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[Actual Play] D&D 4e: Shadows over Fallcrest

Started by jgants, January 24, 2009, 12:57:47 PM

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jgants

Session 41 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Sir Durmindin - Wilden Shaman
Scrag Graveborn - Half-Orc Warden
Sage - Longtooth Shifter Cleric
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 41 - Scene 1 (of 7)

After recovering for a couple of days, the group sits together in the main hall of Scrag's manor house, discussing what to do next.  With Tiberius off being punished in the stocks, after Challa publicly humiliating him and stripping him of his knighthood, the group is down a man and Krolec briefly discusses making sure their battle tactics will be sound.

Once he is satisfied, the discussion centers on whether the group should go explore the temple first, or try to bypass it to reach the lower catacombs.  The group settles on the temple, with Sage suggesting they speak to the local priests of Pelor and the Raven Queen first to let them know they've found it.

The group stops to talk with Grundelmar first at the Temple of the Sun.  Leigh has to remind the dwarf what the Temple of Light and Darkness is.  Grundelmar doesn't seem as interested in its discovery as the group expects, but he explains that having only come to the area recently to re-establish the worship of Pelor, he isn't overly familiar with the ancient, underground temple.

Leigh mentions the traps and gargoyles the group encountered during their discovery.  Grundelmar notes that the underground temple will likely have traps to keep out undesirables, but it is also, like most ancient places, corrupted by evil and will need to be cleaned out.  

The wizard gets the dwarf to admit that it would be a good cause for the group to do, but her suggestions of payment are turned down as Grundelmar is still short of cash.  He is also not able to offer healing potions, as they are not his specialty.  He does, however, offer to cure any diseases or curses they might get while down there.

Not thrilled with the offer but figuring it is better than nothing, Leigh thanks the priest and asks him to accompany the group over to the monastery of the Raven Queen.  He agrees.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 41 - Scene 2 (of 7)

When the group arrives at the monastery, Brother Malachi shows them inside the waiting area as usual and Father William arrives shortly after.  Once again, Leigh explains the situation of the underground temple.  Father William remarks that the Raven Queen would look favorably on their clearing out the corruption from the temple.

Leigh segues the conversation into asking for a contribution.  The priest notes that they cannot give any monetary compensation, as all of their money is currently dedicated to their planned pilgrimage to the temple in Hammerfast in the spring once the snow thaws.

The wizard wonders if they could give some other form of assistance.  When Father William asks what she had in mind, she mentions healing potions.  The priest gently reminds the group (as he has in the past) that the servants of the Raven Queen are philosophically opposed to healing as they believe in letting nature take its course towards death.

Undeterred, she asks for something to protect or assist them against the evil forces corrupting the temple.  Father William agrees they may be able to help with that.  He summons their treasurer, Brother Dominic, who goes back into the temple archives.

When the monk re-emerges, he is holding a small silver box.  He gives the box to Leigh.  Inside, she finds a magical pair of black gloves.  Father William explains they are Shadowfell Gloves.

As the gloves can be used by either, Sa'lid and Leigh briefly discuss which of them should get them.  Ultimately, Sa'lid convinces Leigh it makes more sense for her to use them.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 41 - Scene 3 (of 7)

Convinced the group still needs more advantages, Leigh decides they should head over to Harlan Fogarty's home to see if he has anything they can use.

When Fogarty invites them in, Leigh enthusiastically explains that his alchemical fire worked great.  After Harlan remarks he is pleased, Krolec further clarifies that it worked a little too good.  The alchemist notes that alchemical items are very dangerous and must be handled with care.

Leigh then explains to her old friend about the underground temple and wondering if they could barter anything from down there in exchange for something to assist them in clearing it out.  Krolec notes they'd prefer something slightly safer than the alchemical fire.

Harlan agrees that he could use some powder remnants from the gargoyles they destroyed.  He hands her a small bag to put the powder in.

In exchange, the alchemist looks through his stock and decides he can produce a couple of vials of alchemical acid for them.  It will take him a couple of hours to prepare.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 41 - Scene 4 (of 7)

After the group leaves Fogarty's home, Leigh takes out the map of the temple and asks the others if they should re-enter it through the hole leading into the Chamber of Twilight, or if it would be better to try and find the original entrance to the temple.

Sage interrupts to ask about an idea she had.  She knows a ritual that could allow her to read object information, but would need some assistance (financially) in procuring the components.

As Leigh and Sage start to discuss the merits of Sage's suggestion, Krolec decides to interrupt them so he can talk about his own component needs.  Krolec has been mastering the art of potion brewing in his spare time and is eager to make some healing potions.  Leigh agrees Krolec's suggestion is more worthwhile, and gently tells Sage that she thinks the money would be better spent on it.

Even though the group already has a fair amount of healing potions amongst them, they decide to go ahead and let Krolec make more.  Since the only herb store in town has been closed since Eli Leng's death, Krolec heads to the trading post of House Azaer – known for their acquisition of rare materials (in addition to the rumors of being secretly owned by a family of reclusive tieflings).

Apparently intent on using up every last bit of goodwill the city has for the group, Krolec asks the shopkeeper at House Azaer for a discount on the components he needs.  The shopkeeper cites "store policy" from the owners about giving any discounts.  He does, however, agree to sell Krolec the entire lot of herbs he has for a bulk discount of 10%, giving a cost of just 450 gold.

Krolec, however, does not have that much gold and the group is largely out of money from recent acquisitions.  Not wanting to dip into Scrag's treasury, Krolec tells the shopkeeper that perhaps he will make the transaction in the future and leaves.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 41 - Scene 5 (of 7)

Sometime later, the acid vials are ready at Fogarty's.  Scrag is eager to get one, until he realizes the acid is likely much weaker than his axe.  Ultimately, everyone decides it makes the most sense for Durmindin and Leigh to carry them, as they have the weakest offensive capabilities.

The discussion again turns back to how to get into the temple.  The group decides it would be safer to go through the main entrance than to head back through the passage from the lower sewers.  However, they don't know where the entrance might be.

Leigh wonders if the city has any old maps that might show the location of the original entrance.  Durmindin suggests they consult Challa.

Durmindin and Leigh head to the office of the High Justiciar.  After a brief wait, the guard shows them in to Challa's office.

When Durmindin asks her about the maps, Challa is a little confused why they came to her.  She notes that her library is mostly filled with old legal files.  

Leigh asks her if she knows who may have some maps.  Challa reminds her that the old man in the tower, Nimozarran, usually has the old maps in town.

Leigh and Durmindin head over to the High Septarch's tower.  When they arrive, the old wizard asks Leigh if she's come to accept his offer to be the next High Septarch.  She gently explains she is still considering the matter, explaining they have come looking for a map.

Nimozarran consults his library and finds an old set of maps.  He notes that the entrance was later built over by the upper sewers on the north side of the city.  If they want to access the entrance, they'll have to go through that way.

The old man points out the nearby locations to access the sewers.  There are two service entrances marked on the map – one from the basement of Moonstone Keep, and the other from the basement of the Temple of Erathis.  The nearest main drain leading into that area of the sewers is somewhere near the Moonsong Temple.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 41 - Scene 6 (of 7)

Once Leigh and Durmindin get back to the others, the discussion over what to do next resumes.  Leigh still likes the idea of going in through the main entrance.  Krolec notes they haven't been in those sewers before, so they may run into creatures there.

Sage agrees with heading into the upper sewers first as well, but notes that they should use the entrance from the lower sewers if the temple is a higher priority.  Durmindin remarks that it probably doesn't matter as they'll need to clean out both anyway.

Krolec ultimately decides they should go through the sewers first.  He notes that they will be less dangerous, and therefore give the team time to adjust to Tiberius' absence.  However, he wants to store the acid at Scrag's house until they actually are ready to go into the temple.  Scrag has his butler, Wadsworth Smithens, put the vials into a locked cabinet in the buttery.

Scrag, meanwhile, is quite confused as to how the various layers below the town fit together.  Leigh and Krolec try to explain:

They start by discussing the sewer systems and how the upper sewers sit below the north part of town, which is on the higher cliffs than the south side of town while the lower sewers sit below the south side of town.  

Leigh notes that under the north side of town under the upper sewers, built into the side of the cliffs, are a set of catacombs known as the "upper catacombs".  She explains those were the catacombs where the group retrieved Lanmor's leg for Krolec.

The discussion then turns to the Temple of Light and darkness, also known as the "middle catacombs" and how it is located under part of the north side of town and part of the south side of town.  They go on to explain that the temple is so deep as to be under the lower sewers, putting it not too far below the south side of town but quite a bit below the north side of town (consequently, the passage to it from the upper sewers will probably be sloped for a couple hundred feet down).

The ranger explains that below the temple, on the south side of town, is the "lower catacombs".  This is the area where Krolec found the wight before.

Krolec goes on to explain that the passages under the city continue deeper still.  Below the lower catacombs sit the caverns of the underdark (or at least, the underdark shallows).  And far, far below that is the secret tunnel known as the Devil's Attic.  

Scrag finds the whole conversation a bit overwhelming, even with some rough diagrams being drawn for him.  Durmindin wonders how long it would take to construct a three dimensional model of the overlapping caverns.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#442
Session 41 - Scene 7 (of 7)

The group reaches the drain near the Moonsong Temple around midday.  Krolec’s plan is simply to spend the time clearing out the immediate area and locate the entrance down to the temple.

Krolec and Scrag decide to sneak down first.  Krolec activates a sunrod and hands it to Leigh before going down.  With some light coming down from above, he can see well enough to make sure the immediate area is safe.

The group then comes down one by one.  Last is Leigh, carrying the illuminated rod.  However, once she reaches the bottom and the light fills the sewer, Scrag hears screeching and fluttering sounds coming from the direction behind them.

Scrag yells out a warning to the others and rushes to guard the rear.  A nest of six stirges flies into view.  Two of them move in to attack Scrag while the others start heading towards the light source.  One of them manages to impale itself into the warden.

Durmindin tries to blast the stirges flying by with his wrath of winter, but fails.  He also summons his spirit companion.

Krolec uses his bow to strike the lead stirge with a hawk’s talon maneuver.  

Leigh follows up with a scorching burst that blasts all of the stirges but hits Durmindin’s spirit companion as well.  Durmindin takes some psychic feedback as the blast is powerful enough to dispel the spirit.  

Sa’lid attacks the host of stirges as well, using a swirling stars spell.

Sage decides she is in a better position to help Scrag.  She blasts the one attacking him with a sacred flame.

Scrag manages to pry off the stirge sucking his blood then cleaves the creature in half using his strength of stone.  He then summons his stoneborn endurance to help him to recover just as the other stirge attacking him impales itself into his leg.

Meanwhile, the other stirges moves in and impale themselves into Leigh, quickly sucking her blood.  Knowing she will surely die otherwise, Durmindin uses his bonds of the clan evocation to take some of the injuries himself.

Durmindin then summons his spirit companion again, blasts one of the stirges with his wrath of winter, and uses a healing spirit to help Leigh recover.

Krolec tries to kill one of the stirges impaled into Leigh, but misses with his boar assault, even with his natural elven accuracy.

Leigh uses a burning hands spell to blast three of the creatures hanging on her.  She follows it up with a magic missile that kills one of them.

In order to get line of sight, Sa’lid steps out into the sewer water.  He fires off an explosive pyre, hitting one of the stirges.  However, he inadvertently disturbs a viper in the water.  The snake bites hard into his leg.

Up on the ledge, Sage attempts a recovery strike on a stirge but misses.  She then gives a healing word to Durmindin to restore some of his vitality.

Scrag pulls the stirge out of his leg the chops into it with his axe.  It tries to bite back into him again, but misses.

Across the ledge, the remaining stirges impaled into Leigh continue sucking more blood.  Durmindin casts another healing spirit on Leigh.  He then has his spirit companion hit the snake on Sa’lid with a protecting strike.

Sa’lid uses a rimestone spell to knock the snake back then climbs back up the ledge.  The snake swims itself around and heads straight for Snarg.  The monster barely notices being struck by Durmindin’s spirit companion as it passes by and bites hard into the goblin.

Krolec stays focused on the stirges sucking the wizard’s blood.  He kills one with an evasive strike.  Sage hits another one with a recovery strike and heals Leigh further.

Meanwhile Scrag strikes into the stirge attacking him again.  The stirge flies back at him, striking into the half-orc’s arm.

Leigh is injured again by striges as well, with the two remaining on her continuing to suck out her blood.  Durmindin’s spirit companion crushes one with a protecting strike while Krolec finishes off the other with his arrows.

With the stirges dead, Leigh attacks the snake with her magic missile.  Sa’lid and Snarg both attempt to strike at it as well, but are too overcome with fear; as is Sage, who misses it with her sacred flame.

Scrag once again pulls the stirge out of his arm and chops into it with his axe.  The stirge tries to burrow in again, but fails.

Nearby, the snake attacks Snarg again.  The goblin collapses from his injuries.

Durmindin makes a call to the howling storm to blast the snake, and Sa’lid uses the opportunity to slip out of danger.

Krolec fires two arrows, sending one straight down the snake’s throat.  As its corpse sinks back into the water, he rushes over to help Snarg.

Leigh fires a magic missile at the remaining stirge on Scrag, hitting hit.  Sa’lid, however, isn’t so accurate with his energy strobe.

Sage first uses a bastion of health to allow Snarg to recover then moves into position to attack the stirge.  However, she misses with her sacred flame.

In the end, it is Scrag to finally fell the beast, using an earthgrasp strike to crush it.

Everyone takes a moment to recover themselves and decides they are not too injured to continue on.  They start heading down the sewer passageway.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 41 - Session Notes

As is the usual custom, the session with the regular group following a session with the alternate group is really boring and somewhat annoying.

A vast majority of the night was spent with the PCs hemming and hawing over what to do next (despite having an obvious mission to accomplish).  Then, their solution was always "let's go ask so and so in the town for help".

I swear, no one I knew in my youth ever played RPGs like this.  Is this the "old school" style of play I keep hearing about on these forums?  Is the purpose to completely avoid doing anything heroic / dangerous while begging for handouts?  

Personally, I'd rather do nothing but combats if it means getting to avoid role-playing opportunities where the only role-playing going on is "what free stuff will you give me?".

I'll also note that this is yet again a case where the group had a clear goal one session that they were all for, and then the next session comes up and they are all lethargic again.  It's also yet another schizophrenic moment where there was a big deal about being heroic the last couple of sessions, and this session everyone is begging for handouts.

And finally, its yet another session where the PCs forget who the NPCs are and what they do.  Grundelmar has appeared in at least half the sessions, but they still forget who he is and that he can't heal.  I've mentioned at least four times in the past that the raven queen priests don't do healing either.  I've mentioned at least once that House Azaer is technically a rival to Krolec's family and thus won't be cutting many deals.  And finally, how do they always forget the main people in town who do know things - when was the last time they bothered to consult the sagely advice of Varys (who knows everything going on in town) or Nimozarran (I had to have a NPC remind them to see him for goodness sakes).  What's really sad is I've even recently given them a cheat sheet listing NPCs in town.

I'm also failing to understand the over-preparing thing.  Some of these players always do that, but I never get why because they always get far in excess of what they really need.  They'll likely never remember to use all the healing potions, holy water, and acid vials they have now.

I just wish sometimes they'd act like heroes in a fantasy adventure.  Sometimes I swear the kid playing Scrag is the only one who gets it.

That all said, it wasn't a bad session exactly, just a dull one lacking in excitement.  Even the NPC interaction wouldn't have been so bad if a) they weren't just begging, and b) they remembered anything about the NPCs.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 42 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Scrag - Half-Orc Warden
Sir Durmindin - Wilden Shaman
Sage - Shifter Cleric
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 42 - Scene 1 (of 5)

The goblin Snarg is still weak from the attack by the snake, and Sa'lid elects to take his manservant home rather than continue to explore the risky sewers.  The rest of the group presses on, with Krolec taking his usual position in the lead.

Not long after, the group passes under a large stone archway.  As they continue down the passageway, Krolec notices another archway at the other side of the hall.  There is a carving of a stone face over the archway, and the ranger notices the jaw looks capable of moving.  Looking back, he sees the same carving over the archway they passed under.

Scrag suspects it is some kind of trap, but Krolec's thoughts lean more towards something magical so he has Leigh examine the archway behind them.  She detects nothing magical.  Sage remarks that it is perhaps just an artistic design feature.

Krolec decides to move the group ahead, moving very cautiously, but not cautiously enough.  Stepping on a pressure plate, Krolec sees large metal doors drop down under the archways, sealing them in.  The mouths of the carved faces open and water begins pouring into the room.

With the water already up to his ankles, Scrag looks around for any kind of drain.  He doesn't spot anything, but does notice hidden panels above the doors.  The half-orc points out the slots to Krolec.

The water continues to rush in.  Leigh notices it is already almost up to her waist.  Slogging over to the door, the wizard opens the panel and begins manipulating the mechanical components inside.  She manages to trip the lock holding the door down, but the door does not automatically go up.

Krolec moves over to assist.  By manipulating the components, he is able to raise the door an inch or two, but no further.

While the other two are working on getting the door open, Durmindin attempts to get the mouth to close.  He is able to get it partially shut, slowing down the intake of water in the room.  Sage tries to help him, but is unable.

With the water now up to his chest, Scrag bends down and goes underwater to try and lift the door further.  He fails to budge it.

As the water rises, Leigh manipulates more of the components, getting the jaw above them closed about two-thirds of the way.  Krolec helps her, getting the mouth completely closed.

Durmindin decides to try and go to the other side to work on closing the other mouth, but the high water makes moving through the passage slow.

Sage and Scrag then coordinate their efforts, ducking underwater and forcing the door up about halfway.  The sudden change in water flow creates a miniature tidal wave, sucking Durmindin, Sage, and Krolec out of the room and rushing them down the sewers while Leigh and Scrag are able to hold on.

Once the initial deluge has passed, Leigh moves to the other side and gets the other mouth closed.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 42 - Scene 2 (of 5)

Meanwhile, the rest of the group find themselves flowing down the sewers, eventually smashing into a stone wall before the water flow subsides.  

While lying on the stone walkway, Krolec notices this part of the tunnel is covered in a strange fungus but pays it no mind.  He and the others pick themselves up and begin to head out.  The fungus gives off a blasting spray as they pass.

Durmindin manages to duck out of the way, but Sage and Krolec are hit by the spray.  It appears to be acidic.  Their magical armor resists the effects, but their backpacks and the equipment in them aren't so lucky and the acid quickly eats through them.

Krolec realizes this is a fungus known as "acidic fungus" and is very dangerous.  He and Sage drop their packs and the ruined contents inside and quickly head out of the area to avoid further exposure.

Following the upstream path of the flowing water, Krolec and the others reunite with Leigh and Scrag as the two are getting the doors lifted.

Once the passageway is clear, the group presses on.  Krolec tries to be extra careful moving ahead to avoid any more traps.  After a couple of twists and turns, he spots a soft glowing light up ahead.  He notices the light is constant and not flickering like a torch.

Scrag suggests someone move up and check out the source of the light, volunteering himself.  Krolec, however, has himself and Durmindin move up first, with Scrag some distance behind them.

Carefully looking around the corner, Krolec sees the light emanates from a carving of a crescent moon on one of the walls.  Alongside the wall appears to be a small staircase leading up to an iron door.

Krolec has Leigh come up to take a closer look.  She notes that the carving has been magically enchanted with permanent light.  The wizard also points out the symbol of Sehanine on the door, noting that this must be a service entrance from the basement of the Moonsong Temple, but notes that it is not on her map.  Finally, she points out the door is magically sealed.

Deciding the door is some kind of emergency exit, Krolec does a quick check for traps in the immediate area but finds none.  They decide to move on and continue their search, leaving the temple door alone.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 42 - Scene 3 (of 5)

It doesn't take long before the group reaches the area where the entrance to the temple is supposed to be.  After looking around a bit, Leigh finds the hidden doors.  She makes sure they are not trapped.

While Scrag seems ready to throw the doors open and head in, Krolec suggests the more prudent course is to continue clearing the upper sewers out to make sure they will have a safe point of ingress and egress.

Leigh and Krolec discuss which direction to head first.  Leigh suggests taking the more northerly passage, as it will eventually lead to the service entrance below Moonstone Keep.

As the group heads down the northern passageway, Krolec spots something at the edge of the light up ahead.  There is an outline of a humanoid form on the group, and he can tell there is some movement.  He prepares an arrow and starts moving over.

Scrag follows behind the ranger, trying to keep hidden in the shadows.  Leigh holds back while Sage passes in front of her, holding the sunrod.

As Krolec gets closer and the light from Sage's sunrod illuminates the area more, the ranger can tell it is a dead body.  He also notices the body is not moving on its own, but that movement comes from a pair of wharf rats moving around in the corpse.  

The corpse is quite emaciated and appears to have been dead for quite some time.  Krolec fires off a pair of arrows to kill the two rats.

Everyone else moves up to get a closer look.  Scrag notices the body is wearing some kind of robes.  Examining the body more closesly, he sees that it is the corpse of a young man, dead at least a couple of decades.  The man appears to have suffered a badly broken leg before dying.

Looking around, Scrag spots a nearby drain above.  He also notices something under the body.  Using his axe, he carefully flips the body over, revealing a staff under it.

The warden starts to move to grab the staff but Leigh yells at him to stop until she can identify it.  Looking closely, she identifies the robes as being those of an initiate to Erathis.  Leigh then relates to the others a local story from thirty years ago about a missing initiate of Erathis who disappeared after boasting to his friends about a plan to head into the sewers to prove himself.

Krolec notes the sad end to the initiate's life – that he apparently fell while heading down into the sewers, breaking his leg, and eventually died from the injury without anyone ever knowing.

Leigh identifies the staff as a magical staff of divinity.  Sage notes that although she can use it, she would prefer to keep her enchanted mace and holy symbol instead.  Scrag then claims the staff is actually a "staff of resurrection", as they can trade it back to the Temple of Erathis in exchange for a raise dead ritual.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 42 - Scene 4 (of 5)

Putting off the decision of what to do with the staff for the moment, the group presses ahead.  They eventually come to a T-intersection and Leigh directs them to the right to head towards Moonstone Keep.

It doesn't take long before they find the passage blocked by iron bars with a heavy gate.  Krolec notes that the gate is very solid and trapped in order to prevent unauthorized entry into the keep.  He tells the others to leave it alone and they head back the other way.

As they head west, Krolec spots another sewer grate overhead.  He notices the rungs up to this one are old and rusty, and likely to break if anyone tries to use them.  He has Leigh make a note on her map so he can tell the city to have them repaired.

Passing by another side passage, the group continues towards the west.  As they get closer, the smell gets worse.  In the water, they can see grain and fishing waste is dumped into this area from the nearby upper wharf.

Krolec's guard gets up – the heavy amount of food waste is likely to attract animals.  He looks around, expecting to see another large nest of rats, but none are found.

Instead, it appears the rat population is being kept under control by the large nest of snakes all around them.  One of them pops out of the water near Krolec; unfortunately, he doesn't have enough room to step away from it.

Scrag moves up to help, attacking a swarm of snakes on the path ahead of Krolec.  He starts chopping into them with his axe.  Krolec follows it up with a couple of arrow shots, hitting the swarm once.

The snakes begin biting into Scrag, with more swarms moving closer.  Larger vipers start moving in as well.  They attack at Scrag and Leigh, but miss both.

Sage is too surprised by the snake's sudden emergence to do anything.  Leigh, however, springs into action – blasting nearly all of the snakes with her burning hands spell.

From the back, Durmindin summons his spirit companion and blasts the nearest viper with his wrath of winter.

Scrag slams into the snakes with a thunder ram assault, knocking them all over the place.  Krolec fires at one of the swarms again, hitting with a hawk's talon shot.

The snakes quickly recover and begin swarming the group.  Scrag is quickly surrounded, with dozens of fangs biting into him.  A couple of the large vipers attack at Leigh and Krolec, missing her but hitting him.

Sage tries to fend off the snakes with a sacred flame, but misses the nearby viper.  Leigh, however, is able to blast one of them with her magic missile.  Durmindin scores a hit with his wrath of winter as well.

As the swarms continue to bite into Scrag, the half-orc lashes out with a thornburst, killing off one of them.  They respond by biting into him further.

Krolec uses a shadow wasp strike on the viper near him as the vipers bite into Scrag and Leigh.  Both the warden and wizard are overcome by their injuries, and fall unconscious.  Durmindin uses his bonds of the clan to prevent Scrag from dying.

Sage immediately uses her healing word prayers to allow Leigh and Scrag to recover.  She further heals them with her healer's mercy prayer.

Leigh stands up and casts a fireburst spell, killing one of the vipers.  She then finishes off one of the swarms with a shock sphere.

Durmindin uses his spirit of the healing flood to give further recovery to the injured in the group as Scrag stands up and drags one of the snakes below the water with his earthgrasp strike.

Krolec uses an adaptive assault to send an arrow straight into one of the vipers' heads, killing it.

The remaining swarm and vipers continue to bite at Scrag.  Sage assists him by using a bastion of health.  She then moves over, using her strength of the faithful, and crushes one of the snakes to death with her mace.

Leigh blasts the remaining viper in half with her magic missile while Durmindin kills off the remaining swarm with his wrath of winter.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 42 - Scene 5 (of 5)

With all of the snakes dead, the group takes a moment to rest.  Leigh notes that she is quite fatigued at this point and cannot continue on much longer before needing a long rest.

But before they head out, she makes sure to look around the area.  A large amount of trash has settled in this part of the sewers, coming from the upper docks.  She detects something magical under one of the piles of refuse and instructs the others to search it.

Krolec uses his short sword to carefully sift through.  In the pile, he finds several jewels.

Leigh identifies one of the jewels, a citrine, as being magical with some healing abilities in battle.  Sage convinces the others it would be most useful for Scrag to have, though they all have to caution him not to sell it.

Krolec notes the jewels are quite valuable in total, which makes him nervous.  He is superstitious about bad luck following wealth.

The group decides to head out of the sewers using the nearby drain from the docks area.  They head back to Scrag's manor and rest up for the next couple of days.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.