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Home » Campaign & Game Details » Ongoing Campaigns » The Port Harbor Sagas » ADVENTURE LOG((Fritz' notes from each session))
Re: ADVENTURE LOG [message #2449 is a reply to message #2408] Tue, 26 September 2017 08:13 Go to previous messageGo to next message
duhwoo is currently offline duhwoo
Messages: 539
Registered: January 2011
Location: Gunbarrel, CO
Senior Member
SESSION #41  (August 19th)

still S&S 101!

We met with Ethra the lich-witch, sat down for a nice dinner.  Io wanted shrimp...the wine was particularly delicious! We remained cordial, and bided our time; the food was *not* poisoned, and we were proper guests. After dinner, Ehthra and Tag retired to the temple of Cwamin (while Io ran back to claim the biggest bed!) -- and discussed who would be the first sacrifice from our group...

Avey found the (unused) kitchen, and busted open the ancient cooking oven's flue -- we have a way out! The flue leads into a fissure in the underground stone; we cannot get through in our normal form, but Wind Walking out is now an option!

The party gathered in the kitchen, but a wraith was in attendance -- watching our every move.  Io managed to convince the wraith Moradin's conjuring with the staff was just part of making a big meal -- until we all suddenly became misty!  Then we took off for the flu (Tag got nailed by the wraith's opportunity attack -- but made his CON save).  We dashed through the fissure, finding ourselves in a system of fissures and caves: we wandered (at high speed) for hours, completely lost. Neither Argent nor Moradin could see, so travel was difficult through the darkness; Moradin's Driftglobe helped a little, but we move so fast when Wind-Walking that obstacles are illuminated just barely in time to dodge them. Often backtracking from dead ends among the twisted fissures, we also stumbled upon occasional underground chambers -- at first they were obviously part of Ethra's complex, but eventually a natural, unused cave passage gave us hope we were getting away.

Tag (on point) finally Wind-Walked into a vast cavern -- but then he was so distracted surveying the sudden expanse that he plowed right into a massive stalactite: he was KO'd by the impact!  While Io stayed with Tag (and the blind paladin and druid), Moradin dove down to find the floor. There is a forest of giant mushrooms below, with numerous sheared off (!!) giant stalagmites scattered among mushrooms caps -- as if a massive blade had swept through the reaches of this underground region...

We nudged the unconscious Tag down to the flat surface of a very large sheared-off stalagmite, then Avey used 'Channel Life' to get Tag back in action.  From there, we flew (a little more cautiously) above the mushroom canopy, following the direction of a wind draft -- hoping to find a way out.

Before the Wind-Walk expired, we found an especially large, sheared off stalagmite to camp out on.  Io took 1st watch -- but an hour into his shift, he spotted some phase spiders, and started shooting at 'em with his longbow. There seemed to be quite a population of various types of spiders here, and they started attacking in mass! We slaughtered 'em for a few rounds as they came up our stalagmite, and they seemed to stop advancing on our perch. We could see a veritable an army of spiders -- but once we stopped shooting the ones that weren't climbing to our perch, they just watched us from separate stalagmites. 

LONG REST HEREAll party members went up a level!

session ended here -- we rolled for recharge, and the Staff of Gracious Movement was fully recharged (as was Io's new Ring of The Ram)

[Updated on: Tue, 26 September 2017 08:22]

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Re: ADVENTURE LOG [message #2450 is a reply to message #2449] Tue, 26 September 2017 08:32 Go to previous messageGo to next message
duhwoo is currently offline duhwoo
Messages: 539
Registered: January 2011
Location: Gunbarrel, CO
Senior Member
SESSION #42  (September 16th)

S&S 102 thru S&S 106: The party wandered (Wind-Walking) around for 3 days, lost in the Underdark, then one day the Staff of Gracious Movement did not charge up enough -- so we holed up and waited for the travel staff
to recharge.

S&S 107: We got up early, started Wind Walking, and wafted until we smelled ocean: we came out on the side of a sea cliff...

We flew up to an altitude where we could see the perpetually flying dragon -- well north and west of us.  We are wa-a-ay south!  We flew north until the Wind Walk spell ran out, landed on top of a cliff where a river shoots out of the cliff face; a swamp above suggests the underground river is backed up a bit where is shoots out.  We camped out among some trees in the swamp. A storm swept through late in the evening, with much thunder and lightning. The night passed without incident, however.

S&S 108: (drizzly and cold)  The travel staff attained full charge!  We Wind-Walked over FellShore (a suburb appears to have formed!), and on to Port Harbor.  Our first stop was Brother Ely:  he wants us to immediately destroy the lich-queen!  We left Tag with Brother Ely, to gather more details.

Io went to see "The Cook":  there seem to be a lot of extra "chefs" in the kitchen.  He seemed disturbed by news about a possible undead army; Io suggested he contact Brother Ely if Io never returns.  On the way home, Io replenished his supply of Healing Potions (purchased 3).

After lunch, we Wind-Walked back to the dome: the hole we punched in the outer wall was still there, so we continued to Wind Walk, all the way to grave room.  We had to materialize to open the grave with stairs down -- where an undead beholder was waiting for us -- which zotted the paladin with Enervation.  Io readied a rope for everyone to climb down.  Then he ordered Argent and Moradin to jump after Tag, jumps, so Tag can Feather Fall 'em along with himself -- but they delayed a split-second too long, and fell the whole 80'!!

We shot the zombie beholder to death, then Avey used a Prayer of Healing to fix us back up a bit.  Then we hiked down, making it past the super-cold zone and into the swamp area: it's been filled with debris, so it has over-flowed and flooded much of this level. Luckily, Avey had prepared Water Walk again...

The dead adventurers we threw in here previously tried to bother us, but we destroyed 'em without much problem.  We proceeded up from here, making it all the way to where the zone of darkness was before -- now we can see a couple of stone doors in there.  We went the other way, into the chapel.  No flaming skulls (we holy-watered 'em before), and the doors to the EHP rooms are still standing open.  It looks like the EHP's have evac'd.

The room that had the two wraiths before looks like an army has moved through it!  They've already deployed the dead-ite army!!  Gnome snuck in, found huge cavern with several empty stone "chests", and Misha has been chained here.  She told Tag that she's being punished for helping us, and cried out that it hurt's.  We ran in, and Io promptly put her out of her misery.

The quarters area was dead silent: all the undead in the walls have been terminated. Otherwise, this place has been completely abandoned. After searching the whole place, we had just enough Wind Walk time left to get us home.

S&S 109 -- last day of the Sun & Shade season!: (still drizzly and cold)

First thing in the morning, Avey prayed for and cast Divination:  the gods told him that we will definitely not see the lich in the next week.

Io was called to the garrison: they asked him to help train and prepare the troops for possible war. Due to his sense of responsibility (and lawful nature), he will be out-of-action for a while...

The rest of the party also found themselves taking on responsibilities -- reflecting their increasing stature in the community -- that may prevent adventuring for a while.

Luckily, Spontaloneous Jack has been recruiting while we were away. Also, Io has met with Beorg a few times in the last couple of months (for archery practice), and he now believes the ranger has mellowed (and gotten over Mr Oldman's perfidy) enough that he can rejoin Sterling Edge (as one of the founders, Beorg was always technically a member of his guild), and help out by being part of a sort of 'B' team (whilst the 'A' team is busy)...

session ended here

[Updated on: Tue, 26 September 2017 08:59]

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Re: ADVENTURE LOG [message #2496 is a reply to message #2450] Tue, 10 April 2018 20:13 Go to previous messageGo to next message
duhwoo is currently offline duhwoo
Messages: 539
Registered: January 2011
Location: Gunbarrel, CO
Senior Member
SESSION #51 (March 24th)
(NOTE: sessions 43 through 50 are all B-Team sessions...)

Wind and Colors day 16 (rainy and cool)

The senior "Edges" used the staff to Wind-Walk, arriving 1 mile north of the lich's dome -- only to find a lot of kobolds taking over the dome! There was scaffolding going up the side, and an encampment to the south. The two dragonborn, Argent and Io, made friendly contact; the kobold's leader allowed their semi-kin into the dome itself. The clutchmates scouted as far as the big drop to the lower levels, then went back and got the rest of the party. (Whilst the 2 dragonborn were scouting, the others grew impatient and assassinated a couple of kobolds high in the scaffolding...)

After we got the party back into the dome, we descended the 80' rope -- but then some kobolds untied our rope and dropped it down to us, and a whole bunch of 'em sealed a large stone over the hole!

We wandered the lower levels, and got to the teleport point without issue: the whole place has been abandoned since our last visit. After casting Bless on all party members, we went through the teleport circle -- arriving in a nasty swamp. Many lizard folk -- and one undead humanoid -- happened to be waiting for us! They made it all the way through round 3 before we wiped 'em out.

We could not tell where we teleported to -- clouds and mist obscure the sky completely. We can, however, make out where an army came through about a month ago; we followed that meandering swath.

After a couple of hours, we came across an area of sulfurous fumes; within a minute or two, we found a humongous black dragon! The two Dragonborn immediately parlay'd with "Eechor the Maimed": he told us the lich is leading it's army north. He also granted Io an orb of great power: it requires THREE people to attune to it, but those three can then use it for some kind of major creation power...

We got out of view of the ancient dragon, then Wind-Walked back to Port Harbor -- marking the army's location as we went.

Back home, Argent used Divine Sense on the orb: nothing. Then Anton cast Identify on the orb: at is strong in *every* school of magic -- and gives a sense of primordial creative power! We can make practically ANYTHING! Avey attuned to it (one of three, to learn more about it...

Later that evening: a pale humanoid construct came to talk to Argent -- whilst the paladin was guarding the orb in our vault -- and wanted to acquire the Orb of Creation. Argent turned him away.

Meanwhile, the amazingly attractive dragon born prostitute (the succubus that Io became enamored with in the Nine Hells) showed up and seduced Io, to trick him into giving up the orb; Io managed to divert her with a night of passion. In the morning, the she-demon charmed Io and stole his key to the vault as he went down to relieve Argent; that charm is why Io stopped Argent from killing the succubus! A lot or arguing & shenanigans ensued, while Argent tried to protect the orb!

We wound up with the chest of dirt that makes an anti-magic field set outside the vault, with Argent locked inside to protect the orb. This thing draws a lot of unwanted attention!

session ended here...

1,200XP awarded

[Updated on: Sat, 21 April 2018 19:49]

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Re: ADVENTURE LOG [message #2499 is a reply to message #2496] Sat, 21 April 2018 19:44 Go to previous messageGo to next message
duhwoo is currently offline duhwoo
Messages: 539
Registered: January 2011
Location: Gunbarrel, CO
Senior Member
SESSION #52 (April 21st)

Wind & Colors day 16 (same day as session #51)

Having wind-walked (alone) to Dominic's library, Avey researched the orb he had just attuned to: he determined he *could* end his attunement via the Remove Curse spell, if he really wanted to -- but not what other consequences might ensue if he did so!

Meanwhile, Argent dozed as he guarded the orb, and had a prophetic dream: a vast armada of refugee vessels entering Port Harbor, with massive numbers of desperate and forlorn passengers seeking to escape some dread darkness closing in all around. Argent sensed a strong flavor of Damina in the sea itself, and the season seemed to be early spring...

With Io's key compromised in the hands of the succubus, the sergeant commissioned a new lock for the vault door -- a double-lock affair, with one set of keys handed to Argent and Avey, the other keys held by Tag and Moradin. The locksmith will have the locks ready around the 26th day of Wind and Colors season...

Avey had to walk back from Dominic's labs: he finally arrived back in Port Harbor on the 21st day of W&C. The wise leaders of Sterling Edge promptly had a major staff meeting (of just the senior staff), and we decided the best way to protect the orb would be to use it. There was a 1 hour recess for Moradin and Tag to attune to the orb; then we voted to use the power of creation to create a protective field over Port Horbor. The idea was to emulate a giant Hallow spell, 1 mile in diameter, thus keeping out all undead (not to mention celestials, elementals, fey, fiends...). The material components include: a corpse and the sacrifice of a large animal; holy symbols from each of the good-aligned gods; 5 gallons of blood each from both fey and fiends: and 100gp worth of each element (air, earth, fire, and water). It was decided to send the junior agents to fetch the blood of fey.

Note that the junior agents had a tenday of downtime, and each accomplished various downtime activities. (Beorg crafted a HEALING potion, and our triton secured property rights in the sea bed of the harbor...)

Wind & Colors day 22: (cloudy, with storm rolling in late in the day) Tag cast Wind-Walk on the 'B' team, which promptly headed to the beach south of Fellshore, and trekked through the dungeon there to Cwamin's shrine; from there, they use the gate to transport into the ruin of Brencia's shrine. Climbing out, the party destroyed a wood wode that insisted none from the ruins may leave.

Beorg quickly found the trail of fey (or so he claimed), and lead the team through the woods to the woodcutter's camp. Finding it abandoned, we set up a really good lean-to and camped there just as a heavy storm moved in. Redcaps attacked during the night (they are quite dangerous)! We defeated them -- and got our first gallon of fey blood from their corpses...

session ended here

[Updated on: Sat, 21 April 2018 20:06]

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Re: ADVENTURE LOG [message #2506 is a reply to message #2499] Thu, 31 May 2018 05:45 Go to previous message
duhwoo is currently offline duhwoo
Messages: 539
Registered: January 2011
Location: Gunbarrel, CO
Senior Member
SESSION #54 (May 24th)
W&C day 25 (clear but windy):

The senior partners Wind-Walked all the way south to Ichbold's wizard's tower in El Trask: upon arrival, we found the place populated by a bunch of assholes...we flew away a bit, landing about a mile north of the tower. Norm cast Clairvoyance in the old wizard's office: a big goon orc was at the desk, and some human guy seemed to be directing the orc's examination of a map...

We Wind-Walked back to the tower, materializing at a location adjacent to the tower that seemed to be unobserved, around on the other side from the main door. Io opened up the fight using his Ring of the Ram, nailing an archer for 40 points! Quite a battle ensued -- these 8 guys were tough! We got pretty beat up, but no badguys got away. We got rid of the enemy bodies by using the portal book to open the way to the pyramid, tossing the bodies around the pyramid's portal point. We captured the map the big orc was using in the office: it details badguy patrol patterns in the town of Two Sisters.

Next, we opened the portal to the wizard's lilbrary, Norman and Tag proceeding in (with extreme trepidation) while the rest of the party watched from outside the portal. Norm cast Detect Magic -- *everything* still glows! Motes of evocation magic began to converge on the intruders. Quickly exploring, Tag noticed an untouched hidden panel on a lower level: his Mage Hand pushed it's way into an ancient hidden space. A creature that looks like a young female hobbit was bound and gagged within: she appears to have been living trapped here for decades. A high collar of hard material completely prevents speech -- and looks extremely uncomfortable (especially wearing it for decades). The shackle also hobbles her wings...unable to remove her bindings -- and eager to get out before too many evocation motes converged on their position -- they tried a few languages and found she speaks gnome-ese: she nodded consent to have Norm cast Levitation on her. Then the three of 'em got the heck out of the library.

Once they were safe with the rest of the party, closer examination of the collar revealed some writing (also in gnomish): "sacrifice to unlock". Avey sacrified some of his own blood, dripping it on the shackle -- and releasing her from its cruel grip. Taking it off tore flesh with it, as it had adhered and grafted to her skin over the years...

Argent's Divine Sense picked up celestial on her at first, but then a mix of fiendish and celestial as we tore the device from here skin. She appears to be a sort of "celestial/fiend chimera"...Her name is "Kwanzhaa"...she sez Ichbold purchased her from the medusa in the Nine Hells -- over 200 years ago! Before that she had spent her life running from her demon father -- who wants to kill her. She doesn't even know her mama...

(evidently a love potion was involved in the union that created her)

session ended here, with us wondering what to do with this being.

1,100XP awarded

[Updated on: Thu, 31 May 2018 05:49]

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