The party resumes its exploration down in to the dungeons of Thistletop. Scouting out several halls and doors, the party begins with a door that leads to a room with an open passage to the sea. A tentacled creature attacks from a hidden location, the party reacts quickly and overpowers the beast. Moving on, they take the resident wizard by surprise and quickly striking her in the face.
Moving into the temple, the party stirs the yeth hounds that dwell there. The battle does not go well for the party at first, as the temple hounds guard their ground fiercely. Slowly the party turns the tide of battle. After sacking the temple, the party continues exploring and finds the den of goblin-wives who immediately attack. A bugbear joins the fray, which makes things a bit more interesting.
Going back to the wizard's lab, the party discovers a way down, deeper into Thistletop. Moving forward cautiously, Zen discovers that the peculiar statues of men wielding glaives are part of a trap. After being separated by portcullises, badly wounded, then dropped into a pit, Zen feels a bit weary. Recovering their wounded brother, the party explores on to find a
strange room both laboratory and temple. Tsuto's lost love Nualia is there and attacks brutally, but even with her yeth hound, is no match for the party.
Further on the party discovers a crypt full of wraiths. Going on the ropes for this one, the party barely holds on as Cortez lays down some divine damage, breaking undeath's hold on those troubled souls. The party rests, but has troubling dreams during their sleep.
==========
Session Characters: Zen, Indigo, Ringo, Flint, Reggis, Casteele, Cortez
Session Loot: small hide armor +1, masterwork shortbow, wand of magic missle (CL 1, 31 charges), potion of cure light wounds, scroll: sleep, scroll: comprehend languages, scroll: minor image, scroll: whispering wind, dagger, cloak of resistance +1, silver comb (25 gp), fine silk gown (60 gp), 2 everburning torches, pearl earring (50 gp), 14 pp, spellbook of Lyrie Akenja[**], studded leather, heavy flail, masterwork composite longbow (+4 str), 40 arrows, 4 elf-bane arrows +1, potion of cure moderate wounds, 4 small leather armors, 4 dog slicers, breastplate +1, bastard sword +1, sihedron medallion, masterwork composite longbow (+3 str), gold symbol of Lamashtu (100 gp), 5 gp
{**]spellbook of Lyrie Akenja: 0-all, 1-comprehend languages, detect secret doors, floating disc, identify, obscuring mist, sleep, 2-locate object, mirror image, see invisibility, spider climb
Sunday, November 29, 2009
Friday, November 27, 2009
XP Standings
Character Levels remain the same:
3rd level: Zen, Indigo, Casteele, Ringo, Cortez
2nd level: Flint, Regis
3rd level: Zen, Indigo, Casteele, Ringo, Cortez
2nd level: Flint, Regis
Saturday, September 5, 2009
Assault of Thistletop
After assessing the keep on Thistletop, the part finds a small window and crawls through. Inside a crazed horse has already killed one of its handlers and has the other pinned in the corner. The party quickly subdues the residents and moves out the door into the courtyard beyond,
Out in the courtyard, goblins and their war dogs are guarding a prisoner. Poor Regis is hanging upside-down and quite helpless. The battle ensues, Regis is liberated, and gratefully joins the party.
The group continues their exploration of the keep. Going from room to room, they find that someone had broken into the storeroom. Moving on further, they find two sleeping goblins that had gorged themselves with pickles.
The party finds the main hall and fights a dangerous battle with the Thistletop goblin leader mounted on gecko. The band of bastard brothers struggle to defeat Ripnugget, but are ultimately victorious.
Continuing on the adventurers get the drop on a group of goblins playing cards. After the surprise, the alarm is sounded and a nearby barracks is empties as the party finds themselves drowning in goblin corpses.
After another sweep of the ground floor, the party locks themselves in Ripnugget's quartes and rests, before delving into the basement.
==========
Session Characters: Zen, Indigo, Casteele, Ringo, Flint, Regis, Cortez
Session Loot: 7432 cp, 2490 sp, 109 gp, 34 badly flawed malachite gems (1 gp each), medium chain shirt, medium masterwork scimitar, masterwork manacles, gold symbol of Sarenrae (100 gp), jade necklace (60 gp), fine blue silk gloves (150 gp), small masterwork breastplate, dogslicer +1, dented crown (20 gp), ring of keys, potion of cure light wounds, 4 small studded leather, small short sword, 4 small short bows, 70 small arrows, 3 masterwork horse choppers, 3 small wooden shields, silver holy symbol of Lamashtu, large iron key
Out in the courtyard, goblins and their war dogs are guarding a prisoner. Poor Regis is hanging upside-down and quite helpless. The battle ensues, Regis is liberated, and gratefully joins the party.
The group continues their exploration of the keep. Going from room to room, they find that someone had broken into the storeroom. Moving on further, they find two sleeping goblins that had gorged themselves with pickles.
The party finds the main hall and fights a dangerous battle with the Thistletop goblin leader mounted on gecko. The band of bastard brothers struggle to defeat Ripnugget, but are ultimately victorious.
Continuing on the adventurers get the drop on a group of goblins playing cards. After the surprise, the alarm is sounded and a nearby barracks is empties as the party finds themselves drowning in goblin corpses.
After another sweep of the ground floor, the party locks themselves in Ripnugget's quartes and rests, before delving into the basement.
==========
Session Characters: Zen, Indigo, Casteele, Ringo, Flint, Regis, Cortez
Session Loot: 7432 cp, 2490 sp, 109 gp, 34 badly flawed malachite gems (1 gp each), medium chain shirt, medium masterwork scimitar, masterwork manacles, gold symbol of Sarenrae (100 gp), jade necklace (60 gp), fine blue silk gloves (150 gp), small masterwork breastplate, dogslicer +1, dented crown (20 gp), ring of keys, potion of cure light wounds, 4 small studded leather, small short sword, 4 small short bows, 70 small arrows, 3 masterwork horse choppers, 3 small wooden shields, silver holy symbol of Lamashtu, large iron key
Saturday, July 4, 2009
Into the Catacombs
The party regroups from the battle at the glassworks by a quick run to town, and returns to the entrance in the basement. The going is slow, as the party searches several hundred feet of twisting winding tunnel. The party sneaks up on a sinspawn guardian and dispatches it quickly. Exploring further in, the party discovers an underground temple. With an unholy well, and ancient runes, there is an eerie feeling about the place. Suddenly a tiny quasit demon assault the party along with two more sinspawn. The party struggles and is barely able to overcome the foul resident of the accursed shrine.
Moving deeper into the catacombs the party discovers an ancient prison hiding more sinspawn, and another room with zombie trapped in pits for whatever vile and evil purpose the quasit had. A strange room where people and objects are levitated. One of those objects was an ancient prayer book to the unholy Lamashtu, mother of monsters. The party retraces its steps and goes up a corridor with another well guarded by a fell beast. Defeating that fell beast, the party follows to the end. Somewhat obsessed, the party digs through 30 feet of rubble to find that the stair reached to emerge in the alley between the cluster of buildings near Tower Street and Junkers' Way.
After regrouping from the catacombs, the party decides to investigate Thistletop, a small island keep. Rumored to be infested with goblins, the party fights its way through the bramble and goblin patrols. Even a goblin druid stands watch over the bridge into the keep. The party successfully makes it way to the entrance of the keep, overpowering the guards there.
==========
Session Characters: Zen, Casteele, Ringo, Indigo, Cortez, Flint
Session Loot: returning dagger +1, miniature tiara (50 gp), miniature black silk gown (25 gp), obsidian unholy symbol of Lamashtu (10 gp), scroll of flaming sphere (CL5), longsword +1, masterwork hand axe, silver dagger, Book of Abyssial studies (100gp), iron wand of shocking grasp (28 charges), scroll of burning hands (CL3), bottle of wine, masterwork ranseur, 400gp, 2 potions of cure light wounds, 2 potions of speak with animals, 2 potions of tree shape, wand of produce flame (34 charges), leather +1, spear, sling, cloak of resistance +1, 10 small leather armer, 10 small light wooden shields, 10 dogslicers.
Moving deeper into the catacombs the party discovers an ancient prison hiding more sinspawn, and another room with zombie trapped in pits for whatever vile and evil purpose the quasit had. A strange room where people and objects are levitated. One of those objects was an ancient prayer book to the unholy Lamashtu, mother of monsters. The party retraces its steps and goes up a corridor with another well guarded by a fell beast. Defeating that fell beast, the party follows to the end. Somewhat obsessed, the party digs through 30 feet of rubble to find that the stair reached to emerge in the alley between the cluster of buildings near Tower Street and Junkers' Way.
After regrouping from the catacombs, the party decides to investigate Thistletop, a small island keep. Rumored to be infested with goblins, the party fights its way through the bramble and goblin patrols. Even a goblin druid stands watch over the bridge into the keep. The party successfully makes it way to the entrance of the keep, overpowering the guards there.
==========
Session Characters: Zen, Casteele, Ringo, Indigo, Cortez, Flint
Session Loot: returning dagger +1, miniature tiara (50 gp), miniature black silk gown (25 gp), obsidian unholy symbol of Lamashtu (10 gp), scroll of flaming sphere (CL5), longsword +1, masterwork hand axe, silver dagger, Book of Abyssial studies (100gp), iron wand of shocking grasp (28 charges), scroll of burning hands (CL3), bottle of wine, masterwork ranseur, 400gp, 2 potions of cure light wounds, 2 potions of speak with animals, 2 potions of tree shape, wand of produce flame (34 charges), leather +1, spear, sling, cloak of resistance +1, 10 small leather armer, 10 small light wooden shields, 10 dogslicers.
Friday, July 3, 2009
Monday, June 29, 2009
Legacy Revealed
The barrister Philler Tolo arrives at the White Deer in Sandpoint four days late. He apologizes for the delay, but he had been delayed by an assassination attempt on his way there. Philler arranges for a private dinner at the White Deer, and during the meal he discusses the circumstances leading up to today.
Twelve years ago, Kamel arrived at his office in Escadar on the Isle of Kortos. He was in an extreme hurry. He left a list of names, vague locations, a collection items, and a journal. Philler's instructions were to wait 10 years, then begin to search out his heirs, gather them together, and deliver his legacy. The journal is of particular note, all the pages are in an unintelligible script that defies magical translation. The journal radiates a faint aura of divination and transmutation. Only this morning, the first inscription became readable: "Children seek Nellaylil's tomb."
Philler opens a chest and passes out the following items:
To Ringo
Artificer's Monocle
Body Slot: Face
Weight: -
Putting on a monocle is a standard action. While casting detect magic and have at least 5 ranks in Knowledge(arcana), you can spend 1 additional minute studying the item. If you do, you can identify the abilities of that item as if you had cast identify upon it.
To Indigo
Truedeath crystal, least
Body Slot: - (weapon crystal)
Weight: -
Masterwork longsword with crystal fitted
Extra +1d6 damage to undead
To Zen
Wyrmfang amulet
Body Slot: Throat
Weight: -
Attacks you make with unarmed strike are now able to overcome DR/magic.
To Casteele
Headband of the Lorebinder
Body Slot: Head
Weight: -
Grants a +4 sacred bonus on bardic knowledge checks. Also 3x/day, read magic for 30 minutes.
To Cortez
Fiendslayer crystal, least
Body Slot: - (weapon crystal)
Weight: -
Extra +1d6 damage to evil outsidersMasterwork weapon (deity's or primary) with crystal fitted
Tuesday, June 16, 2009
XP standings
Level 2 : Zen, Cortez, Indigo, Casteele, Ringo
Indigo's character background, 65 xp awarded.
Ringo's character background, 65 xp awarded.
Cortez's character background, 55 xp awarded.
Zen's character background, 55 xp awarded.
Monday, June 15, 2009
The Story of Indigo De'Magnifique
Indigo De’Magnifique
Born the bastard child of Kamel De’Magnifique and Eonwii (second cousin of the last ruler of the elves of Celwynvian) Indigo never knew either of his parents. His mother left him with a tribe of Shoanti when he was just a baby. Indigo realized early on that he was different from the other children of the tribe. When he came of age he set off in search of his true parents. He never found them.
What he found instead were some of his mothers’ relatives. They were less than thrilled to meet him. His potential claim to the throne and his bastard status was enough for them to very quietly imprison him. He was tortured and questioned for many days to make sure no one knew who he was. He was then scheduled to be killed. An elf claiming to be his grandmother freed him and told him the story of his mother and father.
Father gone, no one knows where, mother dead from an attack in the forest. He had no where to go except to find the grave of his mother. He found here grave near the abandoned elven city of Celwynvian. As he was tending her grave he was set upon by undead creatures. He fought them off and escaped back to his tribe. He then took the tribal “Spirit Walk” and became an undead fighter for the tribe.
Indigo is bald and tattooed as are all Shoanti warriors. He also has some rather spectacular facial scars from his time with the elves. He is the foster son of Zakok of the Skoan-Quah tribe. Zakok is a ranger and has taught Indigo the ways of the ranger.
Born the bastard child of Kamel De’Magnifique and Eonwii (second cousin of the last ruler of the elves of Celwynvian) Indigo never knew either of his parents. His mother left him with a tribe of Shoanti when he was just a baby. Indigo realized early on that he was different from the other children of the tribe. When he came of age he set off in search of his true parents. He never found them.
What he found instead were some of his mothers’ relatives. They were less than thrilled to meet him. His potential claim to the throne and his bastard status was enough for them to very quietly imprison him. He was tortured and questioned for many days to make sure no one knew who he was. He was then scheduled to be killed. An elf claiming to be his grandmother freed him and told him the story of his mother and father.
Father gone, no one knows where, mother dead from an attack in the forest. He had no where to go except to find the grave of his mother. He found here grave near the abandoned elven city of Celwynvian. As he was tending her grave he was set upon by undead creatures. He fought them off and escaped back to his tribe. He then took the tribal “Spirit Walk” and became an undead fighter for the tribe.
Indigo is bald and tattooed as are all Shoanti warriors. He also has some rather spectacular facial scars from his time with the elves. He is the foster son of Zakok of the Skoan-Quah tribe. Zakok is a ranger and has taught Indigo the ways of the ranger.
The Story of Ringo De'Magnifique
It was long ago...
Kamel, my father, saw through the female orc's magical disguise. She had been trying to seduce him for days. He took another drink of his dwarven spirits. "Why not ?!?!", he thought to himself. He threw the empty jug over into the corner of the room. He grabbed her by the hair and pushed her face down onto the mattress.
* * *
A few months later he discovered, she was with child. He packed his things. "Time to move on!", he told no one in particular. He send a magical message to the orc mistress. "I must move on, pressing business. I'll write poems about our lovemaking. I'll share stories with other bards. Orc women will have human males begging for some orcish love. If you have a girl, name her Diamond Dog. If it's a boy, name him Ringo De'Magnifique after me."
* * *
Shan raised her newborn son up to the moon. "Ringo De'Magnifique!", she shouted. The green-eyed boy looked with interest. The tribe's shaman cast the bones and foretoold of a blessed life for the baby half-orc.
* * *
Ringo had passed his rite of manhood. The lifeless gnoll not a mark. He looked at all the young orc women. He would take two tonight. The tribe's chief hunter took the body and told Ringo he has a surprise in store. He gave Ringo a honest, broken-tusked smile. It was all so easy. The tribe knew he wold become the next shaman or chieftain. He might even become both! But, Ringo knew he wasn't staying, for he had the urge to seek out his human father.
* * *
Philer Tolo's note put Ringo on a path to discover both his brothers Indigo and Zen. Now he feels at peace traveling adventuring with brothers, and can't wait to get to Sandpoint to see what awaits.
The Story of Cortez De'Magnifique
Cortez De'Magnifique
Cortez was abandoned as a baby. Found and raised by a gnomish pickle farmer named Vlassic Jarmason, outside of Oppara until the age of six. A cleric of Sarenrae, Yulzu Tamnaesh, took him in and trained him as an alter boy at a monastery near the city of Katheer. Now a young adult, and ready to battle evil, Cortez must go on a pilgrimage spreading the faith of the wonderful and powerful Sarenrae.
Sent out in the world with a few worldly possessions, including a holy symbol left for him by his biological father, Cortez is ready to smite evil and spread the word of Sarenrae. Cortez got his letter from Philler Tolo while camping at a shrine near Almas. Cortez immediately sought passage on ships to make his way by sea to Sandpoint.
The Story of Zen De'Magnifique
Zen De'Magnifique
My name is Zen. I was born 20 years ago in a small town just outside of Kasai on the land of Tian Xia. My mother was very kind to me, when I was growing up. I never really knew my father. He was around for a few years, before he left for a new adventure. However, before he left, he told me he would send for me one day. I joined the small monk sanctuary after my father left. After that my mother died from an unknown illness. With the monks I learned to work with leather as well as learning about the God Irori.
After a few years, I was mysteriously called to the monastery at Hermea by father. He was not there when I arrived, but I was to be further trained as a monk there by a crotchety man called Fengdu-shiloc. When the note from Philler Tolo arrived, I was put through the trials of life and passed so that I could exit the monastery. I was then put on a ship heading back to the inner sea region. On the ship, I met Indigo & Ringo, as we were all sailing for Magnimar to make our final trek to Sandpoint. I continue to wonder if I have more family out there.
Sunday, June 14, 2009
Arriving at Sandpoint
Arriving at Sandpoint, the characters each get directed to the White Deer. The White Deer is an impressive inn, standing three stories tall. As the characters discover each other, and some uncomfortable introductions, the group decides to join in the festivities of the Swallowtail Festival.
The town is abuzz with preparations for the festival. There is yet, no sign of barrister Philler Tolo's arrival. So with mug and companionship in hand, the party wanders to the town hall to hear the opening ceremony.
With almost all the town gathered in the square, a few of the town leaders give their speeches starting the Swallowtail festival. As the fireworks ignite, the crowd goes from excited, to confused, to terrified. Gangs of goblin marauders are roaming the streets, killing, sacking, and singing, all in random chaos.
Quick to act, the party springs to action, attacking the goblins that have arrived by the town hall. The goblins are more crazed lunatics than even the most drunk raging barbarian. The goblins are defeated quickly, even with a bit of misstep in aerial acrobatics. The chanting goblin song draws the party further down the street to another group of savage goblins. The fighting continues all the way to the White Deer, where at the entrance, a nobleman named Aldern Foxglove is struggling to fend off his assailants. The party rescues him and keeps the goblins from causing any further harm. Moments later the goblins are retreating, and the town comes to grips with the violence.
Over the next several days, the party goes on a boar hunt with Aldern Foxglove, Cortez has a near dalliance with a charming Shayliss Vinder, the party kills a goblin infesting a closet, and generally wander around and make nice with the townsfolk.
Sheriff Hemlock sends for the party and thanks them for being the heroes of the day. But he has favor to ask. One of the community defenders, Shalelu Andosana, has alarming news. The goblins in the area have quit squabbling among their own tribes, and have probably united under some strong leader. Sheriff Hemlock wants to travel to Magnimar to get reinforcements, and Shalelu will be scouting the surrounding area. The leaves the party to maintain a very public presence in the town, so no one will think that the town is vulnerable. The party agrees, since there is no sign of the wayward barrister.
The next day passes quietly, but first thing the next morning, the maid from the Rusty Dragon arrives. Bethana Corwin is worried that her boss, Ameiko has been kidnapped by her scoundrel brother Tsuto. A note was found where Tsuto asked Ameiko to meet him at the Glassworks at midnight. She did not come home that night, and has not been seen all day. Bethana is very worried her. Since the party filling in for the sheriff, they resentfully gear up and head for the glassworks.
The night falls as the party arrives at the Sandpoint Glassworks. All is eerily quiet, as the group scouts around the building. All the outside doors are locked, and a couple of party members scamper up the building to peer into the skylight. The foundry room is a view of horror with glasswork employees dead, dismembered and burned. After a bit of planning the party begins their assault into the glassworks. Battling crazed goblins at the door, the party manages to fight their way through into the glass working room. They are met by more goblins and Tsuto, who is killed in the fighting. Exploring the basement, the KoK adventurers find Ameiko and an underground passage. Blocking the passage to prevent any goblins sneaking through, the party returns to Sandpoint with Ameiko.
==========
Session Characters: Casteele, Cortez, Indigo, Ringo, Zen
Session Loot: one horse or pony for each party member (from Aldern Foxglove), 20 dogslicers, 1 small whip, 1 small short sword, 2 small shortbows, 60 arrows, 20gp, 2 potions of cure light wounds, 2 masterwork horsechoppers, 3 small studded leather armors, 2 small wooden shields, composite shortbow (+1 Str), ring of protection +1, masterwork thieves' tools, masterwork flute, silver earrings (25 gp pair), journal, 6 pouches of gold dust (50 gp each), 8 pouches of silver dust (5 gp each), 10 pp
The party has sold off some of this loot, already for potion purchases. If you can let me know who got what bit of loot, I'll post the transaction here.
Friday, May 29, 2009
Mysterious Legacy
A messenger arrives at midday, at each of your homes, delivering a letter from barrister Philler Tolo. Your long lost father Kamel De'Magnifique, left a will and named each of you inheritors to his legacy. The barrister instructs you to arrive at town of Sandpoint, by the start of the Swallowtail Festival on the first day of Autumn.
After contemplating the significance of the news, you gather your gear and set out for Sandpoint to see what fortune awaits...
==========
Session Characters: Casteele, Cortez, Indigo, Ringo, Zen
Session Loot: one letter (each) from the Barrister Philler Tolo
Thursday, May 28, 2009
Welcome!
Gentlemen, greetings and salutations.
This is the opening post of where our official game log will be. My apologies for taking so long getting things out, first level PC's should be easy to create.
The characters should be created with the Pathfinder RPG 20-point buy method, with average starting gold. The classes in Pathfinder are tweaked, and it would be beneficial to use those classes. The background for the adventure path is called The Rise of the Runelords Players Guide. Player histories should have some tie into the region. The Pathfinders Guide to Organized Play is also a guide I would like to follow, especially for later consideration.
Player background stories, if substancial, are worth 50-75 experience points. Names and places are the gems of the story. Backgrounds will be posted here, to entertain all.
The reference materials are all in an .ISO image that I will be e-mailing the link to download.
The links for the Guide to Organized Play and the RPG are here:
http://paizo.com/pathfinderSociety/scenarios/v5748btpy84k4
http://paizo.com/pathfinder/pathfinderRPG/v5748btpy84o0
This is the opening post of where our official game log will be. My apologies for taking so long getting things out, first level PC's should be easy to create.
The characters should be created with the Pathfinder RPG 20-point buy method, with average starting gold. The classes in Pathfinder are tweaked, and it would be beneficial to use those classes. The background for the adventure path is called The Rise of the Runelords Players Guide. Player histories should have some tie into the region. The Pathfinders Guide to Organized Play is also a guide I would like to follow, especially for later consideration.
Player background stories, if substancial, are worth 50-75 experience points. Names and places are the gems of the story. Backgrounds will be posted here, to entertain all.
The reference materials are all in an .ISO image that I will be e-mailing the link to download.
The links for the Guide to Organized Play and the RPG are here:
http://paizo.com/pathfinderSociety/scenarios/v5748btpy84k4
http://paizo.com/pathfinder/pathfinderRPG/v5748btpy84o0
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