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Saturday, October 15, 2011, 4:22 PM
I unfortunately can not comment much on the first half of the week, as I was hung up in bed laboring to overcome the awful poisons in my veins. Pentor surprised us by passing on the news that three Zhent bodies have been found, and the Zhent camp is stirred up like a swarm of bees! They'll be looking for us now... Then, our big folk went to visit Cyril to turn in the mushroom loot. As I understand, they were offered some magical protection against the Zhents, but turned it down in favor of a muffin's worth of cash!
...My friends, I could not be more happy for this turn of events--for--had they opted for the protection, surely the racist barman would have protected only those that were present at the transaction, and forsaken us little folk! Instead my friends rally to protect the team! My heart swells with gratitude and friendship; may this be the first tiny step toward reconciliation of the little folk in this land!
Those still on two feet returned to our inn to make preparations for the inevitable Zhenterim assault. An escape route was plotted up through the attic and over to the adjacent building, a prefecture by the Blades (Selfaril the Highblade's haunt?). We buy some cure potions, in order that we may repair any of our broken bodies that happen to survive the attack.
Pentor then passes on the news that the Crown is planned to be moved in a caravan, along with some other valuable artifacts. The crown is apparently a part of an EVIL matched set, and our enemies will be seeking other pieces. But not if we can find them first! (yes I ate my Wheaties today).
Once everybody was back on their feet, we returned to the dungeon under the lighthouse. Taking the second entrance this time, we come up to a large field of mushrooms split by a tall boulder. Several fungi let loose a splintering shriek, and then a dire weasel attacks! Apparently the mushrooms are quite hostile to light! Upon our victory, we climb up the boulder to traverse the field. Averron pulls a magic dagger out of a hole in the ceiling.
The passage connects with the lake room we remember from our first visit. That magic door seems to be sealed by a Hold Portal spell (we have something similar in Alchemy...). We continue around the corner to the left and fight some more violet fungi; however the real surprise suddenly comes at us from behind! An invisible biting creature gives us a terrible time, and we can hardly hold up a fight. But after ganging up on it with enough raw firepower, the phantom phungus phinally phalls.
- penned by Duffy Slywander, Halfling Rogue Alchemist
Thursday, October 6, 2011, 4:22 PM
10/5/11 Session
The adventuring group followed up with the interrogation of our Zent prisoner. We were short 2 comrades as our new Barbarian and Rakshasa friends were off hunting for dinner. We started our interrogation with tact and diplomacy, and in a word it was a FAIL. Albion, the ever patient halfling took the reins and using the newly found bebilith poison convinced our newest Zent friend to loosen up his tongue a bit before partaking in a last toast. We also made it known that we were now in possession of two new tattoo neck skins and would not halt at adding a third.
Interrogation revealed-
- The prisoner worshipped BANE and that his deity was going to exact revenge on our group.
- The Zent Quarters location was pointed out on our map, NE of town very close to the town wall.
- The Crown we have been seeking, for Penter, is in the Zent Quarters and held by a lieutenant by the name of Gorp.
After knocking out the Zent prisoner, we proceeded back to the Ox Pit to discuss our findings with Cyril. Cyril shared the following.
- He was happy about the tattoos skins and his trust level in our group increased.
- He mentioned that there was troubles at the dock - no additional detail and he mentioned a Caravan inbound from the West.
- He indicated that the town tolerated the Zents but there would be nothing wrong if they went away all together.
New Mission - Travel to and search the caverns below the Lighthouse, bring back as many red mushrooms with purple dots as we can find. The caverns contain a pool where we can find the mushrooms.
We headed out to the lighthouse area seeking out the caverns and the mushrooms to fill our contract with Cyril. The caverns were easy to find as the main opening was 25' across, and has signs of being impacted by the tides along the sea. We entered the cavern which had a 15' high ceiling, was very dark, and contains numerous fungus, molds, etc.
Albion used sneak and his darkvision as our scout while the rest of party followed back 50' with a lantern and a sunrod. We had encounters with several purple fungus - they hit, they hit often, and had a poison effect that required good fortitude to stave off. After covering several 100' of cavern we came upon a larger room that not only contained a large pool but also a small cavern that contains spider webs.
Sharkey, was keen enough to search the rocky area surrounding the pool and found a beautiful silver ring with a clear crystal - later determined to be a Ring of Brief Blessing. Using climbing and sneak Albion and Sharkey made there was to the web covered cavern while the rest of the group covered them with bow, crossbows, and some newly found magic from Duffy, who has apparently trained in new profession.
We took down the spider, using good use of our action dice, and found some coins as well as a large iron door at the rear of the 15' long spider cavern. We were tapped out on spells and after harvesting two backpacks of red mushrooms we decided to return to town, rest, and meet with Cyril.
The adventure ended for the night.
Wednesday, September 21, 2011, 3:20 AM
Starting Action Dice: 1st-5th 3d4 6th-10th 4d6 11th-15h 5d8 16ht-20th 6d10 Action Dice "explode" when the highest possible result is rolled.
DM's Action Dice: DM gets starting actions dice equal to the number of players plus party average level. DM's Action Dice are always d6, except for "boss" NPC's who's dice are one size larger than PC's
Action Dice Use: Use one (1) Action Die to boost any d20 roll - attacks, saves, skill checks
Use one (1) Action Die to boost a damage roll in one (1) of the following ways: - increase damage dealt by roll of die - automatically confirm a critical - on a naturally confirmed critical, increase critical multiplier by one (1) (e.g. x2 goes to x3, x3 goes to x4, etc.)
Tuesday, August 31, 2010, 5:59 PM
Moving into the large natural cavern with the 9 hanging circular platforms supported by a single chain link each. Some 50 feet down is the level of boiling mud that fills the floor of the cavern. 2 major mud geysers blow every few rounds so you plan movement around those eruptions. After Gorick falls into the boiling mud and takes great amounts of damage, Wither and his talent of jumping gets the immovable shaft into position to use rope and swing each party member across the cavern. Good planning and good rolling gets you across the path but not without the death of Gorick.
The room beyond the door at the end of the cavern, opens into a darkness filled room you start to search. You light is kept to a 3 square maximum distance and magically held from seeing further without moving forward. A stone coffin is found and an enemy shortly after. A dwarven vampire wielding a Warhammer who teleports from place to place creating a tough battle is your foe. The battle is long and hard and having Gorick down and out adds to the toughness the remaining party members have to deal with. Once the dwarf turns to dust, you search out some treasure as you realize the warhammer is one of the stolen artifacts from Waterdeep, Whelm.
Repeating the swinging movement, athletics check climbing challenge, you make your way back across the mud cavern. A magic potion found was a potion of Resurrection which you use on Gorick to bring him back to life from the dark passage he was taking. Then you make your way back to the Sphinx in the water corridor, remembering to speak the words “coffin” as you approach the trapped area.
Etrusca gives you another riddle which you answer with “river”. So you speak “river” as you enter the west corridor. A pit hiding below the murky water causes trouble but Sidd finds treasure waiting there. The water corridor leads you to a water room as half the party moves into it, while the rest are still making their way. A rise and opening on the far side of the room appear to you at the same moment a secret door opens behind you allowing a Ghast and 3 Ghouls to attack. Bites, claws and immobilization bring on another tough battle, but you are victorious.
Sunday, August 22, 2010, 5:56 AM
Traveling back to Toril through this planar craft, you are deposited back at the City State of Waterdeep. As the small craft heads back to the grand ship powered by it’s devilish deckhands, you stand on the docks on breathing fresh air once again.
Deciding to make contact with the Temple of Pelor to find out how repairs have gone as well as being updated to the problem of Asmodeus worshippers that have caused great unrest and destruction in recent times, you approach the holy ground. The building shines like you have never seen before. Repairs look to be finished as a divine glow appears to surround the structure. A mood of well being and happiness is found within as you learn of no more confrontations or news of unholy worshippers gathering. You are greeted as heroes.
Wither and Sidd make for the Raven Queen to seek out more information of the current time. Finding here too, you have made a difference in the number of troubles confronting the Lady, they are greeted with warm and respecting words.
Nearly a week is spent buying, selling, creating and drinking here in the City of Splendors before word reaches directly to you for a meeting with one of the wealthy families about a rumor you heard about of stolen artifacts. You agree to an audience with a representative from the Wyvernspur family in the Yawning Portal Tavern. A tall lanky human male greets you and directs you to a back meeting room and tells you of an offer. The Wyvernspur family, as well as 2 other families, have been robbed of an artifact each. Wanting you to go and find and return the lost item to the Wyvernspurs, Sidd helps negotiate a better deal of payment as you are to receive 5000gp each if you bring back a magical fullblade named Blackrazor. No interest is given to any other magic found along the way, even the other 2 artifacts. Although you learn that the other families have sent out their own adventurers seeking out those items. You agree and set out for the White Plume Mountain seated in the middle of the Troll Moors to the east.
Reaching the south side of the mountain, you find the entrance you were told of. An opening leading to a steaming and breathing tunnel with a iron clad wooden trap door. Below it a long spiral staircase leading down. At the bottom of the stair is a 5’ wide 10’ high passage leading away from you containing a foot or so of murky water. Omni warns that the water looks unhealthy and not to bathe in it. Some 50 feet in and a turn directs you to a continuing passage with a large creature sitting upon a pile of bones in an intersection another 50 feet away. A magic trap is set off by Wither as he enters the hall, all are stunned as the creature speaks to you. A Sphinx named Etrusca explains to you that he is the guard of this complex that holds the 3 artifacts you know about. He can not tell you which of the 3 passages before you leads to which item. But if you answer a riddle, you can gain access to one of the passages to find out what does lie in that direction. He asks which way first and you choose east. Guessing the riddles answer, you move down the east hall.
You encounter a Green Slime hiding in the dirty water and do battle with it. Once dissolved, you find before you a passage with a north exit and a south exit. Both go some 50 feet and end at a iron clad wooden door up a light rise of steps out of the water. You open the southern door to find a room filled with 9 hanging white globes from the ceiling. Rattles can be heard within them if moved so you start to break them to gain access to their treasures. Magical items, gems and monsters appear as you open each globe as well as a key in each. Finding the north door locked, you use the keys you gained to try to unlock it. Once you do, a passage leads you further. A portcullis ends up to be a Mimic that attacks, once killed, you open a door beyond to find a hot, steamy natural cavern with a bubbling mud floor some 50 feet below. A series of circular wooden platforms hanging by heavy chains from the ceiling is before you. They create a pathway across this room to a door on the far side. The platforms appear to have fresh mud splattered on them from eruptions below.
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