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[[Category:Campaign Log]] == Session 1 28-04-2017 Nr.1 == Start 1 Players start in in a village outside of Jorpos-Dir called Jokun-Mir. Aan het eind van de derde dag dat jullie samen aan het reizen waren kwamen jullie aan in de plaats Jokun-Mir, een kleine stad met zo’n 2,500 inwoners die vooral . Het is vroeg op de avond en na een kleine, gezellige herberg te hebben gevonden zien jullie het nu voor je ogen afbranden. Jullie hadden net je eten besteld en betaald toen een vreemde vogel de herberg in kwam, een groep avonturiers aansprak en vervolgens met meerdere vuurballen bekogeld werd. De vuurballen raakte alleen het hout waar de herberg van gemaakt was, maar dat was wel direct genoeg om een hele inferno los te laten barsten. Vreemde vogel: Gnome 40-ish Werker kleding, geen wapens. Normaal postuur. Hebtim Zor, loopjongen voor de burgermeester. Kwam vertellen dat de avonturiers niet uitbetaald zouden worden tot ze hun werk gedaan hadden; de groep goblins die zich schuilhoudt in de omgeving opruimen. Jokun-Mir: 2500 pop Landbouw, Textiel industrie. Lokale council; Burgermeester: Kiltum Mek 3 wethouders. Basic lvl 1 enemies Stat Value AC 11-13 HP 4-10 Att +0-+2 Dmg 1d4-1d8 Magic <=lvl 1 Spells/Cantrips Blade ward; Minor Illusion; Charm Person; Cure Wounds; Fog Cloud; Ray of Frost; Shocking Grasp; Burning Hands; Magic Missle; Witch Bolt Tasha’s Hideous Laughter; At most 1 magic user. Max Enemies 7. Min Enemies 2. Notes Negeren brandende inn Vinden andere taverne (Gijten wollen sok) Barkeep biedt ze een side quest aan: Hunt goblins die een caravaan hebben overvallen. Vendar krijgt meer info bij guards. Slapen in de geiten wollen sok Gaan naar stadhuis voor meer info. Try to assault and intimidate the mayor. Alistor & Fomir are thrown out of the city. Party goes to track goblins Goblins found, killed without injury to pary (loot 7gp + 1 TopKeg of beer) Complete side quest for innkeep Geiten Wollen Sok. “Een burgermeestertje doen!” “Hekken smeden vriendschap! Vooral als je elkaar er doorheen gooit!” -Fomir Exp: Combat, five gobins, no injury. 1 exp Side quest, killing goblins for innkeeper + getting back TopKeg of beer. 2 exp == Session 2 07-05-2017 == 23 Mei, 884 Bondir, hungover Gnome friend of the Barkeep also slept in the Geiten Wollen Sok. Party loopt apotheek “Zalver” in, kopen 10 splifs voor 70s Alistor heeft een side-quest van de apotheker gekregen: Verzamel 10 maanlily’s in ruil voor het recept voor een anti-hangover drankje. Bloemen bloeien over 6 dagen, tijdens de volle maan (29 Mei) Maanlilly: Pica Alistor, Vendar, Darvin lopen naar de messageboard om te kijken wat er te doen is; 1 notice: Een vervallen klooster gebruikt als uitvalsbasis door een stel wegrovers. Ze vallen omliggende boerderijen aan. Als je ze uitschakeld krijg je 5 goudstukken en mag je houden wat je in hun kamp vind. Halve dag Noord. Hoofd weg rover: Bagar Summary Werden wakker in Geiten Wollen Sok Bij apotheek Side Quest ontvangen Naar klooster Bevechten 1 gnome en 3 honden Exp Combat done (4 enemies slain) - 1 exp. == Session 3 25-05-2017 == 24 Mei 884 Loot bandit camp Currency: 2000CP 1400SP 110GP 7 gems worth 50GP each (retain full value) Potion of clairvoyance Potion of super healing Folding boat Letter found on bandit captain Scale mail, Steel longsword, steel buckler. == Session 4 08-10-2017 == May 24th / June 5th 884 Option 1: We continue where we left off, but no one -really- knows what was up anymore Option 2: We jump ahead a little bit. Flower picking quest has been completed and the party has been on their way for 6 days now. -> Recipe get They have traveled some 100km over the last few days Start in combat with two brigands and a hooded man Two brigands are easily beaten, hooded man freezes them for a turn and then runs off into the forest. Two brigands loot: 1d6 gold, 3d10 silver, 3d10 copper Club, buckler, leather armor Both are tattooed with a black hand on their chest. It’s almost like a burn scar that has been inked. Notes: Party is stopped by a trio on the road, telling them to hand over 5g each The highwaymen are clad in well tailored, dark clothes and armor. The party attacks these highwaymen. These highwaymen are all marked with a black hand. The mage also carries a letter and a ring with the same black hand on it. Party takes a long rest. During the long rest people hunt for food Vendar discovers a lodge in the forest. The lodge in the forest has a door, but with no handle. It opens when the ring found on the mage is brought in close proximity. Inside the lodge they find a ladder that leads into the ground. Beneath the surface they find a corridor with 4 rooms. Room 1: A toolshop with torture tools and a man sleeping near the fireplace. The man awakes, Allestor fumbles and tells him he got in using “a ring I found on a corpse”, the man takes him out with a cleaver. Vendar takes out the man. Room 2: A torture room with 5 people hanging from the ceiling. One person came out, and was taken out by the party. Room 3: A barracks. Several chests were found. Keys were found on the people they killed. Room 4: Currently unknown. The fourth person they saw fled inside. == Session 5 20-10-2017 == Room 4: Ritual Room One ritualist | Mage, 15 hp, mage armor (14 AC). One victim (or lamb) | Bound, killed quickly. One leather clad fellow, armed with a club. | Fighter, 20 hp, 12 AC The room itself is relatively large, with a higher part in the middle back. It has runes all over the floor, which light up on one turn and cause a magical explosion of sorts on the next, dealing Xd6 damage. The ritualist sacrifices the victim, gaining power. This will happen on the 2nd turn the players are inside. This sets his HP to 20 and increases the spell range of the runes (?) L00T: Book about the Great Old One. Moandar. A note: “Two days before the full moon rises, take your lambs one by one and let them ascend to be with the Lord. When the moon rises in the sky, take the final one and give him the wings our Lord has promised us. Fulfill your duty and He will grace you with the power to ascend yourself and your brethren. Do not fail, for He will know.” Whatever is on the leather clad fellow. A ritualistic dagger: A dagger with a wood handle, intricately carved to display the black hand with a mouth in the middle. The blade is made of a green gemstone and curved slightly. A plaque, 8-sided with all equal sides. It carries the symbol of the black hand with the mouth and would have lit up during the sacrifice. It’s still warm to the touch. Allestor and Scilla would feel a weird humm from it. == Session 6 29-12-2017 == Traveling towards the ruins from Jokun-Mir In the city Unresolved business: 5 cult victims Talk with city councilor Tell what they know What they know about the cult (&moandar if they decide to share) Reward them with a favor and promise of reward if they can give him more info on the perps Travelled to the hut where they found the cult victims. The guards paid them and set up a waypoint. 40km in. As told by: Patrick: Dw Kirsa: Gaat met scilla naar gemeentehuis, en heeft daar wat afgesproken met Deran (city counciler), met de guard captain mee (Horr) met de hele party. Leiden de guards naar de hut van de cult toe. Opent de deur met de ring, krijgt 30 goud. Rick: Opweg gegaan met de guards. Hide out laten zien en deur geopend. Reward voor gekregen. Tom: Dwa Thomas: == Session 7 09-02-2018 == Party Goals: Reach the Ruins (3 exp) Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Travel: 240km Travel 10 km/day on average 70km/week on average 4 weeks time Travel rules: 3d6 of KM travelled per day, or 21d6 per week Every character rolls a d20 per week. Rolls <11 generate encounters according to the encounter table. (Up to a max of 3 per week) Use encounter table Week 1 Encounter 1 Checkpoint near the hunter hut they discovered the captured people in. A checkpoint has been set up on the road. Party is questioned about their intentions and heading. Let through relatively easily. Encounter 1 A large tree, down the road and well within sight is covered in chains that are attached to the ground. A wooden board is posted next to the sandy side road. “BEWARE. DO NOT APPROACH.” If the players approach, the tree starts talking and asks them to free it. If they free it, it will attack them and try to eat them. If they kill the tree, they can read binding rituals on it. Player see the sign and walk up the path. Alestor wants to touch the tree. Party tries to free the tree. Tree says he is an elven mage, sealed inside. Players cannot free him in their current state. Vendar told him his name, Scilla tells him her name. Tells them he is called Endor and hails from a large elven city called Edraassa. Knew about Moandar, and told them he would share what he knew if they freed him. Distance travelled: 65km Distance left: 175km Arrive at a tavern at the end of the week: The Cunning Turnip. It’s a fairly large inn, with a firepit and a large bar. Party buys 4 ponies + cart from farmer Jaimie. 2x 40g 2x 25g Exp Made a large investment: Bought ponies for the whole party (1 exp) Party goal: “Get a mount (for everyone) and wagon before reaching the ruins” (1 exp) == Session 8 04-03-2018 == Party Goals: Reach the Ruins (3 exp) Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Last time: Distance travelled: 65km Distance left: 175km Arrive at a tavern at the end of the week: The Cunning Turnip. It’s a fairly large inn, with a firepit and a large bar. Week 2 Day 1: 10KM. The ponies need to get used to the adventurers, and they to the ponies. Progress is slow, but at least it’s not on foot, and it is a nice day to ride. Day 2: 15 KM. Today progress was a lot faster, the ponies got used to their riders more and vice versa. The terrain is getting a little more hill-y. At the end of the day they come by a small village. It has a palisade but the guards don’t stop them. They decide to camp outside of the village. Village: Dewstead. Tavern: The Loud Stout. The Loud Stout Innkeeper: https://gyazo.com/8df8522f1d1a9add98556619d41a55eb Day 3: 23 KM. (roll for encounter: 18, no encounter). Nothing special happened, except that it was an exceptionally good day’s travel. Wind in the back and nothing went wrong. When making camp, the party goes to look around for food (d20 survival check) They find a total of 10 rations. Day 4: 12KM. Today it rained hard, the wind had turned around and made everything wet as fuck. Nothing remarkable happened. Day 5: 13KM (roll for encounter: 20, no encounter). It rained again today, nothing remarkable happened, though. Day 6: 10 KM (Roll for encounter: 8). A good day. Half way through the day they come across a small pack of mules, 14 in total. Fomir kills one after it kicks him in the gonads. 13 are charmed and caught with a rope. Got 50KG of boneless mule meat off the dead mule, 75kg with bone. Stop for the day to smoke their meat and take time to tame the mules. Day 7: 12 / 2 = 6km . A regular day, bit of wind and rain, but nothing too much. Near the end of the day they arrive at the human gathering, called Hearnsay. Darvin talks to Jackson, who tells him to look for Victoria who might buy the mules. Also tells him to go to the clan meeting tent, go to the bar, and tell them he knows Jackson. Total is 89KM travelled. 175 - 89 = 66km left. Session End EXP: Travelled 89km (2 exp) Tamed a small herd of mules (1 exp) Discovered Hearnsay, the yearly gathering of humans. (1 exp) Total EXP: 4. == Session 9 01-04-2018 == Party Goals: Reach the Ruins (3 exp) Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Distance to the ruins: 66km Players are in the human camp Hearnsay. Are talking about burning the camp down. Only to annoy Rick. Planning to sell the mules Price is 8gp Sold their 13 mules for 80gp (1 exp) Get invited by the trader to participate in a tree trunk lobbing contest. Constentstant strength mod 4 + 12 = 16 | + 24 = 40 +24 = 64 2 + 16 = 18 | + 23 = 41 +3 = 44 3 + 12 = 15 | +14 = 29 +17 = 46 1 + 18 = 19 | + 12 = 31 + 14 = 45 Tom: +3: 19 + 3 = 22 + 31 = 53 + 12 = 65 Foamir wins the contest and is given the gem! Gem: +2 strength passively Activate: Once a week, for one hour get advantage on strength and strength based attack rolls. Removes +2 strength until recharged, one week later. Week 3 Day 1: 12 KM : Easy day, slow travels. Passing a lot of herds of bison, but nothing remarkable happens: Day 2: 14 KM (Roll: 4. Encounter) Again, an easy day. They travel a decent amount, but about half way they hear the roar of a dragon. It flies from north to south. At the end of the day, the road curves to the west, meaning that from the next day on the party travels off road. Day 3: 13KM First offroad day, but the distance covered is still decent. Nothing much happens Day 4: 11 KM (roll: 12. No encounter) Second day off road, again the distance covered is decent. Day 5: 12 KM (14 left) Nothing special happened Day 6: 11KM (3 left) (roll 19: No encounter) They are getting close to the ruins now, Alistor recognizes the terrain. Alistor does notice that some trees are missing in a strange way. Day 7: Reached the ruins! Fight a pack of 3 gnolls, and alarm the gnolls and their pack lord! EXP: Party Goals: Reach the Ruins (3 exp) -- Sold the mules (1 exp) Combat and survived (1 exp) Traveled (1 exp) Total 6 exp == Session 10 29-04-2018 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Finding information: (Level up: Regardless of how much exp is still required) Evidence on how the elves were destroyed. Conclusive evidence that will help convince others. (On the level of: The book of Moandar, someone’s diary.) Should also be clear it belonged to the elves. A way to contact them. Needs to enable them to have a dialogue. Players arrived at the ruins and fought a small group of gnolls. They are being ambushed by another group! Ruins Come across a pack of 5 gnolls (4 + pack lord) Loot: 1x Glaive: Reach 10ft, 1d10 slashing damage 5x longbow 4x spear Reach 5ft, range 20/60 1d6 damage, or 1d8 if two handed 7g, 10sp, 19cp Small glass vial, 1 sip [tag: boots with wings] (potion of flying) 2x Malachite (10g ea), small green shiny rocks The door A large, 4 meter tall and 6 meter wide door. On it, the Gnolls have drawn several symbols, with a large drawing of a skull in the middle. Around the door they have made their camp, and erected many idols. The dungeon Starting in large room, with a seperate platform at the end of it. The room is big, with the door at their back. There’s a separate, smaller door on the left side. Vault control to the left Computers with screens Four options Elevator control Displays position Stop Down Up Door control Displays power Open Close Vault status Open [Containment in order] - Close? (requires admin key) Inhabitants (104) Open [Containment broken] - Close? (requires admin key) Closed [Containment in order] - Open? (requires admin key) Closed [Containment broken] - Open? (requires admin key) Shut down Power Surface power (status) - Change? (requires admin key) Vault power (status) - Change? (requires admin key) Summary: Party fought the gnolls. Alistor went down. Opened the door Stepped into the room, and let the elevator go down without them. Find the emergency exit Find the control room, and let the elevator come back up Take the elevator back up Get into the scanning room Talk to the elf Fight the first thiefling Elf lets them out Fight two more thieflings, elf shoots 1 Elf helps them out of the hallway Elf leads them to the warden’s office, where they see the other elfs. There are 5 in total. All elfs look rough, unkempt, and hurt in one way or another. All elfs wield weapons; a gun, and a melee weapon. Exp: Combat: Gnoll fight: 2 exp Thieflings: 1 exp Found out elves are still alive in the ruins: 1 exp Total: 4 exp. == Session 11 27-05-2018 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Finding information: (Level up: Regardless of how much exp is still required) Evidence on how the elves were destroyed. Conclusive evidence that will help convince others. (On the level of: The book of Moandar, someone’s diary.) Should also be clear it belonged to the elves. A way to contact them. Needs to enable them to have a dialogue. Important points in order: Elves get upset because they are injured (except 1) This helps the elves determine they are likely immune To test this, they will need to go to B -1 and use a lab to confirm. Elves explain the situation broadly. They have been in here for 981 years. 4 (3rd gen) elves are young, one old (2nd gen) Kyrenic, Male, short blond hair and beard. Tall, relatively broad build. (helped them) Edraelle, Female, long silvery hair. Fairly short and thinly build. Illyana Female, short brown hair. Tall, muscular. Ryfon, Male, long brown hair. Tall, muscular Folas, Male (old), long silvery hair. Tall, thin. Overrun by the sick (thieflings) Most of the power is out, the last battery is about to run dry Couldn’t get out - because the overseer still carries the key + fear of the sick getting out. While they have plenty of food, and have some way of replenishing it, it requires power. Elves explain they need help to restart one or both of the generators, because the batteries are running dry. Dwa What happened: Rolling for HP due to last sessions level up. Met up with elves Dwa First combat with thieflings 23, Kyrenic 20, Fomir 17, Scilla 17, Thiefling 15, Thiefling 14, Allestor 11, Vendar Exp: Combat [Deadly]: 3exp Made friendly contact with elves 1 exp Obtained information from the elves 1 exp == Session 12 24-06-2018 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Finding information: (Level up: Regardless of how much exp is still required) Evidence on how the elves were destroyed. Conclusive evidence that will help convince others. (On the level of: The book of Moandar, someone’s diary.) Should also be clear it belonged to the elves. A way to contact them. Needs to enable them to have a dialogue. Last session: The party met up with the elves Situation explained Elves lived in a state called Hierania Rumors of a cult of Moandar within the Elves Party members not sick Generator down, needs to be repaired. The party heads out, with one of the elves, Kyrenic, comes with them. He cant get hurt, or he will turn into a thiefling The party fights 2 thieflings Finds a single battery, the battery is dry and the generator needs to be turned on Fight 5 thieflings, of which one Tank The party arrived at the generator 3 regular thieflings, 1 tentically thiefling And now, the conclusion The fight Initiative: Vendar: 7 Scylla; 5 Fomir: 18 Allestor: 12 Kyrenic: 3 Thiefling 1 : 8 Thiefling 2: 17 Thiefling 3: 9 Thiefling mess: - Fomir ALlestor Vendar Scylla Kyrenic (HIT: Turns in I Turns) Damage 43 Mass: -51 The party beat the thieflings Allestor went down, but was stabilized by Vendar Kyrenic got hit twice by Thieflings. He heroically threw himself at the mass Kyrenic turned on the generators He was about to turn, Vendar killed him. Kyrenics weapons were given to Fomir Fomir got the sword, the portophone, the keycard Vendar got the gun Weapons: Gun, +1 energy gun, dex based: Range: Up to 150 feet Damage: 2d6, 2d8 vs thieflings Sword, +1 long sword, finesse: Damage: 2d6, 2d8 vs thieflings Keycard Opens all locked doors on f0, b -1. The party comes back to the Overseer office. Folas discusses the situation and says that the elves will want to leave only if the Thieflings don’t get out. The current goal of the party: Allestor & Scylla work together to learn Scylla the spell Comprehend languages, after Allestor has copied it into his spell book. This takes 7 days. Vendar wants to make traps and block the stairs from B-1 to B-2. He needs to gather materials and make traps Fomir helps him with this. Exp: Deadly combat: 2exp Found another way to communicate (comprehend languages): 1 exp Formulated a plan de campagne: 1 exp Total: 4 exp 45/50 to level 5 == Session 13 13-07-2018 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Finding information: (Level up: Regardless of how much exp is still required) Evidence on how the elves were destroyed. Conclusive evidence that will help convince others. (On the level of: The book of Moandar, someone’s diary.) Should also be clear it belonged to the elves. A way to contact them. Needs to enable them to have a dialogue. Dungeon Goals: Allestor & Scylla work together to learn Scylla the spell Comprehend languages, after Allestor has copied it into his spell book. This takes 7 days. Vendar wants to make traps and block the stairs from B-1 to B-2. He needs to gather materials and make traps Fomir helps him with this. Both roll a d20 with Arcana. 15+ is success. This speeds up the process by 1 day. Nat. 20 is great success. This speeds up the process by 2 days. Both add up their scores. e.g. 2 15’s is 5 days. Leaving 2 days to help out Vendar and Fomir. Both roll a d20, flat. Determines how many useful items they are able to prep to bring down. Prepping means to gather and make them into useful sizes to actually use for their plan. They may also roll a d20 charisma roll for every elf (own initiative) The score on the d20 determines the amount of items. 10 = enough to close 1 hole, multiply for more 3 = enough for 1 trap, multiply for more. Anything above 30 used to reinforce. Total of 30: 2 barricades, 3 traps. Things happened They blocked the North staircase. Can only access 0 and -1. Heading to the -1 weapon’s cache. Arrive at the weapon’s locker door. A body falls out. It’s wearing a full body armor and has a sword and gun. It also has the overseer pass, but the players dont check it. The locker has: Two Rifles Two guns Two swords Two spears The head towards the South Staircase. The Generator room is full of thieflings. Because they are loud, they wake up. They kill 8 thieflings that were sleeping next to the generator. They block the South staircase, also throw one bear-trap down the stairs. They head back to the elves. Have no food Elves explain there’s still food in the large storage room. Two of the elves might now be able to come with, because of the armor and weapons. Exp: Combat: 2exp Vs big enemy group Little damage taken Blocking the access 1 exp Total: 3 exp: 48/50 exp. == Session 14 16-09-2018 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Finding information: (Level up: Regardless of how much exp is still required) Evidence on how the elves were destroyed. Conclusive evidence that will help convince others. (On the level of: The book of Moandar, someone’s diary.) Should also be clear it belonged to the elves. A way to contact them. Needs to enable them to have a dialogue. Edraelle, Female, long silvery hair. Fairly short and thinly build. Illyana Female, short brown hair. Tall, muscular. Ryfon, Male, long brown hair. Tall, muscular Folas, Male (old), long silvery hair. Tall, thin. Dungeon Goals: Find food Party overlegt met de elves Besluiten om de storage in te gaan om hydroponics onderdelen te halen. The party goes into the F 0 Storage room Fight 11 Tieflings, including 1 tank Kill all of them Alestor goes down after a charge attack by the tank Party finds parts to fix 2 hydroponics Hydroponics active: 3. One bay feeds 2 people after having been active for 2 weeks. Exp: Combat, 11 kills: 3 exp Level up: 5 51/70 == Session 15 14-10-2018 == During the time the party has been resting: Hydroponics have been set up, food is growing Elves have made some improvised energy bombs, to be used on Tieflings (3 total) Does 5d10 damage in a 10 foot radius or provides advantage when used in wave-rolls A message has been received from one of the lower levels. Someone tapped into the communication system and relayed a text message: “We’re down on -2 and barricaded up with the 3 of us. The corrupted are assaulting us every 28 hours like clockwork. Barricade is holding so far. Running out of food and water. We saw the power come online. If anyone is out there, please help. - Admaris” Admaris is the current Overseer B0 Storage is now clear Session structure: Skip all boring parts We take things on a moment-to-moment basis. Recovery is skipped over. We measure in days, not minutes. And now, the conclusion? B-1 Storage has 10 tieflings including 1 special > Can be rolled for. Everyone rolls a d20 + main attribute + proficiency for fighting Tieflings (3?) <10 = downed during combat 10-15 = down to ⅓ HP 15-20 = down to ⅔ hp 20+ = no damage taken If all are downed, everyone dies. Gain 1 level for new characters If 1 is downed, they can be saved. +1 exp If 2 are downed we roll: Saving throw > med roll > Saving throw > Med roll > Saving Throw until success or death. + 3 exp for survivors If 3 are downed, the remaining party member chooses who to save, rolls like above. The other two die. + 5 exp for survivors If none are downed, all is OK + ? exp B-2 Storage has a steady stream, coming in waves, totally 40 including 8 specials A map is drawn of the floor. Per wave the players choose where to stand Depending on positioning they get + or - on their rolls 8 waves of 5 Roll per wave Players can move per wave Players can take 1 action in between waves 1 exp per wave defeated The Corrupted Matriarch: A monstrosity of magic and flesh, sat on top on the b-2 generator. She drains it of energy. Every 28 hours she births 4 new Tieflings. After a day, these are fully grown and ready to attack. Her generator: Swarmed by many, mostly specials. Including the Matriarch, there are 54 Corrupted on b-2. Power can be cut off by cutting main power through the Overseer controls. Tieflings alive Time frame 64 Start of the session (T = 0) 64 - 10 = 54 T = 10 54 - 41 = 13 T = 12 NOTES DURING SESSION Clearing B -1 Storage Rolls: Scilla: 12 > down to 11 hp Alestor: 11 > Down to 6 hp Fomir: 10 > Down to 19 hp Vendar: 19 > Down to 28 hp They take a long rest after. 10h Clearing B -2 Player rolls Player Damage Wave Scilla: 25 Alestor: 16 Fomir: 10 Vendar: 16 Scilla: 0 Alestor: 2 Fomir: 5 Vendar: 3 1, 5 enemies Scilla: 9 Alestor: 14 Fomir: 20 Vendar: 21 Scilla: 3 Alestor: 1 Fomir: 0 Vendar: 0 2, 5 enemies Scilla: 22 Alestor: 20 Fomir: 29 Vendar: 13 Scilla: 0 Alestor: 0 Fomir: 0 Vendar: 5 3, 7 enemies (1 special) Scilla: 25 Alestor: 8 Fomir: 22 Vendar: 21 Scilla: 0 Alestor: 3 Fomir: 5 Vendar: 1 4, 8 enemies (2 specials) 25 down Scilla: 16 Alestor: 9 Fomir: 10 Vendar: 26 Scilla: 2 Alestor: 2 Fomir: 22 Vendar: 2 5, 11 enemies (4 specials) 36 down 4 Scilla: 10 Alestor: 10 Fomir: 22 Vendar: 15 Scilla: 0 Alestor: 0 Fomir: 4 Vendar: 6 6, 4 enemies (1 special) 41 down Summary: Every gets 1 energy Bomb from the elves Clear Storage -1 (1 wave) Clear Storage -2 (6 waves) Find hallways to emergency exit, also find a door to the workshop Find emergency exit Find 3 Elves, including Admoris the overseer Bring the Elves to the overseer office and reunite them See the Corrupted mass work itself into the main room below, the light returns to full strength. EXP Combat, waves, without getting downed: 4 exp Found the emergency exit: 1 exp Elves reunited: 2 exp Total: 7 exp Total exp: 58 / 70 Waves were good, but need more refinement Better balanced rolls -1 or -2 per enemy on player +2 for assisting another player with regular attacks +3 for assisting another player with spell On nat 20 from tank, assisting spell doesn’t consume slot. Damage should be normal to regular encounter (e.g. d8 for tiefling combat) == Session 17 31-03-2019 == Order of things: Summary of what happened. Where are we at? Look at the map How long have we been in here (in game time) What happened to the ponies? Roll 1d20, for every 5 points, a pony will still be outside waiting Result: 1 remains Party goals? What happened last session? Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to get an NPC follower: Needs to either: 1. Have a mount (2 exp) 2. Can shapeshift into a flying creature (4 exp). Finding information: (Level up: Regardless of how much exp is still required) Evidence on how the elves were destroyed. Conclusive evidence that will help convince others. (On the level of: The book of Moandar, someone’s diary.) Should also be clear it belonged to the elves. A way to contact them. Needs to enable them to have a dialogue. Elfs Edraelle, Female, long silvery hair. Fairly short and thinly build. Illyana Female, short brown hair. Tall, muscular. Ryfon, Male, long brown hair. Tall, muscular Folas, Male (old), long silvery hair. Tall, thin. Admoris, the overseer Male Female Boss fight The Corrupted Matriarch An amalgamation of mush, limbs, and a large number of orifices. This creature seems the result of several profane experiments, the intention of which now appears rather questionable. The creature is a large, hulking mass - it appears half liquidy, while still retaining a number of limbs and mouths. There is one large headlike structure from which is cries and a number of eyes stare out at the players. It drags itself upwards towards the light in the Overseer’s office and flings itself against the wall, screaming in what sounds like pain or terror. A number of tieflings circle around it. Stats: HP: 500 (?) 15 tentacles, each 15hp. Once all have been hacked off, the boss can be ignored / slain easily. AC: 5 Size: Huge Attacks per turn: 3 Str: 30 (+10) Dex: 5 (-3) Con: 25 (+7) Int: 1 (-5) Wis: 10 (0) Cha: 1 (-5) Attacks: (1) Grapple with tentacle; +18 on roll. > Every turn: Crushes the player for 3d4 damage > Every player turn: Roll to escape Tentacle can be cut off to free player. Tentacle has 15hp. Slam: (1) Hit with tentacle. +8, 3d6+8 damage Sweep (2) Sweep the ground with a tentacle. +8 attack on all targets in 90 degree area around the boss. 1d8+8 damage per target. Spike spit: (2) Shoots spikes in all directions. All players make a Acrobatics / Athletics roll. DC15 - (1 * squares from boss). Xd4 damage. (next to boss = 3d4, 15 feet removed = 2d4, 30+ feet removed = 1d4) Barf: (1) Stinky goo is thrown over a victim. Acrobatics / Athletics roll. DC15 Attracts nearby tieflings to attack. Tieflings will attack during the battle, too. Per turn 2d4 will be taken out. There are 14 total. Turn Tieflings left Roll Taken out 1 14 6 x good 3 2 11 1 by fomir 3 10 1 by vendar 1 by Fomir 1 by Allestor 1 by elf 4 6 1 by Fomir 1 by elves 1 by the boss 1 by Fomir 5 HP: 500 - 34 = 466 - 57 = 409 - 17 = 392 + 20 = 412 - 8 = 404 - 11 = 393 - 9 = 384 - 15 = 369 - 19, 4, 5, 6, 7,8 (49) = 320 - 10 = 310 - 45 = 265 -20 = 245 - 14 = 231 - 15 = 216 - 12 = 204 - 40 = 164 - 18 = 146 -6 tentacle Elf HP 1: 30 - 16 = 14 2 30 - 15 = 15 - 5 = 10 3 30 - 5 = 25 4 30 - 5 = 25 7 30 - 18 = 12 - 5 = 7 8 30 - 24 = 6 9 30 Loot Once everything is dead. There are a number of unchecked rooms, and both the elves and the party will search. Everyone rolls a d20 for a potential total score of 100. Loot table; Roll Items Amount 0-10 Long range communicator (3) Money Cash: 2d6*100 CP, 2d6*1000 SP, 6d6 * 100GP, 3d6*10 PP 700 cp, 11,000 sp, 2200 GP, 50PP Half goes to party. Divided by 4 that leaves: 86 (rest 6) CP 1357 SP 275 GP 6 (rest 1) PP 11-20 Spell scroll, 1st level (2) 21-30 1st level spell scroll Potion of healing Bag of holding 31-40 Prototype energy weapons Sword and pistol (both +3, rather than +1) Potion of healing 41-50 Potion of greater healing Potion of resistance Ring of Swimming Robe of Useful Items 51-60 Potion of greater healing Keoghtom’s ointment 61-70 Potion of Clairvoyance (2) Potion of frost giant strength Horseshoe of speed 71-80 Spell scroll, 6th level 81-90 Gloves of thievery 91-100 Instrument of the bards (anstruth harp) Things to do in dungeon: B0: Find Lore; electronic devices, written texts. Speak to elves Old man is responsible for outbreak Motive: Research. Has a device to phase out of this plane and into another one, enabling him to be safe and get out of the shelter Device only responds to him until modified Is able to cast magic A single hydroponics bay in one of the quarters is still working Parts for 5 others are there, but they are damaged and not working B-1: Kill tieflings [5 left] Hidden in rooms (of my choice) Found using detect magic / entering rooms Barricade exits [Done]: Stairwell 1 (B0-B-2) Stairwell 2 (B-1 - B-2) Find weapon cache [Done] Dead body Find Cure Research Research on cure, need investigation check of 15 or higher when searching electronic devices in labs Major discovery made, but not finished Enter Storage Preserved food Weapon parts Vehicle parts Building materials Energy crystals Fossil Fuel + generator Battery [Done] Generator [Done] B-2: (hidden) Free survivors (Crafting area, barricaded, 3 elves) 3 Elves Genlen (The overseer) Quinbalar Caifiel Barricaded area They are surprised to see the PC’s Ask them how they got there Ask if anyone is still alive Tell them they have been stuck here for three weeks Are armed The overseer has the key card needed to unlock the exit Say one of the elves on top is responsible for the outbreak (Hidden) Kill Tiefling Matriarch (hidden) Find weapon cache Fix Generator [Done] Library with physical books. Most are destroyed Books left on: Elf lands and their history Alchemical research Magical runes Storage Find Hydroponic components Containers Water tubes & filters Dirt Seeds Fertilizer A lot of materials to repair every system in the shelter + forklift Notes left by inhabitants Electronic: (available after restarting power) Paper: Journal: In living quarters, bedroom The journal is partially chewed up, seemingly having dried after being drenched in something. The handwriting is lightly cursive and clearly written in Elvish. “It’s been a full day since they last clawed at the door. I’m not sure if they are gone, or just waiting… I wonder what happened to Chey and Van. Did they get caught…? Actually I don’t to think about it. I need to get out of here, I only have two days of food left in here.” Scrap of paper In laboratory The paper has a couple of sketches on it, detailing a part of the neck of what appears to be a thiefling. The sketch has an arrow pointing to a sort of cut with two words: “Quill pouch.” == Session 18 05-05-2019 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to set up a base of operations, which should contain: (total of 9 exp) Dungeon (1 exp) Treasury Wine Cellar Living quarters (3 exp) Sleeping rooms Dining room Kitchen Bathroom Living room Storage room Walled off (2 exp) With a tower (2 exp) On a hill, near a river. (1 exp) Small dock Gain a heroic title for every member of the party. 15 exp After spending a month at home, our heroes gather to start out on a new journey. With Allestor now gone on a mission to seek out the elves again and learn from their technology, a new face joins the party; Fenlin the bard. Two days ago, Scylla was told by a villager from a town half a days travel to the south: “For the first time in weeks I’ve slept properly! The headache and nausea is gone! The whole village has been sick and sleepless for weeks now, no medicine worked, but when I went to visit the grandkids here in Jorpos-Dir, I felt so much better.” The village is called Sungad-For. It has a little under a thousand inhabitants and mostly relies on the surrounding farms and the mine close-by. Fenlin, tasked by Scylla and Fomir to find Vendar, indeed finds him in the “Gilden Karaf” while she’s working her performance there. Vendar is, loudly, giving a talk about mechanized cargo ships - while wasted. Fenlin takes him to Scylla’s place, at around midnight. The party sleeps at Scylla’s place, then go out to gather their own possessions and buy supplies they are missing. The party buys two mules and a wagon. Total carry capacity for this is 420 * 10 - 400 lbs = 3800lbs The party travels to Sungad-For, where they slowly drive into town. The party sees the boarding school, and also sees everyone looking zombie-like and sleepy. They park their wagon at the side of the town square. Talk to barman, who tells them that no one’s been able to sleep. He says there’s only been a few days in the last 2 months that they’ve been able to sleep, one of which was when Mr. and Mrs. Skit were away to Jorpos Dir. He doesn’t know where they live. The party goes to question the couple of Skit at the school. The couple gives a lot of vague answers. The party is highly suspicious and talks about breaking into the school at night, but goes to rest first thing. The party is on their way to their camping spot. Exp: > Decent roleplay. 2 EXP = 7 == Session 19 30-05-2019 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to set up a base of operations, which should contain: (total of 9 exp) Dungeon (1 exp) Treasury Wine Cellar Living quarters (3 exp) Sleeping rooms Dining room Kitchen Bathroom Living room Storage room Walled off (2 exp) With a tower (2 exp) On a hill, near a river. (1 exp) Small dock Gain a heroic title for every member of the party. 15 exp In-game date: 28th of August As the players sleep, all of them are affected by bad sleep. They do not rest, and gain no benefit from the full rest. They feel as if they have been awake all night, and almost feel as if they have aged, permanently losing 1d10 HP. (until the source is defeated) For every time a player is affected, they roll a constitution save. DC 10 + (5 * times affected). On a failed save the players will start to hallucinate. As the players move back towards the village, use their passive perception to see if they spot the Hound of Ill Omen that’s following them. People failing their saving throw; Scylla Fomir The people of Sungad-For will have slept a good night’s rest. Fomir sees the Skitts come out of their house and walk into the village. The party takes a short rest first, then Scylla and Fomir extend it into a long rest. Vender and Fenlin go back to town. Vendar buys some rations. Vendar rolls for investigation on the building, entree points, any unusual points of entry or security. Fenlin looks at school times and how the children look Some of them look normal. These children leave the school when the day is up. Some of them have injuries. These children also don’t leave the school building. The Skitts notice them. Fenlin plays music for money in the Inn at night. Makes 8 SP With a successful arcana check, Scylla recognizes the creature Vendar has seen earlier as a Hound of Ill Omen 29th of August The next day, all of the party make all of their rolls, except for Vendar - who is hungover. Vendar wants to leave town. Fomir wants to go after the Skitts. Fomir broke the door down with his hammer They searched the house. Fenlin found the secret room. Scylla took The Great Gospel. Fomir found the letters written to them. Fomir goes to have the door repaired. Scylla and Fenlin go to give the book and letters to the mayor, convincing him the Skitts are the ones behind this. He asks them to go and arrest them, promising them the assistance of the guards. The party confronted the Skitts - who they fought. Ms Skitt died really quickly. Mrs Skitt proved to be a formidable fighter and even downed Fomir. Scylla found and attuned to the bow. They found and confronted Melbis, who told them he;s a messenger boy for the Skitts. They also found Dust of disappearance and one ring. EXP: Beat 1 of 2 strong opponents (1 exp) Found clues & secrets (4 conclusions = 8 exp) Found out the cult is spread (1 exp) Stopped the ritual (1exp) Are recognized as heroes of Sungad-For (2exp) Great roleplay (1 exp) Total: 14 exp. Level up! == Session 20 14-07-2019 == Party goals: Obtain a piece of land while paying at most 10% of the actual value. (3 exp) Want to set up a base of operations, which should contain: (total of 9 exp) Dungeon (1 exp) Treasury Wine Cellar Living quarters (3 exp) Sleeping rooms Dining room Kitchen Bathroom Living room Storage room Walled off (2 exp) With a tower (2 exp) On a hill, near a river. (1 exp) Small dock Gain a heroic title for every member of the party. 15 exp 11th of September (in game) Fenlin Spends time earning money to pay for a studded leather armor Gold Per day, for 14 days: 28, 8, 17, 12, 19, 3, 2, 7, 12, 11, 2, 9, 22, 8 160 total, minus 45 for the armor, is 115gold Goes to give the Mayor’s letter to the University’s headmaster, who sends a team of wizards to investigate. Wants to discuss following Mr. Skitt after his disappearance Prepares for a future journey. Session Summary The party had a meeting, on what they were going to do next. They decided to start building a guild hall. With Scylla’s father throwing his weight around to secure a plot of land within city limits, they get the land for free. Set up a contact list for Vendar. 20 contacts, with a combined debt of 3000+ gold to him. Fomir convinced the owner of the Artificer Workshop he sold his Elven Weapon to, to invest in a workshop place in the guild hall. This brought in 1000 gold and two skilled labourers. They split the profit. Fenlin convinced the owner of the tavern she works at (Gilden Karaf), to also invest in a tavern, splitting the profit with him. He provides two unskilled labourers. (450 gold) Scylla went to visit two people that owed her debts. A human university professor pays her debt by helping provide books and materials for a library / arcanist. A gnome diplomat paid his debt by investing 2000 gold. Guild Hall breakdown Cost breakdown Budget: Party: 2250 Artificer: 1000g Diplomant: 2000g Vendar Debts collected: 80g Tavern: 450g Total: 5780 Cost: Personal bedrooms (4x) Hireling quarters (2x) (1 left to build) Bathroom Common Area Kitchen Dining Hall Artificer Workshop Storage Library Tavern Armory Total: 5800 Exp: Party goal 1: Obtain a piece of land while paying at most 10% of the actual value. (3 exp): Get 5 exp for obtaining it for free! Party goal 2: Set up a base of operations; (total of 16) Living quarters & Storage: 6 exp Amenities Large workshop 4 exp Tavern 2 exp Armory 2 exp Library 2 exp Using contacts to finance a large part of the guild hall 1 exp per 1000g = 3exp Recruited additional non-standard recruits 1 thief. 1 exp Total: 25exp == Session 21 28-07-2019 == Party Goals: Gain a heroic title for every member of the party. 15 exp Empty Empty Two months passed 11th of November The Guild Hall has been built and is now complete Scylla did 6 missions and : secured a number of gold for the guild coffers Secured 6 recruits: 1 level 4 Fighter called Doza 4 level 2 Fighters 1 level 1 Fighter Fomir helped around Jorpos-Dir on city security missions Did some minor security jobs Helped building the Guild Hall Has made 4 contacts (need to roll those) in the City Security Union 22 gold for the guild coffers Vendar did things Collects a 1600g debt from a rich Guard In installments, paid over 6 months. 100 per month The rest of the gold is paid in recruits. In 2 months that’s two level 3 recruits Also collects a debt with a courtesan 600 in installments over 1 year 300 in services for the opening of the guild hall Gathers contacts among thieves (ROLL FOR CONTENT) Fenlin also did things Trained to get first level fighter Now 7th level Bard, 1st level Fighter With the guild hall being finished, there’s also two missions that came in yesterday c The University asked the Party to accompany two professors to a potential derelict Elven Base. Allestor comes to visit the guild hall, asking the party to assist him on an investigation. The scholars that went to the Elven Base in the north, which is now dubbed Hallentir-Del, uncovered a number of things, including a map that showed a number of sites where the elves had build bases a long time ago. They ask if the party can assist them, since they are the only party with any experience in Elven bases. Pay is 500g each, and any items found within the base that are not of immediate scientific or magical value to the university. Grade AA Investigate the Eldritch Sect The council has an open “bounty” on any information on the Sect that has been discovered after the party’s actions in Sungad-For. Information that uncovers the identity of members is valued at 50g per confirmed member. Subsequent arrests are at 75g per member Information on the larger organisation is also valued at 50g, up to 200g or even more. Guild Grade System Pay for recruits Sessions Summary: The grand opening takes place! Allestor invites them for a mission (up here) and they accept: Offered 500g each They take Doza (who gets 25% of Scylla’s pay (125g)) Party is: Scylla, Fomir, Vendar, Felin Doza Allestor + aide (Manziver) They make sure jobs are being done through the guild (Do between sessions) Doza equips herself Buys scale mail / armor Heavy crossbow instead of light Wears a robe Has warpaint Rocks a mohawk Dungeoneerings pack + Ball bearings The party goes after the Elven Bunker On their way come across an ogre, who is lost, and thanks them for being helpful Find the location of the bunker and dig it up == Session 22 18-08-2019 == Party Goals: Gain a heroic title for every member of the party. 15 exp Empty Empty November 13th, 1142 Session start: A number of Ravens have aggregated around the bunker A stranger clad entirely in silver and gray approaches them before opening the bunker and watches them. He is a human and calls himself Lovets. Scenario The Elves in the bunker were magically suspended in a form of stasis, and only woke up some 50 years ago. The bunker itself is sheltered with an extremely durable alloy that shields the bunker from magic, but also doesn’t allow magic to pass out. This means the elves have no way of looking outside, and have assumed the worst; their whole race is dead, they are likely the last survivors, and the overworld is ruined. After maybe 10 years they found a way to stop the plague, and inoculated themselves with it, but they never found a way to reverse the process. Now, they could at least halt the process, or block it from starting up with regular doses. However, they still weren’t able to get out; the entrance simply wouldn’t open. Over time, a number of them started research into lichdom, as a way to shed their living forms and enable themselves to - eventually - leave the bunker and perhaps even rebuild a civilisation. Twelve of them managed to find their way into lichdom, keeping this a secret from the others (including Tim’s character). This allowed them to create a temporary hole in the anti-magic barrier, through which one of them was able to leave and observe the outside world. This person, Naeric, went outside in his lich-spirit form and observed the following: There is no elven society anymore. Not a sign of elves in a wide berth around the bunker The Tender of Souls spotted him after a few days and observers follow him, finding out where he resides. An emissary is sent after him, but cannot reach him after he enters the bunker again. This is some 10 years ago, and they devise a plan; They will grow in power, in order to create insane protection for their phylacteries, layering spells on spells on spells. Not even a god would be able to penetrate this shell. If the bunker ever opens, they will bargain with the Emissary of the Nezhen Duhk, and plead for their survival so their souls will be free. Scenario Conclusions & Clues There is a Lich present There are extremely high concentrations of all kinds of magic present in the bunker. A good number (12) of Elves are strangely distant and even afraid of outsiders and were protesting loudly when the doors opened, even closing the door as soon as possible while all the others were happy it opened. There are 12 phylacteries present in the same place, extremely heavily shielded by magic. The Emissary hints at it when they meet him. There are Multiple / 12 Liches present A good number (12) of Elves are strangely distant and even afraid of outsiders and were protesting loudly when the doors opened, even closing the door as soon as possible while all the others were happy it opened. Dw Dw These Liches want freedom, not destruction No one died as a result of their magical transformation Dw Dw Someone wants to claim the Liches’ Souls Lovets hints at this. Dw Dw The Astral Plane, the Nezhen Duhk and her Hunters The Nezhen Duhk is the Tender of Souls, the Keeper of the Astral Plane. She keeps the balance of life and death, and collects Lost Souls - those who have died - and watches over them for all eternity. Her one goal is to uphold this balance; when a soul’s connection is severed from its material form, it is to travel to the Astral Plane for if too many lost souls linger on any plane, it will break the balance of the world, and eventually tear the carefully aligned planes out of their orbits and shatter reality. The Astral Plane, the space between all other planes, is exempt from this. It is the Ether itself, encompassing all other realms. To enforce this law she has Emissaries, which function as her Hunters. They persuade stubborn or lost souls to come with, sometimes striking deals on Her behalf. Liches are essentially cosmic criminals; they disturb the balance by weighing their souls down, and anchoring them to a plane when they create their phylactery. Session summary Exp Discovering the Elves (1 exp ) Quest Completed! ( 2 exp ) Communication between two elven bases restored ( 1 exp ) Didn’t escalate the situation with the Liches ( 3 exp ) Increased Guild and Elven standing ( 2 exp ) Total: 9 exp ( 124 / 140 to level 9 ) == Session 23 01-09-2019 == Party Goals Gain a heroic title for every member of the party. 15 exp Empty Empty November 15th Investigate a large sinkhole, some 20km outside of Jorpos Dir. Initial investigations suggest that this sinkhole is the result of a network of underground tunnels that weakened the structure of the topsoil. Origins of these tunnels are unknown, but speculation suggests kobolds or something similar. Pay: 200 gold each Grade: B/A Beats Party travels to the sinkhole Party is caught up to speed by a gnome city security official Orros Jorston Tells them a party of five has gone down and lost a member to a number of goblins that were fleeing from the west to the east in a large underground road Lots of trash and abandoned mining equipment Party goes East Find a barricaded entrance fortified by 15 goblins If they break through the tunnels get collapsed Find a small amount of treasure 800cp, 2000sp 24 arrows, +1 Potion of greater healing Party goes West Find a number of branching caves that have all been collapsed Encounter: Bulette x2 Encounter: Goblins x10 Later on find a fortress, barricaded by lizard folk Summary Vendar scouts while invisible Finds the lizardfolk fort Party goes down while playing music Party gets attacked by the 20 lizards guarding the place Fought the lizards and killed them + 2 bulettes Go into the fortification and take a short rest Look around, but find nothing much of interest. Exp: Smart scouting (1 exp) Good use of spells (2 exp) Defeated 24 enemies, and nobody went down (3 exp) Total: 6 exp (130/145 to level 9) == Session 24 27-10-2019 == Party Goals Gain a heroic title for every member of the party. 15 exp Empty Empty November 15th Investigate a large sinkhole, some 20km outside of Jorpos Dir. Initial investigations suggest that this sinkhole is the result of a network of underground tunnels that weakened the structure of the topsoil. Origins of these tunnels are unknown, but speculation suggests kobolds or something similar. Pay: 200 gold each Grade: B/A Summary Party starts at the entrance, they pick the Left hallway Go into the animal area first thing (right side) Exp +8 exp 138/145 to level 9 == Session 25 17-11-2019 == Party Goals Gain a heroic title for every member of the party. 15 exp Empty Empty November 15th Investigate a large sinkhole, some 20km outside of Jorpos Dir. Initial investigations suggest that this sinkhole is the result of a network of underground tunnels that weakened the structure of the topsoil. Origins of these tunnels are unknown, but speculation suggests kobolds or something similar. Pay: 200 gold each Grade: B/A Defeat the boss. YAY Exp Killing a dragon (10 exp) Penetrated and beat a fortress (5 exp) Killed a lot of enemies, including minibosses (5 exp) Avoided a wipe (3 exp) Lost Fenlin (3 exp) Quest completed (5 exp) Total 31 exp == Session 26 22-11-2019 == Party Goals Gain a heroic title for every member of the party. 15 exp Empty Empty Beats Parties meet each other & do introductions Scylla’s party goes through the process of reviving Fenlin Caster has an object she held dearly Says that he needs at least 3 of her closest friends or family to each recite a memory of her that stands out as typical Fenlin He then calls for her soul Make Kirsa roll 1d100 to see what body she gets back into Introduce newer characters ? Have Parties talk about their adventures (hopefully) and future plans Setting up the next step in adventures Players in attendance Thomas, Tom, Kirsa, Tim, Patrick, Nick, Hannah, Nieto Summary Revived Fenlin She turned into an elf using the Reincarnation spell Parties met Dalinar and Askal met and talked about the elves. Will be traveling to Askal’s home bunker together DOGG party divides their loot from last dungeon People went buying magic items Fenlin went looking for a bardic instrument Tried buying it, deal didn’t go through Vendar and Mizash stole it, killed the fence holding it
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