The party emerged from teleporting through the stone ring back at the field where they had fought the giant spiders just days earlier. To their surprise, the spiders were gone. Instead they found the young drow Jartrin there.
Jartrin told them the drow caves had erupted into chaos. Forces loyal to Nathnitra had taken over the central fortress. Forces loyal to Belarcice were forces out into the surrounding caves. War is about to begin to see who replaces Gausafey as baroness, and head of the house of Mezrylornyl. Jartrin's father (Vuzatlab) told him to leave the caves and live in the woods until things have settled down. (BTW, Jartrin's mother is named Lymmur'ss. Both Jartrin's parents take the Belarcice side in the conflict.)
This presents problem for the party. They have in hand from their meeting with the arbiter a decree binding the Baronness of the house of Mezrylornyl to provide troops to battle the Bahumati. But at present there is no Baronness.
They have a similar decree for the Eladrin.
The party decided to try to sort out the Drow mess first, and save delivering the decree to the Eladrin later.
The party entered the drow caves. After a long journey through winding caves they came to a deep chasm, with a bridge over it. At this chasm they were ambushed by a group of drow, along with a giant spider and two ogres.
The battle was a difficult one, with the ogres landing many powerful blows on multiple characters. The party ultimately won, managing to push many of their foes into the chasm.
One drow riding a giant spider escaped.
The party recovered a gray bag of tricks (allotted to Yosh).
also 3 potions of healing, 3 100 GP geams , and 250 GP.
XP
2 drow spell-spinners (200 each)
1 phase spider (350)
4 drow underlings (75 each)
1 drow controller (200)
2 umbral savage ogres (200 each)
That's 330 XP each.
The party continued there journey down to a large open cavern. They could see in the distance two towers at the front of the main drow fortress.
Friday, December 7, 2012
Game adjustments
Several weeks ago I sent out an email with a house rule and some other adjustments to improve the game a little. I think that these things have worked.
I wanted to make sure I posted them to the blog so we can refer back to them when needed:
Here they are:
I wanted to make sure I posted them to the blog so we can refer back to them when needed:
Here they are:
- Extended rest now takes a full 24-hours. You won’t get the full re-set of daily powers and healing surges as often. You’ll be at full strength less often. Relatively weaker encounters will be challenging. More complex daily powers will be used less often.
- A 6 hour rest will grant recovery of 1 daily power and 1 healing surge.
- Action points will accumulate until a full extended rest.
- A missed to-hit roll on a daily power will grant an action point.
- 2 action points can be spent to recovery a single daily power.
- -
- If you follow discussion forums about D&D you might have read about “broken” monster math in the Monster Manual 1 and Monster Manual 2. The formula that they used to assign HP, AC, and damage values to monsters in those early publications gave high HP, and defensive scores to monsters, and low damage values. So you tend to have combat sessions that drag on against foes that really don’t have a chance to hurt you. In MM3, and the “Essentials” books they corrected this problem. When I use monsters from the older books, I’ll be adjusting their stats some to correct for this problem.
- Expect monsters to surrender or run away more often. I’m not going to play it out to the bitter end so much anymore
- On your part, please make an effort to decide what action you’re going to take before your turn comes up.
Saturday, November 10, 2012
Session #32 - Meeting The Arbiter
Knowing that the Ettin and Goblin raiders lie ahead on their path, the party plotted a strategy to quickly overwhelm this foe with fire and acid bombs. Jhunter has the fireball spell of course, but the party had also aquired fireball and acid potions from the Kenku farm.
This strategy worked quite well. In a matter of two rounds, the weaker goblins had all been destroyed, leaving only the Ettin, the goblin underboss, and two war ponies to continue the fight. The Ettin was able to deliver some heavy blows upon Perra and Gevin. Both Jhunter and Sharpear were knocked to the ground by charging ponies. But the party was never really in danger. The Ettin was defeated, and the underboss was taken prisoner.
The underboss lead the party to The Arbiter is a densely wooded section of the maze nearby. When the party told the arbiter of their quest, he recited the Ash Valley Treaty from memory. (See it posted below in this blog). Now it was for the Arbiter to decide if the party had submitted sufficient evidence the valley was once again threatened by the Bahumati. If he found in their favor, the treaty would be restored - and therefore the Eladrin and Drow would be compelled to provide forces to destory the Achauk kingdom.
The party could provide only stories. No real evidence that the threat had returned. However the Arbiter was convinced when the Crown of Trakas transformed into the flaming skull of Trakas Wingsong before his eyes.
The party was able to capture the skull before it escaped, and return it to safe keeping in siver chains.
The Arbiter drafted declarations of the treaty to be presented by the party to the Drow and Eladrin.
Near the Arbiter's home was a druid circle that the party was able to use to teleport back to the Spider Valley. That is where we leave off.
For combat and roleplay, the party achieved enough XP to reach 10000, and 7th level.
This strategy worked quite well. In a matter of two rounds, the weaker goblins had all been destroyed, leaving only the Ettin, the goblin underboss, and two war ponies to continue the fight. The Ettin was able to deliver some heavy blows upon Perra and Gevin. Both Jhunter and Sharpear were knocked to the ground by charging ponies. But the party was never really in danger. The Ettin was defeated, and the underboss was taken prisoner.
The underboss lead the party to The Arbiter is a densely wooded section of the maze nearby. When the party told the arbiter of their quest, he recited the Ash Valley Treaty from memory. (See it posted below in this blog). Now it was for the Arbiter to decide if the party had submitted sufficient evidence the valley was once again threatened by the Bahumati. If he found in their favor, the treaty would be restored - and therefore the Eladrin and Drow would be compelled to provide forces to destory the Achauk kingdom.
The party could provide only stories. No real evidence that the threat had returned. However the Arbiter was convinced when the Crown of Trakas transformed into the flaming skull of Trakas Wingsong before his eyes.
The party was able to capture the skull before it escaped, and return it to safe keeping in siver chains.
The Arbiter drafted declarations of the treaty to be presented by the party to the Drow and Eladrin.
Near the Arbiter's home was a druid circle that the party was able to use to teleport back to the Spider Valley. That is where we leave off.
For combat and roleplay, the party achieved enough XP to reach 10000, and 7th level.
Ash Valley Treaty of the year 2965 of the Astrazalian calendar
The
party of the first to this treaty shall be Finrod Telperien, The Honorable Chancellor of the High Council
of Astrazalian. Should the terms of this
agreement not be fulfilled while Finrod Telperien occupies that esteemed
office, all obligations prescribed herein shall be passed down to his
successor. These obligations will
likewise pass along to that party’s successor, and so forth, until the
obligations of the treaty have been met.
The
party of the second to this treaty shall
be Geldrila Hune, The Honorable
Baroness of the House of
Mezrylornyl. Should the terms of this
agreement not be fulfilled while Geldrila Hune occupies that esteemed office,
all obligations prescribed herein shall be passed down to her successor. These obligations will likewise pass along
to that party’s successor, and so forth, until the obligations of the treaty
have been met.
Term
1: Both parties shall submit to the
imposition of a magical pact upon their person.
Should they fail to meet the obligations of the agreement, this pact can
be invoked by the Treant Barrister Sir Shroud Magewood Squall Starlight Veil
Grifffin Lordleaf Zeal Pandium (a.k.a. “The Arbiter”) or a successor to his
office. The invocation of this pact
shall transport the party in violations to the Feydark region known as
Hatchinrak, where they will certainly be taken prisoner by the Formorian rulers
of that region. The inevitable
subsequent enslavement and torture by the Formorians shall considered
restitution to the other party for the failure to comply with this agreement’s
terms.
Term2:
The party of the first and the party of the second shall cease all hostilities
toward the other party until the fulfillment of this agreement.
Term
3: The party of the first shall provide no fewer than 500 Eladrin Infantry, 300
Eladrin calvary, and 75 trained combat Owlbears. The party of the second shall provide no
fewer than 400 Drow Infantry, 200 spider-mounted Drow calvary, and 150 trained
combat spiders.
Term
4: Should the military advisors to the party of the first and the party of the
second judge this force to be inadequate to complete the task assigned in the
terms of this agreement, each party shall increase their contribution of forces
until the combined force is deemed worthy by both parties.
Term
5: The objective of this agreement shall be to compell the forces of the Achuak
Kindgom, of the Bahumati Empire, servants of Trakas Wingsong to retreat from
the Ash Valley and return to confines of their kingdom.
Term
6: Upon the completion of the objective
described in Term 5, this agreement shall be suspended, but not
terminated. If any party can present
evidence that Achuak Kindgom, of the Bahumati Empire, servants of Trakas
Wingsong once again pose a threat to the Ash Valley, all terms of this
agreement shall become active and in effect.
Obligations of this agreement fall to the current occupants of the
offices held by the party of the first and the party of the second. These parties shall be bound to the
punishment described in term 1, and must provide forces as defined in term 3
and term 4. The objective of these
forces shall be to destroy the Achuak Kindgom, of the Bahumati Empire, servants
of Trakas Wingsong. Upon completion of
this task, this agreement shall be terminated.
Upon failure to complete this task, the punishment described in term 1
shall be invoked upon both the party of the first and the party of the second.
Term
7: Judgement upon the conditions of term
6 shall be passed by the Treant Barrister Sir Shroud Magewood Squall Starlight
Veil Grifffin Lordleaf Zeal Pandium (a.k.a. “The Arbiter”) or a successor to
his office.
Saturday, September 22, 2012
Session #32 - Creek Crossing
The party journeyed on. The met a group a pixies, leading a massive hurd of butterflies through the maze. The pixies had some fun with them, forcing them to do a magical dance. Sharpear's violent reaction to this (killing many butterflies in the process) caused them to back down.
The leader of the pixies was named Juniper. They ask Juniper where to find The Arbiter. He doesn't know, but given area of the map, he warns them that they must cross an area dominated by a bunch of goblins and an Ettin.
After parting ways with the pixies, the party comes upon a petrified crocodile alongside a creek overgrown with weeds. Gevin slips an falls climbing down to the creek. He is held down by grab grass and attacked by several large crocodiles. Then the cockatrice that escaped from the Kenku farm appears out of the weeds. Combat ensues. A couple of party members take significant damage from the crocs. Jhunter and Yosh narrowly escape petrification.
The party notices a huge carnivorous plant on the other side of the creek before crossing. They destroy with ranged attacks.
I'll award a total of 2500 XP for the combat, skill use and role-playing in this session. Characters are currently at 9500 each. Probably one session short of 7th level.
The leader of the pixies was named Juniper. They ask Juniper where to find The Arbiter. He doesn't know, but given area of the map, he warns them that they must cross an area dominated by a bunch of goblins and an Ettin.
After parting ways with the pixies, the party comes upon a petrified crocodile alongside a creek overgrown with weeds. Gevin slips an falls climbing down to the creek. He is held down by grab grass and attacked by several large crocodiles. Then the cockatrice that escaped from the Kenku farm appears out of the weeds. Combat ensues. A couple of party members take significant damage from the crocs. Jhunter and Yosh narrowly escape petrification.
The party notices a huge carnivorous plant on the other side of the creek before crossing. They destroy with ranged attacks.
I'll award a total of 2500 XP for the combat, skill use and role-playing in this session. Characters are currently at 9500 each. Probably one session short of 7th level.
Friday, August 17, 2012
Sessions #30 and #31
The party journeyed through the hedge-walled maze. Turn left, then right, then left again. In a field of tall grass they encountered a giant red flower. 6 feet tall, with a stem seemingly too thin to support an enormous tulip-like bloom, 30 inches across. The bloom is sort of like a balloon, with some magical buoyancy. If the stem is cut, it won't fly away. But they will sort of stay afloat a few feet off the ground, sort of like a mylar balloon that's lost a lot of helium. If you give it a shove, it will drift in the air in the direction that you pushed it. Jhunter tried to puncture the liquid containing pouch at the base of the flower. It exploded like a fireball.
The party continued their journey. The reached a section of the maze blocked on one side by forrest, and on the other by a field of corn. The party split up, with Jhunter and Perra sneaking through the woods, and the others crossing through the corner of the field to a meadow beyond. Jhunter and Perra found a farmhouse in the woods, with a trail leading out to the meadow. The others found this meadow to contain a ring of flowers and a small barn.
The party was swiftly attacked by a band of Kenku. Some came from the house. Others came from the barn. In the meadow, a dire boar and a cockatrice joined the Kenku as allies. This meadow had 15 giant flowers, similar to the red one they found in the grassy field. They came in 5 colors (red, orange, purple, green, and yellow), with 5 different explosive properties (fireball, eyeburning acid, sleep, healing , and bio-luminance).
The battle quickly turned in the parties favor, though Perra found himself surrounded and took a lot of damage. The cockatrice escaped into the woods. Two of the Kenku surrendered Within the house, the party found equipment for harvesting potion from the giant flowers.
They found 2 potions of each of the 5 flower varieties. They found the following treasure:
• a rosewood walking stick; the stick has golden studs and a handle inlaid with ivory and amber (150 gp).a large, silver mirror framed with ornately-carved black walnut wood (65 gp), an ivory pipe (10 gp) with a large pouch of rare tobacco (25 gp)
• 2 potions of healing
• 2 100gp gems
• 650 GP
• A yet-to-be-identified set of magic gauntlets.
While the party explored the house and interrogated the Kenku prisoners, the house was visited by the local sheriff, a Minotaur called Tanan. Tanan’s posse consisted of an autumn nymph with an owl bear companion, and a gnome riding a giant spider. The Kenku asked the sheriff for help. But he was not interesting in helping. He said he had a history of trouble with the Kenku, and he gave the party little trouble for getting rid of them. He said the Kenku treasure was theirs to keep, in fact, and went on his way. (This reaction was in part due to a natural 20 roll by Perra with his excellent diplomacy skills.)
Tanan gave the party general directions to where they might find the Arbiter. He also told them that there is a band of goblins with an Ettin leader off to the east. One reason for his anger with the Kenku is that they have been selling these goblins potions. He’s not sure how they were sneaking through the maze to deliver the potions.
In the Kenku’s back yard, the party found a giant tortoise. The sherriff called this creature a “Map Turtle”. Its skin pattern formed the shape of a map of the maze. The party copied a section of it down that they believe matches the section of the maze that they are currently in.
Given role-play, skill use, and the Kenku combat, the party has reached 9000 XP each.
The party continued their journey. The reached a section of the maze blocked on one side by forrest, and on the other by a field of corn. The party split up, with Jhunter and Perra sneaking through the woods, and the others crossing through the corner of the field to a meadow beyond. Jhunter and Perra found a farmhouse in the woods, with a trail leading out to the meadow. The others found this meadow to contain a ring of flowers and a small barn.
The party was swiftly attacked by a band of Kenku. Some came from the house. Others came from the barn. In the meadow, a dire boar and a cockatrice joined the Kenku as allies. This meadow had 15 giant flowers, similar to the red one they found in the grassy field. They came in 5 colors (red, orange, purple, green, and yellow), with 5 different explosive properties (fireball, eyeburning acid, sleep, healing , and bio-luminance).
The battle quickly turned in the parties favor, though Perra found himself surrounded and took a lot of damage. The cockatrice escaped into the woods. Two of the Kenku surrendered Within the house, the party found equipment for harvesting potion from the giant flowers.
They found 2 potions of each of the 5 flower varieties. They found the following treasure:
• a rosewood walking stick; the stick has golden studs and a handle inlaid with ivory and amber (150 gp).a large, silver mirror framed with ornately-carved black walnut wood (65 gp), an ivory pipe (10 gp) with a large pouch of rare tobacco (25 gp)
• 2 potions of healing
• 2 100gp gems
• 650 GP
• A yet-to-be-identified set of magic gauntlets.
While the party explored the house and interrogated the Kenku prisoners, the house was visited by the local sheriff, a Minotaur called Tanan. Tanan’s posse consisted of an autumn nymph with an owl bear companion, and a gnome riding a giant spider. The Kenku asked the sheriff for help. But he was not interesting in helping. He said he had a history of trouble with the Kenku, and he gave the party little trouble for getting rid of them. He said the Kenku treasure was theirs to keep, in fact, and went on his way. (This reaction was in part due to a natural 20 roll by Perra with his excellent diplomacy skills.)
Tanan gave the party general directions to where they might find the Arbiter. He also told them that there is a band of goblins with an Ettin leader off to the east. One reason for his anger with the Kenku is that they have been selling these goblins potions. He’s not sure how they were sneaking through the maze to deliver the potions.
In the Kenku’s back yard, the party found a giant tortoise. The sherriff called this creature a “Map Turtle”. Its skin pattern formed the shape of a map of the maze. The party copied a section of it down that they believe matches the section of the maze that they are currently in.
Given role-play, skill use, and the Kenku combat, the party has reached 9000 XP each.
Saturday, June 23, 2012
What to do with a dead will-o-wisp?
At the end of the last session, the party recovered the remains to the defeated and dead Will-O-Wisp. Black and furry. About the size of volleyball. Limp and lifeless, with stubby tentacles spread over it in an asymmetrical pattern.
The players asked at the time what the value of this corpse might be, and I wasn't prepared with a good answer. But I think I have an answer now that fits into the mechanics of the game.
The oils of the Will-O-Wisp make fine material components. The possess the properties of rare herbs (used in Nature-based rituals), alchemical reagents (usef for arcane rituals), and mystic salves (used for healing rituals). (See page 300 of the PHB for a discussion of material components for ritual magic).
The value of this is 300 GP in material components, used for Arcane, Nature, or Heal rituals.
The players asked at the time what the value of this corpse might be, and I wasn't prepared with a good answer. But I think I have an answer now that fits into the mechanics of the game.
The oils of the Will-O-Wisp make fine material components. The possess the properties of rare herbs (used in Nature-based rituals), alchemical reagents (usef for arcane rituals), and mystic salves (used for healing rituals). (See page 300 of the PHB for a discussion of material components for ritual magic).
The value of this is 300 GP in material components, used for Arcane, Nature, or Heal rituals.
Saturday, June 16, 2012
Session #29 - Will-o-wisp/spriggans part 2
Making good on their offer to help Phiglia the dryad rid her forest of the Will-o-wisp, the party set an ambush. They used good tactics to attack the will-o-wisp directly. They also spent a ton of resources (daily popwers, action points) to knock it out quickly. The divded group of spriggans was defeated fairly quickly after that.
In the two combats combined, the party faced:
will-o-wisp (L10 lurker, 500) X 2
Spriggan thorn (L6 soldier, 250) X 3
Spriggan Powrie (L7 Skirmisher, 300) X 3
Spriggan Withereer (L8 artillary,350) X 1
Spriggan Giantsoul (L8 brute, 350) X 1
I'm dividing these points over 5 character for both combats. Although Brian was absest the second session, the Dryad fought as an ally of the party.
I'm also awarding 1000 pts to the party for completing a level 5 quest, in successfully completing the mission that the Dryad asked them to do.
By my count, each character now has 8480 XP. You need 10000 for L7.
Treasure awarded in the last 2 sessions:
Ebony Fly magic item
1150 GP
500 GP gem
250 GP worth of "art objects"
(Art objects: 2 bolts of fine silk (50 gp each), a ceremonial helmet, fashioned from silver to represent a dragon’s head with two tiger eye gems set into the eyes and stylized fangs made from inlaid ivory (75 gp), and a pendant, fashioned from gold filigree and set with an apple-green, translucent Chrysoprase gem (75 gp).)
Perra used his intimidate ability to get one of the surviving spriggans to pay the party a ransom of treasure in exchange for his release.
In the two combats combined, the party faced:
will-o-wisp (L10 lurker, 500) X 2
Spriggan thorn (L6 soldier, 250) X 3
Spriggan Powrie (L7 Skirmisher, 300) X 3
Spriggan Withereer (L8 artillary,350) X 1
Spriggan Giantsoul (L8 brute, 350) X 1
I'm dividing these points over 5 character for both combats. Although Brian was absest the second session, the Dryad fought as an ally of the party.
I'm also awarding 1000 pts to the party for completing a level 5 quest, in successfully completing the mission that the Dryad asked them to do.
By my count, each character now has 8480 XP. You need 10000 for L7.
Treasure awarded in the last 2 sessions:
Ebony Fly magic item
1150 GP
500 GP gem
250 GP worth of "art objects"
(Art objects: 2 bolts of fine silk (50 gp each), a ceremonial helmet, fashioned from silver to represent a dragon’s head with two tiger eye gems set into the eyes and stylized fangs made from inlaid ivory (75 gp), and a pendant, fashioned from gold filigree and set with an apple-green, translucent Chrysoprase gem (75 gp).)
Perra used his intimidate ability to get one of the surviving spriggans to pay the party a ransom of treasure in exchange for his release.
Saturday, June 2, 2012
Session #28 - Will-O-Wisp
The party crossed through the stone ring portal, using a magic word to activate teleportation that Gevin found carved into one of the stones.
On the other side, they found themselves within another stone ring, but clearly in a different place. The woods were much denser here, and the stone ring was mo0re worn, and appeared to be very ancient.
The party camped there to heal their wounds from the spider valley. During the night, Yosh was drawn towards a mysterious light in the forest. This turned out to be an ambush by a will-o-wisp and 4 spriggans. The party killed 3 of the spriggans, and captured the 4th, but the will-o-wisp escaped. I'll hold off on awarding experience for this encounter until we continue next.
A dryad living in the forest presented herself to the party. She explained to them that this will-o-wisp had been haunting her forest for quite some time, and it often allies itself with small bands of spriggan bandits. She promised the party that she would aid them in their quest to find The Arbiter if they would help her remove the will-o-wisp from her woods.
She presented the party with an Ebony Fly magic figurine to help chasing the will-o-wisp.
To be continued...
Saturday, April 28, 2012
Session #27- Spider Valley
The party returned to the Malathil village to recover from their battle with the blue dragon. The next day the set out toward the drow cave that the eladrin had told them about. Their goal in this was a bit unclear. Some wanted to seek the stone ring, which is supposted to be a portal to the maze of Fathaghn. Others wanted to make contact with the drow at the cave.
Along the trail, the party came upon a group of young drow boys. The boys hid in the woods for a while, but after a short wait took off running to the north, away from the party. They left behind large sacks which they had been using to gather supplies for their clan, and one boy who was too scared to run. This boy was named Jartrin.
Jartrin told them that they had been sent on many gathering missions lately, trying to fill their stocks as if winter were coming. But winter is many months away.
Jartrin agreed to take the party back to his home, so that they might meet with Belarcice.
Along the way, they came upon a large open valley. The tall grass in this valley was all covered in cob webs. Jartrin told them that many spiders lived in this valley. He told them this is where the drow get many of their "work animals". He also told them there was a stone ring over the hill at the other end of this valley.
The party told Jartrin to go on without them. They wanted to go to the stone circle.
In this valley, the party was attacked by 2 phase spiders (L8 skirmisher), 3 young phase spiders (level 3 soldiers), 1 Feyspitter spider (level 8 controller), and a drow spell spinner (level 5 artiller). The total XP for this encounter is 1875. This brings the total for each character to 7510.
The party has reached 6th level.
The party recovered 5 100 GP gems from the drow, and within the stone circle, Perra found a magic belt (Cincture of the Dragon Spirit).
Along the trail, the party came upon a group of young drow boys. The boys hid in the woods for a while, but after a short wait took off running to the north, away from the party. They left behind large sacks which they had been using to gather supplies for their clan, and one boy who was too scared to run. This boy was named Jartrin.
Jartrin told them that they had been sent on many gathering missions lately, trying to fill their stocks as if winter were coming. But winter is many months away.
Jartrin agreed to take the party back to his home, so that they might meet with Belarcice.
Along the way, they came upon a large open valley. The tall grass in this valley was all covered in cob webs. Jartrin told them that many spiders lived in this valley. He told them this is where the drow get many of their "work animals". He also told them there was a stone ring over the hill at the other end of this valley.
The party told Jartrin to go on without them. They wanted to go to the stone circle.
In this valley, the party was attacked by 2 phase spiders (L8 skirmisher), 3 young phase spiders (level 3 soldiers), 1 Feyspitter spider (level 8 controller), and a drow spell spinner (level 5 artiller). The total XP for this encounter is 1875. This brings the total for each character to 7510.
The party has reached 6th level.
The party recovered 5 100 GP gems from the drow, and within the stone circle, Perra found a magic belt (Cincture of the Dragon Spirit).
Saturday, April 14, 2012
Session #26 - Dragon/Darun patrol
In the last session, Perra had left the group with a Malathil patrol to scout out the city of Wingsong. From a cliff lookout, he observed the goings on in the city, including the activity of a dragon with a rider occasionally circling the city on patrol.
The patrol met up with Surina (the Dragonborn woman who had been brought to Fort Aralan to care for the kidnapped Merdosh a while back). Surina is now employed as a nanny for one of the Bahumati leaders, and she's acting as a spy for a resistance movement in the city.
Surina tells Perra that there's a great deal of excitement about the freeing of the crown from the Tomb. The Bahumati feel that the crown can unleash great power for them. They are very upset that it has gone missing again.
Surina has also heard talk of secret meetings with "Nathnitra" and "Belarcice". She does not know what these meetings are, or why they are occurring.
On the return trip, Perra and his patrol were being tailed by the dragon and rider. The decided to split up, with Perra going to the rendevous point with the party, and the patrol going directly back to the Malathil camp.
Along the way, Perra was stopped by the dragon and rider. The rider was a Darun (a knight in the Bahumati order). The Darun became suspicious, and asked Perra to return with him to the city. The dragon flew back to its home, while Perra and the knight walked west on the trail, back toward the city.
The rest of the party had observed this. Eventually, they caught up with the pair, and ambushed the knight. Before the end of combat the dragon returned to check on his master.
The party defeated the knight and the dragon. Yosh fell in combat, but was revived afterward. Perra delivered the final blow.
XP:
Dragon (level 6 solo - 1250)
Darun (level 5 elite - 400)
1650/5 characters = 330
I have everyone at 7135 XP right now
Treasure
From the prior fight with the drow, the party got 170 GP and 2 potions of healing
From the dragon and darun:
+2 skyrender bow (to Gevin)
a glyph that transformed Jhunter's +1 robe of eyes to a +2 robe of eyes
6 potions of healing
550 GP worth of coins and art objects
(Art object 1: a silver lantern with panes of rock crystal and carved hardwood handle, etched with a rising sun motif and studded with reflective quartz crystals Art Object 2: a silver dagger, with six white moonstones set into the grip and an opaque white chalcedony stone set into the pommel)
The patrol met up with Surina (the Dragonborn woman who had been brought to Fort Aralan to care for the kidnapped Merdosh a while back). Surina is now employed as a nanny for one of the Bahumati leaders, and she's acting as a spy for a resistance movement in the city.
Surina tells Perra that there's a great deal of excitement about the freeing of the crown from the Tomb. The Bahumati feel that the crown can unleash great power for them. They are very upset that it has gone missing again.
Surina has also heard talk of secret meetings with "Nathnitra" and "Belarcice". She does not know what these meetings are, or why they are occurring.
On the return trip, Perra and his patrol were being tailed by the dragon and rider. The decided to split up, with Perra going to the rendevous point with the party, and the patrol going directly back to the Malathil camp.
Along the way, Perra was stopped by the dragon and rider. The rider was a Darun (a knight in the Bahumati order). The Darun became suspicious, and asked Perra to return with him to the city. The dragon flew back to its home, while Perra and the knight walked west on the trail, back toward the city.
The rest of the party had observed this. Eventually, they caught up with the pair, and ambushed the knight. Before the end of combat the dragon returned to check on his master.
The party defeated the knight and the dragon. Yosh fell in combat, but was revived afterward. Perra delivered the final blow.
XP:
Dragon (level 6 solo - 1250)
Darun (level 5 elite - 400)
1650/5 characters = 330
I have everyone at 7135 XP right now
Treasure
From the prior fight with the drow, the party got 170 GP and 2 potions of healing
From the dragon and darun:
+2 skyrender bow (to Gevin)
a glyph that transformed Jhunter's +1 robe of eyes to a +2 robe of eyes
6 potions of healing
550 GP worth of coins and art objects
(Art object 1: a silver lantern with panes of rock crystal and carved hardwood handle, etched with a rising sun motif and studded with reflective quartz crystals Art Object 2: a silver dagger, with six white moonstones set into the grip and an opaque white chalcedony stone set into the pommel)
Saturday, March 24, 2012
Session #25 - meeting with Malathil, the Eladrin, and the Drow
After arriving at the Malathil camp by teleport scroll, the party informed the seer and the chief of all they knew about the crown. The seer believes that the crown might be the proof needed to invoke the old drow/eladrin pact to unite against the bahumati. The party agrees to be the liasons to reach out to leaders of the drow and eladrin.
Yosh and Sharpear were rewarded for their efforts with a Resilience Amulet (Sharpear) and an elven cloak (Yosh).
The party set off down the trail to hopefully meet some Eladrin. They soon came across a floating tower. Jhunter reconginized it of being Eladrin. He shouted up to see if they could meet with its inhabitants. A guard responded, and they were able to persuade him into letting them come in.
For the Eladrin in the tower they learned the following. Some of this came from conversation. Some from research in the tower library.
- The Drow/Eladrin pact was brokered by a Treant called "The Arbiter". This Treant is still living. He would be the one to rule on whether the conditions of the pact have been met.
- The Arbiter is currently believed to be in the Maze Of Fathaghn. The maze is a huge wooded maze in the fey wild.
- A portal to the maze is located close to some nearby Drow caves.
- The Eladrin are concerned the a civil war may soon break out among the local Drow. The Baroness Gaussafay has recently died. Her daughter's Nathnitra and Belarcice are in conflict over who will take over.
After leaving the tower to return to the village, the party was ambushed by a 2 drow, a phase spider, and an ogre. The party won this combat but has to spend several daily powers to do so.
Experience:
710 points for roleplay in the Malathil camp
1000 points for roleplay/skill challenge in the Eladrin tower
950 points for combat with the drow
I show the party as being at 6805 XP each.
Treasure: for the Drow combat TBD.
Yosh and Sharpear were rewarded for their efforts with a Resilience Amulet (Sharpear) and an elven cloak (Yosh).
The party set off down the trail to hopefully meet some Eladrin. They soon came across a floating tower. Jhunter reconginized it of being Eladrin. He shouted up to see if they could meet with its inhabitants. A guard responded, and they were able to persuade him into letting them come in.
For the Eladrin in the tower they learned the following. Some of this came from conversation. Some from research in the tower library.
- The Drow/Eladrin pact was brokered by a Treant called "The Arbiter". This Treant is still living. He would be the one to rule on whether the conditions of the pact have been met.
- The Arbiter is currently believed to be in the Maze Of Fathaghn. The maze is a huge wooded maze in the fey wild.
- A portal to the maze is located close to some nearby Drow caves.
- The Eladrin are concerned the a civil war may soon break out among the local Drow. The Baroness Gaussafay has recently died. Her daughter's Nathnitra and Belarcice are in conflict over who will take over.
After leaving the tower to return to the village, the party was ambushed by a 2 drow, a phase spider, and an ogre. The party won this combat but has to spend several daily powers to do so.
Experience:
710 points for roleplay in the Malathil camp
1000 points for roleplay/skill challenge in the Eladrin tower
950 points for combat with the drow
I show the party as being at 6805 XP each.
Treasure: for the Drow combat TBD.
Saturday, March 10, 2012
Session #24 - Trakas attempts to escape
The party met up in a tavern to discuss plans. As it became late a storm blew in.
The crown began to hum and glow green. 4 phantom warriors, and a wraith entered the room from outside. Combat began.
A flaming skull appeared in the crown. It was clearly trying to open a window to escape.
The party was able to defeat this enemy.
After a night's rest, the party prepared for travel. They purchased a few items. (which I will post later). They placed silver and cold iron chains around the crown, and placed it in a cast of holy water. They hope these measures will prevent it from animating again.
The party used a teleport scroll to arrive in Sharpear's village in the Ash Valley to end the session.
For non-combat role-playing over this session and the two mini-sessions, I will award 1000 XP.
For this combat:
Flameskull (L8 Artillery, 350)
Mad Wraith (L6 controller, 250)
Phantom Warrior (L5 Soldier, 200) X8
Total 2200
3200/5 = 640 per character.
The crown began to hum and glow green. 4 phantom warriors, and a wraith entered the room from outside. Combat began.
A flaming skull appeared in the crown. It was clearly trying to open a window to escape.
The party was able to defeat this enemy.
After a night's rest, the party prepared for travel. They purchased a few items. (which I will post later). They placed silver and cold iron chains around the crown, and placed it in a cast of holy water. They hope these measures will prevent it from animating again.
The party used a teleport scroll to arrive in Sharpear's village in the Ash Valley to end the session.
For non-combat role-playing over this session and the two mini-sessions, I will award 1000 XP.
For this combat:
Flameskull (L8 Artillery, 350)
Mad Wraith (L6 controller, 250)
Phantom Warrior (L5 Soldier, 200) X8
Total 2200
3200/5 = 640 per character.
Sunday, February 19, 2012
Treasure so far, and rituals
Two questions came up in the last session that I was able to find answers for.
What rituals does the party have?
The character builder has a place to choose rituals, but they don't appear on the print-out. According to my records. This is what you have:
Perra - Gentle Response, Make Whole, Water Walk
Jhunter - Conprehend Language, Gentle Repose, Silence, Detect Secret Doors
How much money do we have?
Here's a complete list of treasure parcel awarded so far (not including magic items). I don't believe that you have spend much of this, though you may have consumed the potions.
Level 1
The character builder has a place to choose rituals, but they don't appear on the print-out. According to my records. This is what you have:
Perra - Gentle Response, Make Whole, Water Walk
Jhunter - Conprehend Language, Gentle Repose, Silence, Detect Secret Doors
Here's a complete list of treasure parcel awarded so far (not including magic items). I don't believe that you have spend much of this, though you may have consumed the potions.
Level 1
- 330GP
- 3 Potions of healing
Level 2
- 250GP art object
- 100GP Gem
- 530GP
- 3 Potions of healing
- 903 GP
- 13 gems valued at an average of 100 GP each
- 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, February 18, 2012
Session #24 - A new party forms
We've held two brief no-combat sessions lately to get the story started back up. What has happened since the party returned to Fort Aralan?
1) Among the Malathil (primative humans living in the Ash Valley) a seer had visions of the return of Trakas Wingsong. He sent forth a party to investigate. They found evidence that someone had raided Trakas's tomb, and taken the crown. Two scouts (the elf seeker Yosh, and a yet-to-be-named shifter warden) journeyed through the teleport sigil to Fort Aralan to find find out what happened to the crown.
2) Perra and party told the authorities in Fort Aralan about what they had found. They are now aware that the Bahumati threat exists.
3) Nadarr has hidden Merdosh aware somewhere, but not at the island school from which he was kidnapped.
4) Perra is carrying the crown himself, and staying with Gevin and Jhunter in the upstairs room about Sihirbaz's magic shop.
5) Sihirbaz noticed some foriegn looking characters come through the town's portal. Perra, Gevin, and Jhunter went to greet them. Yosh recognized them as the party that the Harpy had seen at the tomb. The party invited Yosh and Yet-to-be-named to meet with them.
So the party is together, I know where everyone is, and I know where the crown is. Now we can start...
BTW, Nadarr and Sihirbaz awarded 3 items to the party. They would appear to be in danger as long as they hold the crown, so every bit of help is needed. This help is in the form of surefoot boots for Gevin, peacemaker's periapt for Perra, and an amulet of protection +2 for Jhunter. The party also recieved a collection of ritual scrolls.
1) Among the Malathil (primative humans living in the Ash Valley) a seer had visions of the return of Trakas Wingsong. He sent forth a party to investigate. They found evidence that someone had raided Trakas's tomb, and taken the crown. Two scouts (the elf seeker Yosh, and a yet-to-be-named shifter warden) journeyed through the teleport sigil to Fort Aralan to find find out what happened to the crown.
2) Perra and party told the authorities in Fort Aralan about what they had found. They are now aware that the Bahumati threat exists.
3) Nadarr has hidden Merdosh aware somewhere, but not at the island school from which he was kidnapped.
4) Perra is carrying the crown himself, and staying with Gevin and Jhunter in the upstairs room about Sihirbaz's magic shop.
5) Sihirbaz noticed some foriegn looking characters come through the town's portal. Perra, Gevin, and Jhunter went to greet them. Yosh recognized them as the party that the Harpy had seen at the tomb. The party invited Yosh and Yet-to-be-named to meet with them.
So the party is together, I know where everyone is, and I know where the crown is. Now we can start...
BTW, Nadarr and Sihirbaz awarded 3 items to the party. They would appear to be in danger as long as they hold the crown, so every bit of help is needed. This help is in the form of surefoot boots for Gevin, peacemaker's periapt for Perra, and an amulet of protection +2 for Jhunter. The party also recieved a collection of ritual scrolls.
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