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, March 23, 2009

Treasure

May 17, 2009

Here's a summary of what was found in the sunken temple last night.

CASH
  • Gems (500 gp) x 6
  • Gem (100 gp)
  • Statue (250 gp) x 2
  • 400 gp

Total = 4,000 gp / 5 = 800 gp each

MAGIC

The headband goes to Nenia, the cloak goes to Delian and the candle will go in the bag of holding until needed for a ritual. By taking the new cloak, Delian gives up his Amulet of Protection +2. Who wants it? I'd reccomend Braddoc take it.
  • (10) Headband of Intellect [5,000 gp]
    Property: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
    Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.
  • (9) Cloak of Survival +2 [4,200 gp]
    Enhancement: +2 Fortitude, Reflex, and Will
    Property: Gain a +2 item bonus to Endurance checks
    Property: Gain resist 5 cold
    Property: Gain resist 5 fire
  • (11) Ritual Candle [9,000 gp]
    Property: This candle never burns down (except as noted).
    Power (Daily): Standard Action. Light the candle before beginning to perform a ritual. You gain a +2 power bonus to any skill checks made as part of the ritual.
    The candle automatically extinguishes at the end of the ritual and can be used again the following day.
  • (6) Amulet of Protection+2 [1,800 gp]
    Enhancement: +2 Fortitude, Reflex, and Will
April 19, 2009

Here's a summary of what was found in the dragon's horde last night.

CASH
  • Gold tiara (1,500 gp)
  • 400 gp
Total = 1,900 gp / 5 = 380 gp each

MAGIC

I assume the boots will go to Braddoc and the helm will go to Sterling.
  • (12) Battlestrider Greaves [13,000 gp] PHB
    Property: Gain a +1 item bonus to speed while wearing heavy armor.
  • (10) Helm of Heroes [5,000 gp] PHB
    Property: You and each ally within 10 squares of you gain a +2 item bonus to saving throws against fear effects.
    Power (Daily): Free Action. Use this power when you grant an ally a basic attack. That ally can take a standard action instead. The ally gains a +2 power bonus to any damage rolls made during that standard action.
March 22, 2009

When the game ended we decided we were going to Sharn. Once there I'll sell the following treasures currently in the Bag of Holding.

CASH
  • Silver Bracelets (100 gp) x 5
  • Gold Bracelets (250 gp) x1
  • Gem – Fire Opal (1,000 gp)
  • Gem – Black Pearl (500 gp)
  • Gem – Topaz – (500 gp) x 2
  • 2,550 gp

Total = 5,800 gp / 5 = 1160 gp each

Update
  • 1,000 gp
  • Gem - Jade - (100 gp) x 5
Total = 1,500 / 5 = 300 gp each

MAGIC


We also have the following magical loot.
  • (10) Jolt Flask [200 gp] AV
    Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Fortitude; on a hit, the target is dazed until the end of your next turn.
  • (5) Power Jewel [1,000 gp] AV
    Power (Daily): Minor Action. This power allows you to regain the use of an encounter power of 1st or 3rd level.
    Special: You must have reached at least one milestone today to activate this item.
  • (11) Sending Stones (pair) [9,000 gp] PHB
    Power (At-Will): Standard Action. Until the end of your next turn, any person speaking into one fist-sized round stone can be heard by those near the other stone as though he or she were standing in the other stone’s place. At the end of your next turn, both stones are exhausted. With a minor action, any character touching a single stone renews the set.
    Special: Sending stones normally come in a matched pair attuned to one another. Larger sets of stones attuned to each other can be created (add 50 percent to the base price for each additional stone).
  • (10) Glowstone [200 gp] AV pg#191
    Property: A glowstone radiates dim light in a 2-square radius.
    Power (Consumable • Radiant, Zone): Standard Action. Use the glowstone to creates a zone of bright illumination in an area burst 2 within 5 squares of you. Any undead creature that is vulnerable to radiant damage that enters or starts its turn within the zone is affected as if it had taken radiant damage. For example, a skeleton that has vulnerable 5 radiant takes 5 radiant damage if it enters or starts its turn in the zone. The zone remains until the end of the encounter or for 5 minutes, whichever comes first. Using this power turns the glowstone to dust.

NOTES

Delian - I'd like to keep the black pearl (500 gp) for myself. If anyone wants any of the other gems as part of their share let me know or I'll just sell them for cash. I'm not interested in owning any of these magical treasures.

Ethan - I will be taking 100% gp as I will be purchasing a new weapon while in Sharn.

Sterling - Will be taking cash as well.

Saturday, March 14, 2009

Recap #22 - Koptila's Secret

  • Having just defeated the ogres and orcs that suddenly appeared the group took a short rest and then made their way to the door on the West side of the room. In the distance they could hear the guttural sound of chanting.
  • Ethan carefully opened the doors and crept down the hall. Not far along he came to a brightly lit room. From his vantage he could see 3 ogres with bowed heads surrounding a rune on the floor. They seemed to be either completing a ritual or praying. The rune was the same sun symbol they found on the door leading here.
  • Though the room was brightly lit the group decided to move as quickly and quietly as possible in an attempt to take the ogres by surprise. With a little teamwork they were able to gain the entry to the room without raising an alarm.
  • Once noticed, the PCs waded into battle. The nearest ogre - a warhulk - used its heavy flail to great effect on Braddoc and Ethan. Meanwhile Delian, Sterling, and Nenia tried to take out the Ogre Skirmishers who were lobbing javelins from the far wall. Splitting the party (again) managed to spread the damage around. However this was not the main problem they now faced. Every few seconds (end of the round) one of the PCs gained a curse upon themselves that slowed them and caused a penalty to their Fortitude and Will defences.
  • As the fight dragged on, Delian noticed that whenever someone was cursed the braziers on the far side of the room flared a little. Deducing that the fires were somehow connected, the PCs set to work upon them as well as the ogre foes. Delian also deduced that the writing on the wall mentioned an ancient god of some sort that was now angered by the presence of the party. Perhaps that was who the ogres were praying to.
  • Nenia was able to use her Thunderwave to knock over a brazier (on a crit!). There was no noticeable effect on the curse. However when Delian took a few seconds ot bow his head in prayer and apologize for this intrusion he knew he was on to something. He indicated for the others to do the same. They failed miserably and the curse persisted.
  • Meanwhile weapons were swinging as the ogres and the PCs attempted to hack each other to death. Braddoc in particular was having a lot of difficulty wounding the warhulk. Sterling took a huge brunt of the damage trying to fend off the skirmishers. After a number of rounds the PCs finally earned the upper hand.
  • After the battle the party was able to disable the second brazier and end the curse upon them all. Some treasure was found on the ogres and under one of the braziers.
  • Proceeding down a short flight of stairs the group followed a short hall to the West. As they walked the passageway they heard what sounded like a hum or crackling sound. The farther they went the louder it got until they reached a set of double doors where the sound was near deafening.
  • Expecting the worst the group burst open the door and rushed into the room. It seemed to be some sort of burial chamber. They were met by two zombie hulks who seemed to be guarding the source of the sound - a large energy field cracking with necrotic energy filled the centre of the room. They were also able to see through the field to a small room on the far side where yet another sun symbol hung on the wall in the form of a large metal icon.
  • Nenia's Arcane check on the field failed to reveal anything of its nature or how to deactivate it.
  • The PCs turned their attention to the zombies who quickly smashed Braddoc and Delian onto their backs and blocked further progress. Unable to gain flanking positions, the heroes attempted to push, pull, or slide the ogres in some manner.
  • A few seconds into the battle a large undead ogre ran in from the back room and blasted the party with necrotic energy and slowed them. It was a beast known as Koptila. It then attempted its Death's Beckoning on Delian to no avail.
  • Figuring they could quickly kill the zombies, the party left Koptila alone. The PCs expected from experience that the hulks would raise themselves once when they were "slain". However there was something they didn't realize, whenever a zombie was killed it disappeared only to return at the end of its next turn within the necrotic energy field! Several times they dropped a zombie only to have it return and set upon them again. Meanwhile Koptila was wreaking havoc upon the party although Delian managed time and again to avoid Koptila's summoning power.
  • During the scrum Braddoc stepped into the field. Aside from taking damage the party was surprised to see energy leave the dwarf and move into Koptila. Somehow the field had drained a healing surge from Braddoc and boosted Koptila in some manner.
  • Things were looking pretty grim for the party at this point. Resources were being used up and the creatures were still coming. Finally Nenia determined that the Sun Icon on the far wall was the key to the necrotic field.
  • After conveying the information to the party Nenia used her Thunderwave power to make access way to the sun icon. Ethan took the opportunity to move in and attempt to disable the device. He quickly realized that the only way to doing so was to simply rip it off the wall.
  • His first attempt failed and a zombie proceeded to try and smash his brains in. Koptila then used his Death's Beckoning power to teleport Ethan away from the icon. With the doorway blocked by a zombie no one was able to gain access to the icon again!
  • Then it happened.... TEAMWORK! (hehe... j/k) Braddoc put himself in the way of an opportunity attack from the blocking zombie in order to assist Ethan with jumped clear over the 10 foot zombie! It was a difficult task but it worked!
  • Once on the other side, Ethan was able to rip the icon of the wall. It turned the tide of the battle. Not only did the energy field disappear, it revealed a large hole in the floor.
  • In addition to rendering the zombie regeneration inert, Koptila seemed to actually take damage each round. He pulled all the stops attempting to slay the party and return the sun icon to its place but soon he fell to the floor never to rise again.
  • With every resource exhausted the PCs fell to the floor for a quick rest. A look down the hole in the centre of the room revealed a 20 foot drop into what looked like a natural tunnel. On its floor rested a ladder and some rope.
  • A few moments later Alara entered the room with her skeletal servant in tow. She said she had learned something new and asked for a report.
  • Delian complied with the request and Ethan pointed to the sun icon that rested against a wall. After a few moments consideration she addressed the party.
  • Her researched led her to believe that the ogres had been tricked hundreds of years earlier. Their leader Koptila had sacrificed his life in the deal and the ogres had been "saved" from their enemy by being transported through time. Their sudden materializing was the effect of their being sent from that moment in time to this one. She surmised that it seemed almost instant to the ogres. However she also believed from her readings that the ogres were being used as a decoy for some other more nefarious purpose. She wanted the PCs to proceed immediately into the hole in the floor. She felt it was no coincedence that it was there.
  • Realizing the group was in no shape for further encounters she asked them to drag Koptila's corpse from the room. She had to reactivate the energy field and didn't want Koptila to gain some advantage from it.
  • When the room was clear she placed the icon back on the wall. Immediately the energy field sprang back to life. Amid the din of crackling Alara began to perform a ritual. After about 10 minutes she put both hands into the field. Energy bolts flew in every direction and enveloped the party. A few seconds later Alara pulled her hands back.
  • Alara looked very drained but the party had been fully regenerated. It was as if they had taken a night's rest within a few seconds!
  • Alara asked them to remove the sun icon and give it to her servant. She then pointed to the hole in the floor and indicated for the group to proceed. The entire region's lives may be at stake.

Monday, March 2, 2009

Recap #21 – An Enemy Returns

Another long one folks…

12 Nymm, 999 YK
  • After defeating Jarmaag, his concubine Galaria held true to her word and assisted the PCs in retrieving the Khyber dragonshard from the secret compartment.
  • The PCs questioned the succubus in the hopes of learning something more about the theft. She indicated that it was Rathos who originally obtained the job. He relegated the work to Jarmaag and his crew. However when Jarmaag realized the value of the item he had taken he decided it was time to claim leadership of the Bloodghosts in Xandrar. Galaria never heard the name of the person who ordered the job but did here the employer referred to as “she” on several occasions during the planning stages.
  • The watch turned up at the bar about 20 minutes after the battle and the PCs turned Jarmaag over to them. Galaria was set free by the PCs. She promised she would be leaving Xandrar at the earliest opportunity.
  • After buying a few potions, selling a few items and visiting the ship captain they freed from Rathos, the group located their horses and started the journey back to Lakeview. The dragonshard was safely stowed in the Bog of Holding.

18 Nymm, 999 YK

  • The group made camp at a fork in the road about 1 day’s journey from Lakeview.
  • At about the 6th hour of the watch they were awoken by a rough voice who taunted them. “Well, well, well. It seems I have finally found you.”
  • Upon waking they PCs realized they were surrounded by a large number of hobgoblins led by none other than their old adversary Sinruth! After a very brief dialogue he gave a signal to attack.
  • Things went from bad to worse when the ground suddenly shook and a great beast tore from the ground killing several hobgoblins and knocking a number of other combatants prone. Realizing what was transpiring Sinruth ordered his men to assist the PCs in killing the Bulette that had decided it had found a plentiful feeding ground.
  • Things were going well against the bulette until it became bloodied and buried itself. Unable to attack their common foe, the PCs quickly turned back to attacking the hobgoblins. Several of them were killed.
  • A couple of rounds later the bulette once more burst from the ground and set upon the remaining people. Unable to decide whether to trust Sinruth a second time, the group split their attacks between killing their old foe and their new one. It took everything they had (and I mean everything) to accomplish the task. In the end the bulette was forced to retreat severely wounded and Sinruth gave himself up as prisoner. The group recovered 200 gp and an Elven Cloak +2 from the defeated hobgoblins.

19 Nymm, 999 YK

  • The PCs entered Lakeview with their prisoner in tow. However they immediately noted that the inhabitants of the town were on edge (to say the least). Paranoid would be more appropriately descriptive.
  • The group escorted Delian to Alara’s residence so he could deliver the dragonshard. Alara was pleased. Offered Delian a drink and listened to his report. She also warned him of leaving his friends alone in town in light of recent events. She didn’t allude to what they were at that time.
  • Sterling took care of stabling the horses and then assisted Braddoc and Nenia with escorting Sinruth to the town jail. It took a little convincing but they were able to get him incarcerated.
  • Ethan went to find out what was going on in town. One woman talked briefly about mysteriously appearing ogres killing people. Then she got so freaked out she ran away. From there he worked his way around town until he end up at the Tailchaser Inn. No one was in the pub so he hit up the bartender for information.
  • He learned that 7 days prior an ogre had materialized out of thin air in the middle of the town square and set upon anyone with reach. It killed over 30 people before an organized resistance was able to take it down. 3 days later another appeared at the town pond and killed 4 swimming children before being killed. No one knows where they are coming from but many people are leaving the area until the mess is cleared up.
  • After everyone returned to Alara’s residence she proceed to fulfill her end of the bargain. She divulged the following information: (I’ve had to switch things a bit from what I said last night. It seems I had my planar information quite wrong. Oops. You’’ just have to go about things another way!)
  • The last known location of the Phoenix Cloak was in the Fernia – the Sea of Fire. Getting there was not impossible by any means but it would be difficult. Getting there is MUCH easier when Fernia is coterminal with Eberron. However that is not going to happen again for another 683 days. (Just over 2 years) To that end she had sent Telios and Andred
    (the minotaur and dragonborn) to Arcanix in search of other means of getting there.
  • They were also researching another the group would need. It seems that the cloak is in a chamber that is impossible to open without the proper seal. There research seemed to indicate that the seal was being guarded within the Demonwastes. This was currently being confirmed with research in Arcanix.
  • In the meantime the town had been under attack from the ogres. She noted that Kythri was currently coterminous with Eberron. She felt that the Churning Choas plane was somehow tied to the ogres. With that clue she
    was able to find a small ancient snippet in one of Andred’s history books referencing a powerful clan of ogres that used to live just north where Lakeviewnow rests. It was even possible that Lakeview was built upon buried ruins. It seems that a powerful enemy was about to defeat the ogres so the clan chief, Koptila, mad a bargain with some gods in exchange for the rescue of his clan. The gods agreed and all the ogres disappeared without a trace. There is no record of where they went.
    • As Alara was talking the ground suddenly began to shake like an earthquake. Upon investigating the group learned from some people that a huge sinkhole had opening in the earth north of the town. One brave soul had crept up and seen a passageway of stairs leading into the earth.
    • Alara thinks this is no coincidence. As the PCs have a week or so to wait for the return of Andred and Telios she asks the group to investigate.
    • The group makes their way to the passageway. They find a door that has been cracked up. Using a sunrod the group moves in to find an ancient chamber covered in runes. From a small crevasse in the floor the party hears the whispers of hundreds of voices.
    • As the group moved toward a door in the West wall 3 ogres and 3 orcs suddenly materialized throughout the room. The group was able to get a round of attacks in while the seemingly surprised beasts slowly became substantial.
    • Even though the foes caused quite a bit of damage (yay for great axe crits!) they were quickly subdued by the PCs. Upon the corpses the group found 3 silver bracelets worth 100 gp each.
    • The PCs once again turned their attention to the door to the west. It is adorned with a large sun icon. Listening to the door, the group can hear loud guttural chanting. They are unable to discern what it means.

    Friday, February 27, 2009

    Farewell to a Friend.

    I am not sure if anyone follows this blog aside from our gaming group but I want to preface this post before it is read.

    On February 15, 2009 one of our group members - Robert Ste Croix - passed away at the age of 33 after a brief battle with cancer. This post is my way of saying goodbye as I - and the rest of the group - were unable to attend the funeral far, far from here.

    Rob is going to be missed by many people. Not the least of which will be the guys who enjoyed his roleplaying on Sunday nights over of the past couple of years. Rob's last character was Jonathon; a battle cleric who dropped everything to assist innocents and the weak. Many times it was to the detriment to the rest of us but it was always entertaining!

    Rest in peace my friend.


    Jonathon winced as he leaned his head against the rotten stump of a tree. Even had it not been just after sunset, he was sure he would still have had trouble seeing with all the blood flowing into his eyes. His helmet had saved his head from being crushed like a melon but he had been rewarded with a large gash in his forehead where his helm had been forced into his skin. Of course that wound was of minor consequence. The mighty club of the ogre had somehow managed to crush his left side. He was having trouble breathing.

    He was in a bad position now and he knew it.
    Taking a ragged breath he calmed himself. Had anyone been close enough to assist him they would have heard a quiet prayer of thanks to Dol Dorn. The god of steel and strength had granted him victory over his foe. Most importantly he knew he had saved the boy from certain death. His thoughts drifted to what had just transpired. It seemed like hours ago yet he knew it had been mere minutes.

    Some might call happening on the situation pure chance. He knew better. All day he had sensed he would be tested once again. Travelling alone to Flamekeep had granted him the opportunity to meditate a great deal on his teachings and beliefs. Somehow he seemed to have gained a sort of six sense of danger ahead. He surmised it was a blessing from Dol Dorn for his faithfulness.
    He recalled hearing a bellow of pain as he rounded a corner of this forest path. As he cleared a large boulder he had come across the scene: an ogre dwarfing a human lad held a raised club in his right hand while he grasped a newly opened knife wound in his left leg. The boy was brandishing a knife as he danced defiantly between the nearby trees. Both combatants were obviously looking for another opening.

    With a quick prayer Jonathon had leaped into action. He uttered a challenge to the ogre and set upon him with his sword. The ogre’s large frame offered plenty of target but the huge club seemed to swing as easily as a sapling in the wind. The strength of the ogre was astounding. When Jonathon ducked under a blow directed at his head the club had struck a tree and shattered it into tinder. Time and again Jonathon had managed to wound the beast but never with a blow grievous enough to slow it down. It was becoming a battle of attrition.

    That was when it happened.

    The boy appeared suddenly on the far side of the ogre. It was so unexpected that Jonathon had been momentarily distracted. It was enough for the ogre to bring his weapon to bear upon the cleric. The club hit the cleric full on causing the massive wounds he now suffered from. Jonathon had been momentarily stunned by the force of the blow. He was sure he would have been killed in the seconds that followed had his ally not struck the right arm of the creature. It had been a well aimed attack. Perhaps a nerve or tendon had been severed. Whatever it was, the effect was immediate. The beast dropped his club and clawed at his arm in pain. In the same motion it had also swung around so quickly that it had caught the boy full in the chest and sent him flying like a rag doll into some nearby bushes.

    Seeing a precious opening Jonathon had gathered his wits and drove his sword home beneath the ribcage of his foe. With a shudder the monstrosity had fallen forward never to move again.
    Jonathon mind wandered back to the boy. He had no idea where the youngster had gone. A quick search had revealed a small pool of blood in the bushes but nothing more. In his current state Jonathon was unable to follow any trail.

    He was getting tired. Most likely lost blood. Even with his considerable knowledge of the healing arts he was unable to do much for what he believed was a crushed lung. Fight as he may he knew in his heart he was too far from any house of healing to have much hope. He resigned himself to that thought and turned his heart to prayer. Soon he was unable to stay awake any longer.

    *******************************

    Tharunn crept forward through the underbrush. Everything had gone quiet after he had bolted from the battle. Honing his skills in the forest was one thing. Taking on an ogre singlehandedly was something entirely different. In fact, if he didn’t feel that he now owed the cleric a life debt he would be long gone from here by know.

    As he crept forward he finally made out the form of the ogre corpse. He didn’t know a lot about the huge creatures but he didn’t think they slept sprawled on their faces on the forest floor. Surely the beast was dead. But where was the cleric? From his vantage point he couldn’t see to the far side of the small clearing.

    He was about to stand and move passed the body when soft white light appeared on the other side of the path. Unsure of what was happening, he slowly stood and peered out from behind a young tree. For a moment he thought his eyes were playing tricks on him. The cleric was leaning against a rotten stump and in front of him was a warrior bathed in a glowing white light. The radiant being’s armour had been specially crafted to accommodate the two large wings on its back. Tharunn had listened to enough church sermons in his life to know that this creature could be nothing more than an angel. Tharunn heard him speak.

    “Awake faithful servant of Dol Dorn. It is time to receive your reward. You have followed your convictions as well as any man could. More so than most. Your time here on Khorvaire is at an end. Come. Time to meet the other faithful. Take my hand Jonathon.”

    As Jonathon slowly took the creatures hand a brilliant flash of light filled the entire area.

    When Tharunn’s eyes finally adjusted to the coming darkness of the evening he was standing alone with the corpse of an ogre.

    Thursday, February 26, 2009

    Recap #20 – Jarmaag’s Hot Girlfriend

    12 Nymm (This is the date I've calculated and I'm sticking to it.)
    • After a very long discussion on how to proceed, the party decided that a straight up approach was the smartest plan of action. They would try to act like everything was normal in order to gain audience with Jarmaag but they would expect the worst. Good thing too.
    • Along the way they were joined by a mysterious elf ranger. He would later disappear. Maybe never to be heard of in Eberron again. (Thanks for playing Ed!)
    • Entering the bar the party noted 7 individuals quietly talking amongst themselves and having a drink – even at this early hour of the day. Ethan noticed Tolg in a back booth speaking to a tiefling. Tolg ignored him though.
    • The groups request for a drink and Jarmaag’s ear was initially ignored by the barkeep. However after a moment he went into the back to let Jarmaag know the group was here.
    • In the meantime Tolg said “You’ve got a lot of nerve coming back here traitor!” and a bloody battle ensued. It had many of the elements of a classic bar brawl!
    • Braddoc deftly jumped on a table in the middle of 4 humans and with one mighty swing felled 3 of them. The bartender returned from the back and quickly dropped an area of darkness before going to town on Delian. He was joined by shifter who went straight for the backlines of the PCs and began hounding Nenia and the ranger.
    • Ethan and Delian were able to do enough damage to Tolg to force him to flee through the darkness and into the kitchen. They were then joined by Sterling and they were able to kill the bartender before turning their attention to the tiefling warlock he was protecting behind him.
    • In the end the PCs were victorious but Delian and Nenia were rather sore.
    • Proceeding through the kitchen and down the secret stair to the gambling hall the group encountered Jarmaag and his cronies.
    • Druel the dragonborn gladiator drooled (haha), hooted and grunted as he brought his considerable gladiatorial skills to bear while Jarmaag’s “wife” Galaria dominated Ethan and Delian from behind the bar. She was in fact a succubus. Even the battered Tolg joined the fracas.
    • Several other members of the Bloodghosts also joined the fray and Jarmaag himself unleashed a devastating array of magic upon the outnumbered heroes.
    • Eventually the group began to get the best of their enemies as they dropped them one by one. In the end it was only Jarmaag and Galaria left. It was then that Galaria showed her true colours and betrayed Jarmaag to save her own skin. She stopped resisting the PCs and offered information on Rathos’ in exchange for her life.
    • Enraged, Jarmaag tried to flee but was dropped in the stairwell by the mysterious ranger’s deadly aim.
    • As the party tied up Jarmaag, Galaria unceremoniously relieved him of his secret key (from places best left unspoken!) and took Ethan and Sterling up to Jarmaag’s suite. There they found the Khyber dragonshard just where Rathos thought it would be.
    • Now the party needs to decide how to proceed.

    Recap #19 – Rathos’ Deal

    • With the Oni defeated the party took a brief respite and proceeded south to the end of the main hallway with Ethan taking point. Rounding the corner to the west they encountered two bugbear warriors on jail guard duty. The party made quick work of them.
    • Inside the second jail cell the group found a prisoner near death. After tending his wounds they discovered he was the captain of the ship that had been raided for the dragonshard they were seeking. Being in no condition to defend himself the man begged for the party to take him out of the catacomb lair immediately. After a brief (but animated and detailed) discussion, Ethan led the man to a safe spot in the ruins outside while Delian stood guard near the hidden lair entrance. They provided also provided the captain with their magic candle to keep him safe.
    • In the meantime the rest of the party took peek down a short stairway to discover a pit containing several needlefang drake swarms. Fearful of a trap Nenia destroyed the creatures from the safety of the stairway landing. (Murderer!)
    • With no other doors left to open the group suspected yet another secret passage somewhere. With a little luck they were able to locate one in the middle of the hall. It lead to a bar stocked with exotic wines and ales. Each party member helped themselves to a bottle. (Worth no money. Simply roleplaying options here folks!)
    • Through a further door the group finally met Rathos. The rather overweight bugbear was lounging on his bed with his two pet displacer beasts standing guard in front of him. By the looks of him, his love of the finer things in life had left him rather out of shape – or at least more of a round shape!
    • The party initially accused Rathos of plundering the dragonshard and demanded he return it. Rathos indicated he did not have the dragonshard in his possession. He claimed that Jarmaag had it and that the group was being used by a scheming kobold. He even allowed Ethan to search the room to prove his claim.
    • Rathos then put an offer on the table. In exchange for being left alone he would tell the party where the dragonshard was and some of Jarmaag’s tricks and strengths. Braddoc wanted no part of it. He was itching for blood. However Nenia spoke up and accepted the offer on behalf of the party and the deal was struck.
    • Rathos indicated that Jarmaag most likely kept the dragonshard in a secret compartment within a secret compartment under his bed. Furthermore, no skill in thievery would be able to pick the lock. The group needed the key that Jarmaag kept on his person. He also informed the group that Jarmaag kept the company of a seemingly beautiful woman who was in actuality a demon. He also sported a dragonborn body guard of sorts who had fought as a gladiator many years before. Aside from that, all the individuals frequenting the Bottle and Speak Easy were fiercely loyal to Jarmaag and should be expected to help defend him.
    • With that the party left Rathos.
    • On their way back to town the group stopped to pick up the captain of the ship.
    • Further along the path the group happened upon a group of bugbears and a doppelganger. On Jarmaag’s orders they demanded proof of Rathos’ demise. When the party refused to do so the doppelganger ordered them to wait while Rathos’ lair was checked. Upon refusing that request as well, the party found themselves in another scrum. The doppelganger warned the group that if he did not return then Jarmaag would know he had been betrayed. The party didn’t care.
    • Having already used up most of their tricks, the group was hard pressed to overcome this group. In the end they were victorious but they were also forced to see shelter within the ruins prior to returning to deal with Jarmaag.
    • In the distraction of making camp, Sterling did not notice the scout that spied upon them before slinking back towards town.