Having spent a long day treking through the desert and clearing the fortress of unwanted guests, the adventurers turned in for some well deserved rest. The place appeared to be clear of trouble & secure (other than the second floor demon), but they set watches anyway. And it was a good thing they did.
Teregor heard noises in the middle of the night (day?). He grabbed Peleus, and they went to check the front gate. It was still all locked up. On their way back, five Troglodytes emerged from the barracks. Things could have been nasty for the two of them, but they reacted quickly & ran for the throne room where the others were still fast asleep. With the full party engaged, the Troglodytes were neutralized. One surrendered and was tied up for questioning in the morning.
The second floor demon turned out to be an Immolith. He had 6 skeletons in his service. Teregor charged in & scattered the undead with his turning. This left him in a bad spot. Luckily his bracers provided some resistance to fire, and several of the enemy were attacking with fire. The heroes mopped up & moved on.
The captive Troglodyte led the heroes to an empty cell in the dungeon. "We came in through here." Everyone looked around, but found nothing. The secret door was so masterfully built, the Troglodyte had to point it out to them.
A lift descended into the earth to mines. There was good mining equipment stashed here, recently used. There were bedrolls for over a dozen of the stinky lizardmen. And tunnels... The numerous tunnels twisted & turned, sloped up & down, and most were dead ends. The recent mining had stripped many of the upper tunnels of their minerals. Tracks led down several main corridors though, and the adventurers followed those.
Many of the 900 year old dwarven skeletons here lay where they fell, minus their heads. Judging from their positions, they had killed each other. What drove the clansmen to kill their own blood? That soon became apparent. Some of the rock formations throughout the lower mines had a strange red glow. They had been irradiated by energy from the Elemental Chaos. This energy, while much weaker now, must have driven the dwarves mad.
It had also affected the current residents. A dwarven zombie, a Barlgura demon, spiders and crawlers jumped the group at a major intersection. The energy had made all of them chaotic evil, and it boosted their combat abilities. The heroes found that it gave them strange sensations and confused them in combat. The group cleared the attackers & learned to avoid the glowing veins of mineral.
The frost zombie still had identifiable clothing and gear, the cold having preserved it. He appears to have been important. His weapons and 2 fingers were missing.
Pressing on, the heroes came to the lowest mines. The glowing mineral was more abundant here, leading one to believe the source was close. Rounding a corner the group came to a chasm. The same glow rose from it & magma flowed through it. But there was no time to analyze things. The true Queen of the desert wasn't very inviting. She immediately attacked with her bodyguards.
The Naga sat on a mound of dwarven skulls and rained attack on the intruders from a distance. Her Mezzodemons guarded the far side of the chasm. None of this frightened the stalwart champions though. They raced forward, leaping the chasm to attack. They gained little ground on the far side at first, and Peleus was shoved into the chasm. He fell 20 feet into pure Elemental Chaos magma. Fey step may well have saved his life.
As the fight drug on, a fourth enemy revealed itself. A large fire elemental emerged from the chasm to attack the ranged heroes in the back. It charged in blasting the three of them with fire. The forward group was left on their own as healing resources dwindled. The three meleers focused their efforts though, and enemies started dropping. The Naga was tough, but less effective in melee. She fought on for a while, but could do little. The heroes had her locked down. The two groups defeated their opponents, then stopped to catch their breath, bloodied and worn down.
Before lo
Saturday, April 25, 2009
Wednesday, April 22, 2009
Session 16 Rewards
+2 Hide Armor (Inner Warmth)
Strikeback Gloves
+3 Braidmail (Irrefutable)
Rushing Cleats
Dwarven Throwers
800g in raw diamonds
200g cash
1225 xp each
Encounters:
1900 xp Upstairs (Immolith demon & 6 skeletons)
1450 xp Sounds in the night (5 Troglodytes)
1500 xp Mines (Barlgura demon, zombie, spider swarm, 2 carrion crawlers)
2500 xp Queen (Naga, fire elemental, 2 Mezzodemons)
Strikeback Gloves
+3 Braidmail (Irrefutable)
Rushing Cleats
Dwarven Throwers
800g in raw diamonds
200g cash
1225 xp each
Encounters:
1900 xp Upstairs (Immolith demon & 6 skeletons)
1450 xp Sounds in the night (5 Troglodytes)
1500 xp Mines (Barlgura demon, zombie, spider swarm, 2 carrion crawlers)
2500 xp Queen (Naga, fire elemental, 2 Mezzodemons)
Saturday, April 18, 2009
Session 15 Recap
So... The front door is a bad idea. The heroes follow the cliff a short distance and climb it. From the top of the cliff they find a door into the guard tower and a sinkhole, which they avoid. They bash down the door & scout the tower & gatehouse. The gate guards attack. The Troglodytes are smelly & annoying, but no real threat from within the gatehouse. One of them is bound & questioned about the fortress & other inhabitants. He gives a general overview.
The group finds harpy nests in the central courtyard. Setting the nests on fire draws out the harpies, who fight briefly and die or flee. Which puts some of the PC's by the sand pile. The ceiling has collapsed & sand has trickled in. The two carrion crawlers therein attack.
The throne room is next. Oddly, it has trees in it, but no sunlight. Queen Shephatiah and her minions attack. The cacklefiend hyenas are respectable, but everything else dies quickly. Shephatiah is captured & questioned. The eladrin woman reverts to her dryad form. She fills in blanks concerning the layout and indicates that up to two dozen more guards reside in the barracks area. Off to the barracks...
Presenting the "Queen" bound and near death, the adventurers try to persuade the remaining guards to leave peacefully. Most comply. They head for the food stores & load up for their desert trek. The gnolls however want revenge for the Warden's death and attack. Stupid gnolls. The queen calls for help briefly, but that's discouraged quickly as the queen falls to the ground dead, an arrow protruding from her wooden chest, her hands still bound.
The group sees the remaining guards out the door & locks up. They explore all of the ground floor and the dungeon. There's one prisoner locked up below, an old man with sparrow companions. He seems to be mute & harmless. He's released and given food & water.
The second floor of the fortress remains unexplored. There's supposedly a demon up there. No sign of diamond mines yet.
The group finds harpy nests in the central courtyard. Setting the nests on fire draws out the harpies, who fight briefly and die or flee. Which puts some of the PC's by the sand pile. The ceiling has collapsed & sand has trickled in. The two carrion crawlers therein attack.
The throne room is next. Oddly, it has trees in it, but no sunlight. Queen Shephatiah and her minions attack. The cacklefiend hyenas are respectable, but everything else dies quickly. Shephatiah is captured & questioned. The eladrin woman reverts to her dryad form. She fills in blanks concerning the layout and indicates that up to two dozen more guards reside in the barracks area. Off to the barracks...
Presenting the "Queen" bound and near death, the adventurers try to persuade the remaining guards to leave peacefully. Most comply. They head for the food stores & load up for their desert trek. The gnolls however want revenge for the Warden's death and attack. Stupid gnolls. The queen calls for help briefly, but that's discouraged quickly as the queen falls to the ground dead, an arrow protruding from her wooden chest, her hands still bound.
The group sees the remaining guards out the door & locks up. They explore all of the ground floor and the dungeon. There's one prisoner locked up below, an old man with sparrow companions. He seems to be mute & harmless. He's released and given food & water.
The second floor of the fortress remains unexplored. There's supposedly a demon up there. No sign of diamond mines yet.
Friday, April 17, 2009
Session 15 Rewards
Goggles of Aura Sight
Bracers of the Perfect Shot
Bracers of Mental Might
Boots of Striding
1 Potion of Regeneration
1 Kruthik Potion
800g
1100 xp each
Encounters:
1450 xp Gatehouse (5 Troglodytes)
1350 xp Courtyard (3 Harpies, 2 Carrion Crawlers)
1600 xp Throne room (Dryad, 2 Hyenas, Shifter, 5 Humans)
1300 xp Gnolls (6 Gnolls)
900 xp Barracks (6 Shifters, 6 Troglodytes, 6 Humans)
Note: Partial XP for the non-combat removal of 18 guards.
Bracers of the Perfect Shot
Bracers of Mental Might
Boots of Striding
1 Potion of Regeneration
1 Kruthik Potion
800g
1100 xp each
Encounters:
1450 xp Gatehouse (5 Troglodytes)
1350 xp Courtyard (3 Harpies, 2 Carrion Crawlers)
1600 xp Throne room (Dryad, 2 Hyenas, Shifter, 5 Humans)
1300 xp Gnolls (6 Gnolls)
900 xp Barracks (6 Shifters, 6 Troglodytes, 6 Humans)
Note: Partial XP for the non-combat removal of 18 guards.
Thursday, April 9, 2009
Session 14 Recap
The middle leg of the heroes’ journey took them through the Thorn Wastes, a somewhat dry land of overgrown bushes and vines. The ground vegetation has choked out most trees and stands 6+ feet tall in many places. There were a number of animal trails, but the majority were too narrow for a wagon. So, the party had to zig-zag through, hacking at the vegetation regularly to progress south.
As they approached the desert, movement was spotted in the bushes, but the satyr disappeared and fled before the party could react. Near the village, a scream was heard, which ended abruptly. The adventurers cleared the tangle of plants to see a small farming community on the edge of the desert. Most of the villagers were gathered near the fire pit.
A large Gnoll (with a Behir mount and various lackies) was addressing the villagers. One man lay dead at the Gnoll’s feet, his head crushed by a huge bloody flail. The “Warden” was here to collect tribute (food & water) from the village, but was disappointed in their contribution. He killed the man as a warning to the rest. When the strangers (PC’s) proved uncooperative and not so humble, the Warden ordered them dead too.
The villagers quickly ran for cover as the battle ensued. Satyrs struck from behind while the Gnolls and Behir engaged the outsiders from the front. The fighting went on for several minutes with both sides taking a beating. The Behir even tried to eat Toradin. The heroes had healing on their side though & outlasted the tyrant and his fools.
The villagers were not pleased. “The Queen will send more agents. Where will you be when they come with their vengeance?” Most of them wandered off and refused to speak with the outsiders. The dead man’s wife and children mourned their loss. There were a few courageous souls though. The village elder explained the situation and offered the adventurers shelter for the night. The Halfling baker (with the outrageous accent) offered them food. And little Jenny asked the great warriors to rescue her pet billy goat, Rosalima.
This village was obviously built on the ruins of a dwarven settlement (the Karak supply depot?). A lone tower is the only remaining structure. Many of the current “buildings” sit on ancient foundations.
The trek through the desert would be a rough one. The wagon was left in the village and the heroes packed as much food and water as they could comfortably carry. Then they struck out. The map led them from one geographical marker to another. Seregdur did an excellent job navigating the wasteland with nothing but the sun to discern directions. The group quickly shifted to night-time travel and rested during the day.
A day and a half out, near one of the last markers, the adventurers spotted a patrol approaching. Half a dozen shifters and a woman (hag) descended on them without a word. The woman shrieked at the party several times, but they died in silence for the most part.
Pressing on, the heroes finally came to a fortress, the last landmark on the map and hopefully the Karak mines. The dwarven towers and battlements still stood 900+ years later, carved into the side of a low cliff. The only obvious entrance is a gauntlet between two towers, with many arrow slits and a portcullis guarding a sturdy looking stone door some 80-100 feet in.
Paleus: “If that’s guarded, it’s suicide to attempt entry through the front door.”
As they approached the desert, movement was spotted in the bushes, but the satyr disappeared and fled before the party could react. Near the village, a scream was heard, which ended abruptly. The adventurers cleared the tangle of plants to see a small farming community on the edge of the desert. Most of the villagers were gathered near the fire pit.
A large Gnoll (with a Behir mount and various lackies) was addressing the villagers. One man lay dead at the Gnoll’s feet, his head crushed by a huge bloody flail. The “Warden” was here to collect tribute (food & water) from the village, but was disappointed in their contribution. He killed the man as a warning to the rest. When the strangers (PC’s) proved uncooperative and not so humble, the Warden ordered them dead too.
The villagers quickly ran for cover as the battle ensued. Satyrs struck from behind while the Gnolls and Behir engaged the outsiders from the front. The fighting went on for several minutes with both sides taking a beating. The Behir even tried to eat Toradin. The heroes had healing on their side though & outlasted the tyrant and his fools.
The villagers were not pleased. “The Queen will send more agents. Where will you be when they come with their vengeance?” Most of them wandered off and refused to speak with the outsiders. The dead man’s wife and children mourned their loss. There were a few courageous souls though. The village elder explained the situation and offered the adventurers shelter for the night. The Halfling baker (with the outrageous accent) offered them food. And little Jenny asked the great warriors to rescue her pet billy goat, Rosalima.
This village was obviously built on the ruins of a dwarven settlement (the Karak supply depot?). A lone tower is the only remaining structure. Many of the current “buildings” sit on ancient foundations.
The trek through the desert would be a rough one. The wagon was left in the village and the heroes packed as much food and water as they could comfortably carry. Then they struck out. The map led them from one geographical marker to another. Seregdur did an excellent job navigating the wasteland with nothing but the sun to discern directions. The group quickly shifted to night-time travel and rested during the day.
A day and a half out, near one of the last markers, the adventurers spotted a patrol approaching. Half a dozen shifters and a woman (hag) descended on them without a word. The woman shrieked at the party several times, but they died in silence for the most part.
Pressing on, the heroes finally came to a fortress, the last landmark on the map and hopefully the Karak mines. The dwarven towers and battlements still stood 900+ years later, carved into the side of a low cliff. The only obvious entrance is a gauntlet between two towers, with many arrow slits and a portcullis guarding a sturdy looking stone door some 80-100 feet in.
Paleus: “If that’s guarded, it’s suicide to attempt entry through the front door.”
Wednesday, April 1, 2009
Session 14 Rewards
+2 Scale Armor (Dwarven)
600 gp
725 xp each
Encounters:
2250 xp Dunesend (3 gnolls, 3 satyrs, 1 behir)
1800 xp Desert patrol (1 hag, 5 shifters)
300 xp Navigating the desert (skill)
600 gp
725 xp each
Encounters:
2250 xp Dunesend (3 gnolls, 3 satyrs, 1 behir)
1800 xp Desert patrol (1 hag, 5 shifters)
300 xp Navigating the desert (skill)
Tuesday, March 31, 2009
Blades of Legend
Luna - A silver longsword encrusted with rubies. Nina Delavega (Nina Quicksilver, The Wisp of Westdeep) used this blade 1000 years ago. The silver lady had zero tolerance for trespassers in the elven woods.
Lightbringer – A silver greatsword ornamented with red opals. Wielded 900 years ago by Parlin Ironfell (Guardian of Karak, Scion of Ironfell). Parlin was a great dwarven warrior of clan Ironfell at the peak of their power. In his later years, Parlin held the Karak Lode mines safe from intruders, thieves and the ravages of the desert. Parlin was the last scion of the legendary diamond mines before they disappeared into history.
Xaran - A platinum longsword with rubies. This was the favored weapon of Kenji Sonbai (The Silver Dragon, Kenji the Righteous) 700 years ago. Kenji was a dragonborn paladin of Bahamut who traveled the vale vanquishing evil, defending the weak and promoting the tenets of the Platinum Dragon.
Angel - A mithril bastard sword with a single star ruby. Christine Yatkina (Maiden of Vrath, Scourge of Wyrmsmoke) devoted her life to fending off the goblinoid hordes from the Wyrmsmoke mountains 500 years ago. Drellin’s Ferry was established during her time and still maintains a small shrine to their protector of old.
Ruach - A golden scimitar encrusted with rubies. The tried and true blade of Ishtar Flagens (Lion of the North, the Horse King) 400 years ago. Ishtar roamed the great plains in the northwestern vale with his riders. His kingdom had no great cities or defensible geographical features. His elite riders descended on any trouble & resolved the issue with great efficiency.
Corvin - The holy (silver & opal) longsword of a fallen Paladin 200 years ago. Juttsin Telvar (The Crimson Knight) fell out of grace with High Priestess Zamora of Pelor when he refused to obey some long forgotten command. The rogue knight left the church and roamed the countryside for another decade aiding the poor and the sick before dying at the hands of orcs.
Lightbringer – A silver greatsword ornamented with red opals. Wielded 900 years ago by Parlin Ironfell (Guardian of Karak, Scion of Ironfell). Parlin was a great dwarven warrior of clan Ironfell at the peak of their power. In his later years, Parlin held the Karak Lode mines safe from intruders, thieves and the ravages of the desert. Parlin was the last scion of the legendary diamond mines before they disappeared into history.
Xaran - A platinum longsword with rubies. This was the favored weapon of Kenji Sonbai (The Silver Dragon, Kenji the Righteous) 700 years ago. Kenji was a dragonborn paladin of Bahamut who traveled the vale vanquishing evil, defending the weak and promoting the tenets of the Platinum Dragon.
Angel - A mithril bastard sword with a single star ruby. Christine Yatkina (Maiden of Vrath, Scourge of Wyrmsmoke) devoted her life to fending off the goblinoid hordes from the Wyrmsmoke mountains 500 years ago. Drellin’s Ferry was established during her time and still maintains a small shrine to their protector of old.
Ruach - A golden scimitar encrusted with rubies. The tried and true blade of Ishtar Flagens (Lion of the North, the Horse King) 400 years ago. Ishtar roamed the great plains in the northwestern vale with his riders. His kingdom had no great cities or defensible geographical features. His elite riders descended on any trouble & resolved the issue with great efficiency.
Corvin - The holy (silver & opal) longsword of a fallen Paladin 200 years ago. Juttsin Telvar (The Crimson Knight) fell out of grace with High Priestess Zamora of Pelor when he refused to obey some long forgotten command. The rogue knight left the church and roamed the countryside for another decade aiding the poor and the sick before dying at the hands of orcs.
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