Session 25 December 11, 2016

Session 25 December 11, 2016

The party returns to Mannheim in the early evening of the 21st. Zho ni visits the church to procure scroll supplies before joining the rest of the party at the Freelancers guild to spend the night.

The next morning, as the party is traveling to the docks to purchase canoes for the portage through the Many Mouths, a small colony of bats bomb their path with several skulls that burst into augmented Skeletal Warriors as they land. The skeletons split into squads of skirmishers and archers and join the giant and swarming bats in assaulting the party. Most of the public flee the scuffle. Those that loiter witness Zho ni send all of the skeletons packing and the rest of the party slay the fearless bats.

The band pursue the skeleton’s wake through the city. The city guard dispatched a single skeleton and those guards mopping up joined our pursuit when we explained our intent. The surviving skirmishers are found with their backs to the river docs engaged with city guards who make way when the party rushes in. When the last skirmishers falls, the archers emerge from the water and fall to our blows. The defeated skeletons leave only the skulls, their bodies dissolve into nothing. Zho ni collects the skulls in a sack and crushes them to avoid further animation. Its hoped the shards might be useful later.

Otiben convinces the party to spend a week in Mannheim to train as a Hero. The night before he begins, we are summoned to appear before the Thane. He expresses his concern that it has been about a month since we were tasked to fix the Many Mouths and the recent attack gives a real sense of urgency. We explained the success of our first investigation and how we learned Vorigan was a greater threat than we could have handled. After explaining the steps we have taken to better overcome the challenge, we promise to set out as soon as Otiben is a hero. The Thane explains Randolph’s status as an independent when we try to coerce a sponsorship from him to augment Otiben’s skills.

On the night of the 27th, Embrek arrives at the Freelancer’s Guild. His good tidings are that the Mithril vane was excavated, secreted away and awaits smelting. Since the Yuletide is imminent, he and the other miners have left to celebrate. He begs leave to visit with old friends and families which Zho ni grants gladly. But his heart changes when Zho ni explains the Necropolis assault commences on the morrow. Embrek is geared for action the next morning.

Our trip down the River Dross passes easily. After a night at the Urdjan Knight Ironclad, the party sets off for the Necropolis. During our march, a giant slimy moss covered mound of moving plants lifts from the mire. It bears down on the party under a hail of arrows, flaming oil, bolts of pure energy and Urman’s fiery airburst. After its monstrous limbs yank Batukahn and Embrek off their feet and into its brambles, Otiben delivers a most skillful backstab, allowing us to save the two before they suffocate. We find a few trinkets in its remains then set off for the Necropolis again.

Session 24 Summary

Session 24 Summary

The party is mysteriously whisked away during the night to do battle with a werewolf. Victorious, they are returned to the mine, but wonder as to the cause behind this and quickly suspect the witch, Elosha. They return to Manheim once more to gather information and new skills, and seek to continue their business efforts. The party now plans to return to the Silken Forest and gather spidersilk.

 – Still confounded by new spells: Urman

 – Entrepreneurial: The Party

 – Money Signs in their eyes: Embrek and Thrannum Coalfinger

 – Inked – Otiben

 – Level Up! – Batukhan and Urman

 – Paid off some debts: Zho Ni

Items and Money:

Sold/Lost/Destroyed

 – Obsidian, Rock Crystal and Lapis Lazuli, 62GP

 – Enchanted Longsword, 1800GP

 – 3 1/2 Bars of Mithril

 – All Amber Darkword Seeds.

Gained

 – Werewolf Remains (Pelt, 4 Fangs, 6 Claws, Vial of Blood)

 – Large Iron Boxes

 – 1 Vial of Darkwood Poisoned Oil

 – Lodestones

 – Bows for Bryn

Total XP: 1862XP (Not including Mithril)

Monsters Slain

 – Werewolf, 310XP

 – 3 Common Wolves, 232XP

Total XP: 542XP

Combatants: 7

Experience Each (Inc Bryn): 77

The Mine’s Assets (5th-12th Rosenur)

Embrek has tasked four miners to work on digging out all the copper and two for the iron whilst he works on the Mithril. Under orders from the party, and on his recommendation, he has hired a carpenter (to fix up usable buildings and build supports for new tunnels), and a blacksmith (to smelt the ores and set the metals into bars). Additionally, a master smith,  Thrannum Coalfinger has been brought in to work on the Mithril when it is found.

– Embrek Forbolson (Current Chief)

– 6 Freelancer Miners

– Carpenter (1GP per week)

– Smith (5GP per week)

– 2 Continual Light Helmets

– Vein of Iron (Unknown Size)

– Vein of Mithril (Unknown Size)

– Leftover Copper (Unknown Amount)

– 1 Week of Rations per Worker (27GP Weekly)

– 63GP Funds

– Thrannum Coalfinger is on 25GP retainer to work with Mithril

Total Cost of Mine: 27GP

Total Profit: 0GP

Profits from The Fighting Ring (3rd-10th Rosenur)

– 13GP (Unclaimed)

Experience Roundup:

(Mithril Experience already claimed and distributed)

Total Experience:  1862XP

Per PC: 542XP

With Bonus: 595XP

For Otiben: Fighter-298XP/Assassin-271XP

Session 24 – December 4, 2016

Session 24 – December 4, 2016

We decide to veriy that the wall built in the goblin cave the last time we were in the area is still intact. It is. Zho Ni’s dwarf henchman, Embrek checks it over and says it is well sealed.

We get back to the mining camp and set watches for the night. During Otiben’s watch, the first, he notices out the window that the moon is full and a mist is gathering around and descends and the next thing we know, all of us that were involved with the witch Alosha are in the middle of a rings of trees. Only Otiben, who was awake has he gear. The rest of us scramble for weapons as we hear the howl of a wolf.

Batukahn climgs a tree, and Otiben sneaks into the shadow of another tree. The rest of us make ready for something. It is a werewolf followed by three wolves. Zho Ni throws a silver hammer and hits the werewolf. Batukahn misses with silver arrows. Otiben backstabs it and kills it. Urman casts web to catch the 3 wolves.

We take parts from the werewolf and retrieve all of our gear. As the last of the 3 webbed wolves is slain, we reappear standing in the midst of the office.

Urman can make no significance of the moon or constellations, and their is no sign of dew from the mists. We suspect it was Alosha, since only those who faced her were affected.

The next morning, Urman casts continual light on two of the mining helmets. Embrek agrees to stay and keep an eye on things.

We then return to Manheim and find out that mithril and all other precious metal ingots are the same size as gold ingots. It weights 12.5 pounds and is worth 6,250 gp. We’d get cash most likely from foreign traders more common to Finnesheim.

In questioning Baruk, the deputy of the Freelancer’s Guild, we learn that the dwarf owner of the mine got it from the father of the current thane. The dwarf may have family in the dwarf land about two day’s sail. The thane could grant us the mine, or we can do what we want, who’s to say?

We also ask about a contract on the ghouls, and no active contract, so we don’t manage to get paid for it.

We sell the 3 gems we found in the ghast nest and the magic sword after getting is identified as a simple +1 weapon.

Zho Ni pays off his debt to his temple.

Urman buys training and acquires 3rd level spell ability. Urman inquires about the mist and Old Harriman suggests that it could be a curse since the only common thing is those who faces Alosha.

Zho Ni destroys the orange seeds, and Otiben retrieves the liquid from the seed soaked in oil.

Batukhan also gets training for 5th level fighter.

Otiben learns that the fight club only earned us a few gp and he questions whether it is worth it.

While Urman and Batukhan are training, Zho Ni and Otiben go check on the mine and they found some iron and a vein of Mithril that is behind 100′ of rock. Zho Ni gives Embrek some gold to get the mine ready to ramp up production.

After training, we go to Barton, the town near the barrier fort. Otiben gets two magic tattoos. The first, on his back takes and grants him +1 to AC. The second, on his chest, does not take, so he does not get healing from it.

Embrek inquires after supplies and more for the mine.

We ride back to Mannheim.

POSSIBLE NEXT ACTIONS FOR SESSION 25:

1) Arrangement with Tailors to harvest spider silk.

2) Finnesheim

3) Necropolis

4) Crossing (Over the lake, where the assassin went)

Something that came up in play recently, in that we expressed dissatisfaction with the Cleric’s spell Augury. As…

Something that came up in play recently, in that we expressed dissatisfaction with the Cleric’s spell Augury. As written, it is a simple ‘will the next three minutes be dangerous or not’ question, with a <30% failure chance and a high cost.

Sounds cool, but in practice, underwhelming for a Second Level spellslot. So far I’ve been waiving the component part of the spell, but I think I have a slightly better solution.

So, subject to playtesting:

Augury comes in two forms, a quick and dirty reading at the near future, and a more ritualistic casting that can reveal vague hints about a future action.

The quick version will function as we’ve been using it in game so far. The cleric takes a round to meditate on if a certain action (opening a door, destroying a rune, etc) will bring harm to the party if performed within the next 3 turns. The DM will roll to ascertain this, with a 70% + 1% per level chance of getting an answer, and the cleric will either get a feeling of assurance or foreboding.

The ritual version requires 1 turn of meditation. During this time, the cleric will use bones, cards, tea or a similar object to divine the outcome of a certain action within the next day. The chances of a true reading remain the same, and the answer (a vague vision, at the DM’s discretion) will be accompanied by an appropriate feeling. The ritualised version usually requires specialised components of great value (gilded cards drawn with special ink, dragon bone, 100gp crushed pearl in tea). There is a 5% chance (roll of 95-100) of the component being damaged and rendered unusable the act, representing bad omens or too much power being focused through them (cards bursting into flame, bones crumbling, tea tasting sour).

I’m available this Sunday, Dec 4th.

I’m available this Sunday, Dec 4th.

I will not be available the following Sunday, Dec. 11th. I will be out of town and not getting back til almost midnight.

I should be available both the 18th and 25th, although the 25th might not work for some. 😉

For that matter, I should also be available the 1st.

Session 23 Summary and Experience

Session 23 Summary and Experience

In need of more money and more experience in fighting the undead, the party returned to the valley where they fought the goblins, and the ghoul-infested mine there.

– Breaker of Bows: Bryn Freystein

– The NEW Blackstaff: Urman

– Proving Hirelings are still MVP: Frike

– One-hit Wonder: Otiben

Items/Money:

– The New Blackstaff (Anti-Undead Staff)

– The Blackstaff Research Notes

– 1579GP

– 530SP

– 437CP

– 4 Ingots of Mithril

– Barrel of Lamp Oil (4 Pints)

– 3 Gemstones (Black, Clear, Blue with Yellow Flecks)

– Magic Longsword

– A Mine?

Player Shares: 394GP, 132SP, 109CP, 1 Mithril Ingot

Party Fund: 3GP, 2SP, 1CP

Monsters Slain:

– 1HKO Half Orc Boxer, 19XP

– 10 Ghouls, 890XP

– Ghast, 279XP

Total Experience: 1188 XP

# of Combatants: 7

Total Experience: 170 (Inc. Bryn (Embrek wasn’t present))

Business Owned?

– Underground Fight Club, Manheim: 50% Profits Weekly

– Southern Vale Valley Mine?

Hired Workers:

– 6 Miners

Experience Roundup:

Total Experience:  2795XP

Per PC: 699XP

With Bonus: 769XP

For Otiben: Fighter-384XP/Assassin-349XP

Session 23 – November 27, 2016

Session 23 – November 27, 2016

Zho Ni made a deal and trained for 4th level.

While Zho Ni trained, Urman did research and made a new Black Staff inlaid with silvered runes for control, repel, and binding undead. the adder skin is wrapped around it to prevent shape changes from changing shape, and the antler form the undead mount is attached to the top with a spot to hold Urman’s sun stone.

Otiben can’t make more deals for training, but has a lead on a place where there is potential for loot.

Otiben finds an underground fight, and takes out their best fighter with one punch. Our wager is more than bookie could cover, so we make a deal for 5% of all future profits.

Urman suggested going to the mine and dealing with the ghouls to test the staff and see if there is any loot.

We hire 6 miners and buy some tools.

We find 5 buildings and search them.

We find two ghouls and 4 ingots of mithril in a locked warehouse. We learn that the staff prevents the ghouls from approaching it. We drag out the bodies of the ghouls after slaying them and cut them up and burn them.

We enter the mine and slay a bunch of ghouls and an 8 foot tall ghast. The ghast is able to pass the 20′ influence of the staff.

We explore more of the mine and find the ghast nest and find some coin and 3 gems and a magic sword.

We drag out the bodies of the ghouls and ghast and cut them up and burn them.

The dwarf henchman and miners fix up the office building to make it living quarters.

We ended with a discussion of how to proceed, and Urman plans to wait a day and cast continual light on a couple of items so that the miners don’t need to use oil and torches to see in the mine.

Sarcophagus cave – looted crypt of ancient Orcish King found at the base of the southern wall of the Necropolis…

Sarcophagus cave – looted crypt of ancient Orcish King found at the base of the southern wall of the Necropolis chasm near the river drain, an ankle deep pool surrounds a circular dais where the king’s sarcophagus rests. Evil people are repulsed by this cave.

Primordial Death Idol Statue – over man sized black stone statue occupying an alcove in the entrance hall of Vorigan’s keep. Bryn was struck blind in his corresponding eye after Zho Ni told him to poor holy water in the empty orbit.

Main Worshiping Hall – very wide room 2nd after the main entrance in Vorigan’s Crypt, guarded by two scores of shadows. There is centrally located throne that summons an undead servant who will do the bidding of anyone who sits on it.

Zacarias Danson – human herbalist that live n Mannheim. He answered Zho ni call for Henchman and wants to join a party of adventurers to find exotic and remote plants. Was passed on since Urman also collects plants.

Embrek Forbolson – retired Dwarven fighter that answered Zho ni’s call for Henchman, looking for something interesting to do in his retirement. Enlisted with Zho ni.

Drahsen Solbergsson-Annel – unfriendly corpulent Odagard captain of Golden Griffon that Randolph the spymaster claims has sold advanced weapons to the Northman invading the vale. Dead after Otiben stages a diversion that allows him to force Drahsen to drink untraceable poison.

Golden Griffon – Odegard merchant ship who’s crew has mostly deserted after the captain’s assassination leaving the first mate stranded in Port Finnesheim.

Vincentius Lurio – Falstadian Captain of the Delilah that suggests the party might be hired on as day laborers for the Golden Griffon to get on board her. Popular with the Port Finnesheim urchins due to his generosity and kindness, mostly displayed with free candy.

Ankle disquise – non magical singly worn sock trick known to all Half-Orc horseman as the best way to disguise themselves in human lands as fair skinned and cultured academics. The technique is nigh flawless when combined with any bound book….

Baudy Sailor – modest inn/tavern that the party has hired each time they have visited Port Finnesheim. Batukahn trusts the stable hands with his horses.

Marcus – innkeeper of the Baudy Sailor

White Lilly – upscale tavern frequented by most ship’s Captains in Port Finnesheim. Batukahn and Zho ni have drinks with Captain Lurio while Otiben stalked Solbergsson-Annel.

Maescia – elderly Drow head librarian at the Port Finnesheim library who researched Vorigan the vampire for the party. She also purchases artifacts and documents on behalf of the library

Lady Azaria – ambassador of the visiting Druids who was abducted recently shortly after visiting with Maescia the librarian.

Greymantle’s Wrath – Dwarvish iron side that sunk the Ogre Galleon who’s wreckage has washed ashore north west of Port Finnesheim.

Druids – elvish band lead by Kelzhan that are camped north of Port Finnesheim’s walls. With the Thane’s and Urdjan knight’s cooperation, they are investigating the Vales resistance to the Frost of Alonestr.

Frost of Alonestr – commenced over a 100 years ago at about the same time the Enchantress emerged as a leader of the Ogres to the South. The effect moves across the land in waves starting from the south and sweeping to the north but the Vale and the Elvish Enclave are resisting its effects compared to the rest of the continent.

Kelzhan – Elderly elvish leader of the Druids residing in the Druid Gardens. Agrees to help the party cleans the Many Mouths of Vorigan’s Undead threat. Purchases the party’s Druid documents and warns that Alosha the witch is likely plotting her revenge against us.

Kymil – elvish Druid of the 6th Circle who agreed to help the party against Vorigan, will meet us at the Necropolis when we send word of our assault.

Just Call It Home – small human fishing village west of Port Finnesheim. Was raided by Ogres ship wrecked by Gremantle’s Wraith. It’s inhabitants host the part to dinner after the ogres are slain.

Garam Thul’Mashka – captain of the Ogre Galleon sunk by Greymantle’s Wrath, commissioned by the Enchantress to raid the Whitefish bay . Presumed lost at sea.

Thul – Ogre epithet for Sailor

Lady Grim – commander of the Mariner’s Fort in Port Finnesheim. Pays a bounty for the slain Ogres.

Orkarhest – an abandoned ruin, the former capital of the Orcs that ruled all of Alonestr in the ancient past. It is believed to be in the lands of the Northmen.

Necropolis – former Orcish town at the bottom of a 100 foot chasm somewhere in the Many Mouths. Doesn’t flood due to a subterranean drain found in the southeast wall of the chasm. Currently occupied by Vorigan the Vampire, his undead army and an uncounted number of Human & Humanoid thralls and overseers. The party hopes to defeat/drive off Vorigan so that they can eliminate the undead threat of the Many Mouths.

The documents Maescia gives you include ancient maps of the city the Necropolis once was, the Orc Town, Burdrard.

The documents Maescia gives you include ancient maps of the city the Necropolis once was, the Orc Town, Burdrard.

The upper city looks as you’ve seen it, the roads and ruined buildings matching up with the districts marked, but the map of the crypt reveals some new information, and its original purpose. It was once a temple, and a large one at that, dedicated to the worship of Vahg, the ancient Orcish god of battle and law.

Batukhan and Otiben will recognise the name, synomonous with the more warlike members of their race, but they have not seen or heard of any organised worship, and it seems Vahg has become a forgetten member of the Alenostan pantheon.