Book-keeping Notes, Session 67 (7/29/15):

Book-keeping Notes, Session 67 (7/29/15):

– The session ended with the party catching its breath after a battle in what they assume to be the security office; it was 7:40am on the 4th of Galrilden

– Deaths: A Power-Armored Wight and Two Electrical Orb Automatons

– Knocked Unconscious: No one

– Feeling the Call of the Wild: Uthruk

– The Newest Islander Shaman to Join the Group: Haranth

#exploration-bookkeeping 

Curabel Maps Campaign on Roll20

Curabel Maps Campaign on Roll20

As discussed last night, I have setup a separate campaign for players to create and/or consult their own maps during our regular game. Use the link below to join and I will promote everyone to DM status later this week.

https://app.roll20.net/join/941665/j3oD2g

Treasure Gained, Session 66 (7/22/15)

Treasure Gained, Session 66 (7/22/15)

– Silver lenticular biconvex stone (a.k.a., a key)

– Black “Credit” Card with Silver Throne design

– 1 transparent red gem

– 1 opaque white gem

– Necklace (maybe platinum) with a jade pendant

– 3 Information cubes (Dragon, T. Rex, Raptor)

– 1 Information cube from pedestal broken by T. Rex

– 3 Sets of leather protective gear (Dwarf-sized; stiffer than armor)

– 10′ Stun Spear (akin to Stun Sticks found previously)

– Dwarven Multi-purpose Ax

– 2 potion bottles – unmarked but full

– Wrought Platinum Armlet

– Wrought Silver Ring

– Gold Headband with Pink Coral Stones Inset

– Ivory Hairpin

– Wrought Gold Earrings

– Transparent Golden Yellow Stone

– Opaque Brown Stone with Gold Center

– Translucent Blue Stone with White Center

– Translucent Rosy-Colored Stone with White Center

– Black Opaque Stone (Pearl)

– Opaque Deep Black Stonel

– 200PP (Mix of Ancient Dwarven and Imperial Crowns)

– 2,000 Dwarven Coins, So-Called “Electrum”

#treasure-gained 

Session 66 – July 22, 2015

Session 66 – July 22, 2015

Hoping to entice the undead Dwarves back into firing range, one of our last chicken lures is tethered then lowered to the floor below. Taking the bate, we pepper him with missiles until he slumps over the dead and mauled chicken. The invisible Socrates lends a beak and a talon so that we might lasso the body, then hoist it to our floor above. Keeping watch, Axel hears one of the other four undead dwarves mutter “Fool”.

The carcasses stench is unbearable, forcing all but Uthruk to retire to the pedestal gallery. Left to himself, Uthruk discovers a platinum necklace with a jade stone pendant, another black card with the Silverthrone constellation design, and another multi tool. He heaves the body back through the elevator hole and joins us in the pedestal gallery. 

Meanwhile, Thourfus uses his gold key to activate a pedestal. We notice the room lights flicker and hear a chime from the dais pedestal near the gallery window. The message about power is replaced by an image of a winged dragon. Thorfus reads out loud the ancient dwarven text “Ancient Red Dragon”. He then mutters a bunch of statistics which no doubt apply to the Red Dragon. 

Moving his hand over the word “Vartiations”, the image above the pedestal changes to that of a wingless dragon. The ancient dwarven names sounds like Pan Lung, vitals mention a 55′ long water dragon. This information sparks a little heated discussion among the Starchie Boys until a loud bang is heard from beyond the gallery window. 

Rushing to the dais pedestal, Thorfus finds an ancient dwarven message that the occupant of cell C is trying to open the cell door demanding too much power. Scanning the options, he touches “Cells” then “Occupancy” then skims through the three options. Cell A has 5 small lizards described as pack hunters that are slated for additional study. Cell B is empty. Cell C has two large reptiles approximately 50′ long and are also slated for additional study. He quickly returns to “Cells”, then touches “Synchronization”. A new message : Error, synchronization power compromised, system rebooting.

Glancing through the window, we notice the blue glow is no longer below the partially raised doors to the East. To our surprise, 6 medium sized reptiles running on hind legs emerge from behind the raised eastern. They are barking to each other. 2 of the first six soon dash southward to what looks like a large doorway leading outside to a green lush jungle beyond. Those 2 are quickly followed by 2 other lizards emerging from the partially raised door to the east. The remaining lizards investigate the closed door to the west after another loud bang is heard. 

Thorfus touches the command to open Cell door C. 5 more reptiles scurry into the center room. As two humongous reptiles emerge from the now raised western doors, some of the smaller lizards flee to the south. Those that stay, begin to stalk one of the larger reptiles. The reptile closest to the south runs into the jungle beyond after felling one of the lizards. His companion slays another lizard forcing the survivors to scurry northward into a space below the gallery. 

The monstrous reptile notices us gawking and lunges at the gallery window. Thorfus uses the Electrical Deterrent. A blue spark coruscants about it’s body, wracking it in pain, before all the room lights extinguish. The gallery window yields to the blow but holds together. 

We ready ourselves. Most of the Mercer Mercs ready themselves all the way back to the main portal room. Fitz lays an oil trap before the window. The beast’s second lunge bursts through the window but the strange metal mesh within it saves us from being showered by flying glass. Ftiz’s fire trap hurts the beasts massive head as Thorfus charges aggressively, pressing his multi attack button. He and a score of his doubles, sever the beasts head. It’s body slumps dead as we are sprayed with blood, 

The lizards below have called the elevator platform! Chuq, Talon and Belroar hurry to cover the opening. Four of the curs are riding the platform up. Three leap a charge at Chuq, Beroar and Thorfus. Talon and Chuq strike  with set spears as only Chuq is bit. Fritz tosses in a molotov, killing the reptile Talon stuck. Belroar’s Yeager and Chuq’s daggers fell another. 

Two arrive on the elevator platform. Axel moves up as Chuq moves back. The Boys slays another quickly. The lone survivor flees over the reptiles carcass, down to the floor below and then south into the jungle. We heave the monster reptile body off the gallery. It’s landing thud spurs a lone medium sized lizard to dart out the southern exit. Then we examine the damage done to the dais pedestal. It’s severed near the base. Returning it to it’s proper position doesn’t help any.

Shortly after, the lights turn on again and the intact pedestals reactivate. Examining the last three pedestals, Thorfus reads a report on the King of the Lizards. Also about a Dangerous monstrous predator, that has no bioforge options. Lastly he reads about the medium sized lizards : pack hunting predator, further study necessary for use as anti-rebel weapon, no bio forge options. 

While Thorfus is at the library, Axel, Belroar, Chuq and Fitz take the elevator down to another locker room. The door hear is propped open by a Ancient Dwarven Multi-Tool. Looting the lockers, we find a 10′ Monk Stick, another leather armor apron and a pouch containing a silver biconvex key and two stones. The propped open door’s panel is glowing red. Bringing the new silver biconvex key close to the panel, it flashes green the returns to red. 

Fitz limbos under the propped up door and has a better look to the south. He sees a path flanked by cairns topped by human sculls. He can’t decide if the wall beyond the raised double doors is either a portal to a jungle or a whole in the wall leading to a jungle. As the sun sets and stars are seen, Belroar sees that the constellations are the same as Midmark’s.

Chuq and Axel have collected the loot strewn about the lizard statue with the humanoid body chained to it. The haul is impressive with many platinum and ancient dwarven electrum coins. Fitz detects magic on the key, 10′ monk stick (I thought there was a third, anyone?)

As the time is approaching 9:00 pm our thoughts are on how we are going to rest tonight…

Originally shared by John Carlson

Originally shared by John Carlson

After breaking the ‘synchronization’ fields holding the reptile specimens in stasis, the party managed to defeat a Tyrannosaurus Rex and several Velociraptors in an epic fight. Of course, one T. Rex and a number of the raptors escaped through the suspiciously portal-shaped doorway into a jungle — although I’m sure nothing bad will come of that — and the Starchie Boyz still don’t have a way back to the upper reaches of Xen’Khel. Will they set-off into the wilderness with its killer dinosaurs or stay in the dungeon to face its undead hordes and a mysterious madman?

events/cluj1lsgufr4ts15isuf6gprsp0

Book-keeping Notes, Session 66 (7/22/15):

Book-keeping Notes, Session 66 (7/22/15):

– The session ended with the party preparing to rest for the night in the Reptilian Research area; it was 9:00pm on the 3rd of Galrilden

– Deaths: A Tyrannosaurus, some velociraptors, and an undead creature who loved chicken more than unlife itself

– Knocked Unconscious: No one

– Pretty Awesome Tableau: Giant Tyrannosaurus thrashing its head — wreathed in flame from Fitz’s oil trap — so that  it destroys the reinforced 30′ long window and sends glass flying everywhere while twenty versions of a dwarf wielding a battery-powered, reality-distorting sword leap straight toward its maw.

#exploration-bookkeeping 

Session 65 – July 15, 2015

Session 65 – July 15, 2015

We continued to question the former prisoner of the ancient dwarves. He explained some more about the use of the cubes and we learned that each station had a cube that allowed us to view prisoners and see visual records of the tests the ancient dwarves put their prisoners through.

The other pedestals showed different species on the island and we could interact with the images. It was all quite confusing. [It allowed the user to investigate various aspects of biology from posing the virtual bodies, choosing male or female, interacting with the boy, such as peeling back the skin to reveal muscle, and fiddle with DNA. Not all species had as much information as did the human option.]

We decided that we had better get back to the temple in preparation for our meeting with the Naga. As we attempted to leave the lights on the doors changed from green to red, and the door to the south changed from red to green. A voice out of the air, called us servants and wondered what took so long and told us to prepare to meet our doom.

Chuq uses his shadow hopping ability to open the doors and we get to the central room. We try to use the pedestal and amulet to leave, but it does not work. 

The man from ancient times tells us that if we have a silver, copper, or platinum amulet, similar to the gold one Thorfus now has, that it would allow us to override the controls and get back.

We recalled the undead below and that one of them had an amulet that might help. We try shooting them with missile weapons, but they run off, out of the line of sight. We decide against going down there after them. They did move awfully fast.

To the south is a room similar, but taller than the room to the north. It is open and we see jungle and mountains in the distance.

Now what do we do?

Quick Etymological Notes on Ancient Dwarven Names

Quick Etymological Notes on Ancient Dwarven Names

After checking my campaign notes, I just wanted to clarify a few things about those names Derich was throwing around:

Xen’Teler = “Far Seer” (i.e., he sits in the Silver Throne and watches over the world); Derich claims this is the name the rebels gave to the deity who replaced XenoTel and, prior to that, was just a informal title/name used by the ancient dwarves to refer to their original deity (contraction on the first syllable and addition of “er” on the second for unknown reasons).

Xen’Khel = “Far Fortress,” which received its name because it was farthest north of the dwarven khels; Derich’s claim that it is also the first khel is not familiar to any member of the party.

XenoTel = “Foreign/Alien ?”. Xeno and Xen are related words — which makes sense because someone who comes from “afar” is likely to be “foreign/alien”; Tel is not allowable without a suffix of some kind so is either a mistake, contraction, or new word.

Change to Rules Regarding Absent Players

Change to Rules Regarding Absent Players

Given the number of NPC party members (hirelings and hangers-on), it is no longer feasible to run the characters of absent players. I have noticed that keeping track of all these characters has become a distraction for the players in attendance and, as the DM, my responsibility to run non-party NPCs and monsters makes it impossible for me to take on that duty. To address this, I am making the following changes:

– If a player is absent when the party begins an adventure (e.g., leaves town to explore a dungeon), that player’s character will be assumed to have stayed behind. If the adventure lasts multiple sessions and the player returns to the campaign during that time, his character will be worked back into the party as soon as possible (dependent on the nature of the adventure).

– If a player is present for the beginning of an adventure but absent for a subsequent session before that adventure concludes, his character will not actively participate in the missed session or gain any treasure or experience from it. The exact handling of this will vary, but most often this will mean their character returns to a safe location (i.e., town or camp) to be worked back into the adventure upon the player’s return as soon as possible.

#rule-clarification