Circle of Orin:
I will aid Maximus in transporting him and his coffin and soil to the town of our choosing without crossing great water and fight to protect his safety and this mission till its completion, where the mission is transporting him and his coffin till mutually parting or reaching town.
Maximus:
I, Maximus, will assist the Circle of Orin with knowledge and any defense of the party to the best of his ability. I agree not to harm all who assist my escape. I agree not to harm any in the town I and taken to, I agree that my army and minions shall remain within this tomb, not void when we part ways.
Tuesday, 1 May 2012
Session 28 (2012-04-23) - Savvy Trends Report
Things have been pretty lame recently. Ever since we've descended into this dingy combination crypt/temple, it's been non-stop horror, dread, and darkness. Very nostalgic, I suppose, but not in the good "retro kitschy" way. I'd rather not think about the past anyways; I did not spend my salad days eating spidercandy and flying spiderkites like all of the other young Drow.
We had just defeated a giant undead mummy of some sort. It was climbing the walls like some sort of titanic spiderman. Conan the Librarian got to show off his berserker moves. The giant grabbed me, but I used my patented Thunderwave attack to escape -- note to self: it didn't work. I had to escape the old-fashioned way. I think, all in all, it was a good fight.
We left that mummy rotting in the hallway and explored further. There was a great door, just like the ones to the other crypts. Cherubim graced the archway, basins filled with pitch-black liquid flanked the door. Images of copper coins were engraved above. Our barbarian, in a feat of heretofore unrivalled brilliance, placed a pair of coppers in the basin, unlocking the door.
The crypt was much like the others we raided. Inside, the annoying wailing sound dulled. The walls lined with cubby holes with a name inscribed, each bricked up. A random smashy-smash confirmed this was a crypt for children. As usual, the rest of the group were kind of uneasy about kicking about baby skulls. We kept my patented room-exploring strategy of casting the spell of Light on a bone and throwing it across the room.
We found a finely crafted set of armour in one room, surrounded by hacked-and-slashed corpses. Judging by the make and model, very baroque, probably forty-third century with influences from overseas. I'd say he's been here for hundreds of years. Its owner was inside, dead, probably from boredom. He was still holding his mace in his hands; we pinched it. Not magical, but quite masterfully-crafted. Vira'll good use of it. She left her old mace in his hands, for chuckles. We also took his purse of coins and some gems. Thanks, dead guy; have a business card.
An aged velvet rope separated the next room, with the same silver locket like from the other crypts. Instead of just screwing around with that, we gingerly stepped over it. In the next room, we found another corpse torn in two. I'm pretty sure that the cause of death is related to his legs being several feet away from his torso. He looks like he could've been buddies with the dead guy from the last room. Not really a fashion sensation, though he had some really nice boots. Like, really nice. The barbarian dwarf pinched those; turns out they're magical. Makes you about 20% cooler. We also found some other junk, like some crappy thieves' tools. Must've been a thief?
It started getting real just about then. Skeletons formed from the scattered remains in the room, pulsing with some sort of dark energy. Just like the first crypt, the skeletons had no head and moved as if they were marionettes. We immediately looked up for skulls hanging from the ceiling; destroying the skulls would destroy the body. Nothing hanging from the ceiling. We all shared a look of dull realization that we had a game of hide-and-go-seek-skulls on our hands. The swordmage and Micron kept everyone occupied (I helped, totally.) Vira was standing between the two halves of the thief corpse. Each of the corpse halves animated and started kicking the hay out of Vira. Though stunned, she took the hits like a champ.
Wally the barbarian took to the left archway to look for skulls. It sounded like he found a few pit traps. It definitely sounded like he fell down one of them. The new kid (the rogue, I call her Rouge because she refuses to tell us her name, even after losing all of her memory) ran to the right-most exit looking for hanging skulls. They were two rooms away. After Vira came to, she healed herself and ran over. They found the skulls and shattered them up real good.
Tuckered out from our fight, we decided to take a nap in the room surrounded with pit traps. I've never had a worse nap in my life. Paralyzed. Darkness darker than pitch black. Tendrils coiling and writhing behind my eyes. A millstone grinding, the dust settling in the cracks of my mind. I woke up just as stiff as I was before, perhaps stiffer.
The others woke up funny as well. Vira, her unfocused eyes darting each which way, mouthing inaudible words to invisible people. The lines on her face trace unearned years of age. I last saw Walbert fixated on the runes carved into the wall, looking lost like a child at the spiderbazaar. Rouge woke up shaken and refuses to ever sleep again. Micrin is normally bright, but we find him cowering in the rear, holding his hammer as if it were a stuffed spiderbear. Ramuh... he's become even more like himself, perhaps the most terrifying of all?
But, you know what? We've been through worse. I've been through worse
During the watch, we found a lock box. Inside was the chalice we saw in that painting. The painting we found in the cabin above us. The painting of all of us, the new kid holding the goblet, and an altar of a giant skeleton.
We left the crypt and pushed into a corridor blocked by a giant plant-like plant thing. Tendrils attacked us, we burned it. We burnt it all. Behind the plant was a door to an altar.
We had just defeated a giant undead mummy of some sort. It was climbing the walls like some sort of titanic spiderman. Conan the Librarian got to show off his berserker moves. The giant grabbed me, but I used my patented Thunderwave attack to escape -- note to self: it didn't work. I had to escape the old-fashioned way. I think, all in all, it was a good fight.
We left that mummy rotting in the hallway and explored further. There was a great door, just like the ones to the other crypts. Cherubim graced the archway, basins filled with pitch-black liquid flanked the door. Images of copper coins were engraved above. Our barbarian, in a feat of heretofore unrivalled brilliance, placed a pair of coppers in the basin, unlocking the door.
The crypt was much like the others we raided. Inside, the annoying wailing sound dulled. The walls lined with cubby holes with a name inscribed, each bricked up. A random smashy-smash confirmed this was a crypt for children. As usual, the rest of the group were kind of uneasy about kicking about baby skulls. We kept my patented room-exploring strategy of casting the spell of Light on a bone and throwing it across the room.
We found a finely crafted set of armour in one room, surrounded by hacked-and-slashed corpses. Judging by the make and model, very baroque, probably forty-third century with influences from overseas. I'd say he's been here for hundreds of years. Its owner was inside, dead, probably from boredom. He was still holding his mace in his hands; we pinched it. Not magical, but quite masterfully-crafted. Vira'll good use of it. She left her old mace in his hands, for chuckles. We also took his purse of coins and some gems. Thanks, dead guy; have a business card.
An aged velvet rope separated the next room, with the same silver locket like from the other crypts. Instead of just screwing around with that, we gingerly stepped over it. In the next room, we found another corpse torn in two. I'm pretty sure that the cause of death is related to his legs being several feet away from his torso. He looks like he could've been buddies with the dead guy from the last room. Not really a fashion sensation, though he had some really nice boots. Like, really nice. The barbarian dwarf pinched those; turns out they're magical. Makes you about 20% cooler. We also found some other junk, like some crappy thieves' tools. Must've been a thief?
It started getting real just about then. Skeletons formed from the scattered remains in the room, pulsing with some sort of dark energy. Just like the first crypt, the skeletons had no head and moved as if they were marionettes. We immediately looked up for skulls hanging from the ceiling; destroying the skulls would destroy the body. Nothing hanging from the ceiling. We all shared a look of dull realization that we had a game of hide-and-go-seek-skulls on our hands. The swordmage and Micron kept everyone occupied (I helped, totally.) Vira was standing between the two halves of the thief corpse. Each of the corpse halves animated and started kicking the hay out of Vira. Though stunned, she took the hits like a champ.
Wally the barbarian took to the left archway to look for skulls. It sounded like he found a few pit traps. It definitely sounded like he fell down one of them. The new kid (the rogue, I call her Rouge because she refuses to tell us her name, even after losing all of her memory) ran to the right-most exit looking for hanging skulls. They were two rooms away. After Vira came to, she healed herself and ran over. They found the skulls and shattered them up real good.
Tuckered out from our fight, we decided to take a nap in the room surrounded with pit traps. I've never had a worse nap in my life. Paralyzed. Darkness darker than pitch black. Tendrils coiling and writhing behind my eyes. A millstone grinding, the dust settling in the cracks of my mind. I woke up just as stiff as I was before, perhaps stiffer.
The others woke up funny as well. Vira, her unfocused eyes darting each which way, mouthing inaudible words to invisible people. The lines on her face trace unearned years of age. I last saw Walbert fixated on the runes carved into the wall, looking lost like a child at the spiderbazaar. Rouge woke up shaken and refuses to ever sleep again. Micrin is normally bright, but we find him cowering in the rear, holding his hammer as if it were a stuffed spiderbear. Ramuh... he's become even more like himself, perhaps the most terrifying of all?
But, you know what? We've been through worse. I've been through worse
During the watch, we found a lock box. Inside was the chalice we saw in that painting. The painting we found in the cabin above us. The painting of all of us, the new kid holding the goblet, and an altar of a giant skeleton.
We left the crypt and pushed into a corridor blocked by a giant plant-like plant thing. Tendrils attacked us, we burned it. We burnt it all. Behind the plant was a door to an altar.
Labels:
cruel butcher's jenga,
session reports
Monday, 16 April 2012
Session 27
Present: Berrian, Heptzar, Ramuh, Vira, Walice
- PCs went deeper into the crypts
- A monk of Vecna was discovered meditating in a pile of bones
- further on in the crypts, several reforming skeletons were discovered and defeated
- There was some sort of ward inside a large silver locket outside of that crypt chamber with Vecna's symbol
- When taken out of the locket, the warding runes faded slowly
- A crypt with giant corpses was also discovered (6 per room)
- Giants were draped with similar locket wards
- All the lockets were taken, one was opened, wards were discovered and allowed to fade, and one was opened but the wards were replaced
- An iron spiral stairway was discovered leading down, but it was blocked by a large stone
- Back in the hallway north of the crypts, the strange whistling musical sound was louder
- Another room north of the hallway was investigated, inside was a series of volumes and a pedestal with an eyepiece on top (the eyepiece allows reading of the ancient script)
- The volumes were labelled "History of Duvan'Ku" and the pages disintegrated when moved (only a few of the volumes were so destroyed)
- When leaving that room, the PCs were surprised by a giant corpse crawling on the ceiling, which they destroyed
XP: 2200 / 5 = 440 (prior to bonuses)
Labels:
referee summary
Monday, 9 April 2012
Session 26
Present: Berrian, Heptzar, Ramuh, unnamed rogue, Vira, Walice
- Back at Nandel City
- Delivery of items to queen and advisors
- Rubbings of books
- 2 obvious hooks: queen's task (northwest mountains), dwarven map (northeast mountains)
- Chose the queen's task
- Tree with flutes at crossroads, supposed to ward the unquiet dead
- Decrepit trapping town at the base of the mountains
- Encounter with old hermit partway up (dried badger meat)
- Abnormally low tree line, snow
- Petrified tree with rope
- Crude graveyard
- Cabin: strange painting, harpsichord smashed, purple lotus powder
- Unnamed rogue now has amnesia
- Corpse discovered in the snow
- Trap door: 50' down
- Chapel, yellow mold spores; dislodged onyx bowl and sapphire
- Altar: jewelled dagger and ruby necklace
- Read curse aloud, Ramuh took a tooth from Heptzar's and put it in the basin, opening the door
- Room with bare stone slabs and a book
- Entered crypts
Treasure:
- 3 rubies from the queen
- Bowl
- Painting
- 9 remaining doses of purple lotus powder
- Jewelled dagger and ruby necklace
XP: 800 / 6 = 133 (before bonus XP)
Labels:
referee summary
Monday, 2 April 2012
Session 25
Present: Walice, Micrin, Vira, Zacarias, Heptzar
- 12 mysterious riders on warhorses evaded on the way back to the town of Steel
- 500 GP reward for rescuing prisoners
- Carousing: Heptzar got a glowing leg, Walice got kicked out of town (something about killing pigs)
- Used ritual circle discovered
- Cultist attacked party, tattooed with eye in palm, "kill the one that survived"
- Zacarias took some skin with the tattoo
- Zeph, dinosaur hunter encountered going south
- Return to Nandel
Carousing, etc:
- Walice (600 GP)
- Heptzar (300 GP, glowing leg)
XP: 500 / 5 = 100 (before bonus XP)
Labels:
referee summary
Monday, 26 March 2012
Session 24
Present: Walice, Heptzar, Berrian, Vira, Zacarias
- New PC discovered (shroom prisoner, Walice the dwarf)
- Discovered prison room with mincer machine
- Battle agains pod people and spiders
- Vira almost died twice
- Two prisoners recovered by detaching cages from ground
- Exit caverns, horses still alive
XP: 1800 / 5 = 410
Labels:
referee summary
Subscribe to:
Posts (Atom)
