Monday, 29 August 2011

Session 5: Tile Puzzle, Imp, Magma Beasts

As the dust settled from the fight with the dog-sized insects, our intrepid party started investigating the room in which the skirmish had taken place.

Careful inspection of the room bore fruit: a flask of what is probably a healing salve hidden in a pile of bones.

Continuing to the next room, through a richly-carved door replete with Goblin iconography, over a flight of stairs and through another, different but similarly-decorated door, our heroes found a strange room: Braziers burning with unnatural fire in two corners, and a 4x5 grid of tiles on a raised dais, flanked with statues. There was a larger statue on the wall opposite the braziers; a goblin with garnet eyes and some evil magic. Each of the tiles had a symbol on it, with obvious meanings, combining which could yield a number of more complex ideas. Several of the party started stepping on tiles, which depressed with a click. After 3 had been depressed, from out of nowhere above the larger statue an Imp materialized, and with a mischievous laugh pressed a 4th tile, which caused fire beasts to appear from the braziers.

These were quickly dispatched by our heroes, but a more difficult threat soon presented itself: magma monsters rising up from the floor, doing fire damage to all who were near them. The Imp seemed able to summon more of these at will, and having the ability to turn invisible made him a tough target.

Finally, though, due in large part to heroics by the dwarf-Dwarf, all magma beasts were defeated and the Imp parted from his soul.

A few more artifacts were found in niches along the wall, and the team sat down for a well-deserved lunch break.

-- Eric

Monday, 22 August 2011

Session 4: Mikron the Dwarf, Abandoned Town, Unfriendly Elves, Reggad Mining Town

The circle is found licking their wounds after a small skirmish. Their moral down, they feel their luck can't get any worst. Fortunately they were able to protect the cargo the Queen asked them to deliver.

While stumbling towards civilization, Nath'umbe and Vira stumble across a dwarf hanging upside down on a tree. After the dwarf convinces Nath'umbe he is a good person, and that his 10 dwarven brothers were the ones the tied him up, the dwarf is let down. The party is happy to have dexterous dwarf fighter to help them in combat. Along the road they encounter a handsome Half-Elf Amex who has come to assist the party inorder to gain an audience with the Queen. After the Hep'ztar Asyt'lae and Wultgar interrigate the Bard, he is allowed to join the party. After sharing his rations with the party, the half-elf and party journey to a nearby town. About half a kilometer from the town they find a mule, who has icicles hanging from it. The dwarf is able to tame the beast and the party name it "Reckless abandonment". The ice does not appear to be magical, but the weather is unnaturally cold for this time of year.

The party discovers the town abandoned, after some searching they find ample horses and provisions to help them in their quest. The dwarf is able to find a few gold coins in his search, but no sign of life besides the horses and mule. The party feeds the horses and proceed to setup camp in the abandoned inn. They setup traps on the entrances, and the bard plays the party a wonderful ballad to raise their moral.

The next morning at dawn they head out with the horses and provisions. They come across laughter and the sound of snow hitting flesh. The assassin scouts ahead to discover more than a dozen elves playing in the snow in a valley blocking the path to the quarry. The towns people lay slain and are being slowly consumed by a frost dragon. The bard decides to try deplomacy. These elves are unfriendly, but the bard does succeed at causing the elves to leave the path, granting safe passage to the quarry. The party comes across a band of merchants that they convince to avoid the road due to the elves and dragon.

At the quarry, the party is lead to the overseer. The overseer is surprised that the queen sent him a bunch of elves, much to his displeasure. The party is able to convince the overseer they are indeed the queens aid, and not bandits. The party is informed of the mission, to investigate a mine that has claimed the lives of some miners, and mysteriously collapes. The overseer does not devoulge the prize the miners are after. The overseer's sage has a theory that the creatures are lizards of sorts. The party is granted lodgings, and immediately starts to gather information about the mining town. The dwarf is able to befriend some miners with some rounds of ale and dice at the local inn, the miners share that they have found human and goblin crypts during their excavations. The party comes across a young lad who is the local apothocry. He does not reveal any interesting information about the mine, but is granted some half-elf hair from the bard for his time.

The next day the party decent the mine. They come into a large catacomb like room, with skulls piled in the middle. Pictures on the pillars suggest that goblins who warshipped demons once rule this lair. They are immediately engaged by 8 insect like creatures that are the size of dogs. The bard is able to slay 4 of these creatures with a thunder spell. The party is able to dispatch the rest creatures with ease.

Friday, 19 August 2011

Ashen of Thornclove

My past is an open book, I was blessed with music from the Gods, and discovered this at a young age, when I tamed the local wolves that terrorized my village.  The wolves were charmed by my lute, and now they protect the village

I was told in a vision to seek the queen of Nendalem, for she needed aid.

I have been trained by the bards after my talents were discovered, my parents "sold" me to the order
being half-elf, usually meant discrimination, but because of my charm never had issue with fitting in.

The bard order of the land is full of all races, so I fit in easily.  I'm not the most dexterous of bards but my musical gifts over come my physical feats in battle.

Image

-- Danny

Monday, 15 August 2011

Session 3: Wilderness Travel, Riticorian Charity, Goblinoid Bandits

Arist's rendition of the wagon battle (not pictured: a portal summoning more monsters)

The party journeyed forth west and eventually left the safety of the great road.

Along the way they encountered a quizzical sight, a number of traders with out of character servants and guards were distributing reserves of grain to the citizens. Nath'umbe scored some free grain.

As the intrepid adventures moved just past the great road - they encountered a similar sight, except it covered with dead goblins.

As the party moved through the wreckage to investigate - they were blindsided by fierce goblin ninjas.

The strange combination of ridiculousness of goblin ninjas, plus the no-dps party arrangement led to a very skin-of-the teeth encounter, leaving the party with no horses, stranded in the wilderness and licking their wounds.

Monday, 8 August 2011

Hep'ztar Asyt'lae

Not pictured: all the lame Circle of Orin members

Drow wizard.

5'7". Wears a grey hooded cloak and a dull woolen-knit cap. Shoulder length silvery-white hair tied up in a pony tail. Thirty-six years old. Dark grey-blue skin and dark red eyes.
Escaped from the Underdark at a young age, when a Priest of Lolth sought to sacrifice Hep'ztar as a scapegoat for recent natural disasters which occurred.

Unable and unwilling to live a savage life by himself, he sought allies. The Circle of Orin were one of the few willing to even talk to him. His natural talents for magick was ferreted out by the head wizard, and training began. Though Hep'ztar was distrustful at first, even to this outstanding extension of goodwill, trust was built on both sides.

Hep'ztar thoroughly dislikes authority, dislikes mainstream belief systems. Shares many of the typical Drow personality traits: arrogant, cold, rebellious, ruthless, skeptical, urbane. Worships Corellone out of spite (as she opposes Lolth). Has no desire to return to the Underdark or see any of his trecherous family again.

Photos developed while u wait

Session 2: Queen's Mission, Investigation, Leaving the City, Disgruntled Peasants, Elves & Wolves

Present: Mark (Berrian), Michael (Wultgar), Karen (Vira), Heptzar

XP: 624 / 4 = 156

Equipment gained: riding horses, provisions, official cloaks

Treasure gained: none

The PCs returned the next day to the palace, having resolved to accept the Queen's task, but also to spend a day searching the city of Nandel for clues about Haroran's disappearance before they left. They wanted to get the details of the task right away though. They were led to an adviser to the Queen rather than the Queen herself, who gave them six cloaks emblazoned with the Queen's colors (dark blue fabric with the four-tongued flame in white on the back). The things they were to take included a scroll case with a message and a small wooden box, about six inches square. They were told that they were not to read the message or look in the box, and that the adviser would know if they did. The party was also given 150 gp for expenses, and a writ for six riding horses from the royal stables. The destination of the message was located in the western foothills, and would take from 5-7 days of travel on horseback. They would need to take the Royal Road North along the river, until it separated from the river to go further North, and at that point would have to travel West on lesser-used roads.

They first talked to the city guard, who revealed that some guards were caught sleeping at their post upriver around the time of the fight during session 1. The post in question is at the border between the noble district and the mercantile district.

Further streetwise investigation about the House of Five Swords revealed that they did not have a direct presence in the city, but that people could often retain their services at a docks tavern called The Turtle's Revenge. Behind the bar, they met an urbane Goblin, whom they fenced with verbally for some time, trying to get information about the House of Five Swords. The goblin was obviously an acquaintance or agent of the Five Swords, but the PCs were unable to get a more direct meeting. They also discovered that they could probably procure soldiers for hire at an inn called The Silver Swan, which was located in a nicer part of town.

The next morning, before sunrise, a strange man of uncertain age knocked at the Circle Villa. He was dressed plainly and in slightly foreign clothes, and had a close-cropped short beard. His manner was detached. He was seeking the Circle's services to find a particular person, but he did not know exactly who this person was, and knew no identifying information. He said that he had heard that the Circle had dealt with similar tasks before, possibly implying that this might be some sort of code phrase. Unfortunately, the PCs were unable to help him right away, since they had a journey of several weeks to perform for the Realm, but he gave them the name of the inn he was staying at, and asked to be called on in one month's time. They stopped by that inn the next day before leaving the city, thinking that he might want to accompany them on the Queen's task, but they were told that no such man had ever been seen at that inn.

One the way out of the city, wearing the Queen's colors, they passed a long line of wagons lined up to enter the city (10-20). They appeared to be farmers bringing their produce to market, but few wagons were more than half full. The tax inspectors were carefully examining the wares, and collecting taxes from the farmers.

The weather remained overcast and threatening as the Circle left. About a half-day's journey West, they came to what looked like an old guard's post, or rather the ruined foundations of such. There were a group of sullen peasants standing guard, and the party heard the sounds of heavy earth moving (many shovels) some distance away, past a small hill. The peasants complained about taxes, and the absent guards, forcing them to patrol the countryside themselves to protect themselves from bandits and monstrous wolves. The PCs asked the villagers on patrol what the digging was for and were told that the villagers will burying dead from monstrous wolf attacks. They also complained of more fearsome monsters, but it was unclear if they were exaggerating. After this minor encounter, they stayed the night in a small inn.

The next day they continued on. The road was unnaturally, though not entirely, empty for this time of year. In the early evening, the PCs were set upon by a group of three elven warriors accompanied by two wolves. The PCs were victorious, but two of the three elves escaped. In addition to having some resistance to cold attacks, the PCs discovered that none of the arrows shot by the elves seemed to have arrowheads affixed to them, though they certainly seemed to do quite a bit of damage when they hit.

2 wolves 125 XP each, 1 elf scout 125 XP = 375 XP
2 elf archers escaped

Saturday, 6 August 2011

Player Map


Key
  1. Nandel, City by the Lake, Capital of Nendalem, Seat of the Queen
  2. Gates of Lask (villages and forts) & The Northern Hills
  3. Gorgovine
  4. Letharev Delta and wetlands
  5. Lake Sound
  6. Town of Vanst, on the North River
  7. Town of Fairfax, on the West River
  8. The Royal Road North
  9. The Royal Road South
  10. Urndowell Mountains
  11. The Old Wall
  12. Senelport City & Calmwater Bay
  13. Town of Kelex on the Lake
  14. Norlesh (city and mines)
  15. Nomurn Hills
  16. Demurn Mountains (Western Barrier Peaks)