by jeffery st. clair » Sat Aug 18, 2012 1:54 am
This isn't very timely, but here's what we've been up to:
Wednesday’s recap (August 1st), by your as-always mnemonically-challenged DM:
Dramatis Personae:
Liliana, Gnome Illusionist
Havek, Half-Orc Fighter
Nova, Elven Thief
Sir Ryan, Human Paladin
Kivick, Human Monk
Telegar, Human Fighter
Rayn, Human Magic-User
Tom, Human Illusionist
(Dernum?), Dwarven Fighter
Draven, Elven Ranger
Darin the Fun, Human Cleric
Trinity, Human Fighter
Otto, Human Ranger
At the start of this evening, our heroes were well-rested and enjoying their newest items, weapons and spells, purchased with the wealth gleaned from the lair of Ungoth. (Even the monk, wearing his Ring of Delusion, was quite happy about his latest Wish.)
A message arrived for Darin the Fun, Cleric of Dionysus. Simon, a young acolyte of his acquaintance, was building a small temple to Dionysus in his nearby village, and asked Darin to help with consecrating the new edifice. The next day, the party started their journey to the village; arriving a few days later, they were greeted by most unfortunate news. The region’s most respected ranger, Plonius, had murdered Simon in cold blood, and in front of witnesses to boot, before fleeing away from civilization. The party rangers examined the scene of the crime while Darin accompanied Simon’s father to where the body lay. Other party members questioned the villagers, and rather than getting solid answers, it seemed that every question led to more questions.
Darin used a Speak With Dead spell to communicate with Simon’s soul, which told Darin that Simon noticed Plonius wearing a holy symbol to Pestula, goddess of pestilence and death. When Simon questioned the good ranger, he was cut down by Plonius with a spell of decay, succumbing in mere moments. This only happened two days prior, so the party regrouped, and began tracking the fleeing ranger.
Soon the rangers realized that as Plonius fled he cared nothing for hiding his tracks, nor even looked for the best route to take. They also realized he was not making camp along the way, and therefore the party could not make up any distance on the fleeing murderer.
During the second night of camping, the midnight sentries heard the flapping of numerous small wings, and were able to wake several folks in time to defend themselves against nearly twenty stirges. Although three of the characters took moderate damage, soon the party eliminated the stirge threat and healed them, going back to sleep for the rest of the night.
The next day the party was interrupted in their pursuit by a group of suicidal gnolls, who mistakenly thought that they would have no trouble winning an equal-numbered fight. Though they had the height and reach advantage over the party, the skill advantage made the difference, as the specialized fighters took many more attacks against the gnolls, who were cut down quickly.
Two days later, as the group followed the trail into elven lands, a group of elven rangers stopped them, asking why they were pursuing Plonius so intently. When the party relayed the events of the recent past, and their suspicions about the ranger Plonius, they were allowed to continue, as Plonius had refused to speak to the elves as he passed through, which was very uncharacteristic for him.
(The group ended play here for the night.)
Wednesday’s recap (August 8th), by your as-always mnemonically-challenged DM:
Dramatis Personae:
Telegar, Human Fighter
Rayn, Human Magic-User
Tom, Human Illusionist
Draven, Elven Ranger
Darin the Fun, Human Cleric
Trinity, Human Fighter
Otto, Human Ranger
Rom, Elven Thief
As our stalwart band continued their pursuit of the murderer Plonius, they encountered a large swamp. Here, for the first time, their quarry’s trail diverted from its straight path, skirting the swamp. Following, the party saw some dragonflies buzzing nearby, but soon they realized that the dragonflies were the giant variety, and the group readied for combat.
The dragonflies proved extremely difficult to hit, but once Rayn’s Magic Missiles did considerable damage, the fighters tried the unusual strategy of dragging them down, or even hopping on board for the wildest ride of their lives. Under the weight of humans and elves, three of the dragonflies were soon dispatched, though Trinity’s attempt to ride a dragonfly ended with her sailing head-over-heels into the swampy water with a splash. Eventually the dragonflies were killed, and the group moved on, soon exiting the swamp, to their relief.
After quite a chase, the group finally caught up to Plonius. Unfortunately, he was dead at the scene of a large battle, the holy symbol of Pestula gone. Darin’s Speak with Dead spell gave the party proof that the ranger had no knowledge of the murder, and was in fact, dead even as his body continued to breathe and act under some unknown control. However, the rangers picked up the trail leaving the battle site, continuing in that straight line. The trail took them to a large valley filled with trees, where they spotted a rope, fastened tight and heading down a cliff down into the valley. Although there was a gentler descent nearby, the group followed the trail over the cliff.
As the party descended the cliff, it was attacked by an air elemental. Tom took the worst of it, as he was attacked while on the rope and was knocked about thirty feet to the ground, landing heavily. Damage from Otto’s magical arrows forced the elemental to attack the ranger on the ground, where the other fighters were able to pile on the damage. Tom staggered clear as Rayn’s and Darin’s spells added more damage, and soon, though some of the party was scuffed up a bit (Tom, a bit more than most), the elemental was defeated.
The trail continued into the trees, so the group continued. About a half-mile from the cliff, a gigantic spider dropped in on the party, looking for a meal. Unfortunately for the spider, it had chosen poorly, and before it could do more than snap once at a well-armored fighter, arrows and blades and Magic Missiles and a maul sliced, smashed, and otherwise turned the spider into an inert pile of legs and goo.
Continuing on, the party discovered that the trail ended at a stone building at the center of the valley. As the party approached the entrance a booming voice warned them away, or, “You will be made one with the earth.” Rayn and Telegar advanced anyway, and two nearby trees came to life, swinging their huge limbs at the pair. Telegar was able to roll with the blow and escape back to the others, but Rayn was hit not once, but twice, and the second blow ended Rayn’s life with a resounding CRACK!
The rest of the party stayed back, and was able to talk to the treant, asking who lived inside. The treant told the party that the Druid known as Drake entered his home a while ago. The party again relayed their suspicions about Drake’s mental state, so the treant called the Druid. After no response, the treant allowed the party to go in and find out why he didn’t answer. Before entering, Darin the Fun read one of the party’s new Raise Dead scrolls for Rayn, and she soon was mobile again.
The group entered the druid’s home, and found a secret door leading from the main chamber. What lay beyond would have to wait until the next game.
(Play ended here for the evening.)
Wednesday’s recap (August 15th), by your as-always mnemonically-challenged DM:
Dramatis Personae:
Nova, Elven Thief
Sir Ryan, Human Paladin
Kivick, Human Monk
Telegar, Human Fighter
Rayn, Human Magic-User
Tom, Human Illusionist
Rom, Elven Thief
Otto, Human Ranger
The party started by opening the secret door discovered the week before, which led to a circular shaft leading down, with rusty iron rungs down one side. There was also warmth coming from below. Otto noticed that someone had used the rungs somewhat recently, so the party headed down, emerging into a circular chamber with an earth elemental, ready to attack. The elemental was able to smash several party members again and again, knocking some down to single digits before the party could finish the creature. Proceeding more carefully, the party found another, wider shaft with a pit of flames at the bottom. The adventurers looked at each other knowingly, descending carefully to another landing. Avoiding the pit, they made the fire elemental within come out to play, which it did. Throwing flames at Rayn as she hovered on the magic carpet, the elemental began wading through the party. The magic-user soon responded with Magic Missiles before flying back out of reach. Meanwhile, the fighters and thief attacked with magic weapons as the monk avoided the attacks of the fire elemental. After another well-fought melee, another elemental was dead.
The group now assumed, as they reached a room filled with a few feet of scummy, disgusting water, that a water elemental would appear next. However, a putrid creature, perhaps a mutant shambling mound, stood up to its full 20-foot height, reaching at the party with a pair of nauseating tentacles. As the party attacked the slimy creature, all their weapons slid or bounced off the creature, doing little damage. Only Rayn’s Magic Missiles had their full effect. The creature scored two tentacle hits on a still-wounded Telegar, and his face turned ashen grey as his body fell with a splash into the fetid water. The group continued to hammer away, and Rayn, staying clear, kept peppering the beast with Magic Missiles as Otto kept firing arrows. Finally, after another character nearly met its end, the party emerged victorious. Darin again read a Raise Dead scroll, bringing Telegar back to life.
Beyond the chamber of the huge shambling mound, the party discovered a stone cairn, broken apart. Although the party could not tell what had lain here, they knew that it took immense power to get it free from its solid stone box. An inscription on the wall seemed to explain things, but it was in a strange language. Using the thief’s read languages skill and some fine decoding, the party finally translated the message.
A powerful artifact of evil had been placed there long ago, protected by guardians to keep it safe. Until now, those safeguards had been enough. However, the artifact was now free, and in the hands of an unknown person. The party quickly made its way back to civilization to speak with the sages and high clerics.
The sages knew of a tome secreted away many years ago, that might shed more light on the matter. Today the once-beautiful shrine, teeming with undead, would hopefully give up the answers that the party sought out, along with treasures and riches rumored to be within. The party set out after resting and buying new equipment. Upon arriving, the party began exploring the shrine, soon running into a nasty group of barrow corpses. These foul undead were soon dispatched, but not before Sir Ryan took a nasty wound, feeling some of his life energy drain away. Unable to do anything about that, the party continued on. The party later encountered a group of creepy, undead children (nicknamed Rabie Babies by the party) and then some ghouls, but it was nothing the party couldn’t handle. During their exploration, the group found two treasure chests loaded with coins and gems, but Tom was able to detect that both were illusions in otherwise empty rooms. Disappointed, the party moved on, continuing its search for real treasures.
(Play ended here for the evening.)
I reject your reality, and replace it with my own.