Recap of the 1/21/10 game

As the team steps into the large room, the door slams shut behind them! The evil overlord suddenly disappears, and a swarm of demons appears in the room! A Bloodseep, Canoloths, Evistros, and Rupture…outnumbering our ill-starred heroes.

As battle ensues, the team quickly starts killing the weakest of the foe – the Rupture demons. But as the Rupture die they grant the last of their power to the Bloodseep. And the Canoloths start the battle by dazing several party members in quick succession. Meanwhile, the Bloodseep uses its teleport ability to bounce around the battlefield, smiting the allies.

As soon as possible, Bulwark charges into the middle of the fray – drawing the attention of many of the demons. Mevra manages to briefly blind the Bloodseep, but continues to wobble unsteadily in a dazed state. The Canoloths lash out yet again at the party, wreaking havoc. As the party seeks to recover their footing, the Bloodseep continues to damage any nearby heroes with his noxious aura.

Seeing a moment of opportunity, Kriv attacks – unleashing a brutal area attack on the demons, inflicting hellish damage. But not finished wreaking destruction, Kriv then turns to a nearby Canoloth and lets loose his powerful, deadly, unstoppable breath attack – blasting it.

Although still blinded, the Bloodseep responds with a blast of power centered on Bulwark. Fortunately the attack misses Bulwark, but sadly it does end up healing the nearby demons – making Bulwark’s job that much more difficult. Then on lifted wings, the Bloodseep teleports to Kriv and tries to claw him, but fortunately for the heroes (and Kriv in particular), the demon misses.

Bulwark takes advantage of a lull to use a potion of healing, then smites nearby enemies with a burst attack – inflicting grievous wounds to all foes around him. Unfortunately the Evistros retaliate, unleashing the very powers of hell against Bulwark, bloodying him. Hoping to help, Glespo opens up on the foe with a Faerie Fire on the Evistros. Similarly, Mevra releases his beacon of hope, healing himself & Bulwark, as well as weakening a nearby Canoloth.

Gungün tries heroically to help by charging the Canoloth on Mevra, but misses. Not out of the fight yet, the Canoloths respond to the party’s fury. One pulls Glespo towards him, another horrific demon bites Quiz, while a third attacks Gungün with some sort of psychic blast.

Standing stalwart, Bulwark continues to try to defend the party, pulling an enemy closer to him, but is bitten for his efforts. However, two of the attacking demons finally shrug off the Faerie Fire, unwittingly triggering explosions about them.

Mevra finally heals Bulwark more effectively, but remains dazed and can’t do much else. And fortunate it was that Mevra finally came to Bulwark’s aid – as a Canoloth immediately steps in and smites Bulwark. Kriv follows up and strikes an Evistro with his mighty spells, and Quiz strikes a Canoloth with her booming blade.

Its anger growing by the second, the Bloodseep lashes out, hitting Kriv. The Evistros are worked up in a similar froth of vengeance – they continue trying to pummel Bulwark. But Glespo charges in and attacks the Evistros, biting one ferociously and killing it. Inspired, Mevra sears a Canoloth, and gives Gungün temporary hit points. Gungün follows up by charging a foe and bloodying it with a mighty swing of his weapon.

Inspired, Kriv unleashes his magical mojo, killing yet another Evistro. But Bloodseep has been watching the battle. It was already alarmed at Kriv’s power, and is now nursing a growing fear of Gungün. The demon teleports in and strikes Gungün, hoping to drop him. Bulwark strikes a nearby Canoloth and knocks it prone. Seeing an opportunity, Glespo charges in again and bites the downed Canoloth, ripping out its throat and killing it. Meanwhile Mevra turtles up and uses his 2nd wind, hoping to be avoid being slain (again).

The angry, angry Canoloths respond, and one hits Quiz and bloodies her. Yet another hits Gungün, and one uses its psychic power to lash out at Mevra.

Quiz deftly wields her sword, striking a nearby enemy, and manages to recover from being dazed. But still focused on his two designated targets, the Bloodseep teleports back to Kriv and strikes him again.

Continuing to protect the party, Bulwark lashes out at the Evistro in front of him, critically striking it and bloodying it. Glespo charges in and attacks the same Evistro, savaging it with his fangs.

Mevra unleashes divine glow, giving Gungün a boost to his attack, and slightly damaging the Bloodseep. Gungün takes advantage of this power, striking the last Evistro and killing it! This triggers Gungün’s unstoppable rage, and he charges across the room at the Bloodseep – brutally smashing it and drawing blood.

Meanwhile, the Canoloth on Mevra bites him, bringing him nearer to death.

Wounded, Kriv backs off and releases his second wind to recover before re-entering the fray.

Seeing that Mevra is almost down, the Bloodseep swipes at him, dropping Mevra to 1 HP and poisoning him…Mevra’s doom is at hand (again). Bulwark moves in to protect the still wounded Kriv, attacking a nearby Canoloth – using his Thunder Ram assault and knocking it back.

Glespo circles the combat, and deftly pounces on the Bloodseep, killing it! Inspired by seeing the demon leader fall, Gungün releases his wrath on the nearby Canoloth, critically smiting it and bloodying it. But the Canoloth responds, biting Gungün in return.

Feeling safer, Kriv launches a mighty magic attack, striking one of the Canoloth. Glespo charges the other, killing it. And Quiz charges the Canoloth that Kriv blasted, killing it. As soon as the last foe falls, the door slams open again.

After the battle, Mevra is stabilized and the team rests. After the rest, Gungün briefly tries to destroy the altar, and then the team moves on to the next door. The first room they find is a study, which they proceed to search. They find some treasure, and some papers burning in the fire. They are able to rescue some of the burning papers, and they take a look (well, those that can read do…cough). Most of the papers were sent by someone who simply signs the letters “West”. The salvaged documents outline a plan to disrupt trade, and there’s a letter mentioning the crown and the ship it is coming in on – and a reward for it. The letters don’t appear to be strict orders. Instead they seem more like an exchange of tactics and plans. Finally, the heroes find one really burned letter that says “My Agent” and “Thorn” (part of a name) and “Destroy these instructions”. They also find another seal – a mounted rider – and it fits with the other seal! Putting the two seals together, the heroes finally see the whole picture – a mounted rider across from a cliff with a road leading to a tower.

The team continues exploring, finding various rooms. But they have less luck – most of them are full of junk, and don’t appear to be used. After exploring the whole house, the team leaves the house and heads towards the docks. As soon as the heroes approach, the dockworkers scatter. The team finally manages to talk to one of the dockworkers, and he’s shocked that their leader was a necromancer. He claims to have had no idea.

Leaving the dockworkers for now, the team then gathers to decide what to do next.

Recap of the 12/29/09 game

After the ferocious battle, the team finds a box of documentation, a seal and a strange stone. They discover that the stone is a communication stone that let the bandits receive orders from “River”, their leader. Quiz notes that the communication stone is expensive to make, and useless to us for now. They are bound to a specific sender/receiver. But if we find the other one, we can reset them for a cost. The letters from River ask for detailed reports to be delivered to a drop spot regularly. Upon examination, the seal is odd – only half the seal is filled in, showing a tower and a bridge.

The team discusses what to do next. They decide to hit the road and head back to town immediately. Once they arrive Quiz and Bulwark take Mevra’s remains to the local priest, who will attempt to resurrect Mevra. Then they all (sans Mevra) ride out to a nearby farm, where the captured Dragonborn bandit is working. After a brief discussion with the Dragonborn, they find that he doesn’t know anything about the captain’s seal. The Dragonborn seems to be happy to be alive, but far from pleased with his current lot in life. From talking to the foreman, they also find out there will be a barn-raising in a few days. If they are still in town, their help would be appreciated.

After talking with the Dragonborn & foreman, the heroes ride back to town and investigate the seal further. Based on some advice, the team visits a bookseller who is a history/nobility enthusiast. The bookshop isn’t big. Glespo goes in to talk and a young man comes out to help. Glespo asks about the seals, and the young man takes a look. He looks at the imprint of River’s seal first. He finds a reference to a similar seal, from long ago, around the break-up of the kingdom. The seal was related to a group of nobles and merchants who were “pro” breaking up the kingdom. But this type of seal hasn’t been seen in hundreds of years. He thinks that River’s seal is an updated version. It has a more modern style castle & vessel, while the old seal was “modern” for its time. It isn’t a particular ship, it is just representative. He looks at the other seal – the half seal that the bandits had. A tower on a hill isn’t uncommon. The part that is missing probably completes a story. It is definitely made to be joined with another seal, but it is hard to say what the 2nd half would be. He shows Glespo other similar seals. It doesn’t read as a merchant’s seal. This one is too easy to duplicate. More than likely it is a house seal for nobility, but he can’t give us any other particulars.

From there the team heads to a feast and party held in their honor. The less said of that the better.

The following morning Mevra emerges from the Temple, and rejoins the party. They welcome him back gladly, with the exception of Gungün who seems a bit cranky. The mayor meets the party, and as a “thank you” gives them horses for the ride to Tesla. Because the group had put out word they were going to Tesla, they also fin d 3 or 4 wagons ready to join us. The group hits the road. It takes a full day to get there, but nothing unusual happens.

When they arrive in Tesla Festus is there, and is glad to see us. He has news. The captain we bested seems indebted to us. He’s been checking for our return every few days. He thinks he can get us on the Gorgon. We update Festus on the seal, and then discuss matters further. We try to retire, but we are awakened in the middle of the night – Quiz has a disturbing dream. She’s running, and sees twin lighthouses in the distance and hears clomping behind her. She thought this place should be safe, but it isn’t. She sees a piece of a box with a dagger, and then falls into darkness… It isn’t clear if it is her or someone else in the dream.

The following morning Quiz does more research on our destination, and she finds the ship captain and talks to him further. They concoct a plan – they’ll take the captain’s ship out to sea, and act as bait for the Gorgon. As part of the ruse, we make sure to be seen in an inn handing off a box to the captain. Later he sneaks us aboard his ship on a much-too-small dingy. After sailing for a few hours, we spot the Gorgon. To be convincing bait, we flee. After a fierce chase, we finally heave-to and engage!

As the battle begins Glespo charges the nearest bridge, and Quiz goes for a rope. Gungün follows up with a charge, killing a minion on the bridge. But after that a wave seizes the ship, knocking down Quiz, Mevra, Bulwark and Kriv. As soon as they are able, Kriv, Bulwark & Mevra stand up.

Gorgon’s captain acts next, moving into position. Then the Gorgon’s Hexers attack. The first Hexer throws a hex. It hits Quiz, Gungün & Glespo. The other Hexer targets Glespo, transforming him into a tiny little mouse.

But Quiz is back on her feet, and swings across to the pirate boat – charging the captain! She misses, but manages to get the captain’s attention. Gungün charges onto the bridge, but misses the minion blocking his path.

The minion in front of Gungün hits him with a club, and the other two minions move to board our vessel. Glespo steps up (as a mouse) and moves to the enemy ship. Mevra follows, nearing the closest bridge and blasting the minion on the bridge. The same blast also grants Bulwark temp hit points. Kriv then blasts the closest Hexer, damaging him and knocking him prone.

The enemy sailors respond, the first charging Bulwark. The next attacks Quiz, striking her and marking her. Then the Gorgon’s captain swings at Quiz as well, but misses her wildly. He follows up by shifting two squares and attacking again. This time hitting her, and then shifting two more squares. The pirate Hexers respond to the boarders as well. The first one tries to hex the party, hitting Quiz, Bulwark, Gungün, and Kriv. The other Hexer summons a capricious earth – hitting Gungün and knocking him back. The attack also hits Bulwark & Kriv, knocking them prone as well. The second Hexer fires a hex, hitting Gungün, Glespo & Mevra. He then hits Mevra and transforms him into a sparrow. As they finish their attacks, Glespo suddenly transforms back into his beast form.

Quiz marks the sailor that hit her, and then triggers lightning – hitting one sailor and inflicting ongoing lightning damage, while sparks damage the captain and the other sailor. When she hits the captain, there is a backlash and she’s inflicted by ongoing damage as well. She then teleports behind the captain.

Gungün stands up and charges across the bridge, striking an enemy sailor.

The enemy minions attack, and one hits Glespo. Glespo responds, shifting away from them and moving around them towards the enemy captain. He then shifts into an Elf, and uses his action point to cast a thorn wall, encasing the enemy Hexers in the pointy, pointy thorns.

Mevra is still a sparrow, and hops across the bridge to the enemy boat. Bulwark stands up, moves onto the enemy boat (shrugging off an enemy’s attack) and then marks the sailor. Kriv stands up, and moves closer to the battle.

The enemy sailors respond to the invasion of their ship. One attacks Quiz and misses, while the other hits Bulwark. The enemy captain follows up with an attack on Quiz that misses, but he shifts two and attacks again, hitting her. Quiz responds with a frosty backlash, hitting the captain in return.

The Hexers struggle in the thorns, taking damage. The Hexer in the black hat fires another hex – hitting Bulwark & Glespo. The other Hexer (grey hat) fires another hex – hitting Mevra and Kriv. Then the Hexers teleport – trading places with Kriv and one with Bulwark – so our allies are now in the thorns. The pointy, pointy thorns.

Quiz shifts to the enemy captain, striking out with booming blade, but missing. She follows up with a second wind. Gungün charges the black hat Hexer, bloodying him. Seeing his wounded enemy before him, he follows up with another attack, inflicting massive damage.

The pirate minions attack Glespo, and one hits him. Glespo shifts into a “pyramid-y” type animal. He then follows up with a grasping tide on the sailors – taking out both of them!

The boat suddenly shifts again, knocking down Quiz, Kriv & Bulwark – and knocks over one of the boarding planks. Bulwark recovers and stands up, hitting the black hat Hexer. Kriv follows up with a strike against black hat – killing him! Kriv follows up with an attack against the remaining Hexer, striking him as well.

The sailors respond. One misses Quiz but the other strikes Bulwark. The enemy captain lashes out striking Quiz, then shifts and strikes again – missing.

The remaining Hexer responds with fury, hexing Bulwark, Kriv, Gungün & Mevra.

Quiz pops up, shifts and attacks the captain again – but misses. Gungün charges the captain, and strikes him mightily. Glespo shifts into elf form, then uses his tide attack. He crits the sailor, and hits the captain. Mevra follows, weakening the captain and healing Quiz. Kriv attacks with a mighty spell, striking a sailor and bloodying him as well as hitting the captain.

The sailors respond, but both miss. The Gorgon’s captain tries to move, but Glespo’s spell knocks him prone and interrupts his action. The captain stands up and tries to attack Quiz, but misses. The captain then shifts two and swings at Quiz again, striking her and shifting yet again. The Hexer attacks, missing Bulwark, but Gungün takes damage and is knocked prone.

Quiz moves, provoking an attack of opportunity – but the sailor misses. She engages the captain – lashing out at him and hitting him with her booming blade – bloodying him. Gungün stands, and then charges the captain, lashing out and damaging him further. Glespo also attacks the captain, dazing him. Mevra follows up with a beacon of hope, weakening both sailors and granting hit points to nearby allies. Glepso provokes an attack of opportunity from the sailor, then fires an earthgrasp strike on the captain – critting him. The captain is damaged, and knocked prone.

But again the boat shifts beneath the party, and Kriv & Bulwark fall to the ground.

Kriv targets the captain with his new super ability – but misses. The sailors respond, but both miss. The captain suddenly shouts “parley” and surrenders. Quiz asks for his name, he’s Samuel. She then asks for Claude’s crown. A lengthy interview ensues. Samuel doesn’t have the crown, he gave it to his leader. To reach the leader we’d have to take the Gorgon to the pirate’s island…a risky gambit indeed. As they loot their foes, they ponder what to do next.

The Cleansing

Bulwark is running. Mevra was down, everyone else scattered. Didn’t have any choice. Covered Kriv’s escape. Trying to catch up to Kriv. Bulwark is running. Kriv is running as fast as his clawed feet can carry him. He hears crashing in the woods behind him and this spurs him on to move faster. He comes to a clearing that is actually a cliff drop off into a stream below. Kriv moves back into the woods and tries to hide in the forest. Just as he gets hidden he sees Bulwark charging past. Kriv steps out and snaps a branch. This seems to just drive Bulwark to move faster. Kriv calls out to Bulwark and the construct halts in its tracks.

Bulwark and Kriv rest for a bit, wary of anything following behind, and begin to move East to try to make it back to the main road, and hopefully find the rest of the group. Glespo appears in their path. He immediately makes amends for fleeing the battle so early. “It’s all my fault, I just don’t understand how they found us. I must have revealed myself while I was scouting. I just don’t understand how.” Glespo leads Bulwark and Kriv to meet up with Quiz and GunGun. Everyone is fairly upset with Glespo, but he seems to be taking it hard on himself as well.

The decision is to head back to the camp site as soon as possible. Now that the heroes are regrouped, they should be able to handle whatever is left of the ambush force. Once they reach the clearing, it is empty except for the dead. The heroes retrieve Mevra’s body. But it’s missing it’s head. Glespo suddenly falls to the ground and appears to be in the thro’s of a bad dream. This is not the first time it’s happened apparently. Glespo eventually recovers and says he saw the ambushers bring the head of Mevra to the Commander and present it as a trophy. And that the Commander had ordered some of his men to head north and prepare horse’s for a withdrawal from the grove.

The heroes decide to ambush the guards. The group quickly heads north and finds the clearing. There are several horses tied down near a stream and no signs of anyone yet. They quickly find ambush positions with Kriv and Bulwark to one side, Glespo positioned near the horses, and Quiz and GunGun on the other side of the clearing. The guards eventually show up, and Bulwark waits until they are in position before charging out. Even with the surprise Bulwark quickly gets overwhelmed and taken out early, but the construct held just long enough for the rest of the group to clean up the guards. During the fight the horses broke loose, and thus afterward, Glespo went into the forest and rounded them up.

Using the horses, the group heads south towards the falls that overlook the grove clearing. Leaving the horses on the side of the river bank, the heroes ford across with GunGun doing an impressive leap to clear the river with one of the rope, leaving Bulwark to hold the other so that the others can use it to ford across. Once everyone was across, Bulwark walks across under the water fighting the current.

The heroes find an opening on the West side of the grove and run down the side to the south to get a clear line of sight on the cave opening. Expecting incoming fire, but strangely nothing happens. The heroes rest up for the coming battle, while keeping watch for possible attack. After resting, the heroes cautiously approach the cave entrance expecting ranged attacks that never materialize. At some point they see the Head of Mevra being throw out of the cave, and it sinks into the water below the waterfall. They creep up the rock face to the entrance. It’s rough going due to the moss covering the rocks.

Once under the waterfall, Bulwark takes lead and moves up the side of the tunnel. As soon as the Commander sees Bulwark, the enemy attacks. Bulwark moves up to the fore, and Glespo lays down a wall of thorns across the tunnel. This quickly hampers the enemy from converging on the heroes, and allows them to maneuver and take on the attacks as they come in. There are packs of flying attackers that come up and over the wall, while Bulwark takes on the Commander. The Commander smashes at Bulwark during the fight and vows to leave him dead. Bulwark uses everything at his disposal to stay up, be drops to the ground. Just as the Commander believes him down Bulwark manages to pick himself up and renews the attack. Quiz moves around corralling anything that comes over/thru the wall, while Kriv, Glespo, and GunGun take them down. Eventually the Commander is the only thing left, and decides to leave Bulwark alone and charges across the room at Quiz and Kriv. GunGun gets a chance to get in some Huge attacks. Bulwarks, not taking the time to heal up, decides to charge in, hitting the Commander and giving everyone a better chance to do more damage. The Commander turns around and smacks Bulwark enough to finally take the construct out of the fight for good.

GunGun and the rest are able to finish off the commander. Once Bulwark is recovered, he heads out to recover the Head of Mevra from the bottom of the falls pool. Glespo looks over the cauldron and can get a sense of the forest and everything in it. He gets a feeling that the grove wants him to stay, and if he does that he will become more attuned with the forest. He also gets a sense of the history of the Grove.

The group decides to head back toward town, carrying the remains of Mevra with them. It’s possible that they can find a means to revive their lost comrade.

The Bandit Camp

Our heroes rested outside the caves and assessed the situation. To rest up or to venture forth back into the tunnels before the raiders discover that their party is not coming back? They decide to reenter the tunnels and to the fight to the raider main camp before the raiders can discover that any problem exists.

Once the heroes neared the main camp, they stopped to discuss the strategy. The Heroes ordered themselves to appear like the returning raiding party. And then proceeded to advance forward into the camp.

Bulwark, clearly misunderstanding the concept, charged toward the camp as soon as it came into sight. The intent was to get as far as possible into the camp before attacking.

Bulwark was immediately set upon by two charging Minotaur’s and knocked down. Flanking rogues charged into the party from behind and couple more warriors engaged from the front. Three caster types stayed back and started to lay in some area effect spells.

Bulwark gets back up from the deck, and plants his feet. He immediately returns the favor of knocking one then the other Minotaur down and sets about holding his position.

One of the raider warriors decides to help take down the Construct that had entered their camp. Quiz quickly falls back to the party and helps keep the warriors and rogues from attacking Kriv and Mevra as much as possible. Glespo does his best dog impersonation and attacks the flanking rogues furiously, rending with claws and teeth.

Bulwark being the most visible and up front takes the brunt of the attack from the ranged casters, and the warriors and minotaur’s throwing in their lot as well. Bulwark is pounded quickly but seems to just get back up everytime they think they have him beat down. Mevra in the back of the group steps up each time to lay in the timely heal that lets Bulwark take the pounding.

With so much of their attention focused on Bulwark, the rest of the heroes are able to smash down the attacking rogues and warriors and break free to run wide around the pillars to engage the casters. They quickly fall to the combined attacks of Glespo and GunGun! Glespo throws down a concealing wall of thorns around Bulwark that completely envelopes the raiders as well. All that can be seen above the bushes is the Ancient Heroes Standard that Bulwark planted at some point as a form of Defiance to the raiders.

Soon the Heroes are able to help take down the raiders surrounding Bulwark. Bulwark steps clear of the carnage and raising the ancient standard gives out a triumphant yell that sounds like grinding gears as it echoes in the cavern.

Recap of the 12/4/09 game

The 4th day of the 12st month of the Season of Light

Headmaster Bastion, Chosen of Azureen:

As you know, we have been investigating a cave system which likely contains the main camp for some of the creatures which have been causing problems in the area. We have entered through a less-used entrance, and after a battle, both Glespo and Mevra picked up the trail. We move cautiously into a larger path, where Glespo sees minotaur and bugbear tracks. Perhaps also longtooth. Boots as well.

It appears this is the main way – and soon we hear footsteps from behind. We rapidly hide in two side passages, dim light is approaching. Perhaps bugbears?

It turns out to be 2 bugbears, 3 shifters, and 2 orcs. Battle is joined.

Glespo puts up a wall of thorns to impede their progress, and have them take some damage. As noted previously, the thorns are nasty things, lots of little barbs, which continue to tear and rend until they are ripped out.

Bulwark attracts a crowd, which he does well. For my part I am charged and knocked prone. However I am well prepared, my acrobat boots allow me to quickly return to battle, move, and attack quickly. The bugbear was not prepared for that!

Of note is that weapons which the orcs used. I have not seen their like before, and I think that training vs. this technique would be of use. They effectively used chained battle axes which gave them huge reach, over twice that of a halberd! They were well trained in their use, staying at reasonable range, and inflicting damage were they saw fit. Truly it was a joy to watch them in action.

It would have been interesting to train with their instructor; alas we are opposed, and so they must go.

I wasn’t paying full attention, rather busy at the time, but I’m pretty sure Kriv did something useless.

Bulwark continued drawing huge notice; A shifter smacks him around, and he bashes the shifter with his shield knocking the foe to the ground. Mevra reacts, healing Bulwark and fortifying the rest of us!

We focus on these orcs due to the danger they pose. Kriv drops some horrible mind spell on one, he screams in agony and claws at his head. I don’t know what that spell was, but it must have been nasty! Glespo follows up with a terrific rend, dropping the one orc; He then charges at another.

One of the bugbears rages, and then flails around knocking everybody, including his friends, prone! This bugbear can’t handle the combination of stars from Kriv and grasping roots from Glespo.

The three shifters are quickly handled. Kriv drops one with perfectly placed stars; Bulwark kills the second. On tries to flee, which would certainly be a problem, but he is hit by a lightning bolt from Kriv, and Glespo catches him, bites him, and he falls.

You will be happy to hear I was relatively effective in this fight. I used my booming blade to maintain positioning, and even dropped a bug bear with that technique. I was able to flare my warding and prevent some of the damage Bulwark was taking, and used a personal teleport and a charge to track down the other orc, who was fleeing. All in all a good fight for me.

We quickly hide the bodies and proceed on down the main trail. Ahead, Glespo finds and scouts the main camp. They are unaware that they have been found. We then follow the main track back out of the cave system, and spot smoke in the distance. The raiding group we handled must have been returning from ill deeds.

Well, we know where the main camp is, and although we are not fully rested nor at full power, there is no time better than the present to teach a lesson.

As always, your student,


Recap of the 11/12/09 game

The team has made it to town, and is talking to the mayor – who turns out to be an older elf. The good news is that she has an idea of where the bandit camp is. And she may have a way to reach them without being seen. There are a series of caves and foothills nearby. She thinks they are in the caves. She also lets us know that there is a secret, secure exit from the town located out by the caves.

From there, the team decides to interrogate the captured Dragonborn raider, but he isn’t awake yet, so they turn in for the night. The evening passes uneventfully. In the morning, the team heads to see if the Dragonborn is awake yet. The raider is awake, and doesn’t respond to our first (somewhat tentative) questions. So Bulwark kicks down the door, and Kriv steps in to “discuss” things with the raider. That gets the Dragonborn’s attention.

With Kriv standing over him, the raider starts to talk, but at first we don’t get a lot of meaningful information. But eventually we find out who the raider’s “boss” is – Joseph. Their camp is about an hour’s ride from where they ambushed us. There may be 15 people total at the camp, divided among two teams. After pushing him hard, eventually we get to the point where he’s so scared; he’s willing to tell us anything to leave us alone.

So we back off and keep talking, and find out a little more – they mostly stage ambushes on the road we were on, trying to break up trade. They take the goods to Joseph and he deals with them in a variety of ways.

After we find a blacksmith to fix the cell door (not that the thoroughly intimidated raider is going anywhere…), we return to the mayor and then get ready to go. She introduces us to our guide, an older human. The guide takes us to the tunnel entrance, in a castle in the middle of town. After walking through a miles long series of tunnels, we finally come to a rock formation. Our guide depresses a series of pressure points, and the rocks move out of the way. He warns us that it is a one-way exit, we can’t come back this way. We’ll have to come back over-land. (At this point we briefly regret leaving our horses behind, but being the heroes we are, we “buck up” and carry on.)

We exit the tunnel, and Glespo quickly identifies the path we should follow. When we get to the cave, we don’t see signs of humans, but there are humanoid tracks. Forewarned, the team moves in carefully. It doesn’t feel like a huge warren of caves, just a smaller set. From the lay of the land, we worry that the monsters are between us and what we need to get to. As we progress through the caves, we turn onto a path, and it is clear we’re headed straight towards the monsters. And we start smelling a really horrible smell. Glespo identifies the smell as troglodytes. We know they emit a horrible, debilitating smell. They can use their poisonous bite (that prevents healing), claw attacks as well as basic weapons (javelins, spears, clubs…).

As we enter a cave, we see one crazed trog, three trogs wielding clubs, and two trogs in cover with spears and javelins.

Glespo opens the engagement by firing a powerful spell – striking and slowing the crazed trog. The club wielding trogs follow up by swarming the party.

But Quiz isn’t intimidated and attacks the club trogs in return, striking one with her sword. Meanwhile, Bulwark calls forth an abundance of plants, granting the party cover against the javelin trogs. The javelin trogs step up and try to attack anyway. One javelin manages to hit Glespo, and staples him to the ground. Entering the fray, Kriv fires a powerful spell at the crazed trog, knocking it down and slowing it again.

Glespo then fires a “grasping tide” at the crazed trog, hitting it yet again. The club trogs respond by pounding on the party. One pummels Bulwark, and then bites him. And another follows up and does the same. The third hits Quiz.

In response, Quiz shifts her mark and performs a booming blade against a nearby trog, smiting it mightily. Inspired again, Bulwark strikes a club trog, pushing it away. The javelin trogs respond with powerful throws, hitting Gungün. Retaliating, Kriv fires a blazing starfall at the crazed trog, striking it. Not to be outdone, Mevra smites a club trog, and grants Glespo a saving throw – which he uses to free himself from the javelin holding him in place.

The crazed trog tries to charge, but is knocked down by Glespo’s spell, allowing the mighty heroes more time to soften up the club trogs. A club trog hits Gungün, but Quiz manages to deflect some of the damage. Quiz tries to follow up and attack a trog. And even though she misses, the target is now vulnerable to cold, while the party now resists cold. Taking advantage of this, Bulwark follows up with a cold attack against a trog, hitting it and causing damage to nearby trogs.

Meanwhile, the javelin trogs throw at Gungün again, hitting him. Kriv throws an area spell, blasting the club trogs engaged with the party. He bloodies a trog, kills another and hits his ally, Quiz. Fortunately Quiz is able to shrug off some of the damage.

Mevra moves into the middle of the pack, heals Bulwark, then fires a spell that gives all allies temp HP, and hits two of the enemies – lowering their defenses. Meanwhile, Gungün hits the club trog in front of him yet again.

Finally free to move, the crazed trog charges the priest, but misses. Not to be outdone, Glespo charges one of the javelin trogs, smiting him down with his god’s wrath. Quiz follows up and attacks the crazed trog, slashing it with her mighty sword.

Meanwhile, Bulwark attacks the trog by him, hitting it. Mevra heals Gungün, but misses a trog with his attack. Gungün then charges the crazed trog, almost gutting it with his halberd. The crazed trog responds by clawing mightily at Gungün, slashing him open.

Glespo follows up with a powerful bite on the javelin trog in front of him. Quiz is inspired, and hits the crazed trog with her sword, killing it. Meanwhile, a trog throws a javelin at Gungün, hitting him. In return, Gungün hits a nearby club trog further weakening it. Mevra also strikes a club trog, and gives Gungün temp HP.

Gungün uses the opportunity to charge a javelin trog, smiting it. Glespo moves away from the javelin trog, provoking an attack, and then charges him – crushing it with a critical blow.

Bulwark strikes his club trog, knocking it prone. Meanwhile, a javelin trog stabs Quiz with his spear, bloodying her.

Mevra fires on a javelin trog, hitting it and bolstering the bloodied Quiz with a few temp hit points. Glespo charges the same trog, hitting it and bloodying it. Finally, Quiz unleashes a booming blade on the same trog and scores a critical hit with her powerful blade, killing the trog.

At this point there is only one trog left, on the ground. Kriv whips a spell at the prone club trog, hitting it. Mevra follows up with a spell of his own, killing it.

After the battle, the team rests for five minutes before delving further. After resting we explore the cave we are in. The giant cave appears to be their den, with bones, garbage piles and nests scattered around. At the back of the cavern there are two tunnels leading out. One is clearly used frequently by the trogs, while the other isn’t. At the second one there are two bodies – one trog and one human in hide armor. It looks like there was a bigger skirmish, and the two bodies are relatively fresh.

Quiz and Kriv examine the armor and discover it is snake fang hide armor +2. (Resist 5 poison. Immediate reaction, enemy takes ongoing damage.) Bulwark takes the new armor, and puts his old hide armor in the party pool.

Their work in this cave apparently done, the team now has to decide what path to take next. What will they choose?

Archival Log 10/22/09

Archival Log Event Start Date: 10222009.800 Battle Group: Omega-13 Designated Unit: Bulwark

Battle Group returned from mission (Mission Report:Status:Success, Loss of 1 unit from Battle Group, file reference: Torgak, Status: KIA).

After reporting results to Group Officer (file reference: Twelven, Status: Active), units decided to go to the local R&R facility (language reference: (1) “Bar” (2) “Watering Hole”).

At the facility two former members of Battle Group reestablished contact (file reference: Seltzer, Status: inActive)(file reference: Glespo, Status: inActive). Unit Seltzer plays several ballads to visiting units to facility. One ballad detailed events involving former unit “two silver” (file reference: Rolan Windwood, Status: KIA).

Unit Seltzer requested to meet with current members of Battle Group located within confines of R&R facility to meet at upstairs room.

After exchanging pleasantry protocols, Unit Seltzer described a mission with parameters involving possible recovery of lost property designated “Crown of the sea”.

Property was being delivered via sea transport (file reference: Storms Arrow, Vessel Type: Ship) to a currier in the receiving port (map reference: Tesla).

Unit Currier never delivered designated property to final destination (file reference: Brotherhood, Assoc Type: notDefined).

Further mission parameter materials were to be delivered to Unit Twelven by next morning.

Upon leaving facility and delivering fellow Unit (file reference: Nals, Status: Active, State: Unconscious) to designated quarters, shutdown for rest period.

Startup Procedures complete.

Reporting to Unit Twelven’s Office. Mission parameter materials were delivered as scheduled by Unit Seltzer.

Unit Nals, Unit Serator, and Unit Arkosys removed from Battle Groups Roster (Unit::Status Changed: inactive).

Due to mission completion ratio and battle group tactical training, additional Units add to Battle Group Roster to bring back up to full status.

Unit Glespo status changed to Active. File Reference = (Unit, Race, Class, Status) { MeVra_kri, Human, Cleric, Active, GunGun, Half-Orc, Barbarian, Active, Kriv, Dragonborn, Sorcerer, Active, } Entry Warning: Unit:GunGun Race: Half-Orc – Error (Ignore, Continue, Stop) Command Override Granted (Ignore)

Battle Group arrives at designated Port Slip to board transportation to Tesla.

During transit, Group is able to retrieve valuable information regarding geo-political status of Tesla and surrounding Cassian City-States (Current State: Chaotic)

Once arrival in Tesla Port completed, Battle Group egresses to slip and proceeds to place queries with Unit Dock Official.

Unit Dock Official specifies query related fees. Unit Quiz attempts to barter in regards to query fees.

Unit Dock Official specifies location marker for Vessel designated “Storms arrow”.

Battle Group approaches designated location marker and encounters two guards set at boarding ramp of Vessel.

Unit Quiz queries guards as to location of Unit Captain. Guards are non-responsive but eventually give up possible location markers for R&R facilities Unit Captain might be at.

Local R&R facility located. Battle Group enters facility to find further location markers for Unit Captain of Vessel Storms Arrow.

Unit Quiz approaches Unit facility manager and makes queries to location of Unit Captain. During course of queries, facility visitor member stands up and states Unit designation as Captain of Vessel Storms Arrow. Unit Quiz queries Unit Captain to determine transit record for property “Crown of the sea”. Unit Captain responds False to queries. Unit Quiz thinks response was in error and queries Unit Captain again. Unit Captain responds False again. Unit Captains state changes to Agitated. Possible change state due to repeated queries since giving False response. Unit Captain issues Challenge statement then commences to engage hostile act against Unit Quiz.

Battle Mode(Active). Shield and Weapon brought to Active State. Blocking State of facility exit achieved. Unit Kriv switches to Battle Mode state and physically engages Unit Captain. (Alert: Class Sorcerer in Melee State). Facility visitor members group reclassified as Enemy, member of Vessel Crew Battle Group. Vessel crew go to Battle Mode and move to surround Unit Kriv. (Alert: Unit Kriv Surrounded). Unit GunGun receives Command Override to attack Ally. Unit GunGun unable to resist. Enemy Unit designated and threat priority upgraded. Unit Glespo changes to Animal Mode (Designation Changed(Sparky)). Unit Sparky charges and latches to designated Enemy Unit and proceeds to deliver excessive damage. Unit GunGun charges Unit Mevra and misses. Unit GunGun is able to overcome Command Override. (Alert: Blue on Blue event recorded). Unit MeVra gives out Heals and upgrades during combat. Unit Bulwark charges nearest Vessel Crew Group member and delivers devastating strike. Unit Sparky and Unit GunGun proceed to apply force multipliers to Marked Enemy Unit and keep unit from issue Command Overrides. Unit Sparky repeatedly disengages and reengages target with effect. (Unit Sparky recorded effective level upgraded since previous recorded action). Unit Kriv uses teleportation ability and switches to Ranged State. (Alert Cleared: Class Sorcerer in Melee State). Unit Quiz and Unit Bulwark maneuver and use effective crowd control techniques to damage and harass multiple targets. Unit Captain focuses on Unit Quiz and continues to attack. Vessel Crew member removed from Vessel Crew Battle Group. (Status::Change(KIA)). Marked Enemy Unit issues Surrender Status. (Alert: Command Override, determined to be False). Marked Enemy Unit removed from Vessel Crew Battle Group. (Status::Change(KIA)). Unit Captain Issues Command Override to Vessel Crew Battle Group to leave Battle Mode. Battle Mode(inActive). Shield and Weapon to Standby State.

Unit Quiz and Unit Captain discuss recent Battle Event and reissues queries as related to property transit.

Turns out Unit Captain gave orders to designated Enemy Unit to deal with property and thus has no further specifics on current property location.

The fall of Torgak

Headmaster Bastion, Chosen of Azureen:

We descend steps into darkness hoping to find and end the source of the corruption. As I wrote to you previously, the feywild is intruding upon our realm, not in a transient way, but more permanent. And growing.

Below the ruins is a large open space, in the center of which is an altar. Mutilated bodies surround it, clearly used as sacrifice to this evil end. On the altar is Belin, a hero which we met before, and was in the group which was sent to investigate before us. An evil dagger protrudes from her chest. We can’t leave her there, and it is clear that we must disrupt this ceremony to break the spell and return this land to normal.

I warn the group of my intentions, and head towards the altar. Before I can get too close eight enemies (because they can be no other, not here) step out of the shadows. Their leader mouths words taunting us; clearly intending to add our blood to what he has already wrought. Much more blood and death here and I fear the spell will be permanent.

The leader is an eladrin, he lurks behind the altar. There are four other eladrin, all crazed, two gnomes, and a shader-kai chain fighter. The crazed eladrin charge in as the gnomes cast spells at us from range. Torgak is dazed, but he rages and knocks an eladrin down and takes a swipe at him.

Deftly I charge into the fray, vaulting over the altar and engaging the leader. I had hoped that the rest of the party would fare ok and tried to keep the leader from causing problems.

The other major problem would be the Shader-kai, his chain, and his mobility. He starts a maneuver which looks to be very dangerous, he is fast and that chain has great reach. Bulwark puts and end to this for now, knocking the chain fighter prone. This area of the battle soon comes under control, Arkosys, Serator, and Bulwark work with cold and greasy zones, knocking enemies prone, and luring them with hypnotic patterns. The enemies have difficulty working in this area, and we damage them rapidly – Nals blasts and deafens them.

The shader-kai teleports out of the bad zones, but is still prone, and has trouble gaining his feat effectively. We are worried about him and focus a great deal of effort in dropping him as fast as we can. Two eladrin are dropped, cold damage doing the filling blow, and Serator drops the chain fighter with a well timed blast.

The crazed eladrin are annoying, especially their blast of corruption they spew. It does damage and also immobilizes us; this is especially a problem for the barbarian. He wants to be ranging over the battle charging here and there smashing into things. Torgak is dazed, blinded, and immobilized, and in close combat he takes large amounts of damage. As it turns out I didn’t do well in protecting him.

The gnome spell casters are even more annoying, especially since we just didn’t have the resources to pick them up and keep them busy. At first this didn’t seem a problem as they weren’t very effective at the start. This changed and they got a better hold of the battle. They continued to daze us, and do psychic damage.

I try to engage the leader, but he freezes me in place on the altar. I reach down to Belin’s chest and drag the dagger from her. The dagger is evil; my mind was filled with images of death and destruction. And I liked it!! I want to taste the blood. I try to smash the evil thing on the altar, but am unable to create enough force, so I toss it away from the battle. Perhaps this will give us more time.

I am not very effective against the leader, continually missing, getting dazed and frozen. But I do hold his attention, and take little damage from him, so he cannot do anything to the rest of the party. In that I was successful.

Arkosys joins the battle with the leader with me, moving him into position near me, but I still have trouble getting any solid hits on the leader, who mocks me the whole time. Serator and Bulwark join in, and we finally close his options down. As the leader has to pay more attention to us all around him, I find an opening, a clean shot and drop him.

We still have two eladrin and the gnomes. Torgak is trying to handle one gnome, but gains the attention of the other as well. They double team him, and he yells as if someone had driven blades into his very brain. Even though Torgak is dealing huge amounts of damage, it isn’t enough, and he takes huge hits and doesn’t stop. I don’t know where he found the strength, he seemed to be on the edge of falling over and over! But then he finally takes too much, and falls.

Nals blasts away and drops both remaining Eladrin. The little guy may be annoying, but when we needed his spells to work well, they did.

I cannot reach Torgak and tend to him, so I engage one of the gnomes. He tried to hit me, and I flare my warding, freezing him, but he doesn’t fall. Nals fires off a bolt of chaos, which hits the gnome, and drops him, it bounces and hits the other gnome.

Then it bounces twice more and hits both Arkosys and myself. Ouch!!

Arkosys tries to tend to Torgak, but he dies like he lived. Swiftly. The bleeding could not be stopped or contained. He passes this world, but will not be forgotten. Arkosys drops the last gnome, and the battle ends in sadness.

I quickly take up the dagger and smash it. And just like that the feywild is gone, as is all the bodies, including Torgak’s. Our guide, the uncle, is now insane. His trip into the feywild and all that he endured has broken him. He, at least, we bring back.

Back in town there is a great feast, and we are given gifts of thanks: a music box which plays an old elven lullaby; a beautifully carved elven maiden; a golden elk tankard; and magic armbands of power.

In the morning we return to Gao, and make our report to Twelven.

A horrible incursion stopped. Great cost, two entire groups sacrificed. One of our own lost.


As always, your student, Quiz

Recap of the 10/1/09 game

Once the party is back in Gao, they restock on supplies and relax during the evening. The next morning they meet with Twelvin, and (surprise) he has a new job for them. Evidently a large Feywild incursion has appeared near the small town of Oak Glenn. First a group of soldiers were dispatched, but they didn’t return. So the guild dispatched a team from the guild. But they didn’t come back. So now they want us to go and find out what happened.

The party gets a chit to travel with the teamsters, and hops a ride to Oak Glenn. Once they arrive, the bartender gives them a quick overview of the situation and then goes to get the mayor. The mayor arrives to discuss the problem further, and then they summon a scout to lead us to the incursion. The scout (Tros) arrives, and the party heads south towards the incursion. After an hour, things start to feel weird, and we all start seeing things. Shortly after that, as Tros is scouting ahead, he shouts “Gar” (his uncle, who was the scout for the previous group), and then we hear a scream.

The party rushes forward, and finds a small glenn, with Tros laying on top of Gar…surrounded by giant mushrooms. Several party members recognize them as Miconoids… Combat ensues.

Bulwark charges a mushroom with a shield strike, hitting it soundly. The Miconoid responds, but misses. Then a sovereign releases a burst of spores at Bulwark, and hits him.

Nals targets a guard, and strikes it with magical energy, while Torgak charges the priest and smites him. Likewise, Quiz strikes the guard in front of him, and releases a lightning bolt that strikes other enemies. Then Serator steps up and casts hypnotic pattern in the middle of the enemies.

The guards make their move. The first one is distracted by the hypnotic pattern, and moves closer to it. Another releases spores at Quiz & Arcosis, hitting both. The final one hits Torgak with its spores as well.

When the sovereigns begin to move, both are drawn to the hypnotic pattern as well. Then one attacks Torgak, hitting him with a headbutt. The other attacks Torgak and misses. Finally, the priest is also drawn into the hypnotic pattern and then turns and strikes Torgak with his staff.

Nals releases an area effect spell – striking a sovereign and a guard – bloodying the guard. Torgak retreats to safety and Quiz tries to get rid of the effect of the spores. Serator does a scorching burst in the middle of the enemies, striking a sovereign, the priest, and a guard. He then takes another action, casting Icy Terrain on the same square, hitting the sovereign, the priest, and the guard again.

Arcosis heals the barbarian and steps away from the guard mushroom. Bulwark moves, and his hit by a guard he passes. But then Bulwark attacks a sovereign, striking it. He then attacks the enemies around him hitting the priest and killing it. The priest explodes, healing a nearby mushroom.

A guard charges Quiz, striking him. Another charges Serator, but Serator’s shield saves him. A sovereign explodes, but misses Bulwark, while another hits him.

Nals throws a chaos bolt, and hits – bloodying his target. Serator casts phantom bolt, striking his target. Arcosis steps up and flanks an enemy, so Quiz can attack with flanking. Arcosis then attacks himself, hitting the mushroom and killing it. Bulwark attacks his enemy with his thorn strike, killing it.

One of the remaining guards hits Nals, while the other strikes Quiz. A sovereign releases spores at Bulwark and Torgak, but misses.

Nals responds with another spell, damaging another mushroom, while Torgak charges a guard and kills it. Serator fires another phantom bolt at a sovereign, striking it and sliding it against Bulwark. Quiz does a booming blade against a guard, striking it. Arcosis also strikes at the guard, striking it and killing it.

The prone guard next to Bulwark explodes, but misses.

Torgak charges the last mushroom, striking it. Arcosis attacks it as well, killing it.

After the battle, the team talks to Tros and his Uncle. His uncle was captured by a group led by an Eladrin. He was sent to get help, but was ambushed. He also says that the soldiers were all dead. He says he can lead us to them. But he insists that Tros returns to town. The team agrees, and sends Tros back to town.

Gar is now leading us, and things continue to get stranger. We need to get to the tower and defeat the guardian (the Eladrin).

After about an hour of moving south, he approaches us and lets us know the Eladrin are waiting for us. He’s not sure how they knew about us.

The group decides to charge the tower, using rubble as cover to avoid the archers. As we attack, we see Eladrin, but they look warped – they have grey skin, with black veins, and red eyes. They have armor and long swords. Two soldiers and the guardian approach, while the archers start firing hitting Quiz, Nals and Serator.

Torgak charges the guardian and unleashes his rage. Serator fires a spell at the nearest soldier, immobilizing him. Meanwhile, Arcosis stands and casts song of courage. Nals fires magic into the fray, critically striking one of the soldiers. Quiz stands up and runs towards the enemy.

The immobilized soldier emits a wave of chaotic energy, striking Bulwark. The other soldier hits Torgak, and the guardian hits Torgak and restrains him.

An archer hits Serator, while the other fires and hits Quiz.

Torgak lashes out at the guardian, hitting him and gaining temporary hit points. Bulwark strikes the downed soldier in front of him and pushes him. Serator attacks the guardian, striking him. He then releases a storm pillar. Arcosis retreats behind the storm pillar, and then fires a spell at the guardian, striking him and bloodying him. He then fires at a nearby soldier, striking it too.

Nals fires at the same soldier, and hits critically. Quiz moves up to the archer, marks him and charges – striking him.

One of the soldiers sprays chaos at Bulwark again, striking him. The other soldier hits Torgak.

An archer fires out at Torgak, pincushioning him. Torgak responds by charging the guardian and smiting him with his axe. Meanwhile, Bulwark hits a soldier and knocks him prone. Serator attacks the downed soldier, striking him. He then fires a phantom bolt against the same soldier, striking him and sliding him a square. Arcosis attacks the guardian, hitting him and killing him. Nals fires a chaos bolt at a soldier, hitting him and killing him. Quiz chases down an archer, and hits it.

An archer fires at Torgak, knocking him prone. Meanwhile, the other archer hits Nals too.

Torgak charges the downed soldier, striking it and bloodying it. Bulwark strikes the same soldier, smiting it. Meanwhile, Serator moves up so he can engage the archers.

The archers respond, shooting at Arcosis and Quiz, but not doing any damage. Serator responds by firing at the last soldier, striking him and killing him. Meanwhile, Arcosis smites an archer and bloodies him. Nals uses a frost spell, striking the same archer. Inspired, Quiz uses booming blade to strike the same archer and kill him.

The last archer lashes out at Torgak and hits him and knocks him prone. Torgak gets up and uses his second wind. Serator responds with an Icy Terrain around the archer. Quiz attacks the same archer with booming blade, wounding it.

The archer drops his bow and attacks Quiz, but misses.

Torgak charges the archer and hits him and bloodies him. Bulwark joins Torgak, and hits the archer with his sword. Arcosis strikes the last archer, killing it.

After the fierce battle the heroes rest, and then move forward to investigate the ruins.

Team roster: Torgak – Barbarian Nals – sorcerer Arcosis – Bard Quiz – Sword mage Bulwark – warden Serator – Wizard

Latest addition to Torgak’s tribal chant

We find ourselves in a tunnel, ahead there is a faint sickly glow. We slowly move down the tunnel, it spills into an open cave that has been hewn from the rock. It is quite tall, probably 200 feet tall. In the center there is a large sphere casting a red light approx 120 feet above the room. We think it is a permanent light spell. All along the walls is a city carved into the walls, clearly carved by Duegar. We also see that the upper levels are teeming with kobolds, waiting for us. At the end of the room is a large opening.

As we enter, the kobolds start booing and chanting. Serator cautions us to not stay together, the dragon’s breath weapon could hit us all with one blast if we’re not careful. After a short time, two armored kobolds appear – there’s a cheer and the shouting gets louder as the dragon walks in. He demands to know who is invading. We state that we are emissaries of the Enchantress. He scoffs at that, and points out we attacked his guards first – and emissaries should be peaceful. Then the discussion goes briefly to the Necromancer. Next, Serator speaks well on the part of the Lich Queen. The dragon claims the alliance is unequal. Serator asks how we could equalize the alliance. But the dragon demands to know what we offer. Arcosis recovers and brings up the other dead emissaries and points out they couldn’t bring back demands as they were dead, but that didn’t help. He also reiterates that the Necromancer is not a threat.

The conversation turns to the encroachments on his territory and that he wanted to be deemed equal to her. Then he points out that we come and kill his guards, invade his space and demand an audience. We apologize profusely for killing his guards – Bulwark even moves forward one square and kneels in apologies. This fails as well, the dragon demands Bulwark’s head as price to leave.

After further dickering, Bulwark attacks. The dragon rushes forward into the fray, striking him with a double claw attack. Dalaan steps up and curses the dragon, and fires an eyebite at him striking him for psychic damage. Serator fires a bolt at the dragon, blasting it. Torgak charges it, smiting it with his axe. Quiz follows, charging as well – slicing into the beast’s hide. Arcosis casts vigorous cadence on the dragon, striking it and helping the party as well. He then casts stirring shout on it, critically striking it and further helping the party and then heals Bulwark.

The kobold guards move up in a fury.

Bulwark moves forward and attacks twice, hitting it twice for agonizing damage. Nals is inspired and blasts out at the dragon kin kobold, afflicting it with fire.

The dragon is prone, but unleashes a mighty roar, frightening both Torgak and Quiz. The dragon then breathes on Dalaan and Torgak.

Dalaan curses a dragon kin kobold. Arcosis casts dire radiance at a dragon kin kobold, wounding it. Serator hypnotizes a dragon kin, keeping it at bay.

One dragon kin continues to approach, meanwhile the other attacks Bulwark but misses!

Bulwark responds by stabbing the Dragon, inflicting even damage on the dragon.

The Dragon breathes on Quiz next, then Torgak.

Dalaan blasts the dragon with an eyebite. Meanwhile, Serator lashes out with a spell hitting a dragon kin kobold.

Quiz attacks, lacerating the dragon (and recovering hit points) – he also grants fire immunity to most of the party. Unfortunately she receives ongoing fire damage in retaliation. Arcosis casts canon of avoidance on Bulwark, improving his defenses.

The dragon kin aren’t happy about this turn of events, and attack viciously. Fortunately they both miss their targets.

Not impressed by the dragon kin, Bulwark shifts to the side and tries to hit one, but its armor fends off his sword. Nals casts a chaos bolt on the dragon, blasting the wretched beast and it arcs to hit a dragon kin kobold. He follows up with another spell, inflicting even more pain.

Annoyed, the dragon claws Quiz striking her soundly.

Dalaan lashes out, critically striking a dragon kin. Meanwhile Serator fires a phantasmal bolt at a dragon kin kobold, inflicting damage and sliding it. Serator follows up with icy terrain, knocking a dragon kin kobold prone.

A dragon kin lashes out at Bulwark, striking him. Bulwark responds, striking the kobold in turn.

The dragon breathes fire again, hitting Quiz. Nals teleports away and responds with a spell, striking the dragon soundly.

Dalaan blasts the other dragon kin with his eyebite, bloodying it. Meanwhile, Torgak charges the dragon again, striking it soundly and bloodying it.

The dragon flames Quiz, and then screams “Enough”. Nals starts negotiation, but is cut off by the Bard who says the conflict has to be stopped. The dragon points out that he just wants his land rights to be respected. Serator summons the Lich with the crystal. She is pleased that the dragon is not dead, and they enter negotiations.

The dragon comes back, and says that a truce is negotiated. He also says he will reward us for our valor.

First, a heavy shield of recoil – Bulwark Second, a set of cloth armor. Repulsion cloth armor +2. Tentatively going to Nals Third, boots of free movement – Bard Fourth, a long sword Vanguard. +2 – Bulwark. Fifth – hands Serator a little toy soldier – a phantom soldier

As the we turn to leave, the Dragon offers one more gift – a prophecy: “One piece will be found in this would in a broken kingdom soon to be joined. The other is not in this world but one where the living is not welcome.”

The heroes leave, heading back to the valley. We dine with Serator and discuss the puzzle pieces and try to figure out what comes next. When morning comes we are summoned to see the lich. There’s a small breakfast laid out. She comes into the room followed by two retainers carrying a chest. She tells us that the airship will be leaving in two days. She welcomes us to stay in her castle for the two days. She then talks with Serator about leaving with the party for more world experience. Later she opens the chest, showing us a suit of armor – it was the ceremonial suit of armor for a king from an ancient empire – very few relics remain from that era making it priceless.

Quiz mentions a “plane where the living aren’t welcome”. She suggests that maybe it is in the Shadowfell, the Raven Queen’s world. We then discuss the other half of the prophecy, and we discuss shattered kingdoms. But there is no clear and obvious shattered kingdom we should approach.

We ask for news of Asalie, but we don’t get an update from the Lich Enchantress, other than she’s alive.

The heroes hang out, see the city and wait for the airship. As the team is leaving town, they run into the airship captain. He lets us know that he’ll be ready to go tomorrow, a day early. After we talk with him, we head into town. It’s a quiet town, with mostly local folks. We head to the bar. Nals orders a big beer for Serator. Meanwhile, the bard seeks out other bards and strikes a deal to play that night. The bard finds a local bard, and learns about the local flavor. After the bard’s magnificent song, there is quite the hub-bub about getting Serator drunk. The locals press drinks on him when they find out he’s leaving. He finally passes out. As we exit the bar, we see that dawn is coming. Bulwark takes Serator to the boat while the rest of the team collects their stuff.

The lich queen had our crate loaded, and had a basket of food delivered for us. We take off, through the arch in the castle. The trip back to Crossing is uneventful. Once we arrive in Crossing, Bulwark guards the crate while the rest of the team seeks out a boat heading to Gao. We find a barge easily enough and arrange transport. It’s a quiet week and a half back to Gao. We arrive at Gao safely enough, and we hire a teamster to take us and the armor to the Lord’s lawyer. We arrive at a nice building with many stories. Generally a solicitor’s building, it feels upscale.

We go in through the front door with the crate. We give the receptionist the lawyer’s card, and she calls him. Shortly after that a finely dressed tiefling comes out. He introduces himself and asks us back to his office. After we get to the office he asks if we have what our mutual friend wants? Meanwhile he walks over and gets two wooden pieces out. In response we open the chest. He inspects the armor, while we inspect the wooden pieces.

One has a staff, the other has a sword. We already have a bow and a shield, so that brings us up to 4 pieces.

Our business concluded, the tiefling reminds us to be discreet.

After we leave, we decide to head back to the heroes guild. We find some quiet time and try out the puzzle pieces. They appear to line up, but they aren’t slotted and we don’t know which side goes where – and nothing appears to happen. At an impasse, the party will have to decide what to do next.


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