Apr 4 2010

Warhammer Recap

kurakin

The group were taken to one of the city guards offices. A captain of the guard, Otto, was just looking for some cash to look the other way and after the group gave him a hefty bribe, he let them go but not before revealing that the 6th Footpad was in the cell…alone. The group taunted him that they were going to eliminate him but before the group could carry out it’s Vendetta, the Footpad killed himself by biting on a cyanide capsule he had hidden in his mouth. The rest of the night was un-eventful. The next day the group went shopping.  Dave’s character went into the upper class part of Altdorf. After he bought a healing potion he was accosted by 4 rakes. One had the nerve to throw a rock and he got hit in the head. Dave soon drew his mighty 2-handed Axe and gave battle to them.

But this day wasn’t to be his. They managed to strike him down (while tearing off his arm) and to their shock, his body disappeared. The dwarf soon found himself in a great smithy with dwarfs working on great anvils all around him. He saw this mighty figure who bade him to come forward. It was his deity, Grimnir literally forged the dwarf’s arm back on and he made it tougher. Soon after, the Dwarf found himself back in the inn as if nothing happened.

That night, each pc was ambushed by some Insidious foul rat-men…SKAVEN!!! All pcs except for Will’s character were able to hear them before they carried out their ambush. Each of the pcs gave battle to them and they all were slain. They found a map which had a building with some strange language written on it. Kev had the good sense to take all their bodies and hang them out the window as a warning. Soon after, the group went down for breakfast and to their shock, they found all of it’s inhabitants slain presumably by the rat men.

The city watch were summoned and soon after the inn was shut down. The question remains as to why the murder was hastily covered up…

Soon after, the group made it’s way to the main Temple of Sigmar for their boons. Heinrich soon blessed them & gave them their respective items. The group soon departed feeling very proud of themselves. Soon after, the hit upon the idea that Altdorf was getting too hot for them and since the Troll Slayer needed a giant to move to his next career they determined to find the location of a giant. But where to look? After trying to gossip with some of the locals, Will’s pc was able to discern a location of someone who could help them. Another slayer by the name of Gottri apparently knows of a giant’s lair and the group soon found themselves slumming it in the poor section.

Before they got there however, the were accosted by a beggar’s group who soon surrounded the group and hounded each of the pcs with various sob stories on how woeful their lives were. Fortunately a few of the pcs were eagle-eyed enough to spot an attempt by a few cut purses to remove them of their hard earned cash. After shooing away the would be pickpockets the beggar’s soon dispersed. Then the group made its way to The Severed Goblin where Gottri was said to be found.

They found Gottri very drunk and very angry that another Slayer dared to muscle upon his territory. Gottri slammed Dave’s pc right into the chest for some minor damage and after Dave drew his Axe Gottri drew his as well.

Soon after, Kev was able to calm the two down with promise of strong libations and Gottri insisted that ALL of the pcs drink with him.

After some heavy drinking Blake’s pc soon found himself unconscious from the cheap Whiskey. Will’s pcs suddenly found the urge to fight…and fight he did!

A human male took Will upon his offer to a fist fight and after a few rounds of exchanging blows, Will found himself the victor!! Not only did he win some coins he found that the whole bar now respected him (especially Gottri). Gottri soon produced a map which had a giant’s lair about seven days SE out of Altdorf.

Flushed with their good fortune they decided to leave the city but not before the rat men struck. They saw a mysterious brown rat man on the second floor of an abandoned building give an order to attack and soon after the group found themselves in a fight with six of them.

They managed to kill them and they were going to search the nearby building when one of the pcs heard noise…a swarm of the Rat men were soon going to attack them from somewhere in the building. The group then ran quickly and found the nearest inn they could find and hunkered down in one room for the night. The rest of the night went by un-eventfully.

The next day the group left the city to find the giant. On the second night a Troll found their camp and attacked. They managed to kill the creature but not before suffering some severe wounds. The group then saw the cave from where the Troll came from. They made the determination that it’s inhabited…by more Trolls? Or maybe something more foul?

The end…for now!


Apr 3 2010

mrrglrlrlrmgrrr

kurakin

Crrrrack! went Thunder after Lightning smiled and blinded three city blocks. But Johannes was unaware. He was vaguely aware of a very wet situation all over his self, but as he was enjoying pleasant dreams where he was probably covered in sweat, this didn’t seem such a bad thing. On the other side of town, his companions were out shopping and running errands, apparently without much care as to his whereabouts.

Sometime around 2 o’clock, or as near as anyone could tell in the constant grayness of the storm, the group went looking for him. After a couple of hours sorting through conflicting reports of a dazed half-orc wandering the town handing out pamphlets, the group found a lead. Or more accurately, a dead end. Well, a broke end anyway. The perceptive thief spotted Johannes’ clothes hanging over a small barrel with a weak fire surrounded by a few beggars. With some intense questioning from Froderick, the group decided to look down the alley, fearing the worst for their friend.

But alas, Voldur looks after his own. The found Johannes at the end of the alley wearing only his undergarments, starved and passed out from exhaustion. The took him back to the temple and revived him, finding that his memory was little more than a pleasant haze. All he knew for certain was that his pretty new dragonscale gauntlets belonged to Voldur now, as all holy relics belong to their respective deities.

A few blocks over a small band of nasty and somewhat deformed fish-like humanoids climbed from a storm drain. Armed with no more than cheap rusty daggers and a penchant for evil, they ransacked a nearby weapon shop, killing the owner. The heroes arrived in time to see the last weapon being carried out – a large battle axe. Too large to fit down the hole, Vorliss took the opening to web the hole, the axe, and the two unluck locathsin left above. Battle was thus joined with one being crushed by Froderick in a single swipe, another split in twain by a might blow from Kleggadin, two more cleaved by Froderick, another chopped down by Kleggadin’s axe, and the remaining two picked apart. But this was only a raiding party.

Shouts arose from the docks, and the group hurried after. Bursting through the gates, they skidded to a halt, taking in the scene. Six city guard were desperately fending off a dozen more of the creatures, and two locathah with another 4 locathsin just climbed onto the dock. The battle was long and fierce, but the guard managed to survive with only minor wounds, many of the fish things falling to solitary blows.

Panting from the battle, the party tried to regroup when a streak of lightning shot from somewhere off the dock, striking Froderick in the chest and staggering him. Another flash of lightning, this one from the sky, briefly illuminated a boat about 100 ft. off the dock, darker than the sky around it. The group pulled back near the wall, sending the guard inside, and letting Johannes bless everyone with waterwalk. With a maniacal laugh following its wake, a roiling fireball slammed into the group, catching everyone but the gnome, who managed to roll out of the way. After this there was some flying warriors, a failed psychic attack, a flaming sphere, and spiritual hammer, but all it spelled was doom for the robed figures on the boat who vanished Obi-wan style.

Obviously joyed by the seizure of the boat, the group quickly discovered what they had was an unexpected gem: a smuggler’s vessel! Low and fast, and full of hidden compartments. Most of the crew was bound up in the hold, along with:

Found: 16 rations, papers pertaining to the ship, maps, mottled blue/white sails, an ornate magical battle axe haft, a small metal tube wrapped in black cloth containing a length of magical wire of an unknown substance

The ship itself is completely black, including the sails, and has no external markings. They only found the name on one of the papers in the captain’s bunk: “The Bloody Dishonor”.


Mar 17 2010

A Storm is Brewing

kurakin

It has been some time since last we heard of our adventurers. They have just returned to Krismorel after placating the ghost of the forest king in the woods to the north-east.

After convincing the townsfolk to perform a small ritual and ceremony at the resting place of the druid king and watching over it, the group served as go-between so the king could communicate with his wife. She agreed to take up the oaths of the throne and he passed to his final resting place. The group returned to the town with only a small delay to slay a roaming party of kobolds.

Encounter 1: Kobold x5 – 300xp/ea.

The next day the group struck a deal with a merchant in the town to deliver one of his wagons. Johannes, being very business like, bought the wagon and the goods from the merchant and with a little magical suggestion, managed to sell them in Krismorel for a nice profit of 50g and the wagon.

Gained: 50g, a wagon (worth 30g)

The weather turned dark and cool as the party approached the city, and began a nice constant light rain the day they arrived that would continue for several days. Possibly the weather, but possibly something else seemed to have spooked some of the populous, as a lot of people were going to visit relatives or friends, or taking other trips out of the city. A lot of the noble houses and wealthier merchants were outfitting/upgrading their guard. It turned out that most of these resided near the docks district or owned ships. The group couldn’t get any direct reason why people were spooked; the stories varied wildly and were certainly exaggerated.

Johannes decided to pray and spend the night at Voldur’s temple, and when he awoke had a strong urge to go on a small pilgrimage that would take him most of the day. He sent a runner to inform his parted and started to gather some items to build a small shrine to Voldur for the ritual.

The rest of the party went looking for trouble and found, and dispatched, a small crime ring running out of the seediest tavern in the docks district. Probably the dregs of the organized crime in the city, but you have to start somewhere.

Encounter 2: Rusty the Crime Lord, 2 bodyguards, 4 soldiers – 1300xp/ea. for Kleggadin, Froderick, and Scoot

Gained: 20g, 16s, Rusty’s encrypted notes, +1 longsword, longsword x6, dagger x4

The next morning, the party awoke to find Johannes’ bed with his pack and armor untouched.

Other Awards: Johannes - 1000xp for roleplay and holy pilgrimage


Nov 2 2009

Dungeon Delve: Jakor's Prison

kurakin

After the battle with the ghouls, the day quickly turned dark. Cold air came in off the ocean, and dark clouds rolled in. Lightning split the sky and thunder boomed overhead. It was only midday and already it was dark as night. There was never a single drop of rain, just the lightning and the thunder. The air grew dry, the skin prickly with the electric charge building in the air. Small rifts began to form in the air, only lasting a few seconds, but then one of them appeared where Froderick had been standing. He was gone. Suddenly the rifts began to appear more frequently, and more members of the group disappeared, until only the horses were left.

The group found themselves in a dark room standing next to an oddly solid pillar of pale blue light. The was another pillar a little ways off. The floor was rock, as was the wall of the chamber, a square about 80′ to a side. Kleggedin and Johannes soon realized they were not alone. Two basilisks were in the room with them.

The battle was tricky, but both lizards were soon put down, only to disappear. A small plate of steel appeared in their place, along with 7 small wooden chests. Some of the chests contained treasures, others gruesome body parts or useless items. Intrigued by the room and the pillars of light which were apparently portals, the group explored through other rooms, mapping it out. The significance of the small steel squares is yet to be uncovered, as only 6 have been collected. Some are shiny, others are dull, but all are 1″x1″x1/8″ and have holes corresponding to the pillars of light in each room. It was also noted that each room contained a number of creatures equal to the number of pillars, and also that the chests only appeared where there weren’t pillars. Some of the chests were lost, as apparently only the first one touched stayed, the others fading out of existence, but the group was smart, opening as many as they could simultaneously from the first time they found them.

No exit has been found yet, but only about half the prison has been explored.


Oct 2 2009

A Little Mountain Stroll

kurakin

After finishing off the Derro a rest was surely in order. The next morning the party finished exploring the tunnel, finding a small storeroom and a narrow hallway leading to a wizard’s tower. Only a mimic stood in their way before a hearty lunch of stew and pork. Around noon, when the group got back to the horses, a small patrol of soldiers was there and took the prisoners back to the city with them to face trial. Unburdened of them, the group made good time, reaching the dwarves near the top of the mountain just before sunset. There they sold some goods, bought some of the belts that matched the ones the bandits stole, asked about the bandits and other things in the area, then headed out the northern exit the next morning.


Sep 24 2009

Down the Rabbit Hole

kurakin

Heading north down the tunnel, the party soon came to a small room, if you can call it that. It was really just a T-section in the tunnel with the corners dug out. From the eastern branch several dire rats greeted them, but were quickly dispatched when the group set up on either side of the tunnel and shredding them as they ran through.  Taking the same eastern branch, after a bit of winding back and forth, it ended in a large cavern. A single rust monster greeted them, but was quickly put down, only taking a common longsword of Froderick’s he was smart enough to employ instead of any of the good armor.

Having hit a dead end, they headed back and continued down the north tunnel, which winded around a bit and finally ended at a wooden door. Scoot picked the lock and soon the group was through… except for the cleric Johannes. Before he could make it through the door shut and a heavy beam fell across it, trapping the rest of the group on a ledge before a 100 ft. drop. The ledge was only 5 ft. so there was not enough room to get a running start to clear the 10 ft. span. This made them excellent targets for the Derro on the other side with their poisoned crossbows. After several futile attempts at trying to move the beam, Johannes finally gave in and got the fighters to break down the door. That gave the group enough room for a running start (though Scoot had already made it across by this point, Vorliss had failed – twice). Having depleted one cartridge of bolts and with Scoot and dog across the pit, the mad dwarves moved in to melee. Scoot held his own, taking down two by the time the fighters were across and finishing the others.

Gained:

  • Experience (each): 150 (rats), 200 (rust monster), 1200 (derro)
  • 100 gp, everburning torch, 2 flasks of holy water, 6 light repeating crossbows, 12 cartridges (6 empty, 5 full, 1 w/ 4 arrows), 5 vials of greenblood poison

Sep 18 2009

Seen a Bandit with a Fancy Belt?

kurakin

The second day escorting the caravan went smoother. A couple of half-orcs were mending their broken wagon in the afternoon, and soon after the party arrived in Krismorel. After parting ways with the merchant, they were approached by Sheldon Cain who set the group and their mounts up for the night in hit stables.

Partway through the night a a few thugs visited the stables, but Sheldon, having been notified by his network of contacts, was able to whisk the group away quick enough. Unfortunately, Froderick’s horse was killed when the bandits found nothing.

The next day the party located Steelhand, a master armorsmith, and contracted him to create a light suit of small dragonhide armor and a pair of gloves. In exchange for the rest of the dragonhide he offered them half off.

With that settled the group asked around for any information about bandits, specifically ones with a fancy belt like the ones that attacked the little town north of the forest. One of the leatherworkers told them it looked like it might have been crafted by a friend of his, a dwarf in the underground city in the mountains to the east. So they set off.

Along the way the encountered a roving band of highwaymen. They warily passed two on the road, but were ambushed by another two wizards in the trees nearby, as well as 8 others, including 3 rangers. The party managed to put two to sleep and dispatch the rest. Once the fight was over Johannes charmed one and got him to lead them to a nearby camp in the woods.

Continuing on, the group reached an abandoned town at a crossroads in the foothills before the mountains. While looking around for anything magical or otherwise, Johannes fell when a tunnel collapsed. A swarm of rats immediately surged out of the darkness, but the group managed to clean them out.


Aug 20 2009

Day Four

kurakin

After exploring the moor on top Hawek Mound for a bit and setting a bonfire to signal their readiness to return, the group made camp. Early the next morning a longship of Lord Alraeish’s pulled close to the beach and dropped a plank for the group to board. Besides several bags of dragon parts, the group also hauled the dragon’s head with them.

Once back in Talstye the group quickly sought out a taxidermist to stuff the head, who said it would take several days. They also met with the wizard who apologized for unknowingly sending them into a dragon’s lair, and welcomed them into The Society. After also meeting with Lord Alraeish the group was invited to a party in the town square that night.

When they returned to the inn to clean up and ready for the party, they saw the proprietor’s adopted daughter, a human bard, leaving for the party. The party got off to a good start, the Johannes and Vorliss mingling and telling their tales to whomever would listen, the fighters having their fill at the bar, and the Scoot trying to look cool at the edge of the crowd. The Duke came down to mingle for a short while, but had to be rushed out when several arrows were fired into the crowd. The fighters, having both been hit, noticed a man with a crossbow in a second floor window in a nearby house. Johannes, surprised as two partygoers on either side of him suddenly fell, bleeding profusely. Two other thugs, both wielding greatswords moved to intercept Vorliss from opposite sides.

Unfazed, the group managed save the innocents and dispatch all but one of the thugs, binding his wrists and wrapping him in a table cloth for later questioning. They took a few attacks from a nearby roof and ally, but were unable to find the assailants. The last thug later died of his injuries after thorough questioning in which the party learned nothing they didn’t already know.

Encounter 12: 4 of Lena’s Thugs (480xp)

Gained: potion of cure light wounds, gear and coins worth 230gp
Seized by the guard: chain mail x3, mwk greatsword x2, mwk longsword, mwk shortsword, mwk light crossbow, shortsword, studded leather, 541gp

The group checked up on Lord Alraeish and Duke Talstye to make sure they were unhurt; both were fine. They also made sure the partygoers who were injured were taken to a temple for healing and knew who to thank. Having saved the day, the little company retired for the night. Early the next morning the met Lord Alraeish by the docks and got passage on the next ship to the mainland, so they could travel to Krismorel in search of an armorsmith capable of working with the dragonhide they gathered.

They arrived in Darmorel that evening, found out that a local stable master served The Society, and purchased mounts for their journey. They were put up in a nearby inn for the night, and would head out towards Krismorel in the morning.


Aug 13 2009

Day Three

kurakin

Upon returning to the Iron Tankard, the group met Phyur the Red, a wizard of the Timmoran Adventure Society. The wizard presented the group with an invitation and an opportunity. If they could determine what happened to the reporter the Society sent to a nearby island, and either return with him, or his insignia and report, they would be inducted into the Society, gaining all the benefits and privileges membership offered. The group also got their first look at Asilora’s new champion, Lena. Intrigued at this shady character, Scoot followed her towards the docks, but lost her before she had gone too far. On the way back he got a better look at the tattoo her henchmen had on their necks: a wasp. Before retiring to bed, the wizard offered what other help he could, a map of the islands and his knowledge of the area.

Gained: Johannes +2 knowledge (local)

A couple days later the group departed on a vessel the wizard chartered, one of Lord Alraeish’s. The captain dropped the group off on the southern side of the island, the same location the reported had requested. He told them travel to the northern side and light a bonfire when they wished to return, and they would be picked up the next day.

Seeing little else, the group ventured into a large cave, eventually finding a young red dragon, and after a long and heated battle, managed to take it down.

Encounter 11: Aughsulanth the Red (very young red dragon) (360xp)

Gained: 800 gp, 2000 sp, chain shirt, banded mail, masterwork greataxe, masterwork composite longbow (+2 Str), Adventurer’s Quarterly, Issue 1, Finwinkle Waydo’s pendant of counterspell (empty, insignia of Timmoran Adventure Society on back)


Jul 30 2009

Day Two

kurakin

Encounter 3: Locathah x1 (30xp) (roaming guard)
Encounter 4: Locathah x4 (120xp)
Encounter 5: Locathah x1 (30xp) (roaming guard)
Encounter 6: Locathah Sergeant (Lv 3), Locathah (210xp)
Encounter 7: Locathah Sergeant (Lv 3), Locathah x2 (240xp)
Encounter 8: Locathah x2 (60xp)
Encounter 9: Locathah x2 (60xp) (ambush from cover)
Encounter 10: Locathah Cleric (Lv 4), Locathah x2 (330xp)

Gained: Composite Longbow (+1 Str), Masterwork Falchion, Greatsword +1, Dwarven Waraxe +1, Hand crossbow +1, Mithril heavy shield, Heavy steel shield +1 of Light Fortification, scroll of prestidigitation (CL1), potion of darkvision, blue quartz (13gp), silver comb w/ moonstones (600gp), 8000cp, 9600sp, 1000gp

After clearing out and thoroughly searching the lair, the party headed back to town. They were granted an audience with Duke Talstye, but he had little interest in their current exploits and had them escorted out when they pulled out the trophies of the days dirty work.

As they started to head back to the inn they were approached by Lord Alraeish. He told them he owned a fishing company and over half the boats in the docks were his. Giving his signet ring, he said to show it to any of his captains and they would take him to any of the nearby islands they needed.

Gained: Signet Ring of Lord Alraeish