Wednesday, February 3, 2010
Session 5
Closer examination did not show any traps but did show a purple and blue thick layer of fungus at the top of the door with the words "Stay Out. Really!" scratched into the fungus in common. As the party was set to enter the door, Zanne spoke up in a very calm and uncharacteristic condenscending tone. This new Zanne told the party that they should not enter the door and it was a trap. He reported that Zanne was "gone" right now and he was sent to look after him while he was gone. After some chatting and questions the party walked away only to notice Zanne acting normally and not remembering anything recently since the fight with the rats. The party decided to move onto the stone-hewn passage.
They began heading down the long passageway that was getting darker, littered with bones, cold, and creepy. There was a chattering that seemed high pitched with a clicking that seemed to increase in intensity as they continued along. The party decided to stop before going further and turned back to the hole Zanne originally blasted into and search another direction.
The decision was made to try to enter the double doors that Zanne originally opened and threw a lightstick into just to the south of the original Goblin guardpost ambush. Opening the door showed the lightstick still glowing at the bottom of 30 feet worth of stone stairs. As they descended, Varsuvious noted the coldness and the Evil of this place feeling the need to ready his hand on his holy item. The passageways down here smelled of dampness and rot with strange runes that were carved in the floor.
Heading to the south, the PC's walked into a room with Ten massive stone sarcophagi that contained relief images of human warriors in plate mail armor. To the east, the room was lit in a starry light. As the characters advanced, a loud concussive bang sound reverberated throughout the chamber and Skeleton Warriors and Regular Skeletons jumped out of the Sarcophagi. Round after round of skeletons appeared until finally the party decided to explore deeper towards the glow. After paying homage to Bahamut, the skeletons stopped. A search of the altar found 6 silver and platinum small dragon statues as well as some coin and another set of double doors.
The Raised Dias of the old crypt beyond the doors held a single coffin. Carved on the lid was a human warrior in plate mail armor with a sword lain across his chest, point toward the feet. As the group advanced toward the coffin, the lid exploded in a flurry of dust. A Humanoid Skeleton figure clad in plate mail rose from the cloud holding a sword aloft yelling "The rift must Never be opened! State your business here or prepare to die!" The group quickly realized this creature was nobody they should anger and they slowly began to answer the questions of this apparition. They found out that this is the reanimated Sir Keegan- the lord of the Shadowfell keep. He recounted the story of how the Evil of the Shadowfell rift slowly corrupted his soul and in a rage her had murdered his family and highest of council. When Sir Keegan was asked what the party needed to do to help him, he simply replied "I am beyond redemption and hope to one day atone for my Evil deeds. You can take my sword, Aecris, and use it to atone for my deeds. The sword was given to the Paladin and Sir Keegan slowly dissapated into the mist of the room to rest.
Heading back north into the passages with all the runes inscribed, all was going along smoothly until someone triggered the rune and a ghostly scream filled the passages making some of the party to be filled with fear. Shambling and shuffling of approaching zombies permeated the sounds of the room. Havoc, moaning, cursing, fear...oh my God...what next? But then the party beat all their asses and was ready to set off down the next flight of steps they discovered when a slight imperfection was discovered hiding a hidden doorway.
The secret door slid open to reveal a small bare room. Closer inspection showed a shimmer to the far wall. Zanne placed his hand into the wall and then walked through into a hidden area that resembled an old Armory. It contains 2 weapon racks ont he north and south walls and a stand against the east wall that held a ragged suit of armor mounted on it. A booming voice presented the party with a riddle that was guessed correctly on the second try. Once the riddle was solved, the armor gleamed with light and then changed into a beautiful suit of scale armor.
The party decided to settle down and rest here where we left off.
Each Character receives 756 XP.
The loot is as follows:
2 sunrods
2 wineskins that are filled with ale
6 small gold and platinum dragon statues
84 Gold Pieces
+1 Longsword (Aecris). It has a line of 3 Diamonds set into the flat of its blade and a pommel carved to resemble the head of a noble dragon. In addition to it's +1 to attack and damage rolls, it deals an additional +1d6 on critical hits. It also has a daily power that can be activated as a free action. When you drop an enemy undead to 0 hit points, gain 1 healing surge.
+1 Blackiron Scale Armor. Resist 5 (Fire,Necrotic)
Saturday, February 28, 2009
Session 4
Lord Zanne and Friends,
Fondly,
Valthrun
- This group of Goblins was asked to watch the entrnace to the keep in exchange for a secure place to stay as well as any treasure they may find on the excavation site.
- The men that asked them to stay at the keep have been coming and going more frequently in the recent weeks.
- The symbol of the Death Cult that the party had on the necklace they found was also recognized by the goblin as a symbol carried by this group of humans.
- The Cult members are deeper in the keep but Balgron does not know where. They were told they would be protected only if they stayed in the entrance areas of the keep.
- The pass phrase to the lower levels is "And life fails in the dark"
- Short Sword x5
- Leather Armor x6
- Crossbow x6
- 73 Crossbow Bolts
- Spear x3
- Club
- 11 Javelins
- 65 Gold Pieces
- 51 Silver Pieces
- +1 Symbol of Battle (Bahamut). grants +1 to attack and damage rolls. Deals +1d8 damage on a critical hit when used with divine powers that have the implement keyword. It also has a power that is used as a free action that when you hit with a power that uses this holy symbol you can deal an extra +1d8 Damage. It recharges automatically with an extended rest or a milestone.
- +1 Magic Wand. Gives user +1 to attacka nd damage rolls when using arcane powers with the implement keyword.
Tuesday, February 17, 2009
Session 3
- 98 Gold
- 33 Silver
- Small ancient silver mirror (worth 550 Gold to a collector)
- +1 Amulet of Health that Zanne received from his father (gives +1 bonus to Fort., Reflex, Will. Also resist poison 5.)
- ** Dark Leather Armor
- 4 clubs
- **Crossbow
- **20 Bolts
- **War Pick
- **Dagger
- **Sling
- **20 Bullets
- Longsword x3
- **Leather Armor x2
- **Light Shield x2
- **Spear
- Scale armor x2
- Heavy Shield x2
- Flail
- Potion of Healing
- Longbow
- Quiver with 30 Arrows
Monday, November 24, 2008
Session 2
Chapter 2
Valthrun pleaded and begged Lord Padraig to pay his fears the attention they deserved. He told the Lord of Winterhaven that he feared the portal to the ShadowFell was close and that the recent increase in Kobold activity was certainly linked to the Cult of Orcus. Lord Padraig paid Valthrun's story no heed and after addressing the Adventurers, determined that he would help them with their search if they helped Zanne look for his father. For it was Zanne's father, Douven, who went out in search of the Ancient Dragons burial site South East of Town. Lord Padriag gave the party his token that would give them better bargaining power with the local merchants. He also offered the party a reward to be paid if they were able to find the whereabouts of Douven or his fate. Zanne pledged his assistance with the journey and the party was to set off the next morning. First, the party needed to visit Ninaren, the elf they had seen around Winterhaven since their arrival.
Quinn and Nardinn remained in the rooms while the rest of the party went to Ninaren's Room. Ninaren was at first hesitant to speak to the party. Eventually, he revealed that he was glad the party was wary of the Death Cult. He thought the entire town was in league with the Cult. He told the party he came to Winterhaven to live peacefully. He was happy to share information about the Death Cult. He knew they were camped out up around where the Waterfall in the forest was to the South east. He had seen members of the cult rummaging through the forest that he was so familiar with. He urged the PC's to explore the Waterfall but to be careful.
The party made their way back and got a good nights rest and some food. They found the mapmaker in the morning and with Zanne's help acquired a local map to assist them in their quest to explore the Dragon Site and the Waterfall home of the Death Cult. Zanne had clear instructions on how to get to the Waterfall and the group decided they would travel to the Waterfall first as it was along the way to the dragon Burial Site.
Shortly after setting out they were ambushed by another group of kobolds, this time lead by a WyrmPriest who was throwing Acid Energy Balls at them. After dispatching of the Goblins, they found a gold necklace on the WyrmPriest that had a Dragon carved in Obsidian as well as a skull dangling below the dragon that had Rams horns on it. The party quickly identified this as a symbol of Orcus. Quinn took the necklace for safekeeping and the party moved on into the dense forest to search for the Waterfall.
All was going well until the Paladin stepped onto some branches in the forest and snapped them loudly just as the party had noticed a formidable group of Kobolds surrounding the entrance to the Waterfall.The entire group of Kobolds were slaughtered with the exception of a lone Slinger, who escaped and made his way along the side of the waterfall and disappearing behind the curtain of water. It wasn't long before Varsuvious and Quinn began hearing yelling and screaming coming from the area behind the falls. Soon the beating of Drums began and the party decided they would attempt to face the foes that were surely lying in wait to ambush them.
The epic battle began and ended with the death of many Kobolds and a very large Goblin by the name of IronTooth. After a thorough search of the Waterfall Cave Lair, the party found a large wooden chest bound with iron straps, a pouch with a note and a silver key on IronTooths belt.
The Note Read as follows:
IronTooth,
My spy in Winterhaven suggests we keep an eye out for visitors to the area. It probobly does not matter, as in just a few more days I'll completely open the rift. Then, Winterhaven's people will serve as food for all those Lord Orcus sends to do my Bidding. The only thing that is missing is the artifact, and the Dragon points the way to that.
Kalarel
Here is a list of the Loot taken from your slain enemies as well as the chest once you figured out the silver key unlocked it:
- 432 Gold Pieces
- 48 Silver Pieces
- + 1 Chain Mail Armor that provides wearer with +1 AC, +1 bonus to Endurance Checks, and a daily power (as a free action) that allows you to regain hit points as if you had spent a healing surge
- Spear (12)
- Short Sword (1)
- Dragon Scale Shield (11) [Light Shield]
- Javelin (48)
- Hide Armor (18)
- Sling with 20 Bullets
- 1 StinkPot - When you hit a target with this they get -2 Penalty to attack rolls (Save Ends)
- 1 GluePot - When you hit a target with this they are immobilized (Save Ends)
- BattleAxe
- Chain Shirt
Figure out a creative way to deal with all this stuff. You can't go carrying it all around and Zanne is anxious to find his father without going back to town.
Each person received 610 Experience Points.
Here is the Experience Total so far:
Dakani-735
Nardinn-735
Quinn-735
Varsuvious-735
Zanne-610
Session 1
Introduction
The party consists of 5 characters currently who each hail from the Region of the ShadowFey Vale. This area is home to five small villages that work together for protection from the wild as well as trading. The largest of the villages, called Fallcrest, serves as host for the Spring and Fall Solstice Celebrations. The simple folk of the surrounding villages come together for merriment, competitions and trade. These festivals also served as the meeting place for the party members, who continually crossed paths over the years of their youth.
- Quinn- The Human Cleric of The Raven Queen. Committed to stamping out the minions of Orcus and anything that is an abomination or warped by the powers of necromancy.
- Varsuvious- The Eladrin Wizard. As a follower of Corellon, he has started out into the world in an effort to seek out prized magical items and forgotten rituals. He knows that the ShadowFey Vale was originally home to his ancestors but some strange power forced the death of countless thousands and he fears history will repeat itself on this home that many races now plant their roots.
- Dakani- The Human Paladin of Bahamut. He is honorable and continually promotes the upholding of justice and the protection of the weak.
- Nardinn- The Dragonborn fighter who has trained physically and mentally to never fear the chaos of battle. Always rushing into battle, this child of Kord is strong and brave, scorning cowardice.
- Zanne- The Human Warlock who just wants to find his father. This resident of Winterhaven offered to join and assist the party with their quest to find the death cult if they help him find his missing father.
It was Quinn and Dakani that started this group onto their path of adventure. They had heard talks amongst the elders of their churches about an evil influence to the west. The group was called to the Raven Queens local sanctuary where they were addressed by a cleric of Pelor by the name of Malandar. Malandar told them that they were looking for proof of the existence of a death cult within the region of Winterhaven. Malandar reports witnesses saw a small group of death cultists traveling toward Winterhaven about a year ago. He has since learned that the head of this dangerous group is a twisted priest by the name of Kalarel. Malandar is afraid that Kalarel has set up a secret cult in the area and may be conducting unholy ceremonies. He asks the PC's to travel to Winterhaven, determine if there is any cult activity in the area, and, if so, stamp it out. He says the Church will pay the group 250 GP for their service but in order to get the gold they much provide proof that the cult has been destroyed and any plans it has were disrupted.
Chapter 1
The party started out in the morning hours heading west toward to Village of Winterhaven along the Kings Road. With about 2 more hours to go in the 20 mile trip, the party was ambushed by a group of Kobolds. With little difficulty the party dispatched the Kobolds, gaining some loot and a clay token that appeared to have a charcoal impression of a head or a skull. Varsuvious quickly recognized the relation of this symbol to something followers of Orcus might keep. The party made the last of their way into Winterhaven.
Winterhaven is a good-sized stone walled village with a dozen or so farms in the surrounding area. It looked like people were hustling and bustling in and out of the village and the PC's learned that one of the larger monthly markets were going to be held tomorrow.
The PC's first order of business was to go somewhere to sell some of the loot they had acquired from the Kobolds. They found a Dwarven Smithy run by Thair Coalstriker. A deal was struck and the PC's were on their way. Much to their surprise, this dwarf came running after them in the square a short time after leaving. Huffing and puffing, he asked them about the Kobold gear they had sold him. He asked some more questions and realized the PC's had been ambushed by the same group of Kobolds that have been getting more and more brazen lately in their attempts to raid caravans of travelers coming to Winterhaven. He reported the Kobolds attacks have increased over the last year. He also talked about Valthrun ranting and raving about the Death Cults here more frequently and directed the PC's to his tower on the other side of the square.
As all good adventurers do, they bypassed the next step of the adventure to spend some time in the Local tavern. After being served by a wench, visited by Lord Padraig, and watched by a mysterious elf, they headed out toward the tower that Valthrun the Prescient made his residence. They spoke to Valthrun about the Kobolds and the death cult activity recently but nothing lit up his face more than seeing the token from the Kobolds that the PC's had found. He instantly grabbed his cloak and staff telling the PC's to follow him immediately to Lord Padriag's stead. As the PC's were getting ready to head into the gate, they noticed the Elf stranger that had been watching them in the Tavern. Varsuvious approached him and asked him some question regarding the Kobolds and the death cult. The elf, named Ninaran, told the young wizard that he did not want to get involved with this trouble with the Kobolds and join the party to speak to Lord Padraig. He did offer to meet the PC's later in the room he rents at the Tavern so as to avoid prying eyes.
Varsuvious rejoined the party just as they were entering the fortified area of the Lord of Winterhaven.
Loot was already dispersed. Those people present receive 125 experience points.
