Showing posts with label Recap. Show all posts
Showing posts with label Recap. Show all posts

Saturday, September 17, 2011

Recap # 28 - Out of the Frying Pan and into the Boiling Cauldron

Author's note:
So, being delinquent 2 years ago accounts for a number of recaps that didn't occur. I'm going to wave my magic DM hands and point out the following:

  • The party made it to the Elemental Chaos (Plane of Fire) via a ritual/portal in Mount Onatar in Eberron. However one of their arch rivals - Skamos the Tiefling - followed them through. In the ensuing battle he summoned the undead Sinruth and managed to get his hands on the two Phoenix items that the party was carrying.
  • The party destroyed Sinruth but before Skamos to escape a huge devil appeared. From the brief conversation (i.e. begging and pleading on Skamos part) it was evident to the party that their was a past history between the two.
  • The devil proceeded to smash Skamos to a pulp (literally), take the Phoenix items for himself, and turn the party to stone.
  • Unbeknownst to the now-petrified heroes, this entire scene was witnessed by a Korred scout/thief named Ize. He observed a squad of Salamanders and Azers from the nearby city move in and engage the devil who they called Zul'bar. The devil teleported away and the squad loaded up the newly created statues and headed back to town.
  • Ize carefully made his way back to his superiors to report these incredible events.
The Session
  • The party "awoke" to find themselves standing in small, well-kept park or garden. Before them stood 5 individuals: 4 humans - one of which looked to be a young teen boy - and a small, unkempt individual who was urging them to quickly follow before they were discovered by the Chattlemaster's Guard and summarily executed.
  • After a brief moment the party recognized two of the strangers as their previous comrades Tharunn and Jaryn. They looked like they had aged though.
  • One of the other men introduced himself as Harrison Crabfeather. He had just completed a ritual to free the party from their stone stasis of over two years. At the urging of Tharunn the party struggled to follow their rescuers through the streets and alleyways toward safety in "The Pit". No small feat as they felt weak and slow from petrification effects.
  • The party discovered that Harrison had some allies creating distractions throughout the city to try and hide the escape.
  • During their flight Harrison's companion - a warlock of some sort - tripped and fell while crossing a street to an alley. He was spotted by a group of guardsmen who began firing arrows down the alley.
  • At the head of the group ran the small, unkempt creature who had been introduced as the Korred named Ize. In a dark shadow of the alley he pulled out some small device, murmured some soft words and open a magically sealed door before plunging into the hole.
  • It turned out to be a escape shaft of some sort. One by one the party leaped into the darkness and slid crazily through the tunnel. It was a struggle to keep from getting disoriented and dizzy. Braddoc and Delian brought of the rear and somehow Ize appeared behind them to seal the door again.
  • At the bottom the party found themselves in a dimly lit sealed room. After a moment, Ize extinguished the light and repeated his actions from above. Another sealed door opened. This time the party found themselves looking across a huge cavern decorated in hanging chains, winches, elevators, and bridges. Jaryn indicated that the need to get to a tunnel approximately 50 feet below in order to continue their journey.
  • Sizing up the jump, Ethan took hold of one end of a rope in his pack, handed the other end to Braddoc, Sterling, and Delian an pitched himself deftly from the edge of the drop. Landing like a cat, proceeded to tie off his end of the rope and hide in the shadows watching for danger.
  • One by one the party began making their way down the rope. Unfortunately they were spotted by some guards on an upper tier along the cavern wall. As arrows began to pelt down onto the party Tharunn and Jaryn nodded their heads to the group, indicated to Harrison and Ize that they would meet up "at the usual spot" later, and headed off along the ledge into the steamy shadows.
  • Aside from the warlock who nearly plunged to his death as his hung from one hand over the vast cavern, the party managed to make their way down. Together they pulled the rope and rock it was tied to off the upper ledge and let it plunge into the depths before they headed into the dark cave behind them. The rest of the journey was uneventful as they slide down another (very long) tube and found themselves lying on the ground before two more Korred. Ize introduced them as Two-Toes and Shaman. They only spoke an old elvish dialect.
  • After a brief conversation Two-Toes and Shaman turned and left. The party took a short rest and finally had a chance to properly dialogue with Harrison and his companion. (Noah, I need your warlock's name man!)
  • A short time later an alarm was raised. It seems a demon Solamith had recently found its way into the tunnels here and had taken to killing and feeding upon anyone unlucky enough to meet it. The party decided to assist.
  • A short distance away they found 5-6 Korred battling the Solamith who had allied itself with 2 Chasme, 2 Canoloth, and 4 Canoloth Harriers. Though they fought bravely, 4 of the Korred perished. 
  • Though still sluggish, the party waded into the battle toward the 20 ft ledge from which the Solamith was tearing out chunks of its own flesh and hurling onto its enemies below. With tongues reminiscent of chameleons, the Canoloth peppered the party from up to 20 feet away keeping them dazed at every turn.
  • As they cleared the floor below the party was able to make their way onto the ledge. From their they surrounded the demon and eventually destroyed it thereby earning some respect and trust from the local Korred.
  • As they searched the corpses and tended to the wounded Ize ran in. With a grave look he informed the party that Tharunn and Jaryn had somehow been captured. The party was requested to join Two-Toes and Shaman for a meeting.



Friday, April 3, 2009

Recap #24 - Lo! A Beholder!

19 Nymm - 999 YK


  • As the Eidolon was about to bring it's massive fist down upon Ethan's skull it suddenly turned it's head, looked at the Eastern tunnel entrance, and said "Invader's approach." It then stepped into position in front of the Northern doors and tok a guardian stance.
  • From the Eastern hallway emerged several strange creatures with skin where their eyes should have been as well as a mindflayer and a female drow. Since the Eidolon seemed content to guard the sealed doors the party turned their attention to the newcomers.
  • While the priestess focused her deadly magics on Nenia, the mindflayer attempted to latch onto her. At one point it was successful. However Braddoc quickly freed her by taunting his enemies with "Come and get it!". The blind creatures quickly succumbed to area magics but the party was dismayed when a second drow appeared from nowhere and caused grief for Ethan and Delian. Sterling's solid presence in the midst of the battle enabled the party to maneuver throughout their foes and the majority of the creatures were dispatched. Even the Drow priestess was defeated as she tried to make a calculated retreat.
  • With a quick lull in the battle the NPCs took the opportunity to beseech the Eidolon once more. This time they were able to convince the construct they meant no harm. Still wary, the creature was a little more forthcoming with information regarding the temple they were in:

    - The eidolon has no name. It was created by Ixthul in the service of Aureon.
    - The temple was a holy place where a great weapon against the forces of chaos has been stored against a time when it will be needed again.
    - The ediolon does not have any way to mark the passage of time, and considers such concepts irrelevant to its purpose, so it does not know how long it has been there.
    - The eidolon does not have the ability to open the doors, which are warded by powerful rituals. The Harbingers of Ixthul have the only knowledge of how to unseal the doors.
    - Ixthul himself placed the eidolon there to guard this chamber against intruders who might try to tamper with the artifact.
  • In exchange for their sworn promise to keep the location of the temple a secret, the eidolon opened a secret compartment and presented the party with a glowstone and a jolt flask.
  • The party also found a key, 600 gp and a pair of sending stones on the drow priestess.

20 Nymm - 999 YK

  • Exhausted from the day's spelunking, the party decided to take an extended rest in the temple. However in the 6th hour of their stay the eidolon awoke the party with a warning of impending danger.
  • From the Western tunnel emerged a horrendous floating beast with tentacle eyes - a mighty beholder!
  • With a shout an a warning not to hold back on the beast the eidolon moved forward and set up a stance which granted great boons to its new allies - extra damage seemed to flow from the party and they seemed immune to any fear. The effect surely turned the tide of the battle.
  • Even though it blasted the party repeatedly with its eye rays and attempted to move the PCs into a group for a devastating area attack the abberant beast was quickly forced into a corner. A war of attrition ensued and the creature was destroyed.
  • The eidolon advised the party that such attacks would surely continue if the source of entry for the creatures was not found and rendered unusable. He also begged that the tunnels leading to the temple be caved in as the PCs exited. Realizing that the construct would never leave this place they reluctantly agreed and said farewell to the faithful guardian.
  • Taking the Eastern tunnel Delian discovered that the key they had found on the priestess opened the magically sealed door in the chamber of 3 doors they had passed through earlier. Evidently it was a passage that allowed a traveller to bypass the chasm trial.
  • With the dwarvish knowledge that Braddoc possessed the party was able to collapse the tunnel to the temple. They also were able to disable the summoning portal they had found in the storeroom.
  • Eventually they exited the complex and returned to Alara and made a report. They were careful to avoid any mention of the eidolon but Delian slipped up once when he asked Alara about the golden Ixthul robe that Ethan possessed. Intrigued, Alara declared she would have Andred look into this lead if only to confirm that the threat to the town was over.
  • The townsfolk were overjoyed when they learned that the PCs had stopped the source of the ogre attacks. Old Jaeck - the smith - agreed to create a silver brooch for each party member in whatever design they wished. In addition, the party members now receive a +2 to any social skill check made when dealing with the locals.
  • A week later Andred and Telios returned from Arcanix to report to Alara regarding their findings on travel to Fernia. Later that day the party was summoned to a meeting with Alara.

Wednesday, April 1, 2009

Recap #23 - Something Foul is Afoot

19 Nymm, 999YK

  • Ethan deftly climbed down the hole in the floor and confirmed that the coast was clear. The party found themselves in a long natural tunnel that declined steadily into the darkness. There was no sign of who had left the ladder and the rope.
  • Striking a sunrod the party followed the tunnel. After perhaps 1000 feet it took a sharp turn to the North. (Thank goodness for dwarven directions!) Ethan ordered the sunrod hidden and proceeded to scout around the corner. From the echoes ahead Ethan surmised they were entering a large chamber. He was correct. After a few moments of waiting in the darkness Ethan signaled for his comrades to move forward. He deemed the coast to be clear. He was wrong.
  • A bellow from somewhere ahead and to the right brought the party to arms. Nenia threw a light spell into the chamber just as Ethan was blindsided by a creature he had never seen the likes of. It clawed his face and somehow attacked his mind. Quickly the rest of the party was set upon by two more of the creatures and a hulking beast of obviously the same descent.
  • The party charged forward to assist the rogue. It took several seconds for them to realize that there was another monster hiding up to the left in a small alcove. It was firing magic into the fray and somehow seemed to be bolstering its allies.
  • Assuming that the large hulking mass was the major threat the PCs set upon it. However looks deceived them. The brute - while formidable - was merely the front line defense for the caster.
  • After a brief but fierce fight the party bested the 4 monsters in the main chamber and turned their attention to the magic attacks. They then learned that their foe was trying to guard a hole in the floor of the alcove - and was doing so to great effect! However it was no match for the combined efforts of the 5 adventurers.
  • Searching the corpses reveiled that the caster was carrying some Boots of Eagerness which Delian claimed as his own.
  • After a brief rest the party descended a ladder propped against the wall of the gaping pit. They once again found themselves in a natural tunnel leading even further down into the earth. After 30 minutes of climbing the party arrived into a room that had obviously been hollowed out of a large cavern. They were surprised to find vast quantities of weapons, armour, and other stores stacked throughout the room. Sterling figured it was enough gear to equip an army of hundreds. In the centre of the room a large symbol was etched into the floor. Delian and Nenia detemined it was some sort of teleporation circle tied to the plane of Xoriat! They also figured that it had to be activated by a ritual on this plane.
  • Not wanting to spend much time here in case more enemies arrived the party took 10 minutes quickly searching different areas in the room. They were able to find a large amount of gold and several valuable gems in the stores. Quickly they pocketed their find and moved into a tunnel on the far end of the chamber.
  • After a few hundred feet the tunnel abruptly changed. Instead of rough, natural surfaces they found themselves entering a room that had been carefully carved from the stone. Despite a thick layer of dust and dirt they could see that beautiful stonework had been defaced in several places. It was clear that this place had a special purpose. In the far wall were 3 stone doorways.
  • The first had a strange device inset with a multitude of cubic stone sections that could be pushed, pulled and slide in different directions. The middle door was open and led into a dark tunnel. While once again natural, the surfaces of the tunnel had been smoothed in several places to make travel easier. The last door was magically sealed. Even though a semi-circle of dust and debris on the floor indicated that the door had recently been opened, no amount of coaxing could reveal what lay beyond.
  • Figuring the mechanical device was a trap, the party opted to follow the tunnel through the open door. After a few hundred feet the party came upon a rickety wooden rope-bridge that crossed a seemingly bottomless pit. Near the centre of the bridge hung a chain which could be used to swing off the bridge to a column of rock about 30 feet East in the chasm. Upon the column sat a chest.
  • Tying a rope around himself, Ethan moved to the centre of the bridge with the intention of swinging to the column. He was met with two skittering spider swarms who enveloped the rogue. Luckily his friends had the wherewithall to haul him back via the rope. From there it was a small matter to clean up the vermin and the two dire stirges that emerged from the darkness.
  • Withthe coast seemingly clear Ethan made a second attempt. However the usually deft rogue somehow fell short of the column and fell into the balckness below. Luckily for him the chasm was covered in an illusion and he only fell 30 feet into some water. A couple of climb checks put him on top of the column where he found a golden robe, some potions, and a note that read:

Congratulations for passing this test of courage and strength. You are hereby promoted tot he first rank of the Harbingers of Ixthul. The next step in your training as a holy warrior begins now.

  • Ethan then swung back across the chasm to the bridge and the party continued along the tunnel on the far side. It was not long before they reached a ornate chamber supported by 4 pillars and decorated with carved griffon heads. On the East side of the chamber was another tunnel. On the North end was a large set of double doors. In front of the doors stood a motionless Eidolon with a griffon's head carved into it's chest.
  • When the party carefully approached the construct asked "Who approaches and why have you entered this sacred place?"
  • The NPCs attempted to convince the Eidolon that they meant no harm and were in fact allies. However the guardian seemed unconvinced and turned hostile when Braddoc attempted to intimidate it.
  • The session ended with the raising its might fist in an attempt to smash the skull of the nearest party member.

Monday, December 8, 2008

Recap #13 - The Group Reaches Out...

  • The party opted to take the Soarwind ship to Merylsward. It took 13 days and cost each member 64 gp. (Be sure to deduct it from your gold)
  • They arrive in Merylsward on 10 Zarantyr at about 4 AM.
  • They follow the captain’s advice and head into town to an inn he recommended. Jonathon went up the street to stay at the small Church of the Silver Flame. (If you want to call it a church. It is the Eldeen Reaches after all. More like a makeshift shrine than anything. The only reason it is tolerated is because they have been assisting the local refuges.)
  • After a few hours rest the group begins the quest to find out where Jaryn might be located. Several inquires within the town divulge the following:

The area outside the town wall known as “The Pits” is swelled to capacity with refugees fleeing the frontier lands. A cult known as the Eye of Naarsh has been recruiting members – or “saving” those who refuse to join.

Jaryn had been in town a number of weeks back. He had arrived via an airship with 4 companions. After a short stay he headed west into the frontier to deal with the cult once and for all.

  • Assuming that the group would be heading into the frontier the party stocked up on some supplies and Sterling looked into hiring a tracker to help them navigate the lands.
  • With no other leads within the town, the party headed into The Pits under the pretense of assisting the Silver Flame people with doling out food and clothing to the refugees.
  • A short time later the party found themselves near the western edge of the camp when they heard screams of terror and saw people fleeing toward the town gates. A cult death squad (as the locals called them) was raiding the edge of the encampment.
  • Quickly the group jumped into action and (quite a while later) they were able to defeat the mage, 2 guards, and 2 bandit humans. Jonathon’s attempts to rescue a refuge trapped under a fallen tent were thwarted when he inadvertently killed the unlucky soul with an area blast spell.
  • The group killed all but one of the attackers. However when they removed a curious necklace made of a ring with a red gem in the centre from around his neck, the gem dissolved and the captive died.
  • As the battle ended a half dozen battle-ready people ran into the camp seemingly in pursuit of the now-dead assailants. Emblazoned on their gear was the mark of the Silver Flame.
  • Their leader – a female human named Emesha – thanked the party for their assistance. They had been tracking the death squad for 3 days. She asked if she could meet the party later to discuss some matters of import. The party agreed to meet her at the inn around the dinner hour.
  • During the meeting Emesha informed the party that she was a cleric of the Silver Flame. She was specifically of an order called the Light of the Sun. They were dedicated to fighting the Hand of Naarsh as the cultists have named themselves. She wants the party to try and find the location and/or fate of a champion of the Flame named Jaryn (dun-dun-dun!) His mission was to strike at the heart of the cult by taking out their leaders. However, it seems they lost contact with him several weeks ago. He simply stopped replying to their periodic sending rituals.
  • (I’ll put the specific info learning in another post.)
  • The party was able to hire a tracker and they set out the following day. (12 Zarantyr)
  • For the next several weeks the group wandered the frontier looking for signs of Jaryn and his party. They came across a number of small hamlet and farmhouses dotted throughout the region. While most people were reluctant to talk to the group simply out of fear of reprisal from the Cult, a number of them were able to provide the group with hints and rumours.
  • (Again, I’ll put the specific info learning in another post.)
  • Finally, one dusk, they arrived in a very small village called Erstlin in the NW of the Eldeen Reaches – almost on the foot on the mountains marking the border of the Demon Wastes. Here they were met by the town’s leader named Perren Auldwyl. He was polite and offered a place to stay for the night but forbid the party to ask about the Cult. He seemed adamant that the town was able to walk the line with the Cult and they didn’t want to stir up trouble.
  • However trouble found them. They group was surrounded and attacked in Perren’s home. 2 Bugbear warriors, 2 hobgoblin archers, and a hobgoblin warcaster laid a beating on the group. However they were able to overcome their adversaries and were rewarding with a +2 magic rod that the warcaster was carrying. Their attire confirmed that they were members of the Eye of Naarsh.
  • The party was able to revive the unconscious Perren and learn the following information:

Perren rubs his head and says “Unless you’re planning to stick around to take on the group that comes looking for this one, you ain’t done us no favors.” Auldwyl pulls aside the curtain to the bedroom, showing the crates stacked there. He opens one, revealing a brace of black-fletched arrows. Another crate contains longswords, and a third is packed with steel helmets.

“The Hand is running weapons north,” the old man says quietly. “Erstlin’s a stop-off point, last town short of the wilds. We give their smugglers free run of the town, the Hand leaves us alone. You folsk will have to clear out at first light.”

The next day the party followed Perren through the village. To their surprise the place was a bustle of activity. It seems the story of the battle had spread through the night and the locals wanted to see the victors. As they neared the last of the small buildings a young woman steps forward.

“Name’s Shandra. Hobgoblins killed my pa when they first came. Said it was a warning. I followed them, meant to take revenge but I couldn’t keep up. But I saw where they went. I can make you a map for finding their Black March. Take my advice though. Only a fool would fight their way in. The pass is well-travelled by the Eye.”

The map leads into the mountains to the west. Your tracker says he will take you until they have found the path but no farther. The lands beyond Erstlin turn to hilled forest, offering better shelter and obviating the need for Endurance checks. Three days out, they stumble upon an ancient ruin shrouded in stunted spruce – a shrine or temple reduced to a foundation pit and a half dozen pillars among the trees. They decide to use this place a shelter for the night.

The date is 6 Therendor. (You were in the wilderness for quite some time folks.)

Tuesday, December 2, 2008

Recap #12 - Information Overload?

Lots of information to absorb from this recap!
After reading the letter from Ragnolin Dourstone the party decided it was time to do some information gathering. They talked to Tharunn, Sertanian, and Sinruth. Here is the information in no particular order:

Tharunn’s details and info on the NPCs

  • Tharunn had been born in Sharn. In fact he spent the first 2 years of his life within the guildhouse.
  • He moved to Flamekeep when he was 2 and lived within the church while he father was away. His mother died at birth.
  • He had been travelling for about a month with his father. They were taking the scenic route to Sharn so that Kartenix could teach him about travel and general wilderness survival.
  • They had been beset by wererats and his father contracted filth fever. That is why he was in bed in the inn during the original hobgoblin raid.
  • He knows the following people:
    Kartenix (human fighter) usual travel companions were:
    Hi’relle – Halfling Ranger was killed by Skamos and relieved of the item he was carrying.
    Dylol – Gnome Wizard
    Tassad – Human Cleric - Both Dylol and Tassad were found dead in the Silver Mug Inn where they had been staying. Evidence of a battle indicates they died fighting.
    Hovet – Half-Elf Bard went missing around the same time Dylol and Tassad were killed.
    Jaryn Votuur – Human Paladin of the Silver Flame was a long time friend of Kartenix. Tharunn speaks highly of him as Jaryn taught him to read.
    Thelio – dwarf who owns an extensive library of old books and historic data. Tharunn is fond of him as the old dwarf has taught him many lessons based on history.
    Kristoff – Human mage who was helping Kartenix research information on his latest mission. Not many people like him as he has the social graces of a bugbear. He never smiles, is snobby, and very matter-of-fact.

Info from Sertanian

  • Sertanian checked records. Didn’t think it was magical. Been on display for so long. No one has touched it in decades.
  • In 816 YK, Elmen Von Jallach obtained the helm after a great battle against the goblinoids in the area.
  • It is said the power of the crown helped the leader of the goblinoids to bring the tribes together.

Info from Sinruth

  • Delian promised to ensure Sinruth’s last days were as comfortable as possible.
  • Sinruth wants revenge on Skamos for leaving him hanging
  • Only reason PCs weren’t swarmed by the crypts denizens was that Skamos wouldn’t allow it. Almost like the tiefling was testing the PCs.
  • Skamos had promised Sinruth leadership over all the regions hobgoblin tribes in exchange for his assistance in raiding the town.
  • Found it amusing that after countless battles his bodyguard Gorax was essentially hugged to death.
  • Only request was to be buried with his weapon.

Details on Kartenix’ recent job

  • Group was hired by elf named Kal’ser to obtain an artifact from a ruins on the edge of the Demon Wastes.
  • They were successful in obtaining and returned to Flamekeep to retrieve payment.
  • Thelio told them it was a Mask known as the Raptor’s Mask. Not sure of full powers but knows it help you see better and helped protect the wearer from effects that obscured vision.
  • Old temple in the North of the Eldeen Reaches. It was in the possession of a viscious Mezzodemon named Harkulith. They are known for hording treasure. How the group managed to retrieve the item from him and his lackeys remains a mystery to Thelio.
  • When they got to Flamekeep they were given a note requesting the item be moved secretly to Sharn.
  • They were asked to avoid air and rail travel as those modes of transportation were being watched.
  • Kartenix and Tharunn took the opportunity to make the trip together so Kartenix could teach his son about the wilderness.
  • Hi’relle was given the item since he was most familiar moving stealthily through the wilderness if it was required.
  • Other 3 members stayed in Flamekeep to keep up appearances that item was remaining there.

Info Learned in Flamekeep

  • Kristoff seems to have taken an expedition to somewhere in the Talenta Plains.
  • Jaryn left Flamekeep 3 weeks ago with his 4 usual party members. Seems he made a promise to help fight a cult uprising in the Eldeen Reaches.
  • Tharunn actually came through for the group and found out that Jaryn must have been in a rush as he pulled in some favours within the church and made use of an airship to get to Owl’s Perch. From there he was heading to Merylsward.
  • Before you guys leave Flamekeep you receive a message from Delver’s Dale that a hobgoblin raiding party managed to sneak in and free Sinruth two days prior to his execution. 4 guards were killed in the escape. Nothing has been seen or heard from him since.
  • Info on the Regalia of the Phoenix is in another post.

Encounter in the Wilderness

  • En route to Flamekeep the group had a run in with a young green dragon.
  • Nenia managed to hide herself, Braddoc, and Delian with the magic candle but failed to include Tharunn who assumed he'd been abandoned. He no longer trusts those three.
  • Sterling struck a deal with the dragon. In exchange for safe passage he gave the dragon his Amulet of Health +1, 300 gp, and a horse.
  • The deal was almost blown by Braddoc who REALLY wanted to fight the scaley beast.
  • The incident strained some relationships within the group. Tharunn lost all respect for Braddoc as his father had always stressed that the only way to survive was to work as a team. One loose conductor stone can bring a whole train crashing down as Hi'relle used to tell him.

Wednesday, November 12, 2008

Recap #7 - Griffins and Goblins and Spears! Oh my!

  • Party summoned by Councilman Eoffram Troyas
  • Offers information and assistance but party needed to prove themselves trustworthy
  • Successfully earn respect and trust
  • Offered reward for rescuing captives and securing return of valuable heirlooms of the town
  • Party agrees. Rests while preparations are made for them. (25 Aryth)
  • Left Delver’s Dale to follow trail of hobgoblins to ruins of a castle located a few days ride from the town.
  • Trail relatively easy to follow.
  • Travel for 3 days (28 Aryth)
  • Attacked by griffins. Kill and drive off attack. Notice egg up on cliff face but decide to leave – for now.
  • Find ruins. Nothing found in ruins themselves but outside in cliff face they find entrance to old crypt that seems to be recently used.
  • Party descends stairs and is greeted by 2 goblins firing hand crossbows and 4 wielding heavy shields with flails.
  • Two sharpshooters eventually try to flee. One is slain and the other is captured.
  • Bodies piled by door. Goblin interrogated. Seems more scared of someone named Sinruth than of the party. Very little information learned as goblin spent most of his time performing duties near the entrance.
  • Jonathan promises no harm will befall him and he would be freed but Ethan clunked the goblin hard and knocked him out.
  • Not sure which was to go, the party headed through the East doors. The hallway turned North up a stairs into a room with glowing symbols on the floor.
  • Ethan moved into the room, spotted nothing out of sorts and checked out some doors to the East. When he opened the door he was swarmed by an ambush!
    Needlefang drakes and Gnome skulks sprang from the debris laden alcoves in the walls and two hobgoblin archers through the doors open to assault the party with arrows.
    As the tide turned in favour of the PCs, the hobgoblins slammed the doors closed and retreated down hall.
  • Jonathon follows and inadvertently trips a spear trap. To his horror his blundering also causes spear to thrust from the floor and skewer a dwarf chained to the far wall.
  • Holy rage fills Jonathon and he slams into the nearest hobgoblin with such force that it is knocked flying.
  • As he is battling with his enemy the other party member round the corner to assist. Despite warnings, Delian blunders into the trip plate again and inflicts more damage to the dwarf on the wall. It nearly finished the dwarf.
  • A short battle and the hobgoblins are dispatched. The Dwarf is rescued and the party learns they have rescued their first hostage – a surly dwarf named Adronsius.
  • The dwarf describes the path to Mirtala – as he was blindfolded.
  • The party rests.
  • During the night, Jonathon holds true to his word as he sneaks out and frees the goblins bound by the front door.

Monday, August 25, 2008

Recap #6 - Ink and Fire

30 Sypheros
Expecting the worst within the next room, the group proceeded cautiously. It was all for naught however as the room was empty of any living - or unliving - creatures besides small spiders. Webs covered everything. In one corner of the room was the debris-filled stairway that led up to the altar room. In the other was a trap door leading down. Somehow the spider-webs covering this trap door seemed newer. Almost like the door had been opened recently. (dun-dun-dun!)

Ethan carefully checked the door for traps. Determining it was safe, Delian flung it open to reveal a ladder leading down into the dank hull of the ship. A large amount of debris could be seen floating in the waist-deep water. Using his sunrod, Sterling lay on his stomach and peered into the darkness. The hold ran the entire length of the ship. Nothing could be seen moving aside from the gently lapping water.

Not convinced of their safety, Sterling and Ethan proceed down the ladder. When a small perimeter was secured around the base of the ladder the rest of the group climbed down. In the now illuminated area a large crate floated bearing a stylized letter "A" upon it. Old and damp, it looked to be intact.

Hampered by the watery terrain, the group proceeded slowly toward their goal. However, upon reaching their quarry two ghouls and a corruption corpse burst from the water near the bow! The undead proved to be tough foes in and of themselves but, to make matters worse, the entire ship suddenly shuddered as if being struck by some unseen force. The battle raged on while the party attempted to remain on their feet. Water started pouring in from ever-widening cracks in the hull. At one point the tip of a tentacle could be seen ripping a board from the port wall.

Sensing the urgency of the situation, Sterling turned his attention from the undead to the box floating beside them. With a mighty blow he smashed the lid to reveal a blue, sealed container and a set of chainmail. He quickly snatched both up as the rest of the party bested the undead. Noticing the form of Jonathon under the inky water, Sterling stepped to his comrades aid and pulled him up. All thoughts turned to a hasty retreat lest the group slide beneath the waves with the doomed shipped.

Indeed, had it not been for the assistance of the more surefooted of the group and rope of Ethan, several of the team would surely have met their end here. However, the party was able to make it topside as the Emporer of the Seas listed heavily to port and began slipping to her resting place. The waiting skiff of dwarves braved writhing tentacles and panicked insects the attempted to clamour aboard their vessel as they pulled the party to safety. With a sense of pity, the crew watched as the Emporer finally was laid to rest with all her mysteries of the past several years.

7 Aryth
A week later The Soul of the Winter returned to Sharn. Aubreck quickly met the party at the docks and ushered them to a quiet place aboard the ship to learn what had happened. He was absolutley elated at the recovery of his box. He was convinced that it's contents would put him back on the road to regaining his former mercantile glory. He paid the members of the team their owed 100 gp each and instructed them to keep the extra items they had found. He also instructed them to look him up if they ever had need of a ship. It would not take him long to get set up again. With that he bid them farewell.

19 Aryth
A dozen days passed. The group rested and went about personal business as they kept an eye out for signs of a job worth of their skillset. It was not long in coming - and it was thrust upon them by none other than their boss Ragnolin.

While enjoying a little down time at the pub, the party seems a messenger burst into the guild hall and rush to the barkeep looking for Ragnolin. He then rushes into back to the bosses office. After several moments, Ragnolin strides into the main room looking angry. With very few others around he points to the group and ushers them into his office.

It seems that the rest of Hi'relle's party (the old man slain by Skamos north of Black Pit) have begun to vanish. Two the group disappeared within Flamekeep and a third never arrived at his destination of Fairhaven. Ragnolin believes that the remaining member - Kartenix - is in extreme danger. Kartenix is enroute from Flamekeep to Sharn via the King's highways. He is travelling with his 8 year old son Tharunn. The best guess to his location is a town called Delver's Dale in northern Breland. Ragnolin wants you to leave within the hour on a chartered airship in order to determine Kartenix' whereabouts and to protect him on the rest of his journey to Sharn. Ragnolin informs you that Kartenix is a very old friend of his and a long-standing, respected member of the guild. He takes any losses to the guild seriously. An adventurer's life is dangerous enough without someone targetting it's member. He won't stand by idly while his friends disappear.

Gathering your things you quickly jump aboard an air taxi hired by Sterling and proceed up to the airship dock. You are not on the ship for more than a minute when it drops its moorings and heads North to Delver's Dale.

24 Aryth
The party is dropped off in the northeast corner of the mining town of Delver's Dale. Since an airship is a rare sighting, their arrival is met with curiousity and suspicion. While children stare and point at the retreating ship, the town guard question the group as to their business. After a brief discussion the party learns that Kartenix and his son have been staying that the Rusty Kettle Inn for the past week or so.

Thanking the guard the party begins to head up the street towards their destination. Suddenly a loud bell begins ringing in the lookout tower. People being to scramble and a half-dozen militia being running east through the streets - presumably to the covered bridge marking the entrance to the town. The party overhears something about "It's big! A dragon I think!" and "I heard Ogre" as people rush passed. After a brief discussion, Sterling and Braddoc head to the Inn to check on the whereabouts of Kartenix and the rest of the group heads in the direction of the attack in order to assist.

Entering the inn, Sterling quickly assertains that the young lad looking out the window at the commotion is none other than Tharuun the sone of Kartenix. Sterling bluntly instructs the lad that he needs to see his father immediate and demands to know where he is. After an initial shock Tharunn finds a bit of courage and shoots back that he isn't about to reveal his father's location to just any walking piece of scrap metal and demands to know what is going on. Sterling introduces himself and Braddoc and tells the youngster that his father's life is in danger. The Clifftop Guild sent them to assist him. With that Tharuun takes you to the rented room his father is sleeping in. It seems the man took ill about a week ago and is still recovering.

Kartenix quickly assertains the situation and promises Sterling and Braddoc that, though weak, he and his son would gather their things and be ready to go as soon as possible. Braddoc remained behind in the tavern as a guard and Sterling took off through the streets to assist his companions.

Meanwhile the rest of the group arrived near the eastern edge of the town only to be confronted by a strange sight. Rounding the corner of some warehouses was a wagon being driven by two Hobgoblin Archers and drawn by an Ogre Savage! As one archer fired arrows at any militia, the other was lighting small kegs on fire and handing them to the ogre who in turn flung the bombs at buildings and groups of people. Anyone who got too close was set upon by its massive greatclub.

The group quickly moved into position and attacked the train of destruction. Ethan used his deft moves to gain advantage in combat and began decimating the ogre with precise attacks. Luckily for Ethan, he had received a blessing from Jonathon that bolstered his defense just enough to avoid the deadly crush of the greatclub (dude you barely avoided two hits of 2d10+5 - lucky bastard!) Nenia proved her worth by wisely targetting the explosive wagin with a firey attack. While Delian and Jonathon closed in to assist Ethan the kegs began exploding and damaging the wagon's denizens. It was not long before the archer jumped from the wagon and began fleeing for their lives. The unlucky ogre was unable to unhook itself from its yolk and eventually succumbed to the blows of the group.

As the battle wound down Sterling arrived. It was then that they noticed the warning bell had not stopped with the defeat of the wagoneers. After a moment of confusion, some of the militia began running back toward the center of town. The party followed. As they neared the inn they saw the retreating wagons of more hobgoblin attacked. However the backs of the wagons clearly contained a number of bound prisoners.

Rushing into the inn, the group found Braddoc soundly beaten and unconscious. Several of the patrons lay dead and the inn was in shambles. One of the surviving patrons informed the party between sobs that hobgoblins had burst into the inn. Braddoc had fought like a madman trying to protect them but was overcome by sheer numbers. When he fell and remaining resistance quickly faded. The hobgoblins had quickly bound no less than seven people and dragged them out onto waiting wagons.

Kartenix and Tharunn were among the captives.

Recap #5 - Boat Brawling

30 Sypheros
Having cleared the altar room, the group tended to their wounds and took a closer look around. Delian took a few moments to study to symbols and runes decorating the altar area. The cleric was able to determine that the room was dedicated to the worship of some being devoted to creatures of poison. This seemed to coincide with some of the log entries found within the captain's log Ethan found lying amongst the debris. The log seemed to indicate that the vessel sailed for several weeks after being blown well off-course by the huge storm they encountered. Eventually they made landfall on a tropical island far to the south. Unfortunately once they were on land they were attacked by a group of orcs that fought along side a variety of large insects. The crew was able to defeat their attackers but took heavy losses. In his last entry the captain admitted his fear that the first incursion seemed only like a precursor to a much larger attack.

Having settled down, the group opted to proceed through the bow door of the main deck instead of attempting to clear the stair in the altar room. Inside they were accosted by a number of smaller centipedes and a spider. Once dispatched they discovered some brittle charts and maps and, within a small compartment, an Amulet of Health +1. One of the maps seemed to indicate the approximate location of the island the crew had found. Ethan took the maps and the group proceeded down a stairs to the next deck.

Within the confines of a hallway the party was attacked by two large spiders and a few spider swarms. With less room to maneuver the group had a bit of difficulty getting around the creatures but were eventually victorious.

Proceeding bow-ward once more the party found a room that held two humanoid figured lung up like webbed coccoons to the ceiling. Jonathon's sharp eyes noticed they actually moved a little! Had they found two of the crew? They group quickly stormed the room with the intention of freeing the captives but were surprised to find two zombies and a spider rise from the shadows and attempt to thwart them. While the battle raged, Jonathon reached the coccoons and, with a quick swipe, cut them free. To his dismay however the captives turned out to be two more zombies! The group quickly surrounded the unfortunate souls and laid them to rest permanently.

Three other rooms were empty of denizens but the party did find a shield and spear that seemed to be of tribal orcish design.

Proceeding down the hall toward the stern the group came to a closed door. Ethan's perceptive listening noted the sounds of skittering from the other side. Bursting into the room the group was confronted by a orc and 3 large scorpions. The orc was a mighty foe but some decisive blows from Braddoc and some well-placed blasts from Nenia quickly quieted the foes. Nenia was pleased to lighten the orc's burden by taking his Bloodthread Cloak +1.

Even with all their victories however, there was no sign of the goal of the mission: Aubreck's blue box. An unopened door to stern beckoned to them.

Tuesday, August 5, 2008

Recap #3 - Into the Mine

An eerie silence falls upon the buildings outside the mine entrance.

However it is shortlived. A desperate call for help comes from inside the rough palisade beside the party. Opening the gate reveals a sole occupant who identifies himself only as Bart. He is weak, starving, and his arm is in a crude sling. He quickly assesses you as his rescuers and, bursting into tears, informs you that the rest of the surviving townsfolk are inside the mine. He begs you to act quickly and rescue them before their captures begin silencing them - permanently.

The party begins to heal up and does a quick search of the area to ensure that no more goblins or slavers are a threat. The search of the two barracks reveals some gold which the party quickly scoops up. Delian also finds a key upon the slain human guard. The key unlocks the door to the final building where the party finds a finely crafted dagger. Ethan claims the prize and soon learns it is known as a Duelist's Dagger +1.

Having healed and regrouped, the party ensured Bart would be safe on his own and joined Jonathon and Braddoc who were guarding the entrance to the mine. Jonathon's concern for the endangered slaves seemed to get the better of his senses and he proceeded to enter the mine ahead of his comrades. A few short steps in he heard the voice of one of the guards in the mine warning him to leave or the slaves would be executed. Jonathon's attempt at parley was met with a volley of crossbow bolts and the battle was on.

The party's attempt to quickly take down a guard near the terrified group of slaves was eventually successfulbut not before one of the slaves lost his life when he was nearly decapitated by his master's halberd. Questionable tactics aside, the group was able to overcome the 4 guards and rescue the remaining slaves. Or so they thought.

A quick exchange of information revealed that there was possibly one more slave within the mines. A rather bold - or foolish - slave named Salji had been sent to the "Pit" to test his fate with the beast within. None of the slaves knew the nature of the beast. They only knew that no one had ever been seen again once sent to the Pit. They begged the group to rescue or determine the fate of their friend. They claimed that it was Salji's temperment, hope, and encouragement that had kept them alive within this hell hole. If anyone deserved their freedom it was Salji. The group said they would do what they could. However they still had to deal with the taskmaster of the place as well.

With Larien and Braddoc in the lead the group proceeded down the tunnel. They soon came upon a wooden door on their left and a branched tunnel to the right. After determining that the door was not locked or trapped they opened it to discover yet another much larger more solid door about 20 feet farther up the tunnel. The group slid the barred door open and discovered a sloping floor ending in a black hole. Obviously they had found the Pit.

There was quite a lot of bickering about how to proceed at this point. The pit was about 25 feet deep so the group opted to tie off a rope to the large doors as well as disable them so they could not be blocked in from behind. As they all readied themselves near the edge Larien came running down the tunnel. She had decided to guard the branch in the mineshaft. Luckily (or unluckily) she made it to her comrades side just a a huge portcullis slamme down behind them and a small giggle was heard up in the darkness above them. It seems a Clay Scout was waiting for victims to the "Pit Trap". (Hahahah! I love the pun.)

It was not over though. A sudden diluge of water sent most of the party members plunged over the dropoff in a heap. Only Ethan was unscathed at the bottom and Larien's surefootedness allowed her to remain up above. They were now trapped in the Pit and had to face it denizens themselves.

Ethan's keen eyes found someone alive in the corner. It was Salji. He was starved and delirioius but alive. The party also discovered a large winch, a portcullis, and a sign that read "Best the Beast that lies within and win your freedom beyond." That was when the cave bear appeared.

The inexperienced party could not decide how to proceed. One of the members tried to clam the beast with food. An excellent idea except the creature had its eye on a much larger main course. Two of the members tried to shoot the beast through the bars. However it was difficult to hit and the beast - being in this situation before - retreated out of harms way to await an opportunity to catch its dinner. Another member decided the direct approach was the way to go and started raising the portcullis.

When the portcullis was high enough the bear charged. However Braddoc timed the charge and released the winch in time to drop the gate upon the beast's body. His well-timed blow killed the enemy. The party was free to enter the chamber beyond where they found a flaming longsword +1 upon one of the previous victims. Sterling claimed this prize.

Climbing the ladder on the far side of the chamber the group and Salji found a narrow passage that lead back to the entrance of the whole Pit affair. The clay scout calmy moved out of the way as they passed. The victors had earned their reward of freedom. Its job was to await the next victims.

Salji was able to make his way toward the entrance of the mine and meet up with his comrades. The party made their way across the tunnel to the other door they had discovered earlier. Ethan checked the door which seemed safe and unlocked. He was able to hear a faint metallic scarping from beyond. Bursting through the door the team was met by 3 snarling metal beasts known as Iron Defenders and their human master. Unfortunately the entrance to the room was crowded with a kiln, bellows, and a small well so the party had difficulty filling into the room. The human took advantage of this and cast Thunder Burst on the crowd which left several members hurt and dazed. He later followed with lightning that danced around the room striking 3 of the team. Dispite a couple tactical gaffs, the party was able to finally subdue their enemies and look around the room in detail.

It seems that this human mage/artificer was none other than Orile - the name mentioned in the note from Black Pit. This was the individual responsible for heading up the mining operation and enslaving the townsfolk. His death would not be mourned by many.

Among the tools scattered throughout the shop and the accompanying bedroom/shrine, the team found a number of magic items; 2 holy symbols +1, some Darkleaf armour +1, and a Vicious Battleaxe +1. Amongst the distribution discussion Ethan was able to locate a small box that contained a letter addressed to Orile and a fist-sized ring. The letter read as follows:

Orile,

The ore you are supplying is satisfactory. I assume you have put the Iron Defender schema to good use. Ensure the supply line is not broken. My master does not take delays lightly.

I have a special job for you to complete.

A lone traveller is passing your way South from Crawar. He should pass the road to Black Pit in a week's time. This old human carries an item of great import to my Master. You are to obtain the item from him at any cost. Use this accompanying ring to indicate when and how you intend to accomplish this. If I do not receive a reply post-haste I will take matters into my own hands. An Iron Cobra schema shall be your reward. Failure is not an option.

Skamos


With that the party prepared to leave the mines.