3.5 Dungeon Delver's Campaign's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/loudwatercampaign Update 5-8-13
Garm is found in the kitchen preparing grub for the day.  Stryfe blasts through the window and grabs him by the scruff of the neck.  The Innkeeper slashes wildly with a cooking knife, and the party executes him.  Meanwhile Raven and Sharky sneak through the front door and occupy the commons.  As we're whispering about our next move, we hear footsteps from above.  Mere seconds before Jarmix--the bouncer--emerges into the commons, Sharky dives behind the bar and Raven brilliantly shape-shifts into Garm.  Everyone holds their breath.

The bouncer suspiciously quizzes Raven about a few details, but the cat keeps his cool and sends him back upstairs.  We can't believe that worked!  We spread out some broken glass, grab the statue and Garm's body, and prepare to leave.  For good measure, Duffy makes a major illusion of Salamanders attacking the courtyard and Inn, and then we teleport away.

Triumphant, we dump the Innkeeper's body into the river.  Nightfall shows up and expresses his impatience, revealing that he wishes to take some object from Zebobonk (but he can't do it himself).  So we take the statue into the lower deck of the Bright Star, and reattach the fingers.  There is a flash of light and the Evil Boss is unleashed.

In the turmoil that follows, several things happen.  We're suddenly knee-deep in demonic kobolds, and fighting to catch up to Zebo.  The Shadow Demon sneaks in and grabs something, and retreats up the stairs.  Zebo somehow figures that we're not allied with the Shadow, and he warns us that we DON'T want to let the Demon get away.  But Zebobonk is a Black Eight, Raven is committed, and we focus on the spellcaster.  The Shadow escapes as Zebobonk bites the dust.

In the aftermath, we discover that the next Black Eight is Tyrannus the White Dragon, and he resides in the dungeons of Zhentil Keep.  We complete repairs on the Bright Star, and prepare to leave on the next full moon.


0 Comments - Leave a Comment
]]>
Sat, 11 May 2013 06:42:01 -0500 http://community.wizards.com/loudwatercampaign/blog/2013/05/11/update_5-8-13 http://community.wizards.com/loudwatercampaign/blog/2013/05/11/update_5-8-13
Garm is found in the kitchen preparing grub for the day.  Stryfe blasts through the window and grabs him by the scruff of the neck.  The Innkeeper slashes wildly with a cooking knife, and the party executes him.  Meanwhile Raven and Sharky sneak through the front door and occupy the commons.  As we're whispering about our next move, we hear footsteps from above.  Mere seconds before Jarmix--the bouncer--emerges into the commons, Sharky dives behind the bar and Raven brilliantly shape-shifts into Garm.  Everyone holds their breath.

The bouncer suspiciously quizzes Raven about a few details, but the cat keeps his cool and sends him back upstairs.  We can't believe that worked!  We spread out some broken glass, grab the statue and Garm's body, and prepare to leave.  For good measure, Duffy makes a major illusion of Salamanders attacking the courtyard and Inn, and then we teleport away.

Triumphant, we dump the Innkeeper's body into the river.  Nightfall shows up and expresses his impatience, revealing that he wishes to take some object from Zebobonk (but he can't do it himself).  So we take the statue into the lower deck of the Bright Star, and reattach the fingers.  There is a flash of light and the Evil Boss is unleashed.

In the turmoil that follows, several things happen.  We're suddenly knee-deep in demonic kobolds, and fighting to catch up to Zebo.  The Shadow Demon sneaks in and grabs something, and retreats up the stairs.  Zebo somehow figures that we're not allied with the Shadow, and he warns us that we DON'T want to let the Demon get away.  But Zebobonk is a Black Eight, Raven is committed, and we focus on the spellcaster.  The Shadow escapes as Zebobonk bites the dust.

In the aftermath, we discover that the next Black Eight is Tyrannus the White Dragon, and he resides in the dungeons of Zhentil Keep.  We complete repairs on the Bright Star, and prepare to leave on the next full moon.


0 Comments - Leave a Comment
]]>
0
Update 5-1-13
Back at the Warming Fire Inn, Garm quietly studies the bodies and offers to buy them for a pretty penny.  However, we take exception to his perceived motives: to pin the corpses of these innocent dwarves on the walls of his Inn.  Instead, we give the remains a proper burial.  Then, during our preparation for 'attaining' the statue, we alienate Garm and get ourselves thrown out.  Therefore we decide that Garm must be Evil, and his life forfeit.  And then we can guiltlessly steal the statue.

The next two weeks are spent in preparation for a raid on the Inn.  We plan for it to coincide with the big Dagon festival, when there might be fewer people around.  We case the Inn, prepare spells, choreographs distractions, and sharpen our steel.  We sneak up to the window in the wee hours of the morning, and observe that the statue is nowhere to be found.  Embarrassed and humiliated, the party sneaks away to rethink its strategy.
0 Comments - Leave a Comment
]]>
Sat, 11 May 2013 06:15:52 -0500 http://community.wizards.com/loudwatercampaign/blog/2013/05/11/update_5-1-13 http://community.wizards.com/loudwatercampaign/blog/2013/05/11/update_5-1-13
Back at the Warming Fire Inn, Garm quietly studies the bodies and offers to buy them for a pretty penny.  However, we take exception to his perceived motives: to pin the corpses of these innocent dwarves on the walls of his Inn.  Instead, we give the remains a proper burial.  Then, during our preparation for 'attaining' the statue, we alienate Garm and get ourselves thrown out.  Therefore we decide that Garm must be Evil, and his life forfeit.  And then we can guiltlessly steal the statue.

The next two weeks are spent in preparation for a raid on the Inn.  We plan for it to coincide with the big Dagon festival, when there might be fewer people around.  We case the Inn, prepare spells, choreographs distractions, and sharpen our steel.  We sneak up to the window in the wee hours of the morning, and observe that the statue is nowhere to be found.  Embarrassed and humiliated, the party sneaks away to rethink its strategy.
0 Comments - Leave a Comment
]]>
0
DnD Session Update 4-24-13 DnD Sessions Update 4-24-13

 

  As the rain perpetually falls outside this windowless stone structure, you roll initiative against the 2 medium sized creatures that reacted to you from within 2 holes dug into the floor. They are ghoul like creatures with decayed clothes and dead eyes but possess a demonic or abyssal glare. Thomas gave Raven a divine boost for his save roll against undead fears. He makes it! Let the battle begin!

  Melee starts and spells fly. These undead are too quick to deal them bonus damage from sneak attacks as they “spring” about with their attacks. Sharky gets caught between the 2 and is dealt some sneak attack damage from them. As everyone is now within the structure trying to add to the damage being dealt, Stryfe starts to over-run and knocks a foe down.  Duffy takes advantage and uses a powerful spell to trap a foe within a sphere of force. As your foe calls out in abyssal for help, Duffy launches a web across the interior of this structure as the standing foe falls.

 Hoping the web is enough of a deterrent with the possibility of more enemies as you notice one of the holes in the floor continues downward into darkness. As you prepare 2 additional Abyssal Ghouls climb out of the floor, these larger than the 2 you have killed or subdued. They seem to communicate and view the area from the opposite side of the web but end up returning to the hole in the ground after their companion cannot be set loose.

  With a long duration for the trapping spell, you decided to follow the 2 ghoul down their hole and attempt to defeat them as you have found no remains here the Barkeep (Garl) sent you to fetch. So down the tight dark space to a tunnel 5 feet across leading to a small room ahead Stryfe leads. He is jumped by hidden ghouls once he enters the room. Battle begins in this small room with ghouls springing about and party members trying to keep from being flanked.  Another save from Raven with much damage being dealt around from foe and to friend. The battle leans to your favor as the enemy falls. The back side of this room contains an odd structure of stone resembling large teeth, tongue and mouth with another stone tunnel leading beyond. You move within.

  Still seeking some kind of remains the barkeep is seeking, you decided that this locale shows natural elements but in a strange manner. Your checks from Thomas and Stryfe reveal this stone passage and chambers are that of a long dead creature of massive dimensions. You find yourselves traversing the seeming esophagus of these ginormous remains leading you to a larger, deep chamber you have entered at a 15’ elevation above the floor. You can see another passage across this chamber at the same level you stand now leading out. Numerous smaller openings, perhaps 3’ across,  can be seen at floor level all around the wall of the room. But more intriguing are 3 skeletal remains lying on the floor near the middle of this chamber. Decayed clothe, armor, weapons and items can be made out. Sharky  and Stryfe make their way down to examine  more closely. Stryfe checks out some of the openings while Sharky sees 3 dwarven remains here with a pile of shiny items mixed in among the dried bodies. As Sharky moves in to see more detail, he notices a chest, shield, axe, staff and book, as sounds from the tunnels fill the room and movement is seen and initiative is rolled!

3 Comments - Leave a Comment
]]>
Mon, 29 Apr 2013 19:03:49 -0500 http://community.wizards.com/loudwatercampaign/blog/2013/04/29/dnd_session_update_4-24-13 http://community.wizards.com/loudwatercampaign/blog/2013/04/29/dnd_session_update_4-24-13 DnD Sessions Update 4-24-13

 

  As the rain perpetually falls outside this windowless stone structure, you roll initiative against the 2 medium sized creatures that reacted to you from within 2 holes dug into the floor. They are ghoul like creatures with decayed clothes and dead eyes but possess a demonic or abyssal glare. Thomas gave Raven a divine boost for his save roll against undead fears. He makes it! Let the battle begin!

  Melee starts and spells fly. These undead are too quick to deal them bonus damage from sneak attacks as they “spring” about with their attacks. Sharky gets caught between the 2 and is dealt some sneak attack damage from them. As everyone is now within the structure trying to add to the damage being dealt, Stryfe starts to over-run and knocks a foe down.  Duffy takes advantage and uses a powerful spell to trap a foe within a sphere of force. As your foe calls out in abyssal for help, Duffy launches a web across the interior of this structure as the standing foe falls.

 Hoping the web is enough of a deterrent with the possibility of more enemies as you notice one of the holes in the floor continues downward into darkness. As you prepare 2 additional Abyssal Ghouls climb out of the floor, these larger than the 2 you have killed or subdued. They seem to communicate and view the area from the opposite side of the web but end up returning to the hole in the ground after their companion cannot be set loose.

  With a long duration for the trapping spell, you decided to follow the 2 ghoul down their hole and attempt to defeat them as you have found no remains here the Barkeep (Garl) sent you to fetch. So down the tight dark space to a tunnel 5 feet across leading to a small room ahead Stryfe leads. He is jumped by hidden ghouls once he enters the room. Battle begins in this small room with ghouls springing about and party members trying to keep from being flanked.  Another save from Raven with much damage being dealt around from foe and to friend. The battle leans to your favor as the enemy falls. The back side of this room contains an odd structure of stone resembling large teeth, tongue and mouth with another stone tunnel leading beyond. You move within.

  Still seeking some kind of remains the barkeep is seeking, you decided that this locale shows natural elements but in a strange manner. Your checks from Thomas and Stryfe reveal this stone passage and chambers are that of a long dead creature of massive dimensions. You find yourselves traversing the seeming esophagus of these ginormous remains leading you to a larger, deep chamber you have entered at a 15’ elevation above the floor. You can see another passage across this chamber at the same level you stand now leading out. Numerous smaller openings, perhaps 3’ across,  can be seen at floor level all around the wall of the room. But more intriguing are 3 skeletal remains lying on the floor near the middle of this chamber. Decayed clothe, armor, weapons and items can be made out. Sharky  and Stryfe make their way down to examine  more closely. Stryfe checks out some of the openings while Sharky sees 3 dwarven remains here with a pile of shiny items mixed in among the dried bodies. As Sharky moves in to see more detail, he notices a chest, shield, axe, staff and book, as sounds from the tunnels fill the room and movement is seen and initiative is rolled!

3 Comments - Leave a Comment
]]>
0
Update 4-17-13 Here’s a quick recap of our exploits last week:

After Duffy memorizes the cave for future rescue operations, we flee for our lives.  Returning to civilized lands, we encounter and quickly dispatch some sort of snowflake-pudding-monster.  Fortunately the White Dragon does not make an appearance, so we arrive back in Mulmaster safely.  The party goes shopping while Duffy, Thomas and Raven spend time leveling up.  At this moment, everybody is level 10!  Woot!

We reconnect with "Nightfall" the Helpful Shadow Demon, make final preparations, and set sail through the planes to the Genosi city of Gloamnull.  We spend a few turbulent minutes navigating some trippy rivers, and finally arrive in the harbor.  We dock and disembark, and then Nightfall directs us to a rowdy inn outside of the city walls.  That’s where we will find Zebobonk.

Indeed, we step right in and see a crystal statue standing in the corner.  Sharky strikes up a conversation with the human barkeep, and learns a bit about the statue and the local history.  For, the city has been at war with Efreeti for several years, and only the intervention of a Demon "Dagon" has saved them.  Therefore most everyone swears fealty to the Demon, and considers him to be a big hero and savior.  There's even going to be a big "Dagon-day"celebration within the city walls, about a couple weeks from now.  This crystal statue appeared here--quite mysteriously--after a recent raid was repelled; therefore the barkeep has talked himself into believing that it is a boon and a sort of shrine to Dagon’s greatness.  We’re skeptical, but we keep our thoughts and intentions to ourselves.

In order to cultivate a friendship with the barkeep, we agree to help him with a little side-quest.  He wants us to go into a particular black mausoleum in a dark neighborhood, dig up some bodies, and return them to him.  His motivation is to mount the bodies on his walls as trophies or something.  Sounds a littly shady, but whatever; off we go.

We find the black windowless building and step inside.  In the middle there is a shrine to a fungus god and a bunch of displaced floor slabs.  Under each 5’-square cavity, we see an empty dug-out hole.  Either someone has been here digging up bodies, or some of the bodies have been deciding that they really don’t want to stay buried.  Scouting around, we find that two of the floor holes are occupied by medium-sized creatures.  Duffy tries to capture one, triggering their attack.  Everyone rolls initiative, and --to be continued next week--

0 Comments - Leave a Comment
]]>
Mon, 22 Apr 2013 14:41:11 -0500 http://community.wizards.com/loudwatercampaign/blog/2013/04/22/update__4-17-13 http://community.wizards.com/loudwatercampaign/blog/2013/04/22/update__4-17-13 Here’s a quick recap of our exploits last week:

After Duffy memorizes the cave for future rescue operations, we flee for our lives.  Returning to civilized lands, we encounter and quickly dispatch some sort of snowflake-pudding-monster.  Fortunately the White Dragon does not make an appearance, so we arrive back in Mulmaster safely.  The party goes shopping while Duffy, Thomas and Raven spend time leveling up.  At this moment, everybody is level 10!  Woot!

We reconnect with "Nightfall" the Helpful Shadow Demon, make final preparations, and set sail through the planes to the Genosi city of Gloamnull.  We spend a few turbulent minutes navigating some trippy rivers, and finally arrive in the harbor.  We dock and disembark, and then Nightfall directs us to a rowdy inn outside of the city walls.  That’s where we will find Zebobonk.

Indeed, we step right in and see a crystal statue standing in the corner.  Sharky strikes up a conversation with the human barkeep, and learns a bit about the statue and the local history.  For, the city has been at war with Efreeti for several years, and only the intervention of a Demon "Dagon" has saved them.  Therefore most everyone swears fealty to the Demon, and considers him to be a big hero and savior.  There's even going to be a big "Dagon-day"celebration within the city walls, about a couple weeks from now.  This crystal statue appeared here--quite mysteriously--after a recent raid was repelled; therefore the barkeep has talked himself into believing that it is a boon and a sort of shrine to Dagon’s greatness.  We’re skeptical, but we keep our thoughts and intentions to ourselves.

In order to cultivate a friendship with the barkeep, we agree to help him with a little side-quest.  He wants us to go into a particular black mausoleum in a dark neighborhood, dig up some bodies, and return them to him.  His motivation is to mount the bodies on his walls as trophies or something.  Sounds a littly shady, but whatever; off we go.

We find the black windowless building and step inside.  In the middle there is a shrine to a fungus god and a bunch of displaced floor slabs.  Under each 5’-square cavity, we see an empty dug-out hole.  Either someone has been here digging up bodies, or some of the bodies have been deciding that they really don’t want to stay buried.  Scouting around, we find that two of the floor holes are occupied by medium-sized creatures.  Duffy tries to capture one, triggering their attack.  Everyone rolls initiative, and --to be continued next week--

0 Comments - Leave a Comment
]]>
0
Update 4-3-13
As the evil dragon dances and swims around the periphery of the battlefield (taking potshots), we are forced to confront two new nature hags.  And they are TOUGH.  Raven is forced to make a couple of will saves < shudder > while Butterscotch tries to grapple.  Stryfe is marginally successful in taking out a hag by leaping across the bobbing ice and clotheslining her; they both plunge into the drink.  Cortaz shuffles this way and that across the narrow bridge.

The hags are gradually brought down, at the cost of most of our spells and hit points.  Our tattered party manages to assemble back at the cave mouth, anxious to escape the trap.  Trailing behind, as usual, were plodding Thomas and fearless Avveron.  As the two cover the last leg of the bridge, the dragon's turn comes up.  A loud, dull KERTHUNK suddenly reverberates through the water.  The entire 60' bridge heaves up and then explodes into the air, disintegrating into a hail of subliming ice and frost.  The two trailing members are hurled back, barely managing to keep their footing onto the big median iceberg.  Now our party, separated, faces across a 60' wide field of shifting, frothing, iceberg-calved, dragon-saturated water!  And we know that poor Thomas can swim about as good as a camel...  Crap.

In the excitement and danger, Duffy suggests a desperate solution.  He casts a special teleportation spell to switch Thomas and Butterscotch.  With a pop, Thomas appears in Butterscotch's exact previous spot, presumably with Duffy clinging onto his back like a tiny jockey.  The caramel-colored dragon-effigy appears beside Avveron on the distant iceberg.  Then the little halfling wizard has the audacity to shout to the gruff ranger across the way: "Jump up onto Butterscotch; he can't support your weight, but he will flap his wings REALLY HARD and run-slash-hopscotch over the ice debris and over to our side!  Probably!"

Looking back, I think this is the moment that Avveron begins to give up on his life.  He shakes his head, spends several minutes deeply contemplating ANY alternates, and then laughs with the attitude of "you've GOT to be kidding me."  He throws his leg over the toy dragon, bends his knees so that he's actually sitting down, and laughs again hopelessly.  Then, with an electronic "roar" and a clanking of gears, Butterscotch takes off across the field!  The party tries to hide their smiles.  Was that Butterscotch upside-down for a moment?  Somehow--miraculously--the two make it across to the near side.

Successfully reunited, the party is feeling pretty good about itself as it leaps through the portal.  And that's when we see Cortaz lying prone on the floor of the last room.  The group makes a collective gasp (my ears popped from the sudden change in pressure) as we remember the one undead portal guardian we left behind!  Duffy hears an echo of his own voice reassuring the party: "We'll get it on the way back."  Now we frantically scan the room to find the horror, as an immense arm of ice swings and clotheslines Stryfe.  Raven panics and runs down the hallway, while brave Thomas checks Cortaz for signs of life.  Avveron stands with his back to the portal and fires his fiery arrows.

Stryfe grapples with the creature and repeatedly fails.  (Note for future reference: nobody even TRY to grapple an enemy EVER AGAIN; they ALL have +35 or better on their grapple checks; even the fricking hags!)  The barbarian starts getting sucked into the wall, and Duffy & Thomas try to help.

In the confusion of the retreat, Avveron notices a huge shadow pass over his head.  Turning slowly around, he beholds the white dragon one final time.  The dragon bellows "yield" to the outflanked ranger.  In reply, Avveron stands tall, lets his bow fall to the ground, and silently brandishes his two middle fingers.  With a flurry of fangs and claws, the dragon slays him.

The surviving members of the party manage to thwart the undead creature, until they stand at the far end of the blue tunnel.  Turning to look back, they see Avveron's body beside Cortaz and the frozen undead returning to it's guard position nearby.  No dragon is in sight.  Half desiring to go back and destroy the undead abomination, they decide to leave it in silent vigil over their friends' bodies (not to mention leaving it between them and the dragon).  Exhausted and beaten, they rest for the night.
0 Comments - Leave a Comment
]]>
Sun, 07 Apr 2013 16:54:55 -0500 http://community.wizards.com/loudwatercampaign/blog/2013/04/07/update_4-3-13 http://community.wizards.com/loudwatercampaign/blog/2013/04/07/update_4-3-13
As the evil dragon dances and swims around the periphery of the battlefield (taking potshots), we are forced to confront two new nature hags.  And they are TOUGH.  Raven is forced to make a couple of will saves < shudder > while Butterscotch tries to grapple.  Stryfe is marginally successful in taking out a hag by leaping across the bobbing ice and clotheslining her; they both plunge into the drink.  Cortaz shuffles this way and that across the narrow bridge.

The hags are gradually brought down, at the cost of most of our spells and hit points.  Our tattered party manages to assemble back at the cave mouth, anxious to escape the trap.  Trailing behind, as usual, were plodding Thomas and fearless Avveron.  As the two cover the last leg of the bridge, the dragon's turn comes up.  A loud, dull KERTHUNK suddenly reverberates through the water.  The entire 60' bridge heaves up and then explodes into the air, disintegrating into a hail of subliming ice and frost.  The two trailing members are hurled back, barely managing to keep their footing onto the big median iceberg.  Now our party, separated, faces across a 60' wide field of shifting, frothing, iceberg-calved, dragon-saturated water!  And we know that poor Thomas can swim about as good as a camel...  Crap.

In the excitement and danger, Duffy suggests a desperate solution.  He casts a special teleportation spell to switch Thomas and Butterscotch.  With a pop, Thomas appears in Butterscotch's exact previous spot, presumably with Duffy clinging onto his back like a tiny jockey.  The caramel-colored dragon-effigy appears beside Avveron on the distant iceberg.  Then the little halfling wizard has the audacity to shout to the gruff ranger across the way: "Jump up onto Butterscotch; he can't support your weight, but he will flap his wings REALLY HARD and run-slash-hopscotch over the ice debris and over to our side!  Probably!"

Looking back, I think this is the moment that Avveron begins to give up on his life.  He shakes his head, spends several minutes deeply contemplating ANY alternates, and then laughs with the attitude of "you've GOT to be kidding me."  He throws his leg over the toy dragon, bends his knees so that he's actually sitting down, and laughs again hopelessly.  Then, with an electronic "roar" and a clanking of gears, Butterscotch takes off across the field!  The party tries to hide their smiles.  Was that Butterscotch upside-down for a moment?  Somehow--miraculously--the two make it across to the near side.

Successfully reunited, the party is feeling pretty good about itself as it leaps through the portal.  And that's when we see Cortaz lying prone on the floor of the last room.  The group makes a collective gasp (my ears popped from the sudden change in pressure) as we remember the one undead portal guardian we left behind!  Duffy hears an echo of his own voice reassuring the party: "We'll get it on the way back."  Now we frantically scan the room to find the horror, as an immense arm of ice swings and clotheslines Stryfe.  Raven panics and runs down the hallway, while brave Thomas checks Cortaz for signs of life.  Avveron stands with his back to the portal and fires his fiery arrows.

Stryfe grapples with the creature and repeatedly fails.  (Note for future reference: nobody even TRY to grapple an enemy EVER AGAIN; they ALL have +35 or better on their grapple checks; even the fricking hags!)  The barbarian starts getting sucked into the wall, and Duffy & Thomas try to help.

In the confusion of the retreat, Avveron notices a huge shadow pass over his head.  Turning slowly around, he beholds the white dragon one final time.  The dragon bellows "yield" to the outflanked ranger.  In reply, Avveron stands tall, lets his bow fall to the ground, and silently brandishes his two middle fingers.  With a flurry of fangs and claws, the dragon slays him.

The surviving members of the party manage to thwart the undead creature, until they stand at the far end of the blue tunnel.  Turning to look back, they see Avveron's body beside Cortaz and the frozen undead returning to it's guard position nearby.  No dragon is in sight.  Half desiring to go back and destroy the undead abomination, they decide to leave it in silent vigil over their friends' bodies (not to mention leaving it between them and the dragon).  Exhausted and beaten, they rest for the night.
0 Comments - Leave a Comment
]]>
0