Showing posts with label Zahara. Show all posts
Showing posts with label Zahara. Show all posts

Monday, September 17, 2018

Airplane

Ochdamh 25 - Naoidheamh 13, 6639; next holiday is Beastnight, 9/35

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Noona, the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Sorvald, Thief (As-yet-unnnamed), Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Mor Gibs, the Wonderworker
  • Craydos Silverskin, the Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • Te'a Tsuki Megumi, Elven Polydoctorate
    • Harvey Usagi, Rabbitwere
  • Fayleen Ross, Darklord
    • Zai-car, Zaharan Ruinguard

Having defeated the dark force holding the tower at bay, and healing the magical vine at the center of the tower, the party exited. As they walked down the large stone steps, they could see vines had already wreathed the tower; as the last foot stepped off the building, there was a deep rumble, and the entire tower was dragged underground! In its place stood a tendril of the vine. The natives stared in shock, then immediately began bowing to the vine. Caranthir grumbled that it wasn't the vine that did all the work, but his comments were largely ignored.

By sheer happenstance, Winklestem Eustache Bottomwobbler, leading his goat Mabel, trudged onto the scene. With a cry of, "Look, Mabel, it's our best customers!" he set up shop, and immediately tried to pawn off his rapidly aging Neutral Water. Te'a and Fayleen were not enticed. They did, however, purchase a joke book, the King of Wands, and a wand of sentience. By way of testing the wands, they turned a wand sentient, and had the King of Wands command it to fire, which incidently used up its last charge. Te'a felt a little bad just discarding it, after that, and kept it around...

Things purchased, they teleported to Caranthir's kingdom, and spent an evening feasting - though Te'a and Harvey went on ahead to Slohaven, and started doing a little research on longevity. The party followed, and began selling off their immense treasure. After two weeks, they sold the lot. Sorvald, meanwhile, found the object of his dreams: the world's most perfect wheel of cheese. Knowing that no other wheel would ever be the same, he spent his entire fortune on the wheel. Its owner, a rather confused Thrassian, kept trying to make change for him, but was eventually convinced to take the whole pile of gold and various magical items. His dream fulfilled, Sorvald bid the party farewell. The Thrassian, realizing anyone with that much money must have quite the adventures - and looking for adventure himself - offered to take the thief's place, and the party agreed to bring him along.

Having a few spare moments on hand, they decided to find the last piece of Elric's equipment: his belt. They teleported to the desert, near where Gróin had envisioned it. They found two things: one, a ruin, with a single building in it, and two, a portal. To the Plane of Air.

In the Plane of Air (surely it's the Airplane? No, it isn't, and stop calling me Shirley), they met the Ying and Yang of the Gem Dragons, Diamond and Onyx. The two moved and spoke in perfect synchronicity; as guardians of the Plane of Air, they were happy to welcome humans and humanoids to their home plane. Various wind elementals, dragons, and other creatures of the air flew near and far; there was no land in sight, which was a little odd for a planet. The party asked where Elric's Earth Belt was; the dragons laughed, and pointed. "You are close, and yet far!"

Onyx pointed far into the distance - stars shimmered in the darkness, but the heavenly body he pointed to was no star, but a planet - the planet the party had just left! Diamond pointed to the portal, from which they had recently arrived. After some further chit-chat, the party returned through the portal, having now crossed that one off their list: they had visited the planes of Air, Water, Earth, and Fire. And had realized that the various planes were actually planets - or planet-like-places, anyway - in their solar system.

Back at the ruins, they met an elderly fellow, and managed to make him slightly more grumpy than he already was by making fun of people with number in their names. Septivus was... not amused. However, he lead them to the basement, where he offered a choice between three items: an item Gróin deduced to be a Sphere of Knowledge, a gold pin in the shape of the Seekers' Eye, and a compass, the symbol of the Instrumentalists. First, he chose the Sphere, which wasn't supposed to be there at all. Second, he chose the Eye, which made the Instrumentalist even more grumpy; he called in two further members, a mage the party had (briefly) met before, and an explorer named Nal McRandy. After much rule discussion, the mage rolled his eyes and left, and the cleric - a Humanist Cleric, granted divine power through his beliefs as a secular humanist - gave up on following the rather intricate regulations, and dumped the various items onto the table.

Along with the belt - which offered Gróin a vision of Elric struggling through a sandstorm, and being pelted with rocks, which he somehow managed to avoid, and showed the belt additionally provided immunity to knockback, along with earth-based damage - the party also was given an eye. A human eye, green, and apparently in perfect working order. Gróin quickly poked out his own eye (yuck) and inserted the new eye; after a moment, he felt he could now cast True Seeing once per day with the eye, and additionally could Sense Intentions and Sense Power, as the proficiencies. It was Ajeela's eye!

There were no encounters, nor treasure, this session, but the XP from selling goods is available:

  • Caranthir, Gróin, and Sorvald receive 16040 XP, and 30086 gp
  • Rig Bigny, Craydos, Fayleen, and Te'a Tsuki receive 13959 XP, and 25924 gp
  • Elenora, Gimli, Laurita, Herman, Baelnar, and Kurt received 8021 XP, plus whatever their share of the treasure is.
  • Pentzkin, Alun, Midnight, Noona, Harvey, and Zai-car each receive 6980 XP, plus their share of the treasure.

Additionally, starting XP is now: 137,669 XP.

Monday, September 10, 2018

Bog-Cheese

Ochdamh 25, 6639; next holiday is Beastnight, 9/35

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Noona, the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Sorvald, Thief
    • Kurt Steinbacke, Dwarven Deep Monk
  • Mor Gibs, the Wonderworker
  • Craydos Silverskin, the Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • [insert-name-here], Elven Polydoctorate
    • Harvey, Wolfwere
  • [bad-with-names], Darklord
    • [some-other-name], Venturer?

Realizing they were about the enter the final floor of the tower, the party stopped and retreated upstairs for a night's rest. Refreshed (though warned by the locals that something bad was coming), they headed back downstairs.

The final level of the tower smelled of damp and rot, and the sulfurous smell of swamp. They had barely gone a few feet into the passage when a voice echoed through the passages: "You... dare... intrude?"

Interestingly, each party member heard the voice in their own native tongue - some kind of magic, surely. They continued on, uncovering the maze surrounding the center, and occasionally hearing more echoed speech. First was a call: "Where... lies... my champion?" followed by a rush of wind, laden with the scent of decay. Then, "My children... come... to me...", and the sound of scrabbling sound and a cacophony of chirping and clicking. Finally, as they near the center (having toasted a couple green slimes), the voice roared, "Erklik... accept this blood sacrifice! ERKLIK!"

The voice receded, but continued to chant. Finally (after the thief and his henchdwarf fell into a pit), they reached the center of the tower, the lowest floor. Torches lined the walls; four pools of water surrounded a dark throne. Mist and magical darkness obscured the throne and its occupant. Six figures lined the walls, human with dark, almost black skin, standing at attention, looking... well, fairly normal, actually. And then combat started... the dark-skinned creatures, awoken by their master, writhed and flailed - bog bodies! The scent of decay was nearly overwhelming, and the poor cat-badgers choked on the overwhelming smell. Caranthir immediately began slashing at the bog-bodies, bringing down six before they could awaken; the others began slowly spreading out.

After a few seconds of fighting, the chanting... stopped. And eight ankhegs burst out of the ground, thought were quickly destroyed. And behind the party, a new mummy stepped out - the dead Thrassian from the day before! The priestess and ectomancer, working together, managed to turn the mummy. The other Thrassians fell before Rig's arrows and a few well-placed hits from the dominated lizardmen.

The battle seemed to be going pretty well, so far at least. Sorvald fired an arrow at the dark shape, but only managed to ricochet from the magical glass surrounding it. Gróin tried to damaged it with a blast of his trumpet, but only managed in damaging himself, and those around him! Caranthir and Gimli slashed at the strange roots dipping into the pools, but apart from damaging them, didn't manage to do much. Finally, Caranthir touched the glass with a Rod of Cancellation, and having drained its magical ability, slammed into it with as much force as his double-sized self could manage. The glass split, cracked across, then in a rapidly-shattering sheet, fell downwards into nothing but shards. The mist cleared (revealing that one of the four openings was, in fact, open), revealing the four carcass scavengers and four rust monsters held within! Caranthir blasted them, and the dark figure, with a double-breath, killing the monsters and... well, gently tickling the massive Thrassian Conduit Bog-Mummy-Lord. The mummy strode out, chopping into the Darklord's companion, and firing a curse at Caranthir (which missed).

This was the main threat. As he fired spells left and right, the Polydoctorate cast two spells: first, a death-ward spell on Caranthir, and second, "Jail", which slams a portcullis-cage onto the target. As the others blasted lightning, cones of cold, and the many earth-based spells of Gróin's party at him, the creature returned fire... and failed. First, his no-save-turn-directly-into-an-undead spell was rebuffed by the Death Ward; then, his other attempts at dishing out damage (or causing everyone to fall asleep) were thwarted. The only one that ever failed was the poor ectomancer, and even he managed to survive the sleep of death.

Even summoning swarms of insects didn't work; eventually, screaming hatred against the skinscribe in particular (he remember the skinscribe's uprising - he was there!), the dark mummy-lord was slain, and his corpse fell into a swarm of insects, which flew out of the chamber. The party quickly located, de-trapped, and smashed the canopic jars, and the mummy lord was no more. The last ankheg, hunted down and slain, revealed a network of tunnels underground, containing treasures; under the throne were even more treasures.

Last, but certainly not least, the vines on the throne were dunked in holy water, and eventually had Cure Disease cast on them; they writhed and healed, and almost immediately, the four stagnant pools cleared of the boggy water. A deep rumble sounded from the tower itself...

And that, folks, is how you use your spells in an intelligent manner and make what was going to be the second hardest fight of the yet-planned story into a walk in the park.

  • Experience from encounters:
    • 2 green slimes (76)
    • 8 Ankhegs (4000)
    • 24 Bog bodies (1920)
    • 4 undead Thrassians (860)
    • 1 Mummy-thrassian (660)
    • 4 rust monsters (800)
    • 4 carcass scavengers (540)
    • 1 Ancient Thrassian Bog-Mummy Lord (9300)
  • Experience from Treasure:
    • Cash (11,450 gp, 12 stone total):
      • 2,000 platinum pieces (10,000 gp, 2 st)
      • 1,000 gold pieces (1000 gp, 1 st)
      • 4,000 silver pieces (400 gp, 4 st)
      • 5,000 copper pieces (50 gp, 5 st)
    • Gems (1.333 stone):
      • 2 diamonds (1,000 gp each)
      • 1 jacinth (4,000 gp)
      • 1 ruby (8,000 gp)
      • 1 ivory jewelry (900 gp)
      • 2 moonstone jewelry (2,000 gp each)
      • 2 gold statuettes (1000 gp each
    • Everything else (42.287 st):
      • 26 jade carvings of dark gods, each worth 200gp (5200 gp, 4.333 st)
      • 1 rich fur coat (2,000gp, 1 st)
      • 16 rugs of large common fur (panther) (1st/150gp, 90 gp each) (1440 gp, 9.504 st)
      • 3 rolls of silk (400gp, 4st each) (1200 gp, 12 st)
      • 12 sticks of rare incense (1 st/100 sticks, 17 gp each) (204 gp, 0.12 st)
      • 3 jars of dyes and pigments (50gp, 5st each) (150 gp, 15 st)
      • 2 sets of superior thieves tools, worth 200gp (1 item) (200 gp, 0.1667 st)
      • 1 vials of rare perfume (1 item each, 125 gp each) (125 gp, 0.1667 st)
  • Total experience (before selling): 29,606 XP
  • Total experience (after selling): 181,469 XP
  • XP for PCs: 2277
  • XP for henches (everyone but Luce and Rhea): 1139
  • Magic items on the Thrassian Conduit:
    • Lifedrinker, a dark, twisted sword (evil, but not cursed; lore says is drains health and gives it to the wielder)
    • Earthbreaker, a Hammer +3 that grants resistance to Earth magic (-1 damage per die, +2 to saves)
    • The Soulstaff (which, if lore is correct, can speak with dead once per hour, as the spell)
    • A tarnished silver coin, currency of Ancient Zahara
    • Plate armor, Thrassian-sized
  • Elsewhere (the throne, the ankhegs, and the ankhegs' nests):
    • A ring
    • A very oddly-jointed club (+3 after testing)
    • Two bags
    • Two swords (+1, after testing)
    • A potion
    • A Scroll of Divine Spells (Written in Dwarven): Command Word (1st lvl)
    • A Scroll of Arcane Spells (Written in Dwarven): Resist Electricity (lvl 2), Trance (lvl 1)
    • A lumpy rock

Wednesday, May 2, 2018

Oneshot: The Dead Enders

Còigeamh 3-4, 6639 (about 4 months before the current events)

Party: ...unknown?

Around town, a number of people began to awaken...

A young woman awoke, pain washing over her. She had fallen through the roof of a barn, and though her helmet saved her life, it hadn't saved her life. Drifting in and out of consciousness, she managed to remove the chunk of wood from her face and stop the bleeding, but her eye was long gone. Once she rested, she was able to find her sword, and make a dress from some cloth. Hearing footsteps outside, she quickly left, hoping to find healing at the medical clinic up the street.

Scared, hiding in the dark, a young mortician - Jesper Sharpe - listened to two men as they argued with his boss, then murdered him. Gathering a set of armor, and the coins from a dead man's eyes, Jesper fled to the safety of his friend's shop - George Weapon, a dwarf. The dwarf suited up in armor and grabbed a massive hammer, but by the time they returned, the murderers were gone... as was the corpse!

Who, only minutes before, had sat up with a groan. Again, with no memory, he grabbed what he could, and tried to run to the church for help. The church was locked; turning, he found the front entrance of Mr. Lloyd's Mortuary and Clinic. Inside was the body of the proprietor, and naught but a tangle of medical tools on the ground, scattered through his blood. A single footprint marked the killer's passage. Through the door, he ran into an angry dwarf and a shaking mortician; and, in the middle of arguing with the two, a young woman entered the shop, still in some pain, and seeking medical attention...

A thief gingerly sat up, trying not to jostle his aching head; his "friends" from the thieves' guild had tried to murder him, but did a rather bad job of it. Not that he knew that, the blow from behind had ended his memory. Finding a knife and a note, he stumbled to his feet and wandered down the hill, to check out the barn. Inside, he searched around, seeing a few footprints, and high above... a helmet, impaled on a beam, with a shred of cloth fluttering in the breeze. Looks like someone took a tumble through the roof. He searched the hay, and found a sword - and as nice as it looked, it wasn't, because it zapped him, badly! Leaving it, he wandered into the pub across the street.

Meanwhile, a cleric of a dark god came to, and fell off his chair with a crash. He spent a few minutes trying to remember where and who he was; the potion he had imbibed was meant to kill him, but he managed to survive, losing only his memory. Shrugging, and gathering a broken chair leg to use as a weapon, he decided to head to the pub. Why not?

The third actor in this play is undoubtedly the saddest. Awakening in immense pain, the once-guardsman drank his last health potion, stabilizing himself, though at the cost of his memories. The stroke he had left permanent damage that would never be healed. His memory gone, he could only struggle into his old armor, and go in search of answers. He reached the Mangy Cow the same time a handsome young man, clothed in plate, arrived. The barkeep, recognizing the old man, greeted him by name. "Hey, Burl! You don't look so good..."

He poured some ale, and handed it to the fellow, refusing payment. "You can always drink here for free, good man. You've earned it."

Behind them, a smelly fellow wearing a hyena-skin jacket wandered in. The barkeep frowned. "You, however, pay double."

The thief saw a young woman, who introduced herself as "Sin" - short for Cynthi, the name on his note, perhaps? "What? Cynthia? That witch!?! No! It's short for Sinda'alellechna, my great-grandmother's name!"

The well-armored man set off for the inn; the old man followed, and the thief brought up the rear. They arrived just as another unlikely three were heading upstairs to their rooms - a thin, pale man, a frightened mortician, and an injured woman, missing an eye, but still carrying a sword.

The group retired for the night. In the morning, the thief went for a stroll, looking for some nicer clothes with all the money he had. Walking past the thieves' guild, he was recognized by the two members, who attempted to kill him again. They failed, and lost their lives for the trouble... but he gained a few more knives, a bow, and a handful of arrows, so there's that, right?

Back at the inn, they met with the others. Confessing they had lost their memories, they began working together to find out what was going on. The only clue they had was the thief's note, which lead them to a woman named Cynthia. Still wondering what the sword did, the thief suggested the well-armored fellow try it out. The armored man, reaching to pick it up, felt a jolt of energy, twice as powerful as the one the thief had felt; he nearly fainted, then and there! Dropping the sword, he suggested no one ever do that again.

The group moved to the church, to speak with the vicar; the cleric felt a case of the willies upon entering, and the vicar demanded the ex-corpse leave immediately. He kept his eye on the thief, but reacted with surprise and happiness upon meeting the swordswoman. They seemed to share a connection of some kind. That symbol of the church - a rising sun or starburst - seemed familiar...

Recognizing the design from the sword, the thief suggested the woman try it out. As she lifted it, a flood of warmth and happiness suffused her. Not only was this sword her own, but she could wield two swords at once!

The six descended on Cynthia's. Distracting some guards, they allowed the thief to slip around behind, where he found Cynthia! He threw a knife at her, and she returned in kind a magic missile, and the battle was begon in earnest. The two guards at the front went through the building; the party ran around the sides, charging in. The ex-corpse, having cast a spell into his weapon, swung at the first guard. His blade cut deep, tearing the mail, then blasting the female warlock, her imp familiar, and the other guard with burning fire! The first guard crumpled to the ground, dead, as the others - ineffectually - swung and missed. Cynthia fired another magic missile, striking the thief again, but then the greataxe of the Ruinguard - for that is what he truly was - sliced again, the blade passing through her familiar, the other guard, and finally embedding in Cynthia's spine.

Cynthia dealt with, the party moved into the shed, where they found a great cauldron, guarded by a young girl. The girl took the arm of the Ruinguard, and began to lead him out, but the mortician - really an Ectomancer - began casting a spell, and she changed form. No longer a little girl, but a desert ghoul! All but the ruinguard were paralyzed in shock; she clawed at him, but her touch was not paralyzing, oddly. The others shook themselves from their shock and attacked, the old guard finally stabbing a hole cleanly through the ghoul.

Outside, two more foes were waiting: a bulky barbarian fellow, and a pale-skinned man in a cloak. Between them was Lt. Mangrave, of the city guard - and Cynthia's lover. The fight began as the barbarian began to shift into a werewolf...

Mangrave managed but a single strike before he was brought down. The blade-dancer, two swords flashing, struck down the werewolf, and together, they brought down the cloaked man - a vampire! The cleric struck last, jamming his broken chair leg into the heart of the foul creature, and in a moment, the campire was naught but ash on the wind.

They turned to the casualty - the old guardsman, fired for doing what was right, now struck down by the vampire. A good death, after a long life, full of hardships...

The ruinguard's memory came back slowly. He remembered a conversation; the men who had kidnapped him had said they were going to control him, then swap him for someone he looked like - a lord's son. However, he was that man! The son of a lord of Zahar, sent to earn his battle-scars.

The thief was part of it from the beginning; he had kidnapped the young lordling, and his "friends" turned on him, hoping to be paid more for it. The cleric, too, had assisted with the ritual in bringing the dead man to life again, though none had counted on the man having a bloodline from ancient Zahar, and becoming not only more powerful, but retaining his independance.

The guard, old and tired, had overheard the plot, and tried to stop it, and was fired for his troubles. His suffered a stroke because of it.

The young Ectomancer, Jesper, learned his true calling from his master; his master had put in a call for help from the church...

...Who sent the blade-dancer to investigated. Pursued by corrupt guards, she hid on top of Mr. Bodb's barn, only to fall through the roof. The injury damaged her brain; while she eventually remembered most of her life, there were always parts that would escape her.

Finally, the cleric never really got his memory back. While a simple Neutralize Poison would have sufficed, he never really got around to figuring that out.

That leaves only the black cauldron, the tool of the enemy, to account for. But, I think, its story may not quite be told...

The Path Less Traveled

Ochdamh 7 - 11, 6639; next holiday is Beastnight, 9/35

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Noona, the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Sorvald, Thief
  • Mor Gibs, the Wonderworker
  • Craydos Silverskin, the Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger

After their defeat at the hands of the earth-mage and the mystic, Caranthir decided that he would hire Quetgar to kill the three surviving lords, their families, their courts, and anyone else in line to inherit their land. He sent word, and is waiting for a response...

Meanwhile, Gróin, Craydos, and their henchbeings continued their trek north to Caranthir. Six days later, Craydos (briefly) had two hyenas as pets, and they reunited at Caranthir's lands. With a little hopping around via teleportation, the party (Gimli and Elenora, Gróin and his crew, Craydos and his crew, Rig and his two pets, and Sorvald) visited the True Elves, and met the wandering gnome merchant, selling his odd magical items again. They traveled to Kanca Sahir, where they attempted to locate a ring of wishes; there were none to be found, however they did hear of a disturbance in the pass through the mountains. After speaking with a guild of merchants, they were given a quest - and a sizeable sum of money at the end, 50,000 gold pieces! Craydos scared off a would-be pickpocket, while another in the party heard of an army forming, now looking for transport...

The trip to the mountains was an uneventful teleport, and so began the underground trek. The first encounter was a group of 10 ghouls; after they were dealt with, they met a group of 6 NPCs, who after a brief standoff went on their way peacefully. Finally, they found a hydra in the middle of the road, staked to the ground. They killed it quickly, and Craydos managed to rescue 7 hd worth of monster parts from it (790 XP worth). They found two legs - one, the main road, and the other, a narrower path, though with many footprints easily visible in the dust. After turning down that road, they camped in a insta-cave made by Gróin.

Cave or no, these tunnels were dangerous, and in the middle of the night, a gray ooze slipped into the camp! Immune to fire, it was nonetheless pummeled into oblivion by the party, and they returned to sleep. They fought a group of four troglodytes, nasty stinky things that they were, and found nothing else until they camped. This time, a black ooze attempted to eat their Mechanical Deathtrap, but was soon overwhelmed by the party's combined efforts. No other creatures were encountered on the next two days, and finally they reached... a city? A wall blocked the road, and a quiet-voiced guard, speaking a language they had never heard before. After a bit of negotiation - including a warning against bright light - they were allowed to enter, and were escorted to a hotel. As it turned out, this was the Deep Dwarven city of Dunklesdorf. A brief search for wishing rings (do you sense a trend, here?), they went to the tavern. Gróin walked up to the barkeep and ordered a pint of his strongest ale, then was immediately overcome with horror - the dwarf behind the bar had no beard! In fact... no one there had a full beard! They were trimmed neatly, or shaved into manageable shapes! Gróin nearly vomited; only his tough dwarven spirit kept his insides inside.

Sorvald, meanwhile, was enchanted by these strange dwarves, and Craydos took many notes. They sampled the alcohol - sweet moss ale, and strong mushroom beer. Deciding it was finally night, they returned to their hotel, and barricaded the door, and slept.

  • XP from Encounters:
    • 1 Dryad (missed)
    • 6 Hyenas (210)
    • 2 NPCs (skipped)
    • 10 ghouls (290)
    • 6 NPCs (peaceful)
    • 1 hydra (10 hd, 1550)
    • 1 gray ooze (65)
    • 4 trogs (80)
    • 1 black ooze (1550)
  • XP from Treasure: none!
  • XP for Gróin, Craydos, Rig, and Sorvald: 394
  • XP for Gimli, Elenora, Midnight, Noona, Laurita, Herman, Baelnar, Pentzkin, and Alun: 197

Additionally, it was Reah's birthday.

Friday, January 26, 2018

Don't Help Women In Trouble?

Dara 1 - 13; next holiday, Darkest Day, Dara 35.

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Noona, the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Sorvald, Thief
  • Mor Gibs, the Wonderworker
  • Gianna, a Gnomish Trickster

The party resumed their journey (skipping town on Wintermas - but happy birthday, Zarc!) to find treasure, portals, and plotlines. In the desert, they came across an upturned wagon; Gimli and Rhea approached to lend aid, but found themselves under the control of another Child of Nasga! Charmed, they began refusing orders, and freed the creature. Caranthir quickly attacked, and the group finished off the lone threat... then chased down the two hench-people, as they had been sent running into the desert. Thankfully, no one got lost!

After meeting up with Gutsack and his Efreeti "friend", the party split, with Sorvald and Gróin and the henchmen heading south to some treasure, and Caranthir and Rig heading north, to find the portal to the Fire Plane. On their way, the two avoided a group of mummies and some horses; they found a recently-active volcano, and climbed inside. After navigating for miles underground, they came across a huge red dragon, sleeping on a pile of treasure. Being just two, they opted to turn back. However, they then ran into a group of morlocks; Caranthir, in dragon form, froze all but two in a single blast. The living morlocks began weeping and pleading for their lives. They weren't sure of where the fire portal was, but knew that dread creatures sometimes came from behind the red dragon's chambers. Rig and Caranthir turned back, and crept past the dragon, who only snored louder.

Following the tunnel, they found a narrow crevice, and inside a pair of obviously magical gloves. Finally, they reached the fire portal, and verified it was, indeed, the plane of fire. Retracing their steps, they once again slipped past the dragon, and exited into the cool night air. During the night, a group of four stone giants passed by their camp, but never noticed them.

The next morning, they began their trek back. On their way, they saw two statues below them... statues that suddenly lifted on great wings and caught up to them - it was a pair of Sphinx! Sphinxes? Sphincter... no. Let's go with Sphinx. After some banter, the first sphinx asked a simple riddle:

What comes in pairs,
And rarely flies
Is eaten by men
And brings life when it dies?
The answer, of course, was seeds - pear seeds. The second Sphinx asked another simple riddle:
Nodding, Waving, Head in the Sun
Daytime done, head is hung
Who am I?
Which Rig immediately guessed, correctly, was a flower - a sunflower, of course. As a reward, the pair were gifted a ruby, and a bit of information about the surroundings. Over the next few days, they encountered a few vultures, but not much else.

The second party of adventurers, on their way to find some treasure, ran into a woman, fighting a scorpion! After a moment of indecision, they landed to help... only to find the creature was, in reality, a Lamia, and had tricked them with illusions! They drove her off, however, and returned to their quest. In the desert, after much searching, they found a buried room, containing the corpse of a somewhat famous mage, some gold and jewels, and a +1 sword. They returned to the fire temple without further incident. While waiting for the others to catch up to them, they spent their time hunting down the tribe of gingerbread orcs that Gutsac had baked.

Finally, the party reunited, and the Efreeti granted two wishes. Caranthir wished to be a full dragon, with the power to polymorph; he is now a full level 9 dragon, with the polymorph ability, his original stats, and advances in saves, proficiencies, attack throws, and damage bonus as a Fighter. When transforming into a human, he is a normal human fighter.

Rig, meanwhile, wished for a way to move his pets with him more easily, and was granted a Ball of Pet Summoning. The well-chewed leather ball seems to have a strap wrapped around it; once per week, a strap can be removed and put on a tame creature. Any creature with a collar can be summoned for 1 hour (6 turns) within 1d4 rounds, and be dismissed at will to return to its original location. Removing a collar from a creature will cause that collar to be re-absorbed by the ball.

The magical gloves were, of course, the Fire Gauntlets of Elrik the Wanderer. Gróin tried them on, and was immediately rewarded with a vision of Elrick, fleeing a tide of rising magma inside the volcano; coming upon a crevice, Elrick leaped over it, pushing himself over a red-hot boulder with his leather gauntlets. For a moment, the gloves glowed blue...

The Flame Gauntlets provide immunity to heat and fire-based magic; additionally, they can be activated once a day to wreath the wearer in flames for 1d6 rounds, doing 1d4 damage to enemies within melee range.

Bidding farewell to Gutsack and the Efreeti, the party decided to head to the Pointless Tower, as the Princess decided to inform them she knew the way inside. On the way, the party was nearly drowned by a pair of thieves... and, the party gained a Ring of Invisibility, Sword +1, two vials of Holy Water, a silver dagger, Leather armor +3, yet another Decanter of Endless Water, a Ring of Fire Resistance, and a Ward against Elementals.

They made their way past a large Orc encampment, and finally found the tower. Sorvald was nearly roped into being a test dummy, but they managed to extricate themselves, and the princess lead the way to the real opening of the Pointless Tower...

As the party split up, I'll make two lists for XP.

  • Caranthir and Rig
    • Encounters
      • Child of Nasga (3100)
      • 9 mummies (avoided)
      • 50 horses (skipped)
      • 30 morlocks (killed and/or captured, 300)
      • 4 stone giants (ignored)
      • 2 rocs (ignored)
      • 2 sphinx (answered their riddles, 6000)
      • 3 vultures (ignored)
      • Pterodactyl (avoided)
      • Martín Robles (lvl 8; 1600)
      • Johan Månsson (lvl 8; 1600)
      • 429 orcs (avoided)
    • Treasure
      • 5,000 gp ruby with setting
    • XP for Rig and Caranthir, each: 5142 (plus 2500 each once the ruby sells)
  • Everyone Else
    • Encounters
      • Lamia (2500)
      • Martín Robles (lvl 8; 1600)
      • Johan Månsson (lvl 8; 1600)
      • 429 orcs (avoided)
    • Treasure
      • 1,000 Gold
      • 1 flawless diamond (4,000 gp)
      • 1 Glass jewelry (130 gp)
      • 1 ivory jewelry (300 gp)
      • 2 wrought gold jewelry (800 gp)
    • XP for Sorvald and Gróin: 1659 (plus 1743 each once the treasure sells)
    • XP for Laurita and Zarc: 830 (plus 871 each once the treasure sells)
  • XP for Rhea, Elenora, and Gimli: 246

GM Note: I paused the session so I could make up the maps for the Pointless Tower in advance. I ended up shortcutting a different adventure by combining the two, and in the process, thoroughly creeped myself out. This should be a fun adventure! :-D

Friday, July 7, 2017

Zaharan Thieves and Grek Trieb

Siathamh 9 - Seachdamh 8, 6638; next holiday, Guard's Day, 8/3!

Special intro: Sorry for the late writeup - I've been very busy working and writing other blogs!

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator

The party elected to continue their journey by sea, without stopping to repair the ships. After avoiding two octopodes, they reached the southern port of Cehennem Limani. Selling the treasures they had pilfered from the pirates, they decided again to not keep their ships. They remained docked, but aboard the ships; the city seemed somewhat hostile...

It was a good decision. During the first watch, two dwarves and a human, all thieves, boarded the ship. They were successfully intimidated by the dragon, realized they "were on the wrong ship," and left the way they came.

During the second watch, a second group of thieves arrived; two elves, two humans, and a dwarf. The elves and humans were killed quickly, and the dwarf was pinned by Caranthir in dragon-form, and surrendered.

After a bit of discussion, Caranthir suggested the ships cast off immediately. The four pirate ships (manned by ex-slaves) were able to oar their way out quickly, but the sailing ship was a little slower to leave port. As it was creeping away, a voice called out of the darkness. A group of four men and women stood on the dock. The leader called, "No one escapes from Semih Iravani!", and the fight was on.

These men and women were much stronger than the others; as the leader walked out onto the water, another vanished, and a third took to the air on a broom! The fourth began fiddling with something in his hand. The nightblade on the broom flew over the ship and tossed a bottle of military oil onto the deck, then pulled out a bow. The leader stepped forward and flung a stone at the spellcasters, ending the priestess's spell before she could cast it. The man on the shore finished his ritual, summoning a djinni! Caranthir, in dragon form, took to the air, making it as far as the nightblade and loosing a breath of freezing air. On the deck, the priestess took an arrow from the shore, while Gróin took a slingstone to the helmet, losing his spell!

The party was beginning to get worried as the high-level thieves took them on. Suddenly, a figure appeared on the bow - the man who went invisible! With a grin, he swung his sword! The white mage fled for safety, injured by yet more sling stones, as the thief battled it out with Gróin. The djinni turned into a whirlwind, hurting Gróin and the others, but of course, Luce was unharmed by the magical wind. Caranthir managed to down the flying nightblade, and grabbed her broom as she fell; Gróin injured the thief on the boat, and he dived overboard. The leader took a Dispel Magic to the face, which turned off his water walking - he fell into the water with a splash.The djinni, meanwhile, was destroyed by Gróin's magical attack.

Even as the leader reactivated his water-walking (as it turned out, he had a ring), Caranthir flew down and blasted him with his freezing breath, killing him on the spot. He returned to the ship and reverted to human form, only to be chopped to within a single hit point by the invisible, back-stabbing thief! He turned and cut him down. Back on the shore, the lone survivor drank a potion of Gaseous form and fled, leaving his stuff behind.

As it turned out, the thieves were quite well-armed, with plenty of magical items; most of them were identified on the spot, with others being identified at Cliffport later.

Two days later, the party landed again in Pueblo de Puerto, then continued on. A day after leaving the port city, Caranthir and Rhea split off from the party to fly due east, towards the islands. They landed on Fuega, a tiny island with a tribal nation on it; the natives welcomed the visitors, especially when they learned that they wouldn't be stealing from them. The next day, Caranthir and Rhea circled Vulka, an inhospitable island littered with sharp rocks. Invisible, they swooped over the island... and found a dragon turtle! The creature lived on the island; it fired a cloud of steam at them, but they were too high to be touched. After spending a few more hours searching the opposite side of the island, the duo found a treasure, and carted it back to the ship.

Meanwhile, the ships encountered yet another two octopi, which fled, and four giant squid, which were quickly killed by well-aimed catapults. Finally, they landed in Cliffport, just in time for the Brightest Day celebrations (for those that weren't there, any light or healing-based spells were 3/4 the price, so a Healing potion was 187 gold instead of 250). Arnborg Anvilaxe, the dwarf Caranthir restrained, left the party here, to continue on her own way.

As the celebration ended, a skinny, dirty ogre walked up to Caranthir and handed him a letter! While somewhat difficult to read - the entire letter was written in what looked like a child's handwriting, and was also stained with something somewhat greasy - it turned out that the party was summoned to aid a tribe near the river, who were being harshly treated, accused of a crime they didn't commit. They were willing to give an artifact of some power in trade for assistance. So, Gróin, Caranthir, Rhea, and Laurita flew to their aid.

First, however, Caranthir wanted to make a wish; he found a wish, and did so, meeting 6 clerics along the way.

As luck would have it, they were off by a few miles, and happened to land near the home of none other than Lady Dracull! As long as they were in the neighborhood, they decided to drop in. The Lady was pleased to see them, and offered them a meal; interestingly, the Lady also seemed to be quite pregnant. Hmm...

After leaving the Lady with an offer of help, should she ever need it, they party once again journied toward the river, and the Grek, er, Trieb. As it turned out, the tribe was a tribe of ogres! They seemed friendly enough, though, and Caranthir was happy to help in trade for magical items. They went to visit the "bad guys"...

...Who turned out to be human. A cleric, a mage, a thief, and a fighter had banded together to drive the "evil" from the land. The cleric, Brother Dellus, is on the warpath to recover a holy relic of great significance for his order; it was stolen from their temple not long before, supposedly by a group of rampaging ogres. The fighter, Sir Tainly, was possibly even more obnoxiously full of his abilities than Caranthir; the two did not hit it off well. In fact, that evening, Caranthir sent Rhea to assassinate the knight in his sleep; she only managed to awaken the mage, a dour, gaunt man by the name of Graybeak, and learned that he was really, really powerful. As the four were leaving the camp, they met a rogue named Wag Lightfoot, presumably the leader of the thieves. The camp seemed to be about 75% fighters, a handful of mages and clerics, and the rest thieves. An odd lot, to be sure.

The next morning, Gróin and Laurita flew off to find the cleric's temple, while Caranthir and Rhea left to confront the knight. Caranthir demanded a trial by combat - if he won, the knight would leave; if the knight won, Caranthir would leave. The knight snubbed him into accepting a duel "to the death" (or close enough), and the fight began. As the two hacked at each other, the knight managed to land several blows, doing considerable damage; Caranthir, however, had the better armor, and eventually knocked out the knight. Clerics rushed in to save him, and Sir Tainly was able to recover after a night of bedrest. Brother Dellus, however, flew into a rage; his holy mission was to save the relic, the promise of a knight be damned! The mage, somewhat eager for a rematch, backed him up. Caranthir left the camp, irritated that the knight reneged on his word.

Meanwhile, Gróin was having much better luck. He found the temple - a tiny building with barely a path near it - and was invited in for bread and water. Brother Al explained the real story of the holy item:

Some time before, the old cleric had left on vacation, and had taken Brother Dellus with him. As the old cleric left, Brother Al and Brother Bodh made a bet. Brother Al said, "I bet you thirty silver that every time the old relic [meaning the head cleric] wobbles out the door, everybody freaks out, and nothing gets done until he gets back. Write that down, Brother Bodh!"

Brother Bodh, having the flowery language of someone with too much time and ink on his hands, wrote the following: "When the holy relic leaves its seat of power, chaos will grip this place, and all tasks will fail until the relic is returned."

When Dellus and the "old relic" returned, Bodh and Al were out drinking. Apparently, the old cleric went to town to pick up some supplies, just as Sir Tainly arrived, invited himself in, and asked if anything valuable had gone missing, as there were ogres in the area. Brother Dellus checked, and indeed, a sacred cup was missing! Dellus panicked. He tried to look up what the chalice was for, but only managed to find the pages Bodh had written, which drove him into an even worse panic as he put one and one together to make twenty five, and thought the missing chalice spelled the end of the world for heir monastery. Just as he was having a breakdown, Al and Bodh arrived. Seeing Dellus upset over the missing chalice, Al nudged Bodh and muttered, "Thirty silver."

While this remark was intended as a means of settling their bet, Dellus took it to mean that he was a traitor and had sold out his friends. Dellus swore not to return without the relic, and took off with the knight.

The holy relic, however, was nothing more than a gilt-covered cup with fake gemstones on it. The holy words written on the bottom of the chalice, "In campis feram", meant nothing more than "Made in the Wild Plains", poorly translated into Nobiran.

Gróin and Laurita found the nearby village that sold the chalices, and bought six of them. The shopkeeper immediately shut and locked his doors, and fled out the back, holding more gold than he had ever seen in his life. Six pieces! They returned to the knight's camp, and Laurita discovered the true thief - one of the thieves under the employ of Mr. Lightfoot, in fact. They guided Brother Dellus to the room, and managed to catch the nimble (if quite smelly) thief moving it around a few times. It's hard to pocket a chalice when someone is watching its location, magically. Mr. Lightfoot persuaded the fellow to give it up, and Brother Dellus nearly broke down in tears. Ignoring the rest of the camp, he immediately fled home, to restore the, er, cheap knockoff trinket to its rightful place. Next to the magnet in the shape of Mejasta, the shot glass with a picture of the King on it, the spoon with a painting of Cliffport, and other trinkets collected by the old cleric on his journeys.

The ogres, meanwhile, were jubilant, and true to their word, they offered the party two magical items. The first was a helmet; the ogres let the children play with it. The children would climb a tree and leap off, floating to the ground like a feather. When Gróin tried it on, he was rewarded with a vision! He watched Elrik, the world's greatest explorer, climbing a cliff; he lost his footing, but somehow, he managed to land on the ground unharmed. His back to a howling wind, he dusted himself off and kept going. The helmet, it seems, not only allows the wearer to cast Feather Fall at will, but is also immune to all wind-based damage! Additionally, there is no penalty to attacks when levitating or "gyrating" in the air (Elrik, as you recall, is the owner of your magical map, and the world's most famous explorer).

However, that wasn't all. The ogres began chanting, something that sounded like "Ooga Chaka, Ooga chaka!", and the town elder slowly walked towards the group, holding a ring. As it turned out, the ogres were actually chanting "Ogre Chakrum", a heavy throwing blade. This chakrum was blessed by many shamans, resulting in a magical +1 bonus. The heavy blade can be used by anyone with strength +0 or better, and the ability to throw darts or knives. The blade is quite heavy, and thus deals 1d8 damage, but requires two hands to throw.

Whew! What an adventure!

  • Experience from selling stuff, from last time: 1504 for PCs, 752 for henchmen
  • Experience from encounters:
    • 2 octopi (escaped)
    • Level 3 Dwarven Delver, level 4 Dwarven Delver, level 1 thief (283 xp)
    • Level 6 Dwarven Delver, level 5 Nightblade, level 4 Nightblade, 1x level 1 thief (1523 xp)
    • Semih Iravani, lvl 10 thief (1550 xp)
    • Juan-Pablo Aguilar, lvl 9 thief (1300 xp)
    • Eluned Melruth, lvl 9 nightblade (1900 xp)
    • Brin Eveningfall, lvl 6 nightblade (820 xp) (fled)
    • 2 octopi (fled)
    • 6 roc, ignored
    • 4 giant squid (2280 xp)
    • 6 clerics (passed)
    • 3 werebears (avoided)
    • Sir Tainly, lvl 10 knight (2250 xp)
  • Experience from treasure: 6834 xp
    • Total experience (give or take): 18740
    • Experience per PC (Gróin and Caranthir): 4685
    • Experience per henchman (Luce, Rhea, Elenora, Laurita): 2342
    • Special experience:
      • Caranthir: 10000 (stealing gold!)
      • Rhea: 5000 (helping steal gold!)

    • Mundane weapons: 33 arrows, 19 bolts, 28 bullets, 1 Arbalest, 2 Battle Axe, 1 Bola, 1 Composite Bow, 1 Dagger, 3 Leather Armor, 3 Nets, 1 Sap, 1 Shortbow, 1 Sling, 2 Staffs, 2 Swords, 3 Whips
    • Mundane stuff: 2 pints Ale/Beer, 3 Backpacks, 1 lb Belladonna, 4 Blankets (wool, thick), 2 lb Candles (tallow), 1 lb Candles (wax), 1 lb Comfrey, 2 pairs Dice, 3 Flasks of Oil (common, 1 pint), 2 lbs Garlic, 2 lbs Goldenrod, 1 Grappling Hook, 1 Hammer(small), 1 Lantern, 1 Rations (Iron), 3 Sacks (large), 1 Sack (small), 3 Thieves’ Tools, 6 Torches, 1 Water/Wine Skin, 5 lb Wolfsbane
    • Magical stuff:
      • -2 Leather Armor (cursed)
      • Arrows +1 (quantity 24)
      • Broom of Flying
      • Elven Library scroll
      • Gauntlets of Ogre Power
      • 2 Holy Water(1 pint)
      • Horn of Blasting
      • Ring of Invisibility
      • Ring of Water Walking
      • 2 Shield +1
      • Shield +2
      • Spell Book (Burning Hands, Hold Portal; Continual Light, Alter Self)
      • Spell Book (Choking Grip, Floating Disc, Hold Portal, Magic Mouth, Protection from Evil; Continual Light, Deathless Minion, Detect Evil, Detect Good)
      • Spell Book (Darkness, Burning Hands)
      • Spell Book (Light, Magic Missile)
      • Sword +1 / +3 versus summoned creatures
      • Sword +1 / light 30' radius
      • Wand of Detecting Enemies (11)
      • War Hammer +2
      • Ogre Chakram (+1 throwing chakram; 1d8 damage)
      • Elrik's Air Helm: Immune to wind-based magic; additionally, wind does not affect the wearer, there is no penalty from levitation/gyration and the wearer may feather-fall at will.

Tuesday, June 20, 2017

Plains, Wagon Trains, and... Sailing Ships?

Còigeamh 23 - Siathamh 9, 6638; next holiday: Brightest Night, Siathamh 35 (the Summer Solstice; Lawful characters receive a +1 to all rolls!)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Grogg, the White Mage

The journey from the elves back to civilization was fraught with peril - give or take. On the first day, they encountered either terrifying antelope, which Quetgar was unable to capture. Two days later, they shot down three giant flies, hovering over the decomposing corpse of an ox.

Two days after that, as the party was setting up camp, two figures entered - a witch named Quiet Heart, and her companion Serkan Soroush, a Zaharan Ruinguard. They camped with the party, and left before dawn.

Finally on the road, the party encountered four terrible beasts - gorgons! The battle was fierce, and Zarc was turned to stone, but eventually the creatures were slaughtered. The next evening, the gang encountered - or rather, was encountered by - a gang of desert ogres. The ogres, none too bright, couldn't figure out how to make their way around the stone camp, until Quetgar eventually managed to convince them to walk around. Even then, it took much experimentation before they believed him.

Summerset passed with little fanfare; out here in the wilds, few are around to celebrate such civilized holidays.

Not much later, they ran into a medium sized warband of orcs, headed north; the orcs, feeling generous, suggested a minor tax of 3,000 gp. Caranthir offered one of the gang leaders a +1 sword, worth 5,000 gp; the leader graciously accepted, then turned and told the other leaders that he had decided to let them pass with no tax at all. Orcs aren't super smart, but the other leaders guessed something was up; as the party strolled past, a rather uncivil war broke out between the various gangs. Hopefully that won't come back to bite them later.

Finally, they made it to Kanka Sehir, one of the twin cities of the Shining Sea, the only human cities apart from Mareten that survived the Age of the Beastmen. Though over a hundred miles away, they could still see the enormous mountains to the south, and the gap that leads between them. After un-stoning Zarc and purchasing a few useful items, including some things from a rather shady shopkeeper, they chartered a small sailing ship.

They set off in the morning with a brisk breeze at their back; they had hardly gone half a day's journey before they spotted the writhing tenticals of two octopi. Unwilling to fight such monsters, they avoided them handily. The next day, however, they had no such luck. They were spotted by four galleys - pirate ships!

As the lead galleys opened fire with their catapults, Zarc and Quetgar dove into the water, and Caranthir shifted into his dragon form. The sailing ship had but one catapult. As the boulders crashed into the ship, Quetgar began shredding the outer planking on one of the rear ships. While the ships traded catapult fire, Zarc and Quetgar punched holes into two of the ships, eventually gaining access to the ship! Caranthir, meanwhile, wiped out the entire above-board crew of one of the ships, then turned and wiped out half of another.

By the end of the battle, only one of the ships was undamaged - the one Caranthir had wiped out. The others were listing in the water, gaping holes letting in the ocean... Caranthir, meanwhile, after tossing the last of the pirates overboard, asked the slaves to stay on; the slaves responded affirmatively, pledging their lives to the creatures that rescued them from slavery. 216 slaves survived.

The pirate ships, meanwhile, contained quite the treasure haul; the party had plenty of time to count their treasure while the crew of the sailing ship and the ex-slaves from the galleys enacted repairs. A little over two hours later, the ships were ready to sail again. The ships are as follows:

  • Singing Maiden (chartered): 77 max shp, 71 current shp (max until repaired in drydock)
  • The Lusty Wench (captured): 76 max shp, 67 current shp (max until repaired in drydock)
  • Thunder Bucket (captured): 76 max shp, 64 current shp (max until repaired in drydock)
  • The Angry Strumpet (captured): 76 max shp
  • Sea Scourge (captured): 76 max shp, 70 current shp (max until repaired in drydock)
The ships need repairs, and there is enough treasure that it would be fairly dangerous to attempt the high seas... so, now what?

  • Experience from Encounters:
    • 8 antelope (escaped)
    • 3 Fly, Giant Carnivorous (60 xp)
    • Quiet Heart, level 11 Witch, and Serkan Soroush, level 9 Zaharan Ruinguard (avoided)
    • 4 gorgons (1600 XP)
    • 12 desert ogres (avoided?)
    • 57 Orcs, 11 leaders (bought off, fought each other: 790 xp)
    • 2 octopus (avoided)
    • Pirate Fleet: 4 Small Galleys with 40 sailors, 80 marines, and 240 slaves (2400 xp)
  • Treasure:
    • 2000 Electrum, 3000 Silver, 2000 Copper (820gp)
    • 1 Bone jewelry (9gp)
    • 1 shell jewelry (90gp)
    • 1 onyx (50gp)
    • 1 jade (100gp)
    • 1 jet (100gp)
    • 1 Aquamarine (500gp)
    • 1 diamond (1,000gp)
    • 106 animal horns (2120gp, 21.2 st)
    • 9 bags of loose tea (675gp, 45 st)
    • 7 barrels of fine spirits or liquor (1400gp, 112 st)
    • 24 bottles of fine wine (120gp, 4.8 st)
    • 20 bundles of fur pelts (300gp, 60 st)
    • 3 crates of armor and weapons (675gp, 90 st)
    • 6 crates of monster parts (1800gp, 30 st)
    • 5 crates of terra-cotta pottery (500gp, 125 st)
    • 5 gallons of lamp oil (10gp, 2.5 st)
    • 8 ingots of common metals (8gp, 4 st)
    • 1 jars of dyes and pigments (50gp, 5 st)
    • 12 jars of lamp oil (240gp, 72 st)
    • 1 rich fur cape (1800gp, 1 st)
    • 40 rolls of garishly dyed cloth (400gp, 160 st)
    • 5 rugs or tapestries (25gp, 24 st)
    • 3 sets of engraved teeth (210gp, 0.03 st)
    • 33 sticks of rare incense (588gp, 0.33 st)
    • 3 vials of rare perfume (225gp, 0.03 st)
    • Total weight: 756.89 stone
  • Total experience from treasure: 820 (now), 12995 (when items are sold)
  • Total experience: 5670 xp (plus 12995 xp when items are sold)
  • XP per PC: 667
  • XP per henchthing: 334 (all henchmen)
  • Treasure per PC: 205gp (plus 3248.75gp each when items are sold)

Additional treasure: Potion of Extra-Healing, 2x Potion of Speed, Scroll of Ward against Lycanthropes, Sword +1.

Tuesday, February 28, 2017

The Journal of Görkem Ebrahimi

The journal, taken from the corpse of (as is noted in its pages) Görkem Ebrahimi, contains a wandering missive of the last several months of Görkem's life. While Llarm read every detail, the majority of his story could be wrapped up in the phrase, "Fighting is fun, but now I'm hungry." In short, his story read as follows:

Friday, February 3, 2017

Temples and Towers

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Loriel Straight Arrow, Elven Ranger
    • Little Bandit, ferret

Picking up from last time, the party approached the blacked temple. The gouts of flame seemed to erupt every 10 minutes or so, blasting from the top and several window-like holes around the outside. After some discussion, several members entered the temple. The temple itself is a large, round structure, set on top of a hill; inside, a second wall formed a shell. The party moved north, and ran into a group of zombies! These creatures looked like normal zombies, but for a tongue of flame, dancing over their head. And the fact that they unsheathed longswords from within their torsos. Not that it mattered; the zombies were quickly dispatched or Turned. Pursuing the fleeing zombies lead the party to a second set, guarding a doorway into the next ring; those zombies were also quickly dealt with. As the ranger held back attacked the zombies from a clockwise direction, the rest of the party continued pushing them counter-clockwise. Eventually, all the zombies were turned, and crushed as they cowered in a corner.

The second layer of corridors were filled with fire elementals - easy enough to deal with, especially when all those in combat had rings (or spells) of Fire Resistance. After destroying two of the creatures, they ran around the circle again, trapping the remaining two elementals and finishing them off. During all of this, Caranthir managed to traps the spirits of three of the creatures in his sword, joining the dragon and the poor lizardman. He felt the blade gain in power - it's now a +1 sword!

Tuesday, January 24, 2017

A Desert Jaunt

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Loriel Straight Arrow, Elven Ranger
    • Little Bandit, ferret

First, the party traveled to their employers, the other local lords (and lady). The journey was short and uneventful; they arrived the evening they left, in time for a large celebration. They met Lord Vincent Aldervat, a hawkish, conceited-looking man, though well-muscled; Lord Evan Elpus, a reedy fellow who had the odd habit of always standing behind people, as if hiding; Lady Christiana Vascelles, a late-middle-aged woman with a firm look of command about her; Lord Tomas Cordova, an obvious man of the earth, strong and rustic; and Lord Dunstan Kirkhill, a brawny, red-headed man with a bushy beard. After enduring several rounds of back-slapping from Lord Kirkhill and Lord Cordova, and even a thin hint of praise from Lord Aldervat, they dug in to the free food. Afterwards, thanks to some good negotiating, they managed to up their reward from 10,000 gp to 15,000 gp. Not bad for a few minutes of talking.