This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

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

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

Previous topic - Next topic

jgants

Session 54 - Scene 8 (of 11)

Once the speech is over, a reception follows in the plaza.  Leigh and the group decide to exit the area quickly, already worried about the attention they've attracted.

As they are hastily leaving, someone calls out to them telling them to stop.  Krolec turns around to find an old dwarf walking towards them with a cane.

The dwarf comes over to them and introduces himself as Samson.  He tells them that "management" wants to see them.

Krolec tries to get more information out of the dwarf, but only seems to understand that "management" refers to the dwarf's patron, who has remained out of the public eye for some time.  Samson refuses to elaborate on what the meeting is regarding, or even what race management is.  He simply explains they had better go see for themselves.

Sa'lid starts to get the idea that the dwarf doesn't really know much about his boss and just does as he's told.  Samson confirms as much, saying he's learned over the years not to question him.

Samson does want to know where the rest of the group is, as he was told to expect more of them.  When Krolec tries to say the others are dead, Samson makes it clear he's talking about the drow.

Krolec wants to know why management wants to see the drow, but Samson again responds simply that he doesn't ask questions.

The ranger is able to get the dwarf to elaborate on where they are heading.  He wants to take the group to the northern docks, and head a little ways out of town.  Sa'lid leaves to go get the others.  Krolec is somewhat surprised, as the northern docks are not active in the winter.
When Krolec wonders how they will travel north, Samson notes they will be heading south.  Krolec points out that little beyond a bridge and the falls are south of the northern docks.  Samson replies they will be going under the bridge but won't be going over the falls.
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 54 - Scene 9 (of 11)

Sa'lid knocks very carefully on the door at Leigh's house before entering.  He tells the drow they may have a situation, explaining about the old dwarf and the docks.

The sorcerer suggests they sneak over and observe the docks first.  Yathrin is impressed with his cunning.

Meanwhile, Samson takes Krolec and Leigh over to a medium-sized rowboat, announcing that is their boat.  They wait around a while for Sa'lid and the others to show up.

After a while, the dwarf starts to complain about the others taking so long, mentioning he doesn't have all day to wait.  Krolec looks around and spots Sa'lid and the drow observing.  He signals for them to go ahead and come in.

When they finally do arrive, the dwarf hobbles his way onto the boat and asks which of them will be rowing.  Krolec starts to give a look of surprise when Samson points out that obviously he can't do it himself.

The ranger then volunteers, while Yathrin has Xunrar assist him.  When Krolec asks where they are headed, Samson confirms the elf's suspicions – they are headed for the island with the statue of Vendar.

By the time they reach the island it is getting dark.  Samson gets out and heads into the trees, telling the group to follow him.  Sa'lid slips in a snide remark to Yathrin about her following a dwarf, but she refuses to be baited.

The dwarf walks over to the back of the massive statue of Vendar and pushes aside some bushes with his cane.  He then presses a secret trigger to open a hidden door in the rock.  Walking over to open it, it leads to a stone stairway heading down.  He tells the others it is time to head down.

Krolec takes the lead as they head down the stairs, with Yathrin taking up the rear.  The stairs are relatively short and at the bottom is a large cave.  There is a pool of water in the middle of the cave, and a large burgundy curtain separates the room.

From behind the curtain comes a loud, high-pitched, crackling voice.  It thanks Samson and tells him to leave.  Listening carefully, Krolec is fairly certain it is the voice of a dragon.

After the dwarf is back up the stairs and the door closes, the voice greets the group, telling them it is nice to finally meet them.  He explains he has been watching the group for some time and that they share a mutual interest.

The man behind the curtain goes on to explain that he knows they are looking for a certain man wearing a dark cloak lined with purple.  The voice explains he, too, seeks this man.

No one says anything as the voice continues, explaining the man in the purple cloak was originally a fisherman from the south named Henry Scudder.  Over a hundred years ago, Scudder became jealous of a nobleman from the coast named Sir Phillip of Burgundy, leading to him violently murdering the man.

The murder caught the attention of Tharizdun.  The Chained God then used his influence to get Scudder in contact with a doppelganger servant named Arlo.  A ceremony was then performed that imbued him with the power of Tharizdun himself, making him the Usher of Destruction – the one who can bring about the release of Tharizdun and the end of the world.

The voice continues on, explaining that the previous attempt of Tharizdun involved the necromancer, Herwest the Reanimator.  Herwest was stopped, but at the cost of most of the lives of a group of local heroes, leaving only the warrior Samson left, though badly crippled.

Yathrin wonders how the cycle itself can be stopped, but the man behind the curtain is only concerned with stopping the Usher.  He explains that should at least slow Tharizdun down for a couple hundred years.

The man behind the curtain explains that he has brought their group there to give them something that can stop the Usher.  Yathrin expresses her thanks, but worries they will be too late to stop him.  The voice notes that the final ceremony will require a new moon, so they still have some time.

A large, iron claw emerges from behind the curtain, full of scars.  It holds a long box, which it hands to Yathrin.  Krolec is impressed to see they are dealing with an iron dragon, something quite rare.

The claw retreats back inside the curtain as the dragon explains that the box contains the Sword of Anointment, a holy sword capable of defeating the Usher if used to pierce his heart.

Yathrin again thanks the creature behind the curtain and asks if the death cult activity in Winterhaven is related.  The voice explains that the cult activity is the result of a priest of Orcus named Karalel, who is being manipulated by Bragosani and Arlo.  He thinks he's serving Orcus, but its part of a plan to trick Orcus' servants into sacrificing themselves so they can open the portal to Orcus' dimension where one of the keys to Tharizdun's chains is kept.

The priestess wonders if Arlo has the magical abilities to have sealed them in the temple.  The voice responds that it is possible.  He tells them to find the doppelganger so they can discover his network of portals he's using.  The dragon does not know who the doppelganger is hiding himself as, but is sure he is still active in Fallcrest.

As the group gets ready to leave, Xunrar wonders how they can get in touch with the man again.  He tells them to use Samson as their contact.
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 54 - Scene 10 (of 11)

When the group heads back up, they find Samson waiting for them.  He tells them he hopes they got what they needed.

Sa'lid asks the dwarf why the man behind the curtain doesn't take on the Usher himself.  Samson once again responds simply that he doesn't ask questions.

Krolec tries to ask him about the doppelganger as well, but the dwarf doesn't know what he's talking about.  He explains to Krolec that he just does what he's told and isn't worried about the larger stuff going on.

When they finally get back to the docks, Samson bids them farewell and they all head back to Leigh's house for another night's sleep.

However, once they reach the house they spot a note pinned to the door.  It's from Challa.  Krolec reads it over.

In the notes, Challa explains there was something else she meant to mention during their meeting that morning.  She thinks they made a mistake during the Salazar arrest.  Something about a comment Groddic made later on is bugging her for some reason, but she can't put her finger on it.  She wanted to let Krolec and the others know in case it was something important.

Krolec and Leigh begin thinking.  They recall their only meeting with the new Lord Groddic, where he gave them the amulet and remarked how he was glad to have Salazar out of the house because they could have alcohol in it again because the sorcerer prohibited alcohol being around.

Leigh also recalls when she and Challa were investigating into who hired Rufus the Red.  While looking into Karl Porter's story, the bartender mentioned that Salazar was the last person to order the expensive drink that Challa ordered.

Finally, they recall Salazar screaming that he'd been betrayed when they came to arrest him.

But they have trouble figuring out what it all means.  After a long time, they eventually conclude that the man in the bar was not actually Salazar; but in fact, it was Arlo posing as Salazar.
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 54 - Scene 11 (of 11)

Searching for more ways to make sense out of things, the group starts to come to the conclusion that perhaps the new Lord Groddic is really Arlo.

Yathrin tries to caution that it is only a guess, but Krolec seizes on the idea.  They wonder how they can prove whether or not he is a doppelganger.

Sa'lid suggests talking to Father William.  Yathrin agrees they should try it.

Before they go, Yathrin cautions they must secure the sword.  Krolec suggests the bag of holding, but Yathrin wants Xunrar to have it so it can be used quickly if needed.

Since the sword is rather plain looking, it shouldn't attract attention.  Krolec cautions Xunrar to avoid rust monsters, antagonizing Yathrin (who is still upset about her missing holy symbol).

When they arrive at the Raven Queen's monastery, Brother Malachi answers the door and lets them in to the receiving chamber.  After a while, Father William emerges.

The priest greets the group and asks them about their trip down into the Temple of Light and Darkness, assuming they are there regarding that.

Krolec very briefly explains everything once again about the temple being cleared.  Father William tells him the Raven Queen is pleased.  When Krolec explains that several of their group died in the attempt, Father Williams explains the deaths are a large part of why Raven Queen is pleased – the group is a reliable source of power.

Putting that aside for the moment, Krolec explains they need help determining if someone is dead and being impersonated by a doppelganger or not.

Father William explains the church can provide such a ritual, but he is rather busy with the preparations for the group's trip to Hammerfast.  He explains how the pilgrimage to a shrine there is a very important religious experience for his people; in fact, the experience was so profound a couple of years ago that Father Varys quit the temple to become Lord Varys.

Krolec becomes a bit impatient, explaining that the end of the world will impact the church's travel plans.  He convinces William to go ahead and perform the ritual immediately.

The ranger then steps aside to talk with Leigh and Yathrin.  He discusses giving the stone of darkness to the Raven Queen's temple to hold.  They agree it is more secure than staying in the bag of holding.

Krolec gives the stone to the priest, who expresses his gratitude.  In exchange, he offers to perform the ritual for free, though notes they are still free to donate.  Krolec says perhaps after they finish their mission.

The priest takes them into a dark room in the back with a small circular table containing a single black candle in the middle.  He has the group sit around the table and join hands.

After several minutes of chanting and other preparations, Father Williams begins the séance.  He calls out to the spirit of Anthony Groddic, but gets the father, Lord Ralph Groddic, instead.

Father William tells Leigh the spirit is ready to receive her questions.  When she asks if Anthony is dead, Lord Groddic responds that his son yet lives.  When she asks who the doppelganger is, Lord Groddic responds that he is Arlo.  

With the spirit beginning to fade, Leigh asks what the doppelganger looks like now.  Lord Groddic's response is "the blind man".

And with the ritual over, the group is once again left to wonder what it all means...
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 54 - Session Notes

Here we got a chance for another long session of character interaction and mysteries, which I liked.

I get a little worried a session like this gets a little railroady with everyone contacting the group, but since the player's aren't very proactive, I'm kind of stuck doing it that way.

* Let's start with the first scene.  Is it really necessary that I give the group ideas on where to go hide out?  I mean, we've been adventuring in and around this same city for 2 1/2 years now.  I want them to come with ideas, not look at me like I need to hint to them where the "correct" place to go is.  I've never once done any kind of pixel-bitching in my campaigns, yet they still always play as if we have traveled back to a viking hat style game in 1982.

* Grundelmar in the privy was obviously just there to add a light-hearted touch.  Originally, the idea for this joke was that the group would actually escape from the sewers (way back during the wererat incident) through his privy and Grundelmar would come into the room with reading material under his arm as they were coming out.

* The Tarlyn player was out again, hence Tarlyn's inactivity.  At least this time no one had to run his character.

* I wasn't expecting Yathrin and Xunrar to stay behind so much.  It kind of makes the game awkward, because there's nothing for me to do but role-play out stuff with the others while they are stuck sitting at the table, doing not much.

* Speaking of awkward, this is as in-depth to any sex in my games that I get.  All romantic endeavors are fade-to-black scenes; I'm not interested in anything squicky in my games.  In this case, it was actually just used by the players as an excuse to crack a lot of bad jokes (I left several out of the write-up, including a scene where Krolec buys incense sticks as a gift for Yathrin to get rid of the sex smell in Leigh's house).

* I originally planned for Challa to hang all the criminals in town a long time ago, but of course it took the group quite a while to make it back to town.  It set the tone of the conversation with Krolec perfectly.

* I didn't necessarily like the way that conversation turned out, though.  The Krolec player was in one of his self-righteous moods and didn't really listen to any of Challa's arguments.  I was hoping he'd get my DM hint that perhaps they shouldn't jump to huge conclusions and overreact, but he didn't get that at all (as seen later this session).

* The players always try to micromanage their money and worry about supplies, despite the previous two dozen times that said I really don't care about the minutia and am only concerned with major purchases.  Tracking minor supply expenses is so not what I want to waste session time on.

* The "Kingdom of Nerathay" thing had been in the works for a long time.  I wanted to show that their actions really have made a difference in the area and that things were changing.

I was disappointed they ran off right away.  They have this bizarre belief that somehow their major enemy that has always been two steps ahead of them is now somehow ignorant they have returned, despite having already been seen all over town.

* Samson is yet another character inspired by HBO's Carnivale character of the same name.  Really, his main purpose is just to be the liason with the PCs for this interaction.  Here was another funny case where they just wouldn't accept that the guy didn't really know anything; they just kept asking questions (once again, I think horrible past DMs they have encountered perhaps only revealed information if phrased a very specific way or something lame like that).

* All in all, the group wasn't nearly as cynical as I was expecting with regard to the man behind the curtain (who, btw, has a name in my campaign notes - I just forgot to have him use it during the encounter).

* As to why the dragon just doesn't handle the thing himself, apparently they missed the contextual clues that suggested the dragon was both old and badly injured.  I guess I was too subtle.

* The conversation with the dragon was originally envisioned to be more interactive.  But they largely sat around waiting for him to speak, so he became Mr. Exposition instead.  At least I got a chance to explain how more of the plot fit together; they always have a hard time trying to figure that stuff out on their own.

* The note from Challa was used solely because I forgot to have her drop that into the conversation.  It was originally supposed to be a side comment related to what was being talked about (the group rushing into things).  Instead, here it looks to the PCs like a giant clue, but it's really not.

The frustrating thing here was that I had to not only remind them of both conversations (which was bad enough, but understandable since it was a long time ago) but even then they didn't get it.  At all.  I finally had to spell it out for them.  This is why I saw they suck at investigations a lot of the time.

* I think the worst part was not only could they not follow the sub-Scoobian level of mystery here (Arlo framing Salazar), but then they go and form the absolute dumbest conclusion possible - that Arlo is now posing as the new Lord Groddic - for no reason whatsoever.  And not because of some metagaming "it will be the person we least suspect" nonsense, but because in the Krolec player's mind, that actually makes sense somehow.

* So who is the doppleganger?  The group certainly doesn't know.  For some reason, remembering which NPCs were blind is extremely difficult.  I'm guessing they either don't remember he's blind (though it was mentioned each time they encountered him) or that they simply forgot he exists (despite that I've name-dropped him both of the last two sessions).

One more hint - I gave the group a clue somewhere near the end of the session, but they totally didn't catch it.

The really funny part is that it is the one NPC they really have never suspected of anything (which is even more funny when you realize he's often the most mysterious and suspicious-acting person they know).
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 55 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Yathrin Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
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 55 - Scene 1 (of 7)

Unsure who the "blind man" was that Lord Groddic's spirit was referring to, the group decides to leave the temple and head back to Leigh's.

Once there, the group tries to decide what to do next but can't reach any conclusions.  Krolec wants to find Arlo, while Sa'lid argues they should stay focused on the Usher, as there is no evidence Arlo is even still in town.

But Krolec and Yathrin remain resolute that finding Arlo will lead them to the Usher.  Krolec, however, is concerned about the time it would take to travel overland to Winterhaven or attempting to use the teleportation circle at the Devil's Attic.

In the end, they decide to sleep on it.  Krolec notes that since King Farrin exposed them during the big announcement, they are not safe and suggests setting a watch.  He goes on to say he is actually hoping they will be attacked, as an attack could provide a lead for them.

Sa'lid suggests that since everyone else has low-light vision or better and most of them require less sleep than he, that he may as well sleep through the night.  No one disagrees, and Leigh and Yathrin work out a set of four shifts over eight hours, each with two people on watch.

No attack comes that night, but Krolec has a strange dream.  He finds himself standing on the roof of a short, old tower of some kind.  Nearby is the Raven Queen, looking upset.

Across the tower is a doorway to the stairs leading up to the tower.  Inside the doorway is the silhouette of a dark, robed figure.  The Raven Queen points to the figure.  But as Krolec tries to get a closer look, the figure changes to a flock of ravens that fly off in all different directions.
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 55 - Scene 2 (of 7)

While the group rests at Leigh's house, other events take place across town.  Arlo, in his usual disguise, works at his desk in the study as he makes various notes and plans.  He is more anxious and stressed than usual; Krolec, Leigh, and Sa'lid surviving the trap in the Temple of Light and Darkness concerns him.

As he sends out notes to his spies to get information on Krolec's group's new companions, his front door bursts open.  

Arlo carefully advances towards his entrance hall.  When he arrives, he can tell three robed men are there.  He recognizes them as the former companions of his stolen identity.

Feigning ignorance, Arlo calls out to the men, asking who is there.  The leader of the men tells him not to bother pretending, noting they've figured out he is a vile creature and not the man they knew.

Arlo transforms to his natural doppelganger form.  He smiles at the head man, asking if he prefers him this way.

The leader of the men moves in to attack, drawing a dagger from his belt.  Behind him, one of the others blasts the doppelganger with an awe strike while the other follows it up with a flame strike.

As the doppelganger lies wounded on the ground, the leader stands over him.  Just then, a figure emerges from the shadows.  With one blow of a mace, the assassin knocks the man to the ground, stunning him.

One of the other men starts to chant a prayer, but the assassin is too quick.  The mace crushes the skull of the man before he finishes his spell.

The third man then blasts the assassin with a searing light, burning his hand and forcing him to drop the mace.  But the assassin quickly draws a large sword and guts the priest with one quick slice of the blade.

As the head priest starts to recover his senses, Arlo and Rufus are already standing over him.  The man tells Arlo that he should have killed the doppelganger when he had the chance.  Arlo agrees he should have, as Rufus cuts off the man's head.

With the immediate danger dealt with, Arlo turns his attention back to his greater problem.  He explains to Rufus that Krolec's group is too powerful now and will need to be dealt with immediately.  If they haven't figured out his identity yet, they will soon.  He tells Rufus the assignment to kill Count Stockmer can wait.

Rufus grunts with satisfaction at the thought of paying the group back.  Arlo instructs him to follow the group while in the shadows and wait for a convenient location where he can "wipe them out.  All of 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 55 - Scene 3 (of 7)

The next morning, Krolec tells the others about his dream.  Leigh is interested in the tower in the dream.

Krolec can't quite remember where the tower was, but does recall that it was vaguely familiar to him.  He describes it in detail to Leigh.  She believes his vision was of the old aviary on the outskirts of town that they have been to a couple of times.

With no other leads and taking a very literal interpretation of the dream that the Raven Queen means for them to go to the tower, the group heads off to the aviary.

As they head out Wizard's Gate, they pass by Sgt. Murgeddin.  With their hoods up, he does not appear to recognize them.

The group carefully approaches the aviary tower.  Krolec makes sure to check the area for any ambushes and that the stairs aren't trapped before they head inside the interior stairway.  He slowly leads the group up the roof, his bow drawn.

When they reach the top, they find no one there.  Leigh heads over to the other side of the roof, where the bird pens are for the messenger ravens.  While there are a lot of birds around, it doesn't appear as if this particular location had been used in a while.

Krolec and Leigh carefully check to make sure none of the birds have a message attached to them.  They do not.

The elf and the eladrin then search around the tower roof, looking for any secret compartments or doors.  They find a hidden trapdoor.

While Krolec finds no physical trap, Leigh warns that it is guarded by a magical ward.  Anyone attempting to open the door or trying to disenchant it could set off a "fireball-esque" explosion.

Yathrin decides she and Xunrar will head downstairs to keep a lookout while the others decide what to do with the door.

Before attempting to open the door, Krolec wants to see if there are any other ways to get into the area beyond the door.  He and Leigh carefully examine the outside and insides of the tower, but find no other secret doors.

They decide the safer method is for Leigh to disenchant the ward.  Sa'lid declines to assist, fearing his relative inexperience may do more harm than good.

Leigh prepares herself by performing a ritual of silence in the area (to avoid alerting anyone if they set the trap off) and then puts up a fireshield to help protect herself.

Studying the runes, she determines a way to disenchant the ward.  She goes to work with her counter ritual.  She starts to get nervous when she takes three tries to get the counter-wards written correctly, but eventually gets it right.  

Unfortunately, Leigh falters during the incantation sequence, causing a large (if silent) explosion of fire.

Krolec is dismayed to see that the trap door is still closed after the explosion, but feels the danger is passed.  As he moves up to open the door, Leigh stops him, noting that the trap is still active.

Upset, Krolec decides not to "waste time" trying to disenchant the door ward.  Instead, he and Sa'lid will just force it open.  Krolec feels they should be able to survive the blast without too much injury.  Sa'lid isn't so sure this is the wisest course of action, but agrees to help.

Leigh performs another silence ritual then heads down to the drow.  Yathrin performs a healing prayer for her.

Upstairs, Krolec and Sa'lid try to force open the door, but have trouble getting a good grip.  They are engulfed in a fiery explosion for their troubles.

Sa'lid notes the second explosion was more powerful than the first.  He wonders if they can try once more before risking serious injury.

Krolec, however, is very frustrated.  He grumbles about coming back with a wrecking crew to demolish the area around the door.  However, he realizes that would take too much time.

Sa'lid is more calm.  He wonders if they are on the right path, noting that they are, after all, chasing a dream.  Krolec insists the Raven Queen wouldn't have sent them a message if it wasn't important.  The sorcerer says nothing, but wonders if they have interpreted the message correctly.
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 55 - Scene 4 (of 7)

Not wanting to risk any further explosions or take the time to demolish the tower, Krolec has a new idea.  Since the trap door seems to head down and likely below ground, perhaps they can find a cave in the area that could lead to the same location.

After reconnoitering the area for a while, Krolec finds a cave that appears to go deep enough to where it might meet up with an area below the aviary.

Sa'lid still isn't so sure of the plan here, and openly asks the group once again what they are hoping to accomplish.  Krolec ignores him and instead starts up a conversation about having passwords so they will know if one of them is the doppelganger in disguise.  When the sorcerer tries to point out the group already has a secret password ("woodwind instrument", as designed by Tiberius), Krolec ignores him again.

Instead, Krolec, Leigh, and Yathrin spend the next hour debating over the best way to come up with a password, whether it should be verbal or gestural, whether everyone should have their own, etc.

Eventually, the password situation is decided on and Krolec leads the group into the cave, carefully checking for traps along the way.

Heading down one of the cavern passages, they eventually spot an area where the cave wall has partially collapsed; beyond it appears to be some kind of tunnel.  By Leigh and Yathrin's calculations, the tunnel appears to be located directly below the aviary.

After taking some time to expand the hole, the group heads through into the tunnel.  They can see a ladder leading to a tunnel heading up as well as a tunnel heading back towards the direction of the city.

Leigh notes the ladder almost certainly leads back up to the tower roof, while the tunnel appears to lead in the direction of the city between the river and the livery stables.

Yathrin commands the group to follow the tunnel, feeling it will lead them straight to Arlo.

After some time, they come to a large stone door.  Krolec and Leigh make sure there are no traps on the door, magical or otherwise.  Leigh notes, however, there is something very magical in the room beyond.

Krolec warns the others not to step into the room right away once they open the door, as the floor may be enchanted.  He then checks the door to see if it is locked.  It is.
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 55 - Scene 5 (of 7)

Krolec tries to pick the lock himself, but manages to jam it.  When Sa'lid has Snarg go look at it, the goblin complains that the elf has made things difficult.

Eventually, Krolec and Snarg working together manage to unlock the door.

When they open the door, the group sees a large, circular room.  In the middle of it appears to be a giant magical circle with one smaller circle in the center and surrounded by seven other magical circles.  Each circle contains different runes.

Sa'lid is immediately certain this is the central area for the network of teleportation circles being used by Tharizdun's cult.  Leigh examines it closer, confirming the sorcerer's assertions.  She also notes she recognizes one of the outer circles as the same symbols used on the circle at the Devil's Attic.

Leigh has Snarg relock the door behind them as they decide what to do next.  On the far end of the room is another stone door.  After she confirms it doesn't have any traps, Snarg unlocks it.  It opens to another tunnel, this one narrower.

Krolec believes the tunnel looks safe and begins heading the group down it.  Sa'lid wonders to himself why they are passing by the teleportation circles instead of using them, but doesn't bother to argue the point.

As they make their way down the hallway, Krolec and Xunrar are in front, with Leigh, Sa'lid, and Snarg in the middle, and Yathrin in the rear.

They don't get very far before Yathrin feels a searing pain as a large sword cuts into her from behind.
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 55 - Scene 6 (of 7)

Everyone turns around at Yathrin's yell they are under attack.  She cannot see who stabbed her, but the others see a large man in a black mask behind her.  From previous descriptions, Krolec knows this is Rufus the Red, and they are in real trouble.

Rufus immediately follows up with a flurry of blade strikes that slice up Yathrin badly.  Only a quick defensive volley from Krolec and a prayer from Xunrar save her from instant death.  Even still, she lies on the ground in a pool of blood.

Krolec fires a shot at Rufus, but the assassin cuts down the arrow in the air.  The elf tries again with a  shadow wasp strike maneuver, but Rufus dodges out of the way.

As Yathrin slips towards death, her consort attempts to light up the assassin with darkfire.  Again, Rufus dodges effortlessly out of the way.  Xunrar has better luck with his assassin's shroud followed by a shout of condemnation.

Leigh quickly gets into the action, casting her firescythe spell.  She is nothing short of amazed when Rufus manages to lean back far enough to let the fire pass over him.  Feeling desperate, she follows up by casting an acid mire under his feet.

Snarg grabs Yathrin out of the acid and carries her back to safety while his master attempts to blast Rufus with his cosmos call spell.  But Sa'lid is unnerved, and the spell proves ineffective.

Rufus advances towards Sa'lid, cutting into him twice with his sword.

In the back, Krolec stabilizes Yathrin while Xunrar puts another assassin's shroud over the assassin then releases them with his astral thunder.  Unfortunately, it does not have the full effect he desired.

Leigh then blasts Rufus in the face with an acid arrow.  He grunts in pain.  Sa'lid tries to follow it up with his rimestorm spell, but fails.  He takes a minute to catch his breath.

Half-blinded by the acid, Rufus misses Sa'lid with his first strike, but cuts into him with the second.

In the back, Xunrar holds back while Krolec applies first aid to Yathrin.  She picks herself up and blasts Rufus with a powerful vengeful flare then says a healing word for the sorcerer.

Leigh teleports over to behind Rufus then engulfs him with her burning hands.  Sa'lid takes the opportunity to step to safety behind Yathrin.

Xunrar uses his paladin's judgment to attack Rufus then blesses his weapon and strikes into him with valorous strength.

Somewhat weakened, Rufus teleports himself over to Leigh.  He cuts into her with three quick strikes.  But with his back turned, Krolec is able to strike him with a hawk's talon shot.

Yathrin attempts to aid Leigh by using her darkfire, but fails to hit the assassin.  She does put an assassin's shroud on him and attempts to punish him with her zealous sanction, but fails with it as well.

Leigh uses her jump spell to jump nearly back into the room.  She then casts blur, making herself effectively invisible from Rufus while blasting him with a fireburst spell, and using the gloves Father William gave her to inflict even more damage.

Sa'lid hopes to finish off the bloodied assassin with a moon and stars spell, but Rufus quickly moves out of the way.

Xunrar then advances up to the man and strikes into him with the wrath of Lloth.  He follows it up with his prayer of two paths.

Badly wounded, Rufus teleports and disappears from sight.
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 55 - Scene 7 (of 7)

Certain the assassin is still in the area, Krolec switches to his swords and runs down the hall with both blades extended.  He hits nothing as he reaches Leigh.

Leigh herself rushes back into the room and blasts at the teleportation circle area with a shock sphere spell.  It doesn't appear to affect anything.

Sa'lid and Snarg decide to stay at the far end of the hall, making sure to keep the way blocked.  Xunrar holds firm at his position as well.

Krolec looks carefully around the tunnel hallway, but doesn't see anything.  He then heads into the room and checks it out as well.

Yathrin has Xunrar escort her back to the room.  Sa'lid and Snarg follow, running quickly.

The ranger is fairly certain Rufus is not in the room and heads back into the tunnel.  He spots a small blood trail along one of the walls heading down to the far end of the tunnel.  He can also spot very slight movement in the dark shadows.

Sensing the assassin is in the shadows and has double-backed on them, Krolec fires off several arrows.  Rufus falls out from the shadows of the wall.

On the ground, pierced with arrows, Rufus tries to crawl slowly down the tunnel, leaving a large smear of blood in his wake.

Krolec calls for the group to take him alive.  Leigh and Sa'lid rush over to grab him.  But it is too late.  By the time they reach him, he has already bled out.

As Krolec steps over, he suggests they take off Rufus' mask.  Leigh tells him to wait, as she makes sure it is not magical first.  It isn't, though she is delighted to find Rufus wearing enchanted ki stones.

Krolec and Leigh debate checking the mask for traps before removing it, but Sa'lid is out of patience.  Feeling they are being silly with the idea of a trap on a simple facemask, he rips off the mask.

Rufus is revealed to be a very ordinary looking human.  One none of them recognize.
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 55 - Session Notes

Let me start with a few acknowledgements.

* I always had the idea of a network of teleportation circles, but a particular piece of artwork inspired me to have one big circle encompassing all of the circles.  While searching for "magic circle" art, I found this one peice of inspiring art by someone named Vylen on deviantart.com.  I modified the actual symbols a bit and changed the coloring to make it a cool handout I gave the players.

* Scene 2 includes two different quotes to movies.  The first is the reference to the quote used in A History of Violence.  The second is the more direct quote from The Phantom Menace (and that line was pretty much the only part of the film I actually liked).

* I'm sure I mentioned it before, but Arlo is somewhat inspired by the character of the same name on the TV show Justified.

* Rufus is inspired by various sources, but the final scene where he just looks like any old ordinary guy is taken straight from the movie 8mm (another movie where I only liked one or two scenes or sections of dialog).

With that out of the way, on to the notes:
* Tarlyn is absent yet again.  I think track season is finally over by next session so the kid may be around again.

* Scene 2 obviously did not happen during the actual session.  But I thought it would be fun to add it to the write up.  If any of my players read it, they may finally figure out who Arlo is.

* Yes, I know, I was stupid and gave them another metaphorical dream sequence knowing full well how awful they are at interpreting the things.  I have only myself to blame there.

I briefly got hopeful when they asked about the tower, figuring they'd realize who they met at the aviary that was blind (multiple times, I might add) and put two and two together.  Instead, they came up with 3.  I suppose I should be thankful they aren't out looking for a man composed of a bird horde.

Now, when they get to the tower I figure I did always plan for there to be a secret tunnel there, so they went ahead and found that.  Then they do that thing where they try something once, roll badly, then declare that obviously there must be some other easier way to do it.  I'm starting to think that TV shows like Lost aren't that unrealistic after all.  People are just dense I guess.

So then a couple of them got whiny that they couldn't figure out what I wanted them to do.  I try to explain again that I don't have a specific solution in mind and that getting into the door isn't their only option.  I specifically say that perhaps they interpreted the dream wrong.  I am ignored because the Krolec player DMs the old-fashioned pixel-bitching way and therefore is certain everyone else in the world does too.

* The cave was another thrown bone to them.  I figured, sure that could work.  Why not.  I have no problem with a "say yes" mentality if it fits the genre.  The problem is usually their ideas don't or are just plain nonsensical.

* The teleportation circles had 7 different destinations.  Each one had a rune that, if read, would give a single-letter clue.  Naturally, because it is a big clue and obviously important, the group chooses to ignore it entirely.  I, like the Sa'lid player, was ready to bash my head against the wall at this point.

* Rufus was designed as a 14th level assassin PC and then I beefed him up to a solo monster from there.  The original plan was for him to attack with a couple of orcs.  But once we got to the point where the group got into the narrow tunnel and left an open door behind them, I figured it made more sense for him to attack there.

* The Krolec player was pretty whiny about the open door thing.  Apparently he missed the 5 minute conversation where I not only mentioned the door but Leigh checked it over and Snarg unlocked it.  He was going to try to do one of his "well if I had heard there was a door I clearly would have made sure it was shut and locked" retcon crap he tries to pull all the time.  I shut him down before he could get into it this time.

* I briefly thought about letting Rufus get away, but it made good sense to have him killed off now.  It gives the group a good sense of accomplishment and allows them to see how far they've grown in power.
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 56 - Cast of Characters

Sir Krolec Jar'Bin - Elven Ranger
Dame Leigh - Eladrin Wizard
Sa'lid Dra'lah - Human Sorcerer
Yathrin Talaste zyne'Phyrva Noquval - Drow Cleric
Xunrar Torar - Drow Paladin
Tarlyn Delal - Drow Barbarian
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.