Showing posts with label Session Seven. Show all posts
Showing posts with label Session Seven. Show all posts

Tuesday, August 10, 2010

XP for Unraveling the Prophecy Session #7

Each player gained 800 experience for the session.

Total XP: 20700 (level 11 at 26000 xp)

Congratulations! You have gained level 10. Pick out your new utility power and feat, and start thinking about paragon paths!

Friday, March 26, 2010

The pit of the snake gods; a sexy body

First we went after Thorn into the secret passage. We came upon three horned drakes (easily defeated), but four piles of hay, from which we drew the inference that Thorn had ridden one of the drakes away from the compound. We followed the tunnel to its end, leading outside the compound to the other side of the hill. We followed the drake footprints a ways, but lost them.

Treble scouted the garbage pit in the dining room of the lodge, reporting back that he heard some hissing. Meanwhile, I freed the slaves, and Colvin helped convince them to watch Leshna while we investigated the pit. They were relieved to be freed and several of them agreed to help.

In the pit, we fought two carrion crawlers, six huge centipedes, and two spiderlike otyughs that kept grabbing Aurora. She seemed to be frustrated by this, but she held her own pretty well. When it finally looked like we had gotten a solid hold on the battle, a powerful earth elemental came onto the scene and started sending quake shocks through the region. Once all were defeated, we headed down the tunnel, ultimately finding a vast cavern... the entrance to the Underdark. Some among us have interest in pursuing this new area... but for now we have more pressing matters ahead.

The trip beneath wasn't entirely useless: we had found 100 gold in the trash, and another 300 gold in gems littering the walls of the earth elemental's lair.

After this, we went aboveboard and freed the slaves. They cheered when they heard our suggestion to take everything that wasn't nailed down, to take the boat and the wagons, and to go the nearest port town Galethspyre to sell the loot and split the proceeds. We encouraged some of them to make way to Cragwar to assist the other slaves we had left behind, telling them there was a monetary reward offered for the help.

Then, we put Leshna in the hold and headed for Woodhelm. She dropped out of the boat about an hour down the road. I was kind of pissed about it because we had already checked the hold for holes before leaving her in there, so I have no idea how she got out. I didn't have time to obsess about it for too long, however, as a group of five big, blood-red hawks attacked the ship, swooping at Treble and Phelaia and causing us to veer slightly off-course. Of course it would be this exact instant that our ship veered into a writhing cloud of dire giant mosquitoes that engulfed Brogar, Colvin, and Aurora, who were swatting themselves trying to get them off. Eventually we rid ourselves of the pests, and a bit later we come upon a boat going to the south. We weren't sure, but Phelaia suggested that it might be the boat coming to the south to pick up the slaves from the compound, and she suggested that we intercept. We talked about the best way to go about it, and ultimately decided that it would be best for me to disguise as Leshna.

I borrowed a silk dress from Phelaia and changed in privacy. As Leshna, I could feel a new spring in my step... I hadn't looked this good in ages, and it felt great. I even caught Colvin looking appreciatively. Heh. I sauntered a bit around the ship, and it helped that we had interrogated Leshna for so long, because I was much better able to affect her attitude and speech mannerisms when I leaned over the rail, showing off my new assets, and hailed the ship below. I told them that they were late, to which they seemed surprised to see me, and stammered that the slaves weren't cooperative. I asked if they were better-equipped this time, to which they replied that they weren't. At the suggestion of the others, I suggested that we had brought some recruits to help keep the slaves in line, and asked if they could use the help. They seemed relieved and docked so I could send my "recruits" aboard. I did, at which point "my" guys (Morangan, Treble, Brogar, Aurora) easily overpowered their two, and when they asked more about what was happening, I told them that we were following orders and were told to take over their ship.

We took them (Charles and George) belowground as some of the others made the ship unseaworthy. I ordered them to answer the guards' questions, and then I went aboveboard with a few of the others who were preparing to set sail. The others reported back that they learned the following: their group consisted of Alhunder (a "brilliant" leader who could raise the dead and create undead; talks to Orcus every day), ghouls, zombies, four death priests, 8 more guys about their level, and two whip-wielding guys in town and more at the gravesite northwest of town. They learned that Leshna was about the level of one of the death priests in the organization.

Now we have to figure out how to get them out of the way so we can go in and destroy their operation. I don't mind at all being in Leshna's body for awhile longer.

Thursday, November 5, 2009

XP for session 7

Each player gained 333 experience for the session.

Tuesday, November 3, 2009

Two more saved prisoners

First, we gathered mushroom caps and dragon extract, following the artificer's instructions. It was really fascinating as we worked to dissect the dragon, and Derrick's instructions helped us save quite a bit of time, as we were able to deftly extract what we needed. There were so many mushrooms that we were able to get a lot of mushroom caps to bring back as well. We went into the door to the east, where we saw an old woman trapped in a chalky circle. She matched the description we were given of Zerixa. Treble shouted at her, which only managed to irritate her. When we went in, Horadric conjured a hand to sweep the circle away, but it was zapped and disappeared. It was then that we noticed that the circle was flickering in and out of existence. Elaira suggested that we could possibly brush the chalk away, if we did it quickly. Treble tried, but wasn't fast enough and his hand got shocked. I'm not comfortable at all with the arcane arts, so I decided to whack the circle with my flail, and it flickered away. Zerixa thanked us and told us that they took Kartenix's son back upstairs. She said her captors thought she was a witch, and they were trying to get her secrets. We took her back to town, to the Temple of the Silver Flame, where we had left the others.

The next day, when we went back to the catacombs, it was very hot outside, which made the hike more difficult. I helped many of the others, though still Elaira twisted her ankle on the steep mountain path. However, we did manage to stay on course and avoid most of the mountain hazards, as well as the wildlife. When we returned to the catacombs, we went to a room upstairs that Treble had scouted previously. There were five hobgoblins and two drakes awaiting us. I charged in, and took out three of the hobgoblins early into the fight. The drakes kept spitting at me and trying to bite me, so even though we cleaned up the enemies without too much trouble, I still ended the fight bloody. As we were resting so that I could staunch my wounds, Treble heard some chains clanking. We found Jellissa the priestess chained to a wall. I ripped the chains right out of the wall, so she was freed. She told us that the boy, Thuran, was being held nearby, but she didn't know where. We decided to search the room before we left, and in the sarcophagi we found a glowing crystal dragonshard, 100 gold, and 100 silver pieces. Elaira fit the shard into her bow.

We checked a few of the doors, finding that they weren't dead-ends and instead led to long corridors. We chose one way over the other and headed down the hall, to enter a large room filled with thin statues. They were cold to the touch but otherwise seemed lifeless. Keh'r and Horadric spent quite some time studying the statues. Being uninterested in magic statues, I went ahead, as I heard footsteps and did not want to be caught by surprise. Around the corner came a hobgoblin wearing plate armor with a red hand emblazoned on it. Judging by that, along with the taunts he threw at us, it was definitely Sinruth, accompanied by two female hobgoblins. Elaira hummed a song, the tune of which made me feel invulnerable as I slammed my flail into Sinruth. To keep the hobgoblins from attacking my allies, I used Earth's power to cover the ground with frost; I taunted the hobgoblins to draw their attacks onto myself; and Keh'r and I physically blocked the passageway so that they could not pass. Although in the background I could hear some of my allies muttering and grumbling about how impotent the mighty Sinruth was, from where I was standing and absorbing all the attacks... well, it wasn't so easy from where I was standing, as I kept alternating between getting knocked bloody and being healed by Elaira. After Sinruth was defeated, the two female hobgoblins seemed to want to avenge him, as their attacks were even more accurate and devastating. A few of my other allies found themselves bloodied as well. Eventually, we did finish off all the hobgoblins and then searched the room to see what we could find. We found the gauntlets from the Hall of Great Valor, and the dragoncrest helm was there, too.

We also found a wooden box. Treble said he disabled the trap on it, but when he opened it, a cloud of noxious gas came out of it. I almost passed out. After the gas was gone, Elaira sang a soothing song that helped us recover from the fumes. Inside the box was 240 gp and a healing potion. In Sinruth's breast pocket, we found a map of the region, with several paths marked and ambush places noted on it. There was also a map of Brindol, and a letter to Sinruth from "The Emissary." In the letter, The Emissary told Sinruth to attack Brindol by night and to steal from the Hall of Great Valor. It also mentioned giving prisoners to a wight, so perhaps this is what was meant when the goblin prisoner told us that the prisoners were being offered to appease the undead horrors. We also found a spiked chain, which I took with me. On our way back out of the room, Horadric and Keh'r studied the statues again, discovering that the enchantment on them was called Winter's Chill, and was put there by the Children of Winter. I told the others what I knew about the Children of Winter, the death cult that has no respect for life. They misuse the Earth's gifts and cause those who encounter them to think badly of druids... let's just say it would be best for them if I don't run into them anytime soon.

I think the next order of business is to take Jellissa, Kartenix's body, and the treasures back to Brindol before searching this segment of the dungeon further to find Thuran.