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HeresDaryl
Here for a while
(1/20/03 8:42 am)
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Surprise, Surprise!!
Well then, after the fight they stripped all of the bodies of the vanquished and then ransacked Choranths' chamber. When it was cleaned out they moved Morts' body in there. They went about burning all of the tapestries in the temple (Erendil detected evil off all of them) but didn't actually smash the altar. Once they had done this and piled the dead bodies in a far corner of the temple, they barricaded themselves in Choranths' room and rested. This gave Fachish the time he needed to pray for remove disease and rally the remaining guards. Unfortunately, without the Censer & Trumpet (the party had grabbed them) he couldn't call another elemental.
When they PCs woke, they decided to send Vesteel down to the gate, to locate Mylan and their mounts, for ease of transporting their booty. As soon as Vesteel stepped outside the door, however, he came under a barrage of arrows. Amazingly though, he wasn't hit once! This fight was pretty quick...I had fachish stand well back and let loose with a range of spells, including confusion (saved), blindness (saved), hlod person (immune), command (saved) and finally he was reduced to healing himself when Erendil and Harbinger took the AoOs from the gimps and charged him - each critting once from the initial attacks! They recovered the scroll of raise dead from his body (DAMMIT! I just realized he should have raised Kellial!!!) and Fendar made the check to raise Mort (dropped back to 6th level). There were still two warriors alive when Fachish dropped and they both surrendered and pleaded 'I just work here'.
The guys kept them alive and grilled them for info on the layout and organization, then went and looted Fachish's suite and found the papers there. They were very eager to get as far as Beliard with their spoils, but decided to deal with the Hydra first. They offered the 2 guards a 'trial by combat' deal. They would lead the group into the Hydra's cave, help defeat it and if they survived could go where they wished. They both accepted and on they all went. They completely missed the secret door and trudged into area 69. The guys with darkvision spotted the beast as it was shambling forward and shouted a warning as the shot their bows. Mort threw his sunrod forward and the humans all fired aswell, with Fendar contributing a searing light. The creature used a full move to reach the party and then the good guys got to go again. They all fired and Vesteel (who was a little ahead) took a nasty AoO and stabbed it...killing it! What an anti-climax!
Anyhow, one of the guards then took his leave, but the other said he'd continue to fight with them if they'd have him and pay him a GP/day, so they took him on in an 'extra target' capacity. This guard told them about the renegade orcs beyond the Hydra cave (btw, I made this a tribe of fiendish orcs, just for a little variety...and bumped the elites up to Warrior2) so they decided to investigate further and stumbled upon the first living cave. The orc males piled out into the corridor, and when Vesteel the Tiefling tried to speak to them in orcish they just attacked - assuming he was a temple minion. The party slaughtered these 6 in 2 rounds, but could hear the approach of many more. They decided to pick their spot in the living cave and wait. When Murant approached Erendil called out that they were also enemies of the temples and slew his warriors in defence, that they need not be enemies. I let him roll diplomacy and he made a 20!
I reckoned that Murant would realise that these folks were not too vulnerable right now, and that any strikes they made against the temples would be good for him. So he agreed that they were not enemies for now and disregarded his slain warriors, pretty much saying that if they died so easily they weren't worth his concern. Murant was eager for his band to occupy the gate complex (I'll have him recruit from the local orcs at the standard reinforcement rate!) and the party agreed that for unhindered access they would work their way east through the mines and leave Murant in charge of the whole air temple area. As soon as Murant thinks he has the advantage over the PCs, when they trying to retreat and rest up from a fight etc. he will break his word and ambush them.
If this opportunity doesn't arise, and the party doesn't destroy the air altar, I plan on having the orcs driven back into their cave warren by a new Air Temple force (I'm thinking Harpies, Air Genasi, Aarakocras and a half air-elemental wyvern). If the party fight and defeat the orcs within a few months it will speed up this process. The only way they can decommission the air temple for good is to destroy the altar. That will mean that Fendar loses his favourite new toy, however, the Sword of Air!
As of the end of last nights session, the party status was...
Mort - Human Fighter 6
Rend - Human Barbarian 2/Fighter 1/Forsaker 4
Vesteel - Tiefling Rogue 5/Ranger 1
Fendar - Aasimar Cleric 6 of Tyr
Erendil - Aasimar Paladin 6/Templar 1 of Kelemvor
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HeresDaryl
Here for a while
(1/23/03 5:07 am)
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We don' like your kind around here!
The party left the Orcs in the gate complex, with Mylan travelling north to Yartar to find out what was occurring there, while the rest eventually made it to Beliard (that's Rastor in case you haven't been paying attention!). Here they spent several days getting Tymerian to identify their loot. While they were waiting they traded a whole pile of master worked gear (about 20 masterworked weapons as far as I remember) for an enchanted short bow (Mort) and an enchanted rapier (Vesteel). Erendil decided to return to Waterdeep by horse to continue his education in the ways of the templars, and he brought their new lackey, the former air temple guard with him. He promised to follow the rest on to the mines as quickly as he could.
By the time the they had all their booty identified, the mood in Beliard had turned sour. The blacksmith refused to deal with them, Thandain was giving them the cold shoulder and they were hearing stories of the local Orc tribe allying themselves with the demon-orcs of the mines. They also heard that a couple of elves had been looking for them, and immediately suspected that one of them was the same mage who had attacked them with the Ruathym outside of Yartar.
This turned out to be correct, and when they finally left Beliard to return to the mines, Tal Chammish had Thandain arrange an ambush with the two elves (both 5th level underwizards of the Arcane Brotherhood) to try and eliminate the PCs for once and for all. The fight started badly for the party, with both wizards getting off fireballs. However, the guys made good saves and Mort & Fendar took the worst scorchings, with 18 damage each. With a combination of ranged weapons and some good spell use from Fendar (the save DC for his enchantment spells is 18 + spell level!) they managed to drop both wizards, though by the end Mort & Vesteel had taken a hell of alot of damage. Finally Fendar cast Hold Person on Thandain while she was slugging it out with Mort, and before anyone could stop Mort, he coup de grace'd her (being the evil bastard that he is!). Anyway, they gathered up the belongings, rolled the bodies down the hill and pressed on for the CRM (after much arguing over their next course of action).
As they approached the south gate they were wary of orc ambushes and the like, but since it was daylight all of the orcs were safely tucked up inside. They got to the entrance cave and could hear the sounds of voices and shuffling behind the arrow slits, which made them kinda edgy =0). They called out for Murant and waited. Eventually the door swung open and beyond it they could see Murant, flanked by a hideous, enormous giant (Phaerlin Giant) and the rest of the entrance hall littered with Orcs and their mess. Already Mort was advocating attacking, as he felt the Orcs could not be trusted and would soon be too strong to fight. They had a brief discussion with Murant and I made it clear that he was a sneering, untrustworthy scumbag. I think they got the hint, but decided there was nothing they could do there and then. They suggested that they should shatter the Air Temple altar, to ensure that the hated priests never regain its power, but Murant said it now belonged to his people and refused. The guys didn't argue the point, but I don't see the truce lasting much longer. Mort actually decided to stay outside the mines and wait for Erendil, rather than have him pass through the Orcs alone.
So Fendar, Rend & Vesteel passed through the gate complex and east into the main corridor, with the Barbican room sealed behind them by the orcs. Their first port of call was the look-out room. Fendar cast Detect thoughts, and knew there was something present, but could discern no more. When they went inside the Spectre attacked, appearing out of the wall and grasping for their life force. It took 5 rounds before Fendar managed to turn it, driving it off long enough for them to escape. By that time Vesteel had accrued 2 negative levels and Rend had 4! They rested up in the abandoned Barracks and Fendar managed to cast Restoration on Vesteel from a scroll he had (Rend of course refused the offer, being a Forsaker). They decided to wait until Rends' weakness passed or became permanent. Luckily he has great saves, and managed not to lose any levels.
Once he was fully recovered, they continued down the main corridor, bypassing the look-out room. They came to the series of rooms and corridors leading to the boat landiing and spent a long time, going through them, checking for traps & secret passages...of course they missed the door to the room with Tulians eye! Vesteel got 29 on the search roll (DC 30). Eventually they made their way to area 91 and had a nasty battle with the Poolidib & the guards. Again, some great saves against Poolidibs' spells led to a victory, though by the end Rend had lost a Falchion, Heavy Mace and two daggers to the adhesive on one of the guards shields!! You shoulda seen his face =0) Thats where we stopped, so they're likely to explore the rest of the area, including the jetty - with the Chuul - next session, hopefully reinforced.
Mort - Human Fighter 7
Fendar - Aasimar Cleric 6 of Tyr
Rend - Human Barbarian 2/Fighter 1/Forsaker 4
Vesteel - Tiefling Rogue 6/Ranger 1
Erendil - Aasimar Paladin 6/Templar 1 of Kelemvor
Mylan - Moon Elf Druid 5 of Silvanus
Edited by: HeresDaryl at: 1/23/03 7:52:55 am
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HeresDaryl
Here for a while
(1/27/03 6:22 am)
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Taking care of business!
Well, yet again I was wrong. Straight after the fight with the Kuo-Toa they fell back to the gate area, passed out through the Orcs and retreated to their staging point cave where Mort was guarding the horses & gear. Erendil returned from Waterdeep and met them there and this time Fendar volunteered to guard their belongings (his player was working until late). The whole group decided to stay outdoors for a night under the stars, to rest up, heal and enjoy the open air. They relayed all that had occurred with the Orcs to Erendil and the following day they decided to deal with them terminally!
So Mort, Erendil, Rend & Vesteel approached the south gate on foot, in the morning sunlight, buffing themselves with spells & potions just before they came in sight. Again they called out for Murant and waited. Once more the door was swung open by the Phaerlin giant and the party trooped in. They kinda caught me by surprise here, because when I said 'The giant swings the door shut and slides the bar' (trying to sound all ominous 'n' stuff) they said 'We attack!'. Vesteel lunged at Murant, but the Barbarians' uncanny dodge meant that he didn't get a sneak attack, so he just nicked him. Rend just drew and struck a sunrod while Erendil, Harbinger (his cat) and Mort laid into the giant. They we rolled initiative. Suffice to say, the giant dropped before it even got to act, but Murant landed some nasty shots on both Vesteel & Rend before he went down. There was about another dozen orcs (mostly War2) and they were all swinging like crazy. The battle raged for a while, and Mort got knocked unconscious, but eventually morale broke and the orcs fled.
Mort got healed up and they pursued cautiously as far as the Air Temple. They decided to smash the altar and they managed to escape with only Vesteel getting a scrape in the cave in (though it did scare 'em real good). They then proceeded through the Hydra cave towards the orc warren. The remaining force of orcs (over 20!) were waiting in ambush at the sides of the hydras cave and a huge battle followed, with all of the PCs being swarmed. It was a close thing, with Rend down & bleeding at one stage, but with the late arrival of Fendar the tide turned and the last of the orcs were slain. The party scoured the rest of the caves, evicting the females & young (they instructed them to travel to orc camp near Beliard) and we stopped as they were investigating the entrance to the Dwarven temple complex. They have now cleared almost everything between the Fire Bridge complex and the Forge area. They intend to return to Yartar soon to restock, but they will be in for a surprise when they discover it is under seige from a band of Fog giants, and other, stranger foes.
By the end of last night, the party was...
Vesteel - Tiefling Rogue 6/Ranger 1
Rend - Human Barbarian 2/Fighter 1/Forsaker 5
Fendar - Aasimar Cleric 6 of Tyr
Mort - Human Fighter 7
Erendil - Aasimar Paladin 6/Templar 1 of Kelemvor
Might be a while before the next session, but we will be back!
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HeresDaryl
Here for a while
(2/4/03 8:45 am)
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The fall of Yartar
As far as I know I'll be back in the DM seat this coming Sunday, and from what my players have been saying to me since the last session, it sounds like they're going to head back to Yartar, to rest up, get some trading done and stock up on potions/scrolls. Seeing as how Mylans' player will be rejoining the group for a while, I plan on having him meet the party on his way back to the mines from the town. He will be able to pass the news onto them that Yartar has been devestated by a band of Fog Giants accompanied by several airborne monsters...
- this is the force that was set to reoccupy the air temple before the guys detroyed the altar...theres a flock of harpies (some spellcasters among them) led by an air genasi cleric/stormlord who flies about on a half air elemental/wyvern (possibly advanced). Basically I'll make them powerful enough to force a stalemate with the towns' notables -
Most of the townsfolk will be holed up in the keep with Rufus & Burne, but I need to figure out who would be the first line of defence, and therefore, who maybe dead or captured. The rest of the town will be in ruins, with many dead bodies littered about, including a few giants & harpies. Should the PCs do a thorough search they will notice that 'Jaroo' is still in residence in his grove, apparently unmolested. If questioned he will simply mumble some cryptic answer about nature being well capable of defending itself (the raiders were made aware that the druid in the village was a cultist). He will offer them 'safe refuge' to rest for the night, and if they accept he will betray them to the giants and their allies, possibly poisoning them if he can.
A seige breaking rescue is what will be required from the party, and it should be will within their abilities.
I'd be very grateful for any thoughts on who would assume what roles in the event of an attack on the town...(I guess Elmo will be in the front line anyway!)
Edited by: HeresDaryl at: 2/4/03 9:05:58 am
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Taxman66
Here for a while
(2/4/03 10:22 am)
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Re: The fall of Yartar
I gotta ask...
What purpose (from a metagame sense) is being served here? If the PCs beat the air temple, why do they have to fight a new air temple (albiet defend against said).
Taxman
"It takes an uncommon mind to think of these things, Hobbes." - Calvin
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HeresDaryl
Here for a while
(2/5/03 12:50 am)
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Re: The fall of Yartar
Mostly I wanted to point out that this isn't just some cult that hides in a crater...they actually go out and cause havoc, and react to the PCs presence - word has got around that the party was based out of Yartar, so the Air temple elect (who are pissed off that the altar is destroyed) decided to 'send a message'. Basically its what I would do if I was a bad guy!
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Taxman66
Here for a while
(2/5/03 6:04 am)
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Re: The fall of Yartar
I guess it kinda rubs me a bit wrong. I mean if the Air temple had access to all that anyway, they could've ruled the roost in the CRM. Does this mean the other temples are going to get a full strength reinforcement if/when they get wiped out? Additionally this is a lot exps. for a 'side encounter' (its not really a side encounter its like a 5th temple).
As for your question I don't think any of the major NPCs would be permanently dead as they are the most important ones that would get first dibs on raises. A few of the secondary types would probably be toast (frex: Yundi). Additionally, the NPCs are very capable of doing significant damage of their own to the baddies... I figure they would scoff at Jaroo for over 'estimating' the defenses (3 spell casters who can chuck 5th level spells? A fighter and ranger of similar strength?) and then pay the price of doubting in the first attack.
Speaking of Jaroo, I seriously doubt he would be able to keep his cover and stay 'in his grove'. That just screams 'Yah, right.' not just to the PCs but should to the NPCs too. I think a more realistic bet would be that he holed up with the others in the keep and (although I could see wanting to change this) he would probably have been found, particularly if he tried to keep in secret contact with the baddies, out by Rufus and/or Burne who'd have their proof after a few spells by Y'day (remember these NPCs are not dummies).
Actually cancel that. Jaroo's gig would almost certainly be up as it became evident he had no spells (or much less power than the original Jaroo if you gave the Dopple a couple of druid levels). At that point he would either be a) dead, b) captured, c) clearly in league with the baddies (and clearly not the original Jaroo... again proofed by Y'Day's commune).
Taxman
"It takes an uncommon mind to think of these things, Hobbes." - Calvin
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HeresDaryl
Here for a while
(2/5/03 7:30 am)
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Re: The fall of Yartar
Everything you said about Jaroo rings true, so I may rethink his part in all this. Regarding the towns NPCs, I'll make it obvious by the debris and bodies that the original attacking force was very large, but was whittled down by the towns worthy defenders to its current size. There will be enough bad guys remaining, and enough defenders decommissioned, that the seige will be a stalemate (awaiting the PCs to tip the balance). Should turn out to be a little scouting and one battle, with aid from the keep if the players are smart!
As for '5th temple', these harpies and their leader were rivals of Fachishs' faction, who were hoping to move into the air temple vacuum (much as it describes how the troglodytes took control of the earth temple after the previous force had been routed). Thats why they would not move to help the original air temple establishment...and why there will not be hordes of reinforcements for the other temples either.
Thanks for the feedback Taxman, you've given me cause to think about this in detail, and it should be a better encounter for it! =0)
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HeresDaryl
Here for a while
(2/9/03 4:58 pm)
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Tal Chammish exposed & Beliard scoured
The PCs rested up in the orc caves without going any further into the Dwarven temple. After resting they decided to retreat out of the mines and return to Beliard since they had alot of booty to get identified and trade or sell. They made it unhindered to the village and met with Rerrid Hammersong. They told him of their run in with Thandain Deeperdark and the mage-assassins and explained that she seemed somewhat unwilling even as she fought. Rerrid confided that he believed that there was some evil influence in the town and offered any assistance if the PCs should try to investigate.
After alot of question asking and some judicious use of detect evil and detect thoughts they narrowed their investigation to Tal Chammish and used some intimidation tactics and more spells to corner him and 'coax' a confession out of him. They then rounded up the rest of his 'clients' and Rerrid took charge of finding a cure for their addiction (with Tals' assistance of course). In return for their service to the town Rerrid arranged for Tymerian to identify the partys' treasures. This gave the characters a few days to kick up their heels and bask in the adulation of the townsfolk.
After this rest they travelled to Waterdeep where they had the best chance of selling their goods and picking up new equipment. They only stayed for a day (just long enough for Erendil & Fendar to visit their home temples, report progress, and make donations) and then were back on their way. They planned on going straight to the mines and skipping Yartar. About half way to the mines they were attacked by a pair of Fog Giants, They eventually defeated them despite several PCs taking alot of damage. As they searched the bodies they found items and loot that appeared to hail from Yartar. This caused them to rethink their plans and next session should see them journey to Yartar to find out what happened.
Along the lines of what I have outlined above, they will meet some refugees who fled the town, who can give them warning of a band of giants & flying monsters. I plan on having them encounter the raiders as they are withdrawing from Yartar with their loot. If the guys are careful they can ambush the giants seperate from their allies and then move onto the rest. If they're not careful it could be very bad...we'll find out tonight.
Edited by: HeresDaryl at: 2/19/03 6:03:44 am
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HeresDaryl
Here for a while
(2/20/03 5:31 am)
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Yup, it was very bad!
Later in the evening of the same day that they encountered the giants, the party came across a dozen townsfolk of Yartar, who told them the tale of the attack on the town. A band of half a dozen or more giants accompanied by a similar number of strange flying monsters launched a lightning raid on the town. The flying creatures sang a strange song, causing many of the townsfolk to be entranced and drawn out of the defences. This allowed the giants to slaughter a huge number of defenders in the first moments of the battle. Most of the survivors fled into the keep and the siege commenced.
These refugees had been away on a pilgrimage to a shrine of Eldath and witnessed the attack from a rise a mile or so away as they were returning. They all fled into the hills and had been hiding for the last two days. A couple of the giants had been trailing them...the pair that the PCs slew. Erendil (whose player was working last night) volunteered to stay with the slow moving refugees while the other four went ahead to investigate. So Mort, Vesteel, Fendar & Rend all set out at a healthy pace towards the north. Towards dusk on their first day of travel Vesteels' sharp eyes spotted small dots circling in the sky a few miles ahead. They tried to find a sheltered and hidden camp site and rested for the night.
Their rest was disturbed by Harpy song...Harpies looking for the refugees, ironically enough! Mort & Vesteel failed their will saves and wandered out of the cover towards the source of the song. Fendar & Rend woke up and managed to resist the effects of the song. They saw their comrades out in the open, being attacked by swooping monsters. A brief battle ensued, and all of the Harpies were slain bar one which was blinded and fled.
They slept out the rest of the night fitful and wary and continued towards Yartar at first light. After a couple of hours march Vesteel again spotted some circling shapes in the sky ahead of them (at this point the raiders were dispersing out from Yartar, scouring the countryside for their two giant brethren and any other refugees who had escaped the town).
I set this encounter up to be tough, but I think winnable. The opposition consisted primarily of a pair of Fog Giants, with a single Harpy used to draw out the PCs (though they were aware of this threat and had taken precautions such as making earplugs and Fendar praying for Silence). There was also the option of an air genasi windrider on a hippogriff in support, though I deemed that he would only harry an isolated party member and by and large would not get involved in a protracted battle (not caring much for either giants or harpies).
One of the giants was equipped with an oil of obscuring mist (tm...something that made sense to me!) which he shattered as they advanced. The PCs all hid, with varying degrees of success, and prepared to open up with ranged weapons. Then the singing started! They all rolled will saves and yet again Mort & Vesteel failed. They rolled initiative and the two entranced guys moved out of their hiding into the open. Before Fendar could get off a Silence the windrider swooped and caught Mort a savage blow with a lance, dealing 42 damage (max on 1d8+6, x3 with spirited charge!). Next Fendar cast the spell on Vesteel, negating the Harpy song. Mort scrambled back to cover & Rend set fire to a bundle of arcane scrolls, granting him his Forsaker damage reduction. Finally the giants acted, opening up with a salvo of two boulders each, all of which missed.
For the rest of the fight, the windrider's only contribution was to fire off three javelins of lightning, dealing no damage (Vesteel made his saves and has evasion and Fendar made his save and his resistance soaked the rest). The Harpy also fled, its work being done, which just left the giants. The party started off strongly, using bows and searing light to deal significant damage to one of the beasts. However, with their reach and their huge damage the giants started to turn the tables. The breaking point came when the giant that Rend was engaged with was down to 35 hits (I described it as being very badly wounded, incapable of taking many more blows). Rend went first in the round and was in rage, with 20 something hits left and his DR 5/+2. He took the AoO and got smacked, but stayed on his feet and swung twice, declaring a 3-point power attack. The giants AC was 21, Rend rolled, after his mods, an 18 and a 19. Both would have been hits without PA and in rage he deals 2d4+12 damage per shot anyway. With the other guys still to act, this could have (should have?) been the end of one giant. As it turned out, it got to swing twice and totally smashed Rend, killing him outright aswell as badly wounding Fendar!
Mort & Vesteel finally downed the other giant, taking a beating to do it, while Fendar kept the first busy. Unfortunately, it kept very busy and pounded Fendar as its comrade fell, knocking him unconscious. Vesteel & Mort grabbed their bows and launched a barrage at the last giant, but didn't hit near often enough. It surged forward and swung furiously, eventually catching Vesteel and shattering his ribs, killing him outright. Mort kept shooting and at last the monster collapsed, but not before Fendar had bled to death!
The windrider and Harpy had long since departed, leaving the giants to their fun, so Mort was left to strip the dead and bury them, then wander back to Waterdeep, where he plans to cash in the loot, equip himself and possibly locate Erendil to brave the mines again.
I feel bad for the guys and I know it was a damn tough fight, but I think they could have won it, with a few better rolls and one or two better tactical decisions. They're all committed to making new characters, so we'll see on Sunday what sort of new recruits Erendil & Mort manage to find...
Edited by: HeresDaryl at: 2/20/03 5:37:59 am
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HeresDaryl
Here for a while
(2/21/03 6:43 am)
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Re: Yup, it was very bad!
Its looking like the new party make up will be something along these lines...
Erendil - Aasimar Paladin 6/Templar 1 of Kelemvor
Mort (possibly changing identity) Human Fighter 8
Unnamed - Human Rogue 2/Cleric 4 of Selune
Unnamed - Earth Genasi Fighter 5
Unnamed - Half-Drow Ranger 7 of Mielikki
And in another week we should have a sixth regular player, undecided as to character so far...
I'll post on Monday with a confirmed line-up
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Grumgarr
Here for a while
(2/21/03 7:39 am)
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Re: Yup, it was very bad!
That's a damned shame!
If only the dice had been kinder.
I guess your group don't mind starting mostly fresh characters off, though?
Good write up - I enjoyed the build up and the fight, and I wasn't even there
Grumgarr
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HeresDaryl
Here for a while
(2/22/03 6:59 pm)
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New line up
Thanks for the words of encouragement. No, the guys don't mind making up new characters...most of them seem to prefer it to having characters raised.
It looks like the Earth Genasi Ftr5 is being dropped for a Dwarf or Human Clr6 of Azuth or Savras instead. Probably add more value to the group I think.
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MalatarGildwar
Looking around
(2/28/03 5:07 pm)
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Re: New line up
I'm thinking about a pure Wizard ... considering the lineup as it stands ... if someone else plays a wizard I'll go with a Monk ... we'll see on sunday ...
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Phaydruss
Looking around
(3/1/03 2:32 pm)
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Player note.
Hi all,
I'd just like, at this point to say hi. I'm one of Daryls players (Which one, I'll let u guess), and I've been reading the campaign log, Only on this campaign though, so I really havn't got a clue what the whole plan is.
Now while some may cry, "Foul", I will say that the info on the game that is given away on this site is very little and that I do not use it in character. If there is some part of the plot that I know is coming up, I'll let one of the other players discover it and not give the game away. Nor will i use information that I read on Past adventures, and go back 'ingame' to find that missed secret passage, or whatnot.
Having said all that, I love this adventure, It's more that just a hack and slash campaign, and for once, it follows a timeline that progresses along with or without the players help. There are massive consequences for some actions that come back to haunt us, mistakes that have been made and lessons learnt. I hope that it'll go on for a while and that the other players will not get bored with such an indepth campaign.
Since most of y'all are GM's running this campaign, I hope all of your players are having as much fun as we are.
I'd like to welcome back our long lost friend, who returns from the badlands, and is willing to help us get through this adventure, hopefully with no more TPK's. No one plays a Wizard like this guy!
cheers Daryl.
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HeresDaryl
Here for a while
(3/3/03 1:56 am)
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Back in action
Before anyone asks, yes, I was aware that some of my players were following the campaign log...in fact I encouraged them to read up to certain stages for entertainment value. As Phaydruss said, so far nothing gleaned from the boards appears to have been exploited in-game, so if it doesn't spoil the readers fun then it doesn't spoil mine. I'd also like to welcome back our prodigal oldie, who should add an extra regular PC to the group (though he's playing a Monk, not a Wizard!)
Anyway, after a break to make up new characters, we're back in business. Templar Darkblade (formerly Erendil) has gathered together a new group to accompany him on his mission. This is comprised of...
Lucan Savaerin - Aasimar Paladin of Mystra (eventually spellfire wielder) this guy will only be around about once a month, so he's appointed chief horse-sitter
Bayle - Human Fighter/Rogue/Ranger of Silverymoon
Jenser - Human Ranger/Rogue/Bloodhound...on the trail of a fallen Paladin, wanted for several murders some years ago, by the name of Thrommel
Somar - Half-Drow Ranger/Druid of Mielliki
Fenster - Human Monk of the broken ones (Ilmater)
There will also be a pure cleric of Savras joining the group in the next few sessions
Last nights session was just a warm up...the journey out from Waterdeep to the mines. Over the course of the six days travel there were two run-ins with strange, human looking warriors who tried to deter the partys' progress. These were Janni, recruited to the service of the temples as sentries (being affiliated to all 4 elements I thought they would be suitable). The PCs fought off both attacks, but a couple of the Janni fled the second, and so the party knows they can expect a nasty reception when they reach the mines.
Hopefully that will be Wednesday or Sunday at the latest.
Edited by: HeresDaryl at: 3/3/03 2:07:35 am
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HeresDaryl
Here for a while
(3/6/03 6:17 am)
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The South Gate reclaimed
The party continued towards Mount Stalagos, travelling the last half day on foot. They left Lucan of Mystra to guard their mounts (makes sense since he's an outdoorsy, mounted combat kinda guy). As they were making their way to the mines they were caught up by the elven druid Mylan and a priest of Savras sent by his temple in waterdeep to join them. Mylan returned with their two mounts to accompany Lucan, so the final make up of the group about to enter the CRM was...
Templar Darkblade of Kelemvor with his bonded puma, Harbinger, Fenster of the Broken Ones, Somar of Mielikki and his lioness companion, Bayle of Silverymoon, Jenser the Hunter and Truthseeker Nicos of Savras. Nice group, I have to say.
They were all very wary as they pushed forward, constantly looking to the skies. Eventually their fears were realised. As they approached an overgrown knoll they spotted a figure high above them, circling. They all readied themselves to lauch a withering salvo of attacks as soon as the figure came within range. Then the invisible, enlarged Janni warriors struck. This was a tough battle, toing and froing for quite a while. Four Janni engaged in melee while Gaval, the Air Genasi Windrider on his Hippogriff mount, circled above launching javelins of lightning at any unengaged PCs. Once the javelins were gone Gaval also swept into the fray with his heavy lance (at one point dealing 39 damage to Darkblade), using ride-by-attack to escape return swings. Jenser finally put a stop to this with one of his five precious bolts of radiant holding. He struck the Hippogriff with it and sent rider and mount crashing to the ground.
At this stage two of the four Janni were slain and only Nicos was unconscious of the heroes. The remaining two Janni used their invisibility and flew out of reach. Gaval used his innate levitation to get out of melee range while he guzzled some healing potions. As the PCs regathered their bows & crossbows the still invisible Janni started to tow Gaval towards the knoll, where the four Janni mounts were tethered. The party gave chase and peppered them with arrows & bolts, finally a revived Nicos killing Gaval with his wand of magic missile.
The PCs spent a couple of hours resting and healing (they almost all have a cleric-on-a-stick) before pressing on. they wanted to strike before another wave of defenders could intercept them. A couple of hours later they reached the crest of a ridge over looking a wide shallow valley. On the far side they saw the steep slopes of Mt Stalagos rising up. The group made their way across the valley floor, making sure to stay out of sight of the gates. Once they got tight to the mountain side Somar, Jenser & Fenster moved stealthily to within sight of the entrance cave. They quickly ascertained that there were no defenders lurking behind the arrow slits and called their comrades forward. With a quick use of detect evil Darkblade determined that there were at least 5 evil auras beyond the doors.
They gave the huge gates a slight push and happily discovered that they were unbarred. All six of them and their two great hunting cats rushed inside. They saw another four Janni rising from their meal at a crude table 15ft inside the hall and another of their kind dozing on a bench at the back of the room. Only Somar & Bayle spotted the Harpy on the snipers ledge. This was not much of a fight, Within two rounds all five of the Janni had succumbed. The Harpy (who had a few levels of rogue to boot) had managed a flyby attack on Jenser but had not hurt him too badly. It was at this point that the doors to the Barbican area burst open and the new master of the gate complex strode forth...an enormous fog giant cleric (only 2 levels of cleric).
Having heard the battle he had already cast shield of faith, which gave him an AC of 25 with his white-dragon hide armour. After moving he swung once at Fenster the monk, doing 28 damage! The PCs all clustered near the doors and a few fired off arrows or bolts. They were all ineffectual except for Nicos magic missiles. The Monster strode forward and swung at the nearest PC, Somar, hitting him hard, though not felling him. The Harpy winged in to engage Nicos. The rest of this battle involved Somar, Darkblade and their animal allies trying to hold off the giant while Nicos continued peppering it, Jenser used two more bolts of radiant holding to no effect and Fenster & Bayle attempted to keep the Harpy from Nicos. In the end the PCs prevailed, though Somar was unconscious and bleeding heavily by the end. Once more a group of brave souls have gained a foothold in the Crater Ridge Mines.
Next session will be Sunday, though Templar Darkblade will not be accompanying the group...he wishes to recuperate and heal his trusty companion Harbinger.
The party make up, if you guys are interested is:
Templar Darkblade - Aasimar Paladin 6/Temlar 1/Divine Champion 1 of Kelemvor
Somar - Half-Drow Ranger 3/Druid 4 of Mielikki
Fenster - Human Monk 7 of the Broken Ones (Ilmater)
Bayle - Human Fighter 2/Ranger 1/Rogue 4
Nicos - Human Cleric 6 of Savras
Jenser - Human Rogue 3/Ranger 2/Bloodhound 2
I'll probably post again on Monday or Tuesday
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Caranthir
Looking around
(3/6/03 10:07 am)
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Words of wisdom from the horsesitter
Looks like the lads had a interesting session. As one of the infrequent players it's great that I can keep up with the lads' epic adventures. One of the useful things about this campaign log is that you get the broader picture, which makes the actual gaming much more enjoyable. Later
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HeresDaryl
Here for a while
(3/10/03 10:59 am)
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exploration and wandering horrors...
This session I only had 4 players (only 3 for the last set of encounters). Jenser, Nicos, Somar & Fenster decided to explore the area between the south gate and D'Grans' complex. Darkblade & Bayle went back across the valley to rest up with Mylan & Lucan, and keep an eye on the approach to the gates.
As the guys were snooping around in the Barbican they heard movement in the main hall...the three Gargoyles come to investigate what all the noise was. I played the Gargoyles as very wary, they weren't going to go toe to toe with a group who had dropped a Fog Giant!. They basically claimed that they were independent residents of the mines who wanted no involvement in the parties quarrel with the temples. They even offered information, for a price. Nicos, however managed to surreptitiously cast detect thoughts, and discovered that Claagingred was thinking along the lines of picking the characters off when they were weakened or fewer in number.
Jenser took the opportunity of a free 'good faith' question and asked Claagingred if he knew where an individual called Thrommel could be found. The Gargoyle answered truthfully, telling them that Thrommel dwelt on the central Island, though he gave no further information. The party then went on their way, stating clearly that they would be very aware, particularly of the gargoyles. They climbed the spiral stair to the upper corridor, where they were confronted by an Allip, which they dispatched easily. As the passed through the now-ruined temple though, they were set upon by a Belker, which managed to get at Somars' insides and almost killed him before he coughed it up. The others had killed the creature in the meantime. They were searching everything as they went but noted that anything of value seemed to have been long since removed. They moved on into the former Hydra cave, where they had a brief run in with a Dire Monitor which had taken up residence through the same tunnel that the Hydra had used to access the lake. They pressed on into the old Orc complex, making their way towards the Dwarven Temple. Unfortunately they were ambushed by a Chaos Beast in the tunnels, and although they slew it, it managed to pass its corporeal instability onto Fenster the monk in the fight. He actually made his charisma check for a couple of minutes, but as they moved on he suddenly went into convulsions, and, before their eyes, transformed. The other three considered it a mercy to kill him quickly!
They decided to press on, somewhat dispirited. They got to the temple doors and bypassed the traps. They made it into the reliquary but triggered the glyph (I rolled 5 7s out of 5d8!!). They all survived, though Nicos the priest was sorely wounded. I added a little extra in this room...a globe of force, which dissipated as they touched it, releasing a slight human figure onto the floor! This was Kethoth of Thay (Wizard replacement for Fenster...his player had already got him mostly written up) who had been trapped here 11 years earlier by the magical defenses in the room. He decided, since his former comrades were all slain or fled, that he would join this band, at least until they returned outside. Nicos, did pick up one of the hammer spheres, and though he made his Fort save, he failed his Will and quickly replaced the treasure. He urged the others to leave this place, warning of powerful defences. For the sake of not losing another character, I let him leave with them, once it was clear that they were not taking the spheres.
They investigated as far as the temple hall, but quickly retreated form the Golem, between a wizard and a cleric of Magic and Knowledge they knew enough to know that they were outmatched. At this point Somar fell back towards the gate, so it was just Nicos of Savras, Jenser the bloodhound and Kethoth who decided to investigate beyond the Orc caves. They found the door at 53 and managed to open it (Nicos used stone shape to 'peel' the stone back from the door frame). Kethoth lobbed a fireball in amongst the gnolls and Nicos and Jenser stood at the doorway, laying into the gnolls as they came through. After they had slain three quarters of the gnoll guards in less than half a minute, the off duty Giant joined the fight, only to be blinded and slain, along with the last of the gnolls. The three heroes decided to retreat back to the gates at this point, not wanting to push their luck as they ran ever lower on spells, potions and wand charges.
Next session should be Wednesday.
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HeresDaryl
Here for a while
(3/12/03 5:03 pm)
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Assault on the Bridge area
After their probing of the bridge complex defences last session, Jenser, Kethoth, Nicos & Somar returned to their comrades outside the south gate to plan their next move. As it happens Nicos' player was missing tonight, so I had him decide to spend the following day casting identify on their choice of seven of their captured items. Lucans' player is still away in college until, and Mylans' player wouldn't be arriving until late. The full party of 8 PCs plus various animal companions, mounts and familiars rested securely in an old dire-bear lair not far from the gate. The following day Lucan & Mylan stayed with Nicos for his casting, so Darkblade, Somar, Bayle, Jenser & Kethoth ventured back through the tunnels to area 51 (see, it does exist!).
This time they approached from 52, and after buffing themselves, Somar simply used warp wood to get through the door. In light of the absence of gnoll guards, I had Farkis placed in room 51, so he immediately tried to attack the party. He lasted just over 1 round! The PCs could hear sounds of armoured bodies moving in the corridor beyond the room and so cautiously moved to engage them. This was half the garrison of human guards. They were eventually joined by the rest of the warriors, and in succession most of the rest of the complex compliment, starting with Vech the giant, then the dinosaurs, followed by D'Gran, Huenar & Tippesh. Only D'Gran escaped...back to 44 where Slaazh & Krall are waiting. None of the PCs died and almost the whole bridge force is gone, though the remainder are the toughest, I have to admit.
We had to leave it there, with the party regrouping and healing up in 51, presumably preparing for the final push to clear out this area. We'll find out on Sunday night =0)
Party status as of the end of tonights session...
Darkblade - Aasimar Paladin 6/Templar 1/Divine Champion 2 of Kelemvor
Jenser - Human Rogue 3/Ranger 2/Fighter 1/Bloodhound 2
Kethoth - Human Wizard 7 (with Spellfire)
Bayle - Human Rogue 4/Ranger 1/Fighter 2
Nicos - Human Cleric 7 of Savras
Somar - Half-Drow Ranger 3/Druid 5 of Mielikki
Mylan - Moon Elf Druid 6 of Silvanus
Lucan - Aasimar Paladin 5 of Mystra (with Spellfire)
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