something under the body.  Using his axe, he carefully flips the body over, revealing a staff under it.

The warden starts to move to grab the staff but Leigh yells at him to stop until she can identify it.  Looking closely, she identifies the robes as being those of an initiate to Erathis.  Leigh then relates to the others a local story from thirty years ago about a missing initiate of Erathis who disappeared after boasting to his friends about a plan to head into the sewers to prove himself.

Krolec notes the sad end to the initiate's life – that he apparently fell while heading down into the sewers, breaking his leg, and eventually died from the injury without anyone ever knowing.

Leigh identifies the staff as a magical staff of divinity.  Sage notes that although she can use it, she would prefer to keep her enchanted mace and holy symbol instead.  Scrag then claims the staff is actually a "staff of resurrection", as they can trade it back to the Temple of Erathis in exchange for a raise dead ritual.
Title: Session 42: Deluge
Post by: jgants on October 05, 2010, 09:12:57 PM
Session 42 - Scene 4 (of 5)

Putting off the decision of what to do with the staff for the moment, the group presses ahead.  They eventually come to a T-intersection and Leigh directs them to the right to head towards Moonstone Keep.

It doesn't take long before they find the passage blocked by iron bars with a heavy gate.  Krolec notes that the gate is very solid and trapped in order to prevent unauthorized entry into the keep.  He tells the others to leave it alone and they head back the other way.

As they head west, Krolec spots another sewer grate overhead.  He notices the rungs up to this one are old and rusty, and likely to break if anyone tries to use them.  He has Leigh make a note on her map so he can tell the city to have them repaired.

Passing by another side passage, the group continues towards the west.  As they get closer, the smell gets worse.  In the water, they can see grain and fishing waste is dumped into this area from the nearby upper wharf.

Krolec's guard gets up – the heavy amount of food waste is likely to attract animals.  He looks around, expecting to see another large nest of rats, but none are found.

Instead, it appears the rat population is being kept under control by the large nest of snakes all around them.  One of them pops out of the water near Krolec; unfortunately, he doesn't have enough room to step away from it.

Scrag moves up to help, attacking a swarm of snakes on the path ahead of Krolec.  He starts chopping into them with his axe.  Krolec follows it up with a couple of arrow shots, hitting the swarm once.

The snakes begin biting into Scrag, with more swarms moving closer.  Larger vipers start moving in as well.  They attack at Scrag and Leigh, but miss both.

Sage is too surprised by the snake's sudden emergence to do anything.  Leigh, however, springs into action – blasting nearly all of the snakes with her burning hands spell.

From the back, Durmindin summons his spirit companion and blasts the nearest viper with his wrath of winter.

Scrag slams into the snakes with a thunder ram assault, knocking them all over the place.  Krolec fires at one of the swarms again, hitting with a hawk's talon shot.

The snakes quickly recover and begin swarming the group.  Scrag is quickly surrounded, with dozens of fangs biting into him.  A couple of the large vipers attack at Leigh and Krolec, missing her but hitting him.

Sage tries to fend off the snakes with a sacred flame, but misses the nearby viper.  Leigh, however, is able to blast one of them with her magic missile.  Durmindin scores a hit with his wrath of winter as well.

As the swarms continue to bite into Scrag, the half-orc lashes out with a thornburst, killing off one of them.  They respond by biting into him further.

Krolec uses a shadow wasp strike on the viper near him as the vipers bite into Scrag and Leigh.  Both the warden and wizard are overcome by their injuries, and fall unconscious.  Durmindin uses his bonds of the clan to prevent Scrag from dying.

Sage immediately uses her healing word prayers to allow Leigh and Scrag to recover.  She further heals them with her healer's mercy prayer.

Leigh stands up and casts a fireburst spell, killing one of the vipers.  She then finishes off one of the swarms with a shock sphere.

Durmindin uses his spirit of the healing flood to give further recovery to the injured in the group as Scrag stands up and drags one of the snakes below the water with his earthgrasp strike.

Krolec uses an adaptive assault to send an arrow straight into one of the vipers' heads, killing it.

The remaining swarm and vipers continue to bite at Scrag.  Sage assists him by using a bastion of health.  She then moves over, using her strength of the faithful, and crushes one of the snakes to death with her mace.

Leigh blasts the remaining viper in half with her magic missile while Durmindin kills off the remaining swarm with his wrath of winter.
Title: Session 42: Deluge
Post by: jgants on October 05, 2010, 09:13:40 PM
Session 42 - Scene 5 (of 5)

With all of the snakes dead, the group takes a moment to rest.  Leigh notes that she is quite fatigued at this point and cannot continue on much longer before needing a long rest.

But before they head out, she makes sure to look around the area.  A large amount of trash has settled in this part of the sewers, coming from the upper docks.  She detects something magical under one of the piles of refuse and instructs the others to search it.

Krolec uses his short sword to carefully sift through.  In the pile, he finds several jewels.

Leigh identifies one of the jewels, a citrine, as being magical with some healing abilities in battle.  Sage convinces the others it would be most useful for Scrag to have, though they all have to caution him not to sell it.

Krolec notes the jewels are quite valuable in total, which makes him nervous.  He is superstitious about bad luck following wealth.

The group decides to head out of the sewers using the nearby drain from the docks area.  They head back to Scrag's manor and rest up for the next couple of days.
Title: Session 42: Deluge
Post by: jgants on October 05, 2010, 09:33:01 PM
Session 42 - Session Notes

So this session worked out pretty good after the lackluster session last time.  A fun mix of exploration with traps and a decent, but not overwhelming, combat encounter at the end.

Not too much else to note for this session, really.  I will say that my original idea was to use an actual map for the sewers.  But it turned into a grid and seemed really dull to me so instead I just sort of simplified the layout and dealt with the exploration more narratively.  Saves time from the players wanting to map every little thing too (an activity that, in practice, ends up being about as fast-moving and fun as a meeting at work).

The acid fungus (was that my idea or a books?  I can't recall now) was another interesting case.  At first, it was just supposed to destroy their armor.  But since it was magical armor, the krolec player argued for a saving throw.  It seemed fair to me, so when they made it, I just had it destroy their adventurer's kits again.

Finally a note on treasure - I am at least 2 levels behind according to the original treasure parcel guidelines when it comes to treasure.  I just have a really hard time getting that much treasure into the game without it seeming bizarre.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:19:44 PM
Session 43 - Cast of Characters

Scrag Graveborn - Half-Orc Earth Warden
Sage - Longtooth Shifter Cleric of Mellora
Dame Leigh - Eladrin Wizard
Sir Durmindin - Wilden Shaman
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:20:22 PM
Session 43 - Scene 1 (of 8)

After taking a couple of days to recover, the group decides it is time to head out again.  With Krolec off visiting family, Sa'lid spending some quality time with Lady Abigail, and Tiberius having sent a note saying he is taking a leave of absence in order to sort out some things, the group is down to only four members.  Still, they are undeterred.

While Scrag is ready to rush right out, Leigh wants to deal with a few open issues first; primarily concerning the staff they found.  Scrag sees the issue as one of making a simple sale, but Sage explains the right thing to do is tell the Temple of Erathis about it first.

The group arrives at the temple shortly after and meets with the high priestess, Dirina Moonbrow.  She recognizes the staff right away when Leigh presents it to her.  They come to an agreement to teach the ritual of raising the dead to Sage in exchange for the staff.

Moonbrow is also interested in recovering the body.  Leigh explains to her where her people will be able to recover the remains, though cautions to be careful because the sewers are not yet fully cleaned out.

The group then heads over to the Moonsong Temple to talk with the high priestess of Sehanine.  Sage explains to the priestess about the door they discovered in the sewers and discovers the temple is already aware of it, though the door has not been used in many years.  

A quick deal is struck with the temple for the group to be able to use the door in case of an emergency in exchange for a minor favor to be named later.  To keep the door safe, the priestess insists on the use of a password.  As they leave, the group comes to a decision to use "cleansed woods" as the password and leaves the information with the temple attendant.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:20:55 PM
Session 43 - Scene 2 (of 8)

Scrag, anxious to get back to sewer-cleaning, asks Leigh what the plan is to do next.  She responds they need to go to the keep.  When he asks why, Sage interjects to explain to him the importance of keeping in good standing with local authorities and they want to make sure Lord Markelhay and his men are aware of the security implications of the secured entrance to the keep basement inside the sewers.

When they arrive at the keep, they are greeted by Lt. Gerdrand.  Gerdrand notices the group composition has changed yet again, and asks Leigh if the group has experienced more turnover.  Leigh responds that the group is temporarily reduced in ranks.

Leigh goes on to explain to Gerdrand that they have come to tell the keep about the secret entrance in the sewers.  Gerdrand explains that Lord Markelhay is still in conference but he will have the royal engineer look into it, as he was unaware of the gate's existence.  He assures Leigh that the engineer will be escorted with troops.

The wizard then goes on to tell Gerdrand about the other maintenance items they discovered.  She uses her map to point them out.  The lieutenant is surprised she has a map of the sewers, and she explains she got them from Nimozarran.

Gerdrand explains that he will have the other sewer repairs looked into once the group has finished clearing out the sewers; the budget permitting, of course.  He then wishes them a good day.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:21:41 PM
Session 43 - Scene 3 (of 8)

Before heading back down into the sewers, Sage picks up a new adventuring kit from Krolec's parent's store.  The group then makes their way down, with Scrag in the lead.  This time, Leigh directs the group down the alternate passage that leads towards the river.

As they head along, they come up to a side passage on the right.  Wishing to continue towards the river to clear out the outer perimeter first, Leigh directs the team to move straight ahead rather than heading down the side passage.

Unfortunately, Scrag fails to sense the dangers up ahead.  Before they realize it, the group has wandered right up to a cavern in the side of the sewer wall filled with a kruthik nest.

Seeing the vast numbers of the strange, metallic-looking insects, Scrag moves in to try and take a tactical position to protect the others.  Many kruthik adults and the hive lord quickly surround him.  Slashing and biting into him, the creatures cause a great deal of damage and the warden immediately collapses.

With Scrag prone and out of the way, Leigh fires off a firescythe spell to blast a large mass of the monsters, injuring several adults and the hive lord, and killing one of the hatchlings.  She then puts up her fire shield for defense.

Durmindin steps up in front of Leigh to further protect her and get within range of Scrag.  He uses his healing spirit to allow the half-orc to recover.

Sage moves up as well, putting herself in front of Durmindin.  She attempts to attack one of the kruthik adults, but fails to penetrate its thick armor.  She says a quick prayer of strengthen the faithful and healing word for Scrag, healing the warden further.

The hatchlings begin to move up as well, biting at Scrag.  Scrag shrugs them off as he stands.  He drinks a healing potion then attempts to attack the hive lord with a thornburst attack, but the monsterous queen fights him off.

The kruthik strike back at Scrag, clawing and biting him more.  One of the creatures unable to reach Scrag fires off poisoned spikes at Leigh, which her fire shield is no protection against.

Although Scrag doesn't go down again from the attacks, they wound him seriously.  Leigh uses a jump spell to get him out of harm's way.  She then fey steps to a position perpendicular to the rest of the group and launches a fireball at the kruthik nest, hitting almost all of them and killing two more hatchlings.

Durmindin goes on the offense as well.  He summons his spirit companion and blasts a nearby kruthik with his wrath of winter.  Sage assists by summoning up a beacon of hope.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:22:31 PM
Session 43 - Scene 4 (of 8)

Sensing the situation is very dangerous, Scrag changes into his panther form and charges in at the hive lord, striking a deep cut with his axe.  Nearby, Leigh and Sage wonder if it wouldn't have been a better plan to kill off the weaker creatures first.

The kruthik fill Scrag's body with cuts and toxic spikes, but he manages to stay up.  As does the nearby Leigh, who takes a few hits from the spikes as well.  Leigh responds to the assault by attacking back with a fireburst hitting several of the creatures.

Durmindin uses a spirit of the healing flood to attack several of them and heal Scrag at the same time.  Sage attempts to follow it up with a healing strike, but the insect avoids her blow.

Sage then uses a hallowed advance prayer that teleports Scrag out of the middle of the insects.  He strikes at one of the kruthik now in front of him, killing it.  Scrag then drinks a potion of healing to recover.

Launching a second set of assaults, Scrag lashes out at the kruthik with a thunderstep and an earthgrasp strike, but both miss their targets.  The creatures attack back, cutting into him more.

Leigh blasts back three of the creatures with a shock sphere then drinks a potion herself.  Durmindin finishes one of them off with a spirit renewal strike from his companion.

Sage uses her ability to cure serious wounds to heal Scrag back to normal.  Scrag steps back and uses his manticore shield to blast the nest, killing the remaining hatchlings and injuring several of the adults.

With Scrag out of the way, the kruthik turn to Sage, clawing into her.  The hive lord lets out a blast of acid, hitting Durmindin, Sage, and Scrag.  The remaining kruthik fire toxic spikes at Leigh, causing her to collapse.

Durmindin quickly uses a healing spirit to allow Leigh to recover as Sage gives a prayer for a hymn of resurgence.

Scrag moves over in front of the prone Leigh to protect her.  Using a thunder ram assault, he kills another of the monsters.

The hive lord turns and fires a blast of acid, hitting Scrag and Leigh.  Scrag is also hit by some toxic spikes, while Sage is clawed at by the other remaining kruthik.

On the ground, Leigh takes a moment to recover while Durmindin assists by attacking a nearby creature with his spirit of the hawk's wind spell.

With Sage badly injured, Scrag uses the uplifting winds to float over in front of her and strikes at the kruthik with his strength of stone.  The kruthik attack back, hitting Sage, Durmindin, and Scrag with another blast of acid.  Scrag falls unconscious into the water.

Across the sewer, Leigh stands herself up and uses burning hands to fry the hive lord and the other kruthik, killing one of them.  Durmindin follows up the attack with a call of the howling storm.

Sage uses her healer's mercy to allow Scrag to recover.  He stands up and moves back onto a ledge.  He then strikes down one of the kruthik with his earthshield strike.

Another acid spray hits the group and the remaining adult kruthik claws into Sage.  Leigh fights acid with acid, blasting the hive lord with an acid arrow, killing it.

Durmindin uses his spirit companion to strike their remaining opponent with a thunder bear's warning as Sage strikes from the other side with a recovery strike.  Scrag joins the assault as well, hitting with a strength of stone attack.

The kruthik tries to strike Scrag back, but fails.  Leigh blasts the creature with a magic missile and Durmindin finishes it off with a wrath of winter.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:23:10 PM
Session 43 - Scene 5 (of 8)

Everyone stops to take a quick rest not that the battle is over.  With most of their resources for the day exhausted, the group plans for a quick retreat.

Liegh convinces the group to wait and search the kruthik nest first.  The group is dismayed to only find a few coins worth barely 40 gold.

The group then starts heading back the way they came, with Scrag once again in the lead.  As they pass by the side passage, however, they hear someone calling for help.  Sage and Leigh know this means they'll have to face something else before they can leave...
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:23:48 PM
Session 43 - Scene 6 (of 8)

Two days ago...

On the streets of a far-off city, Lord Victor Reiner accompanies his recent acquaintance, Sir Phillip of Burgundy, to a meeting in a dark alley.  Sir Phillip introduces the lord to a third man there, a portly man in the robes of a monk of Corellon, who he names as Friar Bellows.

The three men whisper conspiratorially, finally coming to an agreement.  Reiner gives the friar an address of a local safehouse, and tells the man there are two other allies waiting to meet him there.

After the man leaves, Reiner congratulates Sir Phillip for once again assisting him in finding the man he was looking for.  He takes out a list, marking off the name of Friar Bellows.  Two other names on the list are already marked off - Sir Wilfred Death and Three-Fingered Pete.

Sir Phillip then tells Reiner he has to leave to meet with a contact that may know the location of Jack Large.  The two split up, and Sir Phillip makes his way to his secret underground sanctuary.

Once safely inside, the man known as Sir Phillip shapechanges back into his natural form.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:24:33 PM
Session 43 - Scene 7 (of 8)

One day ago...

A dishelved criminal wanders through the streets and back alleys until he locates the safehouse of his employer.  At the door, he gives the password and the petty thug Dancor Rossi lets him in.  Inside, Gerald sees Schlomo surrounded by his recent recruits as well as Slippery Pete.

Schlomo, identifying the man as "Mad Gerald", demands to know where he has been.  The gang lord is mollified as Gerald launches into one of his insane rambling accounts of his past several days.

Gerald then tells Schlomo he has a gift for him – a list of names.  Gerald gives a poorly-thought out plan for what to do with these names.  

Schlomo thinks on it a moment, and modifies the idea a bit; turning it into something much more heinous.  Gerald allows himself a wry smile that is not noticed.

Pete is horrified by what Schlomo is proposing and wants no part of it.  Schlomo uses his men to intimidate Pete until he agrees to help by getting him in contact with Rufus.

Schlomo looks at the list again.  He crosses one of the names off, noting "even Rufus isn't crazy enough to take on the old man."  He then gives all but one of the remaining names to his minions, wanting to handle that one personally along with Rufus.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:25:12 PM
Session 43 - Scene 8 (of 8)

Later that night...

A woman enters her room after a long day.  She sets down her axe on a side table and begins taking off her armor when she senses something is wrong.  Someone is there.  

A large man wearing a black mask and carrying a large mace steps out of the shadows.  

The woman is startled, but keeps her cool.  She remarks to herself, "It was just a matter of time I suppose..." as she reaches for her axe.

But the assassin is too fast, smashing into her arm with the heavy mace.  Despite the pain of her shattered arm, the woman blasts the assassin back with the force of astral thunder.

The assassin recovers quickly, flinging a dagger into her side.  Badly wounded, she turns to try and get out, but he reaches her before she can escape.  

Smashing into the back of her leg with his mace, he sends her to the ground.  He follows up with a brutal kick to her head, leaving her stunned.

As her vision begins to fade, she sees another man step into the room.  She recognizes him as the crimelord Schlomo.  He smiles down at her as he says, "Hello Challa..."
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:46:11 PM
Session 43 - Session Notes

This session had a low turnout, and basically amounted to a little bit of interaction in town followed by one big battle.

Scene 1 of the writeup actually contains a bit of a retcon - it didn't actually play out that way.  During the actual game session, both I and the players misremembered the staff as coming from the Moongsong Temple, so during the game there was only one temple visit and the deal was for an amount of spell components (as raise dead is not part of that temple's repetoire).  

I only discovered my error later when writing up the notes, and gave the players three options (over email) on how to proceed: retcon that the staff was always from Moonsong, retcon that they struck a deal with Erathis and Moonsong, or keep things as-is and chalk it up to the PCs making a mistake and the Moonsong temple going along with it to get their hands on the staff.

Once they got back in the sewers, the battle started almost immediately.  In laying out the battle, I did the same thing I did with the rats - creating a bottleneck for the kruthik because of the way I drew the nest.  It's just as well, as I nearly had a TPK anyhow (some of these encounters were designed back when the party was larger and I'm trying to re-size them on the fly during the session).

When the battle was over, I suppose I had the perfect opportunity to dump a bunch of treasure on the PCs, but I decided to wait and have that come up later.  Instead, they did a major battle for a pittance of gold.

Since they tried to do the "let's blow everything in one fight and head back up" strategy again, I decided to add in the complication of the call for help.  Needless to say, the players thought it evil of me.

Scenes 6 to 8 did not actually occur during the session.  As always with my "cut scenes", they were sent out as an epilogue to the session over email.  I figure that way whoever doesn't care can ignore it while anyone who does gets some extra background info.

Note that "Mad Gerald" and "Phillip of Burgundy" are both further uses of characters from the last episode of the first season of Blackadder.

In these scenes, Schlomo is being modeled after Erastes Fullman from the tv series Rome.  I had warned previously that a crimelord is not to be trifled with; next session, the PCs will find out how bloodthirsty his revenge is/was.

The scene with Challa is obviously an homage to the opening scene from Watchmen.
Title: Session 43: Sewers of Blood
Post by: jgants on October 25, 2010, 07:56:53 PM
Session 43 - Deleted Scenes

My original draft of the epilogue scenes revealed far, far more about what was going on.  For you interested readers, here's what was cut:

* It was made clearer "Phillip of Burgundy" was another disguise of the doppleganger, and that he previously manipulated Lord Reiner using a disguise of "a foreign sorceror".

* The doppleganger was actually revealed to have travelled back to Fallcrest via a teleportation circle.

* In Fallcrest, the doppleganger sent off messages via birds to both "Drylak the Impaler" (discussing moving his army to the valley in the spring) and to "Bragosani" (asking about his progress along with "Karalel").

* It was revealed Mad Gerald was another of the doppleganger's disguises and that he was not crazy, but it was just an act.  It also made clearer that Gerald was manipulating Schlomo into doing what he wanted the whole time.

* The final scene revealed the doppleganger worshipped a dark god of the spiral symbol.

So why did I cut them out?  For one thing, I thought it revealed too much too quick - restricting the info a bit keeps things more mysterious.

I also don't want to confuse them.  And it would have been very easy to start misunderstanding the plot - the whole point, after all, is that the unrevealed dark figure is engaged in a very complex gambit against an equally manipulative opponent (the as-of-yet unrevealed entity behind the curtain).

There's a lot of villains in play at the moment; some working together, some not, and it's easy to start confusing who is involved with which conspiracy.  For example, I think they already might not fully grasp that Rufus, the doppleganger, and the man in the purple cloak are three different people.

But mainly, I don't trust the players not to use out of character knowledge.  I don't want them to drop everything currently going on and start tearing down the city looking for the doppleganger, trying to identify everyone they talk to as being a doppleganger or not, etc.

Instead, what I'm hoping will happen is that the Schlomo thing will be a brief sidetrack and nothing more for the moment.  Incidentally, that is more or less what the doppleganger wants too.  ;)
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:16:28 AM
Session 44 - Cast of Characters

Sir Krolec Jar'bin - Elven Ranger
Scrag Graveborn - Half-Orc Earth Warden
Sage - Longtooth Shifter Cleric of Mellora
Dame Leigh - Eladrin Wizard
Sir Durmindin - Wilden Shaman
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:17:22 AM
Session 44 - Scene 1 (of 11)

Krolec sits in the parlor of his family home as his mother, Lunor, prepares some tea in the kitchen.  His father, Honlor, and sister, Jantor, sit in separate chairs to either side of him.

Just then, Krolec hears a crashing noise, followed by a bloody scream from the kitchen.  He quickly grabs his nearby bow, ready for trouble.  As he stands from his chair, the front door of the home bursts open and two thugs pour in.  From the kitchen door, several more can be seen making their way towards the parlor.

Krolec immediately fires two shots off at the man in the kitchen doorway, killing him.  Honlor takes a moment to grab his ancestral sword from over the hearth and moves towards the kitchen.  Jantor, not an experienced combatant, holds back.

As the thugs from the kitchen advance, Honlor cuts into one with his sword.  The thug attacks back, striking Honlor in the face with a fierce strike.  The older elf falls to the floor in a bloody mess.

Jantor has better luck.  As a thug approaches her, she grabs a nearby ottoman and holds him at bay.  She lashes out at the villain, but is unable to hit him with the improvised weapon.

Krolec is concerned about his family being killed, as they are not nearly as experienced at combat as he is.  He fires off two shots at one target in each direction, missing the man attacking his sister but firing an arrow through the throat of one of the men near his father, killing him.

As the thugs advance on him, Krolec uses his agility to maneuver out of the way of the first attack.  The second, however, cuts his arm.  Jantor herself is also hit by a glancing strike.

The ranger steps back then repeats his attack, still splitting his shots.  This time, he misses the man nearest him but sends an arrow into the femoral artery of the man attacking Jantor.  The attacker falls over dead as blood sprays into the drapes.

The remaining two thugs move to attack Krolec, but he fends them off.  Stepping back, he fires off a shot at each, striking each man in the heart.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:17:54 AM
Session 44 - Scene 2 (of 11)

With all of the threats eliminated, Krolec rushes over to take care of his father.  He can see Honlor has lost a lot of blood.  The elf manages to stop the blood flow and can tell his father will survive, but notices that his father's left eye has been completely destroyed by the attack.

Krolec then steadies himself and heads over to the kitchen, prepared for the worst.  Looking inside, he sees blood everywhere.  As his heart skips, he notices his mother is still breathing.  Using a healing potion, he stabilizes her.  She's critically injured, but will survive.

Moving quietly, Krolec carefully checks out the area around the house to make sure there are no more attackers lying in wait.  He also looks around for any nearby members of the town guard that may be of assistance, but sees none.

After rousing his father and explaining the condition of Lunor, the father and son agree that getting her somewhere safe to heal is the best plan.  Honlor suggests the sanitarium.

Honlor then asks his son who would want to make such a brutal attack on them; as Honlor himself cannot think of any enemies he has.  Krolec suggests it was the result of his adventuring group upsetting someone; a situation that was bound to happen sooner or later.  Krolec is not happy about it.

Krolec then begins checking over the bodies for any clues.  He recognizes one of the dead men – it's Dancor Rossi, the petty thug Rufus the Red once hired to help in the kidnapping of the bailiff, Stevenson.  The ranger reflects that perhaps he should have killed the man before when they had the chance.

But more importantly, the elf realizes this does not bode well.  It means the group has likely been targeted by an organized criminal element in the area, and perhaps even Rufus himself.

Deciding the sanitarium is too risky, Krolec decides to take his family directly to Moonstone Keep for safety.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:18:50 AM
Session 44 - Scene 3 (of 11)

As Krolec leads his family towards Moonstone Keep, he happens across a town guardsman.  Seeing the bloody state of Honlor and Lunor, the guard asks Krolec what has happened.  The ranger briefly explains how his family came under attack and that he plans to take them to the keep because he doesn't trust the sanitarium.

The guard concurs with Krolec, stating the sanitarium is definitely unsafe as someone was just recently found to have been murdered there.  When Krolec asks who it was, the guard tells him it was an acquaintance of Krolec's – a woman named Zena.  She was found in her bed, smothered to death by a pillow.

When the family arrives at the keep, Krolec has Lt. Gerdrand put them in a safe room and summon the royal apothecaries.  Gerdrand explains that several attacks have occurred in the city – including the death of Zena and an explosion/fire at an alchemist's shop, where the charred remains of a body were found.

Krolec suggests to Gerdrand that the two of them go see Challa about the recent rash of attacks.  But the lieutenant has more bad news – Challa never showed up to her office today.  And when they went to her residence to contact her, they found signs of a struggle, including blood.  Krolec fears the worst.

Krolec and Gerdrand discuss theories, speculating that Schlomo may be behind the attacks as part of a revenge scheme against Challa and the group for damaging his crime syndicate's operations.  

Gerdrand assures Krolec that although Lord Markelhay is still in conference with the other lords, he has been advised and the full force of the town guard are ready to assist.  

Krolec tries to think of other friends and allies of the group that need to be looked after.  He knows Durmindin and Sage aren't from the area, so they should be OK.  Scrag has his manor house, but no other associates.  Leigh had no family in the area either; though Krolec knows she was acquainted with Harlan Fogarty's parents, he has never met them and does not know where they live.

In Krolec's mind, that leaves a few high level associates like Nimozarran, Grundelmar, Lord Varys, and Dirina Moonbrow that need to be checked on.  He has Gerdrand deploy some guards to each to check on them.  Krolec isn't too worried about any of them, as they can probably take care of themselves.

The elf explains to Lt. Gerdrand who is left they need to look in on personally – Smithens and the other servants at Scrag's manor, Lady Abigail (and likely Sa'lid with her), and perhaps the swordmage Lucan.  He briefly considers looking for Tobolar Quickfoot as well, but decides the hapless wizard is likely with Nimozarran.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:19:42 AM
Session 44 - Scene 4 (of 11)

Krolec's plan is to stop by Lady Abigail's home first, on the way to Scrag's manor.  Arriving at the house, Krolec and Gerdrand notice the front door has been forced open at some point, but replaced back.  

As the ranger heads in for a closer look, Sa'lid emerges.  He explains that men did come attacking, but he was able to fight them off.  He implies Lady Abigail was somehow injured in the attack when he notes that he is taking care of her.  The sorcerer explains to Krolec that he requires no further assistance.

Krolec asks about the men who attacked, but Sa'lid says little except that there were two men, one killed by him and one killed by a trap Snarg had rigged up to the front door.  Krolec remarks his appreciation for the goblin's handiwork.

Lt. Gerdrand and Krolec continue on to Scrag's manor.  As they approach, they see smoke coming from several outbuildings and bodies of a few of the servants out on the lawn.  The main door appears to have been attack, but is still holding strong.

Krolec decides to approach very carefully.  He announces himself, spotting some movement behind the fortifications.

From the large keep door, Smithens calls out asking Krolec if the area is now safe.  Krolec doesn't see anyone, but does a quick sweep of the perimeter just to be sure before telling the butler it is OK to open the door.

Smithens explains the keep was attacked, but he and the other servants inside were able to secure the building and keep the thugs out.  Sadly, the gardeners and their families were not inside at the time and many were killed.  The butler confirms there were four men attacking the manor, consistent with the tracks Krolec observer around the building.

Krolec has Smithens close the door again and tells him not to open it again until he returns and tells them everything is clear, as there is still a danger.  Gerdrand calls for a unit of town guard to be stationed outside, and he and the ranger head down to the south part of the town to check in on Lucan.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:20:30 AM
Session 44 - Scene 5 (of 11)

The trip from Scrag's manor to Lucan's inn room is a long one, and Krolec worries they will be far too late.  He and Gerdrand pick up a couple of town guardsmen along the way to accompany them.  But when they arrive, they see the inn looking rather normal.

Krolec and Gerdrand, along with the guardsmen, enter the inn with weapons ready.  The innkeeper is a bit surprised, and carefully asks what the problem is.

The elf immediately starts asking if there have been any attacks on the inn, but the innkeeper responds that it has been a quiet day.  When asked, he responds that Lucan is in his room.

Gerdrand and Krolec head upstairs to Lucan's room while the other guards stay back at the main entrance.  When Krolec knocks on the door, Lucan calls from within to let them know they can enter.

As the two men step in, they find Lucan sitting in a chair, smoking his herb pipe.  He finds it "far out" to see the two of them, wondering what they are doing there.

Krolec briefly explains several of the group's friends and associates have been killed, which Lucan regards as a "real bummer".  He is very appreciative they came to check in on him, and expresses surprise that anyone would associate him with the group since he doesn't hang out with them much.

Lucan then offers Krolec and Gerdrand some herbs, but they politely decline.  Krolec offers to leave some guards, but the swordmage insists he likes his privacy.

As they leave the inn, Gerdrand dryly remarks to Krolec about how their group has the most interesting associates.

Krolec decides he will catch up with Gerdrand later, wanting to check in on Challa's home himself before going back to the keep.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:21:34 AM
Session 44 - Scene 6 (of 11)

Down below, in the sewers, the rest of the group heads towards the call for help they heard.  Up ahead, Scrag spots a Tiefling man near a large refuse pile, under attack by a pair of giant centipedes.

Scrag wonders if they should intervene, but Leigh and Sage remind him that Tieflings are not necessarily evil, despite their appearances and dark racial background.  Scrag is reminded of his own parentage and experience with racial prejudices.

A man of action, Scrag runs and leaps across the sewer waters to the other side then charges straight at one of the centipedes, but fails to hit with his axe.  Wanting to keep the warrior in range of her healing powers, Sage runs along the ledge the rest of the group is on.

The centipedes turn their attention to Scrag, biting him hard.  The Tiefling carefully backs away from the fight.

Leigh tries to blast one of the centipedes with her magic missile, but fails to hit.  Just then, a disgusting gibbering mouther emerges from the refuse pile.  The hideous sounds it makes disturb Scrag and Sage.  Suddenly, mouths appear all over their limbs, biting into them with burning acid.

From the rear, Durmindin is forced to run up to the others.  He summons his spirit companion.

Scrag manages to shake off the effects of the gibbering mouther's noises.  He slams into one of the centipedes, sending it flying back into the Tiefling, knocking him over.  The blast also hits the other centipede.  The warden then takes a moment to recover himself and steps back to a better strategic position.

The centipedes shuffle back over to Sage and Scrag, biting at both of them.  Scrag blocks the attack on him with his shield, but Sage is bitten in the arm.

The combination of poison and acid is too much for Sage, and the cleric falls to the ground unconscious.

Leigh gets ready to attack with her spell, yelling for Durmindin to move his spirit companion out of the way.  When he does, she hits the centipedes and the mouther with a fireburst.

Durmindin them uses his healing wind of Sage.  He also tries to allow Scrag to rid himself of the poison he is afflicted with, but the half-orc just can't shake it.

Scrag uses an earthgrasp strike to send the centipede in front of him crashing to the ground.  The creature recovers quickly, however, and bites him back.  Across the stream of waste, the other centipede feeds on the prone Sage, sending her back into unconsciousness.

Leigh blasts the three monsters with another spell, this time using a shock sphere.  The gibbering mouther responds by moving up and biting into Scrag.

Durmindin uses another healing spirit on Sage.  He then summons his spirit companion and tries to assist Scrag with a spirit renewal strike on the centipede, but fails.

Scrag slams into the gibbering mouther with a thornburst of furious rage.  The strike hits the mouther but the thorns miss the nearby centipede.

The centipedes press their assault.  One bites into Sage again, sending her back into a state of torpor.  Scrag, meanwhile, once again manages to fend his attacker off.  He is not so lucky, however, against the gibbering mouther.  It bites into him hard, and he collapses to the ground.

Leigh uses a scorching burst to once again blast all three creatures.  She is not happy that none of them have died yet.

Durmindin uses a call to the howling storm to blast into the centipede in front of Sage.  He follows it up with a thunder bear's warning, smashing the worm-like creature into a pile of goo.

The remaining centipede focuses on Scrag, biting into his comatose body.  Across the stream, Sage slips towards death.  The gibbering mouther instead decides to eat Durmindin's spirit companion, injuring the shaman.  He and Leigh are further disoriented by the creature's gurgling sounds.

Leigh quickly puts the shroud over Sage's body so she can recover while Durmindin dumps a healing potion down her throat.

Scrag holds on despite the centipede continuing to bite into him.  Sage calls over with a healing word to him and herself, then stands up.

Leigh goes back on the offense, blasting the mouther and the centipede with her burning hands spell.  The centipede disappears into a pile of ash.

Durmindin gets the final killing blow, shattering the mouther with an icy blast of his wrath of winter.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:22:23 AM
Session 44 - Scene 7 (of 11)

After all the monsters have been killed, the tiefling finally stops lying in a fetal position and stands up and approaches the group.  He thanks them for saving him, explaining that he saw a shiny belt in the refuse pile and was attacked when he went to retrieve it.  He offers it to the group as a reward.

While initially upset the tiefling did not assist them in the fight, the group quickly realizes he is a bit "slow".  Leigh examines the belt and determines it is a magical belt of blood.  Everyone agrees it makes the most sense for Scrag to wear it.

When questioned what he was doing down in the sewers in the first place, the tiefling explains he lives down here and that his house is just around the corner.  Then, explaining today is his birthday, he invites the group back to his home to help celebrate.

The group is naturally wary.  Sage can tell he's not lying, but Scrag notes that the tiefling has several physical and mental abnormalities – likely the result of generations of inbreeding.  Sage worries about legends she's heard of cannibalistic clans of incestual primitives.

They explain to the tiefling that they need to rest a bit first.  Scrag also suggests searching the refuse pile.  Sage and Leigh start to explain why it would be a bad idea, but the warden's impulsive nature leads him to ignore them.  He is delighted to prove them wrong when he discovers a few hundred gold worth of old jewelry and a box of silver coins he found in the pile.

Everyone then decides to follow the tiefling back to his home, but remaining very much on guard as they still don't trust the situation.  He takes them a short ways away to a hidden door.  Knocking on the door, an older tiefling woman answers.  She has clearly been born blind.

She happily invites the group in, again giving off the impression that the family is not very intelligent.  She tells the group they are in luck as she is baking moss cakes for the birthday party.

The house itself is quite nice with fancy furnishings, though in a state of disrepair.  The group is sat down in a parlor where another old male tiefling sits.  He wheezes with labored breathing and has difficulty speaking; Scrag surmises it is the result of his lungs not being fully formed.

The old man is happy to see adventurers cleaning out the sewers.  He explains he once did some adventuring in the old days – including a time when his brother held down an orc while he cut its head off with a saw (a very quiet method of dispatching the orc, according to the tiefling).

Everyone begins to relax a bit.  Rather than evil, plotting inbreds Sage imagined, this clan appears to be kind and generous, if a bit sad and pathetic.

As the older tiefling seems the smartest of the bunch, the group asks him how the family survives.  He explains that a dumbwaiter sends supplies down to them from the store above.

Leigh comes to the realization they are talking to the Azaer family, the reclusive and never-seen but long-rumored owners of the House Azaer store.

The son explains to his father about how the group saved him.  In generosity, the old man offers them a thousand gold in store credit as a reward.

The older tiefling is disappointed, however, when he notices that Sage is not enjoying her moss cake (unlike the others, who successfully swallow it down without grimacing).  He comments that there is no accounting for taste.

Leigh tries to keep the situation on friendly terms by lying and saying Sage has been sick and her taste buds aren't acting normal.  The tiefling woman then offers to give her one to take home and eat later after she feels better.  Sage offers a forced smile at the idea.  Scrag, used to such food, asks for one for himself as well.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:23:25 AM
Session 44 - Scene 8 (of 11)

The group leaves the Azaer home and heads back up a nearby exit.  According to Leigh's maps, the upper sewers should be clean now.  However, they will want to go back after resting to make sure before heading down into the Temple of Light and Darkness.

However, once they arrive at Scrag's manor they see that things are amiss.  Smithens explains to Scrag what happened, and he heads off to see what he can do to take care of things around the home.  The rest of the group heads over to the keep to get the full story from Krolec.

Discussing who is behind the attack, the group quickly decides this is the handiwork of the criminal network of Schlomo, Slippery Pete, and Rufus the Red.  The initial feeling is that the group should find and kill Schlomo, though Sage tries to temper the others' anger by reminding them she could still be alive and they may need to keep Schlomo alive to find her.

Krolec wants to use the town guard to arrest Schlomo, but knows they need evidence.  After some discussion, they quickly realize they have no real way to get evidence, as all of their attackers are dead.

Just then, a large black bird flies over to them; it's a raven, and Durmindin notices it has a note attached to its leg.  The wilden grabs the note and reads it – it's a note from "V" asking them to meet him at the usual place.  Krolec clarifies for Sage that the note is from Lord Varys, a local man with a network of spies who they've been helped by in the past.

Krolec wants to head over to meet with Varys, but Leigh is overcome with worry about her childhood friend Harlan and wants to check over the alchemy shop first.  She holds out hope that Fogarty is still alive.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:24:18 AM
Session 44 - Scene 9 (of 11)

When the group arrives at the alchemy shop, they can see that a large explosion obviously occurred.  They ask the guards there about seeing the remains that were found, but find that the partial skeleton recovered from the shop has already been sent to the morgue.

Before they leave, Krolec tries to get an idea about tracks.  Unfortunately, so many people have moved in and out of the area lately that no definitive tracks of the attackers can be determined.

Heading over to the morgue, the group finds the charred skeletal remains being examined by Inspector Hawksworth.  He greets them and asks what they are doing there.

While the inspector believes the remains to be that of Fogarty, Leigh is still keeping an open mind.  She can see there is only about half a skeleton left.  Krolec determines the skeleton to be that of a male, aged 20-30, of average height; a description which fits Harlan and half of the men in town.

Sage then offers to help using her last sight ritual to view the last moment of the dead man's life, postulating it may help reveal the identity.

As she lights her incense and begins to chant, Sage sees the last forty seconds of the man's life.  He is engaged with a struggle with another man, but the face cannot be seen.  As they struggle, they slam into a nearby work table.  A large bottle of liquid begins to fall.  The dead man then sees the other man's face just before he starts to run for the door – the other man is Harlan Fogarty.  The dead man starts to run himself, but his last sight is a gigantic fireball coming towards him.

Leigh is delighted to find out Fogarty may well still be alive, though wonders where he is.  Durmindin wonders if the alchemist was simply vaporized in the explosion.  Either way, he decides the group doesn't need him at the moment so he heads back to the mansion to assist Scrag while Leigh leads the others on to the home of the parents of Harlan Fogarty.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:29:41 AM
Session 44 - Scene 10 (of 11)

Fogarty's mother seems happy to see Leigh when she opens the door.  The wizard explains to the mother about the explosion and how they are looking for Harlan.  The mother explains Harlan is already home – despite being horribly injured, he managed to crawl his way back.

She takes the three of them back to Harlan's room.  They can see he is horribly burned and mutilated from the explosion.  Leigh quickly determines Harlan will be left blind and horribly scarred, but will likely survive.

Sage does what she can to help the alchemist heal and feel less pain.  Once she is done, Krolec and Leigh ask Harlan a few questions about what happened.

Harlan tells them he was working in his shop when two men broke in.  Sizing him up, one said something about only needing one of them to take care of him and that he was going to head over to the sanitarium.  The other man then proceeded to attack him, leading to a struggle that knocked over some volatile chemicals, resulting in the explosion.

Krolec has Fogarty describe the men the best he can.  The ranger realizes that the description of the man who left fits Dancor Rossi.

They thank Harlan and let him go back to sleep to rest from his injuries.  After making sure the Fogarty family needs nothing else, they make their exit.  

Sage notes they still have no leads, so Krolec and Leigh will need to go meet Varys.  Sage herself has not met Varys and is wary of meeting anyone involved in the machinations of the city, and thus declines to go with them.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:32:00 AM
Session 44 - Scene 11 (of 11)

Krolec and Leigh make their way to the old aviary just outside of town.  They make their way up the snowy stairs where they wait a few minutes in the cold.

Shortly thereafter, Varys quietly emerges from the shadows, as is his usual custom.  The old, blind man greets them as friends, noting it has been a while since they last talked.

Lord Varys continues talking in his roundabout way, noting they have done well cleaning up the city but have agitated certain undesirable elements in the process.  Krolec acknowledges the comment as true and waits for Varys to get to the point.

Varys then coyly notes they seem to have run into a little trouble with the criminal known as "Schlomo".  It just so happens, Varys explains, that he happens to know where Schlomo is hiding out in town.

Krolec and Leigh become very interested in this piece of news.  Krolec has Schlomo carefully describe exactly where the safehouse is located.  Varys notes that he's sure Krolec will know what to do with this information.

After getting the information, Krolec and Leigh thank Varys and he slips back into the shadows and disappears in his usual manner.

As the two head back into town, Krolec announces his intentions to give the info to Gerdrand and assist the town guard in arresting Schlomo and whatever men he has left.  Krolec notes, however, that he hopes Schlomo resists arrest, giving him a justifiable situation to kill the man.
Title: Session 44: Mayhem
Post by: jgants on November 03, 2010, 11:55:06 AM
Session 44 - Session Notes

This session went off more or less as I expected - a mix of character interaction with one small fight that was a holdover of the last session.  The biggest surprise was that it took so long that waiting to get to Schlomo will take until next session.

Which is not to say this is exactly how I originally planned the session.  Originally, there were to be more deaths.  While I might reveal a few more off-screen deaths of supporting NPCs next session, I did tone down this one a bit.

Mainly, I thought the character's actions warranted a brighter outcome than I originally thought of.  They worked so hard to discover what happened to the alchemist, I let him live (granted, he's now useless as a resource for them).  Similarly, Krolec's mother was also originally scheduled to die.

The only one I felt bad about keeping dead was Zena being smothered by a pillow, but I seriously doubt her player will ever return to the game (busy with her new baby and all).  I could have killed Lucan, but the whole joke there was that he was such a side character for one session that no one even remembered him.

The players expected me to fiat Krolec into the sewers for the fight they faced, but I went with the thug attack for him instead.  I wanted them to really worry about the sewer fight as they can't just expect to keep blowing everything in one fight then retreating to safety.  Similarly, the choice to rest up before confronting Schlomo will have deadly consequences for them next session.

This session did see the group gaining a new ally - the inbred Azaer family (whose existance had been hinted at for the entire campaign, making this a fun introduction).  The scene with the Azaer family was heavily inspired by an episode of The Sopranos, where Christopher and Silvio meet with a crazy family of hit men.

One quick note about the session - the Scrag player wasn't actually there, so the Krolec player handled him for the fight (I usually write PCs out of a scene when the player isn't there, but in situations like these they have to let another player handle them for the duration of a fight).  I thought he pulled off a good Scrag, though.

That reminds me - another interesting thing was how deadly that fight in the sewers almost was.  A large part of it is that the Durmindin player is really, really bad at remembering his powers and deciding when to use them for the best benefit.  We would have had a TPK if I hadn't coached him a little during the battle to remind him of things.

Also, I finally got a chance to dump a lot of treasure on the PCs.

Finally, this session saw the return of Varys.  I originally thought the PCs would go to him more often for information.  For some reason, they never do (I think usually because they forget he exists).


One non-session specific note - I recently sent out the email to my group that I'm not supporting the use of the new web-based character builder program for my campaign.  I'm tired of the WotC rules hamster wheel - so we'll be using the rules circa July 2010 for the remainder of the campaign.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:36:02 PM
Session 45 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Sage - Longtooth Shifter Cleric
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorceror
Sir Durmindin - Wilden Shaman
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:36:53 PM
Session 45 - Scene 1 (of 9)

As dawn breaks, Sa'lid returns to Ruddiger Manor and greets his fellow group members as they are finishing their breakfast in the dining hall; sans Scrag, who is out trying to find a new gardener.

The group begins filling him in about what has been going on in his absence.  Krolec explains to the sorcerer about the attacks on the various family and friends of the group.  Sa'lid explains about his own attack, and how he and Snarg were able to prevent the death of Lady Abigail, who was lightly wounded but recovering fine.

Sage briefly explains about saving the tiefling from House Azaer, cautioning about tiefling moss cakes.  Krolec notes they have an extra one they brought back if Sa'lid would like to sample one, but he declines, noting he already ate a large breakfast.

The conversation then turns about what to do next.  Krolec is convinced Schlomo is behind the attacks, with the involvement of Dancor Rossi suggesting Rufus is involved as well.  Krolec is particularly sure Rufus was involved in Challa's abduction, as whoever took her was very careful to remove all signs of tracks from the area.

Krolec mentions to Sa'lid how he and Leigh got the location of Schlomo's safehouse from Varys.  Sa'lid notes that if Rufus is at the safe house, they will all likely end up dead.  Krolec disagrees, stating that Rufus has likely already skipped town or is hiding in a very well hidden location.  Leigh agrees that Rufus is the type to leave once the job is done.

Sa'lid asks about the safehouse defenses, but Krolec isn't sure.  Varys didn't mention anything about the safehouse itself.  The ranger does, however, note that the building is in the slums area and will be dangerous.

Around this time, Smithens enters the room and announces the group has another guest at the door.  When they head over to the entry hall, they see Sgt. Murgeddin, the dwarf usually in charge of the Wizard's Gate area in town.

Murgeddin greets Krolec and Leigh, and notes he is unfamiliar with the rest of the group.  Krolec once again is forced to remark about the group's transitional membership, a frequent topic these days.  The dwarf then tells them that Lt. Gerdrand wishes to see them – something about trouble last night at the jail.  The group gears up and heads out with the sergeant.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:38:30 PM
Session 45 - Scene 2 (of 9)

Lt. Gerdrand greets the group at the jail when they arrive.  He explains there has been another murder in connection with the events of the previous day – a halfling prisoner named Vanka Karamazov was found stabbed to death in his cell.  The lieutenant explains that word got out Vanka had been consorting with the group and that his brother used to be a member.  Gerdrand suspects Feldman, Schlomo's incarcerated second in command, is behind the stabbing.

Once the discussion about Vanka is over, Gerdrand walks them over into a private room.  He then explains the real reason he summoned them was not the thief's death, but another death from the previous night – a man named Dortos who was being held in protective custody.

The group recognizes Dortos as the man who Tiberius used as a contact to get in touch with Slippery Pete.  Gerdrand notes Dortos was also the man who was going to implicate Tiberius in the death of Vargas.  Krolec speculates that Dortos was killed because Schlomo already knew he was a snitch and was worried he could locate Slippery Pete, who the crimelord needed in order to get in touch with Rufus.

Gerdrand explains that Inspector Hawksworth is handling the investigation.  He tells the group that the inspector is hoping Sage can use her ritual to find out who killed Dortos.  The group heads over to the morgue to see him.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:39:10 PM
Session 45 - Scene 3 (of 9)

At the morgue, Inspector Hawksworth is looking over the bodies of two dead town guardsmen and Dortos; all appear to have been killed by arrows.

The inspector greets the group and asks Sage about performing her ritual, noting that the city will be happy to cover any expenses.

As Sage performs her ritual, she sees nearly the last minute of Dortos' life.  He is sitting in the safehouse reading a book.  Everyone is surprised the man could read, though Sage notes it is a children's book.  Suddenly, Dortos hears the sounds of arrow fire, and a man yelling in pain.  As he sets down the book, a man bursts through the door and fires two arrows into him, ending his life.

Sage clearly sees the attacker in the vision – it is Krolec.  However, she knows Krolec was with his family last night in Moonstone Keep and does not believe it was actually him.  Out loud, she starts by saying the attacker appeared as someone else.

When she explains the attacker looked like Krolec, the elf is not amused.  He notes he has many witnesses putting him in Moonstone Keep the previous night.  He believes the killing to be consistent with Rufus' previous tactics.

Sage wonders if the guards saw anything different before they died, while Krolec angrily notes he's being framed.  The cleric doesn't necessarily agree – noting that appearing as Krolec may have just been a way to get close enough to the guards.

Inspector Hawksworth explains his investigation has met with little success so far – the streets are spooked because of the recent rash of killings and no one is talking.  Krolec has the inspector take them to the safehouse so they can see the area for themselves.

Because the area is not well travelled, Krolec is able to find the attacker's tracks.  He notes that the tracks were originally more human-sized then turned more elf-sized as the attacker got closer, indicating it changed shape to mimic Krolec only when it got close enough for the guards to see it.

Krolec notes that whoever was impersonating him was obviously using magic means.  Leigh explains it could not be another hat of disguise – as that item only casts an illusion, it does not actually transform the wearer.  Sage wonders if Rufus got something more powerful.

Leigh speculates on the possibility of the use of a magic item, noting that a ring of polymorph would be the most likely object.  Krolec notes that various creature possess the ability to naturally polymorph, with a doppelganger being the most common.  Sa'lid notes that if it is a natural ability then the attacker would not be Rufus, as he had to use the hat.  Curiously, the incident with a shape-changer does not remind the group of the strange events out at Kobold Hall from a couple of months ago.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:39:56 PM
Session 45 - Scene 4 (of 9)

Met with another dead end in the investigation, Sage starts thinking of new avenues of approach.  She asks the inspector if any personal items of Challa's were still at her house.  The inspector notes her axe was still in the room.

Sage explains she can use her object read ritual to possibly find out what happened to Challa.  Hawksworth agrees it is worth trying, and offers the city to cover the bill again once he is assured it will not be too expensive.  

The group, with the inspector, heads back to Challa's apartment.  Once there, Sage performs her ritual with the axe.  She sees the images of the last three times Challa touched the axe.  The first has her putting the belt on her axe in the morning.  The second has her taking it off and setting on the table when she returns in the evening.  The final vision shows Challa trying to lift the axe off of the table as a large, hooded man slams a mace down on it, shattering her arm and causing her to drop the weapon.

Since the last vision is obviously of Challa's abduction, Sage focuses on it.  She tries to describe everything she can about the man she sees attacking Challa.  The attacker is tall and well-built.  He is wearing a black hood as a mask and no hair or eyes can be seen.  He wears a pair of plain black gloves and a jacket of new-looking leather armor.  His arms are exposed – he appears to be a Caucasian human with dark arm hair.  The masked man is also right-handed, wielding a heavy, new-looking mace.

Sage works with Krolec to sketch out the mace she saw.  Leigh wants to take the drawing around to local merchants to see if they can identify who bought it, presuming it was indeed bought recently.  Sage notes there is also the possibility it was stored a while, but agrees it is worth checking.

The group stops over at Teldorath's first, as it is the most obvious place one would go in Fallcrest to get a new weapon.  The magnanimous dwarf confirms he did indeed build such a mace, saying it was picked up a couple of days ago.

Excited at the prospect of a possible lead, Krolec has Teldorath describe the man.  Hopes are soon dashed as it becomes clear the dwarf is describing Dancor Rossi.

Krolec tries to put together a timeline in his head.  The mace was purchased a few days ago.  Challa was kidnapped the night before the attacks.  The day of the attacks, Rossi was known to have arrived at Fogarty's, left to murder Zena, and then grab some more men to assault Krolec's home (where he was finally killed).

Although the timeline would still allow for Rossi to commit the kidnapping, Krolec notes the man was too short and slim to be the man Sage saw in the vision.  However, they do know Rossi did act as Rufus' errand-boy in the past (when he was transporting Stevenson to Thunderspire) and he was clearly acting as Schlomo's new point man (replacing the imprisoned Feldman) in the attacks.

The ranger states it is probably time to go after Schlomo now, as there is little left to investigate.  Leigh agrees.  Sage, however, isn't so sure.  She still has one more plan.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:40:42 PM
Session 45 - Scene 5 (of 9)

Sage leads the group to the Moonsong Temple, where she asks to speak to the high priestess, Loreveo.  Once the elf priestess appears, Sage explains she is interested in knowing if there exists a ritual that is capable of locating a person.

Loreveo explains that such a ritual does exist, but although her temple specializes in divination, the ritual is beyond their abilities.  The group quickly asks around the other temples in town, but Grundelmar at the Temple of the Sun specializes in removing afflictions, Dirina Moonbrow at the Temple of Erathis specializes in healing, and Father William at the Raven Queen monastery specializes in communing with the dead.

Undeterred, Sage states that there is still one possibility in town – Nimozarran.  She has Leigh take her to see him.

When the group arrives in the High Septarch's tower, the old man greets them as usual, speaking only to Leigh.  He asks her once again if she's returned to take his offer (to become the next High Septarch), but once again she declines, stating she is not yet ready.

The group notices Nimozarran is not alone; his old apprentice, Tobolar Quickfoot, is also in attendance.  Tobolar greets the group as the High Septarch explains that he had Tobolar come to stay with him for protection.

Nimozarran tells the group he sensed great danger for Tobolar.  Leigh confirms he was correct to worry – stating how Scholmo went on the warpath against their families and acquaintances.  The High Septarch proclaims they wouldn't have dared to try and attack him in his tower – it is too well defended.

The High Septarch then remarks to Leigh that her group's composition has changed since last he saw them.  Once again, an explanation of the group's shifting membership is made.  Nimozarran is encouraged to see Sa'lid, though slightly less so when Leigh explains he is only "sort of" a wizard.

Leigh then introduces Sage to Nimozarran and the cleric proceeds with asking her question about the ritual to locate a person.  The old mage explains there is such a ritual and he is capable of performing it, but he will need a personal item.  Krolec insists the entire group leave to grab Challa's axe and return with it; he fears splitting up the group is far too dangerous at the current time.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:41:24 PM
Session 45 - Scene 6 (of 9)

With the axe now in hand, Nimozaran retires to a private chamber to perform his ritual.  He explains he will require privacy and some time.  Krolec tries to look over his shoulder as he heads in to make sure there are no windows or other threatening areas, but the old man dismisses his concerns.

The white-haired wizard emerges some time later.  He explains he was able to sense Challa was still alive, and somewhere cold and very dark.  He could hear muffled sounds and sense she was tightly confined, though lying down somewhere.  Finally, he notes a faint smell of fish was in the air.  Sage feels this confirms her personal theory that Challa is being held somewhere down by the docks.

Nimozaran gives one more word of caution to the group.  In addition to Challa's location, he has also sensed the purpose behind her abduction and the other actions was not only to injure them, but to distract them as well.

Krolec can think of only one thing the group is being distracted from – gaining access to the Temple of Light and Darkness.  He believes Schlomo is being manipulated the same way Szartharrax was being manipulated earlier, by a darker force behind the scenes.  Speculation grows among the group that it has something to do with the mysterious man in the purple cloak and his strange activities.

Sage suggests the group leave rescuing Challa to the authorities and head immediately to the temple.  The rest of the group, who actually know Challa, are less sure.  Krolec wants to take care of Schlomo before heading down, while Sa'lid worries the town guard are not up to the task.  Sage implores them not to let the distraction work; Krolec notes that it is difficult because the distraction is a very powerful one.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:42:11 PM
Session 45 - Session 7 (of 9)

The group heads over to Moonstone Keep to see Lt. Gerdrand and tell him what they have found out.  Krolec explains the problem with the kidnapping being used as a diversion and asks the guardsmen about having the town guard start kicking in doors in the docks district.

Gerdrand explains that won't be so easy.  Magistrate Damikos is unlikely to issue any kind of search warrants in the docks area with the vague information they have at this point.  There is also the problem that even if they manage to capture Schlomo, it is unlikely he'll be cooperative.

Krolec explains how the group needs to get back to the Temple of Light and Darkness.  Gerdrand agrees to handle the issue using his men, but cautions that the depleted ranks of the town guard means most of the men are rather green and not very experienced in either combat or investigation.

The ranger is concerned.  He knows the guardsmen need to be guarding the town and they are not equipped to handle the mission.  The group briefly discusses the risks involved – there is no easy answer for which path they should go down.

Sage tries to come up with a plan about using the hat of disguise to impersonate Schlomo on the docks, but Sa'lid reminds her the hat doesn't work that way; it can't be used to mimic a specific person.

Krolec favors making one quick pass by the docks area to try and locate where Challa is being held.  Sage cautions that such an action could tip their hand, resulting in Challa being quickly killed.  Krolec feels the risk is worth it.

Sage convinces Krolec to use the hat of disguise so he won't be recognized.  He will be posing as a dock worker down on the docks while the rest of the group hangs out at the Lucky Gnome Taphouse.

Krolec casually walks around the area near the docks, looking for anywhere that might fit Nimozaran's description.  Putting on his best act, Krolec tries to pose as a fish merchant.  Unfortunately, Krolec's natural inability to lie combined with his lack of knowledge about the seedier aspects of society cause him to stick out like a sore thumb.  

He is immediately made as a phony by the more dangerous types hanging around by the docks.  He notices a group of three of them headed in his direction.  The ranger quickly moves inside a dark alleyway and uses the hat to change appearance, evading the men.

Trying a different tactic, Krolec looks around to see anyone transporting fish.  It doesn't take wandering around for too long before he notices a man wheeling a wheelbarrow of fish headed into a nearby ice warehouse called the Sunshine Fishery.

Krolec casually sneaks his way inside the main entrance of the warehouse.  He can see that it largely an open warehouse with fish storage bins and a dozen or more workers, but there are a few areas sealed off from the rest of the warehouse – a small office and a couple of storage sheds.  One of the storage sheds has a heavy and newer-looking lock and set of chains on it.  He knows that's where Challa is being kept.

Heading back outside, Krolec tries to look around the back of the building.  He sees the chained off room has no windows and the thick logs used for the building walls would take too long to break through.

Undeterred by his previous failure at fitting in, Krolec grabs a couple of large fish lying around the docks area and swings them over his shoulder.  He then heads in through the main warehouse entrance.

Once again, Krolec is quickly made.  One of the workers gruffly asks what he is doing there, and approaches the ranger.  Krolec tries to lie his way out of trouble, but is unconvincing.  The man tries to grab him, but Krolec avoids the man's grasp.

In response, Krolec tries to use one of the fish as a club to strike the man with, but it is too slippery and he loses his grip on it.  Another of the men approaches Krolec and tries to punch him.  The ranger dodges the blow and again tries to attack back with a frozen fish club, but loses his grip on that fish as well.

Not wanting to get in a brawl with the men, Krolec slips away out the door and makes a run for it.  He manages to escape any pursuing workers.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:42:53 PM
Session 45 - Scene 8 (of 9)

Krolec then adopts a different disguise and heads back towards the warehouse.  He stays far enough away to avoid being seen but close enough to make sure the door is still locked.  Two men are seen talking to a third inside.  They leave the warehouse, walking deliberately towards the slum areas.  Krolec decides to tail them.

As they pass near the Lucky Gnome Taphouse, Krolec breaks off and resumes his normal appearance.  He then heads inside and quietly tells the others what is going on.  Leigh tells him to continue with following the men.

Krolec heads back outside, resumes his disguise, and catches up to the men.  He spots them just as they head inside a building that is located right where Varys said Schlomo's safehouse was located.

The ranger scans the building and the immediate area.  The windows to the building are sealed off and the door is clearly fortified.  He looks around for spotters, but can't tell if any of the various indigents in the area are acting as lookouts.

Heading back to the bar, Krolec takes a roundabout way to make sure he isn't spotted.  Once in the bar, a couple of people start asking questions, but Sage makes sure they get out of the bar before talking to avoid alerting anyone.

Krolec insists they will need to hit the warehouse immediately, before Schlomo can send word back for Challa to be killed or moved.  Sage asks about the difficulty of assaulting the warehouse, but Krolec assures her that it contains only dock workers and won't be much trouble.  He does caution, however, than the men inside are largely innocent workers and non-deadly force is called for.

Bunching the group into a tight formation, Krolec leads a mad rush in through the front; he decides as Schlomo is already being alerted, the time for stealth is gone.  The group manages to get over halfway through the warehouse before the men inside can react.

Some of the dock workers seem overwhelmed and rush out of the building.  A few others rush at Leigh and Sage, but are unable to hit them with their fists.  Leigh responds with a powerful strike that cracks the man's skull and sends him flying over a crate of fish.

Sa'lid uses his magic to fly himself and Snarg over near the door Krolec identified.  Krolec moves to grab Snarg and carry him right up to the door, offering him five gold pieces to compensate him for having to leave Sa'lid's side.

As Sa'lid heads over, the goblin examines the door and declares there are no traps.  Durmindin elects to stabilize the wounds of the man Leigh attacked.

Sage smacks the men who attacked her in the head with her mace, knocking him out.  She then takes a position to guard against the other three men who have been holding back.  They grab fish hooks and move in to attack, cutting into her.

Feeling less of a need to hold back now, Krolec switches to his bow.  He fires a shot off at each of two of the men, hitting them both in the legs.  The men collapse to the ground, howling in pain.  Sage takes care of the last guy with her mace.

Meanwhile, Snarg is having trouble picking the lock.  He narrowly avoids a poisoned needle trap on the lock that would have killed him.  Leigh heads over to help.  She sees the lock has no more traps active on it, but notices the door itself is trapped to explode if opened.

Snarg analyzes the explosive trap while Krolec comes over and helps with opening the lock.  Leigh and Durmindin head up to the main entrance to watch for anyone coming and Sage helps heal the men wounded by Krolec's arrows.

Krolec and the goblin work together and disable the trap on the door.  Feeling it is now safe, the elf pulls the door open.  Inside, he sees a very injured Challa; she has clearly been tortured and left lying on a block of ice.  Her right arm is badly shattered and has turned black.

The ranger grabs his companion and throws her over his shoulder.  The group quickly rushes away, heading to the nearest guard outpost.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:43:29 PM
Session 45 - Scene 9 (of 9)

At the guard outpost on the west side of town, Sgt. Trotter organizes his men and heads out to seize and control the warehouse.  Meanwhile, Krolec plans to lead the group back to Moonstone Keep and meet up with Gerdrand to plan taking down Schlomo's safehouse.

When they reach the keep, Gerdrand has his men take Challa to the infirmary and summons the royal surgeon to look after her.  He also starts organizing his troops for the assault on the slums.  

Before they head out, Krolec also grabs a mace from the keep's armory, in case he needs an easier way to subdue Schlomo.  The groups then head out.

Krolec's plan is for Gerdrand's men to secure the perimeter while Krolec and the others storm the safehouse itself.  To that end, Krolec leads the group the long way around so they can come at the building from the back.

Some distance away, Krolec can see they are too late.  He spots Schlomo, Slippery Pete, and two other flunkies running towards the small river nearby that heads into the larger river.  

The ranger tries to signal the soldiers, but they are too far away to reach the criminals in time.  Krolec then attempts to fire off a long distance shot at one of the thugs, but misses.

A chase through the broken ground of the slums ensues.  Everyone but Sa'lid manages to keep up.  Durmindin, however, manages to trip and twist his ankle as the rest of the group closes in.

Krolec gets off another shot, taking down one of the thugs.  But taking the shot causes him to fall behind, leaving only Leigh and Sage headed towards the men.

The criminals reach the boat and start pushing off.  Krolec fires another shot at the other thug, but misses.

Determined not to let the men get away, Leigh uses a fireburst spell.  The boat explodes in a burst of fire that sends the men and debris flying into the river.

As the bodies and flotsam float down towards the main river, Krolec and Leigh run along the bank.  They want to recover the bodies to make sure the men are all dead.

Sage decides to swim out towards the men instead.  Unfortunately, the icy waters immediately cause her muscles to seize up and she begins to drown.

Leigh manages to make it to a small bridge overlooking the river.  She knows she will have only enough time to try and grab one of the bodies in the water with her staff.  The wizard elects to try and save Sage rather than go for one of the criminals.  She pulls the cleric out and manages to get her breathing again.

Krolec finally gets ahead of the bodies, but not before they pass under the bridge.  He elects not to risk heading into the water.  With no way to reach the bodies, he is forced to watch as the undertow pulls them under the waters as they head into the main channel.  They do not resurface.

The ranger then heads up towards the docks area and looks for a boat to hire to go looking for the bodies.  A fisherman wants 50 gold.  Krolec is unable to talk the man down, and eventually pays in disgust.

Krolec and the men boat around the river for the next hour or two.  They manage to locate one body – a very badly burned and obviously dead thug.  They find no other bodies and after a while the captain of the boat insists on heading in.

Durmindin and Krolec talk it over.  They eventually decide that there is very little chance Schlomo and/or Slippery Pete managed to survive the fireburst, the icy waters, and whatever large fish would be living in the undertow waters.

The group meets back up with Lt. Gerdrand, who has successfully led his men into capturing the rest of Schlomo's organization.  The only thing of interest they found was a list with the names of the group's friends and family on it.

Krolec notices one curious thing about the list – Nimozaran's name is written on the original list but later marked out.  While most believe this is just Schlomo deciding not to mess with the wizard, Durmindin worries perhaps Nimozaran was part of the conspiracy.  Sa'lid doesn't trust the old wizard either.  But Krolec dismisses the concern, saying it could be for any one of a dozen reasons.

Gerdrand then asks about Schlomo and Slippery Pete, and Krolec fills him in.  The lieutenant agrees the men are in all likelihood dead and not worth worrying about.  He then tells Krolec and the others that Challa is recovering nicely at the keep, although they did have to amputate her arm.

Lt. Gerdrand then congratulates the group for all they've done, noting that they've essentially removed the last criminal elements from the city.
Title: Session 45: The Kansas City Shuffle
Post by: jgants on November 15, 2010, 05:58:29 PM
Session 45 - Session Notes

I'll just start off by saying I know I've given the group a lot of grief about their investigation skills in the past, but they really do seem to be doing better now, so I salute them for a job well done.

This session was very investigation and interaction heavy, even moreso than the previous session.  It also basically had no combat, except for the very brief scene in the warehouse.

I really liked how they know they are being manipulated, and yet feel forced to go along with it anyhow.  Much like the call for help last session, its interesting to see what they choose to do as either way had consequences.

Brief thoughts on this session:
* Scrag was originally going to be there, but got called into work at the last minute.
* Lady Abigail's survival was dependent on a saving throw rolled by the Sa'lid character.  I used the same method last time for the other NPCs that were attacked.  I thought it'd feel like the players had more input on the events that way (even if it was just some random die rolls).
* Dancor Rossi was involved in so many acts that day for one simple reason - I didn't want to have to give another insignificant NPC a name if they were going to end up dead anyways.
* Killing off Vanka and Dortos was just more of me cleaning house with the NPCs.  They weren't likely to appear again, so why keep them.  Originally Challa and Grundelmore were scheduled to die, I even toyed with the idea of killing off Dirina Moonbrow, but I felt that would negatively impact the campaign too much.
* The Dortos killing with Krolec was intended to be a call back to what happened out at Kobold Hall.  Oddly, none of the players remember the incident with the doppelganger there.  Confidentially, the killer took Krolec's form because he guessed the PCs would use the ritual again and it was kind of meant as a middle finger to them.
* I must have told the players a dozen times now which temple can do what rituals.  That gets really old.  And yes, they already have a cheat sheet.
* I did think the general idea was good, so I had Nimozaran able to do the ritual (which I don't believe exists in the actual rules).  However, if they start going to the wizard all the time, his rapidly deteroirating health will finally fail.
* Choosing to save Challa over going directly to the temple does have a consequence.  However, if they had done it the other way I would have killer her off.
* Krolec's rolls for Bluff and Streetwise at the docks were a series of 1s.  It was quite funny.
* Schlomo and Slippery Pete being presumed dead wasn't exactly railroaded, they just failed the skill challenge to try and retrieve them (a lot of bad rolls there).  Still, I thought it was a good outcome.
* I wanted the players to really get a sense of accomplishment.  The city is now noticably better off with all of the major criminals in town gone.  Soon, the mysterious conference of lords will end and another noticable new chapter in the history of the area will form.

Our next scheduled session falls on the holiday weekend, so the next session won't be until mid-Dec (which will be the last one for the year).
Title: Session 46: In the Mouth of Madness
Post by: jgants on December 12, 2010, 01:24:34 PM
Session 46 - Cast of Characters

Scrag Graveborn - Half-Orc Warden
Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sage - Longtooth Shifter Cleric
Sir Durmindin - Wilden Shaman
Sa'lid Dra'lah - Human Sorcerer
Title: Session 46: In the Mouth of Madness
Post by: jgants on December 12, 2010, 01:25:17 PM
Session 46 - Scene 1 (of 4)

After the eventful day of tracking down Schlomo and rescuing Challa, the group decides it makes more sense to go back to Scrag's mansion and rest for the night before heading down into the Temple of Light and Darkness, even though they suspect the events of the day were designed to keep them away from the temple as long as possible.

The next morning, the entire group heads out – including Scrag, who is still melancholy about having to have replaced his deceased gardener.  He muses to himself that between his gardener and the one at Reiner's manor, gardening is a more dangerous occupation than he would have thought.  Krolec, meanwhile, makes sure to grab the two vials of acid they procured.

With the sewers cleaned out and the city purged of its criminal elements, the travel to the temple is uncharacteristically uneventful.  Scrag, in the lead, approaches the door but is cautioned by Krolec to wait so he can look for traps.  

Leigh reminds the ranger they already checked the door last time, but he reminds her that someone else may have added traps since then as part of the conspiracy against the group.  Once he is sure the door is untrapped, Scrag opens it.

The chamber beyond is very dark and dusty, leading to a set of stairs leading down.  Krolec does not spot any tracks in the dust, or any traps in the entryway.  Sage activates her sunrod as Scrag steps inside.

Using the copy of the blueprints Leigh retrieved from the tomb of the architect Enrigas, Krolec guides Scrag down the twisting stairs.  At the bottom, they know they can either head a short ways west and up a short flight of stairs to get to a location identified as the "armory", or take the main chamber south to the rest of the temple.
Title: Session 46: In the Mouth of Madness
Post by: jgants on December 12, 2010, 01:26:03 PM
Session 46 - Scene 2 (of 4)

To avoid being surprised from behind, the group elects to check out the armory first.  Krolec quietly makes his way to the foot of the stairs and slowly creeps up them.  He keeps his distance from the armory room itself, glancing as much as he dares from around a corner.

With Sage keeping the light source fairly far behind, Krolec can barely make anything out in the passageway ahead, even with his low-light vision.  He is fairly sure, however, he has spotted some slight movement in the room.

Krolec signals back down the stairway to the others.  Scrag, using his panther armor, moves along the shadows and heads up to the top of the stairs to get into position.

The elf then steps up a little further to get a better view into the room.  Looking inside, he can see the room is indeed an old armory – one with a group of four battle wights inside.  The creatures do not appear to spot him hidden in the darkness.  Krolec signals the number four back to the others.

While everyone else either holds back or advances slowly to the foot of the stairs, Sa'lid misinterprets Krolec's signal as a need for immediate help.  He runs up the stairs and towards Krolec, causing the wights to turn their attention to the hall.  With their undead darkvision, they immediately spot Krolec and Scrag.

The battle wights charge at Scrag and Krolec, striking out with their ghastly longswords.  Both the ranger and the warden are hit, causing them both injuries as well as the becoming immobilized.  Worse, they can tell the wights are draining their life force with each hit.

At the sound of battle, Leigh heads up the stairs and sees the creatures.  With the tight hallway, she knows she will have no choice but to risk hurting Krolec and Scrag in order to injure the wights.  Firing off a fire burst spell, she blasts the wights and Scrag, but manages to miss Krolec.

Sage heads up the stairs as well and moves to protect Leigh.  She attempts to blast a wight with her sacred flame, but misses.  She then uses a healing word to heal Scrag.

Scrag attempts a thunder ram assault against the wights in front of him, but they fend him off with their shields.  Krolec has no better luck as he attempts to use his swords to strike at the creatures with a hawk's talon maneuver.

Durmindin moves up behind Leigh and Sage, and summons his spirit companion next to Krolec so he can assist the ranger.  The spirit strikes out, hitting one of the wights.

Sa'lid follows up the attack by using his swirling stars spell.  Unfortunately, it not only hits two of the wights but Durmindin's spirit companion as well.  As the spirit is dispelled, the nearby shaman suffers the psychic feedback and cringes in pain.

The wights press the attack.  Two of them drain Scrag's life force quickly, using it to heal themselves.  The other two hack into Krolec, badly injuring him and draining nearly all of his life force.  The ranger yells out to the others to retreat and leave him behind.

Leigh ignores Krolec's command and decides to press on with a flurry of spells.  She begins by blasting the wights and Krolec with a shock sphere.  She follows it up with a fire scythe spell that hits all the wights but knocks Krolec safely prone.

Sage attempts to use a hymn of resurgence, but finds the wights are too tough to be affected.  She then moves up and gives a healing word to Krolec.

Scrag then blasts the area with his manticore shields.  The wave of darts kills two of the wights, and injuring the other two along with Krolec.  The warden then summons forth his triumphant vigor.

Inspired by Sage, Krolec is able to shake off the effects of the wight's paralyzing hits and uses acrobatics to jump to his feet.  He tries to retreat past the remaining wights to safety, but is struck by a wight sword as he passes and once more finds himself frozen in place.

Durmindin summons forth his spirit again.  He strikes out at a wight with a thunder bear's warning, but the creature fends off the attack.  The shaman fares better with a wrath of winter spell, blasting the wight into oblivion.

Sa'lid moves to take on the last battle wight.  He blasts the creature with a blazing starfall (that narrowly misses Scrag as well).  With the creature still barely standing, the sorcerer flings his vial of holy water at it, causing the creature to melt in the ensuing explosion of blessed liquid.
Title: Session 46: In the Mouth of Madness
Post by: jgants on December 12, 2010, 01:27:03 PM
Session 46 - Scene 3 (of 4)

Everyone takes a few moments to recover themselves.  The majority of the group is doing fine, but Krolec is severely weakened from the battle.  He believes the group should head back out and rest before continuing to explore the temple, but does want to check the armory over first.

The ranger first makes sure the room is free of traps.  He then looks around the room; it appears to be filled with racks of ancient, rusted weapons and old furniture.  At one point, this room appears to have been used as a guard post for the guardians of the temple.

Krolec does spot one weapon that appears to be in strangely good shape.  Leigh examines it, and determines it is a magical Medic's Mace.  Sage and Durmindin start discussing how Sage could take the new mace and give Durmindin her old one, but Krolec interrupts them and says they can discuss it during the trip back to the mansion.

After making certain there is nothing else of value in the room, Krolec has Scrag lead them out.  But as Scrag gets to the top of the winding stairway, he tells the others to stop.  Up ahead he sees the entrance doors are shut and a carved mouth appears on the wall next to the doors where there wasn't one before.

Leigh slowly approaches it.  She can tell it is a magic mouth, created by magic.  Once she gets close enough, it begins to speak, "Hello Leigh... Krolec... Scrag... Sage... Sa'lid... Durmindin...  I want to play a game.  For far too long, you have interfered in matters that do not concern you.  Your interference has caused much pain and suffering and many deaths of innocents and friends.  Your obsession has brought you to this place.  And now this tomb will be your tomb."

With that, the magic mouth disappears, having finished its message.  Leigh notices that not only has the wall been enchanted with a magic mouth, it also appears to have sealed the doors with some kind of magic.  Sage realizes what the mouth meant – they are now trapped inside.

Leigh can tell the spell was cast by someone more powerful than her and she will be unable to dispel it.  Krolec wonders if they can use the acid vials to burn around or through the doors.  Leigh explains that the doors aren't just sealed, it's as if a wall of force were protecting the doors and the wall they are part of.

Scrag and Sage attempt to force the door open, but fail to budge it.  Krolec begins to suspect Durmindin was right after all – only Nimozarran would seem to be powerful enough to use this magic.
Title: Session 46: In the Mouth of Madness
Post by: jgants on December 12, 2010, 01:27:36 PM
Session 46 - Scene 4 (of 4)

With no way to get through the doors and not wanting to try and fight their way back to the Chamber of Twilight (where they know another entrance is located via the collapsed section of the ceiling), the group elects to head back to the armory and seek refuge there.

Scrag and Sage take the lead back down the stairs.  But as they reach the hall below, Scrag spots two deathlock wights headed in their direction.

Leigh immediately moves up next to Scrag and fires off her fireball spell.  Sa’lid follows, casting a deep shroud to conceal them and blasting the creatures with a blazing starfall and the moon and the stars spells.

Krolec decides to hang back, reminding himself he is weakened and trying to keep mindful that he should not behave like a front-line fighter.  Durmindin stays back with him.

The wights attempt to fire back at the sorcerer with grave bolts, but miss.  Sage has no better luck with a counterattack of her sacred flame.

Scrag decides to charge ahead at the creatures.  He strikes into one with his thunder ram assault, killing it.  Leigh then uses a fireburst to finish off the other one.

The group quickly makes their way to the armory.  Krolec has them take some of the rusty weapons and have Snarg create alarm traps in the hallways to alert them of anything approaching.

They know the night will not be easy to survive…
Title: Session 46: In the Mouth of Madness
Post by: jgants on December 12, 2010, 01:49:15 PM
Session 46 - Session Notes

This session was pretty short - really only two hours of play.  We got started about a half hour late because of people being delayed plus chit-chat.  And we ended early because of the winter storm coming (in particular, the kid has to drive like 30 miles of highway to get home and just got his license, so we didn't want him to get hurt).

The session also had the misfortune of falling between two holidays, so the last session was nearly a month ago, and it will be nearly another month before we get together again.  Given that, probably best we didn't get too far into it.

A few notes from this session:

* I've had the Temple of Light and Darkness mapped out for a while now.  It's been ages since I've had to do much DM prep.  The only thing that changed between the original plans and now is that the door locked behind them with the magic mouth.

* The magic mouth was something I wanted to do for a while.  In RPGs, its so hard to give villains a chance to say anything.  So, I always have to resort to dreams, visions, letters, side interludes, and now a magic mouth.  Obviously I cribbed a little from the Saw movies here - though that was just to make it seem more menacing rather than any sort of correlation.

* The door being sealed and the magic mouth, btw, are the direct result of the PCs taking the bait last session.

* I believe I mentioned before this map was based on an actual set of roman catacombs.  Between the time I originally handed out the player's map to now, the Leigh player actually saw the map on some tv program and recognized it.  That was pretty funny.

* The encounters in the tomb were designed to be deadly, but not nearly as deadly as it almost was this session.  But I completley blame the players for using bad tactics again.  Other than Krolec being beaten down, they were in perfectly fine condition at the end of the encounter.

* The paranoia over Nimozarran annoyed me the way it always annoys me when they can't handle having multiple NPCs with different goals and personalities.  They also seem pretty ignorant of the capabilities of their enemies.

I have a hard time understanding how anyone could think that Nimozarran makes any kind of sense as the master villain.  Not only has he been one of the few who keeps pointing out there is a conspiracy, he is on his deathbed most of the time and generally only cares about Leigh taking over as the new head wizard.  

No, instead of factoring any of that in, it comes down to "magic was used - it must be Nimozarran!!!"  Actually, I think it might be even worse than that.  It might just be "we saw Nimozarran last and thus he's the only NPC in the entire campaign we remember right now - he must have done it!!!"

I swear, I understand now why popular tv shows only ever have one good guest and one evil guest per episode - anything more and it apparently blows people's minds.
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:24:11 PM
Session 47 - Cast of Characters

Scrag Graveborn - Half-Orc Warden
Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sage - Longtooth Shifter Cleric
Sir Durmindin - Wilden Shaman
Sa'lid Dra'lah - Human Sorcerer
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:25:18 PM
Session 47 - Scene 1 (of 7)

Everyone positions themselves in the ancient armory room in the hopes of resting enough to move on.  Sa'lid and Snarg head over to a far corner, with Krolec sleeping nearby.  In the opposite rear corner of the room, the sunrod lies as an artificial campfire.

Between Sa'lid and the sunrod, Durmindin rests in the back of the room.  Up near the doorway, Sage and Scrag stand guard.  Leigh sleeps nearby, wanting to be available quickly in case of trouble.

An hour in, and Scrag hears the alarm of rusty metal go off from outside the room and down the nearby stairs leading to the hallway below.  He blends into the shadows and sneaks out of the room and into the short hallway leading from the armory to the stairs.

Scrag spots a solitary battle wight heading up the stairs.  He sneaks back to inform Sage.  She tells Scrag to wake Durmindin and Leigh, and readies herself to charge the wight as soon as it passes in front of the doorway.

As the wight approaches, Sage runs and slams into it with her mace.  The undead creature responds by striking back at her with its sword, hitting her hard.

Scrag takes the time to make sure Leigh wakes up.  The wizard stands herself up and moves into a position to see the wight attacking Sage.

Using her hallowed might, Sage strikes the wight again with her mace and uses her divine powers to teleport Scrag next to the creature.  Scrag follows up by cutting into the wight with his axe.

The wight strikes at Sage again, scoring another deep wound.  Scrag makes sure he gets the wight's full attention, chopping into it with his strength of stone.

Leigh moves over to Durmindin and gives him a quick kick with her foot to awaken him.  But the wilden sleeps soundly, simply tossing a little and mumbling something incomprehensible.  Not wanting to waste more time on the endeavor, Leigh decides to blast the wight with a magic missile.

Sage finally finishes the creature off with a healing strike.

Leigh wonders why they bothered to wake her and heads back to sleep as Scrag and Sage resume their normal positions.  They also decide to dim the sunrod's light a bit by partially covering it with one of their backpacks, hoping it will attract less attention to them.
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:26:01 PM
Session 47 - Scene 2 (of 7)

Another hour and a half go by before Scrag hears something again.  As before, he attempts to meld into the shadows and head over to get a better look.

But this time, he makes too much noise while moving.  A lone battle wight heading up the stairs spots him and charges the warden.  Scrag manages to fend off the attack.

Scrag shifts back into a better position to allow Sage room to maneuver.  The wight follows him, and tries to attack again, but Scrag's armor holds off another blow.  He strikes back at the creature, hitting it with his strength of stone.

Sage then moves into position and strikes the wight.  The wight and Scrag exchange a set of blows as well.

After Sage hits the creature with another blow from her mace, Scrag uses his earthgrasp strike to knock the creature down.  The battle wight attempts to stand and strike back, but Scrag parries the blow.

Scrag and Sage attempt to strike the wight again, but his shield blocks both of their attacks.  Luckily, the wight is still having no luck in its attacks against Scrag.

Sage is finally able to finish the undead creature off with a healing strike.

Happy they were able to deal with the wight without being injured or needing to wake the others, Scrag and Sage move back into position.
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:27:02 PM
Session 47 - Scene 3 (of 7)

Yet another hour or so passes in the tense environment of the armory when Sage and Scrag both hear the alarm go off again.  This time, Scrag spots two battle wights coming up the stairs.

Scrag remains hidden back in the shadows as the wights walk nearby and head towards the illuminated room.  As one passes him, he strikes into its back with his axe.  The two wights respond by slicing into the half-orc with their swords, further draining his life force.

Sensing the danger, Scrag changes into his panther form, strikes out at one of the wights, and then retreats back to safety.

Sage yells out loudly to wake the group then strikes into the wight nearest her using her strength of the faithful.

Everyone but Sa'lid and Snarg hear the commotion and awaken.  Krolec stands up and moves himself into a position to fire with his bow.  Leigh similarly positions herself, ready to fire off a spell.

As one of the wights collapses from the gaping wound left by Scrag's axe, the other attempts to attack Sage.  Reacting quickly, Scrag uses his warden's grasp to push the creature back.

Scrag stays back to let the others handle the wight from range.  

Durmindin uses his spirit companion to slam the wight with a spirit renewal strike while Krolec uses a hawk's talon maneuver to fire an arrow into the creature.  Sage follows up the assault with her sacred flame.

Pinned back, the battle wight strikes out at the spirit companion, vaporizing it.  Durmindin shudders in pain at the forced dispel.

Leigh then blasts the wight with her magic missile.  Scrag then moves up and finishes the wight off with an earthgrasp strike.

Everyone heads back to bed, wondering if staying in the room is the best plan.
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:28:11 PM
Session 47 - Scene 4 (of 7)

After another couple of hours pass uneventfully, Leigh, Durmindin, and Krolec are all recovered.  Sage elects to stay up with them while Scrag goes to rest.

Nearly another hour passes after the changing of the guard when the group hears more disturbances of their rusty metal alarm.

Krolec decides to take the scout position this time.  He moves up into the shadows of the hallway, where he spots two more battle wights coming up the stairs.

Everyone stays back and prepares to attack the wights when they come into view.  Durmindin with a wrath of winter, Sage with a charge, and Krolec with his arrows.

Leigh, however, wants to get into position before anyone else can get in her way.  She moves over and blasts the two wights with a fireburst.

The wights begin moving towards Leigh.  Krolec misses with his hawk's talon shot as does Durmindin with his wrath of winter spell.  Sage likewise finds her charge blocked by a wight's shield.

Striking at Leigh with their swords, the wights score a hit.  Leigh responds by blasting the creatures with a burning hands spell.

Durmindin tries to assist using a thunder bear's warning, but his spell is no more successful than his wrath of winter attempt.  Sage likewise is fended off when she attempts to hit one of them with a healing strike.

Krolec has better luck, hitting one of the creatures with his shadow wasp strike.

The wights attack again, hitting both Leigh and Sage.

Durmindin attempts to attack back, but his wrath of winter spell again proves ineffective.  Sage fares better with her strengthen the faithful attack.

Leigh blasts one of the wights with a magic missile while Krolec shifts into position.  The ranger attempts to hit one of the wights with his ranger's recovery attack, but misses.

The wights press their attack, missing Leigh but hitting Sage.  Durmindin tries to strike back, but his wrath of winter spell continues to fail him.

Taking matters into her own hands, Sage smashes through the skull of the wight in front of her.  Leigh blasts the remaining wight with her magic missile.

Krolec tries to follow up the assault with an evasive strike, but misses.

The remaining wight turns and attacks Sage, cutting into her with its sword.  Sage is forced to forgo a counterattack in favor of using a cure serious wounds spell on herself.

Durmindin tries to finish off the wight with a protecting strike from his spirit companion, but fails.  Leigh, however, performs the kill with a magic missile.

Badly injured from the attacks, Sage announces her intention to go rest; something she had hoped to avoid.  Sa'lid and Snarg, however, are recovered enough to help the others stand guard.
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:29:22 PM
Session 47 - Scene 5 (of 7)

Several hours pass before there are any more disturbances.  When new noises are heard, Krolec once again goes to investigate.

He spots two wights coming up the stairs, but can hear another coming behind them.  He runs back and alerts the others there are three wights this time.

Scrag moves up into position while Krolec prepares an evasive strike.  Durmindin readies himself to summon forth his spirit companion, while Sa'lid prepares a blazing starfall spell.

When the wights emerge, everyone attacks.  Krolec misses with his shot, as does Sa'lid.  Durmindin is able to summon his spirit companion, but the wights immediately cut it down.

Scrag rushes ahead and attempts to attack with a thunder ram assault, but misses.  Krolec has no better luck with his hawk's talon, and Durmindin once again fails with his protecting strike.  Keeping consistent with the rest of the group, Sa'lid fails with his explosive pyre spell.

Luckily for the group, the wights are not able to make an effective assault either.

Scrag decides to attack with his thornburst power, hitting the wights.  Krolec tries to follow up with a shadow wasp strike, but misses.

Durmindin uses a thunder bear's warning spell, but fails.  As does Sa'lid misses with his blazing starfall spell.

The wights cut into Scrag.  He attacks back with an earthgrasp strike.  Krolec follows up the assault by hitting the wight with one of his twin strike shots.

Durmindin calls for his spirit companion to make another protecting strike.  To his surprise, the spirit actually hits the wight.  Sa'lid, however, misses with his energy strobe spell.

The wights press their attacks against Scrag, but he fends them off.  Scrag strikes one of them back with an earthshield strike.

Krolec tries to follow up the assault with a twin strike, but neither shot finds it mark.  Durmindin, however, kills one of the wights with another protecting strike.

Sa'lid blasts one of the remaining wights with a fiery energy strobe.  The wights respond by cutting deeply into Scrag with their swords.

Scrag strikes back with his axe, cutting down another of the wights.

Krolec misses with another couple of shots as Durmindin's spirit companion connects again.  Sa'lid follows up with a lightning blast from his energy strobe.

The remaining wight attacks at Scrag, but the warden fends him off.  Scrag's counterattack also misses.

Durmindin presses with his attack on the wight, as Krolec misses with yet another pair of shots.  Sa'lid's energy strobe hits as well, blasting the creature with a thunderous hit.

Scrag and the wight continue to trade attacks, each parrying the other.  

With Krolec and Durmindin both missing with their attacks again, Sa'lid blasts the wight into a pile of ashes with another fiery energy strobe.

Everyone moves back into position, hoping no more wights appear.  Krolec is not happy that the wights appear to be increasing in number.
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:30:00 PM
Session 47 - Scene 6 (of 7)

Against all expectations, no more wights appear before Sage has a chance to finish resting.

The decision is made to head out now rather than risk waiting any longer.  Leigh suggests the only way out may be to advance room by room.  Krolec is hopeful they’ve eliminated a fair amount of the wights in the temple.

Heading down the passageway, Krolec is very careful to make sure they don’t encounter any more traps.  They reach an area where there is a small alcove off to one side and a room on the other.  Leigh’s map identifies the room as the Tomb of Kings.

Sage and Krolec examine the alcove carefully.  There appear to be some bodies of warrior guardians missing from crypts in it, but nothing dangerous.  Krolec believes the missing bodies were some of the wights that attacked them during their resting.

After Leigh confirms there is nothing magical about the alcove area and Sage finds nothing hidden there, the group turns its attention to the room.

Krolec examines the room carefully from the doorway.  He can see that the doorway has a slot in the top where a door could fall down from.  He also notices the floor could have pressure plates inside.

Inside the room appears to be filled with three fancy crypts – each for a king.  The tombs appear to have different markings – one with a diamond, one with a heart, and one with a club.

As Sage looks around for a hidden panel outside the room that would contain any kind of switch, Krolec slowly advances into the room to find exactly where the pressure plates are.

Once he finds them, and Sage fails to find any switches, the group decides to set off the trap from outside the room.  Scrag grabs a large chunk of stone from one of the broken crypts in the alcove and throws it inside.

As soon as the stone hits the pressure plate in the floor, a large stone door slams down.  The door has writing on it saying, “Beware the Wrath of Kings”.
Title: Session 47: Let the Wight One In
Post by: jgants on January 09, 2011, 09:32:11 PM
Session 47 - Scene 7 (of 7)

With the room sealed off and presumably safe, the group continues on.  After making sure the intersection is clear, Leigh and Krolec decide to head south towards the Altar of Darkness room to clear it out and rest.

As the group heads down the hallway, Sa'lid questions the group's decision to head towards the altar of darkness, believing it would have been safer to head to the exit out the Chamber of Twilight.  

Leigh and Krolec, however, argue that they have no idea how dangerous it will be to fight out through the rest of the temple to get to the exit and need another safe area to rest as well as not wanting to have any potential threats from the rear.   Besides, Krolec points out, their goal is to clear the temple.

As they head down the hall, symbols of the Raven Queen adorn the walls.  Leigh confirms, however, they are not magical in nature.

Up ahead, the group approaches the large antechamber before the altar of darkness.  Inside, the group sees a group of four deathlock wights.

Krolec knows this fight will be very dangerous, and that's not even including the threats at the actual altar that lies in the room beyond.  As they ready for battle, everyone wonders if Sa'lid was right after all...
Title: Session 47 - Let the Wight One In
Post by: jgants on January 10, 2011, 06:58:20 AM
Session 47 - Session Notes

This session went pretty well overall, even if I wasn't sure they were ever going to leave that first room.  I didn't want to give them a free pass to rest, but I didn't want to railroad them out of it either, so I basically came up with a quick system on the fly to keep up the tension.  I'd make a d60 roll and count that as the number of minutes that had passed, then make a d6 roll and have wights appear if a 5-6 was rolled.

After trying this out, I remain convinced that small battles against 1-2 creatures are essentially useless.  The only reason things got more dangerous in this case is the ability of the wights to suck down healing surges.

The biggest thing I noted in the session was basically that the group seems to have gotten worse, not better, over time with regard to combat tactics and using their abilities.  They managed to build up 2, 3, or even more action points, but never used them.  The healers kept on the offensive instead of actually healing.  I pretty much had to remind them to use encounter powers as they would refresh each time.

As for their overall strategy, I was with the Sa'lid PC - I have no idea why they think heading down to the altar of darkness makes better sense than heading for the escape route.  Oh well, that will prove to be an interesting fight next time.

The only other thing of note I guess is my Tomb of the Kings trap - which used some Resident Evil-inspired card symbol imagery.  I've noticed traps are their own are becoming more and more of a moot point as the super-high perception rolls make not detecting the traps ahead of time pretty rare.  Granted, they did miss out on some treasure by not entering the room.
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:40:01 AM
Session 48 - Cast of Characters

Scrag Graveborn - Half-Orc Warden
Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sage - Longtooth Shifter Cleric
Sir Durmindin - Wilden Shaman
Sa'lid Dra'lah - Human Sorcerer
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:44:05 AM
Session 48 - Scene 1 (of 8)

To everyone's chagrin, Scrag charges right at the closest deathlock wight, but fails to his with his earthshield strike.  From back in the doorway, Krolec has no better luck with his hawk's talon shot at the far wight.

Not messing around, Leigh casts her fireball spell, blasting all four of the creatures.  Sa'lid follows it up with a blazing starfall.

The wights closest to Scrag transform into a horrific visage, frightening him, while the other two fire grave bolts at Krolec.  The ranger manages to dodge one but is hit by the other.

Durmindin moves up in the hall to get a look at the wights.  Summoning his spirit companion, he strikes into one of the wights with a protecting strike.  Sage tries to assist with a sacred flame, but misses.

Scrag strikes out at the wight next to him with his axe, cutting into the creature with his strength of stone.

Krolec again fires at the far wight, hitting it with his shadow wasp strike.  Leigh assists by blasting the wights with a fireburst, sending one to the ground in a flaming heap.  

Sa'lid tries to take out the wights on the other side of the room, but his swirling stars spell fails to activate.  The wights respond by blasting at him with gravebolts, but miss him.  The other wight on Scrag lashes out with his claws, but the warden fends him off.

Durmindin uses his spirit companion to attack a wight with a thunder bear's warning.  Sage steps up and attacks another with her sacred flame.

Just then, five evistro carnage demons emerge from the far room.  They immediately rush at Sage, Scrag, and Krolec.  Krolec manages to slip away before they can attack him, but Scrag and Sage both suffer horrendous claw attacks.

Everyone realizes the battle has just gotten much more deadly...
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:45:12 AM
Session 48 - Scene 2 (of 8)

Scrag finishes off the wight in front of him with a thunder ram assault.  The resulting blast also knocks back a couple of the demons.

From back in the hallway, Krolec launches two arrows at one of the demons.  One strikes the target.

Unable to see past the demons blocking the hallway, Leigh elects to knock Sa'lid, Sage, and Scrag to the ground, blasting the demons with her firescythe spell.

Sa'lid picks himself up and blasts the closest demon with his blazing starfall spell.  From behind the demons, the wights respond by blasting at the sorcerer with their grave bolts, hitting him once.

Durmindin moves his spirit companion in front of him for protection.  It lashes out at a demon with a spirit renewal strike, but the creature fends it off.  The spirit has much better luck hitting with a protecting strike.

Greatly concerned about the demons in front of her, Sage calls forth a beacon of hope.  Unfortunately, her faith is only strong enough to affect the two demons on Scrag.  The demons in front of her respond by ripping into her flesh with their claws.  She falls to the ground in a pool of blood.  Scrag likewise takes some injuries, but has the advantage of the demons being weakened from the cleric's prayer.

Scrag picks himself up off the ground and goes into a berserker fury against the demons cutting him off.  He attacks using his manticore shield, blasting several of the demons with its darts.

Krolec fires on the demons blocking the hallway, hitting once.  Leigh decides to avoid them all together by leaping over them using her jump spell.  From behind, she blasts three of the demons and the two wights with a shocking sphere then activates her flame shield.

Sa'lid administers a healing potion to Sage then blasts the nearest demon with his explosive pyre.  Unfortunately, Sage's recovery is short-lived when the demons tear into her and begin eating her entrails.

Things go from bad to worse as the other demons surrounding Scrag cut deeply into him with their claws, sending him into unconsciousness.
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:46:00 AM
Session 48 - Scene 3 (of 8)

With their hopes fading fast, Durmindin calls forth his spirit of autumn reaping spell, blasting one of the demons and healing Scrag.

The demons respond by rending Durmindin's spirit companion apart, injuring Sa'lid, and sending Scrag back into unconsciousness.  But Scrag's superhuman resilience allows him to immediately recover.

Behind the half-orc, Leigh blasts the wights and several demons with her burning hands spell.  She follows it up with an acid arrow that transforms one of the demons into a pile of goo.

Back in the hall, Krolec fires off two more arrows, killing another of the demons.  Sa'lid blasts back another of them with a blast of cold from his rimestorm.

The demons on Scrag turn and rush at Leigh, clawing deeply into her.

With the hall no longer blocked, Durmindin moves up and casts his spirit of the healing flood.  While ineffective against their enemies, it does allow his allies to recover.  He follows it up with a healing spirit for Scrag.

Just as the tide seems to be turning, the wights have other ideas.  Using their death magic, they raise two of the demons from the dead.  Scrag immediately attacks the creatures with his thornburst.  Krolec also attacks the newly-risen demons, hitting once with his arrows.

Trying to get away from the demons, Leigh fey steps over to Scrag.  She then casts a scorching burst on several of the creatures, killing one of the wights.  The remaining wight counterattacks with a grave bolt, but misses.

Sa'lid uses an energy strobe spell at one of the demons, killing it in a fiery blast.  Durmindin tries to follow up by re-summoning his spirit companion and attacking with a spirit of the hawk's wind spell, but the demons resist.

The demons press the attack.  In the hallway, one of the demons claws into Sa'lid.  Next to the hall, Scrag fends off an attack by another.  Near him, the two demons rush across the room and claw into Leigh.  The wizard collapses from the assault.

Scrag summons forth his wilden strength then crushes a demon into a spray of black blood using his earthgrasp strike.  He then moves in to assist Leigh, striking into another of the demons with his axe.  Leigh manages to hold on as she continues to bleed out.

Back n the hall, Krolec uses his elven accuracy to take out the remaining wight with a boar assault.  Sa'lid follows it up by killing a demon with a blast of thunder from his energy strobe.

The hall once again clear, Durmindin moves up and sees Leigh dying.  He helps her by calling a healing spirit to her aid.

The remaining demons focus on Scrag, but he deftly blocks their attacks with his shield then counterstrikes with his axe.  Next to him, Leigh stands up and blasts the demon in front of her with a magic missile.

Using another thunderous blast, Sa'lid blows a demon apart.  Durmindin crushes the other with his spirit companion's attack.
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:46:45 AM
Session 48 - Scene 4 (of 8)

Badly fatigued from battle, everyone takes a moment to rest.  Krolec is worried about the room containing the altar of darkness that lies beyond, but nothing more comes out.

Once he has caught his breath, Krolec slowly approaches the altar room.  Seeing inside, the room appears to be empty and contains an altar to the Raven Queen.

Carefully checking for traps, Krolec makes his way into the adjoining hallway.  Leigh follows behind while the others remain resting in the antechamber.

However, once Krolec actually steps into the altar room itself, a wraith materializes from the altar, heading straight for him.  

The ranger makes a tactical retreat before it can touch him then fires a hawk's talon arrow into it from back in the hall.  Next to him, Leigh uses a fireburst spell to blast the dark spirit.

Hearing the commotion, Durmindin heads over to investigate.  Sa'lid follows him.  Spotting the wraith, the sorcerer casts a cosmos call spell, but it fails to affect the shadow creature.  He then uses a deep shroud to conceal himself and the shaman.

Scrag prefers a more direct approach.  Changing into his panther form, he charges at the wraith.  Unfortunately, the lack of a physical body proves to be difficult for him and his attack is ineffective.  The wraith responds by touching the half-orc; he can feel his soul being drained.

Krolec fires off a flurry of arrows, hitting the creature twice with his adaptive assault and again with a shadow wasp strike.  Leigh assists with a shocking sphere, as does Sa'lid with an explosive pyre.

Durmindin goes on the defensive, using a healing spirit to recover some of Scrag's lost vitality.  Recovered, the warden strikes into the wraith with a furious assault of his thunder step, his magic axe cutting deeply into the ether of the wraith's form.  The wraith responds with another chilling touch to Scrag.  

Krolec decides his arrows may not be effective enough and tosses a vial of holy water at the wraith.  Unfortunately, his aim is off.

Leigh has better luck hitting the creature with her scorching burst.  Durmindin follows it up by summoning his spirit companion, which attacks the wraith with a spirit renewal strike.

Sa'lid calls forth his swirling stars spell.  A flash of light and fire engulfs the area around the wraith, destroying both it and Durmindin's spirit companion.
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:47:54 AM
Session 48 - Scene 5 (of 8)

Glad the battle was not nearly as deadly as the one against the demons and wights, the group takes another moment to recover then looks around the room.

Krolec spots a strange black stone on the altar.  Leigh identifies it as magic; it appears to be the triggering stone meant to be placed inside one of the two slots in the Chamber of Twilight.

Thinking about the map, the wizard surmises the other stone is likely to be found at the Altar of Light, on the far side of the temple.

Behind the altar, Krolec discovers a black axe.  Leigh identifies it as a Lifedrinker Greataxe.  While Scrag is the logical choice to wield the axe, he isn't so sure he wants it as he likes his Battleaxe of Wounding and using his shield.

The magic axe is put into the bag of holding and the rest of the room examined.  Nothing else of interest is found.  The group is particularly disappointed there are no secret exits back to the surface from the room.

As badly injured and fatigued as they are, the group knows they have no choice but to try and rest for the night in the altar room.  The best plan they come up with for protection is Leigh's idea to stack the bodies (except for Sage's) in front of the doorway hall at the far end of the antechamber.

Regarding Sage, the group isn't sure what to do.  Some discussion occurs about placing her on the altar of darkness to see if the Raven Queen will return her, but the prevailing concern is that the altar may be corrupted and could have undesirable effects.

Instead, they keep the body on the floor of the altar room and everyone agrees to make prayers to the Raven Queen during their shift on guard duty.

The night passes uneventfully with no more wight attacks.  In the morning, Sage is still a corpse.

Krolec looks over the map of the temple carefully to plan the group's escape.  In order to get to the Chamber of Twilight, they will have to pass though an area called the Guardian Chamber, which is flanked on either side by rooms called the Crypt of the Great Warrior and The Rotunda.

The ranger is concerned about the group's ability to get through the remaining rooms.  Hoping against the odds, they elect to go back to the main entrance and see if the spell locking them in is still in effect.  It is.

With no other choice, the group heads to the Guardian Chamber.  Krolec takes the lead, with Scrag slightly behind him, carrying Sage's body.  The plan is to rush through the chamber as quickly as possible, so Leigh and Scrag have their ropes ready for using once they get to the Chamber of Twilight.  Krolec makes sure to carefully instruct Scrag not to engage in combat unless he absolutely has to.
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:48:36 AM
Session 48 - Scene 6 (of 8)

As Krolec approaches the guardian room, he can see two stands for statues in the corners of the room, but no statues on them.  Remembering the gargoyles from the first time the group entered the temple, Krolec gets nervous.

Leigh moves up to investigate.  Using her knowledge of the arcane, she can tell gargoyles definitely were on the stands at some point.

Krolec decides to advance further into the room, slowly making his way across while checking for traps, Leigh following him a bit behind.

As he makes his way to the center of the room, he is spotted and two gargoyles emerge from the room to his left.

Krolec rushes to the other side of the room and positions himself in the doorway.  He fires off an arrow shot, hitting one of the gargoyles.

Scrag, completely forgetting he is supposed to be avoiding fighting, drops Sage and charges the closest gargoyle.  He knocks them both back with the blast from his thunder ram assault.

The gargoyles respond by rushing back at him and tearing into his flesh with their stone claws.

Sa'lid, focused on their task of escape, summons his sorcerer's shroud and grabs Sage's body.  He starts heading for the other side of the room, masking Leigh with his shadows.  Durmindin follows.

Leigh, however, doesn't like the idea of leaving Scrag by himself to fend off the gargoyles while they escape.  She fires off a lightning serpent spell, hitting one of the gargoyles.  Once that fails to kill it, she runs to the other side of the room.

Krolec steps over in front of Leigh to protect her.  He fires two arrows into the gargoyle nearest him.

All of the commotion seems to have attracted creatures from the opposite room.  Streaming out of the Rotunda come five wights.  Three of them head for Krolec and Leigh, while two move towards Sa'lid.
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:49:41 AM
Session 48 - Scene 7 (of 8)

Both Sa'lid and Krolec fall victim to the wights' claws.  Leigh's situation is even worse, as the wight cuts into her deeply.

Off to the side, Scrag transforms into his panther form and attacks.  He and the gargoyles exchange blows.

Nearby, Krolec steps back and fires an arrow into one of the wights.  Leigh follows it up with a blast from her burning hands that hits all of the wights.

Back in the center of the room, Sa'lid drops Sage's corpse and tries to blast the wights in front of him with his moon and stars spell.  When that fails, he attacks them with swirling stars.  Durmindin tries to assist by casting his spirit of the healing flood.

Krolec attacks again, firing two more arrows into the wights.  The wights attempt to strike back at him and Leigh, but they fend them off.  Sa'lid, however, is less lucky, and the two wights claw into him.

Using a thornburst, Scrag destroys one of the gargoyles.  The other one counter attacks, cutting his face with its claws.

Back in the center, Sa'lid's phase of the sun aura of fire and radiance causes one of the wights to crumble into dust.  He destroys the other with a flaming energy strobe.

Durmindin moves his spirit companion over to assist with the gargoyle, but it fails to penetrate the creature's stony form.

Back in the far hallway, Leigh steps back from the wights and blasts them all with a fireburst.  Krolec tries to follow up with a pair of arrows, but misses his mark.  The wights respond by clawing into Leigh, causing her to collapse.

Off in the side hall, Scrag finishes off the remaining gargoyle with his earthgrasp strike.  He then uses his thunderstep to teleport over to the wights, striking one of them with his axe.  Sa'lid follows up the attack by blasting the wight apart with his explosive pyre.

Durmindin moves his spirit companion in to assist.  It strikes one of the creatures with a thunder bear's warning.

Krolec focuses on helping Leigh.  He stabilizes her bleeding and applies first aid to allow her to recover.  One of the wights responds by clawing into him.

The other wight attacks Scrag, but he fends the creature off.  He counterattacks with an earthshield strike, killing the undead monster.

Sa'lid tries to finish off the remaining wight with his energy strobe, but misses.  Durmindin has better luck with his spirit companion, crushing the creature with a protecting strike.
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 10:50:20 AM
Session 48 - Scene 8 (of 8)

As the group catches their breath, Krolec wonders if they should investigate the two side rooms.  Leigh is adamant that they do not; she wants them to get out now.

The group heads into the next chamber, seeing the pit trap still open in front of the hall to the Chamber of Twilight.  Krolec jumps across first, positioning himself to help the others.  Everyone follows without incident, except for Snarg who requires some assistance from Krolec.

As they get into the chamber, Krolec looks up at the ceiling.  As he somewhat expected, the hole has been filled in.  They are still trapped...
Title: Session 48: All the Wight Moves
Post by: jgants on January 24, 2011, 11:23:58 AM
Session 48 - Session Notes

This was another combat-heavy session with a pair of rather large (and deadly) battles.  I will say that this time, the combats went rather fast.  Part of the reason, I think, is we were down to 5 players this session (Scrag's player was absent and was being played by the Sage player as a proxy).

Much like the last session, I spent half the time cringing at the PC's almost complete inability to use tactics.  I mean, seriously, we are two years into this thing and session after session they keep making the same obviously bad choices.

Most of them take a tactic of "run up to the closest guy and start attacking with at-wills" or "stand back and fire at the closest guy with at-wills".  There's no concentration of fire, no paying attention to what anyone else is doing, very little attempts to use powers in useful combinations, etc.  They use to at least attempt to flank or protect the wizard - now they rarely even bother to do that.  And they still wonder why battles get so deadly...

The only real strategizing they do is to try and limit their exposure by fighting in narrow hallways.  Had any of the latest fights been outdoors, I could easily see some TPKs.

Anyhow, apart from that I become increasingly baffled by their assurance (particularly the Krolec player) that the High Septarch is behind all this, despite having absolutely no evidence other than "somebody used powerful magic".  I can understand having a suspicion (sort of), but at this point he's absolutely certain.  What's really funny - the same guy always misses 100% of clues I drop about any type of mystery thing (again, he couldn't solve a Matlock episode) yet completely invents red herrings of his own.

This will likely result in one of those conversations in-game where my NPC dresses down their PCs for acting so stupid.  I'm just itching to get an opportunity to make an allusion to the speech Sawyer gives Jack in Lost about always reacting by running off half-cocked and getting people killed.

With half the temple gone through, I can't wait for them to finish it so they can discover the infodump object will explain some things and move the plot forward.


Here's my big dilemma now - they are trapped below ground for likely several more sessions.  Sage is dead.  Obviously, the Sage player does not want to sit around for the next 2 months or so until they get back to the surface.

My potential options:

* I could have someone come rescue them by opening back up the ceiling hole.  However, that would remove the tension from the current setup of being trapped.

* I could have the Raven Queen finally grant their prayers and send Sage back.  However, that seems like a bit of a cop-out.  I don't think she wants to be another revenant, nor do I think the Raven Queen loves the idea of having to keep letting go of dead group members.

* I could have a new character show up.  Because of the situation, it would have to be something very special.  Maybe only temporary, as I'm not sure the Sage players wants to change characters yet again (as she is already on her 4th one).

I'm going to check with the player and see what she thinks, but I'm leaning towards option 3.
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 09:56:21 PM
Session 49 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Scrag Graveborn - Half-Orc Warden
Sir Durmindin - Wilden Shaman

And introducing...

Yathrin Talaste zyne'Phyrva Noquva - ?? (a surprise)
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 09:57:31 PM
Session 49 - Scene 1 (of 6)

Looking up at the filled in ceiling, Leigh and Krolec discuss what to do next.  Leigh points out that since the other two exits are sealed, it is likely the entrance down to the catacombs will be as well.  Krolec remarks that it won't hurt to check.

Just then, a female figure emerges from the shadows near the entrance to the chamber.  She is a drow spider priestess.  Krolec immediately readies his bow, but relaxes slightly once the woman speaks.  She says she has a proposition for the group...

After Krolec lowers his bow slightly and indicates he is willing to listen, the woman continues.  She explains that she and Lloth, the demon spider goddess of the drow, have been watching the group; and that the group is delving towards something they need.

Krolec asks what it is the woman needs.  She explains that it is information out of a tome.  The priestess goes on to say that the information concerns a mutual enemy, the man in the purple cloak.  Specifically, she believes the information contained in the book will allow her to find the man.

The ranger wonders what she wants with the mysterious man.  The drow responds only that he needs to be destroyed.  Despite his racial attitudes towards drow, Krolec still smiles at the answer.  He concurs he can understand, as he knows the man had brutally killed several drow in the past.

The spider priestess elaborates on the terms of her deal.  She explains that she will help the group stay alive (help that she can tell they clearly need), help them clear the temple, and help them get back to the surface in exchange for letting her copy information out of a tome that can be found inside this temple.  

Leigh makes sure to clarify that they will be able to keep the book itself, and that the woman is only going to copy some information out of the book.  The drow's patience is very limited, and she begins insulting Leigh and the group, wondering aloud how they can be so stupid as to not understand her clear instructions and insist on asking her insipid questions she's already answered.  Leigh takes the response in stride, refusing to rise to the bait.

Krolec wants to know what the priestess wants to do with the information.  She responds only that it will be a matter between herself and Lloth.  Krolec tries to get more explanation on her intentions towards the purple-cloaked man, and she once again goes on a tirade about how stupid the group is and expresses her amazement they've survived this long.

From across the room, Sa'lid smirks to himself.  The woman is not only an exotic beauty, but her acerbic wit is equally attractive.  He wonders if perhaps he would find her company even more stimulating than that of Lady Abigail.

Meanwhile, Krolec stays focused on the task at hand.  He questions the priestess if she has any suspicions on the man in the purple cloak's current location.  She says only that she has no knowledge of his whereabouts at the moment.

The elf mentions he has his own suspicions about who the man may really be.  The woman responds only that the tome will give them evidence on his identity, location, and plans.  Krolec believes the man has nefarious plans to enslave the world in darkness, based on what he's seen of the man so far.

Leigh acknowledges the group and the woman could certainly help each other in the destruction of the purple-cloaked man.  Durmindin likewise notes the two factions have mutual goals, and he is interested in securing an alliance.  Krolec quietly points out to his ally that the goals are only mutual for the moment; he is still suspicious of the drow's true intentions.

As a measure of good faith, the priestess heals Scrag and Leigh using her magic.  She introduces herself as Yathrin then offers to help stand guard while the others sleep.  Krolec and Leigh organize everyone into watches; they certainly want someone keeping an eye on the drow at all times.
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 09:58:34 PM
Session 49 - Scene 2 (of 6)

Leigh has the first shift with Yathrin.  Although the drow scorns her for asking repetitive questions, she does not appear to inspire the same racial hatred that Krolec does.

A short while into their watch, both of the women hear noises coming from down the hall, back in another part of the temple.  Leigh decides they should stay put and see what happens.  After a few minutes, the sounds appear to wander off and nothing more is heard.

The remaining shifts pass without incident and the group is now fully rested.  Leigh argues the group's first course of action should be to head back to the rotunda and the crypt of the great warrior, and make sure both rooms really are cleared.

Krolec agrees, stating they should focus on clearing out the rest of the temple at this point.

As they head out, Krolec tries to get a better read on their new companion.  He notes to Yathrin that as they are both looking for the man in the purple cloak, she may want to stay on with the group until they can hunt him down.  He then starts to mention he has a theory about the mysterious man, but the drow cuts him off before he can complete his thought.

Yathrin, clearly indicating she has no desire to make conversation, says simply she will stay with the group only if Lloth's will decrees it.

Undeterred by the spider priestess, Krolec takes the lead and he and Scrag help everyone back across the pit then march the group back towards the crypt rooms.  Krolec takes things very slowly, being extra careful about making sure there are no traps as they approach the rooms.

They decide to first head to the Crypt of the Great Warrior.  It is a large, rectangular room with many piles of bones in the catacombs along the walls, and a large vaulted crypt at the end.  The crypt contains the name of Sir Leopold the Great.

Once the area is relatively secured, Leigh goes in for a closer look.  She identifies Sir Leopold as a former paladin of Pelor, who led a successful group of knights in battles in Asandar during the crusades against Nekekharan a couple hundred years ago.  He later returned to the Fallcrest area, where he died of dysentery.

Leigh can detect nothing magical about the crypt, nor does Krolec find any sign it has been recently opened.  To be safe, Krolec and Scrag open the crypt.  Inside, he quickly spots a shining sword with a gold and bejeweled hilt lying across the prostrate remains of Leopold.

Although the sword is not magical, it is of fine quality and will fetch a good price at market.  Krolec takes the sword from the tomb under salvage rights, and has Leigh put it inside the bag of holding.  To preserve it from tarnish, he makes sure it is wrapped with a piece of cloth.

Next, the group heads over to the Rotunda.  It appears to be a series of tombs that have been broken into (or out of) by the wights.  The half-eaten remains of the dead lay here, but they spot little else of interest.

Before heading to the west side of the temple, Krolec suggests taking the time to make sure the east side is still secure.  Given the noises she heard the previous night, Leigh is inclined to agree.
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 09:59:21 PM
Session 49 - Scene 3 (of 6)

A couple of hours later, everyone is satisfied any remaining threats in the temple will be located in the western side.  Yathrin mutters to herself about what fools she is forced to deal with, wondering how they managed to live this long.

As Krolec passes through the central hall, he can see reflecting light from the Chamber of Mirrors beyond.

The Chamber of Mirrors is hexagonal in shape, with exits in every direction.  Krolec worries about another large ambush, and moves in slowly and quietly.

He can see that the walls in this chamber are covered with mirrors, with some kind of pedestal in the center.  Without getting too close, he has Leigh throw an illuminated pebble inside so they can get h better look.

Once the room is lit up, much more can be seen.  There are numbers carved in the ceiling above each number, starting with the number one just to the left of the entrance, and increasing in a clockwise direction until they get to 359 on the right side of the entrance.

The pedestal is quite interesting to the group as well.  On top of the pedestal is some kind of rotating metal device.  Affixed to it is an upright mirror.  In the middle of the pedestal sits the small remains of a candle.  Krolec can also see there is some kind of inscription on the pedestal, but can't make it out from this distance.

Everyone moves in for a closer look.  They can see the top of the pedestal has a series of numbers from 1 to 359 written around its outside edge, with an arrow pointing to the numbers as part of the rotating device.  Leigh reads the inscription aloud, "May the sun that travels 40 leagues less the age when a man is no longer a child shine its rejuvenating light upon you.  But beware, for death weakens you by inches where he rides a twenty-hand horse."

Krolec can tell it is some sort of riddle, but he doesn't quite understand it.  It seems to be saying that something good will happen if the candle is lit and the light reflected onto a wall mirror at a specific number.  But that something bad will happen if a different mirror is hit.

Leigh tries to use her knowledge of history to recall something about this riddle, but nothing comes to mind.  Krolec focuses on the second part of the riddle, recalling that a 20-hand horse is equivalent to 80 inches.  He believes 80 is the number they need to avoid.

The wizard continues to pontificate on the first part of the riddle.  As 18 is considered the age of majority, she believes "less the age when a man is no longer a child" refers to subtracting 18 from the number referred to by 40 leagues.

Krolec, quite literal by nature, believes the number they want is 22: 40 less 18.  Leigh doesn't quite agree, noting that the riddle specifically says leagues.  As leagues are only expressed in terms of miles, she quickly calculates that 40 leagues is equal to 120 miles.  And thus, the target number is 102.

The elf ranger isn't convinced, but decides they should try both numbers.  He theorizes they can just use the candle more than once.  Leigh notes the candle only has enough left for one use.

They eventually decide to try 102, though Krolec  remains convinced 22 is an equally likely interpretation.  As he goes to turn the apparatus towards 102, he discovers it will not move.  Leigh surmises the candle must be lit first, making them even more careful to avoid hitting 80.

However, Krolec does notice the pedestal apparatus can rotate left or right.  Using the handle to rotate the device counter-clockwise, the elf is able to hit 102 without passing 80.

As the light hits the reflecting mirror at 102, the entire chamber fills with a bright light.  Everyone finds themselves bathed in a warm glow of rejuvenation.  A second later, the candle burns out and the chamber returns to normal.

Durmindin takes a moment to check on Sage's corpse.  To his disappointment, she is not returned from the dead.  He does notice, however, that her corpse appears to be less degraded and looks as if it will remain preserved for at least a while yet.

Sa'lid notes aloud that perhaps they should have saved using the candle, since they were already fully rested.  Krolec grumbles something about not knowing what it did ahead of time.  The sorcerer, however, wonders if the group doesn't have a tendency to react too quickly.
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 10:01:00 PM
Session 49 - Scene 4 (of 6)

Looking around at the side passages out of this room, Krolec sees two rather uninteresting crypts, a third crypt containing several bags of coins and objects of art, and a fourth room with a bronze statue holding some kind of vial.

Leigh can tell the vial contains a healing potion.  Krolec carefully examines the doorway and room itself for traps, finding none.  The statue itself, however, is trapped with a trigger that will go off if the potion is removed.

Krolec isn't sure what exactly will happen when the trap is triggered, but Leigh points out a hidden panel in the wall that appears to move.

Wanting to get the potion, Krolec has Sa'lid bring Snarg over to deactivate the trap.  Unfortunately, Snarg is having an off day and ends up setting off the trap.  A panel in the wall opens, and a giant blast of flames comes out.  Krolec is able to move out of the way in time, but Sa'lid and Snarg are burned.

Sa'lid manages to stop the flames on himself, but Krolec is forced to assist Snarg in getting his flames out.  Given the relative risk vs. reward, even factoring in the value of the statue itself, Krolec decides they should leave it alone for now and come back for it later.

Moving on, Krolec looks through the two seemingly empty crypt rooms.  Looking them over carefully, he finds nothing of interest.  Finally, the last room with the treasure is making him nervous.  

Leigh examines the room carefully, noting the treasure inside is cursed and will cause something bad to happen if they disturb the room.  After making sure the room is otherwise clear, Krolec decides they should leave it alone and move on, once again noting they can always come back later.

Heading out of the chamber, they pass beyond into the Hall of the Faithful.  As they step inside, four phantom warriors materialize out of the air.  

Yathrin immediately responds by blasting three of the creatures with a flamestrike.  Leigh follows up the assault with a fireball and a fireburst.

Krolec's arrows have less luck, missing their target.  Scrag prefers a more direct approach, charging in after them.  But he likewise finds the ghost warriors difficult to strike.

The phantoms surround Scrag and begin cutting into him with their ghostly blades.  Durmindin attempts to help his companion by summoning his spirit companion and calling forth his spirit of the healing flood spell.

Sa'lid tries to help out as well, but his explosive pyre misses the mark.  Yathrin further heals the warden with a healing word, then uses her Light of Arvandor spell to attack the spirits.

With her big attacks already used, Leigh focuses on hitting one of the creatures with a magic missile.  Krolec follows up the attack with a pair of arrows.

Scrag tries to get away from the shadow warriors surrounding him, but misses with his thunder ram assault.  They respond by cutting into him again.

Durmindin blasts the undead spirits with his spirit of autumn's reaping spell as Sa'lid fails to connect with an energy strobe.

Nearby, Yathrin casts a curse on the spirits then says another prayer to Lloth to heal Scrag.

Leigh decides to use another fire attack.  The wizard causes Yathrin and Scrag to fall to the ground as she blasts the ghosts with her firescythe, causing one of them to disappear.

Krolec and Scrag coordinate their attacks on another of the apparitions, engulfing it in a hail of thorns and arrows.  The phantoms counterattack Scrag, wounding him twice.

Durmindin continues to stay on the offensive, but misses with his thunder bear assault.  Sa'lid tries to follow it up with his swirling stars spell, but only manages to injure Durmindin as it only hits his spirit companion.

Yathrin then stands herself up and calls out in the name of Lloth, causing the undead to repel away.

With the undead weakened, Leigh moves up and blasts one away with a magic missile.  The remaining two are quickly finished off by Krolec's arrows, Sa'lid's energy strobe, and Yathrin's sacred flame.
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 10:02:20 PM
Session 49 - Scene 5 (of 6)

The group takes a moment to make sure the hall is clear and then stops to rest for a few minutes.  Once they are ready, Krolec leads them through the empty antechamber as he and Leigh ensure it is free of traps or magic.

As they pass through, Krolec notices gold inlays in the wall in the symbol of Pelor.  He elects not to try and take them, staying focused on advancing to the altar room.

Beyond the antechamber lies the altar room.  Even from beyond the doorway, Leigh can feel its magic.  In the center of the room is a tall statue of Pelor.

Once again, Krolec takes the point and begins to head in.  As he approaches the statues, he jumps back when it begins to move.  The statue looks up to the ceiling, where a sun is painted.

Just then, a ray of blinding light comes down from the ceiling, hitting the altar.  At the top of the altar, a giant storm of fire appears – a fire elemental.

The fiery creature moves towards the two and causes a blast of fire to hit Krolec and Scrag.  Krolec tries to fight back using his swords, but misses with both an adaptive assault and an evasive strike.

From the back, Durmindin steps up to help his friends.  Casting a wrath of winter spell, he blastw the creature with a ray of frost.

Engulfed in flames, Scrag finds himself unable to move or otherwise do anything.  He screams out in pain.

Rather than try to assist the burning warden directly, Sa'lid takes to the offensive, blasting the giant flame with a moon and stars spell.  Leigh follows it up with an acid arrow.

Just then, four fire bats emerge from the body of the fire storm.  Durmindin beats a hasty retreat as Scrag and Leigh are blasted by the flames from the bats.

Yathrin uses a Light of Avandar prayer to attack the closest bat.  Meanwhile the elemental continues blasting the area with flames, hitting Sa'lid but missing Leigh and Scrag.

From the back, Krolec fires off a pair of shots at the bat nearest him, hitting it once.  On the other side of their group, Durmindin hits another of the bats with a thunder bear's warning.  

In the middle, Scrag slams one with a thunder ram assault.  Sa'lid steps up to help Scrag.  He blasts two of the bats with his rimestorm.

Leigh, however, stays focused on the fire elemental itself.  Using a jump spell, she lands over by the altar.  Using a blur spell, she obfuscates herself.  Finally, she lets loose with a shock sphere, hitting the elemental and three of the bats.

The firebats continue their assault with a vengeance.    Doing a series of fly-by attacks, they engulf both Sa'lid and Scrag, causing them both to collapse to the ground.
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 10:03:28 PM
Session 49 - Scene 6 (of 6)

Yathrin immediately whips into action.  Using her prayers, she calls a healing word for each.  She then attempts to attack the nearest bat with a zealous sanction, but fails.

As Krolec fires a pair of arrows into a firebat, Durmindin heals Sa'lid further using his magic powers.  He then attempts to blast  a bat with his wrath of winter but fails.

Recovered, Scrag stands himself up and shifts into panther form, giving out a furious yell.

Sa'lid picks himself up as well.  He starts to move back but is blasted by more flames from the bats.  He attacks back with his moon and stars spell, hitting one of them.

From back at the altar, Leigh fires into the fire elemental with a magic missie.

The fire bats once again whip themselves up into a fury, Krolec manages to get away in time, but Scrag falls victim to another series of flame attacks.  He goes down for a second time.

Yathrin steps over and lays hands on the half-orc.  Krolec tries to provide cover fire with his bow, but misses.

The fire elemental blasts out at Leigh, setting the area behind the altar on fire.  However, her blurry form prevents her from being hit directly.

Durmindin decides to heal Sa'lid instead of Scrag.  He then moves his spirit companion in to assault a bat, ripping it apart with his spirit renewal strike.

Scrag picks himself up again.  After hitting one of the bats with a thorn burst, he tries to connect with his panther strike, but misses.

Sa'lid then lets loose a tremendous assault, blasting the bats with his cosmos call and energy strobe.  Leigh follows up with a pair of magic missile attacks that kills another of the bats.

The remaining fire bats blast at Scrag, but he blocks them with his shield.  

Yathrin then moves up and purifies the area with her consecrated ground prayer.  She follows up by blasting a bat with her vengeful flame.

The fire elemental lets loose another fiery blast, this time at Yathrin and Scrag.  Krolec moves into position and attacks the elemental with his ranger's recovery maneuver, destroying it.

Scrag slices into the bats with his wildling strength as Durmindin and Sa'lid miss with their spells.

Leigh has better luck, hitting the creatures with a fireburst that kills one of them.  The remaining bat responds by blasting Yathrin and Scrag with more flames.

Yathrin tries to summon forth all kinds of spells to finish off the beast, but fails.  In the end, Krolec finishes it off with another of his arrows.

As the flames in the room die down, everyone stops to rest.  Leigh carefully examines the altar, finding not only the golden Stone of Light she was expecting, but a set of Sunleaf cloth armor as well.  After some discussion, it is decided she will wear it.

The group plans to rest in this chamber for the night.  And the next morning, they will head back to the Chamber of Twilight to see what will happen when the stones are placed in the wall.  Yathrin in particular is anxious to get the information she desires...
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 10:58:55 PM
Session 49 - Special Bonus Prologue

27 weeks ago...

Yathrin Talaste zyne'Phyrva Noquval, a young priestess of Lloth, sits planning in her chambers of the temple far below ground.  Her rivals at the temple have recently begun to make more overt moves against her.  She knows she needs to do something soon to regain the upper hand.

Just then, a knock at the door catches her attention.  She opens it to find Xunrar Torar, the head of her personal guard.  He explains that his spies have discovered evidence of a scandal at one of the rival temple.

Intrigued to know more, Yathrin invites him into the chamber and has him debrief her.  It seems that a human male somehow infiltrated their city and stole a relic from the temple.

Yathrin is shocked, and warns Xunrar she will have him executed for spreading such slanderous accusations about a temple of Lloth.  Xunrar insists it is true.  The man was described as a middle-aged human wearing a black cloak with a colorful purple lining.  The matter is being kept quiet to avoid humiliation.  Thus, Xunrar is passing the information along to her, as it may give her a political advantage.

But Yathrin sees an even greater potential here...


23 weeks ago...

The drow priestess is annoyed and has a short temper with her underlings.  Despite having command of a full Spiderguard assassin squad, Xunrar has yet to locate the man in the purple cloak for her.  She is growing weary of being forced to hide along with her forces in the sewers below the stinking human city they tracked the thief to.

Xunrar nervously recounts their successes so far.  He points out they did briefly catch sight of the purple-cloaked man a week ago.  They were unable to catch him, but did find that he was down there dropping off a body.  Since then, they've been sure to fortify the sewers with some defenses in case the man returns.  But so far, he hasn't.

As Yathrin is dressing down her lieutenant, two other drow appear back from patrol.  The senior warrior, Belglothar, announces they have spotted the man in the town square.  Yathrin gathers her available men, sending small team of the assassins after the man while she and the others (including Xunrar) stay back in the sewers.

Xunrar suggests sending more men, but Yathrin does not want to attract too much attention.  Besides, she reasons, how difficult can it be to kill one human...


9 weeks ago...

Down in the underdark shallows, Yathrin and Xunrar discuss their next move.  Xunrar can tell she is getting nervous; she clearly refuses to return back home until they've found the trespasser, killed him, and recovered the relic.

But in the past several weeks, they have yet to find the man.  They know he is living somewhere below the city, but have not been able to locate them.  At this meeting, Xunrar relates more bad news; another of his patrols has gone missing.  The remaining men are getting nervous.

Worse, one of his teams has spotted incursions of city guard into the sewers along with rumors of a hunt for a large beast.  They've also spotted an elf ranger down in the shallows.

Yathrin decides to investigate personally.  Taking Xunrar and another guard with her, they track the elf to an ancient door that leads down to a chamber below the underdark.

From the shadows, they see him exchange some words with the man in the purple cloak, followed by an attack by two large, strange beasts.  As the mysterious man disappears into the shadows of the back of the chamber, Yathrin decides a retreat is in order, leaving the elf to his fate.

However, an hour later one of the other patrols report the elf ranger escaped.  They are also able to identify him as one of the same group of people that entered the sewers after the initial assassin team was killed.

For the first time, Yathrin starts to show interest in learning more about this elf...


1 week ago...

After weeks of watching the elf, who she now knows is named Krolec Jar'Bin, and his associates, Yathrin's patience is beginning to wear thin.  She had hoped they might lead her back to the man in the purple cloak, but so far they seem to be entangled in webs of intrigue in the city's politics.

In fact, after all this time, the closest they've come to information about the man marked for death is that he was spotted in the Seven-Pillar Hall a few weeks back, buying another drow artifact, this time a demon statue, from a merchant there.  They also know, from Krolec's group's investigations, the man appears to have also taken a shard of a necromantic stone.

Just as she is about to give up, she receives a divination during her meditation.  Lloth shows her that Krolec's group has discovered a hidden temple below the city.

When Yathrin and her men go to investigate, they spot someone else there.  The man is neither the man in the purple cloak, nor someone in Krolec's group.  He appears to be setting some kind of magical traps and sealing up the exits.

Xunrar wants to investigate the man further, but Yathrin advises him to wait.  A day later, she spots Krolec's group re-entering the temple then discovering they are trapped there.

That night, she receives another vision from the spider queen.  She sees Krolec's group discovering two stones that, once placed into grooves in a wall, reveal an ancient tome.  Inside the tome is information about the man in the purple cloak and what he is up to.  Lloth makes it clear it is of vital importance that Yathrin retrieve this information and return it to her city's elders.

Yathrin explains to Xunrar she has a cunning plan.  Knowing one of their member has already perished and they are trapped, she will attempt to ally with the group.  In exchange for assisting them in clearing the temple and helping them escape, she will ask to copy the information in the tomb.

But, she explains to Xunrar, she has no intention of letting these interlopers live.  Instead, once she has what she needs, she will lead them back to Xunrar and his men, and murder them all...
Title: Session 49: The Demon Queen's Envoy
Post by: jgants on February 07, 2011, 11:15:20 PM
Session 49 - Session Notes

This session introduced the interesting new drow character, Yathrin.  Obviously, the "Special Bonus Prologue" was not shown to the PCs (well, except for the one playing Yathrin).  One last note on that - it will be up to the player to decide if she goes through with the "screw them over" plan (the PC is chaotic evil) or has a change of heart.  I did warn the other players ahead of time that they should be very suspicious of her character and would probably expect her to try and betray them at some point.

I was hoping for a bit more character interaction, but there didn't seem to be a lot of interest.  Perhaps I overempathized that I wanted them to go along with the deal in the interested of letting that player play.  Or it could just be the whole reluctance of inter-party conflict thing that some of them can get sensitive about.

The other half of the temple got cleared this session, it was nice to get that done with.  The less players that are around, the faster the combat goes.  Though once again, crap-tacular tactics nearly led to the group being in danger of being killed.

The mirror room was very loosely inspired by the lighthouse scene in Lost.

This is perhaps the first time I've ever used a riddle in my RPGs.  I'm not really a fan of them, but I thought I'd give it a try for this special case.  

Now, I thought I did a halfway decent job with it, but the players were fucking clueless and I pretty much had to walk them through it.  The Krolec player in particular really got on my nerves - just once it'd be nice if he got it through his thick head that something was a metaphor.  He takes everything so literally that it drives me nuts at times.

Anyhow, overall the session moved pretty smooth (I'll just add riddles to the list of things they suck at, along with investigations, combat tactics, etc...)
Title: [Actual Play] D&D 4e: Shadows over Fallcrest
Post by: jgants on February 09, 2011, 03:04:39 PM
Another note about the session -

So even though most of the time no one bothers to read the write-ups or remember what happens from session to session, this time I get two complaints.

The first was from the Yathrin player. She's mad because I threw in the line about her giving her name to them. See, during the game, that never actually happened because the players tend to forget they haven't met the latest new PC before. So, to make things make any kind of sense, I just threw it in as a small retcon that happened "off screen".

I guess she wanted to make a big deal about the introductions and roleplay it out. The irony here is that had I not included it in the write-up, it likely never would have came up at all; her actual introduction was so short, she pretty much said two lines and the group was all "OK" about it and that was it.

So I said, yeah whatever, feel free to do it next session. Personally, I kind of hate this sort of petty whining - I wouldn't let somebody not give their name to the other PCs anyhow. Why can't we just assume it happened and move on? Is it really the kind of thing we want to spend a lot of time on, seriously...

The second one is the Krolec player. He has a different memory of how the discussion over the riddle went down. All I can think there is that the session notes don't include the 5 minutes he was debating whether a "20-hand horse" referred to an actual horse or not, nor do they include the parts where I had to heavily hint what the riddle meant because they spent 10+ mins just going "what could this mean???"

As an aside, I'll just say that I try to explain all the time that the write-ups aren't a 100% accurate, literal account of the session. I don't have a frickin' stenographer in the corner or anything. It's a mix of my shorthand-esque notes, imperfect memory, and artistic license.

Actually, I can pretty much guarantee a literal write-up would be confusing and awful, what with the long stretches of indecision and the times they want to "do over" some action or speech. Not to mention all the times they repeat discussions because they forgot they already discussed that (and I mean 2 mins ago, not like last session or something) - something that the Yathrin character here got to criticize them for.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:37:35 PM
Session 50 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Scrag Graveborn - Half-Orc Warden
Sir Durmindin - Wilden Shaman
Yathrin Talaste zyne'Phyrva Noquva - Drow Cleric
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:38:48 PM
Session 50 - Scene 1 (of 13)

That night, Yathrin receives a vision from Lloth.  She sees herself passing through a dark portal and into an old library.  In the center is a pedestal with the tome sitting on top.

She says nothing to the others when she wakes.  Leigh is getting everyone ready to head to the Chamber of Twilight.  Seeing Yathrin getting up, Leigh notes that the group has never made formal introductions to each other.

Leigh asks Yathrin to give her name.  The drow sighs and announces herself to everyone as "Yathrin Talaste zyne'Phyrva Noquval", but tells everyone they can call her by her title, "Yathrin".

The eladrin expresses her surprise that "Yathrin" is a title.  The drow in turn expresses her disdain for the ignorance of the group, explaining that Yathrin is the title of a drow priestess of Lloth.

After the introductions are finished, the group heads to the Chamber of Twilight.  Leigh tries to determine which stone goes in which hole, but quickly concludes the Stone of Light should be placed in the hole next to the mural depicting the transition from birth to adulthood, while the Stone of Darkness should be placed in the hold next to the mural depicting the transition from middle age to death.

As she prepares to place the stones, Leigh tells the others they should leave the room.  But Krolec won't hear of it, insisting on the dangers of splitting the party particularly if the stones cause her to become cut off.  Yathrin likewise notes that she has no intention of letting Leigh get access to the tome without her being around.

Krolec is bothered by Yathrin's harsh tones and accusations that Leigh might be deceitful about the tome.  He reminds the drow they already have an agreement to share the knowledge in the tome.

Yathrin dismisses his promises, clearly not trusting him.  The elf then remarks that she is the one acting suspicious.  He goes on to suggest that she has a hidden plan, perhaps to grab the book for herself.

The priestess snaps back at him, asking if he has hearing issues and reminding him she only wants to copy the book.  Krolec again expresses his surprise at why she has such an attitude, making an aside comment to Durmindin that Yathrin appears to have "woken up on the wrong side of the spider web".
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:40:16 PM
Session 50 - Scene 2 (of 13)

With the argument over, Leigh proceeds to put in the Stone of Light.  As soon as it is emplaced into the wall, that half of the room becomes illuminated with magical light.  She then puts in the Stone of Darkness, causing the other half of the room to become shrouded in magical darkness.

Everyone also notices that two portals have appeared.  One is made of bright white light and sits to the left of the scene depicting birth.  The other appears to be pitch black and sits to the right of the scene depicting death.

While everyone else stands around, unsure of what to do, Yathrin begins heading straight for the black portal.  Not sure where the portal leaves, Leigh quickly takes out the stone.  The portal and magical darkness both immediately vanish.

An annoyed Yathrin turns back to Leigh and yells at her, asking her if she is stupid.  She points out that the tome is behind the black portal.

Krolec grows tired of Yathrin's primadonna attitude.  He tells her to calm down and wait a minute to allow Leigh to explain.

Leigh wants to put the stones back in, but switch the order they were put in.  She is not convinced that opening the portals was the desired result.  Krolec agrees they should go ahead and try it.

Leigh starts with the dark stone this time, but once both stones are in the same result occurs.  Yathrin pointedly asks, "Are you done playing with the stones yet?"

The drow priestess then heads in through the portal.  Everyone else pauses behind, still a little concerned about heading through a portal when they don't know where it goes.

Inside, Yathrin finds herself in an old library, circular with very tall walls filled with shelves of books.  Just as in her vision, it is a dark, dreary place.  The paint peels from the walls and the shelving appears rotten.  Even the books on the shelves look as if they could fall apart into dust if disturbed.

The priestess spots the pedestal in the center of the library.  On it is the tome she seeks.  She opens the book and uses her prepared scroll to create a copy of its pages.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:40:59 PM
Session 50 - Scene 3 (of 13)

Eventually, the rest of the group enter through the portal and find Yathrin standing at the book, creating her copy.

Thinking tactically, Krolec immediately looks around the room for an exit.  In addition to the portal, he spots a pair of ominously huge iron doors at the far end of the library.  Scrag asks aloud where they are.

Using her knowledge of the arcane, Leigh determines they are somewhere in a pocket dimension of the Shadowfell.  She then has to explain to Scrag what the Shadowfell is.

Leigh tries to determine what, if anything, in the room could be magical.  She detects magic from the tome (which doesn't surprise her) as well as noticing a small flask of oil.  The oil appears to be used for oiling hide armor.  She grabs the flask and puts it into her bag of holding.

Yathrin completes her copy of the book and steps aside to read it without the others seeing.  Krolec keeps a close eye on her while Leigh approaches the book to have a look for herself.  She detects the tome will set off a magical alarm if removed from the pedestal.


Back in the corner, Yathrin guardedly looks through her pages.  She is dismayed to find it written in a language she cannot understand.  She does decipher that it discusses a summoning ritual for some kind of entity.

There are several illustrations throughout the pages.  The first depicts a spiral symbol of some kind; she recognizes it as the same one the Man in the Purple Cloak was carving into her soldiers that he killed.

As he and Leigh are examining the actual book, Krolec asks Yathrin if she found what she needed about the identity of the Man in the Purple Cloak.  She corrects him that it was the man's motives she was seeking, not his identity.  He then asks her if she can read the writing in the book.  She curtly responds that obviously he cannot.

Back over at the pedestal, Krolec spots the spiral symbol as Leigh is flipping through the pages of the book and recognizes it from his confrontation down in the Devil's Attic.

The next two illustrations on the page display Lloth and what appears to be an idol of Lloth.  Yathrin recalls her spies reporting the Man in the Purple Cloak being spotted buying such an idol in Thunderspire, one recovered from a Duergar fortress by a team of adventurers.  She says nothing to the others about it.  

On the next page, the first illustration is of the ceremonial dagger that was stolen from Yathrin's city.  She begins to understand how the pieces are starting to fit together, but again says nothing.

Meanwhile, Krolec and Leigh recognize the two pictures after the dagger.  One is of Orcus, and the second is of the dark crystal of the necromancer from the Tombwoods.  The one with the piece missing that was likely taken by the Man in the Purple Cloak who killed Pace just for seeing him there.

The last couple of illustrations are less clear.  They appear to be of a man at a portal of some kind, some sort of strange key, what appears to be an unlocked chain, and a very malevolent-looking creature of chaos and darkness descending from the sky.  Krolec finds the last illustration especially ominous.

Using a magical ritual, Leigh creates her own copy of the tome.  She then uses a second ritual to be able to read it.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:41:46 PM
Session 50 - Scene 4 (of 13)

Using the magic ritual, Leigh begins reading the information from the tome.  It begins by describing a long-forgotten god of madness and chaos named Tharizdun, also called the Elder Eye, Chained God, or Lord of Darkness.  He created the Abyss inside the elemental chaos, and for that the other gods cast him into chains and locked him far away.

But still the mad god calls out to his chosen people – those with madness and a belief in anarchy.  He gets into their subconscious minds as they sleep.

The tome goes on to explain that as a safety precaution against letting Tharizdun out, the keys were hidden away in remote dimensions, accessible only through a ritual using relics from several of the gods.

Two of the relics were from Lloth – a demon idol statue and a ceremonial dagger.  Another was a necromantic stone from Orcus.

When the portal is active, a special man imbued with the power of Tharizdun himself, known as the Usher of Destruction, will be able to pass through the portal and into the pocket dimension where he can retrieve the key.

The tome ends by warning that once Tharizdun is unchained, nothing will lie in his shadow but death and destruction.  The last illustration in the tome depicts Tharizdun, breaking through the sky to unleash a storm of chaos.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:42:20 PM
Session 50 - Scene 5 (of 10)

Krolec asks Yathrin if she knows where the drow relics are.  She responds vaguely that she does not.  Krolec explains the Man in the Purple Cloak already has the shard of the necromantic stone.

Yathrin decides to divulge that the man already has possession of the drow artifacts.

Krolec wonders if the man’s temple of skulls in the Astor tunnels is related to the ritual.  Yathrin isn’t sure.

Leigh examines the tome some more and clarifies that the ritual can only be performed in an area where the barrier between worlds is weak.  Using her knowledge of history, she recalls that an old keep near the town of Winterhaven, the Keep on the Shadowfell, would fit that description.  Krolec notes that also ties in with the increase in death cult activity reported in the area by Sage.

Krolec wonders how quickly they can get to the keep.  He thinks perhaps the white portal out of the room might lead there.  Yathrin dismisses the idea, stating that Lloth would have told her if that were the path she was supposed to take.

Just then, Sage’s corpse (which Durmindin had brought into the Shadowfell) becomes animated by an evil spirit, turning it into a wight.

Scrag rushes over and sends the creature to the ground with his earthgrasp strike.  Krolec readies his arrows if the creature gets back up.  Durmindin likewise summons his spirit companion and holds it in readiness.

Sa’lid, not wanting to wait, blasts the prone monster with an energy strobe of radiant light.  The wight forces its way off the ground, only to be quickly taken out by Krolec’s arrows.  Durmindin’s spirit companion bashes in the wight’s head for good measure, leaving a bloody pulp of their friend’s former face.

The giant iron doors to the room then slam open.  Everyone turns to see a 60 foot tall death titan in the doorway.  His booming voices yells out, asking who is intruding into his domain.  Even Scrag is terrified, as the giant’s axe blade is larger than he is.

Krolec immediately tries to yell an apology back to the giant, explaining they are leaving.  Leigh runs as fast as she can back out the portal.  Yathrin, Scrag, and Krolec follow.

Sa’lid tries to grab Sage’s body on his way out, but has trouble lifting it.  Deciding he doesn’t want to risk wasting any more time, he quickly abandons the effort and leaves through the portal.

Durmindin finds himself alone in the room and uncomfortably close to the giant.  He moves his spirit companion in front of the creature.  He then decides to head over to Sage, unwilling to leave his friend’s body behind.  Unfortunately, he, too, has trouble lifting the body, causing him to delay.

The death titan effortlessly slashes through the spirit companion and heads straight for the shaman.  Swinging the axe overhead, the titan proceeds to split Durmindin in half like a log.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:43:59 PM
Session 50 - Scene 6 (of 10)

Back in the Chamber of Twilight, everyone notices Durmindin failed to return.  After a moment, they assume he is dead and lament the loss of their friend.  They are also saddened they will not have a chance to bring back Sage either.

Leigh immediately focuses on preventing anything else passing through the portal.  She quickly takes out the Stone of Darkness from the wall.  However, as Krolec predicted, this also causes the white portal to disappear.

After a brief debate, everyone decides to put the stone back in and head through the light portal, even Yathrin.

When they head through, they find themselves in a thick grove of vines and trees, with sounds of strange creatures all around.  Leigh can tell they are back in the Feywild, though she is not familiar with this particular location.

Krolec looks around the immediate area, spotting some tracks.  They are humanoid.  Scrag helps identify some of them – they include eladrin, unicorn, and a banshrae.

Eventually, the group decides to go ahead and follow the tracks.  Before they leave, Yathrin makes sure to make a note about their current location so they can find their way back.

A few minutes later, the group hears loud noises nearby, following a path somewhat parallel to their own.  As the noises get closer, they spot two large blackroot treants crashing through the forest.

Not wanting to fight with the immense undead plant creatures, Krolec signals for the others to retreat back to the portal.  He runs back, not as quietly as he would have liked.

Leigh, Scrag, and Yathrin follow his lead.  Sa'lid, however, thinks that hiding in the forest is the better way to go.  Unfortunately, the treants hear the others running.  And when they turn to look for the source of the noises, they spot Sa'lid's poor attempts to hide in the shadows.

Sa'lid tries to make a run for it, even using his sorcerous powers to fly himself and Snarg towards the portal.  But the treants are able to cut him off.  The last thing he sees is vines emerging from the ground and wrapping themselves around him as the treants close in.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:44:43 PM
Session 50 - Scene 7 (of 13)

Once again, the group finds themselves back in the Chamber of Twilight with a group member missing.  Scrag notes the success rate for each portal was the same.

Assuming Sa'lid and Snarg are now dead, Leigh takes out the stones and gets ready to put them in her bag when Yathrin tells her to stop.

Yathrin tells Leigh they must separate the stones, demanding the wizard hand her over one of them.  The two argue back and forth, with Yathrin insisting she will not let Leigh keep both of them because of the risk of re-opening the portals.

Eventually, Krolec ends the argument by taking one of the stones.  With the dispute over, Yathrin says simply that they will need reinforcements and everyone should follow her.  Not really paying attention, the group follows Krolec as he leads the group down the hall.

The group heads down the hallway to the entrance to the lower catacombs.  As they approach, they spot another of the magic mouths.  Unconcerned, they approach it.

When they get close enough, the mouth speaks out, "Hello Krolec, Leigh, Scrag, Durmindin, Sa'lid, Sage...  Or whichever of you are still living.  If you've gotten this far, then you know there is no escape.  I offer you a chance to end your lives quickly.  Step through this doorway, and you will die instantly and painlessly.  Or, if you choose, you can die brutally at the hands of the monsters inhabiting this tomb, or wait for the long, slow, painful death of starvation.  Live or die, make your choice."

Yathrin, with a smug sense of superiority, notes that the wizard who placed the magic mouth was clearly not omniscient.  Ignoring the cavalier attitude she has toward their dead friends, Krolec asks her if she came in this way.  

The drow responds that she told them to follow her.  When Krolec responds that he didn't hear her, she once again makes a disparaging remark about his hearing.  He tells her there is no need to get upset over a simple misunderstanding and invites her to lead the way.

Yathrin takes the group back up the hall a little way then opens up a secret door leading to a set of stairs.  The stairs take the group down into the lower catacombs.

The drow priestess quickly does some calculations in her head, realizing she may need this group longer than she thought.  Knowing that Xunrar and the others are off to the left, she decides to take the group to the passageway on the right.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:47:45 PM
Session 50 - Scene 8 (of 13)

Sa'lid regains consciousness to find himself and Snarg tied up by vines and hanging from a tree a little ways off of the ground.

Down below sit a group of humanoids around a fire in a camp.  They appear to be an eladrin ranger, an eladrin magic user of some kind, and a banshrae warrior.  Nearby is a dusky-colored unicorn.

The eladrin ranger notices Sa'lid's movement and announces to the others he is awake now.  The ranger asks the human where he came from.  Sa'lid very diplomatically explains he came in accidentally through a magic portal.

The other eladrin is pawing through Sa'lid's belongings which have all been stripped from him and Snarg.  He notes to Sa'lid that he has some nice things.

Sa'lid, catching the drift, tells the group he brought them some gifts and asks if they would kindly point him in the direction of the portal.

There is, however, some contention among the three about letting Snarg go along with him.  They don't appear to be fond of goblins.

The sorcerer gives an impassioned plea for the life of his friend and manservant, explaining how he rescued Snarg and that he is a "refined goblin".  The eladrin chuckle at the description.

The eladrin ranger eventually relents, noting they can make an exception after Sa'lid's generous donation to their cause.

They cut the two down and take them a short distance, where they kick them through a portal in the thick trees.  After the two are gone, the group members remark to themselves about their good fortunes for finding the sorcerer and his lovely magical items while hunting the corrupted treant creatures in the grove.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:48:26 PM
Session 50 - Scene 9 (of 13)

Sa'lid and Snarg, after being kicked in the rear through the portal, find themselves emerging from a wardrobe into some kind of bedroom.  It appears to be rather old and worn out.

There is a single door to the room.  Outside the door, Sa'lid can hear movement and people talking.  He quickly instructs Snarg to put together some kind of trap for the door.  Snarg uses the wardrobe.

Outside in the hallway, Yathrin leads the others down the hall.  Spotting the door, she stops and tells Scrag to open it, referring to him as "slave".  Scrag doesn't take too kindly to the term, calling her worthless.  She reminds him she's saving their lives.

Out of frustration, Scrag kicks in the door, setting off Snarg's wardrobe trap.  It comes crashing down, blocking the doorway.  Scrag smashes it back, knocking it into Snarg.

As Sa'lid helps his goblin companion get the shattered remains of the wardrobe off of him, he tells the others he was wondering what took them so long.

Scrag ignores the sorcerer's comment, focusing on asking him why he is missing his armor and equipment.

Sa'lid starts to tell a tale about finding the unicorn and being guests of honor at a banquet, but no one is buying it.  Krolec simply asks what really happened.

The sorcerer then clarifies that "prisoner" might be the more appropriate term and reports he was forced to give up everything to the band of fey warriors he encountered.

Leigh tries to help by giving him her old bloodthread armor and a non-magical dagger.

Sa'lid goes on that he intended to get information out of the eladrin he encountered, but decided the more prudent course was to make sure he could get back.

Krolec then updates Sa'lid and Snarg about their progress so far.

Since they are already in the room, everyone decides to take a look around.  Leigh notes a chest in the room, and determines it is not trapped.  Inside, she finds a pair of fine black gloves, which she identifies as magical panther gloves.  Scrag is overjoyed to find another piece of his armor set and quickly puts them on.

The group then heads back out of the room.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:49:12 PM
Session 50 - Scene 10 (of 13)

Yathrin continues to lead the group through the catacombs, trying to determine a path back to where Xunrar and her men are but to get there from a more circumspect path to avoid any killings.

Krolec can tell they are taking a roundabout path and asks Yathrin where they are headed.  She once again mentions going to get reinforcements; a thought that puts Krolec ill at ease.

Up ahead they spot a large cavern with multiple exits.  Yathrin leads them into it.  But as they head in, they can feel themselves passing through some kind of portal veil.  The cavern appears to have sections of the Elemental Chaos bleeding into it.

The passage behind them is now filled by solid rock.  Up ahead is a large pool of magma blocking the passageway directly ahead.  Across the chamber are two more exits, one near a pit of bubbling mud, the other near a waterfall that appears in the middle of the air, pouring down into a large pool of water.

Krolec confronts Yathrin about not knowing where she is going.  She concedes this is not the cavern she was looking for.

The ranger notes that they will obviously need to cross the room.  Scrag senses trouble brewing.

As they head across the cavern, forms begin to emerge from the magma, mud, and water – elementals.

Leigh immediately lets loose a fireball at the mud lasher and the water elemental, hitting them both.  She then activates her blur spell for defense.

The magma brutes swing wildly at Sa'lid and Yathrin, missing them both.  Meanwhile, the water elemental rushes at Krolec, but he retreats back behind Scrag before it can attack him.

Scrag puts himself between the mud and water elementals, changes into his panther form, and scores a brutal strike on the mud creature.  Krolec follows it up with a ranger's recovery tactic, causing the mud to collapse back into the earth.

Sa'lid tries to blast the magma brute in front of him with a rimestorm, but fails.  Yathrin decides to be defensive, engulfing the area around her with a cloud of darkness then stepping back and casting a curse on the brutes, affecting one of them.

Blinded by the darkness, Leigh steps back and casts a firescythe, hitting one of the magma creatures and the water elemental.

The water creature tries to reach out and grab Scrag, but misses.  The magma brutes are more effective, hitting Yathrin and Sa'lid with their rocky fists and setting the two on fire.

Scrag then uses his thunderstep to teleport in front of the water creature and attack it.  Sa'lid follows it up with an ice stalagmites spell that viciously injures all three elementals.

After healing herself, Yathrin blasts the water creature with a vengeful flare, killing it.

Krolec launches into an attack on the nearest magma brute, hitting it with an adaptive assault and a boar assault.

Leigh blasts both brutes with a shocking sphere.  The brutes try to fight back, but are fended off by Yathrin and Scrag.

Sa'lid then finishes one of the beasts off with his swirling stars spell.  Yathrin blasts the other with her zealous sanction.

As Krolec helps Sa'lid put out the flames still engulfing him, Leigh uses an acid arrow to finish off the other brute.

For now, the cavern appears to be safe...
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:49:58 PM
Session 50 - Scene 11 (of 13)

The men file into the room one at a time.  Sir Phillip of Burgundy greets each man by name and has them take a seat.

Sir Wilfred Death and Guy de Gastonbury take the chairs opposite of the head of the table after Sir Phillip explains the head chair is reserved for their host, Lord Reiner.

Friar Bellows, Three-Fingered Pete, and Sean the Irish Bastard take their seats as well.  Trouble starts to arise when Jack Large arrives, madly insisting on moving his chair to the other end of the table.  Eventually, Sir Phillip acquiesces to the paranoid dwarf's demands.

Once everyone is seated, Sir Phillip alerts Lord Reiner who steps in and lets Phillip introduce him.

Lord Reiner greets his guests, most of whom have met each other before.  He announces his intentions to depose Lord Markelhay and crown himself king of the "Reinteria".  The gang of criminals are less than impressed until he explains he will divide the city's treasury amongst them as well as grant them all noble titles.

The gang begins making their detailed plans on who is doing what, with Reiner explaining Rufus the Red is already in place to take out Baron Stockmer.  

Once Phillip is sure things are going according to plan, he excuses himself from the remainder of the proceedings.
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:51:07 PM
Session 50 - Scene 12 (of 13)

Reaching his underground sanctuary, Phillip changes back into his natural form.  Using some chalk, he begins making notes on the room's walls.  They are filled with his many notes, diagrams, and a great many spiral symbols.

The doppelganger then prepares himself for his next task.  He changes shape again, this time into his usual false identity.

Stepping into the circle of power, he instantly travels back to his secret room in Fallcrest.

He moves over to his desk, spotting several messages that have been delivered to him.  He reads through them quickly then sends out word looking for a report on the group of local adventurers who have caused him so much trouble.

It doesn't take long before he learns the information he was seeking.  The adventurers have not been spotted for days.  The man's thin lips curl up into a hideous smile; his trap worked.

Once a few other plans are set in motion, the doppelganger changes back into his natural form again.  He then steps into a different circle of power, sending him to another of his remote locations.

Bragosani sees the doppelganger arrive.  He greets the creature as "Arlo", and explains that Karalel is just getting ready for another sermon to the cultists, to prepare them for their sacrifice.

The necromancer also notes that his old ally, Drylak the Impaler, and his barbarian forces stand ready to come down and unleash their destruction on the valley; they simply await his word.  Arlo tells him to hold the warlord off, as his plan to weaken the leadership in the area is almost ready to bear fruit.

Finally, Bragosani explains that he and the Usher are making good progress at the Keep on the Shadowfell and that it will be ready soon.

Arlo is very happy to see everything going according to plan.  It will not be much longer now...
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 03:52:00 PM
Session 50 - Scene 13 (of 13)

A crowd of people sit in rows of seats inside a large chamber, nearly dark except for one small torch burning before a dark altar.  Near the back, a small force of goblins stands guard by the entrance.

A priest wearing the robes of Orcus appears from behind a curtain at the back of the dais, holding an hourglass.  

The priest unscrews the top of the hourglass and slowly turns it over, letting the sand slowly spill out onto the altar.  The room is so quiet the sounds of the sand particles hitting the stone table can be heard until the dark priest begins to speak.

"The sands of time are shifting, brothers and sisters... counting down to Armageddon...

The wyrm reveals himself in many guises across this once great land.  From the intellectual elite, cruelly indoctrinating our children with the savage blasphemy of wizardry, to the false prophets cowering behind their temple pulpits, to the vile parasites in the merchant square, to the craven nobles grown fat on the misery of their subjects.

The signs of the end times are all around us... etched in blood and fire by the left hand of our god!  You have but to open your eyes brothers and sisters.  The truth is that He is here.  The Sight of the Elder Eye... the Son of Darkness... the Usher of Destruction... walks among us cloaked in the flesh of a man!

Do the gods not weep at this degradation?  Do they not tremble at our righteous fury?  Shall our Lord not seek retribution?

I open my eyes and I see a black sky that tears apart and screams with a voice that is thunder.  

Rise up!  Rise up brothers and sisters and take your place at my side!  For you shall be my scythe!  And your faith shall shine like a thousand suns, and the streets shall be sanctified with the steaming black blood of the heretics!  

And together, brothers and sisters... together we shall build a dark temple of destruction... a kingdom of death and pain and chaos that will last for thousands and thousands of years!"
Title: Session 50: Tharizdun
Post by: jgants on February 21, 2011, 04:18:18 PM
Session 50 - Session Notes

This session was a lot of fun.  We finally had all six players back to the game plus they got to sort-of visit the Shadowfell, Feywild, and Elemental Chaos all in one session.  Not to mention my exposition explosion at the end.

Various notes about the session:
* Yathrin's vision was my DM nudge to get them to go into the black portal first.  The reason - it was possible to do a lot more in the Feywild and end up in the catacombs (which could have been a real problem if they didn't have the tome first).

* Not being a big drow fan, nor versed in the various drow/FR books, I had no idea Yathrin was a title either.

* I loved how Yathrin yelled at the group every time they acted dumb.  The indecision and second-guessing (much of which I don't include in these writeups) can be so annoying at times.

* I thought bringing Sage into the Shadowfell was asking for it.  Hence, my wight attack.  The death titan was always planned, but just to scare them away.  Durmindin dying was totally his own fault (which he readily admitted).

* I had a hand-out with pictures and gibberish text for the tome that I gave to the PCs.  The text was a random mix of symbols, cuniform, and a couple of different sanskrits.  Pictures were off the web.  The picture of the key I have to make myself by splicing together various keys until it looked suitably bizarre.

* The Scrag player (also the Goldar player) loved that I tied in the demon idol from the other group's adventure into the plot.  In general, everyone likes how I always end up tying in the loose threads to the main plot (though most of them hate having to wait for it, lol).

* I didn't remember Leigh had the comprehend languages ritual.  Hence, I wasn't expecting to have to explain the text this session so it came out somewhat jumbled from what I originally intended to say (it was suppose to make more sense originally).  Sort of like what happens to a movie when things that would make other things make sense get edited out.

* I was originally hoping the Feywild trip would have lasted longer, but after the death titan they got awfully skittish (boy do those huge minis freak people out when they are put down on the map).

* Sa'lid could have died, but I didn't want to completely wipe out the group plus the eladrin encounter was somewhat planned.

* The wardrobe in the catacombs makes no sense, I admit.  It's just a cheap joke reference to Narnia.

* The other magic mouth speech was planned for a while.  Once again, I'm channeling the guy from the Saw movies.

* My original plan for the elemental chaos area was supposed to be more otherworldly and interesting and less ambush attack.  But it got late and I kind of rushed it.

* The last three scenes are all epilogue sent out in an email to everyone after the session.  The last one, a repurposing of the preacher's speech in the season 1 finale of Carnivale, was planned for awhile.  The other two were added later, because I want to instill a sense of the larger conspiracy and that there is a lot left to do other than just hunting down one guy.


So where do things go from here?  Well, the Durmindin player will be getting a new PC (most likely Xunrar, a paladin of Lloth).

And the campaign as a whole?  Not as sure.  The group is reaching paragon level, most of the open plot threads are coming to a resolution, and we're in the third year of the campaign now and I get bored after a while.  It's starting to feel like maybe we're getting to a good stopping point once the Usher is stopped (which could be another 6 months for all I know).

I'm still going through ideas for a new campaign.  I want to switch genre.

Already tried one new one shot on New Year's Day.  It was a Marvel Supers game set in Cedar Rapids (my oft-mentioned Cedar Rapids Under Siege campaign idea).  But, some people dislike contemporary settings and supers is so heavy on reaction and investigation, I'm not sure its a great fit.

My other idea is Traveller 40K (because I like the 40K setting but find the RPGs overly fiddly).  Working on my setting customizations for that.  One problem is that I'm focused on adding setting rules material but haven't really built up campaign ideas yet (one thing I don't want to do - more cult-related stuff).  Will do a one shot once I'm ready and see how the group responds.

Otherwise, I'll have to think of different ideas.
Title: Session 51: The Worthy
Post by: jgants on March 06, 2011, 01:29:03 PM
Session 51 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Scrag Graveborn - Half-Orc Warden
Silas Ballard - Human Sorcerer
Yathrin Talaste zyne'Phyrva Noquva - Drow Cleric

And introducing...

Xunrar Torar - Drow Paladin
Title: Session 51: The Worthy
Post by: jgants on March 06, 2011, 01:30:26 PM
Session 51 - Scene 1 (of 5)

The elementals are all dead, but the group doesn't seem to know what to do next.  Yathrin grows weary of their indecision.  She starts to wonder if changing her plan was the right decision – perhaps she should have led them straight to Xunrar and killed them after all.

But Yathrin knows letting the group live is in her best interests.  Still, she reaches her breaking point when Leigh insists on re-examining the closed-off passageway that they don't even need to go down anyways.

She starts heading towards the passageway near the bubbling elemental mud; if they won't make a decision, she'll make it for them.  Krolec notices her leaving the cavern and calls out to her.  He questions if she knows where she is going.  She responds curtly, saying they can't stay here.

Krolec lets her walk away as he carefully examines the two passageways and the surrounding area.  Both appear to be long, cavernous catacomb hallways with nothing of distinction.  He does notice, however, something sparkling from the pool of elemental water.

The ranger approaches cautiously, calling Leigh over to investigate further.  As he gets near, he sees a couple of diamonds in the pool of water.  The wizard can tell the water is magical (being elemental), but the gems are not.  

Leigh asks if Krolec wants to attempt to get the gems.  He responds that he does not; he feels the risk is too high and that treasure is no longer their concern.  Instead, they need to focus on stopping the man in the purple cloak from releasing the chained god Tharizdun before he destroys the world.
Title: Session 51: The Worthy
Post by: jgants on March 06, 2011, 01:31:13 PM
Session 51 - Scene 2 (of 5)

Using her darkvision, Yathrin is able to navigate the catacombs even without light from the group's sunrod.  However, she is not as careful as Krolec usually is, and doesn't notice a tripwire until just after her foot snags it.

Suddenly, a large explosion rips through the wall to the side of the catacombs, knocking her down and half-filling the area with rubble.

Hearing the loud noise, the group carefully follows down the passageway after Yathrin, with Krolec and Scrag in the lead.  The half-orc spots the prone priestess, but Krolec cautions that he sees movement up ahead of her in the darkness near a side passage.

Apparently attracted by the noise, a hideous balhannoth creature appears from the shadows.  It moves straight for Yathrin, trying to swipe at her with its barbed tentacles.  She manages to roll out of the way.  The monster then disappears.

Krolec cautiously makes his way towards Yathrin, scanning the area ahead.  He spots no sign of the creature.  Once he's sure it is clear, he asks if Yathrin is OK.  She responds she needs no help from an elf and stands herself up then uses a prayer to Lloth to heal herself.

The others move up as well.  Leigh and Sa'lid hang back towards the rear while Scrag moves up with Krolec.  Sa'lid casts a shroud over himself for protection.

Krolec asks Yathrin if she knows if the creature has the ability to teleport or turn invisible.  As Yathrin explains to the ignorant elf that the creature can both turn invisible and teleport, it appears right beside the three of them and lashes out with its flailing tentacles.

Yathrin and Scrag manage to fend off the attack, but Krolec's shoulder is cut.  He rushes back to a safer vantage point and fires at the monster with a hawk's talon shot, but its thick, rocky hide proves difficult to penetrate even with his elven accuracy.

Leigh has better luck with her magic, blasting the creature with a magic missile.

Scrag quickly discovers the creature is not alone.  Crawling around the corner of the side passage on the ceiling are two cavern chokers.  They reach out with their tentacle arms at Scrag, one of them wrapping around the warden's throat.

Yathrin steps back from the balhannoth and places an assassin's shroud over it.  She then blasts the creature as well as the cavern choker next to him with her flamestrike.  Sa'lid tries to follow it up with an energy strobe, but misses.

Meanwhile, Scrag focuses his attention on the cavern choker grabbing him.  He grabs the creature's arm and yanks him violently, sending the monster crashing to the catacomb floor.  However, with his attention focused elsewhere, the balhannoth is able to slash him badly with its tentacles.

Using a shadow wasp strike, Krolec fires an arrow into the side of the balhannoth, causing it to scream in pain.

Leigh decides to take a calculated risk and uses a scorching burst that hits the balhannoth, both the cavern chokers, and Scrag.

Burned but still highly capable, Scrag fends off a series of attacks from the chokers as Yathrin heals him with a prayer.  The priestess then blasts the balhannoth with the light of arvandor.

Sa'lid once again fails with an attempt to make a follow-up attack against the monster with his energy strobe.  Scrag has better luck, sending it to the ground with his earthgrasp strike.

The warden is dismayed when the creature teleports itself upright without taking further injury.  It lashes out at Scrag again, but his mighty shield continues to fend the creature off.
Title: Session 51: The Worthy
Post by: jgants on March 06, 2011, 01:32:00 PM
Session 51 - Scene 3 (of 5)

Just as things couldn't seem to get worse, all of the fighting seems to have attracted more creatures.  From down the hall, two rust monsters come into view.  Scrag is terrified for his axe.

For the moment, however, the rust monsters are far enough away that everyone focuses on the threats at hand.  Krolec fires an evasive shot into one of the chokers while Leigh follows it up with another scorching burst, this time managing to avoid hitting Scrag.

Unfortunately for the half-orc, the chokers are also accurate.  Both of the creatures manage to wrap their arms around him, cutting off his air.

The balhannoth still attracts more concern.  Yathrin places another assassin shroud on it while Sa'lid misses with yet another of his spells, this time his swirling stars spell.

Scrag fails to escape from the choker's grasp.  Unable to reach them, he transforms into his form of the frenzied wolverine and chops into the balhannoth with his axe.  The rock-like monster responds by biting him with its sharp teeth.

Hoping to save the warden, Krolec takes aim at one of the cavern chokers.  He fires off a pair of shots, but only one finds its mark.  Still, it is enough to kill the creature.

The rust monsters charge ahead, attacking Scrag.  One of them manages to bite him.

Leigh fires off another scorching burst, hitting all of the creatures and Scrag.  He begins to worry her tactics will kill him.  It's his last thought as the choker tightens its grasp, sending him into unconsciousness.

Sensing the situation growing desperate, Yathrin moves up to the balhannoth and consecrates the area.  She then blasts the remaining cavern choker with her darkfire.

Sa'lid takes advantage of the dark fire, sending down ice stalagmites.  They hit the cavern choker and one of the rust monsters, cutting them off from Scrag.

The healing aura of the consecrated ground allows Scrag to recover.  He manages to shrug off the arm of the choker still around him and takes a moment to recover himself.  He then fires off his manticore shield, killing the choker in a hail of tiny darts.

The balhannoth then falls over dead as well, stricken down by the cold emanating from the ice stalagmites.

However, dangerous threats still remain.  The rust monsters attack at Scrag and Yathrin, destroying their axe and holy symbol, respectively.  Scrag lets out a long Nooooooo!

Krolec and Leigh take aim at the rust monsters, blasting them with magic missiles and arrows.  Yathrin steps back and blasts one with her vengeful flare.  In the end, it is Sa'lid who scores the kill with his energy strobe.

Unarmed, Scrag retreats from the other rust monster.  It attempts to follow him, but he manages to fend off its bite with his shield.

Krolec hits with another arrow as Leigh misses with her magical one.  Yathrin has no better luck with her zealous sanction nor does Sa'lid manage to his with his energy strobe.

As Scrag makes a run for it, the monster moves over to Yathrin.  After it bites her, Krolec finishes the creature off with a twin shot of arrows that go through each of the monster's eyes.

After the monsters are dead, they collect the residuum from their remains.  Scrag is despondent about losing his axe and Yathrin is equally sensitive about her lost holy symbol.

Krolec decides to rattle her cage a bit by taunting her about her lost symbol, and using a derogatory nickname for her of "Cinder".  She is not amused.

The two squabble back and forth for some time.  Yathrin wants to send Snarg ahead as a scout to make sure the passage is safe.  Krolec notes he is better than Snarg at spotting dangers, causing Yathrin to remark how useless the goblin is.  They continue to argue...
Title: Session 51: The Worthy
Post by: jgants on March 06, 2011, 01:32:34 PM
Session 51 - Scene 4 (of 5)

Down in the underdark shallows, Xunrar Torar is beginning to worry.  His mistress was supposed to be back over a day ago.  The men are beginning to grow restless while lying in wait to ambush the group of interlopers she was supposed to bring back to them.

Xunrar decides something may have happened and that the best course of action is to go seek her out.  He grabs five of his best men – Nyloth, Ryltar, Ildan, Vorn, and Balok – and heads up into the lower catacombs.

The paladin leads his men down the passageway Yathrin was supposed to take the group.  But at the end, he finds a catacomb wall has collapsed, blocking the passageway.  It appears to have happened at least a couple of days ago.

Xunrar looks around for tracks.  He can see someone passed through this area but never came back.

He realizes the likely scenario is that Yathrin found her way back blocked and was forced to take an alternate route.  Since they have not really explored these catacombs fully, Xunrar isn't sure what she may have ran into.

He directs Nyloth to lead the way down one of the alternate passageways, hoping they can find Yathrin.

After a short time, they come upon a cavern up ahead with a large hole in it.  Nyloth scouts up ahead to investigate.  As he moves around looking at the hole, an umber hulk emerges.  It reaches up and claws into the drow, ripping out his organs.  His lifeless corpse falls into the tunnel below.

Balok yells out a battle cry and charges at the umber hulk, cutting into it with his sword.  Vorn attempts to follow his example, but the chitinous hide of the monster blocks his attack.

Ryltar has better luck, moving around to a flanking position and striking the creature.

Xunrar holds back, placing an assassin's shroud on the monster and attempting to illuminate it with his darkfire.  The darkfire blast misses, as does his shout of condemnation.

Ildan has no better luck.  He advances and attacks, but misses.

The umber hulk lashes out with its claws.  One blow takes off Ildan's head, while another knocks Vorn down the chasm, screaming all the way to his death.

Balok begins to get nervous.  He hits the creature with a sold blow then steps back, hoping to avoid attack.  Ryltar is more courageous, striking twice into the monster before it rips him in half.

Xunrar places another of his assassin's shrouds on the creature then fails to hit it with astral thunder.  Balok charges in again, but is twice fended off by the giant insect.

The drow paladin releases his shrouds then moves up to flank.  He strikes hard into the hulk with his strength of valor.  The umber hulk strikes Xunrar back in return, while Balok fends off a blow.

Balok hits the creature in return and steps back again.  He's hoping it will kill Xunrar and then he can finish it off, making him Yathrin's new favored one.

No longer flanking, Xunrar misses with his radiant smite.  He curses Balok's treachery and cowardice.

The umber hulk slams another claw into Xunrar's shield.  Balok is then surprised when he finds himself still in range of a second attack, and the hulk's claw tears off his arm.  He collapses in a pool of blood, quickly bleeding out.

Xunrar finds himself facing the umber hulk alone.  The two exchange a flurry of blows.  Minutes drag on as the two fight back and forth, neither able to penetrate the other's defenses.

Finally, Xunrar manages to hit the creature enough to injure it.  It retreats back down into its hole.
Title: Session 51: The Worthy
Post by: jgants on March 06, 2011, 01:33:29 PM
Session 51 - Scene 5 (of 5)

After taking a moment to recover, Xunrar continues along the passageway.  He hears something up ahead, but can't make out the sound.

Approaching cautiously in the darkness, he discovers the passageway leads to a large cavern.  As he enters, he spots a magical waterfall flowing from nowhere into a pool beside him.

Looking around, he also spots a pool of bubbling mud and an area covered in magma.  From a continuing passageway near the mud, he can hear more noises.

Xunrar heads down the corridor to investigate the source.  He can tell it is people talking.  He spots Yathrin up ahead, arguing with that elf Krolec.

While arguing, Krolec spots movement in the darkness behind Yathrin.  He alerts the others.

Xunrar slowly steps out of the shadows, revealing himself.

Krolec notes to Yathrin that one of her associates is here.  Seeing Xunrar, she simply says "Excellent".

Xunar heads over to her to report.  He says simply there were issues and he is the only one left.  She responds the others were not worthy.  Xunrar agrees.

While everyone finds the callous discussion of Xunrar's dead comrades to be somewhat unsettling, Krolec carefully looks the man over.  He is wearing chainmail, carrying a heavy shield, and has a sword.  The elf inquires to Yathrin if her man is a warrior.

She responds he is a paladin.  Krolec does not need to ask which goddess the man serves.

Krolec tries to introduce himself, but finds Xunrar even less forthcoming than Yathrin.  The drow states with an air of condescension that he does not associate with surface dwellers.

Undeterred, Leigh tries to introduce herself as well.  Xunrar completely ignores her in favor of inquiring to Yathrin about her well-being.

Yathrin tells the others they may address her companion as D'nilok, the drow word for paladin.  She then takes him aside for a private conversation.

As an aside to Krolec, Scrag notes his displeasure at having another "stupid drow" around.  As they all head back the way Xunrar came, Krolec knows that relations between the two groups will not be easy, but they may need each other to stop the man in the purple cloak.
Title: Session 51: The Worthy
Post by: jgants on March 06, 2011, 01:51:26 PM
Session 51 - Session Notes

This session took a little bit to get going, hence not a lot happened.

The first fight took up a fair amount of time, but mostly because the group was already weak and haven't had a chance to have a full rest yet.

Once again, there were some grumbles about the encounter being a bit difficult; but really other than Scrag, they were barely touched.  They don't seem to get that even if a guy has a lot of hit points you can't just put him in a position to get beat on by 5 different things turn after turn.  But as I've said, they really suck at tactics.

They completely avoided getting the big treasure from the elemental room, that was kind of funny.  The gems in the water were actually astral diamonds.  Oh, well, they never spend much money anyhow.

It was funny that Yathrin went straight into the trap.  I do love her prodding the group along though.  I also fail to understand why the Leigh player wants to spend 10 minutes or more arguing about whether or not they can get back through the passage they came when they know that it wouldn't lead them anywhere anyways and so is completely unimportant.  That's the kind of stupid shit they do session after session.  They are so genre blind it hurts sometimes.

Anyhow, the Xunrar introduction worked perfect.  I had a good excuse to kill off the other drow and we had fun by having each of the drow NPCs ran by a player.  The Balok drow was played by the Scrag player, who was very disappointed he didn't get to be the survivor, lol.

I really am loving the conflict coming back into gaming, which is only better now with two evil drow in the group conspiring together.  Because some players dislike it, the campagin began with a very goodie-goodie let's never argue kind of feel to it.  Granted, it didn't always play that way, but it was rather restricted.  Now it feels more open and realistic again.


So, where does this leave the campaign?  Well, I get the feeling some people in the group aren't ready to switch games just yet.  But, I've still working on my Traveller 40K designs, so that's fine by me for the moment.

One annoying thing - I bought a new computer last weekend.  Unfortunately, the whole "no more character builder install" thing is now going to cause me issues.  I can still use the old machine, but I hate having to have an extra desktop PC around just for that.  I also could use the one that's on my laptop, but it means I'll be doing everything for the game on this PC except for character files, which will be on another machine.  Sigh.


Final thought - as I was adding my Favorites back into this new machine (via import), I clicked on the WotC page.  I didn't realize before that their new Abyssal Plague series of books has an awfully similar plotline to my campaign with the whole herald of Tharizdun trying to release him to end the world thing.

How funny is that?  I mean, its not exactly a completely original idea, but its still a bit of an odd coincidence.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:07:04 AM
Session 52 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Scrag Graveborn - Half-Orc Warden
Sa'lid Dra'lah - Human Sorcerer
Yathrin Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin

And introducing...

Tarlyn Delal - Drow Barbarian
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:08:45 AM
Session 52 - Scene 1 (of 8)

Xunrar Torar leads his mistress and the surface dwellers back through the elemental chamber.  Electing not to warn the others about the umber hulk he encountered, the drow heads straight for the chamber with the large hole in the middle.

The paladin stops and points out the hole to the others.  He instructs the others to start heading around the hole along the wall.  Krolec suspects something is up, and calls out to Xunrar, telling him he can't help but notice that the drow is hanging back.  Yathrin responds by telling him to be quiet.

Just then, the huge umber hulk emerges from its tunnel.  Sa'lid is momentarily surprised by its appearance, but everyone else responds quickly enough to react.

Scrag decides to take the direct approach.  He immediately charges at the giant insect, striking at it with his strength of stone.  He is dismayed to discover the umber hulk has thick armor.

The umber hulk strikes back, viciously slashing Scrag with its claws and grabbing him.

Yathrin immediately casts a healing word on Scrag then puts an assassin's shroud over the monster.  She tries to attack with a vengeful flare, but fails.

Krolec wants to fire a staggering shot at the creature to knock it back down the hole, but is concerned about Scrag going with him.  Instead, he tries to take it out with a hawk's talon shot, but the arrow bounces harmlessly off of the creature's thick hide.

Xunrar puts a shroud of his own over the monster.  He then steps up and attacks with astral thunder, but the creature weathers the attack easily.  Leigh has no better luck with her fireburst spell.

Scrag tries to break himself free, but finds the grasp of the creature too strong.  He also fails to hit it with his axe again.  The umber hulk responds by clawing into the half-orc further.

The spider priestess casts another healing word on the warden, knowing it is her last.  She then places a second shroud over the hulk and tries to blast it with the light of arvander but fails.

Aiming carefully, Krolec fires another shot at the hulk.  But his shadow wasp strike maneuver has no better luck than the hawk's talon did.

Sa'lid springs into action, casting a cosmos call spell.  Unfortunately, it, too, fails to affect the insect.

Xunrar places another shroud of the hulk then attacks with a radiant smite.  But the creature deflects his blade using its chitinous hide.

Leigh finally has better luck, hitting the creature with a shock sphere.  Scrag uses the opportunity to break free of the hulk's grasp and retreats back to safety.

With Scrag out of its reach and its old nemesis Xunrar the closest, the umber hulk charges at the paladin, slashing into him with one of its claws.

Yathrin releases her shrouds, planning to injure the creature with her zealous sanction.  But the gambit fails, leaving the monster with barely a scratch.  She has no better luck blasting it with her darkfire.

Krolec watches another set of his arrows harmlessly bounce off of the monster's thick hide as Sa'lid blasts it with his moon and stars spell.

Xunrar then releases his shrouds and hits the creature with a powerful attack, using his strength of valor.  Leigh follows up with a blast of her burning hands.

Sensing the tide turning, Scrag decides to leap back into the fray.  Ignoring Krolec's cries to the contrary, the warden charges forward and strikes into the umber hulk with his strength of stone then marks it.

The umber hulk turns its attention to the half-orc, slashing into him deeply and grabbing him again.  Krolec fires off a defensive volley that gives Scrag a chance to slightly roll with the hits.  But the warden is in bad shape.

Out of healing abilities, Yathrin tries to blast the monster with a sacred flame, but misses.  

Krolec moves himself to a better tactical position to fire at the hulk then lets loose another pair of arrows.  They are no more effective than the last set.  Sa'lid has no better luck with his swirling stars spell.

Xunrar senses Scrag is a lost cause and steps back, taking a moment to recover himself.  Leigh, however, fights on to save her comrade; she blasts it with a scorching burst.

The umber hulk's mandibles bite deeply into the captive Scrag.  Unable to sustain further injuries, he loses consciousness.  Then, as the party watches, the umber hulk descends back down into the tunnel, taking Scrag with him to feast on.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:09:36 AM
Session 52 - Scene 2 (of 8)

Deciding the monster is gone for now, the group casually makes their way around the chamber to the other side of the hole.

Having seen so many of their comrades killed, the group is not overly shocked or saddened at Scrag's loss.  Krolec in particular feels Scrag was too foolhardy about rushing in to battle.

Xunrar explains the passage contains on a more or less straight path back to the stairs leading down into the underdark, with one passage off to the side ahead.  Krolec wonders about the side passage, but Xunrar and Yathrin give the impression they haven't really explored the lower catacombs much (though neither actually says so).

As soon as they are a distance away from the chamber with the umber hulk lair, but before they get to the side passage, the group decides to stop and rest.

Xunrar makes an off-hand comment discussing how strong the umber hulk is considering it withstood two battles.

Yathrin picks up on the comment immediately, and begins yelling at her servant for not sharing the info that he knew the umber hulk was there.  The paladin counters that he saw no need to share the information with surface dwellers.

But the priestess is still upset he didn't tell her.  Xunrar assures her that she was never in danger, but Yathrin continues to dress him down, explaining that he is always to give her all information and it is her decision what to do with it from there.  Xunrar is shamed by the conversation and submits to her will.

Playing to her ego, and with little choice given the circumstances, Krolec decides to let Yathrin take control of the group, even calling her mistress.  Yathrin proceeds with arranging the watch schedules so everyone can get the rest they desperately need after all of the fighting.

To the group's great surprise, the night passes uneventfully.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:10:45 AM
Session 52 - Scene 3 (of 8)

After everyone is finished resting, Xunrar proceeds to lead the group along the hallway.

From talking with Xunrar, Yathrin knows that the last of her lieutenants, Tarlyn, is still lying in wait to ambush the group with her remaining three warriors.  She warns the others that up ahead will be a drow patrol, and instructs them to stay behind her, keep their eyes down, and not to attempt to grab their weapons.  She says she will keep the drow from attacking so they can all proceed with the mission to stop the man in the purple cloak.

Yathrin has Krolec and Leigh move to the back of the party to keep them as far out of sight as possible.  The two decide to put their cloak hoods up as well.

As they near the part of the hallway with the side passage, Xunrar stops the group.  Yathrin tells Xunrar it is his decision to either continue on or send up a scout first.

But Xunrar has difficulty trying to decide what to do.  Yathrin gets increasingly impatient.  

Eventually, Xunrar decides to let Krolec scout ahead.  Yathrin decides to follow.

The two quietly approach the side passage.  Krolec makes sure he sees no movement then carefully looks around the corner.

Looking down the side passage with the faint glow of the illuminated stone Leigh provided, Krolec can see the hall is empty.  He does notice some old troglodyte tracks, but decides they are at least from a week or two ago.

The two then sneak back to the rest of the group, with Yathrin accidentally causing some noise along the way.  However, it appears not to have alerted anyone.

Krolec quietly informs the others what he discovered.  He suggests they ignore the side passage and continue on ahead.  Yathrin agrees, and orders Xunrar to continue to the underdark entrance.

A short time later, Xunrar reaches the secret door in the catacombs leading to the stairway down into the underdark shallows.  Yathrin tells the others to get ready then starts to head down.

Down below, Tarlyn spots Yathrin descending the stairs.  He gives his warriors the signal to prepare to attack.

Yathrin spots her fellow drow getting into combat position.  She calls to them to halt.  As Tarly signals his men to stop, Yathrin has Xunrar halt on the stairs then heads down herself to talk to Tarlyn alone.

Heading over to the drow warrior, Yathrin informs him there has been a change in plans.  Whispering quietly, she explains she needs to keep the surface dwellers alive to assist in locating and killing the man in the purple cloak.  Her plan is to use them as her cat's paw, shielding herself and her men from the man.  Tarlyn does as he is told and instructs the rest of his men to let the surface dwellers pass.  

Up above, Krolec tries to hear what is going on down below.  He can hear a lot of whispering, but can't quite make anything out.

Down below, Yathrin plans what to do next.  With her normal route to the surface cut off, she knows of two potential ways to the surface from here.  One is a nearby cavern that likely heads into the Moon Hills area; however, it was filled with bones and likely the lair of a dangerous creature.

Her alternate plan would be to head over to the area of the underground lake and find a water-carved cavern back up.  She speculates such a path would likely eventually connect to the labyrinths below Thunderspire.

Yathrin instructs Tarlyn to have one of his men go scout out the nearby cavern.  He sends his best warrior, Brorn.  She then has Xunrar bring the others down.

A few minutes later, everyone hears a horrifying scream.  Assuming their soldier isn't coming back, Tarlyn callously remarks that Brorn wasn't worthy.  Xunrar, however, is more focused on making sure nothing is threatening Yathrin.

With a sigh, Yathrin states they will need to clear the path themselves.  She has Xunrar move to the rear to guard the "slaves" while Tarlyn stays at her side.  Tarlyn's remaining two men, Syrdar and Valas, take the lead.

Yathrin addresses Krolec and the others for the first time, explaining there is resistance up ahead.  She also explains about the two possible routes out of the underdark.

With the mention of the underground lake, Krolec recalls the entrance to the Astor Tunnel, known as the Devil's Attic.  He reminds Yathrin about it.  She agrees that perhaps they should inspect that area first.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:11:59 AM
Session 52 - Scene 4 (of 8)

Travelling along in the underdark, the group gets close to the lake.  They can hear something moving out on the water.

With their dark vision, Tarlyn and Yathrin examine the area, but see nothing on top of the water.  They do notice, however, there is an island out in the middle of the lake, with a tower made of black stones on it.  

Yathrin can see some movement on the island.  She warns the others to be wary.  Everyone readies their weapons, but continue on.

A short time later, the group reaches the area of luminescent fungi that Krolec discovered before.  Along the cavern wall, still revealed, are the large metal doors bearing the initials, “J.A.”, for Jacob Astor.

Although the door was not trapped last time, Krolec isn’t taking any chances.  He carefully examines it just to be sure.  Leigh likewise makes sure the door isn’t magical.

Yathrin instructs Syrdar to open the door while Valas covers him.  As he opens it, everyone can see the large staircase leading down to the Devil’s Attic.

It takes some time to traverse down the long, winding stairs.  As they near the bottom, everyone can see the waste and sludge coming down the walls, and the mold and fungus growing everywhere.

The stairs near the bottom become slippery because of the mold.  Syrdar slips and falls, screaming until he is silenced by his skull crushing.

Sa’lid has trouble as well.  He falls forward, knocking into Yathrin.  Krolec tries to grab him, but fails.  Yathrin briefly catches his hand but lets him go when she feels he may take her with him.

As Sa’lid crashes to the ground, he wishes he hadn’t lost his safewing amulet.  Luckily, he manages to land without injuring himself too seriously and is up and walking by the time the others finish getting down the remaining thirty feet of stairs.

Leigh and Sa’lid look in horror at the spectacle of the chamber while the others remember seeing it before.

The walls no longer hold any lit torches, and they are all covered in mold and ooze along with the remains of the tapestries and the furniture.

On the other end of the tunnel stands the hut of skulls and the emaciated remains of the drow warriors spiked to the tunnel wall, with the spiral symbols carved into their chests; the symbols that Krolec and the drow now realize is the symbol of Tharizdun.

A bit further down the hallway is the soft glow of magma.  Sa’lid recalls a tale about a clan of greedy dwarves who once dug too deep into the earth while looking for riches; clearly Lord Astor had the same problem those hundreds of years ago.

Krolec wants to take a closer look at the hut of skulls, something he was unable to do previously.  Looking it over carefully, he can tell it has not grown any larger since he was there last.

Leigh moves up to assist, checking for any magic in the area.  She determines neither the hut itself, nor the symbol of Tharizdun, drawn in blood in front of its entrance, are magical.  However, she can tell there is magic emanating from something inside.

Stepping into the doorway, the wizard uses the illuminated stone to examine the interior of the hut.  She spots a magical power circle written on the floor.  It is a teleportation circle.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:13:06 AM
Session 52 - Scene 5 (of 8)

Everyone stands around, debating what to do about the teleportation circle.  

Krolec wonders about having Leigh disenchant it.  Yathrin, however, feels it might be useful.

Sa'lid suggests having Snarg set up a trap for anyone attempting to use it, while Leigh examines it closely to see if the writing of the runes resembles that of Nimozarran, the High Septarch who the group suspects is behind everything.  From what she can tell, it is not his writing.

Yathrin is of two minds concerning the portal.  On the one hand, it may be their only way to actually find the man in the purple cloak.  On the other, it is far too dangerous to go through the portal without knowing where it leads.

Krolec argues that if they disable the circle, the cloaked man will not be able to use it to escape.  He notes the man already used it to escape from him when he was down here before.  

The priestess agrees they want to prevent the man from escaping, but she doesn't want to tip their hand.  She wants to use a method that can be clandestine.

Krolec suggests using the vials of alchemical acid Leigh has that Fogarty gave them.   Sa'lid has Snarg rig up a trap over the circle with Krolec's help.  Anyone attempting to enter the circle area will have the acid dumped down on them.  Xunrar applauds the brutality of the measure.

Yathrin is quite pleased with the plan.  They all head out back up the stairs while Krolec works to eliminate their tracks.

The ranger wonders about taking the corpse of Syrdar with them, but Yathrin believes it would be too difficult to cover up the death.  She feels it would be better to leave the body and let the man in the purple cloak believe Syrdar was the intruder, should he discover their trap.  

She remarks at least then his death would be useful.  Tarlyn agrees, noting that Sydrar was not worthy.  Yathrin expresses disgust at Syrdar's weakness.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:14:01 AM
Session 52 - Scene 6 (of 8)

Once the group is back up the stairs, they debate heading towards the tunnels that could lead to Thunderspire.  Tarlyn notes that they could attempt to find the other group of famous heroes in the region and recruit them.  In particular, the drow feels the goliath barbarian he heard about could be useful.

Krolec, however, is concerned about the amount of time it will take.  Such a trip would take them several days out of their way; and time is one thing they know they don't have.  Yathrin agrees, and heads the group back towards the cavern where Brorn died.

As they head back, Tarlyn spots movement ahead along the shores of the lake.  When the group gets closer, they see a large force of kuo-toa warriors.  The scaly, fish-headed creatures chatter amongst themselves in a language no one in the group understands.

Yathrin notes that the kuo-toa have not attacked yet and may yet be converted into useful slaves.  She has Valas slowly lead the group in closer as she and Tarlyn pull ahead to talk to the creatures.

The chattering of the scaly humanoids gets louder as Yathrin and Tarlyn get closer.  They ready their spears, but stop short of actually threatening the drow.  Krolec and the others ready their weapons in a similar manner.

The priestess calls out to the kuo-toa, telling the creatures to let her group pass or die.  The apparent  leader of the group responds in a broken drow dialect that she is to come with them.

When she asks the leader why, he responds that she is to come to the "great tower" to see the "great one".  When she attempts to get clarification, he refers to the entity as the "great one of the deep".

Yathrin gets increasingly agitated trying to understand the creature's rambling broken speaking.  She gathers the great deep one is some kind of aquatic creature living in the lake.  Krolec, picking up on a few of the words, suggests perhaps it is their deity.

The priestess still insists on knowing why she must go see the creature, whatever it is.  The kuo-toa appears to only know that he was sent to get her.  Krolec tries to calm her by explaining that if it is some kind of deific entity, the kuo-toa would naturally not question it.

Although she is concerned it is a trap, Yathrin also feels it could be related to the cloaked man and she can't pass up any opportunity for aid.

The priestess takes aside Valas and explains she will leave him behind, giving him instructions to go back to the drow city should they fail to return.   She then tells the kuo-toa leader they will go with him.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:14:46 AM
Session 52 - Scene 7 (of 8)

The kuo-toa leader uses some kind of shell horn to call over another boat from out on the lake.  It docks next to the small boat already on the shore.  Xunrar notes how small the craft are and is amazed the whole force of the creatures managed to fit into one the first time.

The group gets in the rickety boats, with Yathrin, Krolec, and Xunrar in one ship, and Sa'lid, Snarg, Leigh, and Tarlyn in the other.  The fishlike creatures slowly row across the lake, eventually reaching the island.

The kuo-toa lead the group inside the large tower made of black stones.  Leigh can tell the tower itself is not magical.  She and Xunrar also notice several statues of Torog, god of the underdark, adorning the inside and outside of the tower.

Once inside the main hall, the group sees the kuo-toa shaman, who appears to be the tribal leader.  He gets very excited at seeing Yathrin and calls out.  Two large grimlocks appear in a doorway near the dais.

The shaman motions for Yathrin to go with the two primitive, troll-like creatures.  When she and Tarlyn start to head over, the kuo-toa warriors use their spears to make it clear Tarlyn is not allowed to follow.

Yathrin uses the head kuo-toa warrior to translate to the shaman, asking why she must go alone.  He responds only that it is the deep one's wishes.

After giving Xunrar instructions to fight their way out if she has not returned in a few hours, she heads in with the grimlocks, alone.

The two creatures seem to mindlessly take her to a room deeper inside the tower.  The room has a large chamber of water in it, apparently connected to the lake.

Out of the water emerges a large aboleth.  Inside her mind, Yathrin can hear the thoughts of the creature.  It tells her she has entered its domain, and commands her to speak.

Yathrin is confused, responding that she was asked to come to the tower by the kuo-toa.  The aboleth telepathically responds to her, explaining it wants to know why she was leading her group near its lake.

Starting to understand, Yathrin explains they were only passing by the lake.  She goes on to explain about the man in the purple cloak and stopping him from releasing Tharizdun.

The aboleth contemplates for a moment.  In her mind, Yathrin hears the creature explain it is of two minds.  On the one hand, she and her companions would make excellent slaves.  On the other, Tharizdun would be a great threat.

Eventually, she convinces the creature it is in its best interests to let her and her group go.  It warns her that her, her present companions, and especially the drow of her tribe are to stay away from this lake.

Yathrin agrees, but strikes a deal to be able to request permission to pass should they need to as part of finding the man in the purple cloak.  The aboleth finds the request acceptable.

It is curious about the purpose of her non-drow companions.  The priestess explains that she is planning to use them as a shield.

The aboleth then makes a request of his own.  Should they stop the minions of Tharizdun and the human, eladrin, and/or elf were to survive, the creature wants Yathrin to deliver them to it for use as its slaves.  Yathrin doesn't fully commit, but says perhaps a bargain can be reached – if they actually survive.
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:15:32 AM
Session 52 - Scene 8 (of 8)

When she comes back out, Yathrin explains very little about what happened and no one really questions her.  They head back on the boats to the shore, but find Valas missing.  Yathrin suspected as much would happen when she left him.

Eventually they reach the large cavern area.  Krolec spots fresh blood a short distance inside the cave.

Yathrin has everyone get ready and switches the group into combat order, putting herself in the rear and Xunrar and Tarlyn in front.

Everyone can hear the giant creature coming toward them as a towering, enormous carrion crawler makes its way down the passage...
Title: Session 52: Dominoes Falling
Post by: jgants on March 23, 2011, 11:48:02 AM
Session 52 - Session Notes

All in all, this was an uneven session.

Scrag's death at the beginning kind of threw things off.  

Once again, I thought the days of PC deaths would be at an end for the time being.  They fought one umber hulk - a party of their size and power level should have been able to handle up to three of the suckers (this one was a level 10 elite soldier).

Now, there were a few different factors at play here.  I'm not sure why the "let's not rest before heading somewhere more dangerous" strategy was employed - particularly when they love to be fans of the 15 min workday.  I'm not sure why the Xunrar PC failed to warn the rest of them about the giant monster that killed five of his men and how it lived in the next room.

But mostly, I remain shocked by their absolutely horrible tactical combat abilities.  It's become shockingly bad.  They were actually a lot better a year ago.

In this case, at least pretty much everyone felt Scrag deserved to die so there was no outrage or surprise.

Anyhow, once Scrag is gone we have to come up with a new character.  And because of the situation, adding another drow in was pretty much the only way to go.  So, I took Tarlyn (who was originally planned as a NPC who was not going to go along with the idea of allying with surface dwellers, causing some conflict and decision points for Yathrin) and made it into a PC.  I don't even have a character sheet made up for him yet.

Characterization was kind of weak in this session, too.  I expected a bit more of the continuing conflict between the good and evil sides of the group.  It's almost as if the good side is now resigned to just go along with Yathrin's leadership.


Other Notes:

The side passage was always more of a red herring and to add some suspense.  If they wanted to go kick some trog butt and get some treasure, the option.  They chose not to, since they are once again in a "laser-focused" mode where they don't care about anything not related to their current task.

I wanted to give a lot of options in this part, without going full sandbox (because mapping out the underdark would be more effort than it would be worth).  Thus, they had the side passage choice, the two methods of escape choice, the choice on what to do about the kuo-toa, etc.

The three other drow in this session didn't get a name until the write-up.  We called them "that guy who screamed", "righty", and "lefty" (based on their positions in the marching order).  They were just there to add a death whenever an opportunity presented itself.

Going back down to the Devil's Attic was not anticipated by me.  I sort of get the logic (if we're trying to find the guy, check a past hideout) yet didn't fully understand what they were going for there.

Still, it was fun to revisit the area again.  Particularly since it gives me an opportunity to once again show how several plot points have been interrelated all along (weaving plot elements together to create the backstory is my favorite part of DM-ing).  The joke from the Sa'lid player about the Devil's Attic being too deep reminding him of LotR was a nice touch as well [the real reason there is magma there - because I didn't want to have to map out the whole tunnel].

And since they were poking around, they got to discover one of the great secrets (how the purple guy can disappear a lot - secret hideouts with teleportation circles).  Here again though was another of their bizarre logical disconnects (at least, to me).  Instead of trying to follow the man via the circle, they put a trap around it - just in case he comes back to a hideout he knows they know about and that he abandoned months ago.  Had they gone through, they would have made some interesting discoveries.  Instead, they wasted their acid.

The kid playing Scrag actually wanted to bring in his Goldar character from the other campaign rather than play Tarlyn (hence, the in-joke in the writeup about Tarlyn wanting to recruit Goldar).  I said if it made sense, we could do it.  But, the group ultimately decided not to travel towards Thunderspire so I think he'll be using Tarlyn for the time being.  I did have a series of adventures planned if they took that route (mostly call-backs to the other campaign).

The kuo-toa and aboleth encounter was there to add some decision-making opportunities, character interaction, and the whiff of exploration.  The underdark is a strange place filled with its own forces vying for power, and I wanted that feeling to come through.

And now they are at the carrior crawler encounter.  I figured I foreshadowed it enough.  They had the choice of quicker but more dangerous vs. longer but relatively safer, and they chose the dangerous route.  Will more of them die next session?  I guess we'll have to see.

Personally, I can't wait for them to get back to the city because there's a ton of plot points ready to be used there as well.
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:52:13 PM
Session 53 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer

Yathrin Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:53:19 PM
Session 53 - Scene 1 (of 7)

With the enormous carrion crawler crawling swiftly towards the group, Tarlyn moves into a tactical position, preparing to charge the creature once it gets close enough.  He attempts to blast it with his darkfire, but misses.

Sa'lid steps up a bit to stand just behind Xunrar, using the paladin for protection.  He then blasts at the monster with his arcing fire spell, scoring the first hit.

The creature shuffles towards Sa'lid, but can't quite reach him.  Its tentacles are, however, close enough to attack Tarlyn.  They lash out at him, poisoning him and dragging him closer to the gigantic insect's gaping maw.

While Krolec fires a defensive volley to keep some of the tentacles off of Tarlyn, Leigh blasts the monster with her fireball.  Krolec then follows up the attack with his ranger's recovery shot, making sure to send it flying just past Xunrar's ear.

Yathrin steps up to get within range.  She puts her assassin's shroud over the creature and prays for divine favor for Xunrar.

Xunrar then places a shroud of his own and blasts the creature with his darkfire.  He steps up and attempts to attack the creature with his astral thunder, but fails.

Tarlyn decides the crawler is too dangerous and needs to be taken down quickly.  He summons forth his black dragon rage, moving into a flanking position.  The surge of combat allows him to score a very powerful hit, with the monster both bleeding and burning from acid.

Sa'lid presses the attack, hitting the carrion crawler with an explosive pyre.  Leigh follows it up with her lightning serpent spell.

Krolec scores two hits himself with his adaptive assault as the creature lashes Tarlyn with its tentacles once again.

After saying a prayer to heal Tarlyn, Yathrin places a second shroud on the monster and releases them both as she hits it with her flame strike.

Xunrar also places and releases a second shroud on the crawler, but his shout of condemnation attack fails to have the full effect against the monster.  Tarlyn has no better luck attempting a rage strike, or Sa'lid with his swirling stars spell.

The carrion crawler itself also has difficulties, as Tarlyn dodges past its tentacles.

Leigh has better luck, slamming the creature with her shock sphere spell.  Krolec tries to follow it up with his boar assault maneuver, but is unable to hit it even with his elven accuracy.

Yathrin moves up behind Xunrar and tries to blast the creature with her darkfire, but misses.  She has no better luck attempting to use the light of arvandar.

Xunrar moves in for the kill, but misses with his radiant smite.  Tarlyn looks for the opportunity to score a killing blow as well, but the crawler fends off another of his rage strike attacks.

Sa'lid does better with his energy strobe spell, blasting the beast with shining radiance.

Near death, the crawler lashes out with a flurry of tentacles at Xunrar, but he shield blocks the attacks.  Leigh finishes the monster off with a fire burst, melting it into a pile of goo.
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:54:08 PM
Session 53 - Scene 2 (of 7)

Now safe, the group rests for a few moments to catch their breaths.  Leigh starts looking around for anything magical in the area while Krolec carefully prods around the various bones with his sword.

Krolec discovers a fair amount of valuables accumulated over the years in the crawler's lair.  He gathers up at least 2000 gold worth of coins and several valuable gems, which he estimates are worth another 1400 in gold.

Leigh also makes a couple discoveries of magical items amongst the remains.  She finds a magical bow and a demonbane dagger.

Since Sa'lid is bereft of magical items, he takes the dagger.  Krolec also swaps out the bow he found at the Relcoff Plaza for the newly found one, which appears to be more powerful.

Xunrar makes a quick prayer to Lloth, thanking her for the great challenge of the carrion crawler and rewarding the group with the treasure.

Everyone then resumes heading down the tunnel.  Yathrin can tell they have at least half to three quarters of a day worth of travel before reaching the surface.

Krolec wonders about stopping to find a good point to rest.  They decide to go 2/3rds of the distance then stop and rest before heading out into the Moon Hills area.

As Tarlyn and Krolec lead the group down the tunnel, they notice a distinct lack of creatures; not only of dangerous monsters, but of even mundane underground creatures as well; clearly the carrion crawler had grown huge eating everything in the tunnel for quite some time.

The group spots nothing of interest before reaching the point at which they planned to stop and rest.  Krolec believes he and Tarlyn should scout on ahead a little bit just to be sure the area is secure.  As Yathrin is about to argue with him, Krolec thinks of the incident with the crocodile and amends his argument to say that the entire group should go scout out ahead.  Yathrin agrees.

Traveling a few minutes further ahead, Krolec spots an old grell nest but no grell in it.  He tries to recall if they saw any grell bones along the way, but can't.

Looking around the area carefully, the ranger sees that it doesn't look like anything has been around any time recently.

Krolec then moves in and inspects the nest with his sword.  He finds a large emerald worth at least 500 gold in it.  Leigh attempts to detect magic in the area, but finds nothing.

The ranger then asks the others if they think the group should continue on or go back.  Both Yathrin and Leigh respond, almost in unison, that they should head back and camp for the night.  Leigh hopes the grell nest will act to deter any creatures that may come from the other direction.
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:55:14 PM
Session 53 - Scene 3 (of 7)

Yathrin suggests the group save time by having her, Xunrar, and Tarlyn handle the watches by themselves.  When Krolec hesitates to agree, she reminds him if they wanted him and his companions dead, they would have killed them by now.  Krolec can tell Yathrin is telling the truth, and everyone agrees to the arrangement.

At some point during Tarlyn's watch, the second of the night, he hears a noise from up ahead in the tunnel.  He wakes Yathrin and Xunrar to help him investigate.

Yathrin hears the noise – which sounds like the fluttering of wings, but she is not certain what the source is.  Xunrar gives his opinion that it sounds like a large number of bats.

Yathrin orders Tarlyn to wake the rest of the group.  Krolec listens carefully and concludes they are cave bats.  He also notes the fluttering is getting softer.

The group concludes that the bats are coming back in to roost for the day and that there is no danger to them.  They head back to sleep.

The next morning, Krolec suggests they mute their light source as they head through the remainder of the tunnel; the large swarm of bats is likely sleeping up ahead, and he does no want to disturb them.

Because of the lack of light, Tarlyn takes the lead, with Krolec following him.

As they near the surface, the cavern becomes increasingly damp and slippery, as well as becoming more uneven.  Tarlyn nearly falls and twists his ankle, but Krolec manages to grab him in the nick of time.

Up ahead, Tarlyn and Krolec can see a large cavern chamber.  The ranger warns the others that the bat swarm is likely sleeping up ahead and cautions them to be quiet and careful; not only because of not wanting to disturb the bats, but also because the ground is getting increasingly difficult to cross.

Yathrin directs the group to move ahead in pairs.  Tarlyn and Krolec go first.  Looking up, they can see hundreds of bats hanging from the ceiling of the cave.  Krolec looks at the bats carefully, making sure none of them appear to be dangerous.

Once they are across, Tarlyn signals for the next group to pass.  Xunrar and Leigh are the next group in.  Moving quietly across the guano-filled chamber, they make it to the other side without disturbing the creatures.

Sa'lid and Snarg are next up, and also cross without issue.  Yathrin takes up the rear.  Unfortunately, on her turn across, she accidentally kicks a large stone.

The bats immediately become agitated and the group finds themselves surrounded by a swarm.  As they exit the cave, the bats slam into Yathrin, but she manages to keep her footing, as do Leigh and Xunrar.  Krolec and Tarlyn even have enough time to duck out of the way, avoiding the bats entirely.

Sa'lid, however, is not as lucky, and he falls and injures his knee.  

After a minute or two, the bats finally clear out; and with no serious injuries, the group decides to continue on.  They note, however, that anyone or anything up ahead in the tunnel or outside the cave will now be alerted to their presence.
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:56:20 PM
Session 53 - Scene 4 (of 7)

After a couple more hours of travel, Krolec spots a small speck of daylight up ahead; they are finally reaching the surface.  He switches places with Tarlyn, since the dark elf is not as good at seeing in the light.

All the drow raise their cloak hoods in anticipation of the bright light at the end of the tunnel.

The tunnel eventually leads to a small cave in the side of the moon hills.  Krolec steps out and looks around at the pastoral valley around him.

As he scans for threats, he eventually turns far enough to see that just outside of the cave, a nobleman and a squad of knights are waiting for them.

The nobleman calls out to Krolec, telling him to stay where he is.  The man announces himself as Sir Percival Pembridge, noting that he is familiar with Krolec through his brother and father.

Krolec is caught off guard and struggles to figure out what the man is talking about.  Leigh pauses as well then whispers to Krolec to remind him about Sir Eric Pembridge and the incident with Al in the cemetery.

As Krolec is coming to the conclusion that this man is not likely to be charitable with them, Sir Percival notes that his father would wish the group to be escorted back to their keep so he can talk with them.  Krolec argues the point, saying they have matters of timely importance and will discuss the situation with Lord Markelhay.

While the ranger speaks, Sir Percival notices that three of the group are cloaked, obscuring their appearances.  He tells the ranger he is not familiar with those three companions, and orders them to reveal themselves.

They do not.  Krolec tells Percival they are special emissaries, which only raises the man's suspicions.  When he asks Krolec what kind of emissaries they are, Krolec refuses to answer, telling the nobleman it is none of his business.

But Sir Percival is not so easily swayed.  He reminds Krolec his family is in charge of the defense of the southern reach, and that he will conduct his own investigation.  He again orders Krolec to stand down and be escorted back to the keep.

Krolec stays defiant.  He argues that the southern reach is limited only to the lands south of the Moon Hills, not the hills themselves.  He warns Percival for the last time to ride south.

Sir Percival remains resolute, ordering his men to seize the group.  As they head over, Leigh casts a fireball spell, exploding the group in a ball of fire.

The knights and horses lie scattered across the ground in a burnt pile of carnage.  Sir Percival lives, just barely, his body badly burned.  As Leigh seems almost giddy at the results of her spell, Yathrin notes that perhaps these "heroes" are not so different from her people after all.

The condition of Sir Percival's body reminds Krolec of a story he once heard from a long time ago, in a kingdom far away, where a nobleman named Lord Vader lost a duel near a volcano.  As the man loses consciousness, he looks up at the ranger and curses that Krolec will hang for this.

Not wanting the man to die necessarily, Krolec moves to pour one of the healing potions down his throat.  Yathrin stops him, telling him not to waste the potion on such a pointless endeavor.  

Instead, she has Xunrar lay hands on the man; he doesn't regain consciousness, but his wounds are healed.  Krolec makes sure to disarm the noble, and Yathrin orders him to tie the man up.  Krolec notes they can take him with them and drop him off with Lord Markelhay.
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:57:23 PM
Session 53 - Scene 5 (of 7)

The group begins heading back towards Fallcrest, with Xunrar carrying the unconscious Sir Percival.

As they head back, Krolec and Leigh discuss what to do once they reach the city.  Thinking about the situation, Krolec knows that the man in the purple cloak does not look like the High Septarch, though they also know there is a shapechanger active in the area.  He also knows the purple-cloaked man appears to have some sort of magical abilities.

Leigh considers the situation as well.  She notes that the man in the purple cloak used teleportation circles, but they could have been set up by someone else.  Krolec reminds her that no one else was spotted down in the Astor Tunnels where the hut of skulls was being built.  Leigh agrees with him that she believes the High Septarch is involved somehow.

The ranger then turns the discussion on which way to head back into the city.  He and Yathrin conclude the best would be to skirt around to the north end of the city and enter through the knight gate, as it is the shortest path to Moonstone Keep.  Yathrin is concerned about the drow trying to pass unnoticed while walking all the way through town.  Leigh also notes the rest of the group should try and keep a low profile as well so as not to alert anyone they have returned.

The plan is to spread the trip over two days, arriving at the gate just before dusk; Yathrin cautions against heading in at night, as she fears it may look like an attack.  

The first day of travels through the hills is relatively uneventful, but slow going through the snow.  When they stop and make camp, Sir Percival finally awakens.  He is not amused to find himself tied up and demands to know where they are taking him.

Krolec tries to explain they are taking him back to Lord Markelhay, but Sir Percival isn't really listening.  He demands to be released immediately.

The ranger tires of hearing the man, and begins taunting him about what happened with his brother, Sir Eric, saying perhaps Percival can get a bed in the sanitarium next to him.  Percival gives the ranger an evil grin, suggesting he will enjoy killing the elf.  The man then goes silent, refusing to speak, eat, or acknowledge the group in any way.
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:58:24 PM
Session 53 - Scene 6 (of 7)

The second day's travels are no more eventful than the first.  The group eventually makes it to the knight's gate just at dusk.

The guards at the gate hurry the group inside, explaining they are just about to lower the portcullis for the night.

Krolec reveals himself to one of the guards, and tells them he needs to speak urgently with Lt. Gerdrand.  The guards dispatch a messenger and move the group inside the nearby gatehouse.

A couple of hours pass before Gerdrand arrives.  He immediately greets Krolec by name in his usual manner, but Krolec immediately cautions him to be quiet.

After making sure all of the doors and windows are closed, Krolec starts to explain they have something very important to discuss.  Before he can start, Leigh reminds him they should probably take care of Sir Percival first.

Krolec describes it to Gerdrand as a "minor incident" with Lord Pembridge's son.  He starts to go into an explanation when Yathrin interrupts him, telling him the particulars are of no consequence and that they should be discussing more important matters.

Gerdrand looks over in Yathrin's direction.  He can't place the voice as belonging to one of Krolec's group, and asks the ranger who she is.  When Krolec describes her as an emissary, Leigh suggests they take Pembridge out of the room first and deal with Gerdrand alone.

The lieutenant has his men place Pembridge outside and summon the magistrate.  After the men leave, Gerdrand insists on seeing who Krolec has brought into the city.

Krolec nods to the drow, letting them know it is OK.  They remove their hoods, and Gerdrand is shocked.  He says that Challa may very well hang them all (himself included) for this.

The ranger starts to explain that a chain of events is in motion, one that could lead to the destruction of the world.  He explains about how the group interfered with the assassination of the one who can cause this destruction, which Gerdrand understands to be the initial drow attack in the city where he first met Krolec and Leigh.

Krolec presses Gerdrand that the time is growing short and the mysterious man in the purple cloak may soon be ready to release the destruction on the world.  But Gerdrand is a bit overwhelmed by it all.

Once Krolec has explained all of the basics, Gerdrand agrees it is quite a story.  Yathrin starts to complain about wasting time, noting that obviously she and her companions would not be in the city unless it was absolutely necessary.  Gerdrand isn't so sure he believes her.

Yathrin tries to show him the copy she made of the tome, but the officer says that he is a simple man and cannot fully comprehend what they are trying to explain.  He asks Krolec if it would make sense for a more learned man, such as Nimozaran or Lord Varys to have a look at it.

Krolec cautions the lieutenant that someone in the city is acting against them, explaining how the group was imprisoned underground, leading to the deaths of several team members.  Gerdrand and Krolec talk back and forth for a few minutes, discussing how someone is helping the man in the purple cloak and trying to keep the group from interfering.  Gerdrand lightens the mood a bit by humorously noting that Krolec's group is quite good at interfering.

The lieutenant believes their story, more or less, and wants to assist.  He notes that the situation with Pembridge can probably be smoothed over, as at least there were no deaths.  Leigh is forced to correct him, explaining the deaths of several knights and horses.  Gerdrand suddenly becomes less sure of a positive outcome.

Gerdrand explains the deaths will make the situation very politically sticky.  While Krolec notes the situation transcends politics, the lieutenant isn't so sure everyone will see it that way.  He tells Krolec they will need to leave immediately, as once Magistrate Damikos arrives, he may very well charge them all with murder.

Krolec wants to head directly to Lord Markelhay, but Gerdrand notes he is still in conference.  When he asks the ranger what they need with the lord, the elf explains they need to get to the Keep on the Shadowfell.  But Gerdrand notes that journey will be long and difficult, as they have not only the winter weather to deal with, but the forces of goblins and kobolds blocking the roads as well.

The ranger then relays his suspicions about Nimozaran to Gerdrand, explaining that he is the only wizard they know of powerful enough to have set the wizard locks in the Temple of Light and Darkness.

Gerdrand then surprises Krolec by suggesting they go seem him and see what he has to say.  He gathers together a small force of men and they all begin heading through the city.  Krolec and the others put their hoods back on, to attact less attention, as they head out.
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 02:59:18 PM
Session 53 - Scene 7 (of 7)

As the large force approaches the tower, Krolec and Leigh spot Nimozaran's old apprentice, Tobolar Quickfoot, just exiting through the main door.

Krolec motions Tobolar over.  The halfling seems happy to see him and Leigh again, having not seen them for awhile.  

Krolec immediately gets paranoid.  He asks the wizard why he seems so surprised to see them again.  But Tobolar only shrugs, noting that he heard they've been missing for a while.

Leigh notes that it has only been a week or two, but Tobolar is unfazed.  He's not sure what the big distinction is.

The halfling then asks them what they are doing at the tower.  Leigh tries to say they are doing nothing and the two treat the wizard as if he's acting suspiciously, wanting to know their intentions.  He points out that he's merely referring to the large group of town guardsmen they have with them.

Krolec and Leigh soften a bit, realizing they may be being overly paranoid.  They tell him they need to see Nimozaran.

Tobolar gets a strange expression on his face, looking a bit depressed.  He meekly says that he guesses it is OK for them to go see the old wizard, but they had better make it quick.

When Krolec asks why, Tobolar goes on to explain that Nimozaran's death is imminent.

Krolec tries to ask Tobolar how long Nimozaran has been dying, but the halfling is puzzled by the question; Nimozaran has been in poor health for years and has been dying as long as he's known him.  The short man wonders how Krolec and Leigh could have missed that, particularly since he's pretty sure the old wizard mentioned it to them more than once.  Outwardly, he clarifies to Krolec that the old wizard has been in a coma for a week.

When asked what he was doing, Tobolar simply says that he was leaving the tower as Nimozaran will likely die soon.  He explains that Nimozaran has an enchantment on the tower to seal the doors on his death, so he was leaving before the spell took effect and trapped him inside.

Tobolar is then again puzzled by another question, this one asking how he knows death is imminent.  When he tries to explain about the old wizard's breathing becoming very shallow and erratic, Leigh and Krolec start talking amongst themselves about some kind of poisoning conspiracy.  

The halfling wonders if perhaps their adventures have led them to become too paranoid.  Rather than let them carry on, Tobolar interrupts them, explaining he has a letter and package for Leigh.   She takes the letter, first reading it to herself then aloud to the others.

"Leigh,

As I write these, the last words of my existence, I am filled with a certain amount of anxiety.  Despite all the good you and your group have done, I still sense evil surrounding this region from all sides.

Be wary.  Our true enemy has yet to reveal himself.  Someone is acting behind the scenes, cloaked in shadows, putting all of this into motion.

One last thing - I know that you are not yet ready to take over as High Septarch.  Upon my death, the doors to this tower shall seal forever until a new high wizard should command them to open.  That could be you, when you are ready.

In the meantime, I am entrusting my faithful servant Tobolar with two gifts to deliver to you – a staff and set of robes that you may find useful in your endeavors.

Yours in knowledge,

Nimozarran"

As Leigh finishes reading the letter, Krolec realizes they were wrong about Nimozaran after all, and that there is still a powerful enemy hidden in their midst...
Title: Session 53: Homecoming
Post by: jgants on April 04, 2011, 03:37:31 PM
Session 53 - Session Notes

This session was actually fairly short-handed.  Sa'lid was played by the Leigh player and Tarlyn by the Krolec player while the Yathrin player is still helping the Xunrar player learn how to use his character.

The most humorous part here is that the Tarlyn player hasn't really looked over his character sheet yet (he's one of the players I usually create a character for myself) so he didn't even play his own character the first time it actually had a sheet.

I think I've mentioned in the past, normally when players are absent their characters are as well.  The exception to this has been the last few sessions, where there's no way to "write them out" of a scene.

Anyhow, the battle went surprisingly fast for A) being a single large creature fight, and B) people playing multiple charcters they weren't familiar with.

Funny fact - this fight, on paper, was a lot more difficult than the umber hulk one.  This one just had the benefit of better rolls and having a full rest first.


Other notes about the session:
* The biggest laugh of the session was when Tarlyn used the Black Dragon Rage and I made a "shit just got real" quip.

* I am very happy we finally got out of the underground and back to the surface.  It opens up a lot more possibilities in the game.

* This session I got to make some big gains in awarding treasure, particularly since the last few sessions they've gone out of their way to avoid scenarios where they might have gotten treasure.

* I never had anything else planned for this tunnel.  The idea was always that the giant carrion crawler got that big by eating absolutely everything in the cavern.

* The bat cave idea was just to add some minor complication as well as adding atmosphere that they were getting closer to the surface.  Failing to get through the bat cave without disturbing the bats would have avoided the Pembridge encounter.

* Having a new Pembridge son show up was intended as a callback to their earlier troubles.  Naturally, they were clueless and took forever to remember who the Pembridges were.

* The Lord Vader reference to Star Wars in the writeup is actually all me - it's the way I described Sir Percival's condition to the group.

* The Pembridge encounter could have gone a lot of interesting ways.  I was fairly disappointed we didn't go any of those ways.  Frankly, the group's one-dimensional reaction to anything remotely authoritarian gets really, really dull after a while.  

I'm also annoyed at how they can never see that reacting with murderous violence is not the appropriate solution to every difficulty with a villain or rival.  There will be consequences for this, as I have a difficult time seeing how the authorities can see this as anything but murder.

Another aspect of the behavior that consistently drives me nuts is the tunnel-vision and stuborness of "we have to do [thing X] next, no matter what".  The absurdity of it all is that 9 times out of 10, they don't even really know why they are doing thing X, or what they hope to accomplish with it, yet remain 100% convinced it is what they have to do.

- They desperately want to reach Lord Markelhay.  Why?  I had no clue; and after having Gerdrand ask them, clearly they didn't either.  It's not like he has a magic helicopter waiting to fly them over to Winterhaven or anything.  He's the ruler of the town, not their benefactor.  You'd think by now they would have figured out that most of the time, he's the one who usually needs their help.

- They want to confront Nimozaran.  Why?  Other than the vague "it must be him" theory, they have no proof of anything.  If he was not involved, he has nothing to offer.  If he is involved, he either won't be around or won't agree to see them.

- etc

They just react and overreact, without any real thought.  One of the things I'm looking forward to calling them out on with a NPC...

* The Tobolar encounter was somewhat obnoxious to me.  In damn near every encounter with Nimozaran, he mentions wanting Leigh to take over because his days are numbered.  So when they hear he finally died, their first thought was - "maybe he was poisoned".  Sometimes I swear they are channeling the spirit of Chief Wiggum.

* Nimozaran would have been alive had they gotten back sooner.  But they took too many rests down in the temple so I figured he was dead by the time they got back.  Tobolar is just there to deliver the message and because I didn't want to waste a session with them trying to get into the tower to see if the death was real or not, etc.

* The door sealing here isn't related to the trap in the temple.  It's just supposed to be an homage to Dragonlance.  I'm not sure they got that, though.

* The line in Nimozaran's letter about "Our true enemy has yet to reveal himself" is a reference to the famous line from Godfather III (though I'm more channeling The Sopranoes use of it).  It is quite true, though.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:27:12 PM
Session 54 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Yathrin Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:28:52 PM
Session 54 - Scene 1 (of 11)

After standing around the High Septarch's Tower for another ten minutes, Lt. Gerdrand simply asks Krolec, "Now what?"

Krolec isn't quite sure what to do next.  He tells the lieutenant that more investigation will need to be made.  

Gerdrand states he will return the men to their posts and try to ward off any trouble with the magistrate over the... incident... with Sir Percival.  He suggests Krolec and his friends lie low for a while until things can be smoothed over.

Not being accustomed to the more streetwise ways, Krolec notes he isn't sure where to take the group.  Their normal base of operations was Scrag's manor house, but with the half-orc dead and lacking any heirs, he isn't sure who technically owns the property now.

The lieutenant suggests perhaps they hide out in the Temple of the Sun, their previous de facto base of operations.  Krolec thinks for a moment and agrees, Grundelmar's temple makes the most sense for the moment.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:31:18 PM
Session 54 - Scene 2 (of 11)

The group quickly makes their way over to the temple.  Yathrin is less than thrilled to discover they intend to hide out in a temple of Pelor, the antithesis of everything drow stand for.

Grundelmar himself does not appear to be present in the main hall.  Krolec has the others wait while he goes to look around for him.

Looking through the rooms, the ranger finds the dwarf priest seated in the privy, reading a scroll.  Grundelmar awkwardly looks up and acknowledges Krolec, suggesting he give him a couple of minutes to properly greet him.

Krolec heads back to the main hall and announces to the others he has located Grundelmar, who will be out shortly.  A few minutes later, the old dwarf comes out and greets the group.

Assuming they are there to talk to him about the Temple of Light and Darkness, Grundelmar starts asking how their mission went.  Krolec answers briefly, but mostly focuses on trying to explain about how they were trapped down there and the threat of Tharizdun.

The priest only appears to be half listening to the elf until Krolec mentions the three emissaries from Lloth.  Once Grundelmar notices there are three drow in his temple, his hand starts inching towards his dagger as he admonishes Krolec for bringing them inside.

Krolec tries to calm the situation down, telling the dwarf they are not here to attack anyone.  Yathrin finally speaks, telling Krolec they should go elsewhere and that staying at the temple is a bit awkward for everyone involved.

Grundelmar asks why Krolec didn't take the drow back to Scrag's mansion instead of taking them to his temple.  He then notices the absence of half the group, asking the ranger where they are.

Once Krolec explains about the deaths down below the city, Grundelmar is a bit calmer and more subdued.  He notes that Krolec goes through friends quickly as his morose thoughts center on the lost brothers of Merend and Berend, his former temple companions.

Krolec asks if he can convince Grundelmar to pray to Pelor on the matter.  The priest agrees, noting that he will put in a good word for the group but he doesn't know if Pelor will listen.

Yathrin tries to assure the priest by noting that her people would never have come into the city, much less the temple, if the situation wasn't so dire.  But Grundelmar very directly ignores her, turning to Krolec and telling him to watch the furnishings of the temple while he goes to pray, insinuating that the drow might steal them.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:32:14 PM
Session 54 - Scene 3 (of 11)

After Grundelmar heads back into his rectory, Yathrin pointedly asks Krolec if there is no place better form them to go.

The elf again points out the uncertainty about using Ruddiger Manor.  Trying to help, Leigh suggests her small rental house.  She notes, however, that it is rather barren.

Yathrin seems much happier at the prospect, noting that barren is better than bright, and that the reception in this temple has hardly had the warmth of the sun.

Before they head out, Krolec goes back to inform Grundelmar they are leaving and to let Lt. Gerdrand know where they are in case he comes looking for them.

Once they arrive at Leigh's cottage, Krolec begins trying to piece things together.  He feels the death cult activity mentioned by Sage is related to the Keep on the Shadowfell.  Yathrin agrees the supposition is plausible.

He then wanders a bit, starting to think about the pocket dimension where they found the tome.  Yathrin sardonically describes it as the area they lost the "tree man", referring to Durmindin, and suggests it would be certain death to go back.

Krolec doesn't care for her attitude, noting he's just trying to brainstorm ideas.  He's trying to think of a way to get to Winterhaven quickly.

They could try to teleport there using the circle in the Devil's Attic, but they don't know where it would go.  They could also attempt to find a pathway there in the underdark.  Or, they could go on land, risking fighting with the goblin and kobold forces blocking the road.

Yathrin suggests that going over ground is the best and only real option.  She notes that they will at least know where they are going that way.  She also cautions at the dangers of the underdark, noting that they face risk even from rival drow houses.

Krolec weighs the options while Xunrar focuses on the moon.  He notes they should have two to three weeks worth of moonlight before the next full moon.

In the end, everyone decides to sleep on it.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:32:54 PM
Session 54 - Scene 4 (of 11)

Early the next morning, Sa'lid awakens to the pounding of the front door.  Leigh answers it to discover Lt. Gerdrand waiting to see them.

The soldier comes inside, explaining the problem with Pembridge may or may not be smoothed over; Challa has requested a meeting with the group.

When asked, Gerdrand clarifies that she only meant for the actual group, and not the drow emissaries.  When Leigh and Krolec seem hesitant about leaving the drow behind alone, he suggests perhaps Sa'lid not attend either but that Challa definitely wanted to see Leigh and Krolec.

Xunrar, overhearing the conversation, asks who Challa is.  Krolec explains how she is a former member of their group, now Chief Justiciar of the city.  

The drow wonders if she is trustworthy.  Leigh vouches for her, but notes that Challa is honest to a fault.  Off to the side, Sa'lid snidely remarks that he would certainly fault her for it.

Before they leave, Krolec asks Gerdrand about any necromancer activity in the area.  He is particularly concerned with news about the man named Bragosani.  But the lieutenant only shrugs, noting that the only necromancer he is familiar with in Fallcrest was Herwest the Reanimator, who has been dead for nearly 200 years.

Yathrin says that parading her and her men through town would not be good, so they will stay behind.  Sa'lid plans to stay with them, sarcastically telling Krolec to say hello to Challa from him and Snarg.

After the others leave, Yathrin sends Tarlyn out on an errand back into the sewers.  A few minutes later, Sa'lid notes they should have had Tarlyn or Krolec pick up some new sunrods while they were out.  Yathrin very strongly suggests Sa'lid leave to do that, exchanging lustful glances with Xunrar.

Taking a hint, Sa'lid and Snarg head off to go shopping.  Finally alone again for the first time in weeks, Yathrin takes her consort in warm embrace, telling him it's his turn to be on the bottom.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:33:50 PM
Session 54 - Scene 5 (of 11)

When Krolec and Leigh reach Moonstone Keep, they spot Challa in the middle of hanging several men.  This immediately puts Krolec at unease, sensing the kind of mood Challa is likely to be in.  He also recognizes one of the twitching bodies as that of Feldman, one of Schlomo's men.

As the criminals slowly die, Challa leads Krolec and Leigh into her office.  She tells them to sit down, noting that she has just finished executing the last of the criminals in town she rounded up during her big sweep to bring down Schlomo.

She then turns the conversation on to Krolec and Leigh, telling them they have been misbehaving again.  Krolec tries to argue that he did nothing wrong with Pembridge, but Challa quickly shuts him down, saying he will have a chance to make his claim at trial.

Krolec isn't sure whether to be more stunned or annoyed.  He angrily states that they do not have time for a trial because of the impending destruction of the world.  Leigh remains cautiously quiet, waiting to see how the conversation will play out.

Challa informs the ranger she has heard the story of the group's current mission from Lt. Gerdrand and will naturally let them go to complete it; provided they swear an oath to return for trial once it is completed.

Krolec makes a sarcastic agreement, noting that if they survive he will return.  Leigh stays quiet.  When Challa tries to pressure her to promise to return, Krolec begins arguing with her about the absurdity of it all, saying that they should be congratulated for their works rather than be subject to a trial.

The Justiciar very plainly states that no one is above the law, regardless of what good they've done for the city.

But Krolec wants to know if Sir Percival is going to be put on trial as well.  He accuses Challa of failing to do a full investigation.

She responds by asking if they did indeed kill Lord Pembridge's men.  Krolec acknowledges the deaths, but notes it was in self-defense.

Challa explains Sir Percival's version of events; that they were requested to return to Pembridge's tower, refused, and then attacked his men.  She tells Krolec she is inclined to believe Pembridge because it is exactly the sort of thing the group always does.

Krolec and Challa argue back and forth.  He is annoyed she would take the word of Pembridge, a known enemy of theirs.  He argues they did not have time to deal with the problem properly and feels justified in their response.

The Justiciar then questions Krolec and Leigh about the whereabouts of Tiberius, whom she placed in their care on the condition they watch over him and make sure he repaid his full debt to the city for his crimes.  

Krolec weakly tries to argue that he thought Tiberius is dead, but Challa stops him and tells him she knows he left town.  The ranger tries to argue that it was the town guard's fault for releasing Tiberius out of the stocks while they were down in the sewers instead of consulting them.

Challa remains unconvinced.  She notes that Krolec's group has a real problem with always rushing off half-cocked without thinking of the consequences.  She further notes a lot of people have died because of it.

Krolec angrily responds that a lot in the city has needed attending and they usually don't have time to do things properly.  He says the city should be putting up statues of them instead of interfering.

Challa calms a bit, saying there is some truth in what they say.  She notes the only statue of heroes in the city is of Vendar, the hero who was said to have slain a dragon hundreds of years ago.  She tells the ranger perhaps they will get a statue if they slay a dragon.  He reminds the paladin they already have, mentioning Szartharrax and Kobold Hall.  She light-heartedly says she stands corrected, and perhaps they are due for statues after all.

She then tells them to be sure to attend the large meeting in the city plaza later in the day; the long-running Council of Lords has ended, and Lord Markelhay plans to make a large, public announcement.

Krolec responds they will be able to make it, but do need to start heading to Winterhaven soon.  Challa cautions him to keep an eye on the drow, reminding him that she will hold Leigh and him responsible for whatever they do, as they are the ones who brought them into the city.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:35:38 PM
Session 54 - Scene 6 (of 11)

After meeting with Challa, Krolec makes sure to stop by the royal armory and pick up some arrows to replenish his supply.  They then head down to the regular markets to purchase more rations and other adventuring goods.

Krolec is surprised to see Sa'lid purchasing sunrods.  He sneaks up behind the sorcerer and badly startles him.  The man yells out, causing Snarg to drop sunrods everywhere.

After Sa'lid has regained his composure, Krolec asks him what he is doing in the market.  Sa'lid dryly responds that no one would want to see what the drow were currently up to.

He asks how their meeting with Challa went, but Krolec wants to get back to a secure area first.  Sa'lid responds it is probably best, as Snarg is starting to get some dirty looks in the market.

When the group returns to the house, Leigh is not amused to discover the scents of drow lust filling two out of the three rooms in her home.  She immediately goes to work casting a ritual to clean everything.

Krolec is more surprised to see Yathrin actually looking happy for once.  The effect is unnerving.

Not getting bogged down in the particulars, Krolec tells the others simply that he "set Challa straight" on the situation with Pembridge.  He then tells them about the big announcement in the afternoon.  Yathrin and Xunrar glance towards Leigh's third room.

Wanting to make sure everyone has all they need, Krolec discusses with Leigh and Sa'lid about giving 100 gold to each of the drow so they have spending cash (half in gold, half in gems).  He also argues for setting aside another 200 gold worth of coins and gems for Sage's family, should they happen to meet any of them in Winterhaven.  With the group unusually flush with money, Leigh and Sa'lid agree.

The remaining gold is split amongst the three surviving members (Krolec, Leigh, and Sa'lid), with a fourth portion set aside for expenses.  The three then head out again to get more supplies and see the announcement, leaving the drow alone again.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:36:39 PM
Session 54 - Scene 7 (of 11)

In addition to basic supplies, Leigh stops by the House Azaer trading shop to use some of their credit line to get 30 gold worth of spell components.  The shop attendant seems quite impressed; store credit lines are generally only used by friends of the Azaers.  And being so reclusive, they are very picky about their friends.  Krolec is happy to be in such elite company.

At the plaza, the three find large crowds of people waiting for the announcement.  A large platform has been erected in the center of the plaza, presumably for Lord Markelhay to speak from.

Before the lord of the city arrives, Krolec does a quick reconnaissance around the area, making sure he doesn't spot any signs of trouble.  He is relieved to find none.

Not long after, the large processional arrives.  Lord and Lady Markelhay are escorted to the platform by his squad of personal guards, led by Sgt. Munley.

Behind the fair sergeant are the major lords in the city – Lord Hepplewhite, Lord Nimz, Lord Montigue, and Lord Pembridge, along with Baron Stockmer, the ruler of Harkenwold.

Following the lords are the three most powerful priests in the city: Loreveo, the elven high priestess of Sehanine; Dirina Moonbrow, high priestess of Erathis; and Father William, Abbott of the Raven Queen's monastery.

Lord Markelhay greets the masses and explains the council has been working on a grand alliance to return the region to greatness.  Henceforth, the Fallcrest area, surrounding region, and Harkenwold will form together to create the new Kingdom of Nerathay.

Markelhay himself is no longer simply lord of the city.  He is now ordained as King Farrin I.  Krolec smiles as he knows the group's influence in the area has just gone up.

But the king is not the only one whose station has improved.  Further announcements reveal that peerages have been bestowed on the other high lords of the city.  Baron Stockmer is now Count Stockmer, ruler of the County of Harkenwold.  

The king's old friend, Lord Montigue, is now a count as well, with the County of Montigue to be established north of the city.  Krolec notes that the proposed construction site for Montigue Manor is close to the Old Hills and may run into issues with the gray dragon, Nestor, who is still at large.

Nimz Keep (formerly Raven's Roost) and Hepplewhite Hall (formerly Kobold Hall) are to be the centers of the baronies of newly-titled Barons Nimz and Hepplewhite, respectively.  Pembridge is also made a Baron as well, given all land south of the city.  Krolec notes to the others that it will now likely be necessary for them to make an effort to smooth things over with Pembridge once their mission is done.

The king goes on with a bit of further explanation, saying that Fallcrest will remain the capital of the kingdom and that Harkenwold County will be left to operate more or less independently.  He also points out that the village of Juniper Creek will remain independent and under the control of the Prophet.  Krolec spots Alby Grant in the crowd of noblemen, exchanging nods with the king.  Hammerfest will also remain under the independent control of the dwarven king for now, as well as Winterhaven staying on its own.

According to the announcements, the new kingdom is to a parliamentary council will be formed for the kingdom.  There is to be eight permanent members consisting of the five high lords and the three high priests.  There is another eight positions, four to be filled by minor lords (such as Lord Groddic or Lord Varys) by election amongst the lords, and four filled by commoner ministers elected by the land-owning commoners in the particular districts of the city.

One surprise in the midst of the announcements comes when King Farrin points out Krolec, Leigh, and Sa'lid in the crowd, noting that the kingdom would never have been possible without them.  Krolec not only wonders how they were spotted, but questions whether he should have made such a big deal to Challa about getting recognition for their good works.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:37:15 PM
Session 54 - Scene 8 (of 11)

Once the speech is over, a reception follows in the plaza.  Leigh and the group decide to exit the area quickly, already worried about the attention they've attracted.

As they are hastily leaving, someone calls out to them telling them to stop.  Krolec turns around to find an old dwarf walking towards them with a cane.

The dwarf comes over to them and introduces himself as Samson.  He tells them that "management" wants to see them.

Krolec tries to get more information out of the dwarf, but only seems to understand that "management" refers to the dwarf's patron, who has remained out of the public eye for some time.  Samson refuses to elaborate on what the meeting is regarding, or even what race management is.  He simply explains they had better go see for themselves.

Sa'lid starts to get the idea that the dwarf doesn't really know much about his boss and just does as he's told.  Samson confirms as much, saying he's learned over the years not to question him.

Samson does want to know where the rest of the group is, as he was told to expect more of them.  When Krolec tries to say the others are dead, Samson makes it clear he's talking about the drow.

Krolec wants to know why management wants to see the drow, but Samson again responds simply that he doesn't ask questions.

The ranger is able to get the dwarf to elaborate on where they are heading.  He wants to take the group to the northern docks, and head a little ways out of town.  Sa'lid leaves to go get the others.  Krolec is somewhat surprised, as the northern docks are not active in the winter.
When Krolec wonders how they will travel north, Samson notes they will be heading south.  Krolec points out that little beyond a bridge and the falls are south of the northern docks.  Samson replies they will be going under the bridge but won't be going over the falls.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:38:14 PM
Session 54 - Scene 9 (of 11)

Sa'lid knocks very carefully on the door at Leigh's house before entering.  He tells the drow they may have a situation, explaining about the old dwarf and the docks.

The sorcerer suggests they sneak over and observe the docks first.  Yathrin is impressed with his cunning.

Meanwhile, Samson takes Krolec and Leigh over to a medium-sized rowboat, announcing that is their boat.  They wait around a while for Sa'lid and the others to show up.

After a while, the dwarf starts to complain about the others taking so long, mentioning he doesn't have all day to wait.  Krolec looks around and spots Sa'lid and the drow observing.  He signals for them to go ahead and come in.

When they finally do arrive, the dwarf hobbles his way onto the boat and asks which of them will be rowing.  Krolec starts to give a look of surprise when Samson points out that obviously he can't do it himself.

The ranger then volunteers, while Yathrin has Xunrar assist him.  When Krolec asks where they are headed, Samson confirms the elf's suspicions – they are headed for the island with the statue of Vendar.

By the time they reach the island it is getting dark.  Samson gets out and heads into the trees, telling the group to follow him.  Sa'lid slips in a snide remark to Yathrin about her following a dwarf, but she refuses to be baited.

The dwarf walks over to the back of the massive statue of Vendar and pushes aside some bushes with his cane.  He then presses a secret trigger to open a hidden door in the rock.  Walking over to open it, it leads to a stone stairway heading down.  He tells the others it is time to head down.

Krolec takes the lead as they head down the stairs, with Yathrin taking up the rear.  The stairs are relatively short and at the bottom is a large cave.  There is a pool of water in the middle of the cave, and a large burgundy curtain separates the room.

From behind the curtain comes a loud, high-pitched, crackling voice.  It thanks Samson and tells him to leave.  Listening carefully, Krolec is fairly certain it is the voice of a dragon.

After the dwarf is back up the stairs and the door closes, the voice greets the group, telling them it is nice to finally meet them.  He explains he has been watching the group for some time and that they share a mutual interest.

The man behind the curtain goes on to explain that he knows they are looking for a certain man wearing a dark cloak lined with purple.  The voice explains he, too, seeks this man.

No one says anything as the voice continues, explaining the man in the purple cloak was originally a fisherman from the south named Henry Scudder.  Over a hundred years ago, Scudder became jealous of a nobleman from the coast named Sir Phillip of Burgundy, leading to him violently murdering the man.

The murder caught the attention of Tharizdun.  The Chained God then used his influence to get Scudder in contact with a doppelganger servant named Arlo.  A ceremony was then performed that imbued him with the power of Tharizdun himself, making him the Usher of Destruction – the one who can bring about the release of Tharizdun and the end of the world.

The voice continues on, explaining that the previous attempt of Tharizdun involved the necromancer, Herwest the Reanimator.  Herwest was stopped, but at the cost of most of the lives of a group of local heroes, leaving only the warrior Samson left, though badly crippled.

Yathrin wonders how the cycle itself can be stopped, but the man behind the curtain is only concerned with stopping the Usher.  He explains that should at least slow Tharizdun down for a couple hundred years.

The man behind the curtain explains that he has brought their group there to give them something that can stop the Usher.  Yathrin expresses her thanks, but worries they will be too late to stop him.  The voice notes that the final ceremony will require a new moon, so they still have some time.

A large, iron claw emerges from behind the curtain, full of scars.  It holds a long box, which it hands to Yathrin.  Krolec is impressed to see they are dealing with an iron dragon, something quite rare.

The claw retreats back inside the curtain as the dragon explains that the box contains the Sword of Anointment, a holy sword capable of defeating the Usher if used to pierce his heart.

Yathrin again thanks the creature behind the curtain and asks if the death cult activity in Winterhaven is related.  The voice explains that the cult activity is the result of a priest of Orcus named Karalel, who is being manipulated by Bragosani and Arlo.  He thinks he's serving Orcus, but its part of a plan to trick Orcus' servants into sacrificing themselves so they can open the portal to Orcus' dimension where one of the keys to Tharizdun's chains is kept.

The priestess wonders if Arlo has the magical abilities to have sealed them in the temple.  The voice responds that it is possible.  He tells them to find the doppelganger so they can discover his network of portals he's using.  The dragon does not know who the doppelganger is hiding himself as, but is sure he is still active in Fallcrest.

As the group gets ready to leave, Xunrar wonders how they can get in touch with the man again.  He tells them to use Samson as their contact.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:38:57 PM
Session 54 - Scene 10 (of 11)

When the group heads back up, they find Samson waiting for them.  He tells them he hopes they got what they needed.

Sa'lid asks the dwarf why the man behind the curtain doesn't take on the Usher himself.  Samson once again responds simply that he doesn't ask questions.

Krolec tries to ask him about the doppelganger as well, but the dwarf doesn't know what he's talking about.  He explains to Krolec that he just does what he's told and isn't worried about the larger stuff going on.

When they finally get back to the docks, Samson bids them farewell and they all head back to Leigh's house for another night's sleep.

However, once they reach the house they spot a note pinned to the door.  It's from Challa.  Krolec reads it over.

In the notes, Challa explains there was something else she meant to mention during their meeting that morning.  She thinks they made a mistake during the Salazar arrest.  Something about a comment Groddic made later on is bugging her for some reason, but she can't put her finger on it.  She wanted to let Krolec and the others know in case it was something important.

Krolec and Leigh begin thinking.  They recall their only meeting with the new Lord Groddic, where he gave them the amulet and remarked how he was glad to have Salazar out of the house because they could have alcohol in it again because the sorcerer prohibited alcohol being around.

Leigh also recalls when she and Challa were investigating into who hired Rufus the Red.  While looking into Karl Porter's story, the bartender mentioned that Salazar was the last person to order the expensive drink that Challa ordered.

Finally, they recall Salazar screaming that he'd been betrayed when they came to arrest him.

But they have trouble figuring out what it all means.  After a long time, they eventually conclude that the man in the bar was not actually Salazar; but in fact, it was Arlo posing as Salazar.
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 04:39:44 PM
Session 54 - Scene 11 (of 11)

Searching for more ways to make sense out of things, the group starts to come to the conclusion that perhaps the new Lord Groddic is really Arlo.

Yathrin tries to caution that it is only a guess, but Krolec seizes on the idea.  They wonder how they can prove whether or not he is a doppelganger.

Sa'lid suggests talking to Father William.  Yathrin agrees they should try it.

Before they go, Yathrin cautions they must secure the sword.  Krolec suggests the bag of holding, but Yathrin wants Xunrar to have it so it can be used quickly if needed.

Since the sword is rather plain looking, it shouldn't attract attention.  Krolec cautions Xunrar to avoid rust monsters, antagonizing Yathrin (who is still upset about her missing holy symbol).

When they arrive at the Raven Queen's monastery, Brother Malachi answers the door and lets them in to the receiving chamber.  After a while, Father William emerges.

The priest greets the group and asks them about their trip down into the Temple of Light and Darkness, assuming they are there regarding that.

Krolec very briefly explains everything once again about the temple being cleared.  Father William tells him the Raven Queen is pleased.  When Krolec explains that several of their group died in the attempt, Father Williams explains the deaths are a large part of why Raven Queen is pleased – the group is a reliable source of power.

Putting that aside for the moment, Krolec explains they need help determining if someone is dead and being impersonated by a doppelganger or not.

Father William explains the church can provide such a ritual, but he is rather busy with the preparations for the group's trip to Hammerfast.  He explains how the pilgrimage to a shrine there is a very important religious experience for his people; in fact, the experience was so profound a couple of years ago that Father Varys quit the temple to become Lord Varys.

Krolec becomes a bit impatient, explaining that the end of the world will impact the church's travel plans.  He convinces William to go ahead and perform the ritual immediately.

The ranger then steps aside to talk with Leigh and Yathrin.  He discusses giving the stone of darkness to the Raven Queen's temple to hold.  They agree it is more secure than staying in the bag of holding.

Krolec gives the stone to the priest, who expresses his gratitude.  In exchange, he offers to perform the ritual for free, though notes they are still free to donate.  Krolec says perhaps after they finish their mission.

The priest takes them into a dark room in the back with a small circular table containing a single black candle in the middle.  He has the group sit around the table and join hands.

After several minutes of chanting and other preparations, Father Williams begins the séance.  He calls out to the spirit of Anthony Groddic, but gets the father, Lord Ralph Groddic, instead.

Father William tells Leigh the spirit is ready to receive her questions.  When she asks if Anthony is dead, Lord Groddic responds that his son yet lives.  When she asks who the doppelganger is, Lord Groddic responds that he is Arlo.  

With the spirit beginning to fade, Leigh asks what the doppelganger looks like now.  Lord Groddic's response is "the blind man".

And with the ritual over, the group is once again left to wonder what it all means...
Title: Session 54: The Man Behind the Curtain
Post by: jgants on April 20, 2011, 05:18:49 PM
Session 54 - Session Notes

Here we got a chance for another long session of character interaction and mysteries, which I liked.

I get a little worried a session like this gets a little railroady with everyone contacting the group, but since the player's aren't very proactive, I'm kind of stuck doing it that way.

* Let's start with the first scene.  Is it really necessary that I give the group ideas on where to go hide out?  I mean, we've been adventuring in and around this same city for 2 1/2 years now.  I want them to come with ideas, not look at me like I need to hint to them where the "correct" place to go is.  I've never once done any kind of pixel-bitching in my campaigns, yet they still always play as if we have traveled back to a viking hat style game in 1982.

* Grundelmar in the privy was obviously just there to add a light-hearted touch.  Originally, the idea for this joke was that the group would actually escape from the sewers (way back during the wererat incident) through his privy and Grundelmar would come into the room with reading material under his arm as they were coming out.

* The Tarlyn player was out again, hence Tarlyn's inactivity.  At least this time no one had to run his character.

* I wasn't expecting Yathrin and Xunrar to stay behind so much.  It kind of makes the game awkward, because there's nothing for me to do but role-play out stuff with the others while they are stuck sitting at the table, doing not much.

* Speaking of awkward, this is as in-depth to any sex in my games that I get.  All romantic endeavors are fade-to-black scenes; I'm not interested in anything squicky in my games.  In this case, it was actually just used by the players as an excuse to crack a lot of bad jokes (I left several out of the write-up, including a scene where Krolec buys incense sticks as a gift for Yathrin to get rid of the sex smell in Leigh's house).

* I originally planned for Challa to hang all the criminals in town a long time ago, but of course it took the group quite a while to make it back to town.  It set the tone of the conversation with Krolec perfectly.

* I didn't necessarily like the way that conversation turned out, though.  The Krolec player was in one of his self-righteous moods and didn't really listen to any of Challa's arguments.  I was hoping he'd get my DM hint that perhaps they shouldn't jump to huge conclusions and overreact, but he didn't get that at all (as seen later this session).

* The players always try to micromanage their money and worry about supplies, despite the previous two dozen times that said I really don't care about the minutia and am only concerned with major purchases.  Tracking minor supply expenses is so not what I want to waste session time on.

* The "Kingdom of Nerathay" thing had been in the works for a long time.  I wanted to show that their actions really have made a difference in the area and that things were changing.

I was disappointed they ran off right away.  They have this bizarre belief that somehow their major enemy that has always been two steps ahead of them is now somehow ignorant they have returned, despite having already been seen all over town.

* Samson is yet another character inspired by HBO's Carnivale character of the same name.  Really, his main purpose is just to be the liason with the PCs for this interaction.  Here was another funny case where they just wouldn't accept that the guy didn't really know anything; they just kept asking questions (once again, I think horrible past DMs they have encountered perhaps only revealed information if phrased a very specific way or something lame like that).

* All in all, the group wasn't nearly as cynical as I was expecting with regard to the man behind the curtain (who, btw, has a name in my campaign notes - I just forgot to have him use it during the encounter).

* As to why the dragon just doesn't handle the thing himself, apparently they missed the contextual clues that suggested the dragon was both old and badly injured.  I guess I was too subtle.

* The conversation with the dragon was originally envisioned to be more interactive.  But they largely sat around waiting for him to speak, so he became Mr. Exposition instead.  At least I got a chance to explain how more of the plot fit together; they always have a hard time trying to figure that stuff out on their own.

* The note from Challa was used solely because I forgot to have her drop that into the conversation.  It was originally supposed to be a side comment related to what was being talked about (the group rushing into things).  Instead, here it looks to the PCs like a giant clue, but it's really not.

The frustrating thing here was that I had to not only remind them of both conversations (which was bad enough, but understandable since it was a long time ago) but even then they didn't get it.  At all.  I finally had to spell it out for them.  This is why I saw they suck at investigations a lot of the time.

* I think the worst part was not only could they not follow the sub-Scoobian level of mystery here (Arlo framing Salazar), but then they go and form the absolute dumbest conclusion possible - that Arlo is now posing as the new Lord Groddic - for no reason whatsoever.  And not because of some metagaming "it will be the person we least suspect" nonsense, but because in the Krolec player's mind, that actually makes sense somehow.

* So who is the doppleganger?  The group certainly doesn't know.  For some reason, remembering which NPCs were blind is extremely difficult.  I'm guessing they either don't remember he's blind (though it was mentioned each time they encountered him) or that they simply forgot he exists (despite that I've name-dropped him both of the last two sessions).

One more hint - I gave the group a clue somewhere near the end of the session, but they totally didn't catch it.

The really funny part is that it is the one NPC they really have never suspected of anything (which is even more funny when you realize he's often the most mysterious and suspicious-acting person they know).
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:29:52 AM
Session 55 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Yathrin Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:30:39 AM
Session 55 - Scene 1 (of 7)

Unsure who the "blind man" was that Lord Groddic's spirit was referring to, the group decides to leave the temple and head back to Leigh's.

Once there, the group tries to decide what to do next but can't reach any conclusions.  Krolec wants to find Arlo, while Sa'lid argues they should stay focused on the Usher, as there is no evidence Arlo is even still in town.

But Krolec and Yathrin remain resolute that finding Arlo will lead them to the Usher.  Krolec, however, is concerned about the time it would take to travel overland to Winterhaven or attempting to use the teleportation circle at the Devil's Attic.

In the end, they decide to sleep on it.  Krolec notes that since King Farrin exposed them during the big announcement, they are not safe and suggests setting a watch.  He goes on to say he is actually hoping they will be attacked, as an attack could provide a lead for them.

Sa'lid suggests that since everyone else has low-light vision or better and most of them require less sleep than he, that he may as well sleep through the night.  No one disagrees, and Leigh and Yathrin work out a set of four shifts over eight hours, each with two people on watch.

No attack comes that night, but Krolec has a strange dream.  He finds himself standing on the roof of a short, old tower of some kind.  Nearby is the Raven Queen, looking upset.

Across the tower is a doorway to the stairs leading up to the tower.  Inside the doorway is the silhouette of a dark, robed figure.  The Raven Queen points to the figure.  But as Krolec tries to get a closer look, the figure changes to a flock of ravens that fly off in all different directions.
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:31:22 AM
Session 55 - Scene 2 (of 7)

While the group rests at Leigh's house, other events take place across town.  Arlo, in his usual disguise, works at his desk in the study as he makes various notes and plans.  He is more anxious and stressed than usual; Krolec, Leigh, and Sa'lid surviving the trap in the Temple of Light and Darkness concerns him.

As he sends out notes to his spies to get information on Krolec's group's new companions, his front door bursts open.  

Arlo carefully advances towards his entrance hall.  When he arrives, he can tell three robed men are there.  He recognizes them as the former companions of his stolen identity.

Feigning ignorance, Arlo calls out to the men, asking who is there.  The leader of the men tells him not to bother pretending, noting they've figured out he is a vile creature and not the man they knew.

Arlo transforms to his natural doppelganger form.  He smiles at the head man, asking if he prefers him this way.

The leader of the men moves in to attack, drawing a dagger from his belt.  Behind him, one of the others blasts the doppelganger with an awe strike while the other follows it up with a flame strike.

As the doppelganger lies wounded on the ground, the leader stands over him.  Just then, a figure emerges from the shadows.  With one blow of a mace, the assassin knocks the man to the ground, stunning him.

One of the other men starts to chant a prayer, but the assassin is too quick.  The mace crushes the skull of the man before he finishes his spell.

The third man then blasts the assassin with a searing light, burning his hand and forcing him to drop the mace.  But the assassin quickly draws a large sword and guts the priest with one quick slice of the blade.

As the head priest starts to recover his senses, Arlo and Rufus are already standing over him.  The man tells Arlo that he should have killed the doppelganger when he had the chance.  Arlo agrees he should have, as Rufus cuts off the man's head.

With the immediate danger dealt with, Arlo turns his attention back to his greater problem.  He explains to Rufus that Krolec's group is too powerful now and will need to be dealt with immediately.  If they haven't figured out his identity yet, they will soon.  He tells Rufus the assignment to kill Count Stockmer can wait.

Rufus grunts with satisfaction at the thought of paying the group back.  Arlo instructs him to follow the group while in the shadows and wait for a convenient location where he can "wipe them out.  All of them."
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:32:14 AM
Session 55 - Scene 3 (of 7)

The next morning, Krolec tells the others about his dream.  Leigh is interested in the tower in the dream.

Krolec can't quite remember where the tower was, but does recall that it was vaguely familiar to him.  He describes it in detail to Leigh.  She believes his vision was of the old aviary on the outskirts of town that they have been to a couple of times.

With no other leads and taking a very literal interpretation of the dream that the Raven Queen means for them to go to the tower, the group heads off to the aviary.

As they head out Wizard's Gate, they pass by Sgt. Murgeddin.  With their hoods up, he does not appear to recognize them.

The group carefully approaches the aviary tower.  Krolec makes sure to check the area for any ambushes and that the stairs aren't trapped before they head inside the interior stairway.  He slowly leads the group up the roof, his bow drawn.

When they reach the top, they find no one there.  Leigh heads over to the other side of the roof, where the bird pens are for the messenger ravens.  While there are a lot of birds around, it doesn't appear as if this particular location had been used in a while.

Krolec and Leigh carefully check to make sure none of the birds have a message attached to them.  They do not.

The elf and the eladrin then search around the tower roof, looking for any secret compartments or doors.  They find a hidden trapdoor.

While Krolec finds no physical trap, Leigh warns that it is guarded by a magical ward.  Anyone attempting to open the door or trying to disenchant it could set off a "fireball-esque" explosion.

Yathrin decides she and Xunrar will head downstairs to keep a lookout while the others decide what to do with the door.

Before attempting to open the door, Krolec wants to see if there are any other ways to get into the area beyond the door.  He and Leigh carefully examine the outside and insides of the tower, but find no other secret doors.

They decide the safer method is for Leigh to disenchant the ward.  Sa'lid declines to assist, fearing his relative inexperience may do more harm than good.

Leigh prepares herself by performing a ritual of silence in the area (to avoid alerting anyone if they set the trap off) and then puts up a fireshield to help protect herself.

Studying the runes, she determines a way to disenchant the ward.  She goes to work with her counter ritual.  She starts to get nervous when she takes three tries to get the counter-wards written correctly, but eventually gets it right.  

Unfortunately, Leigh falters during the incantation sequence, causing a large (if silent) explosion of fire.

Krolec is dismayed to see that the trap door is still closed after the explosion, but feels the danger is passed.  As he moves up to open the door, Leigh stops him, noting that the trap is still active.

Upset, Krolec decides not to "waste time" trying to disenchant the door ward.  Instead, he and Sa'lid will just force it open.  Krolec feels they should be able to survive the blast without too much injury.  Sa'lid isn't so sure this is the wisest course of action, but agrees to help.

Leigh performs another silence ritual then heads down to the drow.  Yathrin performs a healing prayer for her.

Upstairs, Krolec and Sa'lid try to force open the door, but have trouble getting a good grip.  They are engulfed in a fiery explosion for their troubles.

Sa'lid notes the second explosion was more powerful than the first.  He wonders if they can try once more before risking serious injury.

Krolec, however, is very frustrated.  He grumbles about coming back with a wrecking crew to demolish the area around the door.  However, he realizes that would take too much time.

Sa'lid is more calm.  He wonders if they are on the right path, noting that they are, after all, chasing a dream.  Krolec insists the Raven Queen wouldn't have sent them a message if it wasn't important.  The sorcerer says nothing, but wonders if they have interpreted the message correctly.
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:33:29 AM
Session 55 - Scene 4 (of 7)

Not wanting to risk any further explosions or take the time to demolish the tower, Krolec has a new idea.  Since the trap door seems to head down and likely below ground, perhaps they can find a cave in the area that could lead to the same location.

After reconnoitering the area for a while, Krolec finds a cave that appears to go deep enough to where it might meet up with an area below the aviary.

Sa'lid still isn't so sure of the plan here, and openly asks the group once again what they are hoping to accomplish.  Krolec ignores him and instead starts up a conversation about having passwords so they will know if one of them is the doppelganger in disguise.  When the sorcerer tries to point out the group already has a secret password ("woodwind instrument", as designed by Tiberius), Krolec ignores him again.

Instead, Krolec, Leigh, and Yathrin spend the next hour debating over the best way to come up with a password, whether it should be verbal or gestural, whether everyone should have their own, etc.

Eventually, the password situation is decided on and Krolec leads the group into the cave, carefully checking for traps along the way.

Heading down one of the cavern passages, they eventually spot an area where the cave wall has partially collapsed; beyond it appears to be some kind of tunnel.  By Leigh and Yathrin's calculations, the tunnel appears to be located directly below the aviary.

After taking some time to expand the hole, the group heads through into the tunnel.  They can see a ladder leading to a tunnel heading up as well as a tunnel heading back towards the direction of the city.

Leigh notes the ladder almost certainly leads back up to the tower roof, while the tunnel appears to lead in the direction of the city between the river and the livery stables.

Yathrin commands the group to follow the tunnel, feeling it will lead them straight to Arlo.

After some time, they come to a large stone door.  Krolec and Leigh make sure there are no traps on the door, magical or otherwise.  Leigh notes, however, there is something very magical in the room beyond.

Krolec warns the others not to step into the room right away once they open the door, as the floor may be enchanted.  He then checks the door to see if it is locked.  It is.
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:34:13 AM
Session 55 - Scene 5 (of 7)

Krolec tries to pick the lock himself, but manages to jam it.  When Sa'lid has Snarg go look at it, the goblin complains that the elf has made things difficult.

Eventually, Krolec and Snarg working together manage to unlock the door.

When they open the door, the group sees a large, circular room.  In the middle of it appears to be a giant magical circle with one smaller circle in the center and surrounded by seven other magical circles.  Each circle contains different runes.

Sa'lid is immediately certain this is the central area for the network of teleportation circles being used by Tharizdun's cult.  Leigh examines it closer, confirming the sorcerer's assertions.  She also notes she recognizes one of the outer circles as the same symbols used on the circle at the Devil's Attic.

Leigh has Snarg relock the door behind them as they decide what to do next.  On the far end of the room is another stone door.  After she confirms it doesn't have any traps, Snarg unlocks it.  It opens to another tunnel, this one narrower.

Krolec believes the tunnel looks safe and begins heading the group down it.  Sa'lid wonders to himself why they are passing by the teleportation circles instead of using them, but doesn't bother to argue the point.

As they make their way down the hallway, Krolec and Xunrar are in front, with Leigh, Sa'lid, and Snarg in the middle, and Yathrin in the rear.

They don't get very far before Yathrin feels a searing pain as a large sword cuts into her from behind.
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:34:58 AM
Session 55 - Scene 6 (of 7)

Everyone turns around at Yathrin's yell they are under attack.  She cannot see who stabbed her, but the others see a large man in a black mask behind her.  From previous descriptions, Krolec knows this is Rufus the Red, and they are in real trouble.

Rufus immediately follows up with a flurry of blade strikes that slice up Yathrin badly.  Only a quick defensive volley from Krolec and a prayer from Xunrar save her from instant death.  Even still, she lies on the ground in a pool of blood.

Krolec fires a shot at Rufus, but the assassin cuts down the arrow in the air.  The elf tries again with a  shadow wasp strike maneuver, but Rufus dodges out of the way.

As Yathrin slips towards death, her consort attempts to light up the assassin with darkfire.  Again, Rufus dodges effortlessly out of the way.  Xunrar has better luck with his assassin's shroud followed by a shout of condemnation.

Leigh quickly gets into the action, casting her firescythe spell.  She is nothing short of amazed when Rufus manages to lean back far enough to let the fire pass over him.  Feeling desperate, she follows up by casting an acid mire under his feet.

Snarg grabs Yathrin out of the acid and carries her back to safety while his master attempts to blast Rufus with his cosmos call spell.  But Sa'lid is unnerved, and the spell proves ineffective.

Rufus advances towards Sa'lid, cutting into him twice with his sword.

In the back, Krolec stabilizes Yathrin while Xunrar puts another assassin's shroud over the assassin then releases them with his astral thunder.  Unfortunately, it does not have the full effect he desired.

Leigh then blasts Rufus in the face with an acid arrow.  He grunts in pain.  Sa'lid tries to follow it up with his rimestorm spell, but fails.  He takes a minute to catch his breath.

Half-blinded by the acid, Rufus misses Sa'lid with his first strike, but cuts into him with the second.

In the back, Xunrar holds back while Krolec applies first aid to Yathrin.  She picks herself up and blasts Rufus with a powerful vengeful flare then says a healing word for the sorcerer.

Leigh teleports over to behind Rufus then engulfs him with her burning hands.  Sa'lid takes the opportunity to step to safety behind Yathrin.

Xunrar uses his paladin's judgment to attack Rufus then blesses his weapon and strikes into him with valorous strength.

Somewhat weakened, Rufus teleports himself over to Leigh.  He cuts into her with three quick strikes.  But with his back turned, Krolec is able to strike him with a hawk's talon shot.

Yathrin attempts to aid Leigh by using her darkfire, but fails to hit the assassin.  She does put an assassin's shroud on him and attempts to punish him with her zealous sanction, but fails with it as well.

Leigh uses her jump spell to jump nearly back into the room.  She then casts blur, making herself effectively invisible from Rufus while blasting him with a fireburst spell, and using the gloves Father William gave her to inflict even more damage.

Sa'lid hopes to finish off the bloodied assassin with a moon and stars spell, but Rufus quickly moves out of the way.

Xunrar then advances up to the man and strikes into him with the wrath of Lloth.  He follows it up with his prayer of two paths.

Badly wounded, Rufus teleports and disappears from sight.
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 11:35:48 AM
Session 55 - Scene 7 (of 7)

Certain the assassin is still in the area, Krolec switches to his swords and runs down the hall with both blades extended.  He hits nothing as he reaches Leigh.

Leigh herself rushes back into the room and blasts at the teleportation circle area with a shock sphere spell.  It doesn't appear to affect anything.

Sa'lid and Snarg decide to stay at the far end of the hall, making sure to keep the way blocked.  Xunrar holds firm at his position as well.

Krolec looks carefully around the tunnel hallway, but doesn't see anything.  He then heads into the room and checks it out as well.

Yathrin has Xunrar escort her back to the room.  Sa'lid and Snarg follow, running quickly.

The ranger is fairly certain Rufus is not in the room and heads back into the tunnel.  He spots a small blood trail along one of the walls heading down to the far end of the tunnel.  He can also spot very slight movement in the dark shadows.

Sensing the assassin is in the shadows and has double-backed on them, Krolec fires off several arrows.  Rufus falls out from the shadows of the wall.

On the ground, pierced with arrows, Rufus tries to crawl slowly down the tunnel, leaving a large smear of blood in his wake.

Krolec calls for the group to take him alive.  Leigh and Sa'lid rush over to grab him.  But it is too late.  By the time they reach him, he has already bled out.

As Krolec steps over, he suggests they take off Rufus' mask.  Leigh tells him to wait, as she makes sure it is not magical first.  It isn't, though she is delighted to find Rufus wearing enchanted ki stones.

Krolec and Leigh debate checking the mask for traps before removing it, but Sa'lid is out of patience.  Feeling they are being silly with the idea of a trap on a simple facemask, he rips off the mask.

Rufus is revealed to be a very ordinary looking human.  One none of them recognize.
Title: Session 55: Hunting Blind
Post by: jgants on May 03, 2011, 12:00:42 PM
Session 55 - Session Notes

Let me start with a few acknowledgements.

* I always had the idea of a network of teleportation circles, but a particular piece of artwork inspired me to have one big circle encompassing all of the circles.  While searching for "magic circle" art, I found this one peice of inspiring art by someone named Vylen on deviantart.com.  I modified the actual symbols a bit and changed the coloring to make it a cool handout I gave the players.

* Scene 2 includes two different quotes to movies.  The first is the reference to the quote used in A History of Violence.  The second is the more direct quote from The Phantom Menace (and that line was pretty much the only part of the film I actually liked).

* I'm sure I mentioned it before, but Arlo is somewhat inspired by the character of the same name on the TV show Justified.

* Rufus is inspired by various sources, but the final scene where he just looks like any old ordinary guy is taken straight from the movie 8mm (another movie where I only liked one or two scenes or sections of dialog).

With that out of the way, on to the notes:
* Tarlyn is absent yet again.  I think track season is finally over by next session so the kid may be around again.

* Scene 2 obviously did not happen during the actual session.  But I thought it would be fun to add it to the write up.  If any of my players read it, they may finally figure out who Arlo is.

* Yes, I know, I was stupid and gave them another metaphorical dream sequence knowing full well how awful they are at interpreting the things.  I have only myself to blame there.

I briefly got hopeful when they asked about the tower, figuring they'd realize who they met at the aviary that was blind (multiple times, I might add) and put two and two together.  Instead, they came up with 3.  I suppose I should be thankful they aren't out looking for a man composed of a bird horde.

Now, when they get to the tower I figure I did always plan for there to be a secret tunnel there, so they went ahead and found that.  Then they do that thing where they try something once, roll badly, then declare that obviously there must be some other easier way to do it.  I'm starting to think that TV shows like Lost aren't that unrealistic after all.  People are just dense I guess.

So then a couple of them got whiny that they couldn't figure out what I wanted them to do.  I try to explain again that I don't have a specific solution in mind and that getting into the door isn't their only option.  I specifically say that perhaps they interpreted the dream wrong.  I am ignored because the Krolec player DMs the old-fashioned pixel-bitching way and therefore is certain everyone else in the world does too.

* The cave was another thrown bone to them.  I figured, sure that could work.  Why not.  I have no problem with a "say yes" mentality if it fits the genre.  The problem is usually their ideas don't or are just plain nonsensical.

* The teleportation circles had 7 different destinations.  Each one had a rune that, if read, would give a single-letter clue.  Naturally, because it is a big clue and obviously important, the group chooses to ignore it entirely.  I, like the Sa'lid player, was ready to bash my head against the wall at this point.

* Rufus was designed as a 14th level assassin PC and then I beefed him up to a solo monster from there.  The original plan was for him to attack with a couple of orcs.  But once we got to the point where the group got into the narrow tunnel and left an open door behind them, I figured it made more sense for him to attack there.

* The Krolec player was pretty whiny about the open door thing.  Apparently he missed the 5 minute conversation where I not only mentioned the door but Leigh checked it over and Snarg unlocked it.  He was going to try to do one of his "well if I had heard there was a door I clearly would have made sure it was shut and locked" retcon crap he tries to pull all the time.  I shut him down before he could get into it this time.

* I briefly thought about letting Rufus get away, but it made good sense to have him killed off now.  It gives the group a good sense of accomplishment and allows them to see how far they've grown in power.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:35:57 AM
Session 56 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Yathrin Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:40:28 AM
Session 56 - Scene 1 (of 11)

Down in the underdark, Tarlyn travels quickly and quietly through the tunnels looking for the spot his mistress told him about.  Coming to a fork in the tunnel, he is unsure which way she told him to go.  He decides to take the left passage.

After passing down the tunnel a bit further, he spots a couple of troglodyte guards up ahead.  The barbarian tries to lie back in the shadows, but he is spotted.  The troglodytes grunt after him in their primitive language.

Tarlyn moves up to get into combat position.  As he does so, he realizes he has made a tactical error – beside him is a small cavern area off of the side of a tunnel where a troglodyte minder is feeding a destrachan.

The handler immediately attacks Tarlyn with his claws, but Tarlyn moves swiftly to dodge the blows.  The destrachan, however, is able to blast him at a distance with its piercing sonic screech.

As the two guards approach with their heavy clubs, Tarlyn activates his cloud of darkness.  The drow then sneaks behind the guards and slashes into them.

While the minder thrashes around wildly in the darkness, the two soldiers have a better idea of where the drow is.  One of them scores a lucky hit, sending a crushing blow into Tarlyn's hip.  He is then blasted again by their pet.

Flying into a rage, Tarlyn summons his feral strength and charges at the destrachan, striking it down in a series of furious blows.

The enraged troglodyte handler charges at the drow warrior in response, and the two exchange furious strikes.  

The two soldiers use the opportunity to move in and surround Tarlyn.  He manages to parry one of their attacks, but the other strikes him in the shoulder.

Further enraged, Tarlyn presses the attack against the burly handler.  Striking the creature down, he maneuvers behind the guards and cuts down another of them with a pressing strike.

The remaining troglodyte decides he's outmatched and makes a run for it.  The barbarian charges after him, cutting him down from behind.

As Tarlyn stops to catch his breath, he realizes he has chased the creature into a large hall.  It is filled with a clan of several dozen troglodytes.  Their leader, a curse chanter, calls out for the drow to stop his attacks.

Using a very broken form of common, the troglodyte chief asks what Tarlyn wants.  When he responds that he is looking for something, the curse chanter seems to know what he is seeking.  The troglodyte asks if it is the "shiny box" left by the "dark woman".

Tarlyn confirms that is the item he is seeking.  The curse chanter declares Tarlyn to be a great warrior and bargains they will give him the shiny box in exchange for him leaving in peace.  He agrees.

As he leaves the chamber with the silver box in hand, the barbarian boldly comments that they should take this as a lesson not to mess with the drow.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:41:31 AM
Session 56 - Scene 2 (of 11)

Elsewhere below the surface, the rest of the group discusses what to do next.  Krolec isn't sure if they should continue on to the end of the tunnel or wait until after they rest as several of the group were wounded by Rufus' attack.

Leigh wants to press on and find the end.  Krolec makes sure to point out they should lock the door to the teleportation room behind them.

But Yathrin wants to take care of Rufus' body first.  Krolec suggests dragging it out of the tunnel with them, but the drow priestess argues they should hide the body.

Krolec doesn't disagree with the general idea, but remarks there aren't a lot of hiding places down in the narrow tunnel.  Yathrin reminds him he is forgetting about the caves they entered through.

Leigh likes the idea of dragging the body back to the cave and letting the wild animals scatter the bones.  Krolec wonders if they shouldn't see about returning the body for a bounty, but Leigh reminds him the region is still poor and all they are likely to get is more praise.

Yathrin gets frustrated with the two fey.  She points out that the reason they need to hide the body is that Rufus' allies shouldn't know he is dead; if they know he is dead, they can plan around it.

Everyone agrees and they drag Rufus' corpse back into the cave.  Krolec eventually spots a small tributary cavern tunnel with various offshoots they can use to stick the assassin's body into.  They put the body in and partially bury it to keep it out of sight.

Down one of the cavernous passages, Krolec spots movement off in the distance.  He alerts the others and everyone scatters to hide.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:42:49 AM
Session 56 - Scene 3 (of 11)

As the figure in the cavern gets closer, Krolec can see that it is Tarlyn, weapons at the ready.  The ranger has Yathrin approach him to alert him of their presence.

When Yathrin approaches, Tarlyn is somewhat surprised; he got lost trying to get back to the surface and didn't expect to find her and the group along the way.  But his manner remains very formal as he tells her he has retrieved the box, mentioning it was a challenging mission.
 
Yathrin responds that Tarlyn has done excellent work, and the challenge was the reason he was chosen.  After hiding the box under her cloak, Yathrin starts to catch the barbarian up on the events he has missed.

Nearby, Krolec keeps a lookout.  When Yatrhin and Tarlyn start whispering back and forth, he calls out quietly to remind them to hurry up.  He does not like being in such an enclosed area.

Hoping to placate the elf, Yathrin decides to lag behind and catch Tarlyn up as they head back to the room with the teleportation circle.

When they arrive, Leigh decides they should spend more time studying the circle before moving on.  She spends some time studying the symbol next to the one she believes to lead back to the Devil's Attic.  After some time, she discerns the letter "T" and the symbols of a mountain.  Krolec believes it could refer to Thunderspire, though he does not know of any plots related to that location.

Spending some more time, Leigh moves on to the next circle.  It appears to be encoded with the letter "H" and a tomb.  For that one, Krolec has no theory.  The one after that is an "S" and more mountains.

The next hour is spent studying over the remainder – a "K" with a tower, a "W" with a house, an "I" with a cave, and an "F" with a house.

Krolec and Liegh toss ideas back and forth on what the letters might refer to.  The "H" could be Hammerfast, or a specific tomb of someone with a name starting with H.  The S could perhaps refer to the Stonemarch Mountains, but Krolec is unsure.  As to K, W, and F – he suspects they may be the homes with someone with a matching name, but no names come to mind.

In the meantime, the others grow restless.  Sa'lid notes he needs time to rest at length because of his wounds.  Internally, he grows ever more impatient with Leigh and Krolec's dithering; once again they decide to chase phantoms instead of making bold moves.  He gives a knowing glance to Yathrin.

After studying the circles more to figure out how they work, Leigh suggests it is time they move on.  Krolec still isn't sure if they should use the runes or continue down the tunnel.  Yathrin suggests they should first head back to town, as heading into the unknown while underpowered would be very risky.

Although Leigh wants to press on, she relents and agrees to head back.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:43:49 AM
Session 56 - Scene 4 (of 11)

When the weary adventurers get near Leigh's house, they are immediately alarmed by the smoke in the air.  As they get closer, they see the smoldering remains of her home.  Leigh is not amused.

Krolec looks around to find a guard.  One of the town guardsmen stands nearby.  Meanwhile, Leigh inspects the remains – she can tell this fire was not started using magic.

Sa'lid approaches the guardsman that Krolec is talking to.  He asks what happened.

The guardsman explained that a fire started in the home a short while ago, but a bucket brigade was able to come together to put it out before the fire could spread.  He suspects it was another case of a careless homeowner leaving a fire going in the hearth, mentioning it happens commonly during the cold winter days.

Leigh hears the comment and heads over, trying to control her rage.  In a voice that lacks any uncertainty, she tells the guardsman she did not leave a fire going when she left.

Realizing it is her home, the guardsman tells her he is sorry for her loss.  

The wizard cares little for the man's half-hearted sympathies, insisting that the house was burned down deliberately.  The guard then suggests perhaps she left a candle going, noting women are wont to do so.

Krolec tells the guard he should look closer.  Examining the ashes with his sword, he finds a broken glass container and the stubby remains of a torch.  He shows it to the guard.

The guard is genuinely surprised.  He wonders aloud who would do such a thing.  When Leigh responds "lots of people", he makes the unfortunate jest that she is "one of those women".

Although she does not know exactly what the guard means, Leigh is still enraged by the comment.  She grabs the guard forcefully, asking if he knows who she is.

While Krolec tries to get her to let him go, the man yells out condescending remarks of "unhand me, woman!"  Yathrin makes an aside remark to her as well, warning her of consequences if she burns anyone to death in the city.

After letting the guard go, Leigh stomps off, fuming.  Krolec tries to smooth things over with the guard, saying she is just upset about the loss of her home.  The guard does not begrudge the point, noting he knows "how women can be".  

Nearby, Yathrin half-heartedly wonders if she should have let Leigh kill the condescending man after all.  Krolec prefers to kill the man with kindness, getting his name (Lancel) on the pretext of telling Lt. Gerdrand just how helpful they've found him to be.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:44:28 AM
Session 56 - Scene 5 (of 11)

Once again, the group finds themselves standing around asking the question, "now what?"  Krolec suggests they get themselves out of the street and to an inn.

Leigh wonders if Scrag's manor would be more reclusive, but Krolec insists the inn is safer; Scrag's manor is likely to be watched and going there will tip their hand to their enemies.  Yathrin also expresses her concern about putting trust in servants whose lord is dead.

While Sa'lid suggests his own inn, Krolec prefers to go someplace they haven't been before.  The group quickly finds a rather unremarkable, mid-grade inn.

Krolec asks the innkeeper for two rooms – intending one for himself, Leigh, and Sa'lid and another for the drow.  The helpful man behind the desk is able to get them adjacent rooms.  He also reminds them about the free continental gruel breakfast in the morning.

When they get inside their rooms, Leigh is still upset.  She grumbles on about both the loss of her home and the impertinent guard.  Sa'lid is less sentimental, and makes sure watches are set.

In the other room, the drow decide not to both with setting watches.  Yathrin opens the silver box, finding her hidden cache of emergency materials inside.

She takes the healing potion out and puts it in her belt pouch.  She then divides the gold, giving 300 each to Xunrar and Tarlyn, taking the remaining 400 for herself.  

But when she goes to grab the main item she originally sent Tarlyn for, the holy symbol of Lloth, she pulls her hand back.  Her recent experiences have given her a new perspective and she thinks of the private conversation she had with Xunrar the previous day.  She closes the box, leaving the symbol behind.

Later that night, as Leigh takes her turn to watch, some of the pieces of the puzzle begin to come together in her mind.  She thinks back on the first time she and Krolec went to the aviary to meet Lord Varys.  Varys, who is blind!
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:45:14 AM
Session 56 - Scene 6 (of 11)

The next morning, everyone gets together in the hall.  They decide to skip the free gruel breakfast and have a hushed conversation in a nearby alley.

Leigh tells the others of her suspicions.  Yathrin believes it is proof enough – Arlo is Varys.  Sa'lid argues they need to take him out quick.

With the solution in hand, Krolec thinks back and realizes the clues were there all along.  The Raven Queen's vision revealed Arlo's identity as a flock of ravens on the aviary – the same ravens Varys used as his messenger birds.  Furthermore, Father William mentioned Varys was never the same after his pilgrimage to Hammerfast.  Krolec suspects the real Varys never returned from that trip.

The ranger then realizes that Varys' trip to Hammerfast was two years ago, meaning they never even met the real Varys.  "Lord Varys" was Arlo all along.  And his help was all misdirection, distractions to keep them out of the way of the Usher.

Yathrin asks if they know where Varys lives.  She wonders if they should alert the local authorities.

Krolec suggests the quickest way would be to talk to Father William.  They quickly head to the temple.

However, when Krolec knocks on the temple door, he is surprised to find that no one answers.  He carefully opens the door as everyone readies their weapons.

The ranger calls out as he and the others head inside.  There appears to be no one around.  Scanning the area, he notices the torches and lamps in the main entrance chamber have burned out; he concludes it is not a good sign.

Xunrar checks the lamps and finds them cold to the touch.  Everyone spreads out and looks around.  They find no one in rectory, the bed chambers, the kitchen, or in the altar room.

Only one room in the building is locked, the door to the temple archive where Brother Dominic presides over the temple's treasures.

Tarlyn suggests opening the door to the treasury but Krolec strongly cautions against it, warning of the Raven Queen's vengeance for disturbing her sacred areas.

Leigh decides to knock on the door, but gets no response.  She notices the door is not trapped but detects protecting wards and curses.

Looking around, Krolec notes that there are no signs of a struggle.  It appears that the priests left one night and didn't come back.

Leaving the temple, Leigh has everyone check the grounds.  They find no one and no evidence of anything out of the ordinary occurring.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:46:04 AM
Session 56 - Scene 7 (of 11)

Sa'lid suggests there must be someone else in the city who knows where Varys is.  Thinking on it, Krolec decides perhaps Grundelmar may know.

The group heads over to the Temple of the Sun, with Krolec alone going in.  He finds Grundelmar inside, organizing his candles.

Grundelmar greets Krolec but quickly asks about the drow.  Krolec mentions they are outside, and the dwarf breathes a sigh of relief.

Krolec then asks Grundelmar if he knows where Lord Varys lives in the city. The dwarf is curious what Krolec wants with him, noting he finds the man to be a loathsome spider he's always believed will cause trouble.  The elf suggests he may be right.

The priest explains that after Varys left the temple, he bought a large merchant's house out near the Fallcrest stables.  Krolec mentally notes the location puts it right in line with the underground tunnel they found earlier.

Unfortunately, Grundelmar cannot point out a specific house, noting he's never visited the man.

Leaving, Krolec still feels the religious angle is the best way to find Varys.  He decides to go to the Moonsong Temple.

Finding one the attendants near the shrine of Pelor, Krolec asks about Varys' home.  The priest is able to describe the house in enough detail that Krolec feels confident they will be able to locate it.

The group then heads out to Varys' neighborhood.  

They find a nearby guardsman and Krolec asks him to seek out Lt. Gerdrand.  The guard notes that Gerdrand is now elevated to the rank of Captain as he is the captain of the city guard, and agrees to go find him.  Or at least, he will once his break is over.

Rather than argue the point, Krolec tosses the man a gold coin to convince him to postpone his break to a later time.  Sometime later, Capt. Gerdrand and several men appear.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:46:55 AM
Session 56 - Scene 8 (of 11)

Krolec gets straight to the point, explaining how Arlo is masquerading as Lord Varys.  Capt. Gerdrand listens faithfully, but pointedly asks Krolec if this hunch has better evidence than last time, when they attempted to arrest the dying High Septarch.

The ranger responds that they do indeed have more evidence this time, much of which comes directly from the Raven Queen.  Gerdrand remarks that it sends chills down his spine to have the goddess of death so closely involved.

Looking over, the captain remarks that someone else has already stormed the house.  He points out the forced open doorjamb to Krolec.

Examining the ground carefully, Krolec concludes that three men recently entered through the front door, but no one came out.  

The guards get their spears ready as Gerdrand prepares to take the door.  Krolec calls him back, cautioning that he and his group should go in first.  The captain agrees.

Taryln kicks open the door first, blades at the ready.  Krolec follows behind with two swords of his own.

The front parlor of the home is covered in blood, and three bodies lie on the ground.  The one nearest the door appears to have been decapitated.  Another off to the side has a crushed in skull; a heavy, burned mace lies nearby on the floor.  The third is sliced from throat to groin, with his rotting bowels spilled over the floor.

Krolec carefully examines the bodies.  The decapitated head is that of Father William.  Brother Malachi is the one with the crushed skull.  And the nearly cut in half remains belong to Brother Dominic.

The ranger notes the blood is dried.  The bodies have been dead a while, but he can't tell when.

With the immediate area safe, Leigh heads in to assist.  She notes they were likely killed the night before last, some time shortly after they had the séance.  

Krolec realizes that Father William must have figured out it was Varys from Groddic's message.  He must have tried to handle the situation himself.

Everyone files into the house and begins to look around.  Everyone except for Yathrin, who is strangely enraptured by the fallen priests.  She thinks again how she needs a new god if she is to stay above ground.  And the power of death over life has an intoxicating allure.

She spots a raven feather sticking out of the pocket of Father Williams' corpse.  On it is the Raven Queen's symbol, painted in white.

As she stares at the feather, it begins to glow in her eyes.  And in her ears, a voice whispers to her, "Take it.  Join me, and I shall give you the assistance you need..."

Yathrin takes a quick moment then makes her decision.  She grabs the feather.  Instantly, she feels herself transform in a burst of spiritual awakening.

From the doorway of another room, Tarlyn spots Yathrin pick up the feather.  While he can neither see the glow that only Yathrin could see, nor hear the whisper only Yathrin could hear, he can still tell something is different about her.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:47:53 AM
Session 56 - Scene 9 (of 11)

Off in a different part of the house, Leigh is examining Arlo's bookshelf.  While digging through the books, she discovers one that is fake and apparently the trigger to a secret door.

When she calls over to Krolec, he is somewhat annoyed.  His search was far more thorough and would have discovered the door had Leigh not always rushed to areas with books.  At least, he thinks to himself, he was able to rule out any other exits.  Outwardly, he curtly tells her to quit reading the books and open the door.

Everyone else is called over to the study.  Krolec, Leigh, and Sa'lid can all tell Yathrin is acting different; there's nothing specific they can identify, but something is definitely off with her.

Krolec asks the priestess if she is all right.  She responds that everything is going to plan, a curious phrase that only confuses the elf more.

Yathrin then turns to Xunrar, telling him it is time.  He agrees.  She gives him the feather as the others watch, dumbfounded.

In a whisper only Xunrar can hear, a voice asks if he gives himself freely.  He responds aloud that he does.  Instantly, he garb and symbols change from Lloth to the Raven Queen.

Leigh notices the magical change and points it out to Krolec.  The elf smiles and gives his congradulations to Yathrin and Xunrar.  He half-jokingly points out they've "seen the light."  Yathrin rephrases it as "we accept the darkness."

The priestess then tells them that Yathrin is no more.  They are now to call her by her real name, Talaste.  She notes their almost giddy reaction and expresses her surprise that they are taking it so well.  Krolec explains they have performed many missions for the Raven Queen, and see her as an ally.

In the back of the room, Tarlyn isn't so sure.  Having forsworn the Raven Queen, Talaste and Xunrar have marked themselves for death.  If he stays with Lloth, he will be honor-bound to kill them.

The drow weighs his options.  He could gain glory by killing Talaste and Xunrar for Lloth, but he has been out of the drow city for some time now and would lose station if he returned.  Moreover, he knows he cannot take on the entire group.

Tarlyn realizes his choices are to either wait for an opportune moment to strike his mistress and her consort down, or else choose one of the surface gods to follow.  He has no great love of Lloth, but neither likes the sound of the death goddess.  Thinking a moment, he feels the warrior god Kord would be the most appropriate choice.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:48:41 AM
Session 56 - Scene 10 (of 11)

Turning back to the mission at hand, the group informs Capt. Gerdrand of their discovery.  They then open the secret door behind the bookshelf, revealing a set of stairs leading down.

The bottom of the stairs goes into a tunnel not at all unlike the one they were in before.  But the tunnel continues on in both directions.

Leigh ascertains heading to the left would take them back towards the area where they fought Rufus.  While the right, she concludes, heads on straight for Moonstone Keep.

Krolec pops back up and tells Gerdrand about the tunnel.  The captain gathers his men and heads down.  They plan to take the right tunnel while Krolec's group heads left.

Before they separate, Talaste takes Gerdrand aside for a private conversation.  She explains how she will be taking over the Raven Queen's temple.  Gerdrand cautions her against trying to take Father William's seat on the council as well.  He is relieved to find she is of the same mind.

They disagree, however, on how public of a figure she should be.  Talaste points out that as head of a temple she can no longer keep her presence in the city a secret.  The captain cautions it will take much time for people to accept her, and suggest she follow the example of House Azaer and remain out of sight.  But Talaste holds firm, committing only to her intent to handle the situation delicately.

Gerdrand tells her he will inform the king.  He then grabs his men and the two groups go their separate ways.  However, they are not more than a few seconds apart before Gerdrand is already yelling for Krolec to come over.

When the group arrives, they find that Gerdrand has discovered a nearby door.  Leigh detects no magic on the door, but Krolec discovers a poisoned needle trap he is forced to disassemble.

After removing it, he opens the door quietly, and has Leigh toss a light stone inside.  Once he has ensured there are no more traps in the entryway, he opens the door fully and steps inside.

The room inside is another study area, but much more chaotic than the fake study above.  A desk on the far walls lies filled with scattered papers overflowing onto the floor.  The walls of the room are marked with chalk, showing the spiral symbols of Tharizdun everywhere.

But Leigh is most disturbed when she looks up at the ceiling.  There are many names there written across in a haphazard fashion – hers, Krolec's, and Sa'lid's – along with many others of their past companions.  Many of the names – Rhogar, Xena, and Merend among others – have a line through them, crossing them out.  She realizes those are the names of their dead friends.  Talaste is happy to see that she and her drow warriors are not listed.

Krolec tells Gerdrand to proceed down the hallway towards the keep; he wants to make sure the area is secure.  He also wants Gerdrand to get back and have the king swear out a death warrant for Arlo.

Meanwhile, Leigh looks through the various papers on and around the desk.  Many are letters sent from various informants about the locations and actions of various people.  Others are requests for meetings from various names, including Bragosani, Lord Reiner, and someone named "Paldemar".  Still others are notes that Arlo wrote himself, one of the more recent ones is strangely cryptic, saying only, "Cuiylak is helping them!"  The wizard decides the papers aren't all that useful  except as further evidence that Arlo is both insane and involved in a large conspiracy.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 11:49:28 AM
Session 56 - Scene 11 (of 11)

After spending the last ten minutes standing around the room, Talaste is anxious to get going again.  She starts talking about the supplies they need and how they should rest then depart in the morning.

Leigh and Krolec aren't following the drow at all.  They ask what she is talking about.  She responds curtly that they need to head to either Hammerfast or the Keep.

Krolec probes more about Hammerfast, not understanding why they would go there.  After a brief exchange, Talaste realizes she misspoke and meant Winterhaven.  

Talaste explains she is trying to get a decision out of them whether to go to Winterhaven then try and get into the keep, or whether it would be better to pop in to the keep directly.  The ranger understands the benefit of not going straight into the keep, but worries about having to get past the keep's defenses.

In any event, they decide to handle the issues of the day first.  Krolec wants to get the priests' bodies buried and check in with Gerdrand, while Talaste has some preparations of her own.  Tarlyn also expresses interest in finding a shrine to Kord.

When Captain Gerdrand and his men reappear, he explains to Krolec that the tunnel continues on and eventually leads into the sewers, in the area behind the locked gate that Krolec's group previously found.  The elf is put ill at ease by this information, as it means Arlo had access to Moonstone Keep.

After making sure the captain will seal off the entrance to the keep, the group heads back to the temple of the Raven Queen and buries the priests in the garden of the abbey.  Krolec makes sure to help with the burial and express his thanks for all the help Father William had given the group.

With the burial ceremonies over, Talaste has a theological discussion with Krolec and Leigh about the Raven Queen and marriage practices.  She explains that she and Xunrar plan to perform the elf bonding ritual.  Krolec tries to be as accepting as he can, congratulating the couple.

After a long discussion about whether or not a separate officiant is required, Talaste elects to perform the ritual herself, with the rest of the group as witnesses.  Afterwards, everyone disperses to pray to their gods.  Once he is done at the Correllon shrine, Krolec escorts Tarlyn to the shrine of Kord inside the old tombwoods groundskeeper's building, where the resurrection stone was destroyed by the guardian.

As Tarlyn prays to his new god, he realizes he will need to prove his new faith by earning it in battle in the name of Kord.  But he knows he won't need to wait long.
Title: Session 56: Death and Rebirth
Post by: jgants on May 17, 2011, 12:53:47 PM
Session 56 - Session Notes

This session was probably one of my favorites.  Although not a whole lot actually happened in terms of plot development or action, there was lots of character development in the calm before the storm.  My guess is that from here until the end of the campaign (or at least, this arc - see below), it will be a lot more action.

Some various notes about the sesison:
* The Tarlyn mission was a way to A) explain Tarlyn's absence, and B) give the kid a chance to try the character out.  This is technically the first session where the Tarlyn player got to actually play the character.  It was also intended to replace the holy symbol Yathrin lost, but since she decided to convert (more on that below), that point was lost.

* Tarlyn's objective was a McGuffin.  None of the players knew what was in the box until way later in the session when Yathrin opened it.

* I know, the Tarlyn storyline makes little sense the way it was written up.  The original story I planned involved Tarlyn getting the box from a duergar ally of Yathrin's (after getting past the trogs), who would have been connected back to the Thunderspire arcs.  However, players were getting bored watching the one-man fight, so I kind of rushed that along.

* The other part that doesn't really make sense is how Tarlyn had time to get down in the underdark, get back up, and coincidentally meet up with the rest of the group.  Call it artistic license - I just wanted to get the group back together quickly.

* The teleportation circle "codes" were not all that hard to figure out IMO.  And yet, they acted like I was speaking Swahili again.  I mean, the center was described as a house with an "F".

* Sa'lid and Yathrin had previously plotted somewhat over email.  It's not in the session notes because the Leigh and (especially) Krolec players are terrible at keeping OOC knowledge OOC.  Basically, Sa'lid thinks Leigh and Krolec are too easily distracted, moralistic hypocrites, and too spineless to seize the potential for true power that he sees.  Yathrin doesn't want conflict, but wants to make sure Sa'lid has her back if it comes.

* I burned Leigh's house down because I wanted them to feel unsafe and to move things along.  Plus, it was fun to poke the Leigh player with a stick.  Evil, I know.  Within the story, it would have been done by some random agent of Arlo around the time that Rufus was following them.

* The sexist guard NPC was there for comedic relief.  Also - one way I like to reinforce the idea that they can't rely on the town guard is by showing the town guard to be routinely ineffective.

* No one liked my idea of the free gruel breakfast buffet at the inn, lol.

* The Leigh player did not figure out any of the information about Varys, I had to tell her.  I was getting tired of the "you never give us good clues" vibe and wanted to play the "Duh!" card.  Naturally, once I reveal it was Varys the Leigh and Krolec players start to go, "oh yeah, that does fit the clues".  That's right, the problem wasn't a lack of clues - it's just that you guys suck as investigators.  My clues suck, indeed.

* Trying to find Vary's house is another one of those moments where I wonder how some of their brains work.  I don't get the connection that lead to "surely Grundelmar will know!"  Rather than fight it this time, I just let Grundelmar know, more or less.  Naturally, they insisted on continuing to ask priests until they got an exact location.  Sigh.

* The Yathrin and Tarlyn players had read the special scene in the last writeup and were expecting the Raven Queen priests to be dead.  The others did not and were fairly shocked.

* The Krolec player was pissed I had the Leigh player find the secret door because he rolled a higher perception.  My reasoning was, Leigh would go straight for the bookshelf while Krolec would be more apt to investigate everything.

* The Tarlyn player went back and forth a lot about what he should do.  In the end, my warning that I wasn't going to create another character for him was enough.

* The names on the ceiling is clearly a reference to Lost.  I thought it was fitting in with the crazy.  The spirals all over the walls, on the other hand, are the homage to Dark City.

* I was surprised they weren't more interested in Arlo's notes.

* I cut a lot of the conversation from the writeup about the drow marriage because it was a lot of back and forth rambling about who else could perform the ceremony and was pretty dull and pointless.


So, where does that leave things?  I'm not sure.  I fully intend to end this campaign after the climax with the Usher.  However, the Talaste player is lobbying for continuing on with a high-powered campaign.

Personally, I dislike high-powered campaigns.  I find becoming the hero to be interesting.  I find being the powerful hero to be dreadfully dull.

Still, I'm tossing around ideas in my head.  Although its not my preferred level of play, there are still some interesting opportunities.

There's a risk here as well with not trying to accomodate.  If I flat out say "no", there's a risk the Krolec player will try to resume his old 3e campaign as a high-powered game instead.  And I'd rather gnaw off my arm than play in that.

At the present, the idea is to break and play something different for a short while.  My proposal is a palette-cleansing arc with my Traveller 40K ideas.  I'd previously tried my hand with my "Cedar Rapids Under Seige" superhero one-shot and that flew like a lead balloon.  Hopefully Traveller 40K will be more successful.

My hope is that they will like that well enough that I can quietly kill off the idea of continuing on with a paragon campaign.  Otherwise, I'll be having a new sequel campaign (complete with new actual play thread).
Title: Session 57: The Long Road Up
Post by: jgants on June 11, 2011, 09:27:42 AM
Session 57 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Battle Mage
Sa'lid Dra'lah - Human Sorcerer
Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian
Title: Session 57: The Long Road Up
Post by: jgants on June 11, 2011, 09:28:41 AM
Session 57 - Scene 1 (of 5)

As morning comes, Talaste notes that the new moon draws near.  As they meet outside the inn in the morning, she tells them it is time to head back down into the secret tunnels, to the teleportation circle.

Leigh wants to know what their destination will be, but the drow priestess is non-committal, saying only that she will know when they get there.  Krolec and Leigh aren't so sure they like the answer, but agree to go along.

When the group reaches the teleportation network, Talaste can feel the Raven Queen pointing her towards the symbol Leigh previously identified as being a "K" with a tower.  

As Talaste directs the group to stand in the appropriate place, Leigh asks where they are going.  The priestess says only that they are going where they need to go, starting to lose a little patience.  She loses it completely when Krolec asks a follow-up question about what they intend to do, forcefully telling him that they are heading to the Keep on the Shadowfell to stop the Usher from bringing back Tharizdun.

Talaste then begins to perform the ritual to teleport them, telling the others to have their weapons ready.  But the divine hand guiding her through the ritual is not enough, and something goes wrong.  The transportation feels as if they've been turned inside out and back again.
Title: Session 57: The Long Road Up
Post by: jgants on June 11, 2011, 09:29:35 AM
Session 57 - Scene 2 (of 5)

Momentarily disoriented by the trip, the group is temporarily stunned.  They see they have arrived in some sort of small graveyard, filled with several undead.

Before they can react, the undead creatures move into action.  A pair of gravehounds comes out from a nearby tomb alcove, charging at Tarlyn and Sa'lid.  Despite their disorientation, the two manage to fend the creatures off.  Sa'lid uses his magic to teleport away to safety, leaving Krolec to face the beast.

Off to the other side of the graveyard, a small force of skeletons armed with swords begins moving towards them.    

On the side between the two forces is a third cadre of undead, this one a host of skeletons with bows standing behind the cover of gravestones.  They fire shots at Krolec, Talaste, and Tarlyn.  Tarlyn manages to duck out of the way, but both Krolec and Talaste are hit with arrows.

Leigh blasts back at the archers with a fireburst spell, hitting them all.  She is dismayed to see that the attack does not destroy them.

Meanwhile, Xunrar attacks the gravehounds with his astral thunder, blasting one of them.  Tarlyn shifts away from the one Xunrar hit to make a pressing strike on the other gravehound threatening Krolec.  With deadly aim, his blade strikes straight through the creature's brain, killing it instantly.

The group of skeletal warriors splits up and moves in, surrounding the group on two sides.  Krolec retreats back to safety while Tarlyn engages in swordplay.  The barbarian parries one of the attacks but another catches him on the leg, making a slight cut.

From his safe vantage point, Krolec fires a hawk's talon shot at one of the skeletons, killing it.  Sa'lid takes out two others with his swirling stars spell.

The skeletal archers then fire arrows of their own, hitting Tarlyn once in the shoulder but missing Xunrar and Talaste entirely.

Still surrounded by undead, Talaste decides to pray to consecrate the ground around them.  The remaining gravehound tries to attack her, but is fended off by her divine power.  Xunrar defends his wife by hitting the undead dog with a bolstering strike.

Despite the close proximity of the skeletal warriors, Leigh stays focused on the archers, blasting them all again with a shock sphere.

Tarlyn decides to assist with the skeletons.  He slashes at the hound then shifts over to meet the warriors.  As they prepare to attack him and Sa'lid, Tarlyn goes into action, whirling around cutting all three of them down before they can act.

With the skeletons under control, Krolec shifts into position to attack the gravehound.  He hits it with an arrow and drives it back away from Talaste.

Another wave of arrows fills the air as the skeletal archers attack, this time each firing two shots.  The torrent of arrows leaves Tarlyn hit twice, Talaste hit twice, and Xunrar hit once.  Sa'lid blasts back at the creatures with his blazing starfall, hitting two of them.

Talaste moves her consecrated ground to cause the gravehound to burn with radiance.  She also says a healing word for Tarlyn, who is starting to bleed from his wounds.

As the undead flesh burns off of the monster, the gravehound tries to strike at Xunrar, but he knocks the creature back with his shield.  He follows up with a slash of his sword, killing the beast.

Leigh again attacks the archers, this time using a forceful retort spell.  The blast hits the front three of them, destroying two and knocking a third down.

Tarlyn tries to charge at one of the remaining archers, but his sword strikes one of the tombstones.  Krolec assists him by firing two shots into the creature.

Sa'lid has better luck, blasting away another of the archers with an explosive pyre.  Leigh blasts the remaining ones, as well as Tarlyn, with her fireburst spell as Xunrar charges forward.  The blast destroys the prone skeleton.

Tarlyn cuts down the archer next to him then whirls back around to attack the remaining one.  Krolec tries to assist with another pair of arrows, but misses, as does Sa'lid with his energy strobe.

The remaining archer steps back, firing two shots into Xunrar.  Before he can react, Leigh takes it out with a magic missile.
Title: Session 57: The Long Road Up
Post by: jgants on June 11, 2011, 09:30:34 AM
Session 57 - Scene 3 (of 5)

and the sky turns an unnatural color of purple.

Looking around, they see that they are at a small graveyard at the bottom of a mountain.  A road leads out of the graveyard and winds up the mountain to the Keep on the Shadowfell.

Leigh believes they should inspect the tombs before moving on.  Krolec disagrees, noting the tomb do not appeared to have been opened recently.

When Tarlyn points out the crypts may contain treasures and even useful magical items, Krolec points him up to the sky; they are running out of time.

The group concedes Krolec's point and they begin heading up the long mountain.  After a couple of hours, Krolec spots a side road up ahead; there appears to be a smaller, but heavily travelled path leading off from the main one.  Krolec asks the others if they think they should investigate it, or press on.

Sa'lid wonders if it could be a path to a side or back entrance to the keep, noting that it would probably be better than assaulting the keep directly through the front.  Talaste agrees the side road is worth checking out.

After traveling on the side path for some time, Krolec hears noises up ahead; it sounds like tools being used and some people talking.  He signals the group to stop then quietly tells them what he heard.

Krolec decides to scout ahead to see where the path leads and who is out there.  Tarlyn offers to come with him, but Krolec elects to take Talaste instead, as she is more skilled in being stealthy.

They head in, finding themselves overlooking a large excavation site.  Down in a large pit are four men in typical peasant garb, digging with shovels.  They appear to be digging up the burial site of dragon bones.

Behind them are three barbarian warriors.  Krolec suspects they act as task masters.  Nearby in a corner of the pit is one peasant tied up and badly wounded.  The ranger wonders if it was a worker who acted up while Talaste suspects he is there as a sacrifice for some nefarious ritual involving the dragon bones.

The ranger also spots a couple of goblins guarding over the pit from above, armed with crossbows.  He and the priestess decide to head back to inform the others what they have found.

When Krolec explains it to the others, he admits that they were unable to see a path continuing on from the pit to the keep.

Sa'lid wonders if the dragon bones are part of the ritual to bring back Tharizdun.  Talaste consults her pages of the book she copied, but finds no reference to anything involving dragons.

Tarlyn argues that whether or not the dig site is directly related, the people at it are clearly up to no good.  He wonders if they are digging up the bones in order to create a dracolich, thinking of the glory a fight against such a creature would bring.  Talaste agrees that clearly there is some important purpose to it.

Krolec, however, disagrees that it is anything they need to worry about at the moment.  He sees it as a distraction, and argues they need to continue on to the keep.  In the end, his arguments sway the group, and they move on.
Title: Session 57: The Long Road Up
Post by: jgants on June 11, 2011, 09:31:37 AM
Session 57 - Scene 4 (of 5)

Another hour or so passes as the group makes the long trek up the mountain road.  As they enter a small forest valley, Krolec can feel something is being off.  He thinks they are being watched and suspects an ambush.

The ranger leads the group off of the main road.  As they exit, goblins and kobolds emerge from their hiding places up ahead.

A group of goblin crossbowmen fire at Krolec, hitting him three times.  One of the bolts lodges into his side, causing him to start bleeding.

Xunrar immediately reacts by saying a prayer of amoth's grace, giving Krolec a chance to staunch the flow of blood.

Tarlyn then charges ahead at the force of kobold dragonshields in amongst the trees.  Using a whirling attack, he strikes two of them.  Talaste assists by blasting at the creatures with a flame strike, hitting one of them.

Krolec is more concerned by the kobold wyrm priest near the goblins.  He moves into position and fires a shot, but the priest is behind a large boulder and the cover protects him from even Krolec's elven accuracy.

Xunrar charges at one of the other dragonshields, striking through its armor.  Sa'lid follows it up with a swirling stars spell that blasts three of them.

As the kobolds move in to attack Tarlyn and Xunrar, Tarlyn activates his cloud of darkness, blinding them.

Meanwhile, Leigh is more concerned about the goblin archers.  She uses a fireburst to hit them all and the wyrm priest.  The wyrm priest tries to fire an energy orb back, but misses.  The goblins have better luck, hitting her twice with their crossbow shots.

Inside the dark cloud, Tarlyn whips himself into a whirling frenzy, striking all three kobolds around him as well as Xunrar.  As the darkness clears, Talaste blasts two of the vile humanoids with the light of avander.

Xunrar summons his strength from valor, cutting down one of the kobold warriors while fending off an attack from the other.

Sa'lid blasts the other two dragonshields with a blazing starfall spell.  They respond by stabbing into Tarlyn with their swords.

Back across the road, Krolec moves behind cover himself and fires again at the wyrm priest, this time hitting him with a shadow wasp strike.  Leigh follows it up with a forceful retort that kills him.  For her troubles, she is hit by two more crossbow bolts.

Meanwhile, Tarlyn slashes at the kobolds, maneuvering himself around again to face two of them.  Talaste blasts the other one with her sacred flame.

As Krolec fires arrows into one of the goblins, Xunrar blasts the kobolds with his astral thunder, killing one of them.  Sa'lid blasts another with an explosive pyre.

The kobolds attack back, but Tarlyn and Xunrar fend them off.

Leigh then blasts the goblins with a shock sphere.  They weather the blast and return fire.  Overcome by the hits from their crossbows, she collapses.

Krolec notices Leigh has gone down and calls out to the others.  Enraged, Tarlyn slices down the two remaining kobold dragonshields with his whirling blades.  He then lunges ahead, slicing into one of the goblins.

Talaste uses her mass cure light wounds prayer to heal the group and allow Leigh to recover.  Krolec rushes over to provide her first aid as well.

Xunrar stays focused on the goblins.  He moves into a flanking position on one of them, but misses with his radiant smite.

Sa'lid has better luck, blasting one of the creatures with his energy strobe.  Leigh then stands herself up and follows up with a scorching burst spell of her own, hitting the goblins as well as the drow warriors.  One of the creatures collapses as a flaming corpse.

The remaining archers step back, firing two shots into Tarlyn.  He responds by making a whirling rend attack, killing one of them.

Talaste then moves up and strikes down another with her sacred flame.  

Tarlyn calls out to save the last goblin for interrogation, but Krolec ignores him, firing two shots into its chest.
Title: Session 57: The Long Road Up
Post by: jgants on June 11, 2011, 09:32:21 AM
Session 57 - Scene 5 (of 5)

As the group pauses for another rest, Krolec second guesses their earlier decision.  It still bothers him that they left the cultists behind with the dragon bones, as well as not saving the injured man.

He asks the others if any of them are bothered by it.  Leigh agrees it is troubling while Tarlyn points out he always wanted to deal with them.

Krolec announces they will head back and deal with the cultists at the dig site.  Sa'lid, once again finding the group leadership lacking, gives a look to Talaste.  She responds in kind, rolling her eyes at the indecision.  But neither of them actually objects.

Leigh makes sure they hide the bodies of the dead kobolds and goblins first and Krolec wants to check them over for any keys or letters or other things of importance.

Between the goblins and kobolds, they find a total of five gold worth of gold and silver coins, which Tarlyn laughs at.

They also find a carved stone necklace around the neck of the wyrm priest.  Leigh determines it is not magical while Talaste notes that it is carved into a symbol of Orcus.

Despite being somewhat valuable, Krolec has the necklace idol destroyed.  Tarlyn slightly protests, but Krolec points out some things are more important than money.

As they head back down the mountain, Tarlyn feels at peace with Kord, feeling he has proved himself in battle most well.
Title: Session 57: The Long Road Up
Post by: jgants on June 11, 2011, 10:08:12 AM
Session 57 - Session Notes

After the incredibly fun previous session it took a whole month to play again, as the previously scheduled session fell on Memorial Day weekend and was away on a trip to Chicago.

While there, I got to once again visit my favorite game store ever, Games Plus in Mt. Prospect, IL.  While there, I bought this customizable game screen - very handy.

Anyhow, by the time we got to this session, most everyone forgot what happened the previous session so we spent a lot of time just getting everyone back on the same page.

This session brought the game back into high combat mode, which will likely continue for the next couple of sessions.

The combats I designed for the road up to the keep (and once inside the keep as well) are not overly difficult, but designed to slowly whittle the group's resources down.  This normally doesn't work that well, but this time they have a big time constraint and can't just rest whenever they want.

So far, the slow bleed appears to be working well.  For the most part, they are holding back their dailies and action points, and trying to play it safe.

I basically took the Keep on the Shadowfell module and mashed it up.  Since the graveyard map had a magic circle on it, I figured that was the perfect spot for the teleport circle.

Then, I took the ambush from on the way to Winterhaven via the road, and put it on the road up to the keep instead.

I also put the dragon dig site on the road as well to give them an interesting choice.  Plus it has an entirely different purpose now (the Tarlyn player was not far off).  As is usual, they can't make a decision to save their lives, LOL.


Outside of the sessions, I've been working on the future.

A survey of everyone determined that the majority prefer to stick with high fantasy for now (as I lamented in a different thread), so I'm going to go ahead with a Paragon level campaign that continues this one.

I've started putting together some ideas.  First was to detail the lands outside of the Nentir Vale.  Honestly, I haven't really followed whatever WotC is doing too close, though I did use the upcoming war boardgame as inspiration.

I had already established the Border Princes (taken from the Warhammer RPG) and the Sind Desert.  I've decided the lands beyond that will be a collection of free cities ala Al-Qadim.

In the north, there will be my previously-mentioned kingdom of Kanadia.  And to the south, a bunch of different human, tiefling, dragonborn, and elf communities, including one with a theme of religious intolerance (previously mentioned with the alternate group) that is inspired by the Stannis Baratheon situation in George R.R. Martin's Song of Ice and Fire series.

I see warfare as a big theme of the follow-up campaign.  There are the Slave Lords in the western deserts, the goblins running wild in the south forests, Drylak the Impaler's horde of barbarians, ogres, and giants gaining strength in the Stonemarch, and Lord Reiner is still out there trying to retake control of Fallcrest.

To that end, I believe I'll be using mass combat system from Birthright to resolve some of the upcoming conflicts, though I haven't fully decided.  My original idea was to use the rule set from the wargame DBA, but that would be a bit too different I think.

Not that it will be all battles of course.  The PCs will have to do a fair amount of realm management, scouting, diplomacy, etc.  Not to mention big quests.

Another requested theme was political intrigue.  To that end, I've begun detailing out all of the major and minor houses of the Vale area and into the border princes.  I wrote it up somewhat in the style that Martin does in the backs of his novels.  Most of the minor houses were just naming variations on the major houses, as they are all "distant cousins" of each other.

The most fun part for me was looking up coats of arms for the houses.  Rather than use fantasy type ones, I looked up the names I was using on a website (House of Names) and got the actual ones.  Or in the case of non-historical names, something close.  For the elf and dwarf houses, I just found ones I thought looked cool and fit the theme I was going for.

I also detailed out some of the barbarian clans in the region, but didn't give them coats of arms (they are, after all, barbarians).

When it came to naming everyone, I used another website (called 20000 Names) to get first names for everyone based on the ethnicity of the house name.

The final request for high-level adventures involved plane-hopping, but I think I'll leave that for later on and let that lead into the Epic campaign (should there ever be one).
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:45:08 PM
Session 58 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Battle Mage
Sa'lid Dra'lah - Human Sorcerer
Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian

And including special guest stars:
?? - ??
?? - ??
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:45:55 PM
Session 58 - Scene 1 (of 10)

While heading back down the mountain, Talaste gets increasingly annoyed with the others.  She begins complaining about Leigh hitting allies with her attacks; particularly Xunrar.  She firmly states she does not want to waste healing and makes an ultimatum that anyone who injures an ally will not receive healing from her.

Leigh takes issue with this.  She begins pointing out that Tarlyn was the one who injured Xunrar last, not her.

Talaste takes her point, but since she feels she can keep Tarlyn in line, she continues to argue with Leigh.  The wizard, fed up with Talaste's baseless accusations, tells her she hopes she dies.

The two egos continue to clash, with Talaste claiming her healing abilities are the most important while Leigh considers her long-distance magical attacks to be just as important to the group if not more so.

Krolec tries to calm everyone down, nervous about all the noise they are making in enemy territory.  He attempts to point out that they both have a point, noting that everyone needs to be more mindful of everyone else during fights.

The bickering continues.  And when Krolec specifically mentions the problems of charging into battle before paying attention to the mage (looking specifically at Tarlyn as he says it), the priestess interprets him to be taking Leigh's side.  She insists she will not follow the wizard.

Leigh stresses no one need worry about her blasting them with her spells while Tarlyn tries to enter the conversation to point out he already apologized to Xunrar.  Krolec, however, steps in again, forcefully pointing out they need to nip the conversation in the bud and stay focused on their objective.

Just then, the earth begins to shake and the sky darkens further.  As the rocks begin to form an avalanche, Krolec looks for a safe spot for the group to move to.  Seeing one, he yells to the others to take cover.

Tarlyn gets to the safe location almost immediately.  Leigh and Krolec have more difficulty, but do eventually make it.

Xunrar, Talaste, Sa'lid, and Snarg, however, are cut off and knocked down in the rock slide.  Sa'lid quickly finds himself buried beneath the rubble.

The area is encased in darkness and dust as the thundering sounds of the avalanche continue.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:46:46 PM
Session 58 - Scene 2 (of 10)

As Krolec stands underneath the natural barrier protecting him and all goes dark, he receives a divine vision.

He sees once again Sa'lid and Talaste exchanging glances as he declares they will head back down the mountain to stop the dragon bones from being dug up.

This fades into a second vision, this one slightly less clear.  He sees himself and the group back down in the tunnels below Fallcrest as they stand near the teleportation circle.  As he and Leigh discuss what to do next, Sa'lid and Talaste exchange glances again.

The third vision is somewhat blurry.  It appears to take place the previous night, in a room at the inn.  Sa'lid and Talaste lie together in bed.

Talaste playfully tells Sa'lid he is a bold man and asks if he fears her husband.  Sa'lid smirks and comments that he thought her people where polyandrous.  He notes that in any event, he already made a cuckold of one of the group's members.

Talaste is surprised.  She laughs, calling him a wicked man and asks who he is referring to.  Sa'lid explains it was a fool named Silas who married above his station but left his lonely young bride to go adventuring.  The sorcerer goes on to explain it didn't take much for him to win her over, and says his plan is to marry her for her fortune.

The priestess notes that she had something similar in mind for Tarlyn.  She says that once the elf is gone, she promised his sister to Tarlyn; noting that she will marry them by force if necessary.  Once the sister has a male heir, she will suffer an "accident", leaving Tarlyn to inherit the Jar'Bin family merchant company.

They both laugh and kiss passionately.  Talaste notes that it will be time soon, reminding the sorcerer that once they get into the keep, he is to take out the wizard while her men take care of the elf.  With them gone, she reasons, they can kill the Usher and take the power for themselves.  Sa'lid agrees, stating that Krolec and Leigh won't know what hit them.

A fourth and final vision comes to Krolec.  This one is wisps of visions and whispers, nearly ephemeral.  It appears to take place at some point in the past at Leigh's house.  Krolec can barely make out the conversation between Talaste and Sa'lid.

Talaste says something about the elves and eladrin being enemies of the drow and not being sure how long the peace between them will last.  She notes that Sa'lid is a man who takes the opportunities give to him and says something about asking a favor of him.

Sa'lid then responds, saying something about seeking power and how the group was close to power but didn't have the wits to see it.  He then notes something about being tired of the elf and open to hear Talaste's plans.

The priestess tells him she is seeking an alliance, and says something about not siding with the others, promising him rewards of wealth and power.  She warns that if he assists the others, he will die beside them.

Sa'lid appears to scoff at the idea of helping them.  He says something about hypocrisy and taking what they wish to suit their own whims.  He then says something about bringing harm to them and that his ultimate loyalty is to himself.

The sorcerer also denigrates the wizard, noting that she believes herself to be untouchable then says something about Leigh having no talent as he does, warning she will face real power.

Talaste smiles, stating they are in accord.  She says something about an attack against the others and cautions Sa'lid not to mention the conversation.  He agrees, stating they will not hear of it from him.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:47:41 PM
Session 58 - Scene 3 (of 10)

Nearby, Leigh has a vision of her own.  Like Krolec, the first two are of Sa'lid and Talaste exchanging glances.

When the third vision appears, it is somewhat blurry and appears to take place at the inn as well.  She sees Sa'lid and Snarg in a dark corner in the bar area of the inn.

Sa'lid reminds Snarg about a previous conversation.  Snarg recalls that the sorcerer talked about the wizard getting too powerful and having to do something before she took the tower.

He is pleased the goblin remembers.  He says he has discussed the matter with the charming drow leader and she thinks it is time they deal with the wizard and the ranger.

Snarg happily agrees.  He dislikes Leigh and Krolec, noting they treat him poorly when pretty things fall into his pockets.

Sa'lid tells his servant he need not worry about them anymore.  And if Snarg does as he says, he will give the goblin the wizard's special bag that contains all of her interesting things.

The goblin is excited at the possibility.  He inquires if this will include Leigh's books, as he has been hoping for them to fall into his pockets for some time.

Laughing, Sa'lid affirms that Snarg can have them to do as he wishes – keep them as a collection, try to read them, or just use them for wiping material in the privy.  He doesn't really care.

As Snarg beams, Sa'lid tells him he will need the goblin to stab Leigh in the back once they reach the keep.  Snarg protests, noting that Leigh will fry him to a crisp.  But Sa'lid assures him she will be surprised and that he himself will finish her off before she can retaliate.  Then he will be the most powerful magic user in the land.

Sa'lid goes on, explaining that once they steal the Usher's power, he will become the most powerful magic user in the world, warning he will show the world what real power is...

This fades into a fourth vision, nearly ephemeral.  It appears to take place inside her house.  Talaste and Xunrar are talking, but Leigh has a difficult time making out all the words.

Talaste says something to Xunrar about needing his advice.  He pledges his loyalty.  She is pleased, and explains she has been considering their situation.

The priestess then says something about the power she wields, a good hope of an outcome, something about a change of survival, and something about another group of people.  Xunrar responds, saying something about agreeing with her and pledging to follow her into battle with the surface dwellers.

Smiling at Xunrar, Talaste says something about performing the bond with him.  As Xunrar says something about eagerly awaiting it, Talaste continues.  She something about keeping a secret and showing their devotion to the other, mentioning something about their simple minds and how they won't understand a show of strength and treachery.

Xunrar appears to agree, saying something about putting the others and ease and being treacherous.  He mentions something about how the others would start to trust them and how it would work to their advantage.  Talaste agrees, noting something about letting them feel in control.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:48:32 PM
Session 58 - Scene 4 (of 10)

Some distance away, Talaste finds herself struggling to breathe as the rocks flow all around her.  She then receives a divine vision.

She sees a recent image of Krolec looking at her and Sa'lid suspiciously.  This is followed by a second vision, less clear, showing Krolec suspiciously looking at her and her men from afar as she is trying to talk to them quietly.  Talaste can see that Krolec is trying to overhear them.

A third vision appears, somewhat blurry.  It appears to take place the previous night at the inn, as Krolec and Leigh sit in a corner at the bar talking.

Krolec appears to be discussing Talaste, saying they need her to get them to the keep but can't trust her.  He notes that although she converted faiths, she still has her own agenda.

Leigh notes that Sa'lid is trouble as well.  She says that not only has the goblin been eyeing her things again, but the sorcerer himself appears to be growing impatient about something.

The ranger thinks on it a moment.  He notes they are definitely up to something, as he's noticed them exchanges glances a few times.  He also knows she has been plotting with her men and Sa'lid about something behind their backs.

The wizard wonders if they know about her and Krolec's plan, but Krolec doesn't think so.  He doubts that Sa'lid or the drow could have seen them planning inside Challa's tower unless he sent Snarg to follow them.

Leigh notes that Sa'lid is not cunning enough to plan like that.  She agrees the others are oblivious to their plans, noting they won't know what hit them when the time comes.

The elf cautions that something is still going on though, and doesn't feel they can afford to wait until they finish matters with the Usher before taking the others back to Challa.

When Leigh asks him what they should do, Krolec states they cannot risk the others getting inside the keep.  He suspects both Sa'lid and Talaste want the Usher's power for themselves.  

Once they enter the keep, he explains, they need to take down Sa'lid, killing him if necessary.  He notes that in any event, they should kill the goblin as letting Snarg live is a disgrace.  Krolec goes on to explan he will take care of Talaste, and get her lovers to surrender once his blade is at her throat.  Then, once they are all tied up, he and Leigh can go take care of Arlo and the Usher.

Leigh notes she is powerful enough to take out the filthy drow, but wonders if the two of them are strong enough to take on the Usher themselves.  Krolec tells her not to worry as he has a surprise planned.  He tells her when the moment arrives she should act surprised.

The wizard is pleased to hear Krolec has a plan.  She notes once they take care of the cultists, they can haul the sorcerer and drow vermin back to Challa so she can bring them to justice.

Talaste then gets a fourth vision, nearly ephemeral.  It appears to take place sometime before, inside of a tower.  Krolec and Leigh are speaking with a gruff-looking, one-armed warrior woman.

Their words are like whispers and difficult to make out.  The woman mentions something about hanging and drow.  Krolec says something about needing them for now.  The woman responds by saying something about returning once they are done to face justice.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:49:31 PM
Session 58 - Scene 5 (of 10)

As Sa'lid is being buried alive, he, too, receives a warning from the divine.  Like Talaste, his first two visions are of Krolec watching them suspiciously.

He then gets a third vision, somewhat blurry.  It appears to take place the previous night.  While Krolec is on watch as Leigh meditates and he sleeps, Krolec sneaks out of their room.

He appears to head across town towards Moonstone Keep.  There, he goes up to the Justiciar's Tower and meets with Challa Kri.

Challa asks him if everything is going according to plan.  Krolec responds that it is; the drow priestess is getting ready to get them to the Usher.  Once they are there, he explains they will neutralize her, the other traitor drow, and the treacherous foreigner and his goblin.

She is pleased, noting that when he returns, she will hang them all.  Challa notes the irony that the drow began life underground but shall leave it suspended in the air.  She also notes her joy at being able to rid the city of the goblin.

Krolec points out that he may be forced to kill Snarg and Sa'lid before they come back, noting that they may be forced to do so in the event the others resist.

The justiciar expresses her disappointment, noting she wished to see the goblin swing but pointing out she will be happy as long as his rotten corpse is decaying somewhere.  She continues to explain that as for Sa'lid, she wants to geld him before he dies to punish him for his sinful dalliances.  She will then have his lover's forehead branded with an "A" and put her in the stocks so that any commoner can have her; noting it is a punishment that befits a noble whore.
Krolec believes the punishment for Lady Abigail seems a bit excessive, but defers to her authority as High Justiciar.  He then asks if she's put his plan into motion.

Challa explains she has, noting that everything will be in place when he needs it and how the others won't know what hit them.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:50:27 PM
Session 58 - Scene 6 (of 10)

Sa'lid's visions are interrupted as someone pulls him free of the debris.  As he emerges, he sees he is being helped up by none other than Tiberius Enchilada.  The warlord looks somewhat worse for wear than the last time Sa'lid saw him, and his hair appears to have turned white.

Standing next to Tiberius is a rough-looking dwarven warrior of some kind.  He, too, has an unnaturally-looking head of white hair and carries a large axe.  He looks at the sorcerer suspiciously.

Before Sa'lid has a chance to talk to Tiberius and his dwarven companion, Tarlyn emerges from around the bend.  Seeing him, the dwarf instantly raises his axe and prepares to charge.

After Tarlyn heads out from underneath the natural barrier, Krolec holds Leigh back a moment.  They quickly whisper that they've each received a vision warning of treachery from the others.  Krolec notes his suspicions about the visions, cautioning Leigh to wait to see if they are true before acting.

As Leigh prepares to use her magic powers to divine the cause of the earthquake and darkening clouds, Krolec spots Tiberius and Larrak.  Momentarily confused as to their presence, he quickly realizes Larrak is about to attack Tarlyn.  He yells to the dwarf to hold.

Krolec also calls for Tarlyn, who has already drawn his swords, to hold back as well.  He explains to the drow that Tiberius and Larrak are former members of their group.

At this point, Talaste, Sa'lid, and Xunrar meet up with the others.  They instantly adopt a defensive posture at the sight of the warlord and fighter and Talaste wants to know what is going on.

Krolec then orders Tarlyn and Xunrar to drop their weapons and for the three drow and Sa'lid, along with Snarg, to surrender themselves.  He informs everyone that he knows Talaste and Sa'lid have been having an affair, and that the two of them have been plotting with the other drow against him and Leigh.  He accuses them of plotting to betray and murder them and marry his sister to Tarlyn.

Tarlyn seems rather confused at the accusation about Jantor.  Oddly, Talaste seems most upset with the accusation of sleeping with the human.  She angrily asks why should would sleep "with that"?  Sa'lid, who considers himself quite the Lothario, objects to her so quickly dismissing the idea as inconceivable, noting his charm and good looks.

Larrak isn't interested in the soap opera drama.  He asks Krolec if they should just kill them all now and be done with it.

Tiberius assumes Krolec means to kill them as well.  He congratulates the ranger on finally taking a more pragmatic, instead of idealistic, approach.  The elf quickly corrects him that is not the case.

Talaste then laughs at Krolec's objections.  She says that Krolec has been planning to have them killed all along.  When Krolec objects, she calls him a liar and points out that the Raven Queen has sent her a divination to warn her, showing how Krolec plans to bring them back to Challa to be hanged.

Tarlyn takes the argument as an opportunity to step back into the shadows and disappear.  Larrak notices, and in his mind this confirms the treachery.

Krolec, however, begins to piece together that he and Leigh were not the only ones to have visions.  He tells everyone that the forces of evil are trying to trick them, explaining he had a vision as well.

Larrak isn't listening.  Instead, he's heading straight for Talaste, planning to have her head off.  Krolec again yells to him to not attack.  The dwarf questions the elf's sanity.

The ranger then goes into a long explanation about the visions being received and how he had to expose them to learn the truth.  He suspects Tharizdun himself sent the visions, noting that at least they are still considered a threat to his plans.  Krolec also spends some time reassuring Larrak that the drow have been helpful, loyal companions so far.  

The fighter seems mollified at Krolec's vouching for their honor.  He then notes to everyone they are in a bad location for arguments as they are behind enemy lines.  He tells Krolec to lead on, noting he and Tiberius will take the back as they don't trust anyone at this point.

By now, Tarlyn has reappeared.  Still feeling slandered by the whole experience, he decides to again argue with Krolec about how he should have listened to the barbarian the first time they were at the dig site.  When Krolec starts to defend himself, Larrak again insists they move out immediately and argue later.

Leigh voices her agreement with Larrak.  She has determined the clouds and earthquake are related to a magic ritual, which could be related to the dragon bones.

The whole thing happens so fast, Krolec and Leigh don't even have a moment to think about how Larrak reappeared from presumably being dead, nor how Tiberius found him, nor how they happened to meet up with the group or what they are doing here.  

Larrak and Tiberius, however, do notice no one has asked them much, and are both relieved.  Larrak notes to himself that it is just as well they asked no questions, for he couldn't answer them anyway.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:51:16 PM
Session 58 - Scene 7 (of 10)

As the group nears the dig site, Larrak calls up for Krolec to halt.  Before they get in too close, he and Tiberius want a briefing of the layout of the area, based on Krolec and Talaste's previous reconnaissance.  

The ranger draws him a quick map in the dirt and notes the opposition.  Larrak is unimpressed, noting a couple of cultists, goblins, and barbarians will be easy to defeat.

Krolec then heads into the area again to scout.  He sees the cultists have stopped digging and the dragon bones have been removed.  The man on the ground appears to still be alive, though the elf notices this time that apparently his hand was cut off several days ago – with the rotting remains of it attached to a piece of rope hung around his neck.  Most importantly, Krolec notices the barbarians are starting to leave the area, and the one in the rear is carrying a large sack.

The ranger quickly rushes back to tell the others.  Talaste, however, is busy whispering with Xunrar about something; Krolec scolds her for not listening and repeats himself.  Larrak stresses they must stop the barbarians from leaving with the bones.

The group moves in to stop the barbarians as fast as possible.  Tarlyn charges ahead, hit by crossbow fire from the goblins as he gives out his battle cry.

Krolec circles around to the other side, towards the goblin archers.  He aims, however, down at the barbarian carrying the bag, hitting him in the back with a hawk's talon shot.

Larrak knows he is slow-moving and needs to take the direct approach.  Instead of following Tarlyn around the side of the cliffs down to the barbarians, he simply charges down the cliff side, falling and rolling a bit but continuing on.  

His straight path takes him nearly all the way to the nearest cultist.  The cultists then surround the dwarf, striking him with their shovels.  His armor easily withstands the blows.

Tiberius is impressed by his friend's bravery, but not so bold himself.  He follows behind Tarlyn, along with Xunrar, Talaste, and Sa'lid, while Snarg hides back in the bushes.

Leigh is more calculating.  Moving herself to the edge of the cliffs, she calls out a spell to block the path of the barbarians with an illusionary wall then blasts them and one of the goblins with a large fireball.

Confronted with the wall and artillery fire, the barbarians turn around and charge at Larrak.  Their large swords cut into him deeply.

Tarlyn then maneuvers himself in to the mob.  He cuts into the barbarian carrying the bag with a pressing attack.

Up on the cliffs, the goblins fire at Krolec, missing him badly.  To the first archer's surprise, he runs straight past him.

Larrak takes a moment to steady himself then chops into the barbarian bag man with his axe.

Nearly at the bottom, Tiberius jumps down the remaining distance of cliff and charges one of the cultists next to Larrak.  He chops straight through the man's shoulder with his axe, spraying blood everywhere.  The other cultist still has no luck piercing Larrak's armor with a spade.

Next to Tiberius, Xunrar charges one of the other barbarians as Talaste moves up and blasts several of the barbarians and the cultist with her light of arvandar.  The surge of divine power is too much for the cultist's brain to handle, and his brain explodes with an aneurysm, sending him crashing to the ground.

Sa'lid then moves over next to Talaste and casts an explosive pyre spell, causing the barbarian and his bag to both explode in a fiery mess.

One of the other barbarians moves in to flank Larrak, leaving him remaining surrounded.  Their swords continue to pierce him.

Tarlyn uses his own barbarian strength to fight back at them.  Whirling around, he slashes at both men with his swords.

Up on top, one goblin fires at Leigh and the other at Krolec.  Leigh is hit, but the ranger manages to duck out of the way of the goblin's bolt.  As he runs, he fires two shots of his own, sticking two arrows into the goblin in front of him.  Leigh also fires back, blasting the goblin with a fireburst.

Down below, Larrak continues to lash out with his axe against the warriors surrounding him.  He strikes at two of them with a cleaving blow.

Tiberius maneuvers around to a flanking position to help the dwarf.  He then gives him an inspiring word as he chops into a barbarian with his axe.  Xunrar follows up with a holy strike.

Talaste fires out with a vengeful flare, blasting one of the barbarians away.  Sa'lid finishes off the other with an energy strobe.

With the barbarians dead, Tarlyn whirls across the battlefield over to the goblin attacking Krolec.  He slashes into it with both his swords.  When the goblin moves to attack back, Tarlyn counterattacks, running the monster through with his blade.

Krolec then fires two shots into the back of the other goblin, sending him to the ground as well.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:52:00 PM
Session 58 - Scene 8 (of 10)

With the fight over, Tarlyn immediately moves to grab the remains of the bag.  Some bone fragments are left, but the explosive pyre caused heavy damage.

Larrak scoffs at the attention to the bag and looks at the injured prisoner.  He yells to the others he needs a medic.  Xunrar responds by coming over and applying first aid, not wanting to waste any healing powers on some injured human.

Krolec keeps a careful eye out around the area as Leigh examines the bones.  They are not magical themselves, but the old dragons bones could be used for ritual components.

The dwarf argues they should rid themselves of the bones as fast as possible.  Leigh notes that Sa'lids spells should be sufficient.  Everyone watches on as he reduces the rare and valuable bones to dust with his explosive pyre spell.

While the fiery explosions carry on, Larrak takes the hand from around the injured man's neck and throws it away then stands guard around him, being sure that no one is sneaking up on them.

Seeing Larrak over by the man, Krolec decides to go see if he can talk with him.  After Xunrar's attentions, the man has recovered enough to speak.  He explains he is a historian and explorer from Winterhaven named Douven Stahl.

Douven goes on to discuss how he discovered documents of an ancient dragon burial ground being located in the mountains below the old keep and hired some men to come dig it up.  Unfortunately, he stumbled right into the activities of the cult operating out of the keep.

After being taken hostage, Douven watched as the cult dug up the dragon bones for their own purposes.  When Krolec asks what those purposes were, the historian cannot say, except that the barbarians were taking them to someone named Drylak the Impaler.

Tiberius' ears perk up at the mention of Drylak, the same warlord once destroyed his village and enslaved his people.  Full of suspicion and rage, Tiberius marches straight over to Stahl and grabs him by the throat, demanding what he knows of Drylak.

Krolec quickly moves to pull Tiberius' hand from around the man's throat.  Coughing and wheezing, Dahl still tries to comply – he explains that the barbarians apparently worked for Drylak, but he doesn't know where the warlord is.

Talaste suggests that it is obvious, to her at least, that Drylak must be back up in the keep.  Tiberius isn't so sure.  He doesn't trust Stahl, commenting that Stahl knows about the warlord and is therefore suspect.

As Krolec tries to explain the man was found beaten and chained, Tiberius cuts him off.  He insists that the man knows about the keep and is therefore a risk.  He suspects the man is trying to set them up.

Sa'lid, sensing a rift growing, suggests they should kill Stahl now so he can't be a threat to them when they go to the keep.

Larrak thinks they are putting the cart before the horse.  He plainly asks the now-terrified man if he has ever even been up to the keep.  Douven strongly states he has not, which satisfies Larrak that he is no kind of threat.

Krolec, for his part, is taken aback at the whole conversation.  Exasperated, he points out that they came back here to save the man.

Talaste then interjects, making a point of her own that Krolec is incorrect; they came back for the dragon bones.

Larrak is becoming upset at what he sees as the stupidity of the conversation.  He can't believe they'd murder an innocent man that couldn't possibly threaten them.  What upsets him more, he yells out, is that they are forcing him to side with Krolec (whom he believes to be too soft to make difficult decisions, in general, but Larrak does not say as much out loud).  

Taking a stance with his axe in hand, he pointedly tells Stahl that no one will harm him, but he needs to know if the man knows anything else.

Douven explains he has told them all he knew.  Talaste can tell the man is not lying, and points out to the others that he is not trying to be deceptive.  Tiberius counters that the man could still be under a magical charm of some kind.   Larrak, however, will hear no more about it and makes sure the discussion is ended.

Once the matter is settled, Larrak loots the bodies of the dead men and goblins, pocketing a small amount of gold.  He also discovers an amulet worn around the neck of one of the barbarians.  Leigh notices and tries to examine it.  Larrak holds it back from her until she actually asks to examine it.

Leigh uses her knowledge of magic to determine it is an amulet of health.  By this point, Douven notices and says he can see they have found his amulet.  After everyone eyes him suspiciously, he tells them they can keep it as a reward for saving him, but he would like the picture of his wife that is inside the locket portion of the necklace.

Douven explains to them how one of the barbarians took the amulet from him then chopped off his hand and threaded it through some rope to trade him – a necklace for a necklace the crazy barbarian laughed.  Larrak opens the locket and discovers the picture.  He then hands it back to Stahl to keep, noting he (and the group) are not thieves.

After making sure the man is capable of getting around on his own, Larrak tells Douven to head back down to Winterhaven.  No one attempts to interfere.  Instead, they all begin the ascent back up.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:52:53 PM
Session 58 - Scene 9 (of 10)

A few hours of travel later and the group can finally see the keep up a distance away.  Krolec very carefully examines the area for ambushes.

Larrak is more concerned with the naturally dangerous fauna that lives up in the peaks of the Carrington Peaks.  Luckily, they are not that far up yet and all he sees are some mountain goats.

As they make their way up, Krolec inquires as to whether they should attempt the front entrance or try to find an alternate way inside from around the side.  Talaste and Larrak adamantly agree – they do not want to enter through the main entrance.

Krolec wants the entire group to scout around, but Larrak points out it will take too long.  Leigh concurs, noting that the ritual to open the gate to Orcus' domain could occur at any time; certainly by midnight.

The area off of the main road is very difficult to travel through, being largely sheer mountainside.  Krolec and Tarlyn, the best climbers, decide to go on their own.

As they make their way around to the southeast corner of the keep, they spot a large crack in the lower part of one of the keep walls; it has produced an opening that could be crawled in through.  When they move in for a closer look they do not see any guards in the area.

The ranger makes sure to plot out the best pathway for them to take the group along to get back to this area.  He and Tarlyn then head back and explain the situation to the others.

Larrak suggests splitting into two groups – one to take the front door while the other group goes in through the side.  But Krolec won't hear of it, insisting that no good ever comes from splitting the group up.

Despite Tiberius' note that a distraction could be useful, the group presses on, en masse, to the crack in the wall.  But even the route plotted by Krolec is very tricky for inexperienced climbers, and many have difficulty along the way.

Xunrar and Talaste both manage to fall.  Tarlyn is close enough to catch Xunrar, but his mistress begins tumbling down the mountainside.  After falling 40 feet or so, she manages to catch on to a small ledge before she tumbles down into oblivion.

As Talaste holds on for her life, the others begin arguing over whom is the best suited to rescue her.  Tired of their foolish ego contest, Sa'lid uses his sorcerous powers to lift her out; he notes he doesn't trust any of them not to get themselves killed in the process of the rescue.
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 03:53:43 PM
Session 58 - Scene 10 (of 10)

All of the commotion with arguing and falling has attracted attention from the keep.  The group hears goblinish voices above and people moving about.  Everyone quickly tries to hide.

As a group of goblin archers look over the wall's edge, Larrak and Xunrar are spotted.  They fire several crossbow bolts into them.

Larrak yells for the two of them to run.  He drags Xunrar off with him as the two are hit by more missile fire.   Meanwhile, Krolec signals for everyone to quietly stay put; a condition very hard for Talaste, as her husband is now separated from her and in danger.

Krolec quietly whispers to everyone that the plan is unchanged; they will wait for the guards to move away, then head inside the keep.  Talaste forcefully whispers she will not leave Xunrar behind, but Krolec tells her she may not have a choice.

The goblins, however, do not leave.  They are now carefully scanning the area for other intruders and ignoring the taunts of Larrak, who is trying to lure them his way.  Sa'lid can hear them call out something to someone below, but can't hear it clearly enough to decipher what they are saying.

Meanwhile, some distance away, Larrak leads Xunrar around towards the front of the keep.  They then spot a hobgoblin patrol up ahead, heading straight for them.

Larrak yells out insults to them and waits for them to move in.  Two of them charge straight at him, hitting him with their swords.

Xunrar steps up next to him, blasts two of the creatures with his astral thunder, then cloaks them both with darkness.

The hobgoblins flail around in the dark.  One of them still manages to hit Xunrar, while another scores a lucky strike on Larrak.

The drow then strikes back, hitting a hobgoblin with his strength of valor.  Once the darkness fades away, Larrak knocks back the other one with a powerful dizzying blow but it recovers quickly.

The creatures move in and surround Larrak, hitting him thrice.  Xunrar using his healing hands and amoth's grace to keep the dwarf alive, but misses with his holy strike counterattack.

Swinging his mighty axe, Larrak chops the head off of one of the creatures with a brutal strike.  Two others flanking him stab him again.

As a stream of blood descends the mountain, Xunrar uses the prayer of two paths to blasts one of the goblinoids while laying hands on Larrak again.

Larrak continues to swing away, but one of his attacks is parried.  He is stabbed in the side for his trouble, while Xunrar's arm is slashed.

Xunrar strikes back with a radiant smite.  Larrak follows it up with an attack that severs the creature's leg at the thigh, sending it crashing to the ground in a pool of blood.

The two sides fight on, temporarily at a stalemate as they parry each other s blows.  The clang of their weapons echoes across the mountains, drawing the attention of the goblins along the wall.

After being stabbed again, Larrak strikes back, taking down another of the villains.

But fatigue begins to set in.  Neither Larrak nor Xunrar have much luck hitting the last attacker as he darts in and out, scoring strikes on Larrak.

Eventually, the hobgoblin missteps, and Larrak catches him with a crushing blow.  Xunrar follows it up with a holy strike and then Larrak strikes the creature again, knocking it to the ground.

The hobgoblin stabs Larrak in the leg before Xunrar finally brings his sword down to kill the monster.  Larrak, nearly collapsed from blood loss, sits down and lets Xunrar lay hands on him again.

Meanwhile, Krolec has noticed the goblins are no longer looking their way.  Tarlyn tells the others it is time to move in, nearly having to drag Talaste with them.

Leigh has some trouble moving up to the hole, but everyone makes it.  They head inside...
Title: Session 58: There and Back Again
Post by: jgants on June 27, 2011, 04:35:23 PM
Session 58 - Session Notes

This session was spectacularly fun, and a lot of things had to come together to get that to happen.

First off, the Larrak player was able to return after nearly a year and a half because his work schedule finally changed enough that he could make it (at least, for this session; going forward is a gray area).

Once I heard he could make it, I shot off an email to the Tiberius player to get him to try and come back again (having been gone many months himself).  To my happy surprise, he agreed (he previously left partially to spend more time on an emerging relationship, and partially because he got really, really tired of the conflict-free party style that the Krolec player pushes for so much).  Like the Larrak player, he isn't necessarily a regular again.

Then I started thinking about how the bad guys would try and stop the good guys.  I had previously though up the earthquake avalanche (a skill challenge, that they failed with Sa'lid taking damage as a result) as part of the consequences of going back down the mountain instead of dealing with the dragon bones the first time.

Then it came to me - they've been getting helpful divine visions, so how about a series of evil divine visions designed to sow dissension amongst the group.  In a serendipitous series of events, the Talaste player had independently decided to yell at everyone at the start of the session, fitting in perfectly with the events I had planned.

I wrote up all four visions seperately and tried to make them as personalized as possible to trigger emotions in the players involved.

The first two parts of everyone's visions actually happened - it was the times Talaste and Sa'lid were exchanging looks about how dumb they thought Krolec and/or Leigh were being about something.  For Sa'lid and Talaste, the third visions show Krolec and Leigh to be intolerant crusaders (as treachery arrising from evil plotting wouldn't make sense from them).

The third visions were all fake, but based on the perceptions of the people having them about the others.  Krolec sees Sa'lid and Talaste together because he is suspicious of the two of them plotting.  Having his sister becoming a slave bride was just to rub salt in the wound.  Similarly, Leigh sees Sa'lid intimidated by her power, with the salt here being threatening to give Snarg her precious books and other magic items and Sa'lid's vision about Challa's plans for Lady Abigail (who, remember, is named after the player's wife).

The fourth visions for Krolec and Leigh were broken parts of real email exchanges between the players; creatively edited to give the wrong impression (the document I gave the players just had sections of words from the emails with ellipses for missing parts).  The actual conversations were about Sa'lid staying out of any conflict if Krolec and Leigh decided to attack the drow out of racial hatred.  I didn't have an email to draw on for Talaste's fourth vision, so she got something similar to the write-up here; that was based on the time Krolec and Leigh went to Challa and she told them to return for their own trials.

Sa'lid didn't get a fourth vision because I couldn't think of another scene that could be taken out of context.  And Tarlyn and Xunrar didn't get any visions at all because it would have been a bit much.

The way it worked was that I had told the Talaste and Tarlyn players ahead of time where I would put the papers for Talaste and Sa'lid.  Then, when the time came, I took the Krolec and Leigh players to a different room to give them their visions.  They had no idea the others had visions as well.

I was glad they figured out the visions were false, mind you.  The group would be pretty stupid to kill each other over something like that.  Krolec just yelling out the contents of the vision was great; I tend to hate that popular fiction trope where giant misunderstandings occur solely because people don't state the obvious for whatever reason.


As for the rest of the sesison:
* The group with their usual tunnel-vision assumed the earthquake and other phenomenon had to do with a seperate ritual with the dragon bones.  Its times like that I'm glad they aren't police detectives for a living.

* Larrak and Tiberius returns were awesome.  Tiberius is a bit mentally unstable now (which the player did well).  Larrak was also supposed to be, but I'm not sure the player quite understood that or maybe he just forgot.

* I was disappointed there were no role-playing activities when they reappeared though.  I would have at least expected a question or two about where they'd been.  Granted, they wouldn't have actually been able to tell them anything (I haven't told the Tiberius and Larrak players themselves yet; just to act mysterious and like they don't want to talk about it).

* If they wouldn't have stopped the dragon bones from going back to Drylak, it would have had reprecussions later.  Helpful hint - Drylak is not at the keep.

* The Leigh player temporarily forgot the whole "we can't rest so save your dailies" thing, humorously using up two of them in a single turn.

* Douven Stahl comes from the H1 adventure, but that's about as far as it goes.  The rotting hand necklace is an homage to Jaime Lannister from the Song of Ice and Fire books.

* Yes, I am using the secret back entrance thing again.  I hate only giving the group one way to do things.  The next keep, however, will have to be a seige, lol.

* Talaste came very close to dying forever by falling off the mountain.

* The fight between Larrak and Xunrar against the hobgoblins took forever because everyone kept rolling bad.  Larrak even used all of his dailies.


It will be interesting to see how things progress now, with two people cut off from the group.

We are getting down to the big climax now - probably one or two more sessions.  I'm going to simplify the interior of the keep to avoid spending the entire summer doing an anti-climactic dungeon crawl.

Not sure where things go from here.  Still can't decide if we should bother with an interlude or jump straight into the Paragon campaign.
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:17:34 AM
Session 59 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Battle Mage
Sa'lid Dra'lah - Human Sorcerer
Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian
Tiberius Enchilada - Human Warlord
Larrak - Dwarven Fighter
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:18:50 AM
Session 59 - Scene 1 (of 6)

Tarlyn is the first inside the keep.  They enter a small fissure in the wall that leads to a completely dark chamber beyond.  With his darksight, he can see that the walls are almost cave-like inside, with several half-collapsed.  

Looking around carefully, the drow barbarian can see nothing else, but he can smell the faint odor of rotten grain and hears some squeaking noises off in the distance; they appear to have entered into the keep's granary.

Wanting to check the area out before activating a light source, Tarlyn moves further into the chambers beyond quietly.  Spotting a side passage, the drow moves in.

Back in the small path of the fissure, Krolec begins feeling his way along the wall, stopping when he reaches the end of it.  Concerned about Tarlyn getting too far ahead of them, he whispers back to Leigh to light her staff.

Before the wizard can act, Tarlyn has spotted three dire rats nearby.  He moves in and slashes away, cutting them all down before they can react.

As the room lights up from Leigh's magic, Tarlyn spots a large mass of ochre jelly oozing over the rubble in front of him.  As it slams into him, he can feel the acid burning into his skin.  He slices the ooze back with his sword.

Being careful, Krolec turns to examine the other passageway to his rear before focusing on the jelly.  Down in that chamber, he spots another collection of five dire rats.  He steps up to use some nearby rubble as cover and fires two shots into the lead rat, killing it.

Leigh then moves in behind Krolec.  Casting a scorching burst spell, she destroys all of the remaining rats in a blaze of flames.

Talaste decides to focus on assisting Tarlyn.  She steps up and blasts the monster with her sacred flame.

Just then, four more dire rats emerge from the rubble near Krolec.  Tiberius starts to charge towards them.  But before he can get to them, Sa'lid blasts the creatures with a swirling stars spell, killing them all.

Meanwhile, in the other chamber, the jelly attacks Tarlyn again, hitting him twice.  The barbarian responds by slashing back with a whirling rend maneuver then steps back away from the creature.

With the immediate rat threat gone, Krolec turns to focus on the jelly, firing two arrows into it.  Leigh follows up the attack with a scorching burst, taking care to avoid hitting Tarlyn.

Talaste calls out a healing word to Tarlyn then strikes it with her own flame spell.

Tiberius prefers a more direct approach, charging straight at the monster, declaring his intention to kill it immediately.  His axe strikes into the monster, but does not kill it.

Sa'lid, unable to see the fight, walks up to where the others are.  Spotting the ochre jelly, he casts an explosive pyre.  The resulting explosion blasts the creature in two; the feeling of victory is short-lived as everyone sees the two halves are capable of surviving on their own...
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:20:03 AM
Session 59 - Scene 2 (of 6)

The two smaller ochre jellies attack Tarlyn and Tiberius, striking them both with their acidic ooze.

Tarlyn strikes back again with a whirling step.  Krolec assists with another couple of arrows that strike into the creature, pushing it back away from the barbarian.

Leigh attacks the jelly as well, blasting it with her magic missile while Talaste misses with a vengeful flare.  She is, however, able to say another healing word for Tarlyn.

Tiberius assists Tarlyn as well, calling out with an inspiring word.  He then strikes hard into the jelly in front of him with a force of fellowship maneuver.  Sa'lid follows up with an energy strobe blast.

Rocked by the assaults on them both, the two oozes are unable to hit either Tarlyn or Tiberius.  Tarlyn then yells to Tiberius to step back, and performs a pressing strike that maneuvers himself behind the creatures.

More ranged attacks then slam into the oozes.  Krolec hits with an arrow while Leigh strikes with her magic missile.  Talaste is able to strike both jellies with her light of arvander spell.

Tiberius decides not to heed Tarlyn's instructions and instead says an inspiring word to himself while striking down the jelly in front of him with a stand the fallen tactic.  He then attacks at the other with a bastion of defense maneuver.

Sa'lid is the one to strike the killing blow on the other jelly, blasting it into tiny pieces with an energy strobe of coldness.

The battle over, everyone stops to make sure the area is secure and then spends a few minutes resting.  Tarlyn is starting to get fatigued from all of the fighting and Leigh wonders if they have enough time for a long rest.  Krolec disagrees, warning they have no idea exactly how long it will take to reach the Usher or when his ritual might complete.
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:21:27 AM
Session 59 - Scene 3 (of 6)

Outside, Larrak and Xunrar have been trying to figure out how to get in to the others.  Larrak's original plan was to put on the hobgoblin clothes and try to sneak their way in.  However, he quickly found that the goblin archers on the wall were still focused in their direction.

Larrak was hoping they could draw out the goblins outside, but apparently the archers decided it made more sense to stay in their far tactically superior position.  It also appears whatever the others are doing inside, it has not drawn the attention of the goblins.

After a few minutes passed, Larrak decided the best thing would be to try and sneak out of their sight and then try to sneak back in.  Not wanting to try to rush up stairs and break down the main doors that could be barred, he decides it would be best to go in the way the others did.

Unfortunately, neither he nor Xunrar are particularly stealthy and end up with a couple of crossbow bolts in their direction for their troubles.  Luckily for Xunrar, his armor was heavy enough to absorb the blows.

They are no more successful on their second attempt, this time Xunrar feeling the effects of two bolts penetrating his armor while Larrak is only hit once.

The dwarf begins to get angry at the situation, commenting that stealth has never worked for him and vowing never to use it again.  Instead, he suggests the two of them make a run for it.

On their way in, Larrak takes another bad injury from a crossbow bolt.  Worse, two of the goblins dump a pot of burning oil on both of them as they enter into the keep.

The two of them do, however, make it inside.  They almost immediately run into the rest of the group, covered in their burning hobgoblin outfits.  Luckily, Leigh still recognizes them before blasting them with one of her spells.  Seeing the remains of the rats, the goo from the jelly, and Tarlyn's injuries, Larrak asks the wizard what happened.
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:22:34 AM
Session 59 - Scene 4 (of 6)

Before moving on, Krolec carefully examines the areas where the rats were located.  Near where he was standing, he spots some rat tracks leading under a small gap in the wall; he can tell there is a secret door located there.

Before examining the door further, he looks around the other chamber.  The ranger spots a shiny object hidden under some of the debris in the area.  He alerts the others.

Larrak and Leigh come over to help investigate while the others are talking amongst themselves and not really paying attention.  Leigh determines the object is not magical and Krolec cannot find any traps in the area.

The elf then carefully uses his sword to extract the object.  It appears to be an old silver charm of some kind; he notices an engraving stamp on it.  Leigh recognizes the mark as identifying the charm as coming from the silversmiths of Saralel, a city far to the south of the Vale, making the charm old and valuable.  She puts it in the bag of holding with the other treasure.

They then turn their attention back to the secret door.  Again, Krolec finds no traps nor does Leigh detect any enchantments.  The ranger then yells at the others to quiet down (as they are still incessantly chatting amongst themselves) so he can try and hear behind the door.  They do, but he hears nothing.

Krolec has everyone get readied for anything behind the door and opens it slowly.  Inside, it appears to be the old food larder; large hunks of long rotted away and mummified meat hang from hooks in the ceiling and along the walls.  There is also the desiccated corpse of a goblin in a corner of the room.

Looking around, the ranger can tell this area was the rat's nest.  After carefully looking around and examining the body, Krolec spots a belt pouch on the goblin.  Inside, he discovers a pair of precious gems.  Once again, Leigh puts them in the bag.

While Krolec and Leigh examine the larder, Larrak continues across some of the rubble to explore a little more.  With only the faint light of Leigh's staff behind him, he can just make out a pair of double doors in the chamber beyond.

Larrak calls over his fey companions.  Krolec and Leigh perform their usual examinations on the door, declaring it safe.  The dwarf then cracks it open, only to discover a set of stairs leading down.

Krolec isn't sure where the ritual might be performed, but figures they should head up first so Larrak closes the door and they continue along.  The chamber curves around to the point where the jelly came from.  The elf spots a set of stairs leading up.

After first making sure the chamber is clear, Krolec goes to round everyone else up and get them to the foot of the stairs.  He then has them all stay quiet while he listens carefully; he can hear some kind of voices coming from up above.

Krolec has everyone get their weapons to the ready and they begin to slowly ascend the stairs.
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:23:43 AM
Session 59 - Scene 5 (of 6)

Making his way to the top of the stairs, Krolec sees there is a torch lit hallway above.  It comes to an end just to his left and there is a single door standing opposite of the stairway.  

The hall then continues on to the right, which is where the voices appear to be coming from.  Krolec can tell the voices are about fifty feet away and likely speaking goblin.  He steps out a little to look down the hall; he can see a large room with some pillars beyond.

Larrak, avowed to never use stealth again, begins charging past Krolec to go take on the goblins directly.  The elf tries to put a hand out to stop him, but the dwarf brushes him off.  Luckily for Krolec, he does not notice how hard the ranger intended to shove him; else Krolec could have ended up with a severe smack to the head.

Leaving the dwarf on his own for a minute, Krolec wants to make sure the door across the hall is safe first.  He listens carefully at it.  The ranger can tell that it leads back down, and there appears to be some kind of work going on; he can hear tools being used and digging.

While Leigh uses her magic to spike the door shut, Larrak approaches the main chamber at the end of the hall.  It is square with four columns built around the room.  He can see there is a single door opposite the hall, a set of double doors on the wall to the south, and a hallway off to the right.  

In the hallway are several goblins and a swarm of trained rats.  They spot him and he calls out to the others to warn them.

Tarlyn rushes up to assist along with Tiberius.  Tiberius even makes it to one of the goblins, but the creature blocks his attack with its shield.

Leigh heads over to where Larrak is standing at the edge of the room.  She uses a magic missile spell to blast the only goblin she can see, the others obscured by one of the pillars.

Larrak then charges himself, moving ahead of Tarlyn and up next to Tiberius.  He slams onto one of the goblins with a crushing blow of his axe.

Back in the lower part of the room, Krolec steps in and fires off a pair of arrows, putting one into the shoulder of one of the goblin warriors.

Behind the two goblin warriors are a pair of archers.  They use their crossbows to fire at Larrak and Tiberius.  One shot hits Tiberius but fails to penetrate his armor.  Krolec is able to shoot the other down with a defensive volley just before it hits Larrak.

From way back on the stairs, Talaste and Xunrar move up to get into position with the others, standing between Krolec and Leigh.

The swarm of rats then surges past the goblins and Larrak and Tiberius, putting the creatures into a position to attack both of them as well as Krolec.  Krolec uses his quick reflexes to get away before they can attack, while the two warriors rely on their armor to block the teeth of the rats.

Staying far in the rear, Sa'lid carefully positions himself to be able to cast his explosive pyre spell, causing a small rat explosion.

The goblin warriors prod at Larrak and Tiberius with their spears, but the two are able to knock the thrusts aside.  They then strike back with attacks of their own, Tiberius hitting with a guarding attack while Larrak uses a bloody the field maneuver.

Everyone else is focused on the rats.  Tarlyn steps up and begins cutting into the beasts in a whirling frenzy while Leigh fries them with her burning hands spell, being extra careful to avoid hitting Krolec or Tarlyn.

Talaste moves up behind Leigh and blasts the rats with her zealous sanction and well.  Xunrar decides to help against the goblins instead.  From behind Tiberius, he uses his astral thunder to blast one of the warriors as the goblin archers again fail to penetrate the armor of the dwarf and the warlord.

The remaining rats in the swarm continue to bite out at those around them, drawing blood from Tiberius and Larrak.  Sa'lid then finishes the beasts off with an arcing fire, barbequing them.

The goblins continue to fight on, calling out to the hallway behind them as they do so.  Tiberius is able to parry another of their blows, but Larrak takes a wound to his side.  He strikes back with a covering attack, having better luck than Tiberius' attempt to use a war cry.  The warlord does, however, allow Larrak to recover some with his inspiring word.

Tarlyn decides to try and take the attack to the archers.  He uses a pressing strike to get past the goblin warriors and engage the archers directly.  As he does so, Leigh finishes off the goblin in front of Larrak with her magic missile.

Talaste uses the opening to blast one of the archers with her vengeful flare while Krolec fires two arrows into the goblin attacking Tiberius.  Xunrar also cuts into the warrior with his strength from valor.

Tarlyn continues slashing away at the archers, taking a cut from one of their short swords in the process.

As Sa'lid starts heading to the room, Tiberius strikes a hard blow into the remaining warrior with a surround the foe maneuver.  Leigh moves into position to assist, and takes out the warrior with another of her magic missiles.

Talaste moves up beside the wizard.  She blasts one of the archers with a sacred flame.  Larrak then finishes the creature off with a cleaving strike as Krolec takes down the other archer with a pair of arrows.

Before they have a chance to stop and rest, Krolec can hear more goblins coming from down the other hall.  He has just enough time to warn the others before they arrive...
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:24:52 AM
Session 59 - Scene 6 (of 6)

In the hallway, a single small rat looks at Krolec and the others from down the hall.  

Inside a poorly lit chamber, the necromancer Bragosani sees the same vision in his mind's eye.  He turns to his doppelganger accomplice, "They've breached the keep."

Arlo is surprised.  "Who?" he asks.

Bragosani responds very matter-of-factly, "The elves, of course.  Who else?"

"I still can't believe they survived the cursed temple.  They would have died if the drow hadn't interfered again." Arlo mutters.  

Bragosani looks perplexed as well.  "It gets stranger.  The dwarf and the warlord are with them."

For once, even Arlo is surprised.  "But the dwarf's been missing and presumed dead for weeks...  And as for the human, Paldemar assured us he took care of him."

The necromancer shrugs.  "Apparently he was mistaken.  Still, perhaps it is for the best that I confront my old servant directly."

Arlo scoffs, "Your goblins certainly won't be able to stop them."

Bragosani grins in assuredness.  "No, perhaps not.  But Balgron and his men will certainly slow them down.  And that's all we need.  The time grows near."

They look over at the Usher.  His eyes have gone completely black and his face looking less human with every passing minute.  He crushes the statue of Lloth into a fine powder, spreading it into a circle with the shard of the necromancer's stone.  He chants quietly to himself, "Dust of the enemy, forcefully taken..."

Off in another chamber, the death cultists kneel before Karalel.  Several of them already lie dead on the ground in pools of blood.  The priest of Orcus walks to the next one in line, quickly slitting his throat with the drow blade as he chants, "Blood of the servant, willfully given..."
Title: Session 59: The Keep on the Shadowfell
Post by: jgants on July 10, 2011, 09:55:16 AM
Session 59 - Session Notes

This session actually started with Larrak and Xunrar, except they didn't want to do anything but wait until the guards left their posts.  They were under the mistaken impression that (for some reason) the guards would eventually leave the safety of the keep walls to go looking for them, or that the rest of the group would distract them.  I then skipped them to go have the other group explore the granary area and it wasn't until the fight was over that they finally took the hint they had to actually do something.

A quick note about the keep - I completely redesigned the layout.  For one thing, I didn't think the layout presented in the original adventure made much sense.  For another, I didn't want anyone getting an advantage by reading ahead.

The first battle went pretty quickly, all things considered.  The certainly didn't enjoy the "splitting in half" thing, lol.

After that fight Tarlyn was pretty low on healing surges.  I keep hinting that the world could end if they try and rest, so for once they are forced to push on.

The sad thing here is that other than Tarlyn, they are barely scratched and in no way should need to rest yet.  The fights up to this point have been extremely easy, points-wise.  The only reason they aren't closer to full strength is that their tactics suck.  They waste dailies unnecessarily, and always use the incredibly poor tactic of "one guy takes all of the hits while everyone else attacks from a distance" which always means they end up using up all of their healing right away.

It kind of amazes me that in two and a half years of playing this, they have yet to use a "stick and move" style of tactics even once.  It's like they are trying to learn to box by watching Rocky movies.  Standing in front of a guy and letting him pound on you over and over again just isn't good strategy.

Larrak and Xunrar's misadventures were a bit of a letdown.  Xunrar is played by a very passive player who rarely has ideas so he followed the Larrak player's lead.  And the Larrak player, though a fun guy, always seems to be under the misapprehension that all non-PCs have the IQ of a guppy and gets a little frustrated when his plans (that rely on NPCs/Monsters being brain dead) don't work.  He particularly gets mad whenever a stealth attempt doesn't work, despite the fact he knows his character sucks at stealth.

The boiling oil, by the way, was set up last session.  It's what the goblins were talking about when Sa'lid heard them talking (along with sending out the hobgoblin patrol).

Once everyone got back together, there was time for more dungeoneering.  I try to make the place interesting and provide background and atmosphere to avoid it feeling like nothing but a series of fights.

Unfortunately, over half the group is content to let others do all the exploring so they sit around and chit chat instead of paying attention (leading to Krolec yelling at them in game).  And the ones that do pay attention have such tunnel vision that they rarely pay attention to anything that is tangetal to their immediate goal.

The last scene is another of my "epilogues" I email out after the fact.  As usual, it gives me a way to give some characterization to the bad guys and set some plot background that I can never do in game because of the "bad guy - kill him!!!" style of play.

This time, I wanted to show that the bad guys are, indeed, aware of the PCs.  There's also a hint about something strange with Larrak and Tiberius appearing (which may be revealed in the future), something I still can't believe no one in the main group thought was interesting enough to even ask them about.

It also once again mentions Paldemar, a member of the conspiracy that the group has not had any interactions with (but the alternate group has).  There was a lot more about Paldemar in a scroll the group did not find yet down the stairs Larrak found but they decided not to go down.

Finally, it gives the sense that time is running out.

The Usher's black eyes is another thing taken from his Carnivale inspiration.

And clearly the wording used for the ritual by both he and Karalel is an homage to Voldemort's ritual performed in Harry Potter and the Goblet of Fire.


There's still quite a lot of keep to explore.  I had simplified it down from the original version, but there's still a ton of areas they haven't explored yet (about 16 rooms to explore and up to 12 more encounters depending on how they go).

I'll have to see how much further they get.  Perhaps I will need to let them take a rest at some point after all.  ;)
Title: Session 60: Running the Gauntlet
Post by: jgants on July 29, 2011, 11:02:52 AM
Session 60 - Cast of Characters

Sir Krolec Jar'Bin - Elven Battlefield Archer
Dame Leigh - Eladrin Battle Mage
Sa'lid Dra'lah - Human Sorcerer
Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian
Title: Session 60: Running the Gauntlet
Post by: jgants on July 29, 2011, 11:10:10 AM
Session 60 - Scene 1 (of 5)

Tiberius and Larrak head back down the other hall to guard against a rear attack while the others get into position for the incoming goblins.  Tarlyn and Xunrar move to either side of the doorway as two hobgoblins emerge from a side corridor down the long hall.

Krolec immediately fires two arrows at the hobgoblins, but can't penetrate their heavy armor.  Talaste manages to blast one with her sacred flame while Sa'lid misses with a blazing starfall spell.

From his position, Xunrar attacks with an astral thunder spell, hitting one of the creatures.  Leigh follows up the assault with a scorching burst spell that hits both.

Tarlyn holds back until they get closer.  Behind the hobgoblin soldiers, a large mass of goblins emerge, filling the hall. A larger, fatter goblin is in the rear, and appears to be the leader.

The hobgoblins step up and strike at Tarlyn and Xunrar with their spears, but are fended off.  Neither Xunrar nor Tarlyn can muster a counterattack in return.

Krolec misses with another pair of shots, as does Talaste with her flame.   Leigh once again hits both monsters with her scorching burst and Sa'lid follows it up with a blast from his energy strobe.

Behind the melee, more goblins enter the hall from a different side passage, these ones carrying crossbows.  They fire a bolt into Tarlyn, who reacts by putting out his cloud of darkness and moving to a more strategic location.

With the darkness cutting off the group's sight, Krolec holds back with his arrow.  Talaste fires into the dark with her sacred flame for no effect.

Meanwhile, Sa'lid decides to open a nearby door from the double doors in the room.  He discovers it leads out to the main stairs – he's found the main entrance.

Leigh decides to check the other door.  It opens to a stairway leading down.  She can hear the screams of a woman in pain.  Tarlyn decides to head down the stairs.  Krolec follows.
Title: Session 60: Running the Gauntlet
Post by: jgants on July 29, 2011, 11:11:00 AM
Session 60 - Scene 2 (of 5)

With Tarlyn not there to stop them, the horde of goblins begins pouring into the room.  Xunrar manages to fend them off, but Talaste is stabbed hard by two of them as well as a hobgoblin.  The other hobgoblin moves to Xunrar's side, slipping his blade through the paladin's armor.

Bleeding heavily, Talaste takes a moment to catch her breath then activates her own cloud of darkness.  She slips away over towards the doorway, ready to assist the others to make it through the dark to the door with the stairs.

Sa'lid decides to try and see if he can persuade the goblins he is not an enemy.  He fails, and makes a quick run for it, Snarg following on his heels.

Xunrar activates another cloud of darkness on the other side of the room, allowing him to slowly start moving away from the goblins.

By now, Tarlyn has made it down the stairs and finds a small hallway there with a single door.  He steps over to the door and ensures it is not trapped.

Krolec stops on the stairs to make sure everyone wants to head down.  Leigh tells him to go.  He makes it down the stairs and over to the door.  Listening, he heads the sounds of the woman screaming, a hobgoblin laughing, and the sounds of burning flesh.  He tells Tarlyn they have found the torture chamber.

Talaste steps past Sa'lid and stops in the middle of the stairs, turning to blast a goblin with her sacred flame.  As the charred corpse falls to the floor, Sa'lid hits one of the hobgoblins with an energy strobe, but fails to kill it.

As Xunrar runs towards the door, Leigh takes the opportunity of a cleared room to cast her fireburst spell.  The ensuing blast kills five of the goblins and injures another 6 of them (including the hobgoblins).
Title: Session 60: Running the Gauntlet
Post by: jgants on July 29, 2011, 11:23:21 AM
Session 60 - Scene 3 (of 5)

Down below, Tarlyn pushes his way past Krolec and opens the door.  Inside, he finds a torture room with an unclothed woman tied to a rack and a hobgoblin doing things to her with a hot poker that should never be done.  The rest of the room contains several more goblins and a side passage that appears to contain cells.

The hobgoblin and other goblins rush towards Tarlyn.  Krolec immediately fires a hawk's talon shot into the hobgoblin carrying the poker as the goblins cut into Tarlyn with their short swords.

On the stairs, Sa'lid fights back the goblins as one of them stabs Snarg.  Talaste blasts that goblin away with her sacred flame then says a healing word for Tarlyn.

Sa'lid uses a swirling stars spell to take out another goblin and one of the hobgoblins at the top of the stairs.  Xunrar steps up in front of him to help protect him, but misses one of the goblins with his holy strike.  Leigh has better luck with a magic missile.

Tarlyn uses a whirling attack to fight back the goblins at the door while Krolec assists with his bow.  Tarlyn is hit back with another couple of cuts from their swords.

Up above, Xunrar is cut three times by goblin swords and has another three injuries from crossbow bolts.  Overwhelmed, his bloody body crashes to the ground.  Talaste immediately heals him but misses a nearby goblin with her sacred flame.  Xunrar then stands up and kills one of the goblins then stops to catch his breath.

Sa'lid is unable to fend off the goblin advancing him, so he and the wounded Snarg step further down the stairs, behind Leigh.  The wizard, in turn, fey steps over near the front door to the keep.  Using another powerful spell, she blasts another large group of goblins, killing several more, including the hobgoblin.  She then finishes off the goblin archers with a forceful retort spell.

Down below, Tarlyn cuts down one of the goblins in a whirling frenzy while Krolec kills another with a shot through the eye.
Title: Session 60: Running the Gauntlet
Post by: jgants on July 29, 2011, 11:24:10 AM
Session 60 - Scene 4 (of 5)

The battle rages on both above and below.  In the dungeon area, Tarlyn is burned with a hot poker to the face while two of the goblins cut him with swords.

Up above, Xunrar is hit by another goblin while the head goblin comes straight at Leigh and crushes her leg with his club.  A second swing would have caved in her skull, but she ducks out of the way just in time.

On the stairs, Talaste uses a solinar's hammer spell to attack the goblin in front of her while Sa'lid finishes off the one on Xunrar with his energy strobe.

Meanwhile, Leigh fights for her life against the fat goblin.  She puts a light spell on the nosegaurd of his helmet to distract him then blasts him with two magic missiles.  Unsure whether or not it did anything but annoy him, Leigh is delighted when he misses with a wild swing.

Down below, Tarlyn takes a moment to recover.  He is becoming exhausted, and knows he can't take many more attacks.  Krolec tries to assist by firing a shadow wasp strike into the hobgoblin.  The goblins and hobgoblin renew their attacks on Tarlyn, but he fights them off.

Back on the stairs, Talaste crushes the skull of a goblin with her hammer spell while Sa'lid and Xunrar strike into a different pair of the green warriors.

Up top, Leigh continues to blast the goblin leader while slowly sliding her way around the room.  Her luck holds out as the brute continues to miss, causing dents in the wall next to her.

Inside the torture room, Tarlyn goes into a rage, striking the goblins and maneuvering his way behind them.  Krolec then downs the hobgoblin with an evasive strike.  The remaining goblins press the attack against Tarlyn and Krolec, missing the archer but catching Tarlyn with another cut.

With Tarlyn nearly collapsed from blood loss, Talaste rushes down the stairs and heals him with her cure light wounds spell.

Sa'lid steps up the stairs to assist Leigh, blasting the lead goblin with an energy strobe as Leigh continues to blast him with her magic missile while slipping away from his attack.

Nearby, Xunrar attempts to attack the two other remaining goblins with a holy strike, but misses.  One of the goblins hits him with a counter attack.  Sa'lid responds by killing the creature with an energy strobe while Talaste hits hits the other with a zealous sanction.

Down below, Tarlyn misses with his pressing strike while Krolec hits one goblin with an arrow.   The goblins miss Krolec, but wound Tarlyn again.

Back up top, Leigh dodges another of the fat goblin's strikes as Sa'lid takes out the remaining other goblin in the room.  Xunrar immediately moves over to lay hands on the wizard while getting ready to take on the goblin leader.  It gets one last shot at Leigh, connecting this time.

Meanwhile, Tarlyn continues to strike at the goblins on him while shifting around the room.   He isn't fast enough, and catches another sword in his side.

Over by the stairs, Krolec hits with another twin shot as he is forced to retreat up the stairs.  The goblins advance, striking him and Talaste.  From behind his companions, Sa'lid hits one with an energy strobe.

Xunrar brings down the wrath of the gods on the goblin leader while Leigh blasts it with another magic missile.  In response, the goblin leader smacks her across the head with his club, knocking her unconscious.

Talaste puts an assassin's shroud on the fat goblin then blasts him with a sacred flame.  Sa'lid steps into the room and tries to assist with an energy strobe.  His first attempt fails, but the second hits.

As Leigh hangs on to life, Xunrar puts a shroud over the head goblin, but then misses with his holy strike again.

Back at the stairs, Krolec downs the goblin in front of him with an arrow as the others surround Tarlyn down below, hitting him again with their swords.  Tarlyn strikes back then runs out of the room towards Krolec.  The goblins follow, and Krolec downs one with a pair of shots from his bow.

As Krolec calls on a healing word from Corellon for Leigh, one of the remaining goblins strikes Talaste, knocking her to the floor.  Nearby, the fat goblin strikes hard into Xunrar.  Xunrar is forced to take a breather before attacking back.

Sa'lid continues firing on the large goblin with his energy strobes, hitting him once.  Leigh then picks herself up and blasts the leader once again with a magic missile.  This time, he goes down, just as a flurry of shots from Krolec hits him.

Krolec is still having issues with one of the two remaining goblins.  He misses with his shots, but the goblins fare no better.  Talaste recovers from her injuries and stands up, slamming one of the beasts with her solinar's hammer.  Sa'lid assists with an energy strobe.

Xunrar steps over to the melee.  He blesses his weapon then strikes into one of the goblins while Leigh blasts the other with a magic missile.  Meanwhile, Tarlyn stays back out of the fight, knowing he is very fatigued and near death.

One of the goblins manages to stab Talaste before Sa'lid kills it with an energy strobe.  The other is then finished off by Xunrar and Leigh, with Tarlyn stepping over to deliver the killing blow.

The battle over, everyone nearly collapses from exhaustion.  They sit and rest in the middle of the room filled with goblin corpses, unsure where to risk going next but knowing their time is running out...
Title: Session 60: Running the Gauntlet
Post by: jgants on July 29, 2011, 11:24:42 AM
Session 60 - Scene 5 (of 5)

Back in the poorly lit chamber, Bragosani ends his connection with his rat familiar.  He turns to Arlo with his expressionless face, "It's over.  Balgron and his men are all dead."

Arlo dourly remarks, "Did that fat idiot manage to kill any of them at least?"

"No.  But several are badly wounded.  And my old apprentice and his dwarf friend seem to have run off somewhere else." Bragosani responds.

Arlo thinks for a moment.  "Must be the dig room.  They'll be back."

"We have another problem as well; I believe they located the shifters." Bragosani says as he begins to pace.

Arlo responds, "They'll be here soon then.  It will be up to that fool Karalel to stop them now."

"Or us." Bragosani says, looking over.

Arlo smiles.  "Naturally."

Behind them, The Usher finishes his incantation.  The wall in front of him begins to shimmer.

He then turns to the men, his face demonic with its dark, dead eyes like a shark.  "The actions of the others no longer matter.  All that you know is at an end..."
Title: Session 60: Running the Gauntlet
Post by: jgants on July 29, 2011, 11:41:43 AM
Session 60 - Session Notes

Well, this is one of the last sessions of the campaign and it turned out to be one long combat slog.  Granted, I got to fill the map with lots of minis.

The most disappointing thing to me is how terrible they still are at tactics.  After all this time, they still do the dumbest things - isolate themselves, don't use the defenders to actually defend, rarely coordinate attacks, etc.

Anyhow, on to the misc notes:

* The Larrak and Tiberius players dropped out at the last minute because things came up.  I had their characters leave rather than allow other players to run them because I knew it would be a big combat and would take forever.

* They started checking the doors in the vain hopes that somehow the secret chamber would be in front of all of the guards.  Don't ask me why they thought that might work.

* I have no idea why they didn't just shut and block the torture chamber door instead of taking on a whole new set of goblins.

* I used the same phrase in the game to describe the torture scene that I did in the writeup here.  There were several theories on what exactly the hobgoblin was doing with that poker.

* The last scene is another of my epilogues.  I sent it out just so they know they can't rest.


Right now, three people in the group are out of healing surges and they've used up a fair number of dailies.

I decided that since things were winding down nicely, I'd skip some of the other stuff I had planned and will let them get straight to the final encounters next session.


As for the next game, I've been trying to get enthusiasm out of them forever.

The majority only like fantasy so my Traveller 40K idea is out for now.  Then, the tide turned against continuing this campaign into the paragon levels because the Talaste player is whining like a 10 year old about how the Leigh player has more XP (since she's never changed characters, died, or missed a session).

So, now my new idea I'm still working at getting buy-in for is D&D Bronze Age - a classic mythology style D&D campaign using mostly the basic Moldvay D&D rules with some changes (which I will detail later).  However, feedback (as usual) is pretty light, so it's difficult to know how well that one will ultimately go over either.
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 02:43:44 PM
Final Session - Cast of Characters

Dame Leigh - Eladrin Battle Mage
Sir Krolec Jar'Bin - Elven Battlefield Archer
Sa'lid Dra'lah - Human Sorcerer
Tiberius Enchilada - Human Warlord
Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 02:48:06 PM
Final Session - Scene 1 (of 6)

As everyone rests from the battle, they offer their prayers to the gods. Krolec calls on Corellon to lend some of his vitality to Tarlyn, while Tarlyn prays for the same from Kord. Talaste calls for the return of her healing powers. Leigh calls on the gods to restore her powers and health. Xunrar says a silent prayer for the dead goblins. Nearby, Tiberius makes his own prayers to the gods; thinking of the hand spring assault maneuver of Mitka's that he often heard of.

At the end, Krolec feels somewhat weaker while Tarlyn feels slightly rejuvenated. Talaste remembers her cure light wounds spell while Leigh feels empowered to take an extra action in battle. Even Tiberius feels a spring in his step as he walks in. Tarlyn wants the drow to meditate for four hours, but Krolec insists they do not have the time.

Everyone notices Tiberius, alone, enter the room, covered in blood and most of it not his own. Larrak is nowhere to be found. Leigh explains to the warlord that she killed off all of the dead goblins in the room. Tiberius is reasonably impressed. Sa'lid asks the warlord where the dwarf is. Tiberius responds grimly that they should never mind about what happened to the dwarf.

Around this time, Krolec hears multiple calls for help coming from the dungeon area. He convinces the others to go down with him to check it out. Along the way, Tiberius and Tarlyn scheme about having the drow pretend to be delivering prisoners. Krolec tries to explain to them that the time for tricks and subtlety is long gone.

The calls are coming from the prison area behind the locked portcullis. Krolec picks the lock while Tarlyn unties the girl on the rack. Close up, Tarlyn can tell the girl is not fully human – she's a shifter. Tiberius calls Krolec over before he heads inside the cell area.

Looking at the girl, Krolec can see she is a badly injured longtooth shifter, appearing similar to Sage. He then goes and unlocks the cells for the prisoners, all of whom are shifters.

The head man calling to Krolec for help thanks the ranger. He introduces himself as Grey Wind, and explains his clan was captured by goblins when they passed through the area. Since then, they've been subjected to horrible torture by the hobgoblins.

Krolec asks the man if they have any healers among the clan. Grey Wind explains their only healer left for Fallcrest some time back. Then, looking more closely at Krolec, he asks if Krolec is one of the great heroes of Fallcrest.

When the elf responds they are indeed the Fallcrest heroes, Grey Wind smiles. He tells Krolec that his cousin, Sage, must be with them then. He starts looking around, asking where she is. Krolec explains Sage perished nobly while saving the group from a pack of demons.

Krolec goes on to explain they are in the keep to find and stop a different demon, one who may destroy the world. He asks Grey Wind if his people can help.

The shifter responds that his people are all badly wounded and would just be in the way. He needs to get them out of the keep to safety. But Grey Wind does offer to help Krolec find the location where the ritual may be taking place – he has been in the keep before as his people travel through the area and knows where there is a temple room.

Grey Wind takes the group up the long hall where the goblins came from and opens a door leading to a set of stairs heading down. He tells the group they will find what they are looking for down there. He then excuses himself to go help his people out of the keep.
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 02:49:16 PM
Final Session - Scene 2 (of 6)

Heading down the stairs, Tiberius and Tarlyn take the lead. Krolec can feel they are getting closer to the barrier with the Shadowfell.

Tiberius gets a familiar feeling of despair. Ever since his time in the stocks, he has felt it weigh on his soul. As he descends further, he finds himself pondering the darkness. He finds it tempting.

The stairs head down to a long room with double doors at the end and on the left side. To the right are the remains of another set of double doors.

Tiberius listens for any sounds while Tarlyn makes sure there are no traps. They slowly advance into the room, the others following.

Krolec has everyone be quiet while he listens at the doors. He hears nothing from the ones on the left, but there is a loud clanging sound from behind the ones ahead.

Tiberius heads over to the door and opens it. Inside is a large cathedral. At the far end stands a priest in the robes of Orcus, who must be the previously mentioned Karalel, in front of a demonic altar. Dozens of corpses lies scattered around the room with their throats cut. The blood forms two long streams that flow down into a large pit in the center of the room. A large cadaver collector golem, filled with spikes, is grabbing the corpses and impaling them on its body.

The priest looks at Tiberius and smiles. He tells the warlord that he is too late, remarking he will enjoy killing Tiberius and reanimating his body.

The corpse collector moves straight at Tiberius, its large size belies its quick speed. Tiberius narrowly avoids two attempts to grab him. He tries to counterattack but fails.

Back in the room, Leigh activates her fire shield then sends an acid arrow straight into Karalel. Krolec combines his arrow fire for a devastating attack.

Tarlyn moves into the cathedral, standing back behind Tiberius and out of danger. Or so he thinks. The blood pool behind him begins to form into a fiery ooze and tries to blast him with fire. Tarlyn immediately responds by evading under the cover of his cloud of darkness.

Talaste moves up next to Tiberius and casts divine favor on him. Krolec stays focused on the dark priest, using his elven accuracy to hit him with an adaptive assault.

Karalel waves his wand, causing five of the corpses on the ground to reanimate. He then steps up and blasts Talaste with a rod of ruin. Krolec tries to help out with a defensive volley, but she still succumbs to the overwhelming necrotic magic.

Xunrar moves up to assist his wife. He casts amoth's grace to heal her then places an assassin's shroud on Karalel. Sa'lid follows behind him, missing the dark priest with an explosive pyre. Snarg elects to stay back near the stairs.

The zombies shuffle towards Tarlyn. One gets close enough to swing at the barbarian, but misses. Off to his left, the cadaver collector manages to grab Tiberius.

Leigh blasts the priest with a firebust followed by a shock sphere while Tarlyn passes the zombies and heads straight for him. Summoning all his rage, he strikes into the priest with two powerful blows.

Meanwhile, Tiberius tries to escape the golem's grasp, but fails. He has not better luck trying to his the creature with his sword. He says a quick prayer of healing on Talaste just as they are both hit by a blast of fire from the blood ooze.

Talaste picks herself up and catches her breath. She then puts a shroud over the priest and hits him with darkfire. Krolec follows it up with an evasive strike that goes straight through his throat.

Karalel chokes and spews blood. He starts stumbling towards the pit but Tarlyn grabs him. The drow doesn't want the evil man going to his god. Karalel, unable to breathe, dies in Tarlyn's arms.
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 02:50:10 PM
Final Session - Scene 3 (of 6)

Unfortunately for everyone, Karalel's death has no impact on the zombies, ooze, or cadaver collector. Xunrar places one of his assassin's shrouds over the bloodfire ooze then blasts it with his astral thunder. The ooze weathers the attack, but the paladin does manage to destroy two of the zombies in the attack.

Sa'lid uses a swirling stars spell to take out another of the zombies. The remaining two advance and pound of Xunrar.

Meanwhile, the corpse collector takes Tiberius and impales him on its spiky body. He howls in pain. He tries to get himself off of the creature, but finds it too difficult, failing with three different attempts.

Tarlyn maneuvers himself around to the rear of the collector then slashes into it with his sword.

Leigh, unable to see the collector from her position, moves around through the open doorway to the right. Through half-ruined walls, she spots the blood ooze. She hits it with a scorching burst spell, but the fire doesn't seem to affect it.

The ooze responds by lashing out at Xunrar. The drow warrior fends off the attack then steps back as Talaste casts a cure light wounds spell to heal him. The priestess then uses her power to turn undead on the zombies, causing them to collapse into ashes.

Sa'lid moves up to beside Xunrar, but misses the ooze with his energy strobe. Leigh has better luck, hitting the creature with a magic missile.

Behind them, the corpse collector manages to grab Tarlyn. As it does so, Tiberius is able to free himself. He calls over to Krolec to come help them, but Krolec refuses – noting he is of more use as an archer. After saying a healing word on Talaste, Tiberius makes a guarding attack on the golem, taunting it.

Tarlyn uses Tiberius' attack as an opportunity to escape. He then makes a pressing strike attack, knocking the creature back towards the deep pit.

Back on the other side, the blood ooze moves in to attack Sa'lid. He responds by using his magic to teleport him to safety behind a nearby column, off to the side of the ooze.

Talaste uses her magic to call down a light of arvandar spell, hitting both the blood ooze and the cadaver collector. She then shifts back a short distance, trying to stay out of reach.

Krolec fires a pair of shots at the collector, but they bounce harmlessly off of its armor. Sa'lid has better luck, hitting it with his energy strobe spell. The cadaver collector tries to strike out at Tiberius, but the warlord deflects its attacks.

While Leigh blasts the blood ooze, Tiberius fails to hit with his inspiring war cry attack. Instead, he guides Tarlyn in for a charge. The barbarian slams into the golem, knocking it over the edge. It crashes to the ground below, though with a bit of a splash.

The blood ooze moves in on Tiberius, but he avoids being hit. Talaste tries to counter with her solinar's hammer spell, but also fails. Krolec uses his arrows to drive the creature back.

Xunrar then blasts the creature with his darkfire. Sa'lid follows up with an energy strobe that hits, but ends up being ineffective due to being composed of fire.

Leigh carefully hits the creature with another magic missile. Tiberius then maneuvers in at cuts at it with his sword. The ooze falls back into the blood, apparently dead. Leigh elects to be sure by scorching all of the blood in the room with her scorching burst spell.
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 02:51:27 PM
Final Session - Scene 4 (of 6)

Krolec looks around the area, wondering where to go next. Since the room only had Karalel, he knows Arlo, Bragosani, and the Usher are still somewhere else. Although there are some more doors on the far wall, he has a sneaking suspicion they will have to go down into the pit.

His feeling is confirmed when he sees a shimmering light coming from somewhere below. Looking down, he can see glowing blue light coming from somewhere. He tells the others that the portal is below them.

The drop appears to be around 50 feet down. Krolec can see a large pool of blood below, along with the shattered remains of the corpse collector lying in it.

Lying down next to the pit and putting his head inside for a closer look, he sees a large room below. On one side of the blood pool is a statue of Bahamut. On the other is some sort of ritual circle.

Next to the circle are two men, their backs turned. One appears to be dressed as a necromancer. The other appears to be a doppelganger. Krolec alerts the others he has spotted Arlo and Bragosani.

The ranger does not, however, see the Usher. There does appear to be a large archway in the direction that Arlo and Bragosani are looking in, with a large shimmering black portal occupying it. Krolec fears the Usher has already entered the portal; they will need to stop him before he makes it out.

Krolec quickly puts together a plan. Getting everyone's ropes together, he ties up two long ropes, one for either side of the pit. The ropes will be secured by being tied around a pillar. Then, the group will quickly rappel down the ropes while Sa'lid uses his magic to fly himself and another down. They will need to quickly take out Arlo and Bragosani then have Leigh deactivate the portal.

Despite the need to act quickly, arguments ensue over who should go first and in what order. Krolec wants Tiberius and Xunrar, the two most heavily armored, to go down the ropes first while Sa'lid flies himself and Talaste down.

Talaste argues that Krolec should go first instead of Xunrar, as he is less injured. Krolec counters that he is not a front-line fighter. The priestess also wants Leigh to be flown down by Sa'lid instead of her, which Leigh objects to.

In the end, Krolec wins the argument and sends Xunrar and Tiberius down. Xunrar gives the sword of anointment to Krolec before heading down, realizing he may not live long enough to use it. Sa'lid, tired of the arguing, decides to fly himself and Snarg down and let the ladies fend for themselves.

Tiberius rappels down without incident, but Xunrar slips and crashes down into the floor. With a crushed skull, Xunrar begins to die.
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 02:52:56 PM
Final Session - Scene 5 (of 6)

At the sound of the crash, Arlo turns and transforms himself into the form of Tiberius. He then hurls a dagger at the warlord, narrowly missing him.

Krolec drops down the rope next, making sure not to end up directly on top of Xunrar's body. He moves out of the blood then fires an evasive shot into Bragosani's shoulder.

At the same time, Tarlyn rappels down next to Tiberius. He charges straight at Bragosani but the necromancer moves out of the way.

From across the blood pool, Sa'lid blasts the fake Tiberius with an explosive pyre.

Talaste then rappels down, landing near her husband. She places an assassin's shroud over Arlo then blasts him with a zealous sanction spell.

Leigh has trouble getting down the rope about halfway to the ground. She uses her teleportation power to make it the rest of the way.

Meanwhile, Tiberius drags Xunrar's body out of the blood. Half-crazy with memories of the zombie attack at the Tower of Waiting, he uses the drow as a club, swinging him straight into Arlo. The attack hurts both Arlo and the unconscious Xunrar, who slips closer to death. Arlo immediately responds by slashing Tiberius' throat with another dagger, sending the warlord to the ground.

Across the room, Bragosani grabs Tarlyn by the throat, draining his life force. He then throws the barbarian back and uses a spell to drain nearly all of the warrior's remaining strength. Krolec responds by hitting Bragosani with another arrow, causing him to stagger back closer to the portal.

Tarlyn then stands himself up and bull rushes Bragosani. He knocks the necromancer back towards the portal. The barbarian then pushes him even closer with a pressing strike.

As the necromancer is about to respond, black claw-like tendrils emerge from the shimmering portal, grabbing Bragosani and dragging him back into it. He screams as he is dragged inside, never to be seen again. The tendrils also reach out for Tarlyn, but he uses a cloud of darkness to escape in the nick of time.

Nearby, Sa'lid continues to blast away at Arlo. After failing with a cosmos call, he blasts the creature with a moon and stars spell. Talaste follows it up with a curse of misfortune then heals the warlord with a healing word.

Leigh, however, elects to let the others handle Arlo while she goes to examine the portal. She can tell there is a way to deactivate it, but it will take time.

Tiberius picks himself off the ground, grabs Xunrar, and again attempts to use him as a living club, much to the dismay of Talaste. He misses with the attack, but manages to knock Xunrar's head on the ground again.

The paladin continues to slip into death's embrace as Arlo once again makes a deep cut into Tiberius, once again sending him into unconsciousness. Arlo then carefully paces towards Leigh and Tarlyn.

Krolec moves in to stop him. He fires a hawk's talon shot into the doppelganger. Sa'lid tries to assist, but misses with his swirling stars spell. Talaste then blasts the creature with a vengeful flare. Between that attack and Krolec's combined fire volley, Arlo dies, with his body falling back into the portal.

Talaste then rushes over to heal Tiberius again, but this time makes sure to pull back the body of her mortally wounded life mate so he will not be used as a club again.

Just at things are looking up, the portal shimmers and the Usher walks through.
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 02:54:33 PM
Final Session - Scene 6 (of 6)

With the Usher walking towards her, Leigh stays focused on shutting down the portal. Tarlyn runs over to grab the sword of anointment from Krolec, but then stays behind Leigh for protection.

Tiberius, however, is a man of action. He stands himself up and immediately launches a handspring assault attack at the Usher.

But the warlord's attack fails. The Usher whispers to him, "Never touch me!" as he backhands the warlord. His body goes flying across the room, slamming into a far wall.

The Usher then breathes out a blast of fire, turning Xunrar's body to ashes and killing Tarlyn if not for the barbarian's temporary ability to defy death. The man then catches Leigh's eyes in his gaze, mesmerizing her.

Krolec fires a boar assault shot into the Usher's chest, but the man doesn't even appear to feel it. Sa'lid has better luck with his demonbane dagger channeling an ice stalagmite into the creature. Snarg, terrified, urinates himself while screaming in horror.

Enraged at the death of her life mate, Talaste runs up and blasts the Usher with a flurry of spells while stabbing into him with her poisoned drow blade. He doesn't appear to feel a thing, and slams her across to room into one of the other walls. As her broken and battered body slides to the ground, she welcomes death's embrace.

Meanwhile, Leigh turns and blasts Tarlyn with a magic missile. She is then able to shake off its effects.

With nearly no life left, Tarlyn rushes at the Usher and stabs him with the sword of anointment. He screams and turns in pain with the strike, breaking the blade off. Blue blood flows from the wound.

The Usher then transforms, taking the form of a Balor demon. Tarlyn slashes into the creature just before he is disintegrated by its massive flame whip.

Across the room, Tiberius picks himself up off the ground. He heads over and calls out an inspiring word to Leigh. But the vision of the huge demon shatters his already fragile grip on reality.

Nearby, Krolec fires a ranger's recovery shot into the demon creature.

Sa'lid puts a shroud over himself, Snarg, and Leigh. He then blasts the Usher with an energy strobe. Leigh follows up with a lightning serpent spell and a shock sphere. Out of urine, Snarg defecates himself in sheer terror at the size of the demon.

Tiberius, insane with thoughts of revenge for his humiliation, charges at Krolec with the intent to kill him. Krolec quickly retreats before he can be attacked. But the retreat puts him in the path of the Usher demon, which cuts into Krolec with its giant crystal sword.

Krolec continues to run, moving far off to behind the statue of Bahamut. He says a quick prayer to the god, asking for him as his temple of protection is being defiled by the Usher demon.

Sa'lid and Leigh continue to blast the demon as it moves past them. Tiberius manages to make it over to Krolec, cutting into the ranger with his blade. But the demon is not far behind, and cares little about the conflict. Tiberius is cut in half by the force of its blow.

Moving partially behind the statue for cover, Krolec tries to fire another arrow into the demon, but misses. In the end it is Sa'lid's rimestorm spell that topples the Usher, sending him back into the Bahamut statue, impaling it on the statue's horns.

As Krolec is making sure both Tiberius and the Usher are dead, and Leigh is focused on closing the portal, Sa'lid sees his chance; he will not waste the chance to gain true power. He grabs the key off of the demon's body and starts running for the portal.

Krolec spots him, but isn't sure exactly what he's doing. He readies an arrow in case Sa'lid gets to the portal. When he does, Krolec fires a shot into him. The arrow hits as Sa'lid disappears into the portal. And just then, Leigh closes it forever.

And then it is just the two of them, the only remaining original members of their adventuring group, as the sole survivors.
Title: Campaign Epilogue
Post by: jgants on August 09, 2011, 02:55:34 PM
Campaign Epilogue

As spring comes, Krolec and Leigh head back to Fallcrest. Krolec is awarded the title of Lord Jar'Bin, given custody of Ruddiger Manor (now the Jar'Bin Manor). He decides to spend his time helping Captain Gerdrand rebuild the city's military forces.

Leigh, meanwhile, opens the doors to the wizard's tower, taking on the responsibilities as the new High Septarch. Inside she finds many years' worth of books to read. In the following weeks, she gains her first apprentice.

Across the city, Chief Justiciar Challa Kri is looking over her reports. A new young thief named Marstan is said to be taking over the power vacuum left by Schlomo. But so far, he's proving difficult to catch.

Down near the town square, Lucan has his grand re-opening of Eli Leng's old herb shop, now called "Lucan's Luscious Herbs". He reminds himself to be careful not to smoke up all his supply.

Elsewhere in the Vale, Shaelynna and Dillis assist Alby Grant and his men in fighting off goblins in the southern Harken Forest.

To the west, the newly-organized adventuring group of Vector, Quinn, Brandis, Goldar the Mighty, Ragdar, Aaron, and Tobolar Quickfoot prepare to enter the ruins of Gardmore Abbey.

To the east, Lord True Value leads a large army into the Sind Desert against the Slave Lords. Accompanying him is an allied force from Kanadia, including adventurers Dante, Sax, and Tor.

Down in the depths below Thunderspire, in the Well of Demons, Paldemar receives word that he is the only member of the Cult of Tharizdun left alive.

Paldemar thinks carefully about his next move. He first talks to the deposed duergar chieftain Murkelmore, to whom he has promised to help destroy the Kingdom of Nerathay in the name of the evil god Baphomet. Murkelmore's forces are still depleted after being exiled from the Horned Hold by a group of mercenaries, but the duergar does know of a mad dwarf king taken residence at the Chamber of Eyes who may make a useful pawn.

Paldemar wonders if Murkelmore realizes that he is being used as a pawn as well as the wizard heads down to talk to the gnoll ruler of the Well of Demons, Chieftain Marldrick Scarmaker. He is pleased to find Marldrick's forces continuing their drilling exercises, getting ready for the major offensive on Fallcrest. Paldemar reassures Marldrick that they will take over the land in the name of the demon god Yeenoghu.

After making sure his own force of tiefling cultists to Vecna are ready, along with his enchanted bronze warders, Paldemar makes his way to his most taxing pawn, the deposed Lord Reiner. He finds Reiner and his band of six once again ready to go assassinate Lord Markelhay at any minute.

Paldemar cautions patience, but Reiner isn't listening; to the wizard's dismay, Reiner still tries to treat him like a servant. Reiner insists he won't be pushed aside and will be heard. He demands that Paldemar help him get what he wants… what he deserves…

Up in the Stonemarch Mountains, the spring thaw slowly opens the secret pass. The warlord Drylak the Impaler surveys his army of barbarians, bloodspear orcs, ogres, and giants along with the massive beasts. Even though he no longer receives any word from his allies Arlo or Bragosani, he knows that soon it will be time to bring his forces across to the Nentir Vale, and conquer it all.

Down in the chamber below the statue of Vendar, the robed figure descends the stairs. His staff clicks loudly against the stones as he makes his way down.

He points his staff at the curtains beyond the reflecting pool, causing them to part. Behind them lies the half-dead dragon Cuiylak; his body is badly scarred from centuries-old wounds, with only a single eye and arm remaining and both of his wings shredded. The dragon hisses at the robed man's insolence, "Lodz! How dare you? Why have you returned again?"

Lodz smiles with his undead lips. "You are looking unwell, old man. Tell me, as you slowly fade towards death, are you not tempted by the power that eternal life can grant?"

Cuiylak gives a look of disgust at the lich. "I have no desire for your form of `life'. Now what is it you want?"

Lodz gives an exaggerated sigh. "Well, I was going to gloat but I see you are in one of your foul moods again."

Cuiylak is puzzled. "Gloat? You lost, vile creature. The Usher of Destruction is no more and Tharizdun remains trapped. "

Lodz starts to pace around the room slowly, not looking at the dragon directly. "Oh yes… Tharizdun… Yes, I suppose he will have to stay locked away. But that is of no consequence.""

The dragon is confused. "No consequence? What are you getting at? Was that not the point of this whole exercise, to release Tharizdun to destroy the world?"

Lodz stops pacing and turns to Cuiylak, grinning evilly. "My dear Cuiylak, did you really think I would have gone to all the effort to become immortal just to have Tharizdun destroy me?"

Cuiylak is nonplussed. He looks at Lodz quizzically. The lich continues, "While I certainly would have been happy if Tharizdun had destroyed your world, I'm afraid that it had nothing to do with the true matter. No, no, no… I believe you will find that key unlocks more than one set of chains. And the sorcerer has it now; I'm sure I can convince him to let me have it. And my true master will be very grateful for it."

The dragon struggles to keep up with the conversation. "'My' world? What are you talking about? What other set of chains? What true matter? What master?"

Lodz tosses out a holy symbol on to the ground then ascends the stairs, laughing, saying, "I'm going to miss you Cuiylak. You were a worthy opponent."

A shocked Cuiylak looks down at the symbol Lodz dropped – it shows a jawless skull on a purple sunburst. The dragon does not recognize it…
Title: Final Session: A Vulgar Display of Power
Post by: jgants on August 09, 2011, 03:44:38 PM
Final Session - Session Notes

The last session was an absolute blast.  We started early, ended late, and spent most of the time on combat, but it was a lot of fun and felt like a proper climax, something I failed to achieve last time with the Rifts campaign.

First off, I want to give a big shout-out to my group.  Despite the fact they drive me nuts sometimes, they can be tremendous fun.  And at the start of this session, they gave me a surprise Thank You card (with a gift card) for running the campaign.  It was completely unexpected and I was very touched.


Now, into some of the session details:
* The title of the session is taken from my favorite Pantera album.  It felt fitting for this sesison.

* The Tiberius player was able to make it this time - and the finale greatly benefited from it (even if he is fond of being a bit anti-immersion at times with his wacky hijinks).  I'll do my best to convince him to stay on for the next campaign.

* Sadly, the Larrak player was unable to make it back for the finale.  Thus, he died off camera.  Or did he?  At one point, I was going to write in a blurb about him waiting with a big chest of treasure outside the keep for Tiberius to re-emerge, but decided that an ambiguous fate worked best.

* Even more sadly, I'm losing his son, the kid playing Tarlyn (and formerly Scrag).  The kid has to get a job working Fridays, has school activities, and its his senior year this year anyways.  I'll miss him.  If I would have had kids, I'd want a son like him.

* When the Krolec player started talking about making a plea to the gods, another one chimed in, so I told them they could all do it and asked what they were praying for.  Naturally, some of them took the Krolec player's reasonable request (to give one of his healing surges to Tarlyn, who was out) and instead created their own selfish ones.

I felt Krolec's plea made the most sense, so he lost 1 surge and Tarlyn gained 2.  Talaste asked for something to help the group, so I gave her back one healing spell.  Leigh wanted the world (all powers back, all health back, and double use of encounter powers), so I gave her a single action point.  I debated giving her nothing.  Tiberius' request was pure metagaming for a power from his previous character, but I granted it because of the rule of funny (as it almost always failed for Mitka).

* I found it funny some people, even after I sent out the epilogue for the previous session, still had a hard time believing I was serious when I told them sessions ago to be careful because they might not get a chance to do a long rest.

* Tiberius and Tarlyn arguing about how to do a prisoner exchange con was a hilarious case of not seeing the forest for the trees.  Thankfully Krolec was there to remind them the time for cunning schemes was long, long over.

* It took about 3 tries for the Krolec player to get it when I was trying to explain who the shifters were (he asked the healer question like three times; the usual sort of "not paying attention" interactions that I don't write up in these campaign log notes).  

I had the shifter idea planned for a while; I thought it would be a nice call back to Sage, since she led the group here in the first place.

* Originally, there was going to be a lot more keep to explore before they got to the end.  But as everyone was ready to move on, I decided to accelerate the ending this session.

* The Tiberius player handed me a note about his feelings of despair.  I didn't get where it was going so his heel-faced-turn in the last act later on was still something of a surprise for me.

* Right before we decided not to continue on with a paragon campaign, I'd bought several new books - including the monster vault for the Nentir Vale.  I thought the bloodfire ooze and the cadaver collector were perfect fits for the penultimate battle.

Originally, the idea was that Karalel would raise zombies each turn.  But since the group unloaded on him, he died too quick for that to happen more than once.

I also originally intended for Karalel's little speech to include a mention about how Orcus would now be able to take over the world, but forgot to include it when the fight started.  It's just as well - the player's have historically had a hard time following my convoluted plot about everyone manipulating everyone else in the various factions of evil.

I liked it when they planned to shove the collector down the hole.  It was starting to wear thin by the end when they were trying to shove everyone down holes / back into the portal.

For the record, Karalel falling into the pit as he died was just supposed to be cinematic - nothing would have happened.  But they made a big deal about stopping him so I let them.

I thought it was funny that Leigh bothered to "scorch the blood" after the ooze died, particularly as it came up several times during the fight that the ooze was immune to fire damage.  I think she forgot.

* The argument over the ropes took forever.  I almost decided to end the campaign with the world ending while the heroes argued over who would go first.  

Even after the session ended, the Talaste player was still mad about Krolec insisting Xunrar go first.  Personally, I applauded the fact that after the first 50+ sessions, he eventually figured out rangers weren't meant to be front-line fighters.

* Xunrar's death was hilariously anti-climactic.  He was out of healing surges, so once he rolled a 2 or whatever on his Athletics check and fell, we knew he was done for the session.

* Tiberius using Xunrar as a club was a callback to the time he did it with Larrak and for the same reason - humor value.  As before, I used the rule of funny to allow it.

* Tarlyn was also out of healing surges (again) by the time they reached the final encounter.  There were several times where he nearly died, particularly when the portal almost grabbed him, before his final death (which occurred well after he was into the negatives and using his deny death power).

* The Usher's "Never touch me!" line and subsequent backhand across the room was always planned.  The Usher was pretty much invulnerable until they used the sword of annointment (the exception was to Sa'lid's demonbane dagger).  The line and backhand was inspired by an Iron Man comic from the 90's where the Mandarin did something similar with Rhodie wearing the suit.

* Leigh was the first and only use of domination in the entire campaign.

* After Xunrar was incinerated, I let him "play" Snarg.  Since Snarg's stats were beyond useless by this point, he just had him mess himself.

* Talaste technically wasn't immediately dead on impact, she was just in a coma.  But she was out of surges and said she'd willingly fail all her death saves, so I thought it made sense for her to die immediately.  It fit well with her mate dying.

* I'd planned all along to use my Balor miniature for the finale.  It's just too cool not to use.  In the actual session, I kept calling it a Balrog demon (forgetting the Gygaxian copyright dodge).

* As I mentioned before, Tiberius going nuts and attacking Krolec came as a surprise for everyone.  I figured the Usher could care less, so he killed Tiberius because he was the closest to him.

* Even more of a surprise was Sa'lid grabbing the key.  It completely fit with Sa'lid's characterization (wanting power, finding the group kind of meandering, etc).  I loved it.

Sa'lid's fate is ambiguous.  Krolec didn't score enough to kill him, but he is trapped in the Abyss.  If we ever resume a campaign in this world, he'll be a villain.

* Originally Leigh's attempt to close the portal was going to take a lot longer, but since the bad guy was dead and Sa'lid went through, I figured it was more cinematic to end it there.  Note - I have no idea why she was attempting to close it; there was no reason plot-wise that necessitated it (something the Krolec player noted at the time but Leigh ignored him).

* The fact that Krolec and Leigh are the only survivors and the only original characters in the campaign was funny, but it made sense - they played the smartest and kept away from dangers.

I was never trying to kill the PCs, they just often put themselves in bad situations.
Title: Campaign Epilogue
Post by: jgants on August 09, 2011, 04:09:13 PM
Campaign Epilogue - Notes

Like all epilogues, this one came out after I typed the session notes.

* If the campaign would have continued, Krolec was to be made Lord of Winterhaven.

* It took forever to convince the Leigh player that becoming the High Septarch didn't necessitate retirement.

* The thief "Marstan" is inspired by Marlo Stanfield from The Wire.  The idea here is that there is always another crime lord waiting to take over, though the city is certainly in better shape than at the beginning of the campaign.

* Lucan re-opening the herb shop made the most sense to me for an epilogue activity.  For a one-joke, one-shot character, he managed to be mentioned a lot.

* I thought about including the Keymaster character in the epilogue, but figured why bother.  His story takes place in the Eberron world, a world I will never run a game for.

* Shaelynna and Alby fighting the goblins was a subplot that was originally going to be part of the continued paragon campaign (along with finally meeting Roman Grant, the Prophet of Junniper Creek).  Again, both Alby and the Prophet are taken from HBO's Big Love show.

* Vector's group was left in limbo because those guys got too busy to ever get back together for another game.  So in the finale, they are back to adventuring for profit, taking the long-gone Quinn and new adventurer Tobolar with them.  I left the dead members of that group dead - I figured they would have given up on the idea of heading back to the Well of Demons or trying to pay for all of the ressurections.  Unlike the main group, the secondary group was always about money.

Gardmore Abbey was another adventure that was originally planned for the main group.  Once spring hit, they were to take men from Winterhaven and fight the goblin armies under Irontooth, who were holed up at Gardmore.

* Originally, the idea was for Vector's group to take out Paldemar and end the duergar, gnoll, and tiefling cult threats.  

Combining Reiner with Paldemar was a later plot change I made when it looked like the Paldemar adventure line wasn't going to pan out.  There was a letter explaining the plot a little more and Paldemar's position in it, but the main group never went into that area in the keep basement.

* The hint about Thain Carradus was another plot point for the alternate group - he took over the Chamber of Eyes after they told him about it and started his mercenary army.

* My vision of Paldemar with the different factions was similar to that of Arlo's position - they act a bit like Loki did during Marvel's Acts of Vengeance plot lines; they get a bunch of villains together and manipulate them, pretending to be something of a servant.

* Lord Reiner's lines about not being pushed aside and getting what he deserves are taken directly from the lyrics of Egypt Central's awesome metal song, White Rabbit.

* Drylak the Impaler's army was going to be the defining plot point for the paragon campaign.  The campaign was going to be all about forming alliances and various adventures in order to get an army to stop Drylak.

As mentioned before, Drylak and his forces are heavily modeled after Mance Ryder in the Song of Fire and Ice novels (though Drylak himself is a lot closer to Vlad the Impaler).

* The identity of the robed man in the epilogues was always in question.  In earlier "drafts", it was clear he was Arlo.  Later on, I changed my mind and decided I needed a higher level puppetmaster in charge of all of the conspiracies.

The character of Lodz is inspired by the character of the same name from HBO's Carnivale (though I did make him a lich).

* I also got to finally reveal Cuiylak and use his name.  His extreme injuries were the result of his fight with Vendar centuries ago.  They also explain why he can't just go take care of the problem himself (as to why he can't heal himself - I'm going with the "it's magic" fiat).

* The true plot of releasing Cyric was always the central plot of the campaign (Tharizdun is far too crazy for such an intricate plan).  The paragon campaign would have eventually moved the action to the Forgotten Realms once Drylak was dealt with.

My original plans for the campaign was to start out being set in the Forgotten Realms.  I only switched it to the Points of Light universe later on because I came up with the moving between planes idea (which originally was going to happen much, much earlier).
Title: Final Thoughts
Post by: jgants on August 09, 2011, 04:23:27 PM
Well, that's the end.

The fourth edition of D&D definately has its strengths and weaknesses, but it made for a good campaign so I can't fault it too much.  And I certainly liked it better than 3e / Pathfinder style D&D.

But I do miss some of the simpler aspects of older D&D (especially having shorter combats), so I'm looking forward to my Basic D&D Bronze Age campaign (coming soon to a thread near you - I'll post a link here when it's up).

Other thoughts:

* All in all, I think this campaign ended up a bit too bloody.  The vast majority of PCs ended up getting killed off.

A lot of it had to do with the players never quite getting good at the tactical synergy thing.


* I wish I would have been better about getting the group treasure earlier in the campaign.  By the time they started getting the good stuff, the plot was moving so fast they didn't really notice.  Still, they did better than their Rifts group did.


* I should have done more to make some of the fights more interesting with regard to terrain, monster powers and tactics, etc.  Combat was so long and involved that I would get in a rush and thus feel like I never did get to utilize half of the potential (in particular, I remembered to use auras all of twice the whole campaign).


* I make my plots too complex.  I realize this.  The players can't keep up with all of the conspiracies.

The next campaign will not have another kudzu plot.  I also want to avoid the "saving the world" cliche (I used it once here, twice in Rifts).  Next time the stakes will be a bit lower and focus more on just performing legendary deeds, getting a mass of treasure, and gaining followers.


* No more "death cultists" next time either.  I feel I've overused the trope and need to focus on something different.

Instead, there will be a war going on as the backdrop of the bronze age campaign, but the opposing side will be just another group of rival humans, not the forces of pure evil.