Gabe3e

Love, Hate, Vengeance, Magic

January 31, 2003

Lost in darkness

Filed under: Summaries — Gabriel Rosa @ 12:49 am

4-8 Mirtul 1357DR
[Game of Jan 31st, 2003]

highlights

  • While the party rests after destroying the shadows, the lich teleports in and attacks. The lich yells at Kalcryx “Get off my throne!” before attacking him.
  • Continual darkness covers the entire place. Luckily, Jaran uses her sword of light to negate the magical darkness while Jarl uses his shield light source to illumninate the hallways.
  • Jaran is reminded a couple of times that sometimes she fails to disarm traps.
  • A secret door is found in one of the dusty chambers, leading to some sort of temple.
  • The party encounters the ghost of a dark elf. GKar is unable to control himself and tries to retreat. Kalcryx trips him, but GKar continues on, despite having to crawl. The ghost reaches out and touches Jarl, aging him 30 years. The party decides to pull out, but Jarl pushes on. Jaran convinces the group to stay and aid Jarl. Without suffering any more damage, the group banishes the ghost.
  • Jarl asks GKar to braid his newly grown silver beard and hair.
  • The lich attacks the sleeping party again, but is quickly dispatched.
  • The party returns to the runed wall and Delenn uses a spell to decipher the runes. The runes urge them to “enter the stone”, but tunneling 6ft into the wall reveals nothing.
  • GKar decides to ask Clangeddin for some advice. They rest for the remainder of the day so GKar can pray for new spells in the morning.
  • The lich attacks
  • GKar receives a cryptic message via Augury spell. They decide to tunnel through the secret corridor, past the Lich’s warning runes.
  • GKar discovers the Lich’s secondary lair, a rectangular room 5ft below the tunnel. The Lich attacks, but the group closes in and defeats it. As usual, a contingency whisks the Lich’s body away to it’s safe haven.
  • GKar discovers the way into another room, through the rock. After 2 hours of digging, he encounters the Lich, sprawled on the floor holding a glowing red phylactery. The Lich teleports away before he can act. Breaking a tunnel out of this room connects it to the back of the ghost temple.
  • Deciding to tunnel further into the runes, GKar makes a 15ft tunnel. He uncovers a staircase going down.
  • Exploring the lower level, the group finds another shrine to Lloth, but decide to leave it alone
  • A giant skeletal figure, enormous spear in hand and fiery red glow in stomach, wards the group away with an open hand. Jarl, GKar and Kalcryx brace themselves into a shield wall to protect the party and attack. The skeletal warrior reaches for its red orb and throws it down at it’s own feet. Fire engulfs the party and expands to fill several nearby hallways and rooms. With Delenn’s and Jaran’s help, Jarl destroys the skeleton.
  • The group wanders into what seems to be a great dining hall. Rubble occupies most of the exits, and Jaran decides to search through it. She finds a 4ft wide tunnel and the group decides to follow it. GKar sets out first, and has to catch himself from falling as the tunnel reaches a crack, 10ft across that stretches down farther than the dwarf can see. On the other side lies a giant pile of rubble. As GKar looks up, 2 large eyes arise out of the rubble, and stones fly out of a pair of nostrils at GKar.
  • The group finds Cleksathor, the Great Tyrant.
  • The group runs away as the dragon breathes certain death on them.
  • Returning to the ghost temple, the group decides to rest before confronting Cleksathor.
  • The lich attacks, killing Kalcryx. Fortunately, Jarl once again defeats it and GKar uses a scroll to raise Kalcryx from the dead.

January 24, 2003

Descent into Darkness

Filed under: Summaries — Gabriel Rosa @ 12:57 am

16 Tarsakh - 4 Mirtul 1357DR
[Game of Jan 24th, 2003]

highlights:

  • Kalcryx and Delenn spend a week in Grimclaw waiting for magic items from “Velvet”.
  • Delenn gets to know Dyllan a little more intimately while “Velvet” is busy.
  • Jaran, G’Kar and Jarl spend a week in Stormaxe.
  • Jarl employes Dwarven furnaces to fix up his plate armour.
  • Dwarven warriors leave Stormaxe, headed North.
  • Jaran reads The Libram of Silver Magic.
  • Group reunites, spends a week spelunking underneath the Starspire.
  • Groups descends into an abandoned drow outpost.
  • Attacked by invisible stalkers while exploring the drow outpost’s dungeon. Jarl uses a potion of fog cloud to even the odds.
  • Delenn uses her wand of fireball for the very first time.
  • Delenn engulfs the party in flames.
  • Destroyed a lich, but forgot to destroy it’s phylacter.
  • Attacked by shadows while exploring the drow’s servant’s quarters. Jaran blasts half of them to hell with a lightning bolt. Delenn is struck by a shadowy claw and feels as if her strength has been drained.

Still no sign of the Wyrm Cleksathor, the Great Tyrant.
 

January 17, 2003

Journey Through the Starspire

Filed under: Summaries — Gabriel Rosa @ 2:40 pm

9-15 Tarsakh 1357DR
[Game of Jan 17th, 2003]

Highlights/Outline

* left the green wyrm lair, took a bunch of teeth and scales.

* Delenn dreams of riding a unicorn in the Wealdath, escorted by elves. A young girl weeps in the middle of a clearing. As Delenn approaches, the Banshee reveals herself and wails, killing everyone but Delenn.

* crossed the river Sulduskoon, after paying a toll of 3 silver to a band of Kobolds. Kalcryx pays an extra silver in charity.

* entered the human settlement of Grimclaw, on top of the 3rd peak of the Grim Jaws.

* Entered the temple of Ilmater searching for advice on how to remove Leech from Jaran’s hand. Met Fay, Paladin of Ilmater and Donnel, the Painbearer.

* Met Dyllan, whom Jarl defeated in a bar duel. Dyllan’s sabre of speed slipped from his hands before he could inflict first blood on Jarl. After tumbling over a table, he was struck by Jarl’s hand axe.

* Dyllan dines with Delenn, and tells her that “Velvet” is looking for a band of adventurers to take care of a problem.

* Leave horses at local stable.

* Jarl gets a room with Joyce, the serving girl. Kalcryx gets room 1 at the inn, Delenn and Jaran split room 2, and GKar passes out at the bar.

* Go talk to “Velvet”. Dyllan answers the door half naked. Learn about the ghost of a young maiden who’s haunting the canyon around the river Sulduskoon.

* Buy spells and get items recharged from “Velvet”.

* Set out to deal with the ghost. Find out she threw herself into the canyon because of Zonas. Wants his head.

* Kalcryx spends some time underwater, catching fish for the local fishermen.

* Head back to Grimclaw, learn about Kouraf, his clone, and his army of Elves marching to take over Zazuspur.

* Head off to see the Dwarves of Stormaxe. G’Kar returns his blessed warhammer, and receives the High Priest’s blessing on his superior one.

* Learn about the Wyrm Sisters, and that the dwarves killed the elder wyrm — but didn’t know about the baby wyrm. High priest asks GKar to kill off the 2 remaining green wyrms. Learn that the wyrms, normally native to the forest are leaving because of the humans burning things down.

* Learn that a dwarven army is setting out in 5 days to join an army of elves, lead by a wizard. Party assumes it is Kouraf’s army.

* Kill Gulthinor the Hunter, after extensive casualties.

January 10, 2003

Return to Mosstone

Filed under: Summaries — Gabriel Rosa @ 12:00 pm

1-8 Tarsakh 1357DR
[Game of Jan 10th, 2003]

Part1: The party returns to Mosstone to find it has been taken over by Amnite forces.

Part2: The party ambushes a caravan heading North out of Mosstone, killing their leader, a priest of Bane and his mage counterpart (as well as the guards). They find a bag with Lord Corvis’ plate armour and Kouraf’s head inside.

Part3: The party decides to head to the Starspire Mountains, home to GKar, to regroup somewhere where they are not wanted by everyone and their dogs.
On the way down to the Dwarven city, they encounter a green wyrm lair. The elder wyrm has been slain, but the hatchling attacks them. The party defeats it and continues on towards the City.

January 9, 2003

I’m afraid you can’t do that.

Filed under: Quotes — Gabriel Rosa @ 10:41 am

“The tools can be taken too far, though. The fact that tabletop roleplaying games have gamemasters is a strength, not a weakness. Don’t let rules replace good DMing skills.”

-Monte Cook