The Seer awoke from a terrible dream. He knew he must move quickly, or the time for a good reading would pass.
From a metal case under his cot, he grabbed a wax candle. He dashed out of his wigwam to the pit where last night's fire had burned down to embers.
He scooped some still warm ashes from the edge of the fire to form a small pile.
With a quick incantation the candle was lit. He held it upright and steady, so the wax would pool at the top, instead of running down the edges.
When there was enough, he carefully poured a drop of wax onto the mound of ash.
The wax and ash merged, and as it began to cool, the Seer comtemplated the shape that it had formed. a small bump at the top, an elongated snout to the right.
This is a dragon he thought. He searched his long memory for all the things that a dragon symbol might mean. A storm? An actual dragon? No. None of those this time. Ah, he thought, a villain, or the return of an old enemy.
By this time, enough wax had formed on the candle for the second reading. This time, the wax formed into a thin line, with a point at the bottom. Clearly, this was the dagger. No guessing required. Clearly the symbol of revenge.
An old enemy seeking revenge? Revenge on the Malathil? But for what? Who could this old enemy be?
"Tell me where" he said aloud. He poured the wax for the third and final reading into the ash. The cooling wax formed the shape of a pyramid before his eyes.
He put his finger to his lips and paused. Was he reading this correctly? Was he jumping to the wrong conclusion? He concentrated. He hoped that he was wrong, but the reading was clear enough to call for swift action. He would awake the elder, and tell him that they must send out a party of scouts to investigate. They must go to the pyramid tomb to the west, and learn if Trakas Wingsong has truly returned to seek his revenge.
Sunday, September 25, 2011
Monday, September 5, 2011
The Ash Valley, The Malathil, and Wingsong's defeat
Before I tell this tale, a word on 4th edition cosmology. The material plane consists of not one, but three worlds, parallel to each other. The "natural world" is the one that your characters spend most of their time in. A magical reflection of that world, known as the Feywild exists alongside it. Eladrin came to the natural world from the Feywild in very ancient times. The third world is the Shadowfell, a dark shadow of the natural world.
To the south-east of the Achauk capital lies a large area called the Ash Valley. Though this part of Terra Malatia is relatively flat, the Ash Valley is known for its hills and valleys. The high points are densely wooded. The low points often expose caves that descend into dark realms beneath the ground. The Ash Valley is a place where the natural world and the Feywild are quite close to each other. Fey creatures are common here.
The people of this valley are humans called the Malathil, a name given to them by the Eladrin. They are simple and primative people. Perhaps an effect of their Fey surroundings, some Malathil inherit animal-like characteristics. Individuals with these features often feel a calling to dedicate their lives to defending the valley. (In game terms, these special Malathil are the PHB2 race "Shifters'.)
A millennia ago, when Trakas Wingsong was at the height of his power, he had driven out or enslaved all of his neighbors. But he had left the Valley alone - fearing the magic that might defend it. Refugees from his defeated enemies had been given shelter by the Malathil. Some were attempting to lead a resistance. So Trakas decided to send his army into the Valley.
By some accident, some of Trakas's forces crossed into the Feywild. There they stumbled upon an Eladrin city. Not knowing what they had found, they looted this city, and burned it to the ground. This same band of marauders discovered a vast cave occupied by Drow. They massacred that as well.
In response to this attack, the Drow and Eladrin of Ash Valley struck a pact. The Malathil persuaded them to put aside their ancient differences and unite to push Trakas Wingsong and the Bahumati out of the Valley. They succeeded in doing this. This would be the greatest defeat of Wingsong’s life, signaling the beginning of his eventual downfall.
The fey alliance of Drow and Eladrin did not press their advantage to destroy Wingsong's empire. They stopped at the edge of the Valley. But they pledged to each other if Trakas Wingsong ever rose to threaten them again, they would unite to destroy him once and for all.
Soon after, the effects of the plague began to weaken the Empire. Trakas went willingly into un-death, in hopes to rise again at some future time. The Drow/Eladrin alliance is long forgotten by most.
Only the Malathil remember. And as the Auchauk kingdom begins to re-form, they wonder if it poses a threat to The Ash Valley. Perhaps they'll need to find a way to unite their neighbors against a common enemy once again.
To the south-east of the Achauk capital lies a large area called the Ash Valley. Though this part of Terra Malatia is relatively flat, the Ash Valley is known for its hills and valleys. The high points are densely wooded. The low points often expose caves that descend into dark realms beneath the ground. The Ash Valley is a place where the natural world and the Feywild are quite close to each other. Fey creatures are common here.
The people of this valley are humans called the Malathil, a name given to them by the Eladrin. They are simple and primative people. Perhaps an effect of their Fey surroundings, some Malathil inherit animal-like characteristics. Individuals with these features often feel a calling to dedicate their lives to defending the valley. (In game terms, these special Malathil are the PHB2 race "Shifters'.)
A millennia ago, when Trakas Wingsong was at the height of his power, he had driven out or enslaved all of his neighbors. But he had left the Valley alone - fearing the magic that might defend it. Refugees from his defeated enemies had been given shelter by the Malathil. Some were attempting to lead a resistance. So Trakas decided to send his army into the Valley.
By some accident, some of Trakas's forces crossed into the Feywild. There they stumbled upon an Eladrin city. Not knowing what they had found, they looted this city, and burned it to the ground. This same band of marauders discovered a vast cave occupied by Drow. They massacred that as well.
In response to this attack, the Drow and Eladrin of Ash Valley struck a pact. The Malathil persuaded them to put aside their ancient differences and unite to push Trakas Wingsong and the Bahumati out of the Valley. They succeeded in doing this. This would be the greatest defeat of Wingsong’s life, signaling the beginning of his eventual downfall.
The fey alliance of Drow and Eladrin did not press their advantage to destroy Wingsong's empire. They stopped at the edge of the Valley. But they pledged to each other if Trakas Wingsong ever rose to threaten them again, they would unite to destroy him once and for all.
Soon after, the effects of the plague began to weaken the Empire. Trakas went willingly into un-death, in hopes to rise again at some future time. The Drow/Eladrin alliance is long forgotten by most.
Only the Malathil remember. And as the Auchauk kingdom begins to re-form, they wonder if it poses a threat to The Ash Valley. Perhaps they'll need to find a way to unite their neighbors against a common enemy once again.
Friday, March 18, 2011
Questions and Options
This game will go on hiatus, as someone else gets a chance to run, and I build up some material for the next stretch. We’ll start up at some point with 5th level characters. Switch characters if you wish.
In the mean time, I’d like some input as to what I should prepare for.
What follows are some questions to answer, and some options that you might follow.
Questions:
1) Do you tell anyone about what you have learned? Your characters know things that no one else knows. Perhaps others have discovered the existence of the Bahumati too, but it seems unlikely that anyone knows all that you were able to learn from Trakas Wingsong. Sihirbaz and Nadarr know – and they may be passing the information along to the rulers and nobility of the colony. But if they are, they haven’t told you about it. Do you want to go to some other authority?
2) What will you do with Merdosh and the Crown of Trakas? He may be in danger, and the Bahumati may seek him out. Do you want to separate him from the crown? Do you want to try to destroy the Crown? Do you want to take Merdosh/Trakas with you as you go forward? They have knowledge that might help you. Do you want to hide him away somewhere that might be safer?
Options:
1) Wait for the action to come to you. You have something they want. Sit tight and let the enemy show their hand, then decide how to proceed.
2) Return to the Auchak region, and try to “liberate” the town that you saw there.
3) Travel to Ulhar, Charir, Aussier, or Vutha portals (you have sigils for them). Perhaps just to scout out possible danger. Perhaps to try to learn enemy plans and thwart them.
4) Travel up the coast to the other colonies. Find out what they know about the Bahumati. Warn them.
5) Something else?
In the mean time, I’d like some input as to what I should prepare for.
What follows are some questions to answer, and some options that you might follow.
Questions:
1) Do you tell anyone about what you have learned? Your characters know things that no one else knows. Perhaps others have discovered the existence of the Bahumati too, but it seems unlikely that anyone knows all that you were able to learn from Trakas Wingsong. Sihirbaz and Nadarr know – and they may be passing the information along to the rulers and nobility of the colony. But if they are, they haven’t told you about it. Do you want to go to some other authority?
2) What will you do with Merdosh and the Crown of Trakas? He may be in danger, and the Bahumati may seek him out. Do you want to separate him from the crown? Do you want to try to destroy the Crown? Do you want to take Merdosh/Trakas with you as you go forward? They have knowledge that might help you. Do you want to hide him away somewhere that might be safer?
Options:
1) Wait for the action to come to you. You have something they want. Sit tight and let the enemy show their hand, then decide how to proceed.
2) Return to the Auchak region, and try to “liberate” the town that you saw there.
3) Travel to Ulhar, Charir, Aussier, or Vutha portals (you have sigils for them). Perhaps just to scout out possible danger. Perhaps to try to learn enemy plans and thwart them.
4) Travel up the coast to the other colonies. Find out what they know about the Bahumati. Warn them.
5) Something else?
Session #23 - What the party has learned
The party gathered up the treasure, returned via portal ritual to Fort Aralan, met with Sihirbaz and Nadarr. They learned what follows (what I read aloud at the end of the game session):
When Merdosh was possessed by the spirit of Trakas, their minds became one. From that Merdosh learned much about the life of his long-dead look-alike. And while the party was on its journey to recover the Crown of Trakas, Nadarr scoured through The Capturing Orb, looking for details about Trakas. From those two sources, the following things are known.
Early Life:Trakas was a dragonborn, born to peasant Red-Scale, in the south-east, along the sea (in our terms, on the coast of the Gulf of Mexico). His appearance was unusual, mostly black scales, but with areas of red on his head, shoulders, and hands. He might have been an outcast, but for his obvious strength, charm, and natural leadership abilities. He joined the Vutha Army, and excelled as a soldier.
Trakas was admitted to an elite order of knights, called the Daron.
Servant of the Dark Queen:Soon after his admission to The Daron, the Vutha kingdom entered an alliance with a tribe of kobolds from the other side of the gulf (Mexico). The kobolds were followers of Tiamat, rather than Buhamat. This was distasteful to many, but religion was unimportant to most Dragonborn. The wars were going badly, and the kobolds brought powerful magic with them.
Soon Trakas embraced the kobold religion. “The Dark Queen” rewarded those who took action. Coddling weaklings benefitted no one. The strong should be unshackled and allowed to rule! Those who fell behind had no one to blame but themselves. Dragonborn are meant to rule over the other reptilian races. Most of all, there can be no peace with “monkey men”.
Over a period of just a few years, the religion of Buhamat fell out of favor. Vutha society became strong and orderly. Trakas achieved high rank in the Vutha military. His valor became legendary. His leadership brought many great victories in battle. The kobold priesthood viewed his multi-tone scales as a sign that he had been granted special gifts by Tiamat herself.
King of the Achuak:The smallest and weakest of the Bahumati kingdoms was the Achuak (“Green”) – a small kingdom, bordered by Dwarves to the east, and surrounded by humans and elves on all sides. (This is the “Great Lakes” region.)
The kings of Vutha and Auchak were cousins. The northern king, Tinash, asked his cousin to send him military aid. In response, the prize warrior Trakas, and a small army were dispatched northward.
Under Trakas leadership, the Auchak gained the upper hand in their border wars. Tinash was pleased. He wanted to press his advantage to force his demi-human neighbors into a treaty favorable to his country. Trakas refused to negotiate. Dragonborn must dominate, not negotiate! Tinash died a mysterious death, some say murdered by Trakas. There was no heir to the crown, so the warlord Trakas assumed the throne. No one could challenge him, with his kobold and Daron allies ready to repress any dissent.
The Empire at its height:As the Auchak kingdom rose to dominate its region, and so did the other 4 realms within the Bahumati empire. All had become dominated by Tiamat worshippers, the kobold priesthood, and the Order of the Daron.
The Charir (Red) kingdom was centered in great tall mountains, far to the west. This was the oldest, largest, and most powerful. The Charir capital was the seat of the empire. The other kingdoms usually bent to the will of the Charir.
South of these mountains was desert region, the home of the Ulhar (Blue) kingdom.
In the south-east (the area nearest to Fort Aralan), the Dragonborn kingdom was the Vutha (black).
North of the Charir kingdom, in a region much colder, was the Aussir (White).
The Great Plague:One factor in Trakas’s military success in Auchak was a mysterious illness that sweot through the demi-humans. As thousands fell to the plaque, they could no longer mount an effective defense against the Dragonborn advances.
But this advantage soon turned into a problem. The affliction began to affect Dragonborn as well. It spread rapidly, and soon Trakas’s kingdom was on its knees.
Death, Undeath, and a plan to return:In response to the plague, the Daron and the kobold priesthood devised a plan. The priesthood would use necromancy to curse landmarks and strategic sites with undead. This would prevent their fall into demi-human hands.
Key leaders across the empire would be placed under spells that would preserve their spirits in a state of undeath. At some future date, a suitable host would appear. The spirit would possess this host, and thereby return to life.
When Merdosh was possessed by the spirit of Trakas, their minds became one. From that Merdosh learned much about the life of his long-dead look-alike. And while the party was on its journey to recover the Crown of Trakas, Nadarr scoured through The Capturing Orb, looking for details about Trakas. From those two sources, the following things are known.
Early Life:Trakas was a dragonborn, born to peasant Red-Scale, in the south-east, along the sea (in our terms, on the coast of the Gulf of Mexico). His appearance was unusual, mostly black scales, but with areas of red on his head, shoulders, and hands. He might have been an outcast, but for his obvious strength, charm, and natural leadership abilities. He joined the Vutha Army, and excelled as a soldier.
Trakas was admitted to an elite order of knights, called the Daron.
Servant of the Dark Queen:Soon after his admission to The Daron, the Vutha kingdom entered an alliance with a tribe of kobolds from the other side of the gulf (Mexico). The kobolds were followers of Tiamat, rather than Buhamat. This was distasteful to many, but religion was unimportant to most Dragonborn. The wars were going badly, and the kobolds brought powerful magic with them.
Soon Trakas embraced the kobold religion. “The Dark Queen” rewarded those who took action. Coddling weaklings benefitted no one. The strong should be unshackled and allowed to rule! Those who fell behind had no one to blame but themselves. Dragonborn are meant to rule over the other reptilian races. Most of all, there can be no peace with “monkey men”.
Over a period of just a few years, the religion of Buhamat fell out of favor. Vutha society became strong and orderly. Trakas achieved high rank in the Vutha military. His valor became legendary. His leadership brought many great victories in battle. The kobold priesthood viewed his multi-tone scales as a sign that he had been granted special gifts by Tiamat herself.
King of the Achuak:The smallest and weakest of the Bahumati kingdoms was the Achuak (“Green”) – a small kingdom, bordered by Dwarves to the east, and surrounded by humans and elves on all sides. (This is the “Great Lakes” region.)
The kings of Vutha and Auchak were cousins. The northern king, Tinash, asked his cousin to send him military aid. In response, the prize warrior Trakas, and a small army were dispatched northward.
Under Trakas leadership, the Auchak gained the upper hand in their border wars. Tinash was pleased. He wanted to press his advantage to force his demi-human neighbors into a treaty favorable to his country. Trakas refused to negotiate. Dragonborn must dominate, not negotiate! Tinash died a mysterious death, some say murdered by Trakas. There was no heir to the crown, so the warlord Trakas assumed the throne. No one could challenge him, with his kobold and Daron allies ready to repress any dissent.
The Empire at its height:As the Auchak kingdom rose to dominate its region, and so did the other 4 realms within the Bahumati empire. All had become dominated by Tiamat worshippers, the kobold priesthood, and the Order of the Daron.
The Charir (Red) kingdom was centered in great tall mountains, far to the west. This was the oldest, largest, and most powerful. The Charir capital was the seat of the empire. The other kingdoms usually bent to the will of the Charir.
South of these mountains was desert region, the home of the Ulhar (Blue) kingdom.
In the south-east (the area nearest to Fort Aralan), the Dragonborn kingdom was the Vutha (black).
North of the Charir kingdom, in a region much colder, was the Aussir (White).
The Great Plague:One factor in Trakas’s military success in Auchak was a mysterious illness that sweot through the demi-humans. As thousands fell to the plaque, they could no longer mount an effective defense against the Dragonborn advances.
But this advantage soon turned into a problem. The affliction began to affect Dragonborn as well. It spread rapidly, and soon Trakas’s kingdom was on its knees.
Death, Undeath, and a plan to return:In response to the plague, the Daron and the kobold priesthood devised a plan. The priesthood would use necromancy to curse landmarks and strategic sites with undead. This would prevent their fall into demi-human hands.
Key leaders across the empire would be placed under spells that would preserve their spirits in a state of undeath. At some future date, a suitable host would appear. The spirit would possess this host, and thereby return to life.
Sunday, March 6, 2011
Treasure Parcels for level 3 and 4
4e prescribes that for each level, the DM awards 4 magic items, and 6 "parcels" of monetary treasure.
At the end of this last session, I had 5 level 3 parcels that were not yet given.
When we return to this game, I want to start out at 5th level. So to keep the party on pace with where they "should" be by the parcel rules, I need to award the 6 level-4 parcels.
So (to be totally metagame here), the treasure found at the last room of the Tomb of Trakas is the 5 level-3 parcels, plus the 6 level-4 parcels.
I still "owe" the party the 4 level-4 magic items. I'll work those into the next installment.
1) 833 GP
2) 12 gems valued at an average of 100 GP each
3) 750 GP worth of "Art Objects" - details as follows:
Crystal Vile filled with fine perfume (50GP)
silvered longsword etched with flame patterns, bearing a deep red garnet gemstone in the pommel (200 gp)
a heavy, silver belt buckle, carved into the form of a coiled dragon, inlaid with turquoise eyes and ivory fangs (50 gp)
gold ring set with a white moonstone gem, with a secret compartment beneath the stone (75 gp).
five matching silver drinking tankards, set with emeralds (total 125GP)
a ceremonial helmet, fashioned from gold to represent a dragon’s head with two tiger eye gems set into the eyes and stylized fangs made from inlaid ivory (250 gp)
At the end of this last session, I had 5 level 3 parcels that were not yet given.
When we return to this game, I want to start out at 5th level. So to keep the party on pace with where they "should" be by the parcel rules, I need to award the 6 level-4 parcels.
So (to be totally metagame here), the treasure found at the last room of the Tomb of Trakas is the 5 level-3 parcels, plus the 6 level-4 parcels.
I still "owe" the party the 4 level-4 magic items. I'll work those into the next installment.
1) 833 GP
2) 12 gems valued at an average of 100 GP each
3) 750 GP worth of "Art Objects" - details as follows:
Crystal Vile filled with fine perfume (50GP)
silvered longsword etched with flame patterns, bearing a deep red garnet gemstone in the pommel (200 gp)
a heavy, silver belt buckle, carved into the form of a coiled dragon, inlaid with turquoise eyes and ivory fangs (50 gp)
gold ring set with a white moonstone gem, with a secret compartment beneath the stone (75 gp).
five matching silver drinking tankards, set with emeralds (total 125GP)
a ceremonial helmet, fashioned from gold to represent a dragon’s head with two tiger eye gems set into the eyes and stylized fangs made from inlaid ivory (250 gp)
Saturday, March 5, 2011
Session #22 summary - the party kicks ass
The next challenge on the parties journey through the Tomb of Trakas was an ancient sacrafice chamber. The sign on the ,door read "Peasants must Perish, so Kings may rise again".
The chamber featured a suspended platform about a deep pit filled with bones. From the pit rose several wraiths and skeletons. The strongest of these foes was the Boneshard Skeleton. The party used excellent tactics to win this battle easily. Jhunter successfully shoved the Boneshard off the edge of the platform and into the pit. With the strongest enemy taken out of the fight, they made short work of the rest of the undead enemies.
Past the sacrifice chamber, the party at last reached the burial place of Trakas Wingsong. Fabulous treasures left for him at his return waited on two large tables. These treasures were trapped within a layer of petrification. When Merdosh touched the stone crown, it turned back to gold. And when he placed it on his head, the rest of the treasures were freed.
Dawning the crown also opened a magic portal. From this portal emerged a wraith-like figure, which entered Merdosh's body. This was the spirit of Trakas Wingsong.
From the portal also emerged 11 kobolds, and a young green dragon, who had been left in magical stasis to serve Trakas upon his return.
The party hid Medosh/Trakas from the kobolds and dragon, hoping to avoid a battle. Eventually the dragon grew impatient, and a fight began.
As usual Samm confronted the strength of the enemy head on, charging the dragon and knocking it prone. Soon after, Jhunter successfully put the dragon unconscious with his Sleep power (a critical hit, and two missed saving throws by the dragon). While the dragon was asleep, the party unleashed more than 90 points of damage on him in a single found.
This turned out to be a surprisingly easy victory for the party. When the game resumes, things will have to be much tougher.
The chamber featured a suspended platform about a deep pit filled with bones. From the pit rose several wraiths and skeletons. The strongest of these foes was the Boneshard Skeleton. The party used excellent tactics to win this battle easily. Jhunter successfully shoved the Boneshard off the edge of the platform and into the pit. With the strongest enemy taken out of the fight, they made short work of the rest of the undead enemies.
Past the sacrifice chamber, the party at last reached the burial place of Trakas Wingsong. Fabulous treasures left for him at his return waited on two large tables. These treasures were trapped within a layer of petrification. When Merdosh touched the stone crown, it turned back to gold. And when he placed it on his head, the rest of the treasures were freed.
Dawning the crown also opened a magic portal. From this portal emerged a wraith-like figure, which entered Merdosh's body. This was the spirit of Trakas Wingsong.
From the portal also emerged 11 kobolds, and a young green dragon, who had been left in magical stasis to serve Trakas upon his return.
The party hid Medosh/Trakas from the kobolds and dragon, hoping to avoid a battle. Eventually the dragon grew impatient, and a fight began.
As usual Samm confronted the strength of the enemy head on, charging the dragon and knocking it prone. Soon after, Jhunter successfully put the dragon unconscious with his Sleep power (a critical hit, and two missed saving throws by the dragon). While the dragon was asleep, the party unleashed more than 90 points of damage on him in a single found.
This turned out to be a surprisingly easy victory for the party. When the game resumes, things will have to be much tougher.
Session #22 experience
2 combat encounters, including
1 WyrmPriest - 150
1 Young Green Dragon - 1000
10 Kobold minions 250
1 Boneshard Skeleton 200
1 Mad Wraith 250
1 Skeleton 125
2 skeleton archers 250
5 wisp wraiths 125
5 decripit skeletons 125
Totally 2475. 495 per character.
1 WyrmPriest - 150
1 Young Green Dragon - 1000
10 Kobold minions 250
1 Boneshard Skeleton 200
1 Mad Wraith 250
1 Skeleton 125
2 skeleton archers 250
5 wisp wraiths 125
5 decripit skeletons 125
Totally 2475. 495 per character.
Saturday, February 19, 2011
Session #21 (Tomb of Trakas - part 2)
The part entered the pyramid through a hatch behind the old altar, in the harpy's lair. A ladder descended 15 ft. From there a ramp extended further down at a 45 degree angle. The ramp was full of small bats.
The party climbed down the ramp, with a rope tied off to the ladder. Gevin lead the way.
At the bottom of the ramp was another open hatchway into a chamber below. Gevin dropped down in, with magic light supplied by Jhunter.
The chamber was filthy with guano, insects, rats, and bats. At the end of a corridor, Gevin could see two humaniod figures floating just off the group. But before he could investigate, he was attacked by a swarm of rats. By this time, the bats had become quite disturbed. The bats attacked Jhunter.
Before long, the party was engaged in fullscale battle against the vermin in the chamber. giant rats, shadowhunter bats, a bat swarm, and a rat swarm. They barely seemed to notice as the two humanoid figures slowly moved closer to them.
At one point, Samm shifted to get combat advantage against a large bat. He put him self just a few feet from the floating humanoids. Next thing he knew, Samm was engulfed in a Gelatinous cube.
Over the course of the battle, Samm, Adeja, and Perra were all engulfed in the cube at some point. Adeja and Perra were just one round away from being killed by the acid. Perra provided some timely healing, and Gevin was able to finish it off just in time.
[1 gel cube 400
1 Rat Swarm - 125
1 Bat Cloud - 150
4 Giant Rats - 100
2 Shadow Hunter Bats - 300] Total 1075
From there the party descended further, to a burial chamber for some honored dead from the ancient Bahumati realm. This chambe featured a huge statue of Tiamat. This statue launched a magical attack to defend the graves.
This included
an acid dart trap (never triggered, and disabled by Samm after the fight)- 150
a gas mist trap - 175
and several summoned elementals:
Lesser Fire Elemental 100
Magma Claw 175
4 Ice Warrior Shardlings 100
Ice Warrior Frostling 125
Storm Shard 175
Total 1000
Jhunter was especially effective in this fight, using ice rays to freeze the fire elementals in place. This turned out to be a very easy fight to win.
For the whole session, that's 2075 XP, or 415 each. By my count each character has3550 XP, just 150 shy of 4th level.
The party climbed down the ramp, with a rope tied off to the ladder. Gevin lead the way.
At the bottom of the ramp was another open hatchway into a chamber below. Gevin dropped down in, with magic light supplied by Jhunter.
The chamber was filthy with guano, insects, rats, and bats. At the end of a corridor, Gevin could see two humaniod figures floating just off the group. But before he could investigate, he was attacked by a swarm of rats. By this time, the bats had become quite disturbed. The bats attacked Jhunter.
Before long, the party was engaged in fullscale battle against the vermin in the chamber. giant rats, shadowhunter bats, a bat swarm, and a rat swarm. They barely seemed to notice as the two humanoid figures slowly moved closer to them.
At one point, Samm shifted to get combat advantage against a large bat. He put him self just a few feet from the floating humanoids. Next thing he knew, Samm was engulfed in a Gelatinous cube.
Over the course of the battle, Samm, Adeja, and Perra were all engulfed in the cube at some point. Adeja and Perra were just one round away from being killed by the acid. Perra provided some timely healing, and Gevin was able to finish it off just in time.
[1 gel cube 400
1 Rat Swarm - 125
1 Bat Cloud - 150
4 Giant Rats - 100
2 Shadow Hunter Bats - 300] Total 1075
From there the party descended further, to a burial chamber for some honored dead from the ancient Bahumati realm. This chambe featured a huge statue of Tiamat. This statue launched a magical attack to defend the graves.
This included
an acid dart trap (never triggered, and disabled by Samm after the fight)- 150
a gas mist trap - 175
and several summoned elementals:
Lesser Fire Elemental 100
Magma Claw 175
4 Ice Warrior Shardlings 100
Ice Warrior Frostling 125
Storm Shard 175
Total 1000
Jhunter was especially effective in this fight, using ice rays to freeze the fire elementals in place. This turned out to be a very easy fight to win.
For the whole session, that's 2075 XP, or 415 each. By my count each character has3550 XP, just 150 shy of 4th level.
Saturday, February 5, 2011
Session #20 (Tomb of Trakas - Cemetary)
At the end of the last session, the party had arrived at the step pyramid Tomb of Trakas. The base of the stairway on to the pyramid was right next to a cemetary that the party knew to be infested with undead. They made the choice to take on the challenge head-on. (I had thought they miught try to scale the walls of the pyramid to avoid this fight).
The party faced a 2 skeletons (150XP each), 1 blazing skeleton (200), 1 Mad Wraith (250), and 5 decrepit skeletons (25 each). Total 875, split 5 ways is 175XP.
The Mad Wraith has the ability to use its "Touch of Chaos" to drive people mad, compelling them to attach allies. The party wisely focused their fire on the blazing skeleton (throwing fire orbs from a tower). They were able to take him out quickly. The Wraith has a stretch of bad rolls, and was only able to succeed with Touch of Chaos once - causing Samm to sprint across the battle field and strike Jhunter for 17 points of damage. The party was able to overcome all the undead creatures without too much difficulty.
Jhunter recovered a magical jewel from the Blazing Skeleton.
The party climbed the stair to the top level of the pyramid. There the found a Harpy ("Naivara") with a pack of 8 gnolls. This group had set up camp atop the pyramid as their base of operations. The party was able to talk Naivara into letting them pass. They entered the pyramid through a doorway in Naivara's lair (an ancient temple atop the pyramid). I'll score this as a level 4 skill challenge. On diplomacy and intimidation checks they had 6 successes and only 2 failures. That's another 875.
Total per character for this session is 350XP.
The party faced a 2 skeletons (150XP each), 1 blazing skeleton (200), 1 Mad Wraith (250), and 5 decrepit skeletons (25 each). Total 875, split 5 ways is 175XP.
The Mad Wraith has the ability to use its "Touch of Chaos" to drive people mad, compelling them to attach allies. The party wisely focused their fire on the blazing skeleton (throwing fire orbs from a tower). They were able to take him out quickly. The Wraith has a stretch of bad rolls, and was only able to succeed with Touch of Chaos once - causing Samm to sprint across the battle field and strike Jhunter for 17 points of damage. The party was able to overcome all the undead creatures without too much difficulty.
Jhunter recovered a magical jewel from the Blazing Skeleton.
The party climbed the stair to the top level of the pyramid. There the found a Harpy ("Naivara") with a pack of 8 gnolls. This group had set up camp atop the pyramid as their base of operations. The party was able to talk Naivara into letting them pass. They entered the pyramid through a doorway in Naivara's lair (an ancient temple atop the pyramid). I'll score this as a level 4 skill challenge. On diplomacy and intimidation checks they had 6 successes and only 2 failures. That's another 875.
Total per character for this session is 350XP.
Saturday, January 22, 2011
Session #19 (Orc Raiders)
The party further interogated the gnome prisoner. They learned that the gnomes had planned to sell Merdosh to someone else. This someone was apparently stronger and more able to brave the depths of The Tomb of Trakas to recover the crown and its treasure. They were unable to persuade him to tell them who this third party was.
The party worried that the escaped gnome would inform this unknown treasure buyer that a boy bearing the marks of Trakas had appeared in the woods.
They decided it would be safest to move through the woods, and over the hills, than it would be to travel along the road.
It took them all day to reach the top of the hill. At night fall they made camp.
During the first watch, Gevin become alerted to the presence of someone watching them from the trees. He launched an arrow at this figure, and with two rounds, the campsite was overrun with Orc raiders. Perro snuck into the woods with Merdosh to keep him from being taken.
The party fought and defeated 5 orcs (2 "savages", 1 "berserker", and 2 "raiders", plus a dire boar. Total 815 XP. --and I'll round that up to 820) During this battle Samm charged into the boar, knocking it prone -- the boar rose, charged Samm, throwing him 10 feet and knocking him prone -- Samm again charged the Boar - knocking it down again. Both Samm and Adejo reached 0 HP during the course of the battle.
The party recovered a 100 GP gem, 75 GP, and a potion of healing. One of the orcs was wearing magic scale armor, which Samm took for his own.
They also discovered that during the chaos of battle, their prisoner disappeared. Perhaps freed by the gnome who escaped earlier that day.
The party took an extended rest, then climbed down the hill. They reached a point where they can see the top of the step pyramid. Ont east side lies a cemetary with an obelisk (similar to the one described in Gaius's diary).
The Adejo observed a winged humanoid and several bipedal creatures around the top level of the pyramid.
The 820 for combat adds up to 210 per character. I'll award another 150 each for roleplay/skill challenge in getting information from the captured gnome. By my count, you're all at 2785 XP.
The party worried that the escaped gnome would inform this unknown treasure buyer that a boy bearing the marks of Trakas had appeared in the woods.
They decided it would be safest to move through the woods, and over the hills, than it would be to travel along the road.
It took them all day to reach the top of the hill. At night fall they made camp.
During the first watch, Gevin become alerted to the presence of someone watching them from the trees. He launched an arrow at this figure, and with two rounds, the campsite was overrun with Orc raiders. Perro snuck into the woods with Merdosh to keep him from being taken.
The party fought and defeated 5 orcs (2 "savages", 1 "berserker", and 2 "raiders", plus a dire boar. Total 815 XP. --and I'll round that up to 820) During this battle Samm charged into the boar, knocking it prone -- the boar rose, charged Samm, throwing him 10 feet and knocking him prone -- Samm again charged the Boar - knocking it down again. Both Samm and Adejo reached 0 HP during the course of the battle.
The party recovered a 100 GP gem, 75 GP, and a potion of healing. One of the orcs was wearing magic scale armor, which Samm took for his own.
They also discovered that during the chaos of battle, their prisoner disappeared. Perhaps freed by the gnome who escaped earlier that day.
The party took an extended rest, then climbed down the hill. They reached a point where they can see the top of the step pyramid. Ont east side lies a cemetary with an obelisk (similar to the one described in Gaius's diary).
The Adejo observed a winged humanoid and several bipedal creatures around the top level of the pyramid.
The 820 for combat adds up to 210 per character. I'll award another 150 each for roleplay/skill challenge in getting information from the captured gnome. By my count, you're all at 2785 XP.
Saturday, January 8, 2011
Session #18
The party, including Surina and Merdosh, used the "Green" sigil and a Linked Portal ritual provided by Sihirbaz to teleport to parts unknown.
They found themselves in the hills, looking out over a makeshift town, built in a valley filled with ruins.
Camped near the teleport sigil when they arrived was a group of gnome thieves. This group of theives had a hippogriff as a pet.
They told the lead thief they were searching for the "Crown of Trakas". He told them that it was in the tomb of Trakas. The old tomb has long been looted of all its treasure, except for a stone crown, glued by petrification to a stone table. No one has been able to lift it. Legend is that he who can wield the crown will release the true treasure of Trakas.
For a price, the gnomes drew out a map of how to get to the tomb. The party set off to follow the map. Suirna returned to her home city, leaving the party.
But as they travelled, they were ambushed by this same group of gnomes (1 gnome arcanist, 1 gnome sniper, 3 gnome "skulks", and 1 hippogriff - total 900 XP). The gnomes had noticed Merdosh, they wanted to take him for their own, in hopes of claiming the treasure.
The party defeated the gnomes and the hippogriff. One gnome was captured, and another escapted.
They found themselves in the hills, looking out over a makeshift town, built in a valley filled with ruins.
Camped near the teleport sigil when they arrived was a group of gnome thieves. This group of theives had a hippogriff as a pet.
They told the lead thief they were searching for the "Crown of Trakas". He told them that it was in the tomb of Trakas. The old tomb has long been looted of all its treasure, except for a stone crown, glued by petrification to a stone table. No one has been able to lift it. Legend is that he who can wield the crown will release the true treasure of Trakas.
For a price, the gnomes drew out a map of how to get to the tomb. The party set off to follow the map. Suirna returned to her home city, leaving the party.
But as they travelled, they were ambushed by this same group of gnomes (1 gnome arcanist, 1 gnome sniper, 3 gnome "skulks", and 1 hippogriff - total 900 XP). The gnomes had noticed Merdosh, they wanted to take him for their own, in hopes of claiming the treasure.
The party defeated the gnomes and the hippogriff. One gnome was captured, and another escapted.
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