Princes of the Apocalypse

Session 27
Riddle me this!

Drongar and Smitty brazenly pass through a magical door which asked them a riddle, they did not answer it correctly…

As they pass through the door they are greeted by a labyrinth of other riddles to answer. Each mistake resulted in a fight or dangerous terrain to traverse. After several such dangers, Drongar and Smitty get spat back out of the original door…It’s almost like no significant progress was made…

ONWARDS, TO GLORY!

View
Session 25

(Bashaar, Grugain, Drongar, Nasaug, Fendira)

- Bashaar notices that our packs are glowing, we find orbs in them. After a lick from Drongar on his orb and an identify from Fendi, we get an inspiration for the session.

ONWARDS
- enter the suite, Bashaar just rams in, there are 6 cultits, we fight! Drongar gets poisoned and Bashaar sickened

LOOT: 15GP, 5 PP, 5 CITRINE (40GP EACH)

- we move down the hall and find a big statue of Orgramock, Prince of Evil Earth, made out of an old statue. The new one is sitting on the remains of the old dwarf one. We notice that it was made using an Mold Earth spell. There was discussion of breaking it but we decided to let it go.

- we go left where we hear people

- Grugrain goes in the room disguised as an earth cultist. He manages to find out that Marlos is in the Black Geode and he confuses the cultists by saying there are bad guys coming (from the wrong door).

- We fight them, Drongar rolls a 1, he is uncool for 2 rounds; Bashaar gets slowed and knocks himself out; Fendi does cool web!

- we talk to the webbed cultist: Nasaug attempts to intimate him in bear form… roars in his face, then just licks him.. cultist not scared but loves the lick.

(DM rolls 2 20s to resist Grugain’s 20 roll on intimidate… hacks…)

- we fail at the intimidates and move on

- we find a long chasm where we hear chains, there is a bridge off far in the distance. We decide to loop around and find the room where the chain sound comes from.

- Grugain goes in disguised, it is a forge with an evil Eart Djinn as the master and 2 durogar. He tries to talk to her and she just gets more and more annoyed that he is disturbing her work. He finds out that she is forging something for Marlos, some magical claws.
Then Drongar goes in, tries to help with the forging, Djinn is annoyed and he makes an ass of himself. She finally tells him to go make spikes.
Then Bashaar walks in, he struts his stuff, she growls angrily and says that Marlos is paying her handsomely to get this done and to stop bugging her.
Drongar insists that he makes the spikes faulty.

- there is a lengthy discussion about killing her or not… we move on… (will we regret this?!)

- there is a room with water in the middle and a door that says " BROOGS RUM. NORS IZ STOOPID"

- we go in to find a giant with 2 heads, an Eitten… dumb as mud and has 2 personalities

- we try to talk to him and it doesn’t go well, he gets angry at all the questions, flips the table and reaches for his weapon. .. FIGHT!

- He dies quickly … we feel bad… he was too dumb to know what was happening…

- we go to the far door and we recognize it as the entrance we had previously found in the water temple.

TO BE CONTINUED.

View
Session 26
As told by the great and honourable Drongar Dofras

Introduction

  • We begin in the earth temple
  • Smitty begins telling us another boring tale
  • He forces us to gather around
  • He pulls out a lute that he found on the floor.
  • As soon as he strums it we all fall asleep.

We awake in a pub…

  • Some girl is playing a lute that sounds like the one Smitty was playing
  • Some song about Have Hallows, Ravenloft, Astebar, an unbreakable wand
  • Rivania Greywer, music Lady, says the story isn’t super popular. She’s heading there tomorrow to look for treasure
  • We are in Ravenroft, the Have Hallows
  • We agree to head out with her.
  • Grugain follows her as she leaves to get ready. As she leaves the pub she strums on her fiddle and turns invisible.
  • We meet her the next morning and head out

We arrive! Maybe?

  • After a while we approach a dilapidated courtyard and house. It’s a dark and windy day.
  • Fred the Druid tries talking to the plants. They scream endlessly at him.
  • We approach the gates of the house.
  • We see a rhino but as it passes through the grass it disappears
  • As we get closer we notice what we assumed were trees are in fact rotten limbs.
  • We get closer and one of the trees falls and blocks our path. It gets up on its fingers and walks towards us. (Like The Thing in Adams Family)

Battle sequence!!

  • We honourably flee into the house
  • We hear a banging coming from beneath the stairs
  • Bashar investigates and finds a skull with a symbol on it
  • Greydwen says it’s the symbol for the moon phase of the waxing cressitting
  • We walk into a sitting room and there is a green liquid. We suspect it’s a potion. The door closes behind us after we enter.
  • Bashar drinks some and his belly glows. We recognize it as Fairy Fire. He has disadvantage against defending attacks.
  • We enter the next room and there is a chessboard in the middle of the room. After we enter the door closes behind us.
  • Drongar sits at the chess table and an old man flashes into existence
  • Drongar super smart and super wins chess game and the man disappears
  • We hear a sound coming from the vase. We find another skull.
  • It turns out it’s the waxing moon symbol on it.
  • We leave this room and head to the next.
  • The next room appears to be a dining room with a large table with 8 chairs.
  • We investigate and find a skull. It appears it represents a ¾ moon.
  • We enter the next room and there are large statues of various animals
  • We see a bear. Its angry.

Battle sequence!!

  • There seems to be a magical spell in the room that tries to turn anyone who is flesh into stone.
  • We all get turned into stone and out of stone
  • We finally figure out there needs to be alive creatures in the room to allow others to get out of stone
  • Fred summons some apes to stand in the room
  • We bash our way back into the hallway.
  • We enter the next room and see a jar with three large bats with a gemstome inside.
  • All across the ceiling are bats hanging.
  • The party is too scared to open the jar.
  • The next room appears to be a kitchen
  • There are three apples of different colours.
  • Drongar picks up the yellow one and turns yellow.
  • Grugain picks up the blue apple on a fork and the fork turns blue.. And Grugain.
  • Drongar picks up the blue apple and turns blue.
  • We open a pantry door on the side of the room and it’s covered in complete darkness.
  • Drongar valiantly goes into the darkness and finds a skull.
  • The other kitchen door leads to a black hole.
  • We head back to the gem bat room.
  • Loganth casts bonfire on the jar of bats.
  • The bats appeared to get bigger before they died.
  • We get the gem (100g) and leave.
  • We go upstairs.
  • We find a hall with 4 doors.
  • Two of us go in the first door and the door closes behind them.
  • There is a chest which seems to grow larger. And the entire room does.
  • Wait maybe they got smaller?
  • A giant centipede walks by.
  • We break the door and see them.
  • Bashar leaves the room and turns to full height.
  • Drongar lassos the chest and pulls it into the hall. Inside the chest is 100g and a skull
  • The next room.
  • Bashar lies on the bed and can hear everyone’s thoughts.
  • There is a dresser. We look inside mirror 50g, comb 25g, scissors 30g
  • The next room is a library.
  • There is lots of stuff
  • We get a Esteban’s book of transmutation. It contains every transmutation spell of level 1-3.
  • We look through a dresser. We find 50g, a magnifying glass and a skull.
  • Next room. It’s a closet.
  • Its an empty room.
  • Bashar entered and investigates.
  • On his way out he steps on an invisible mouse.
  • Bashar finds himself invisible.
  • Loganth also turns invisible.
  • The next room has a tub full of algae water.
  • Bashar overturns the tub. A frog jumps out.
  • The frog doesn’t notice invisible Bashar
  • Bashar picks up a skull of the and a sodden bag. 28s, 13g
  • The next room appears to be Estabar’s private changing room
  • Bashar smashes a mirror used for changing.
  • The next room. Master bedroom Estabar.
  • We find a glowing firey orb.
  • In the closet is a pile of gems. We attempt to put them in the bag of holding. 70g
  • We find a trap door in the ceiling of the master bedroom.
  • The only thing in the trap door room is a giant table and Rivenas body.
  • Rivena slowly walks toward it and starts screaming. She starts to remember and tells us how she came here long ago and her party found all but one skull and died.
  • She gives us another skull.
  • We head back to the dining room.
  • We put the skulls on the plates in the proper order.
  • That did nothing.
  • We out the skulls on the skeletons. Lightning sparks across the room and we all take damage.
  • We all leave the room except Bashar. He rearranged the skulls and it works. The skulls burn with a blur sigil.
  • The painting glows with a blue doorway and opens.
  • Inside is loot. 500s, 250g, 250pp, silver key, 4 potion of cure wounds level 1, scroll of protect level 1, scroll of feather fall level q, scroll of scorching ray level 2
  • We head back to the attic room. Its full of wizard hoarding crap.
  • We see an imp.
  • A voice says how we are going to die.

Battle sequence!!

  • All but Grugain get slowed. Our attacks seem to go through the enemies without any effect.
  • Grugain heads to a locked door and opens it.
  • We slowly work our way to the unlocked door
  • The poltergeists continue to attack us and our attacks are not effective.
  • Loganth goes to grab a wand on a table and gets teleported to another place.
  • Drongar follows him.
  • Fred the Druid manages to damage the circle protecting the sand and grabs it.
  • The whole house begins to shake.
  • The roof is ripped off the house and a giant flesh golem has attached his arms that were outside. Its bigger than anything we have seen.
  • Fred the Druid snaps the wand in half and it spews colour juice. The world melts and disappears.

We awake

  • We wake up to Smitty exclaiming and thus ends THE MAGICAL TALE. We see a black chest lying with us.
View
Session 24

The party decided to go to the earth temple. The group’s ability to pass by the Golem with a password and the foiled earthquake chest had the group reason that the earth cultist should be stopped before they can try again.

The party made its way into the Earth Temple through the monastery we once explored. Down through the dungeon we come across the Golem holding a battle axe (that wasn’t there before) and 4 gargoyles surround us perched above (either we didn’t notice or they’re new too). We gained safe passage with the password but is looks like someone beefed up security since the last time we were by this way.

The first room we fought 4 hobgoblins and a cultist riding a bulette.

Then we fought 7 durugar in the next room.

We won both fights

Dah end

View
Session 23 - Curse of the Fire Witch
The "bear" necessities

From the journal of Grugain DeVir

I can feel Marlos so close to us, I can almost feel his breath on my shoulder. He showed his anger with this Orb of destruction. He has found us to be more than an annoyance. Maybe we are even a real threat to his dread purpose. Yet i feel unease and i don’t know why. Every shadows makes me weary. Every whisper makes me paranoid. Even being in the tavern in Red Larch, while hearing Smitty in the background spin one of his tales, with his inspiring word, does not even help in any way.

The rest of us are sitting at a table, each in quiet contemplation, trying to determine what in the great circles of hell ,we will do with this orb of destruction. Whom to trust with its keeping? Where can we hide where it will never be found? It eats up lots of Fendira thoughts it seems. For my part, I crave vengeance upon Marlos for my petrification, but she seems to have more cause. I might have to step aside when the time comes. But i am Drow, as the party enjoys to torment and remind me ad nauseum, maybe i should be fiendish and selfish. But that is not who i am. If I had been selfish i would still be in the Underdark, with my mother the Countess whipping at the backs of any slave we could be cruel to. But i’m not there! I am here, in the light.

Suddenly a timid halfling approaches us. He excuses himself and asks us for our help. He say his name is Bertram Nettlebee and there’s ill happenings at his family farm. He is rattled and frightened for his family, which he actually takes the time to enumerate.They are composed of his wife Jane, his eldest son Watson, his middle son Darro, his daughter Ilsa and his youngest son Ignatius. His father Wigun, also called Grandfather, is also at the farm and from he says is the actual patriarch of the homestead.

He describes strange events. He says the livestock are being branded, stolen or killed. Even worse he says, a hill not far from his home, that is used by the Utgar as a burial site, called the Barrow Mound, has been burned by some unholy means. The main crypt had its entrance sundered and possibly pilfered by grave robbers. He is very afraid and is in dire need. He tell us the farm is east of West Bridge near the Desserin Hills. He also says it should have been his father Wigun doing the asking but he is too proud to ask for any help. Or to scared of losing money. He genuinely looks troubled and all of us are determined to help. Fendira accepts the given task.

We tell him we will meet him a his home. We do not accompany him cause we need to stop at the our Secret lair to leave Marlos’ evil Orb. We will take the river route with the boat to the lair and then when our task is done, head up stream to the fishing village just north of the lair and travel to the farm from there.

On our way to the river, we had to make camp for the night. Suddenly 12 pair of eyes shine bright in the light of our fire like a clowder of cats. They are more than a hundred feet away but seem to keep their distance. Nasaug summons Oliver to scout for us. He seems to sweep down and attack something. Soon he returns and lets fall the broken body of a goblin. Upon its chest is the crest of the Fire cultist. They are tracking us! Maybe they have something to do about the happenings at the Nettlebee farm? We scout back to where Oliver swooped down to find a untended fire. The Hippogriff must have scared the Great Old one into their hearts.

After a short uneventful boat ride, we arrive to the lair. Kilrin uses his magic to mold the stone tiles to create a secret area for the chest that holds the orb. Before sealing it, Fendira, with the help of Loganth, place a spell known as the Arcane lock upon it. Only they know the secret password to open it. Less people that can be interrogated to discover it. Kilrin seals the chest again using the shaping stone spell. The legendary dwarven knowledge of masonry is visible in his magic molding.

We set out for the fishing town near Stonebridge. The Bridges grandeur again astonishes me. We travel by horse and arrive to the Nettlebee farmstead. The farms livelihood seems to be oats and barley as well as livestock. By the ranches we spot Jane and Ilsa. Fendira greets them and asks them about the queer events surrounding the farmstead. She is bewildered and frightened. The livestock are branded with the Fire cult brand. This is the second sign of the fire cult. Will we learn more about this fourth and elusive elemental cult. She is also bothered by the burned mound which she calls an accursed area. She said her son Watson found the crypt’s stone broken and sundered. Being an adventurous lad he even entered it.

We decide to go and speak with him. We find watson tending to the cattle. Watson has a wooden sword and is protecting his cattle against an imaginary dragon. It must have been fierce but Watson stood victorious. We gave him a start when he noticed us staring.

Loganth and Fendira asked him a few questions. Loganth has a way with words. He is very eloquent and friendly with the boy. Loganth asks him what he saw in the crypt. He says, strangely that their were lit lanterns inside and that the second he entered he felt a cold surge creep over his body. He even got blistered from it. That is all he needed to tell us. We made our way to the mound to investigate this macabre area.

The hill is littered with burned trees that now look more like darken fingers coming out of the ground. It is as if Lolth hands are trying to leave the underdark, A chill runs through my body and i banish such a thought. Inside it is as Watson said. Lit lanterns, that seem to be enchanted with the continual flame spell,and it shows the way to a bier. There is also a foul chill in the air that assault us. Fendira even received a little bit of frostbite. Strange, if the fire cultist are involved, why would it be cold? Fendera tells us a great deal of history on the Barbarian known as the Utgar. Things like how the tribesmen of this area revere the Elk, while others the bear, the wolf and many other animals.

The long entrance is flanked on both side by monoliths that lead to the bier in the centre of an antichamber. The biers has a elk head adorning it. The bones of whomever was laid to rest here on the biers, was scattered across the floor. Such an unholy desecration.

We were not the only ones to think so, because in a flash of blue light, a strange blue shape forms to create the a spectrally figure of a powerful 7 foot man. The revenant addresses us. He tells us that he knows that it is not us who desecrated his resting place but he would have our names for entering his death domain. Fendira speaks with him and tell hims we mean no disrespect and we wish to discover who it was who did. He reveals himself as Javor of the elk tribe. Fendira tells us that her historical research tells us that he has died three hundred years ago.

We can feel his vengeful thoughts run through us almost as much as the cold. He wishes to recover his Bone helmet, his sword and his four figurines of Power. As well as rain down hellish death upon the culprits. We ask him if he knows who it is. He says no but that he senses them. Even more disconcerting at that moment, he feel them just behind us. Suddenly the entrance shaft caves in. We did not have the chance to see who trapped us.

From the ground, a large earth elemental emerges. Again, if these are fire cultist, why use an earth elemental? I am starting to doubt the breadcrumbs we had been fed. Something is amiss.

It heaves and prepares for its mighty assault. All of a sudden, Loganth says “Be gone!” in elvish and a magical string of light erupts from his hand and wraps itself around the elemental. The elemental was banished in an instant before the rest of us could even prepare spells or weapons. The speed of Loganth spell wielding is impressive.

Kilrin does not hesitate either, again he manipulates the weave to shapes stone to open a passage through the cave in. We step out and are immediately are met by a dozen Utgar. Are these the ones who sealed us into the crypt? Were they just trying to close the the desecrated crypt of their ancestor?

My questions were answered, the second they bowed to Javor. Their leader, a tattooed woman called Fenor rushes to Javor and pledges to help hunt the perpetrators. Javor senses that those he seeks are somewhere in the ranch. Blood lust fills their eyes and i fear that like blades of grass, they do not care who they will step upon to attain their goal.

I intervene, and tell Fenor that this is Javor vengeance and not hers. That she need not spill unnecessary blood. We share harsh words about honor and duty, but in the end, with Javor’s support, and Loganth’s fiery silver tongue, she and her barbarians stands down. Javor does tell us that their honor must be recompensed with goods. We agree and head to the ranch.

Javor leads us to two steel doors that lead the ranch’s seller. He says that those he seeks are inside. With his massive strength and undead determination, he rips the door apart like they were merely tapestries. Inside we find the Nettlebees. My heart stops. Both Loganth and Kilrin had suspected the Nettlebees of this, but i had hoped it was not true.

The Nettlebee are frightened and seem confused. Javor point directly to both Bertram and Wigun. Fendira tries to find the truth of it. Bertram begs his father to just give back the items. That they should never have taken them were of no real value. That they are nothing but a raggedy bone hat and a rusted sword is not enough to save their farm.

I have seen this situation many times. Compromising one’s morales to save one’s home with ill gained acquisitions of goods. I plead with javor, that if they just return the items it should be enough. But to his revenant heart, he feel blood is to be paid. I pull out my curved drow blade and cut Wigun’s hand, letting his blood spill to the ground. I tell there, blood has been spilt. This has stayed Javor’s vengeance. A sense of pride swells inside me. That not all evil acts deserve pain or death. The Utgar interest me, i will ask Fendira to tell me more about their culture, if she is inclined to acquiesce to my request. If only someone had stood up for me. Father, brother or any of my mother’s consorts, i would not have the deep wounds on my bones. But no one fought for me when i was in this situation back in the Halls of the DeVir family. I was beaten, traded as a slave and sent out of the Underdark.

Javor has a condition to his mercy. That the Patriarchs must be exiled from these lands forever. That they must head north to the Utgar lands. To suffers the elements the way his ancestors did. Both Bertram and Wigun do not see the mercy in in words. They continue to beg, to try and negotiate a lesser sentence. They should remained quiet.

Wigun says that if we fight for them he would give us what we want. That he can give us the way to pass the golem in the Earth Temple. That he has information that could help us in our battle with Marlos.

This pride of mine changed in an instant. Maybe Javor’s vengeance spread to me like a virus. I turn to Wigun and ask him straight how he knew of our plight or of the stone Golem. He pauses for second and admits that he has become an acolyte of the Earth Temple to try and help his farm. That he as enlisted his son to help. That he made false clues blaming the fire cult in order to bring us to ranch, to then summon the elemental to kill us in the crypt. They are nothing but hired assassins. I detest Night Dagger for hire. I pull out the short sword of vengeance with the intent of using it upon Wigun. No magic, just good old steel and flesh. My amber eyes turn to red.

Loganth and Fendira, who surprisingly has some skill in intimidation, persuades the old man to accept the banishment while still give us all this information and WE WON’T kill them. They are lucky because even Kilrin is itching for justice as much as I. Their charisma and words prevent any other blood from being shed.

Wigun tell us that he was an apprentice to Hellenrae, the monk we had encountered and were forced to spar with in the earth temple a few moons ago. He also tells us the magic pass symbol and passphrase needed to have the golem step aside. We are to make the hand gesture of the earth symbol and speak the words “I SERVE THE BLACK EARTH!” He also tells us that Marlos seems to get the worst of his unholy power from something called the Black Geode. A place that Wigun thinks is under the Fane of the Eye.

From an old chest they get the items taken from Javor. A rusted sword, a leather and bone helmet and four little statuettes made of different materials.; the likenesses of a bear made of Lapis Lazuli, A tiger made of Red Obsidian, an Elf made of agate and a Silver Raven. Javor is appeased. He turns to his people and tells them to take what they need from the ranch. The Utgar only take a small amount, not more than they need. Again, these outlanders are interesting to me. Then the Nettlebees patriarch begin their journey northward. Nasaug was interested in sending them as double agents in the Earth cult but i am afraid of Javor possibly being slighted by this. Watson and the Nettlebee woman stay on their lands. They have nowhere else to go and are determined to have the earth yield its best crops.

Nasaug goes out to the farmstead. The wind picks up with the sound of his humming. He begins an intricate spell. One that would tax his energy and time. A spell to help the farmland yield such crops for more than a year. We urge the Nettlebees to plant cucumbers and we promise them good profits from the Pickle business. Jane, now in charge, agrees.

Fendira as proven herself to be quite the leader but then she does something that astonished me. She splits the party. She left Nasaug, under the protection of our fire sorcerer, while She, Kilrin and I head to the crypt to replace the items.

We fix the bones back on the bier and place his mighty sword in his hands. The four statuettes are put back at their right ceremonial place. Suddenly the necklace that was around the body of Javor floats into the air. It is a golden string that holds eight bear teeth. It glides to fendira and magically the teeth fall into her hands. Her arcane knowledge knows that these are imbued with Javor’s Valor and Heroism. May it helps us in times of need. One for each of us. We repair the doorway to the crypt and return to the ranch.

I decide to give up my tooth to Watson. I carve a small slot within his wooden sword and place the tooth. I tell him when he is older to add it to a metal sword. He shows me the precise sword he wishes to use. His grandfather’s great sword. Egads it’s three times his size.

We leave the Nettlebees’ lands, admiring Nasaug amazing spell as the earth becomes black, but not evil like Marlos’ black earth but one that is rich with the weave’s energy. We leave with a sense of accomplishment.

A few moons later, II find the silver Raven Statuette in my traveling pouch. Javor must have magicaly placed it there, favouring us for our honor. It is a figurine of wondrous power. The silver raven can be transformed into a real raven and used as a messenger. We thank you great Utgar warrior and may you watch upon us from your heavenly halls

Beware Marlos, we may come after you next. I hope the deep hells prepare a small dungeon cell for you.

View
Session 22: The gang gets a WMD
As told by the great and honourable Drongar

Captain Kilrin tries to decide the fastest way to get to Red Larch. He consults the water and decides we will set sail for the road and ride from there. Fendira castes gust of wind to speed our travel.

As we sail, Drongar removes a statue of Tor and begins to chant. After many minutes a faithful golden stead rides down onto the boat from a golden trail from the sun.

We land on the road and set a fast pace for Red Larch.

Drongar uses his skills with animal handling to get the most out of the horses. As horses tire Drongar heals them slightly to ease their tired muscles. The first day progresses quickly.

Our second day was harsher. The horses are near their limit.

The third day we start only a couple hours away from Red Larch. As we come over a hill we finally see Red Larch. From the distance the town seems fine. We see paper lanterns flying around the city.

We enter the city from the North by the quarry. The town seems fine but it is empty. There is no one in sight. We hear a sound coming from near. We head toward the noise.

We head toward the noise and it appears to be coming from the theater. There is an open stage in front of a wide field. There is a play in progress about how heroes are attacking a monastery.

Fendira approaches the stage and castes detect magic. There appears to be an aura of something coming from beneath the stage. She says it comes from the evocation school.

The chest under the stage slowly raises onto the stage. It appears to have symbols of the air chest.

BATTLE

Smitty castes dispel magic on the chest. The chest had a supernatural essence to it. As the spell takes effect the chest begins to turn back to normal.

Fendira says the magic she is detecting now is much, much stronger.

The actor playing Marlos removes his mask and opens the chest. He removes an orb and it begins to shake. He yells, “SHIT!” and drops the orb and runs away.

Smitty’s hatred for Red Larch seems to hit it’s peak. Laughing manically,he yells at the crowd, “If I’m not Captain no one will be!”

Drongar breathes fire into the air and yells at the crowd to flee and how this is not part of a play and their in danger here.

Kilrin castes dispel magic onto the orb. The orb continues to gather energy and shake.

Smitty and Fendira make their way towards the stage.

Bashar smashes his way through the backdrop of the stage.

Smitty Mage Hand’s the orb over to Fendira.

Fendira empties the sack and we place the orb inside it.

Meanwhile, Bashar catches up to the cultists and smashes the actor to pulp.

Drongar grabs the sack and runs on the stage and slams it into the chest.

Bashar continues to smash.

Smitty empties sack. Drongar closes the chest, it appears to stop the shaking of the orb.

Drongar’s horse, Maximus, gallops over and Drongar climbs up on top with the chest. He begins to run out of town.

Bashar continues to smash.

Smitty settles the crowd.

Bashar drags one of the actors back to the stage. Kilrin heals him and the group interrogates him.

Meanwhile, Drongar rides the chest out of town and sends his horse back to lead the group back to him.

INTERROGATION

Smitty bluffs and tries to get information from him. We think it’s safe in the chest. But rolls are so bad.

We find out that the opposing elemental inscriptions keep the magic in check.

Bashar passes him an axe to defend himself as he readies a killing blow. The bad guy castes slow on him as the blow is about to land and makes an expeditious retreat.

Bashar attempts to throw a javelin at him but misses miserably.

Kilrin castes Guided Bolt and hits him in the back. It kills him instantly.

TOWNING

Fenderi heads into town to find out more about the chest and orb. Smitty heads to the Quarry to talk to his adoring fans. Bashar and Kilrin head to meet Drongar and the chest.

As Smitty approaches the Quarry he sees a huge number of fans. He tries to find out what happened to his actors but no one seems to know. He organizes a search party to attempt to find them.

The crowd parts as someone goes through the crowd. A cart slowly works his way through and Krauson is atop with barrels of pickles.

Smitty looks for his actors all over and eventually checks under the stage. He seems them lying unmoving. With apprehension he attempts to jossle them awake. The awake in a fright but they appear to be ok.

Fendira visits her book person to find more information. Unfortunately, he doesn’t appear to know more. Fendira heads to the pub to meet Brendanthar the old Dwarf. Fendira hands him the books she found.

He is very grateful.

REUNITE

The gang reunites at the chest.

Fendira opens the chest and quickly castes Identify. She learns that the orb will explode in 12 seconds if left outside the chest. The orbs are made of strong elemental power. They explode many days after opening if left alone. The container keeps the orb from exploding but if the chest is opened the orb will detonate shortly after.

We discuss and decide to head back to Red Larch and get a wagon to transport the chest.

We spend the night in Red Larch. While getting a meal at the local pub we overhear a halfling talking about how the fire cult is branding his animals and doing malicious things.

View
Session 21 - Water Temple Vanquished!

The party decided to finish the unexplored doors and sections left in the water temple.

We find a set of double doors on which Fendira finds a Glyph of Warding on it, we tried to disable it but decide that since Garr has already retreated and our presence is already known, that even if an alarm goes off, it won’t matter. Smitty unlocks the doors and Grugain volunteers to go in, knowing it could hurt him. A huge beam of light and crack resonates throughout the entire temple. Grugain suffers sonic damage (ha-ha). Fendi now knows that having done the water symbol would have disarmed the glyph.

We cross a bridge and end up in a big room with tons of provisions. We learn through a group of cultist trying to pack as much as they can that the water temple has been lost and that Garr has retreated to the Fane of The Eye. Smitty convinces the cultists to leave and do they so in a hurry.

We find a door in the corner of the room that is covered with water glyphs. Inside is a rich room, complete with a bear rug. Nausaug is completely appalled and devastated at its sight.

There is a Sea Hag inside with 2 ogres. She tells the ogres not to attack and tries some attempt at negotiations. She wants to to destroy Garr and even gives us the Big Boss Key to open the lower path (much like the big key we would have needed in the earth place).

Grugain manages a good deception telepathically to gain her trust, Smitty, does not. Grugain learns that she wants to get rid of Garr but is unable to do so herself. He is her boss and she does not possess the power to defeat him. She says that time is of the essence.

Nausaug still mourns the death of the bear rug and ignores the negotiations.

Fendira is unimpressed with the hag and does not trust her misdirection. The party democratically decides to fight her. Nausaug wants revenge for the rug.

The hag goes down easily but not before trying to cast Phantasmal Killer on 3 of us, without success. Smitty turns one of the ogres into a piglet and the other one grabs it and runs crying for his friend.

While searching the room, we find a chest. No one wants to go to it so Drongar throws a rock and it and succeeds the most wonderful feat of unlocking and opening the chest. then, the rock bounces off the wall and lands near the bed where it reveals a glow under the bed.

Drongar pulls out a beautiful +1 longsword made of dragonbone, with rubies in the hilt that glow when a dragon is nearby. We have done it! we have found Drongar’s missing sword!

THE WATER TEMPLE HAS BEEN VANQUISHED!

LOOT: 190gp, 8 pp, potion of hill giant strength, Potion of fire resistance

We then go back to find the last unexplored section which reveals a door sealed with another glyph. We find that tracing the earth symbol lights it up on the door. We need the hand earth symbol.

Captain Smitty decides that our efforts should be brought to go down to the fane of the eye to find Garr since “time is of the essence”. He suspects that Garr is up to something (maybe a ritual) and that we need to get to him asap. The decision is not unanimous.

So we head to the steps where we encounter the Mezzoloth again. he says telepathically “what do you serve?” Smitty and Fendi both respond and he disappears but he doesn’t look satisfied with our answers.

Smitty wants to go down and make an entrance, he asks Fendi if she has wind wall prepared, she says no… Smitty hurts Fendi’s feelings by saying “that’s why wizards suck..”

We proceed down after using the Boss Key to go down. We go down for over 30 mins where the stairs and decor turn more into caverns that fine dwarven architecture. We hear waterfalls and see bodies of water with lots of water elementals in them. Each of the paths that look available here seem too close for comfort to the elementals.

While we debate if we go forward, Drongar goes down the stairs. He unavoidably steps in a little puddle of water which triggers the elementals to summon and start coming together to create a huge elemental. a la power rangers assemble mode. Drongars runs away as fast as he can and so do we. We all manage to avoid the rush of the elementals up the stairs… phiew! we have found our earth golem….

We now debate what to do.

Drongar’s Hit List: we will not pussy out and we will come back later for the dragon turtle, we know know as Bronzefume

It is decided that we go back to the earth door and find the earth symbol. We do different signs and find it! the door opens. We proceed using pass with trace and find a chasm with a narrow ledge and what we can see as being barracks holding 6 bullettes with harnesses and 3 earth cultist riders.

Fendi approaches with the help of her stealthy-ness and her ever growing hate for Marlos, is determined to find what is going on in this earth temple and find Marlos. Her grand intelligence allows her to hear but the slightest whisper that is going on between the cultists (nat rolled a 20 on perception!)

Marlos has spent many nights plotting his revenge. He was angry that the statue had disappeared. He has been constructing a Devastation Orb, placed in a chest, that is now on route for Red Larch. It has been on route now for a couple days.

Smitty wants to do this dungeon and ignore Red Larch… the pickles, the sherrif, Krausen! The rest of us want to go back to Red Larch.

We head out and grab our boat on our journey to the town.

Before leaving, Smitty left a musical instrument burried in the hallway of this entrance to the earth temple.

- End of session

View
Session 20 - Getting in hot water in the Water Temple!

The party continues their adventure to rid the land of Garr and the water cultist threat…

Behind locked door
- Two Bugbears stand behind a door ready to attack
- A total of five Bugbears fight the party
- Ape (polymorphed Drongar) kills the first Bugbear
- Stink Cloud centered on Grugain causes the Bugbears to real and retch
- Bugbears are defeated

LOOT:
870 gp

- Party continues to explore the dungeon
- The ape rips a door off its hinges to gain passage to another part of the dungeon
- The ape is returned to its Drongar form
- The party arrives at a body of water and Fred the Druid helps us by casting water walk
- We find an alternate path to the start of our adventure in the ruins
- Another direction opens up to a massive lake
- The party meets a Dragon Turtle

Dragon Turtle fight (sorta):
- Failed negotiations with the Dragon Turtle (DT) lead to a fight
- A polymorph on the DT fails
- DT is tough, so much so that Drongar decides to fork over all HIS gold
- Thus ends the fight against the DT



LOOT:
No loot…but the DT does bring Drongar’s gold to a sunken vessel in the lake’s water…good to remember for later…maybe

- The party is not in top shape and they look for a place to rest, after a short rest they press on for an ideal location.
- The party finds a room filled with a group of cultists (4 regular cultists and 2 priests).
- After a distraction from Grugain the party defeats them, and the party attempts to rest.
- In hopes to stave off any intruders, Smitty takes the “DO NOT ENTER” sign from a nearby door, and places it on the door to the party’s room.

LOOT:
525 gp

- The party is interrupted during their rest by a group of cultists trying to enter.
- After a very convincing exchange with the cultists through the door, the party succeeds in having them leave the door, unless they wanted to feel the wrath of “Garr” himself.
- With the interruption, the weakened party and the fact that the cultists at the door said Garr is close by, Captain Drongar decides we should investigate the original Do Not Disturb room.

Garr fight…but not really

- Garr is seen summoning a Hezrou Fiend (an asshole) then disappears into the water nearby (thank the GM)
- Across a small stream separating the room two, stands five Lizardfolk
- There is only a narrow bridge (10ft wide) in order to cross from one side of the room to the other
- Fred the Druid summons two wolves to bottleneck the bridge while the rest of the party deals with the Fiend
- Smitty casts Bane on all the Lizardfolk, helping the summoned creatures chip away at them.
- The Lizard Folk for all intents and purposes are dealt with and they do not interrupt the party who aim to take care of the Hezrou
- Grugain suddenly disappears (Ben had to go walk Argo)
- Smitty uses his Water Weird canister to flank the Hezrou
- Drongar and Fred confront the monster head on
- After a while, the party successfully defeats the Hezrou



LOOT:
QUEST ITEM Purple Shard
25 sp
12 gp
Agate (60 gp worth)

LOOT IN SECRET UNDERWATER PASSAGE:
Inside a few coffers the party finds
730 gp
900 sp
Silver ewer
Scroll of Tidal Wave
Scroll of Vitriolic Sphere
Waterproof leather satchel
QUEST ITEM 50 books in old Dwarven, the Ruldinthar (early quest of missing literature)

Thus ends Session 20

View
Session 19 - Water Tribes and Water Guns!
As told by the great and honourable Drongar

We start our adventure in the middle of a water tribe dungeon.

Battle #1!

  • We walk into a room and battle occurs.
  • There are corrupted creatures of magic called Insert name kyle created by the God Insert name Kyle long, long ago.
  • We kill them all
  • Drongar drinks from the nearby water. It rejuvenates him. Others drink as well.

Exploring!

  • We explore more across a bridge.
  • We come to a fork in the road. We venture to the left where we discover three Trolls.

Battle #2!

  • They attack.
  • Two flee and we kill the last. We spray it with acid to ensure it dies. There are legends of their toughness to kill.

Exploring!

  • We follow the other Trolls who fled and come to a bridge troll who speaks English.
  • He tells us of water tribe people who hired him to guard the bridge. Fred the Druid gives him a marble that always flows towards water.
  • We cross to the other side of the water.
  • We explore and find a room with large brass vats. Some appear to have elementals inside. They are Water Weirds.
  • Drongar puts on a backpack and fills it with elemental juice. It gives him a magical water gun! Smitty and Kilrin copy him.

Battle #3!

  • We explore further and battle!
  • Drongar gets turned into a Giant Ape and we crush them.

The end.

Loot

  • 22 Platinum, 420 Gold, 260 Silver coins
  • Wierd tanks (Drongar, Smitty, Kilrin)
  • Unsigned letters from Red Larch
View
Session 18 - Point form is best
  • Still at Pirate Cove
    • Curse seems lifted
  • Kraken shows back (we named him Phil, the inappropriately named, squid by the captain’s decree)
    • He talked about curses
    • About water lord and when we met him
    • Hollow dark waters, city Tayr-Besyl
  • Run into fisherman
    • WormFord flooded days ago
  • We head to WormFord
  • Evil cutlists of water brought chest to center of town and left it then sailed away
    • They sailed north
  • Blue orb came out then turned to dust
  • Chest locked away now (magic evocation)
  • We decide to help the town then head north after the scoundrels
  • Ghouls attack us
    • Loganth culed 5, Smitty almost blinded (paralyzed though)
  • Enter pirate base
    • Enter water cave (bombed tunnel from last time Loganth expertly covered our escape)
    • 2-3 miles long into the tunnel, we arrive to Tayr-Besyl
  • Spot a marble platform (dwarven made)
    • Cultists spot us and attack (one even jumps in the water to ride a freakin’ shark!)
  • Find a makeshift prison guard room w/bedrolls and window slit looking onto canal
  • Open room with 6 baddies in it, we kill the fools
  • Find a bridge over running water (the canal)
  • Find a locked door leads to two silos that used to store greain (each about 5 feet ring, 30ft deep)
  • Find another guard post, but with 5 baddies (1 blue eyes bastard w/beard casts stupid magic but sucks balls) and we kill them too.

The end.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.