Tuesday, October 25, 2016

Session 11: Aerieborne

Continuing on our journey to locate the mage and inquire about the eagles' eggs, our band encountered a small group of orcs attempting to set an ambush. We managed to surprise them and pick them off in small groups. From there we were able to pick up the trail of the mage that eventually lead us to an abandoned keep.

Approaching we were hailed by two sentries holding shields with ravens adorning them. This crest belonged to a group of expansionist Vikings from an island up north that we assumed were mercenaries. Inquiring after the mage and the deal he made with another group of adventurers we were told to wait while the mage, Halam was notified of our presence. After waiting a moment we were set upon by archers and the mage. As the fight began Dyn-Bach was paralyzed and unable to help his comrades. Then, the worst happened. A pillar of ice slammed down on Dyn-Bach and several of the mage's henchmen, killing Dyn-Bach. Nevertheless, through tenacity and a rock elemental, our group was able to defeat and incapacitate their attackers. The mage was able to escape on a nightmare during the course of the battle, leaving behind his guards and any valuables in the keep.

We let the remaining captives leave without their arms or armor and decided to wait at the keep for either the return of the mage or for the arrival of the adventurers bearing the eagles' eggs. After a few days the adventurers arrived with the eggs and asked for the return of their companion that we discovered had been turned into a statue. We negotiated the exchange of their stone friend for the eagles' eggs. Having had no encounters on our way to see the eagles we were rewarded with a pendant for our efforts in returning their children.

Wednesday, October 19, 2016


Darkshelf is a large town in the east hills, just west of the Spire Mountains. The city is dominated by the large walls of some forgotten Solarian fortress, sacked during the Second Demon War. It is ruled by a Council of Lords, consisting of one dwarf, one human, and one orc. The townsfolk are roughly 50% orc, 40% human, and 10% dwarf, with a smattering of other races. It is rumored to be a hub for the slave trade. Though slavery is illegal in Darkshelf, it is widely suspected that the Red Hand Slavers operate a base in town to transport slaves from the coast into the Spire Mountains.

The largest temple belongs to the priesthood of Crom, who is widely worshipped by the inhabitants of the town, orc and non-orc alike. His high priest is Xanathon, who came here from Morachi some years ago. Whispers say he is immortal and cannot be killed. On the outskirts of town, near the main gate, is an arena where warriors fight for the glory of Crom and themselves.

The Golden Cockatrice dominates the night life here, with its festhall welcoming party-goers from all parts of the north. It is rumored that an anti-slavery cabal has connections here, and all find the cockatrices in the courtyard to be an amusing, if dangerous, attraction. Other features are the manor house of the noble Arquestan, next to the entrance to the inner city, and the abandoned temple on the outskirts of town.

Map copyright Dyson Logos, https://rpgcharacters.files.wordpress.com/2013/09/javelin-hill-production.jpg

Session 10: Journey to Darkshelf

Having cleared out the quarry, the party convened to discuss where to go next. Kwon said he would take the slaves to the nearby town of Darkshelf, where he could either help them find their way home, or help them establish themselves in that town. The party decided that, to help make sure the former slaves did not find themselves back in slavery, they would help escort the slaves to Darkshelf. Once there, Kwon told them to look him up if they need anything, and pointed them towards the Golden Cockatrice Inn. A friend of his, Rance Norve, is there.

The Golden Cockatrice has a large festhall on the first floor, and rooms to let on the second. Outside the inn, another blink dog was waiting for them. He barked once at Volodemir, seemingly in recognition, and then appeared to go back to sleep. Two attendants man the door, and they let the party into the hall. There are two bars, and a number of people gathered at different tables. An elf woman sticks out, studying a series of handbills tacked to a screen next to the courtyard door. A man matching the description of Rance is playing cards at one of the tables. Poorly.

Ezral went up to play cards with Rance and his friends, and was welcomed warmly. Galathil meanwhile went to see what the elven woman was looking at. There appeared to be advertisements for jobs and the like, but her face told him she didn't like what she was seeing. As he approached the courtyard door, one of the bartenders called out "If you're going into the courtyard, don't forget to stay clear of the birds!" Vovon went to the manager to see about busking in exchange for a room, and struck a deal, while Dyn-Bach, Keth Vola, and Flint got a table and some drinks. The elven woman introduced herself as Lynnya, an elven ranger, looking for work after her last adventuring party fell apart.

Rance mentioned that a friend of his to the east could use some help. "He said something about eagle eggs," Rance tells the party, "But he wasn't very specific." The party figured this would be something to do, and the next day, they headed to Jorand's Inn, a fortified inn in the foothills of the Spire Mountains. When there, they met up with Rance's friend, a taciturn dwarf named Wuoldern.  Wuoldern told them that the eggs were stolen by three humans who matched the description of an adventuring party, of four people, who stayed at the inn not too long ago.

The party asked around the inn, and discovered that the party had been talking to a mage. They rejected some sort of offer he made the previous Thursday, but came back looking for him on Saturday. One of the guards mentioned seeing the mage ride east on Tuesday. The next morning the party left, and started tracking the mage on the belief that he was the one after the eggs. After about a quarter day of travel, the mage's trail turned into the woods along a path. Upon following the path for about an hour, a harpy swooped down and attacked, but the companions were able to drive it off. They then continued north along the path, wondering what they would encounter next.

Thursday, October 6, 2016

Otto's Dance All Night Long

Most people know of the archmage Otto as the creator of the spell "Otto's Irresistable Dance," but the wizard was a dance maniac, and used to spend most of his time not adventuring at the local dance hall, cutting the rug to the latest tunes. To make sure he could keep going no matter what, he developed the following spell.

Dance All Night Long
3rd Level Abjuration

Casting Time: 1 action
Range: Self
Components: V S M (a small amount of white powder, inhaled)
Duration: Instantaneous
Classes: Wizard, Bard

Description: When you cast this spell, you get a burst of energy. All levels of exhaustion are removed. In addition, any spells, effects, or restraints, including non-magical manacles, that would cause the caster to be restrained or paralyzed are removed. (Note that the spell has a somatic component, so these restraints may affect the caster's ability to cast the spell in the first place!)

Tuesday, October 4, 2016

Session 9: The Caverns of Darkshelf Quarry

Having cleared the entrance to the caves nestled inside of the quarry, the party decided to head further in, to try and figure out what was going on, and what the slavers were trying to achieve. They quickly met some human miners, who did not appear to be enslaved. On speaking with them, they discovered that they were just there to work, and they did not seem to know anything about the slavers. To the north the party discovered a similar group of miners, but in between the miners was a ramp that descended deeper into the earth.

Upon entering the lower level of the caverns, the path quickly turned to the left and apparently ended in a T intersection. Flint's dwarven senses revealed that there was something off about the stone wall in front of them, and further investigation revealed a secret door. Behind the secret door was an L-shaped chamber, with a bed and a desk in each corner of the L. At one desk was a priest of Hadeth, goddess of madness and imprisonment. The party surprised the priest and quickly killed him. Searching the room, they found a small amount of treasure under one of the beds. Surmising from the fact of the two beds that there was a second priest, the party lay in wait for him for a couple hours, but he did not come. They then followed the corridor out of the chamber, and to what appeared to be a guardpost guarded by six kobolds, who were swiftly killed.

Past the guardpost, the party found what appeared to be a sanctuary dominated by a large dais bearing a stone pillar topped by a pyramid with four eyes. In this chamber, the other priest called for an attack, and two strange creatures he called 'mudtigers' crawled out of the ooze behind the dais to engage the party. They looked like a cross between a shark and an aquatic lizard. The party was shocked to find that the mudtiger emanated a magnetic field, causing metal weapons to be difficult to wield, though it had no effect on the priest's stone mace. They could also emit a burst of energy. But with difficulty, the party was able to kill the evil cleric and his pets.

The party continued down the corridor, past a trash chute, to a locked door. When they tried to pick the lock, a quickly stabbing spear convinced them it was a bad idea, and they went to find an alternate route. They found a passage leading south, into what appeared to be kobold barracks. The ten kobolds there were no match for the party, who were able to continue on to a ramp that lead into the deepest part of the caverns. In the next room, there were two doors, each one with three keyholes. While the party was trying to figure out what to do with the keyholes, they were attacked by a water weird. They defeated the water weird, and are now trying to figure out what to do next.