Session 27 Experience and Summary

Session 27 Experience and Summary

The party have dispatched the giant, and with the sun trapping Vorigan within his crypt, they are able to pin him down and end his (un)life. The crypt is theirs, but with a temple to an ancient being known as ‘He Who Devours’, it may still prove deadly the group.

 – Bane of Undeath: Zho Ni Apolsede.

 – Blindfighters: Batukhan and Otiben

 – United in Love and Death: Alfbrande and Elyana

 – ‘Back, you fiend!”: Urman the Blackstaff

Items and Money

 – Vorigan’s Staff

 – Shrunken Head Charm

 – Vampiric Dagger

 – Gold ring with red stone.

(Two rooms filled with chests are also available, but not yet collected.)

Monsters Slain

 – Undead Stone Giant, 2354XP

 – 12 Zombies, 483XP

 – 3 Shadows, 1148XP

 – Skeletal Butler, 18XP

 – 4 Pit Ghouls, 318XP

 – The Vampire Lord Vorigan, Servant of He Who Devours, 4434XP

Total XP: 8755XP

Combatants: 15.5 (Half share for Embrek)

Experience Roundup

Total Party Experience: 17424XP

Per PC: 564XP

With Bonus: 621XP

Otiben: Fighter-310XP/Assassin-282XP

Embrek: 282XP

SESSION 27 – January 8, 2017

SESSION 27 – January 8, 2017

We manage to defeat the giant zombie with spells, missile fire, and close combat. Our only injuries being from a fall Otiben took trying to do a leaping back stab.

We went and checked on Alfbrand and his wife Eliana whom Puk said he saw. They were undead facing each other longingly with their hearts in their hands. Zho Ni was offended by their undeath and destroyed both their hearts, which ended their plight. We left them hanging there until we return from facing Voragen.

We enter the tomb and make our way to the room with the shadows. Zho Ni easily turned all but 3 of them. they managed to wound and weaken Batukhan, but we quickly defeated them.

Zho Ni smashed one of the butler skeletons, but Otiben called the other off, after Otiben had directed them to polish Zho Ni’s armor. Zho Ni is much more forceful in his dislike of undead.

We checked the NE lower level, which is not on the map from the librarian, and it was newish construction, very rough. It housed cells and held a dwarf who had been fed on by the vampire, and the elf noblewoman, Lady Isaria, who was “dead” with a stake through her heart. We secured the stack and locked her in a cell, with an urgent desire to face Voragen.

Since Lady Istaria was captured by Ogres, this is evidence that the Ogres must have been supplying Voragen with “food”, in return for Voragen supplying them with weapons. This steeled our resolve to end Voragen, and further weaken the ogres.

We went the rest of the way unhindered to where we faced the adventurers under thrall or Voragen. We searched two rooms, one with 4 chests 1 of pelts, 1 ivory, and 2 with gold and gems.

We went down the stairs and were faced with a large room with 16 zombies, Zho Ni turned most of them, and we quickly dispatched the unturned ones and finished off the rest. Moving into the room we had one elf and one dwarf fall into pits each with a ghoul. Zho Ni turned the ghouls making them easy to slay. the pattern of the pits helped us find two more, which we quickly cleared of their residents.

We moved forward and soon found Voragen in the rooms of the high priest. He charmed Otiben who tried to hit Zho Ni until Zho Ni dispelled the charm on him.

Batukhan and Otiben charged Voragen, but two glyphs of warding blinded each of them. They soldiered on swinging at Voragen, occasionally hitting. Soon more of us entered the fray. Zho Ni silenced the room and we fought in silence, finally driving Voragen back into his room and “killing” his body. He turned to a gaseous form and was limited to his coffin. As it was now dark, we carried it out to the stream and that was the end of him. We then retrieved Lady Istaria and immersed her in the stream also, to ensure she caused no one grief.

We retrieved items from Voragen of great evil, including a staff. We thought it might be the object of power, but the shadow butler said no, and Otiben had it lead us to the temple sanctuary. This room emanated great evil. It was very had to enter this place without fear, or being entranced and lured forward.

A great cauldron of blood dripped into a pit. Otiben managed to make it into the room, and closed the stopper on the cauldron and found the drops of blood fell into a sphere of inky blackness. He threw a vial of holy water into the sphere and it released a shadow. Zho ni easily turned it. Otiben threw another vial into the blood, with only minimal reaction. Otiben threw more vials into the sphere, each releasing a shadow.

The druid said he could bring down the roof and bury the place, but needed time to rest and re-learn spells. Urman agreed. We left off preparing to rest and set watches so we can seal this place and prevent its evil from aiding the ogres.

Session 137 – January 4, 2017

Session 137 – January 4, 2017

The afternoon of the 25th of Tanrilden in the library of Parnel Folet

AD clock reads 00.000.04.19

Chuq and Edan spend the afternoon researching Dragons until evening. Before taking leave, we discuss Folet’s lifelong fascination with Dragons. Chuq and Edan intimate they could introduce Folet to an actual Dragon for a face to face interview. When we determine from further questioning that Folet can’t help our party with money, services or outright enlistment, Edan decides to compare notes about the recent spike in trans spatial energy which Kalgunn deduces is Xeno Tel preparing for the Return. Edan confirms the relationship between modern magic and the ancient texts’ reference to trans spatial energy. He also explains that for some, their deepest desires are manifested physically due to the abundance of trans spatial energy. This is how he explains Folet’s patch of scales growing on his arm. The two wizards swap spells, then the party returns to the Wall District for the night.

During our walk, Thorfus and Chuq debate the merits of assassinating the Punter’s since we know their hideout. Thorfus wants to finish the job as promised; Chuq refuses to actively participate in Jardin’s political coup d’etat. Deciding not to decide just yet; the party escorts Edan to a haberdashery that is closed for business. On the way, a tail is noticed following us. Ronan ducks into an alley, then waylays the obviously homeless beggar. Sinnove the Triad dock master hired the man to follow and report on us. Ronan grapples the man and chokes him until he slumps unconscious to the ground.

Using an overly complicated knock to get the haberdashery’s attention, Edan somehow convinces the store owner, Andrea Shyrwud,  to service him after hours. Our half-elf wizard asks everyone to wait outside while he conducts his business. Chuq follow Thorfus into the alley where the beggar is sleeping. Realizing our leader means to kill the man, Chuq convinces him not to kill some sap who’s death would tell Sinnove as much about us as the beggar telling the story himself. After Chuq consults with the Night Court, Thorfus agrees changing the beggar’s memories of the day suits our needs as well.

When asked, Serithas claims he can influence the dreams of a sleeper by pulling their mind into the Night Cap like he had done to the soul/mind of Brice Bissel. Knowing Devil fish’s proclivity for devilry, Chuq suggests planting the fantasy of a day spent feasting, boozing and womanizing with several beauties on the Keeper’s coin in the beggar’s mind. Serithas reluctantly agrees to do so and after asking permission to use the night cap proceeds. After Serithas claims the deed is done, we join Ronan out on the street to wait for Edan. Problem is, we never see Edan. His disembodied voice informs us he is ready to go, seems he’s keeping his movements secret from those hired by Marchmain Sithis looking for Kalgunn.

At the Wall District/High Town gate, we meet Captain Ellisondro of the watchman. He catches up with Chuq and tells of the hardship throughout all of Vargen due to the Midmark Trade embargo. This sways Chuq so that when the party returns to the Jolly Gorgon, he suggests using the newly discovered power of Serithas on the punter’s. Everyone agrees (and decides to sleep with their ESP blocking rings from now on), so shortly after, Chuq and Ronan swim across Vargen harbor to search out the Punter’s ship. Keeping low in the water amid ship, Serithas reports he discovered the minds of our targets. The swimmers have to wade for some time before all three fall asleep. When they do, Chuq ask Serithas to plant memories of a letter from Lord Thornton promising money and men to use against the Harbor Triad since they have kept their Dog Froth prophets to themselves. To formalize the deal, all three are invited to Midmark to take possession of the money and troops. The mission was a partial success, the next day we learn one of the punters was sent to Midmark to meet with Thornton.

Captain Ellisondro also told of the half buried metal statue in the Quickling Copse. His men tasked with trimming the underbrush and deadfalls in the copse claim the statue’s pose has changed from one of supplication to lowered arms braced against the ground as if to lift itself. His entreat for us to investigate is obvious but we don’t commit. The following morning, the prospect of Thorfus commanding a giant autonatom moves us all to visit the copse.

Thorfus’ control circlet offers only the slight glimmer of a mechanical mind in the construct. The urge to respond to his bidding is felt but the force to act is insufficient. The two monkeys in a sack he brought along are eager to repair the autonatom but before they are released, Chuq confers with Serithas. Serithas calls the giant is a Berserker which is a weapon introduced late in the rebellion. If it’s mind was right, he claims it was once his specialty to coopt berserkers to the rebellion’s side but since this one is damaged he can not influence it. Hoping repairs might change this, Thofus lets loose the monkeys. While he supervises, Axel, Chuq and Ronan return to the Vargen for supplies and the other monkeys.

At the city gate, the watch men suggest Chuq visit Tericius the armorer for metal. The three split, Ronan heads to the Jolly Gorgon while Axel with Chuq shop at Tericius’s shop. Ronan is accosted by several street thugs but intimidates them down. He reports the incident to the watchmen at the gate. They respond quickly to investigate. Axel and Chuq secure two suits of armor and a rented cart from Tericius. The rest of the day is spent watching the monkey’s make their repairs then begin excavating the berserker. Unfortunately, the repairs don’t awaken the berserker’s mind. The berserker is left partially excavated.

At the Jolly Gorgon, Axel, Ronan and Thorfus telepath with Gronsk. He has Masculus the Merman Prince’s reply:

” To the Devil Fish Drayz, from Shakihel Gazarine of Shegarra, Chief Advisor to the Rightful Heir to the Merpeople Crown, the Exalted Prince Masculus. Please be advised that the Exalted Prince Masculus accepts his estranged brother’s request for an audience to discuss the discovery of the ancient device of great power known as the Sword of Dagon. Whether this is a sign that the Great Powers have smiled upon the Blessed Merpeople or not is debatable but perhaps an agreement regarding this weapon could mark the beginning of a healthy and cooperative relationship between all factions of our nation. The Exalted Prince Masculus, per the terms of the parley offer, designates the Fields of Smoke as the meeting place to discuss this and other matters, at the Middle Dark when the Short Moon is Complete, the Long Moon Just Past, and the Waters Deepest. As per ancient custom, the Exalted Prince Masculus and Prince Narusth are entitled to bring with them a small company of no greater than ten schools of ten warriors and this sacred rule of parley is assumed to be in full force. With my greatest respect and kindest regards, Shakihel Gazarine of Shegarra, Chief Advisor to the Rightful Heir to the Merpeople Crown, the Exalted Prince Masculus.”

Thorfus promises to deliver the reply to Drayz in Midmark, especially after Gronsk pressing him. In exchange for our sightings of the Ghost Ship, Gronsk agrees to investigate the bargem’s ship and learns Flowerrnave sent Merrick to Midmark to investigate the deal with acting Lord Mayor Thornton. Gronsk then leaves, expects us to return to Midmark to deliver the Merman message.

To finish the job, we plan to visit the punter hideout once again tonight to plant the memory of a positive reply from Merrick.

Book-keeping Notes, Session 137 (1/4/17):

Book-keeping Notes, Session 137 (1/4/17):

– We will start at 9PM on the 26th of Tanrilden with the party resting before Chuq attempts to trick the remaining Bargemen Guild leaders into surrendering themselves to Thornton/Jardin in Midmark.

– Rehabilitating a Crazed Robot Killing Machine: Thorfus the Optimistic

– Letting the Mad King Loose on his Enemies’ Minds: Chuq the Ruthless

– Really Just Wanted to Buy a Boat and Go: Ronan the Pragmatic

– Keeping a Low Profile but couldn’t Resist a Flaming New Hat: Edan the Stylish

– Hey, Did you Guys make Progress on the Kottar Issue?: Axel the Ignored

– Dwarven Apocalypse Clock: 00.000.04.19 (soon to be 18)!

#exploration-bookkeeping

Session #136 or “Vargen Intrigues Redux Redux”

Session #136 or “Vargen Intrigues Redux Redux”

Journal Entry – 25th of Tel-Relden

Aunt Fel had a nice way to describe our situation, “poor foresight leads to a tangled web” – and boy did we get some things wrong.

Last night (around 7PM on the 24th) we arrived at the 12th Night Inn in Vergen in the hopes of not attracting as much attention had we gone to the company’s usual haunts.

It looked promisingly empty (due to the embargo no doubt) but it was not to last – even after we purchased all the remaining rooms. It seems that our profile has become too high.

Not long after we settle down for a drink and some planning that a group of 10 mercenary types burst into the room – hands on their hilts. Had Axel not waved us down a battle would have likely ensued – it seemed that men were lead by an acquaintance – Adelard.

Adelard ushered in two merchant types who immediately recognized the other members in introduced themselves to me as Phyllis Birie (Mercers Guild Mistress) and Odarg Bervermann a local council member. Both seemed politically concerned with our presence and Chuq’s actions earlier today in the streets seems to have only confused matters. It seems our arrival has been noticed by many parties – and not in a good way.

Thorfus proposed we move to a more private room to continue our delicate conversation.

Odarg explains that the city is a shambles, hanging by a thread with people straving, even fighting in the streets over scraps to feed themselves. The turf-war between the Bargemen and Triad has to end one way or the other – obviously they’d prefer that the Bargemen win so that they’ll be the senior partner. They fear that if the Triad wins (they are imperially backed) they’ll be relegated to a more junior position.

The Triad have the upper hand – having taken control of the old Bargemen compound and the prison on Eye Island (an old Imperial fortification used as a prison). They’ve even managed to steal the Bargemen’s Dragon Hoard.

They implore that we take action, even offering us facilities and materials we could use – but Thorfus and Chuq commit to nothing, but do take their offer to move our ship to a more secure mooring near the Inn.

We go to the docks and Chuq, Thorfus and Axel “step” back to the ship and to have it move to the new mooring. After bribing the guide to shut their mouth, Ronin and I decide to head back to the Inn rather than wait here – but Ronin, to his credit, noticed that we were being followed – by a rank amature to boot. It didn’t take long for use to corner the poor sod and find out that he’d been hired by the Silver Throne to follow me, or rather Kalgunn. With that we returned to wait for the ship – this time I was invisible.

As we waited we spotted other terrible spies.

When the ship arrived we boarded and related to he others what we discovered.

However – our luck – we’re interrupted by Gronsk (so I’m told) who is waiting for Thorfus to deliver his message from Dreys – which he does. He then offers to trade the Bargemen’s location in exchange for the reason we’re back in Vargen – Thorfus tells him we’re here to deal with the Bargemen. The Bargemen leaders are holed-up on-board a ship – a ship that was moored next to the Jolly Gorgan only a short while earlier – ???????

NOTE: Gronsk did not mentally communicate with Chuq. It seems that he’s wary of the Monk – could it be because of the “Night Court”?

Being late, we decided to sleep on board rather than attempt a return to the INN, I remain invisible in the hopes to confuse potential spies.

While my companions slept, I decided to pen a letter to my guild-mates back home. It may spell my doom, but if they can delay or hamper the Imperials and/or the Silver Throne the risk will be worth it. I noticed a haberdashery not far from here – with some luck I could get the message out without the others noticing.

We woke earlier today and headed out on the trail of Kottar – hitting up Benedictus Sherston, the sage we know he consulted with.

He was resistant to tell us anything, but a rather large gem (which I promptly swapped for one of much lower quality – Thorfus needs to negotiate a little more frugally) quickly changed his mind and he told us that he sent Kottar to consult with Parnell Thorett in High Town. It seems Kottar knew we’d come looking for him.

We made our way to High Town but Thorfus could remember where Parnell lived – so we asked a local to guide us – for a price of course.

From the Haberdashery in High Town: 4 blocks in, turn left, 4 more blocks, we see the “Lonely Barely” inn to the right, then right for 2 blocks then left 2 blocks that way, then right 2 blocks, and he points to a building on the left.

Parnell’s mansion is finely built, but in disrepair. We knock and are met with resistance, telling us that all the expedition positions have been filled. But Chuq insists and eventually lets us in and admits to knowing who we are and what happened in Xen’Kel with Prix. He continues to let us know that Prix is alive, but cannot wake, and the expedition went to Nickel Peaks in order to find the brass dragon and ask it for some blood in order to help her.

It seems that Dragons are immortal – that, like some Dwarves we know, their spirits go into the “dark” and can return with the proper ritual. It seems that the blood of three dragons can revive Prix.

The brass dragon, Myrientaxus, has been around for a very long time and has avoided the Imperials. He was last spotted near Glavnone (a ancient Dwarven Mine). Parnell doesn’t know why it avoided the imperials.

The expedition set out on the 1st of tel-relden (2 weeks ago). Kottar thinks the Brass Dragon would help him find blood of 2 other dragons.

Parnell then showed us on the map the path they took – up the Vargwater, then north through the Jungle.

Parnell’s library is vast and intriguing – Chuq and I have decided to explore the library for answers to some of our questions with Parnell’s help while the others prepare for our trip up the Vargwater.

I hope to find some indication where the council hid after the fall, what the “dark” really is, while Chuq wants to study the anatomical drawings of the dragons in order to find a way to kill them more efficiently.

Parnell is back with some tea – I’ll resume later.

Session 26 Experience and Summary

Session 26 Experience and Summary

The party, with the aid of Kymil and his bodyguards, have began their assault on the Necropolis. With fire and lightning and steel, Vorigan”s forces within the city are utterly destroyed. Revelling in the destruction, the party awakens an undead giant from its slumber.

 – Magical Artillery: Urman and Kymil

 – Flee from me!: Zho Ni

 – Tread (not so) softly and carry a big blade: Otiben.

 – MV…G?: Puck, the cavalry.

Items and Money

 – None

Monsters Slain

 – 16 Superior Skeletons, 3535XP

 – 5 Bone Golem, 10900XP

 – 52 Skeletal Soldiers, 1043XP

 – 50 Zombie ex-slaves, 1946XP

Total XP: 17424XP

Combatants: 16

Experience Each (Inc. Bryn and Embrek): 1089XP

Experience Roundup

Total Party Experience: 17424XP

Per PC: 1089XP

With Bonus: 1198XP

Otiben: Fighter-598XP/Assassin-544XP

Puk, Goblin Extraordinaire

Through his actions and the experience gained, Puk has grown as a warrior. He is now a Goblin Captain!

 – HP rises to 8.

 – AC rises to 5.

– Fights as a 1+1 HD creature.

SESSION 26 January 1, 2017

SESSION 26 January 1, 2017

The party meets up with the druid, his bear, and two elf bodyguards.

We decide to overnight on the rim, and the druid does stone shape to seal the drain.

The next morning, there are minor signs of flooding.

We tie off ropes to climb down in the shadow of the cliff. We send the bear, and Puk with the 3 dogs to await our pulling the guardians away from the foot of the stairs.

We decide to check on Alfbrand and his place is full of undead, and he is not there, nor his wife. We defeat all the undead.

Urman had to use Web to stop a long line of skeletons, so we decide to wait and re-learn spells.

We then get in position and Urman uses fireball to blast the town. We had seen from above that all the people were now zombies. This brings the bone golem and a bunch of skeletons our way, with one skeleton beating a drum.

The druid used call lightning to blast the guardians on the tomb gate. The regular skeletons are destroyed. All but one superior skeleton is destroyed, and the two bone golems are massively damaged.

Otiben runs to the building we know is full of undead, and arrives in time to see 6 skeletons exit. He rushes to shut the doors and spike them. The skeletons keep missing him, as he drops them.

The rest of the party finishes the guardians at the tomb door/gate.

Urman drops the skeleton with the drum using magic missile. Zhoni turns most of the skeletons. Urman slows the rest with the staff.

Just as we defeat the forces from the town, Otiben is ready to run to re-join us, when he sees the two bone golems and associates that were guarding the stairs.. The bear, and Puk and the dogs attacke the regular skeletons from behinds. They then run arouns on side of the building where Otiben was fighting, and finish off the stragglers that Zhoni turned from the town.

Otiben runs the other way and Helps us finish off the bone golem from the town.

This is just as the force from the foot of the stairs arrives, less most of the skeletons turned by ZhoNi. This force meets our line, with only the bone golems and 4 superior skeletons. Two of the superior skeletons hung back with light crossbows.

One bone golem knocked Frike down, but Otiben was able to back stab one bone golem and we slowly whittled down the remaining ones.

The druid used a second lightning bolt to wipe out most of the turned skeletons from the foot of the stairs.

Once we finally finished off the last attacker, we had the druid blast the roof of the building full of undead. The roof collapsed, and an undead giant stood up in the back of the building. It is a lot taller than normal giants.

Tune in next week to see if the party can live long enough to have the druid use the last two lightning bolts at his disposal. We hope to control the upper city once we finish this creature….