Sunday, March 11, 2018
Thursday, February 1, 2018
In addition, since the characters spent several weeks studying the Nether Scrolls, they are all awarded 1 Wizard spell slot and spell 1 level higher than they already know. That means that Kaldric and Kai each get a 3rd level spell slot and spell and Ariatriel gets a 1st level spell and spell slot. I have decided that since the characters were not able to focus their training as they did within their specialty, that the spell they learn will be chosen at random via a die roll at the beginning of the next session.
Friday, January 12, 2018
The new game will be a AD&D 2e game that I will be running for Matt, his wife Sara, and my wife Kristen. This group has been playing in 2e games for a few years now, and I do not wish to throw 5e at them right now, so we are sticking with 2e. This will add a new challenge for me, but I believe I am up for the task.
In case we pickup the 5e game again, I wish to note the players, levels, and XP now.
Gareth (Sorcerer 4) - 2807
Nefresil (Ranger 4) - 2807
Sunday, May 21, 2017
The next day, Nefresil, Gareth, and Dymar went back to the room and found that the key that Gareth stole from Maulnar earlier opened the door. What they found inside was a large circular stone room about 100 feet in diameter. There were several iron braziers around the room. There were also many dead bodies in various states of decay scattered at the perimeter of the room. In the center were some markings on the floors that the party knew to be a summoning circle. However, they had no idea what was being summoned, but based on the dead bodies, they did not think it was anything good.
Nefresil was able to convince Dymar to help the party the next night. They planned an elaborate trap that would have them break into Maulnar’s house and await his arrival home. They would then surprise him with a non-lethal attack, and tie him up. At this point he would be questioned. The party setup the ambush, and when Maulnar arrived home, they sprung the trap Nefresil and Gareth were able to grapple Maulnar, and instructed Dymar to tie his hands. When Dymar went to tie Maulnar’s hands, he was struck from behind, and rendered unconscious. This is when the party small a small reddish creature with wings and a tail, which they correctly guessed to be an imp. Nefresil took over tying up Maulnar, and holding him at sword point, while Gareth cast Magic Missle, and felled the beast. Once dead, the imp’s corpse turned to ash and vanished. Nefresil healed Dymar, who went to check on King Malagar. His thoughts were that whatever was happening with Maulnar were controlling the king, and that now that the imp was gone, the king would be restored. Nefresil attempted to question Maulnar, but the dwarf chose to take his own life on Nefresil’s blade rather than talk.
Nefresil suggested going to the room where Gareth heard chanting earlier, to see what if anything would happen there that night. They went into the room and hid at the far end. Not too much later 5 dwarves entered the room, and began to light the braziers. Before getting close enough to the party to see Nefresil cast Fog Cloud to obscure themselves. They waited on Dymar to show back up, hopefully with the King and his guards. As the spell was about to end Gareth cast Sleep on the dwarves, and the pair tied them all up. Soon the king arrived, and without much pomp, had his guards execute the traitorous dwarves and left. Dymar assured the party that the king would come around and would stay upset at them. He stated that the king did not take kindly to the meddling in their politics by the party.
The next day Nefresil and Gareth were summoned before the king in an intimate reception chamber. The king thanked the pair for their help. He gave them a key to the dwarves hold and instructed them how to use it. They knew this was the same type of key that Baelnar used to get them into Kelvin’s Cairn in the first place. In addition, he gave Nefresil, an adamantine long bow. Nefresil could tell that this long bow was exceptionally well balanced, and significantly heavier than his current bow. Gareth was gifted with an adamantine light cross bow. The stringing of the bow was masterfully done. Clearly both weapons were masterpieces, and no ordinary weapons. Finally, the king offered to escort the party through the mountains to the dwarf hold in Mirabar. He knew of the fighting at Fireshear and suggested that this might be a safer path home. He stated that Baelnar was welcome to join them.
The group spoke with Baelnar and all agreed to head to Mirabar, with the group’s work for Baelnor ending upon them all reaching Mirabar.
I thought this session went well. The group explored various paths to figuring out what was happening with Maulnar, and ultimately chose one that did not put them in too great of danger. The imp was able to knock Dymar out in one hit but doing so ended its invisibility. This allowed Gareth to be able to kill it. At the very end of the session the party decided to head to Mirabar as traveling to Fireshear was not appealing without being able to raise an fighting force from Ten Towns.
Loot and XP
The players received the key to Kelvin’s Cairn, an adamantine long bow, and an adamantine light cross bow. In addition, they will collect their XP for the session. Each player earned 137 XP, broken down as follows:
Imp - 200 XP
Maulnar - 25 XP
Acolytes - 10 XP x5
This is enough for both of the players to reach level 4. Leveling up will take place before the next session.
Sunday, March 5, 2017
After several days the party stopped about a day outside of Ironmaster. There, Nefresil noticed a rock that seemed out of place, but could not quite figure out why. After racking his brain he remembered that certain Dwarven groups would use this type of marking to signify their territory. The next day not far outside of the town, the group encountered another Dwarf. He asked the group if they had come by way of Fireshear, and if they knew what was happening. The group relayed what they knew to the Dwarf who did not seem surprised. He informed the group that an Orc had managed to unite 4 different tribes (The Black Claw, Bloody Skull, Greenhaven, and Thousand Fist tribes) before ransacking the city. This Orc was said to be extremely blessed by Gruumsh, and had plucked out both of his eyes to show his devotion to Gruumsh. However, being blind does not stop him from being a fearsome warrior. He said that the Dwarves of Ironmaster were going to raise a force, and go meet the Orcs head on. He said that since they were not certain if the Orcs would strike at Ironmaster or Luskan next they would take the fight to Fireshear. In addition, the Dwarven settlements south of the Spine had been notified so they could be prepared should the Orcs decide to move south.
The party was allowed to spend the night in Ironmaster being continuing on to Kelvin's Cairn. The party decided to go to Kelvin's Cairn and perhaps raise a group of fighter's to bring back to Fireshear to help the Dwarves. The remaining trip to Kelvin's Carin went quietly. When they arrived, Baelnar led the group to an unremarkable part of the mountain, at which time he produced a key. He stuck the key into the mountain, turned it, and a door appeared and opened for the group. Baelnar stated that there were other ways to get in that were not hidden, but it would take longer to get to them.
They went to the Golden Hammer to acquire rooms. Baelnar introduced the group to the owner of the inn, Rogath. They talked with Rogath about what they learned in Ironmaster, most of which Rogath was familiar with. He told the party that Kelvin's Cairn would not be sending help to Ironmaster. He stated that these types of problems were what happened to Dwarves when the chose to live on the surface. He also told the party that the Dwarves of Ironmaster are xenophobic, and would rarely help others unless it was in their own benefit. The had dinner, and went to bed for the night. The next morning, Gareth awoke and found a note in his room. He shared it with Nefresil, and it read:
Time is of the essence so I must be quick. Your help is required to deal with a rather delicate situation. The good King Malagar has become corrupted by something evil. I implore you to help us end this corruption, and see the king brought back to his right mind. If you wish to help speak to Rogath and ask about his iron wine.
The party decided to go to Ten Towns to see if they could raise some interest in an expedition to Fireshear to help the Ironmaster Dwarves. They got a similar story to what Rogath told them. No one seemed willing to go to battle with the Ironmaster Dwarves. With the recruitment being a dead end, the party decided to go back to the Golden Hammer, and see what the cryptic note was about. Gareth went to Rogath alone, and he led him to the back room, and showed him to a tunnel down to a secret meeting room. Gareth stopped and said he would go only if Nefresil came as well. Rogath assented, and bade Gareth to continue to the room. Rogath, then went and got Nefresil, and showed him to the tunnel.
Upon descending the tunnel the party found a group of 6 Dwarves talking. Immediately, Nefresil's presence was questioned, but the leader of the group, named Dyrnar, said that they had voted to have Gareth help, and that if that meant working with Nefresil, then so be it. They told the party the story about how King Malagar had been acting strange of late. One of his councilors has taken control of the council, and is effectively running the kingdom. They learned that these 6 Dwarves used to be on the council, and in fact Dyrnar was next in line to become the king. All of that was before Maulnar took over. He was not always power hungry, but of late it has been getting worse. The party wondered if that was due to some sort of supernatural power. They agreed to help these Dwarves. They suggested breaking into Maulnar's house to see if there was anything odd there. The Dwarves told the party where and when to meet them the next day. At the appointed time, the Dwarves picked the look on Maulnar's door and the party searched his house. Gareth discovered a key in his drawer. It was a typical looking Dwarven key, but with spines on it in various spots. In addition, there were multiple other copies of the key. The party agreed to take a copy, and leave.
That night they told Dyrnar and the group what they found and suggested following Maulnar to see what, if anything, he was up to that might be suspicious. The plan was to set up that night to follow him.
The session seemed to go really well. The players were engaged with the story, and were getting really into it trying to guess what was going to happen. It was as lot of fun.
Loot and XP
The players loaded all of Morian's possessions onto the cart with the rest of their loot. They now have a set of chainmail, a rapier, short bow, 2 daggers, 12 arrows, and a set of thieve's tools. In addition, since the party made it safely to Kelvin's Cairn XP will be awarded for the previous session. Since Morian did not make it to a safe spot, his share of the XP will be awarded to the party. The total XP earned is 950, which is 475 for each player. The breakdown is as follows:
Orc 100 XP x 5 = 500XP
Orog 450 XP
Wednesday, December 28, 2016
The trip North was unremarkable, until the party stopped in the early afternoon about half a day south of Luskan. Baelnar explained that Luskan has becoem an extremely rough town. It is said that it is run by the 5 High Captains, but that was not entirely true. In reality, they ran their territory, but the rest of the town was run by various gangs. The next morning they ventured into the town. Not long after entering, Morian whispered something to Baelnar and slipped away down an alley. The rest of the group made their way through town, eventually reaching the bridge that spanned the river. A “guard” was there, and told Baelnar it would be 10gp per person to cross. He eyed up the adventurers, wary that they might try to force their way across. Baelnar passed a leather roll of coins to the guard, and then crossed the bridge. While crossing, Baelnar pointed out the Host Tower of the Arcane on an island towards the ocean. He told them that it is said to be haunted by undead, and that no one goes near it anymore. They group made their way through the rest of Luskan, and Morian joined the group just before they all left town again. Camp was made about half a day north of town.
The party stuck close to the shoreline as the biggest dangers lied in the mountains. Gareth spotted some wolves during the night, but was able to chase them away with a torch. The next day Baelnar told the group that wolves were not uncommon here, but that they would not attack a party of this size. That same day the group noticed a large white object pass overhead, and discovered that it was a White Dragon passing by. It seemed to pay the group no mind, but Baelnar said that White Dragons did tend to live in the colder climate, and that they needed to be be wary of them.
A few more days into the journey the group crested a small hill and found themselves about 80 yards from a group of 3 Orcs. Both sides were surprised, but the Orcs still decided to charge into the battle. The Orcs threw javelins at Gareth, and hit him, but the wounds were minor. Everyone returned fire and eventually Morian and Nefresil engaged the Orcs in melee and finally felled the beasts. Baelnar said this was bad as Orcs almost never ventured this far out. The group concluded that this was a scouting party, and that it was likely that there were more Orcs. Baelnar said they were only about 2 days from Fireshear and that this could only bode ill for that town. The group took the Orc weapons and searched the bodies for anything else of value/use.
Gareth and Nefresil decided to track the Orcs, they spent a coupe of hours tracking the Orcs, but never came across any others. Baelnar informed then that they went directly towards Fireshear. That evening Nefresil healed Gareth, and the group decided to travel through the night, and rest during the day. They followed the path of the Orcs through the night, but lost it the next day. They decided to continue towards the town, as that would be a good place to rest, and get some more information about the Orcs.
As the town became visible the group noticed smoke rising from it, indicating that it had been, at least partially, burned. The group then noticed a party of Orcs moving out as if tracking the previous group. The party decided to try to hide in the rolling valleys and move inland to go around the town. As they did this they found that they had to crest hills from time to time, and that the Orcs noticed them. The group took a stand at the top of the hill and nocked arrows to fire into the Orcs. Nefresil correctly determined that their bow range would be much farther than the javelins the Orcs employed. As the Orcs got within bow range, the party unleashed arrows into the Orcs. The Orcs did their best to move into melee range, and threw javelins, without much success. The party continued to attack Orcs with arrows and spells before using melee weapons. Two Orcs were felled easily, but the 3rd put up a bigger fight. The group noticed that this Orc attacked more frequently and with more deadly blows. Gareth unleashed multiple magic missiles at it, as Nefresil and Morian were in melee combat with it, and suffered greatly for that. Nefresil took 2 hits from the beast’s great and fell. Then it turned on Morian and felled him in 2 hits as well. Baelnar came around and attempted to hit the creature, but missed. It was then that Gareth unleashed a final magic missile, finally killing the beast.
Gareth then went and stabilized Nefresil, and attempted to do the same for Morian, only to discover that Morian was dead. They loaded Morian’s body onto the wagon and decided to continue inland and make their way around Fireshear to head towards Ironmaster, which is only a few days short of Ten Towns. They all had the unspoken hope that Ironmaster and Ten Towns were not overrun by Orcs as well.
This session showed me just how boring travel can be if nothing is happening. Small talk may be interesting, but no one wants to role play several hours of small talk. This caused the session to go father than I expected, however, I don’t think it went off the rails from what I anticipated. I will say though that the second group of Orcs contained an Orog as the leader. I think it was a reasonable decision to have one, but I did not make it clear in the description that this Orc looked different, so the players rightfully assumed it was just another Orc. It was not until it did not go down as easy and started to take out players that they realized this was not a regular Orc. Thankfully, neither of the players died. Having said that an NPC did fall to overflow damage. Morian started with 17 HP then took a 16 point attack dropping him to 1. This was followed with a critical hit causing about 25 points of damage. That dropped him below his max HP in 1 hit causing an instant death. Thankfully, it was an NPC and not a player character as I don’t want my mistake as a DM to cause a player death.
Loot and XP
No XP will be awarded for this session as the players are not currently resting in a safe spot. This will be awarded at a later date. The players were able to recover 12 Javelins and 6 Greataxes from the Orcs. In addition, the player found a couple of gems, specifically an Obsidian, a Star Ruby, and a Jasper.
Sunday, November 20, 2016
Nefresil and Gareth paid for Feck and Daylen’s room and dinner for the night before bidding them farewell in the morning. The pair went to a money changer, and changed their coinage into a more manageable number of coins, opting to carry a handful of platinum. They then went around town looking for some work, but not finding anything that interested them. They went to look for any caravans that needed guards.
They came across a Dwarf named Baelnar that was looking to travel up to Kelvin’s Cairn near Ten Towns in Icewind Dale. After some negotiations they agreed to a price of 150 gp each, along with a 2 week stay in Iceland Dale so the adventurers could investigate anything interesting they found. They would then guard the Dwarf back to Luskan. Baelnar gave each 50 gp up front, and told them to meet him near the North Gate in a week’s time.
With some daylight left they decided to purchase some supplies for the upcoming trip. Then they went to find a Wizard to identify the Spider Staff and pipe that they possessed. They found one in a library who told them that the staff indeed was magical, but the pipe was not. He said he could identify it for 50 gp. The party agreed and the wizard told them that the staff, when wielded as a melee weapon did an extra 1d6 poison damage. In addition, it could be used to cast spells. If 1 charge was expended the caster could cast spider climb, and for 2 charges the spell web could be cast. He said the magic in the staff felt full, but he was unable to tell how many charges the staff contained.
This was an interesting session for me. This marked the first session I ran that was not out of a module. I tried to give the players the freedom to do what they wanted. However, I think I went too far in that direction. I did not give them plot hooks in Neverwinter that they could follow. I realized this the next day, and it is something I will try to fix going forward. There were no fights during the session, but the plot still moved forward.
Loot and XP
The party rested in both Phandalin and Neverwinter so the remaining XP from Wave Echo Cave can be awarded. There is 1300 XP to be split 3 ways (Nefresil, Gareth, and a third share to the hirelings), which is 433 each. There is an additional, 1950 XP to be divided 4 ways (Nefresil, Gareth, Gundren, and the hirelings), which is 487 each. Each player is awarded 920 XP, bringing their total to 2195. Here is the breakdown.
Zombies - 150 XP (50 x3)
Flameskull - 1100 XP
Ghouls - 600 XP (200 x3)
Mormesk the Wraith - 700 XP
Spectator - 700 XP