Tuesday, July 22, 2008

Innagural Placeholding Post

Hello! I wanted to make a post for this blog, which is really just a listing of my flickr, twitter, and .mac blog. The good thing is I can blog on this without access to iWeb, which is one drawback of the .Mac Blog.

Sunday, July 20, 2008

Coin Trilogy Session 08 - Sunday, July 20, 2008

Raizix, Jelena, Ember, and Darwin came into large harbor at Zoa mid-morning. The first sight they had of the city was a large statue on the harbor wall, and twin gates on the wall.

They entered through one of the gates and made for the dock. As Captain Wein didn’t have money to pay for docking, Raizix paid the 1 sp per foot of ship for the first day. Wein also had to forfeit a part of his cargo in lieu of a tax. At this point, the adventurer’s parted with Wein and the Hyperion, though Wein said if they wished to charter his ship or book passage, he could accommodate them at a fair price.

Raizix asked Stiruck to lead them to his friend, Purguld. Stiruck agreed, and they all disembarked. As they were leaving the ship and stepping onto the dock, a wolf ran up to them, apparently running from something. The wolf hid behind Jelena, a shortly a tall, disheveled looking man caught sight of them. “Wolf! Think you can hide behind a girl, eh? A tree-hugging elf girl too!”

“Want to say that a little closer?” asked Jelena.

“That wolf belongs to me. He’s cost me quite a bit of money, and I feed him, though he’s barely worth what I feed him.”

Raizix and Darwin walk over to the man, and Raizix puts his arm around him. “What seems to be the problem here?”

Eventually, the group talk the man out of the wolf, and give him a few copper coins, though they probably gained his animosity.

They eventually reach Purguld’s, which is in small town. Purguld agrees to pay back his friend debt by offering a discount on goods he can provide, and whatever aid he can provide. He buys their spare armor, and fits a suit of masterwork plate armor he has to Raizix. Jelena also asks him to create a suit of chainmail barding for the wolf.

I pulled a page out of Mr. Steve’s Accordlands campaign, and rather than providing a monetary award, I used a 90% buy, 60% sell percentage to give a small break to the players as a reward. Also, it makes sense for a craftsman to offer discounts and incentives rather than outright cash, as they don’t have much just lying around.

After that, they go search out Geolain the wizard. Geolain says that he can find the location of Halaan the alchemist, but they must return the next day, an hour before dusk. They agree to do so, and spend the night on the ship rather than say in an inn. As they leave the next day, a women cuts Raizix purse strings. She takes the bag, and passes it on to another before she is tackled buy Raizix. Jelena takes a shot at the mans hand, attempting to get him to drop the bag, and succeeds. The man runs away, and Jalena hits the woman hard in the face.

The city militia approach in less than a minute, and attempt to determine the situation. They let everyone go, but have taken note of the adventurers.

They then avoid the market square after that, and wait in small town until dusk. They find Geolain in his tower, and he tells them their task. The Sentinels of the True Way, an anti-magic group has taken several books of magic and will be burning them the next morning. Geolain asks them to recover the books and deliver them to him. He will then provide a map to Halaan’s location. The group agrees to help, but are concerned about a run-in with the law. Geolain says that the Sentinels often work outside of the law, so if there is any trouble, they should be able to rely on a defense of recovery of stolen property.

Geolain says he doesn’t know where the Sentinels are based or where the books are, but he knows someone who should know: Driscal, the owner of the Blind Beggar Inn. So the group goes to the Blind Beggar Inn. They enter, and Raizix asks if the barkeeper is Driscal. The barkeep says “No, name’s Helmit. Driscal’s at the Willing Maid, and won’t be back till the ‘morrow. Can I get you a drink?”

Ember doesn’t trust him, as he seems a bit nervous. Raizix asks for an ale, and put a gold piece on the counter. ‘Helmit’ goes through the backdoor, and is absent for half a minute. Ember follows in, as does Darwin. They can’t find him, and Raizix says, “Nothing to worry about here…we’re not here to cause trouble.” He then goes in the back room too. They find a door to a storeroom, which is mostly empty, and a door leading outside. Raizix goes back to the bar, and asks a man at the bar, “You come here often?”

“Yeah, why?”

“Well, I have something important to discuss with Driscal. But I need to talk to him tonight. Do you know where he lives?”

“Maybe I do. But it sounds pretty important. I don’t part with important information for free. What’s in it for me?”

Raizix goes downstairs and picks up a large cask of ale, and sets it in front of the patron. “Well, this is a start. I’d be happy to pay for this ale for you.”

“Oh, well then. It’s down the street, next to the weaver. Two stories, it overhangs the street.”

So the group head to the house. They see a light coming out of the second story window. Ember and her dog Fang say they will keep guard outside. Darwin, Raizix, Jelena and her wolf Amatasaru enter the house. They don’t see anyone on the first floor, but see a stairway leading upwards and a door presumably leading to a cellar. Jelena and her wolf stay on the first floor, while the other to go to the 2nd floor.

“Driscal, we have something to discuss with you, we’re not armed…Can you hear me?” asks Raizix in a loud voice. No response.

They reach the second level, and see ‘Helmit” packing a bag by candlelight.

They eventually intimidate him into telling where the books are. In his cellar. He neglects to tell them that it’s guarded, but they don’t trust him, so they ask him to lead the way.

As soon as Raizix clears the stairwell, and sees that the four are planning to attack him, he charges one, killing him quickly and follows through with his sword and kills Driscal as well.

A big battle ensues, with the three remaining guards, and then the other sentinals are seen approaching the house. Ember enters the house and closes and locks the door and calls down for help.

After fighting in the house and on the street, they kill or subdue the other sentinels as well. They leave them for dead, grab a few swords, a magic bracer, and all the books, and head to Geolain’s tower.

Friday, July 18, 2008

Undermountain Session 04 - Friday, July 18th, 2008

Our adventuring group was still in a room full of traps and dead drow. Thomen searched the room for additional traps and other interesting things. We found a small path concealed by rubble, which we considered traveling down.

When Sturm looked inside, he saw spiders swarming towards him due to his superior dwarven vision. We weren't well prepared for this type of threat, but Sturm summoned a flying bug thing that sprayed acid on the spiders, and that took care of them.

We then meandered on, going in a general north west direction. We entered a large room, that had a strange square-like body of mud. Ringing the mud was rubble and skeletons, and then large mushrooms. Thomen saw tracks amongst the rubble, and decided to investigate. Diedra decided to follow as well. As soon as Thomen stepped amongst the mushrooms, they released poisonous spores. Diedra was caught in the cloud too.

Thomen decided to get immediate treatment from Sturm as he wasn't feeling too well, while Diedra stayed in place, as she felt fine. Thomen felt better and shrugged off the poison, while Diedra felt much worse.

Diedra then decided to try to burn a path through the mushroom using her lamp oil to get a fire started. After setting the fire, she left the room and rejoined everyone else.

After more meandering, we found what we believed to be the entrance to the crypt of yeldoon. Outside were 6 statues, and as we cautiously looked around the room, two magic using zombies attacked us.

After a protracted battle and a close call, the zombies were dispatched. We took their weapons and armor, and a small store of treasure, and went back to a defensible location.

While we were resting, something tried to get in the room, so we decided to use our new portal keys to return to the first level and the surface, rather than face what was outside the door.

Friday, June 27, 2008

Kalamar Session 07 - June 27, 2008

The group goes back to the throne room, and looks at the three northern doors. They first look at the middle door.

This small door seems to scintillate with a faint
violet light. A sturdy brass ring hangs enticingly at
the center of the door.


They search for traps, and find none, and also determine that the door is unlocked.

This 10-foot-square chamber contains many
martial war decorations, which consist of crossed
swords over round shields.


They also see a door or the north wall. They think that maybe their lost equipment is through the door. So Vorian, the unarmored figher steps into the room. He is suddenly surrounded by the swords and shields, which are animated by some sort of magic.

He begins hitting them, and then tries to get out of their reach by leaving the room. They follow him out into the hallway, and attack him en masse. Casandra casts haste, and Lightning bolts from the wizard, and flame strikes from the druid start doing some damage. Vorian, using his magical longsword also does a fair amount of damage. Aldoran also shoots several arrows.

They are eventually killed, but Vorian is much worse for the wear. Chamele then scouts out the northern door. She opens to it find a chamber.

Water spills from a wall basin onto a sodden floor
strewn with decayed bones and rotted equipment.
Runes are carved in the northern wall.


“YOU WHO DARED TO VIOLATE MY TOMB MAY
REMAIN
AND DIE SLOWLY OF STARVATION, OR ESCAPE TO
CERTAIN DEATH.
WHATEVER YOUR CHOICE, ACERERAK THE
ETERNAL
WATCHES AND SCOFFS AT YOUR PUNY EFFORTS
AND ENJOYS YOUR DEATH THROES.”


The most important find in this room was a magical flail, which the elven fighter takes.

They then look at the right-hand door.

This small door seems to shimmer with a faint
blue light. A sturdy brass ring hangs enticingly at
the center of the door.


They open the door to find:

A large wooden sarcophagus rests upon a low
stone table. Broken and looted chests, urns, and
coffers are scattered about on the floor.


The wizard casts a detect magic spell, and detect something magical inside the sarcophagus. They open it up to find the mummified remains of a corpse. Kascannia, the elven fighter, picks up a hand and removes some of the bindings to reveal a magic ring on the middle finger. Casandra reaches in a grabs the ring, finger and all. Suddenly, the corpse seems to become whole and stands up.

Everyone steps back, stunned a little bit. It quickly turns towards Brutus, Cleric of the Old Man. The mummy casts a spell, approaches the cleric, touches him, and the cleric suddenly falls to the ground, dead.

The wizard casts magic missle, but they are absorbed by the mummy’s amulet. Everyone tries to kill the mummy, but the most effective damage is done by Aldoran and his arrows. A lightning bolt also did a substantial amount of damage to the mummy.

It eventually falls, before inflicting any more harm on the party.

Now the question is what to do with the dead cleric who came to their aid earlier.
Surprised that this has gone on for so long!

Sunday, June 22, 2008

Coin Trilogy 07 – Sunday, June 22, 2008

Coin Trilogy 07 – Sunday, June 22, 2008

Raizix – Human Fighter 3
Jelena – Wood Elf Ranger 3
Darwin – Grey Elf Sorcerer 3
Ember – Wood Elf Druid 2/Rogue 1

Well, it happened. After fighting 4 skeletons, setting off three traps (all glyphs of warding, and killing a zombie that hacked off it’s own arm, the group reached level 4. They also talked with the captain of the Hyperion, Wein. He said that with a bit of hard work, the ship could sail in a little over a week.

So, Raizix talked with the captain of the Forsaken, Pocaat. Raizix said that the Hyperion wasn’t well off, but with some hard work and help, Captain Wein could get his ship underway and put this behind him. Raizix then suggested that the 10 freemen from the Dragon’s Breath could go over to the Hyperion with him and his companions. That leaves Pocaat and his 20 crew to take the Dragon’s Breath and the Forsaken.

Pocaat agrees to this arrangement. Naval law said the Dragon’s Breath was his, but the Hyperion was a ship in distress. The freemen were freed from their forced servitude, so don’t work for him either. The freemen agree to this arrangement too. Some of the ships stores from the Dragon’s Breath are transferred to the Hyperion to get them started.

The cleric had quite a bit of treasure on himself, and then the captains quarters, which he had converted into a chapel with altar for the the harvester of souls, also had a sizable treasure. Some of this was originally taken from Captain Wein, who said it was a fitting reward for rescuing him and his ship.

So, now the group have a ship pretty much of their own. Wein has agreed to help them in any way he can, for as long as he can. Next stop: Zoa!

We leveled at the end of this somewhat short session.

Raixix – Human Fighter 4 (Learned Great Cleave)
Jelena – Wood Elf Ranger 4 (Got an animal companion, a wolf, and 1st level spells)
Darwin – Grey Elf Sorcerer 4 (Learned Disrupt Undead and Scorching Ray)
Ember – Wood Elf Druid 2/Rogue 2 (Evasion and maxed out listen, spot, search, disable device, and put a rank in open lock)

Friday, June 13, 2008

Undermountain Session 03

Friday, June 13th, 2008.

We went back to this after a long hiatus trying to finish Tomb of Horrors. Since it seemed that the more the players tried to finish the thing, the longer it took, we decided to go back to this.

We had just found a portal that leads to the storeroom level, which our map said was the location of the crypt of Yeldoon. We were hired by two Yeldoon heirs to look for their uncle’s tomb, supposedly filled with the families treasure. They agreed to split it with us 50/50.

So, we were feeling kind of weakened by our encounter with the strange ooze inside the well, so we rested. After resting, we decided to press on rather than return to the surface. We though there might be a way to return to the surface directly from the second level, possibility making it easer to press on then double back.

The first thing we encountered through the portal was writing in chalk on the walls. In various languages, it told us merchants were to the north, and would sell us various things. So, we headed that way. We encountered a trip wire, which we simply bypassed. There was writing in the passageway that said that the people up ahead are armed and do not like being snuck up on. Se we loudly announced ourselves.

We found 2 humans in a camp, with several mundane items for sell. Apparently, they stay here selling items, while the third brother of this group of siblings is supposed to bring items and drum up business.

One item that was interesting that we traded for was a statue that is supposed to open the portal back to the city. We traded a swan token for two statues, a grappling hook, and 4 days rations for each of us (that’s x4 for small characters!). We also bought 10 sticks of chalk.

They warned us about the eyeless ones, and said to stay out of the dark rooms.

So, we traveled south and then east. We found a room with several statues in it, and large glowing ball of light in the middle of them. We glanced around the room, and there was writing that said: do not attack the statues or approach the light. We also saw some glowing tiles on the floor behind the statues. Since we weren’t really told about this, we decided to go back to the camp and ask them what was up. They said that the statues open the portal on the tiles, known as the helmgate.

So, we then decided to look at our map, and it gave a rough location to the south and west of the crypt location. So we went south, and found a group of three ‘dwarves.’ Our dwarf cleric tried talking to them, but they didn’t respond. He went up to them, and offered a drink of ale, and one responded in undercommon. They seemed to be single-mindedly focused on tearing down a part of the wall and filling in a passageway. Behind the passageway was darkness. They said they were improving these rooms for the master.

We decided to leave them alone, and continued to the east, as south went into darkness.

In the next room, there were four humanoid laying on doors. Sturm said “I guess your mindless automatons too,” and they leapt up and attacked us. Turned out they were drow. Thomen tried charging them, but there were several traps on the floor. The cleric summoned a weapon that killed one of them, and the wizard got the remaining three.

We ended there, with more questions than answers.

Sunday, May 25, 2008

Coin Trilogy 06 - Sunday, May 25, 2008

Raizix - Fighter 3
Jelena - Ranger 3
Darwin - Sorcerer 3
Ember - Druid 2/Rogue 1

The group boards a cog, the Forsaken, and a bound towards Zoa. Quite a bit happens in 14 days:

Day 6: Killed two Sahugain that attacked. One almost made it away to come back another day, but didn't make it.

Day 9: A Sea Serpent began approaching the ship, but was diverted, mainly through bow shots and summoned porpoises.

Day 11: A pirate ship attacked, even though they were obviously outnumbered. The ranger proved her ranged combat abilities here.

Day 14: A badly damaged vessel was found. The PCs took the dingy to investigate. It turned out to be ridden with undead on deck. A living cleric of the harvester was found aboard, and was eventually killed. The rest of the ship hasn't been explored yet though.

The group is close to level 4. That concerns me, in that the second part of this adventure is for levels 2 through 4. I might have to start limiting XP or some other measure.