Sunday, November 25, 2007
WWBD (What would Bolgrim do?)
First off the Adventurers spend a little time cleaning up after the great ball. Then the party made their way back to their respective homes and slept for a good 9-10 hours. Everyone was totally exhausted.
That morning Anna Taskerhill and Churchkey have a private talk and then take off for Cauldron Lake and begin sandbagging. They have a short interaction with Jenya who they convince to get some sleep.
Other party members run some errands around town and then make their way to help with the flood relief efforts. Conall arrives a bit later than everyone else, but his bowls are now moving at the correct speed.
Barrett does a bit of info gathering and spends some time listening to the theatric reading of the Broadsides and then takes a copy for himself. After reading this document it brings up a lot of issues both political and social.
That evening, at the insistence of a much rested Jenya. Churchkey gathers the party and they set off that evening for the strange ruins to try and gather the last three wands of water control, not to mention the removal of one wickedly tough creature. Anna Taskerhill takes charge of the efforts to build some temporary dikes and help move those citizens who have just lost their homes and businesses.
The party enters the long tunnel from the jungle into the side of the mountain. Not more than a dozen steps from the end of the tunnel leading to the winch and basket mechanism, Churchkey notes that the ground is littered and splattered with blood. Yet before them stand two of the four guards. After yelling for their attention one of the guards turns and part of his face slides a bit to the right and flaps open all the while the "guard" moves forward mouthing words with no voice.
The party jumps into action and shortly Bolgrim announces that skelitons are susceptible to blunt weapons, but zombies are susceptible to slashing weapons. Everyone does a rapid weapon change as two more zombie guards come out of the guard house. It takes no more than a few rounds of combat, but at this time, the party finds out that these zombies hit really hard.
After a scouting mission using spider climbing it is determined that the beach head has somewhere around a dozen undead on it. With a bit of wrangling they are able to get Bolgrim and Donner to the roof top of the other winch house. Here they wait all of a round and then Bolgrim summons the holy light of Pelor. It was unknown until this time that zombies sound just like really big mosquitoes hitting a bug zaper when Bolgrim is around. It takes out 8 zombies the first round.
A few more rounds go by as the rest of the party is lowered to the beach head. A few rounds of combat but with no real danger.
From here the party makes their way to the carvers where they were last time. Here they make a slow walk into these tainted caverns. The very first cavern has well over a dozen skeletons and zombies. The party waits for Bolgrim and then 10 of the creatures are removed from the combat.
There are a few more combats with random zombies and skeletons. Pepper even destroys a group of normal skelitons and turns some zombies... saving the more serious and devastating turns of Bolgrim.
Heading down the caves where the howling beast came from the party is moving cautiously when there is a great explosion. Churchkey and Barrett are both injured by some sort of magical explosion. At this they hear howling.
Moments later wave after wave of undead come pouring from the upcomming chambers. Bolgrim takes out the first wave with holy fire that turns these damned creatures back to the a peaceful death. Combat is a bit deadly, but not too bad.. when the howling beast emerges.
The last remaining zombies are removed from combat and the party concentrates on this deadly and sickly creature. Donner does a nice job of flanking it and the rest of the party begin to slowly surround this thing... undead or demonic, no one knows.
After far too many rounds it finally dies. It is searched and a good 1/2 hour is used to remove the armor and spiked chain that are actually woven into the fabric of this creatures skin. They also find some wands (some look like the water wands and others do not).
after a bit of healing the party makes their way back towards where they fought the T-Rex. Here they run into a number of waves of undead. Again the holy word of Pelor removes any threat of note. One combat however is just a few zombies and wanting to save the last few of Bolgrims turns for larger combats the other holy men step up to the plate.
They are able to turn the zombies but not destroy them. After killing the few that remain in the chamber they chase after the one that got away.
Turning a corner the party sees a large room rittled with small little glassy gem like flecks of stone in the walls. The light sources are reflected like disco balls around the room. In the dead center of the floor is a very large dark stone alter, coffin, chest. But it is big and boxy.
The party quickly disposes of the zombie in the room and investigates the box. It turns out to have a lid and is also coated in some kind of poison. Using some of the keys found in the caves and some ingenuity they lift the lid only to find two mummified creatures rise from the boxes recesses. Shielded from the fearful nature of these creatures Churchkey runs into battle.
Unfortunately, Bolgrim, Barret and Pepper make a run for it. The fear effect is to strong. Conell, thinking quickly casts a remove fear spell and Barrett and Pepper shake of the fear affects. Conell then has a dickens of a time running after Bolgrim. wishing the dwarf was not wearing those damn magical boots.
Churchkey and Donner take up the front lines attacking these mumified beasts. A few rounds later the now freshing emboldened Barrett and Pepper add backup to these two front-liners.
The mummies finally stop moving and the party can take a look inside the chest. Here they find money. Now when I say money, I'm not talking about $20 that you forgot in your jacket pocket from last winter and then suddenly go..."Hey, cool! lets get a beer". No, I'm talking about the kind of money that might fall out the back of an armored vehicle, help pay down your mortgage sort of money.
It is here our party awaits to adventure again. To finally finish this damn ruins and save the city from the ever rising waters of crater lake.
Wednesday, November 14, 2007
Warhammer Delights
Ben came to town and although we got a bit of a slow start by Saturday evening we were rolling allong. When sunday hit my brain was fried by we slogged on. 3:00 was quitting time but by then we had:
- Advanced in a new career
- Helped uncover an ancient tomb
- realized we were being hunted by some gray robed bastards
- sent on a wild goose chase to find out more about our strange tattoos
- Ended up in Kemperbad and a bizarre haunted house were we encountered a daemon and a surprisingly large number of ghosts and undead (if only there were turning in this game).
- went back in time about 500 years
- Trecked to Middenheim {oops. I mean Marienburg} only to find out some kind of great disaster is going to happen in the next month or so.
- Uncovered some astrologers and astronomers as well as scholars of a variety of sorts that all confirm that some time in the next month the chaos moon will eclipse the sun.
- We also found out that one of the more prominent (yet unbelieved) scholars thinks that this event will unleash a daemon of such terrible power that it will put the gods to shame.
- So, we are off with a tooth of a great daemon in our hands looking for an "egg" so we can try and stop the second coming of pure chaos on our planet.
Thanks for coming to town. Hope to see you soon.
Sunday, October 28, 2007
10/28/07 recap... Demonskar Ball
The party returns from the cave... beat up, tired and totally spent of resources. The party splits to do their own thing until the Demonskar Ball begins. A group of people head to the church of Palor and St. Cuthburt but finds no one there but a few of the most minor of acolytes. In search of Jenya (Head mother of St. Cuthburt) and Kristof Jurgensen (head priest of Palor). Finding them at Caulderon Lake sandbagging and help the 500+ citizens fight the flooding. The first row of lake front houses and business have all been destroyed. The desperate fight to keep the next row from flooding is taking all of the peoples energy. Lantern Street Orphanage is close to being flooded and with the help of some of the wands and many people sandbagging the orphans are hoping and praying for success. Jenya heals Donner for 15hp and after a 20 minute discussion and strong debate Churchkey convinces Jenya to attend the Demonskar Ball. By attending the ball she will actually gain some honor and get in the good graces of the Nobles in town. She reluctantly agrees. The rest of the city is hosting their own family gatherings honoring the history of the City of Calderon. Local pubs are also hosting their own formal dances and feasts, but nothing with even a close proximity to the elegance, grace, quality of food and drink and historical information. Otherwise, the Vanguard of Calderon bath and sleep until mid-afternoon where they begin to prepare for the ball.
When the party arrive they notice a large throng of common citizens outside the Coy Nixie and the gathering of costumed dignitaries standing high above on the top floor balcony watching the guests arrive.
Of note the party takes notice of Lord Vhalantru. He is seated at one of the few tables in the foyer. He is dressed in a long beard, flowing gray robes a white wig and a staff. What is most notable is a woman of unprecedented beauty (notably off-putting to Annah Taskerhill who is usually the most beautiful person in a room) at his side. No one knows who she is, but Lord Vhalantru is quite pleased with his companion.
The members of the party mix and mingle. Noting that Cora is completely out of her element in a silver gown, jewelry and a power wig. Todd is obviously not dress completely appropriately. He was to come as a founder, but he came as a "dead" founder. Painting bones and skeletal face to make the founder look undead. His family is not happy.
Anna is of course in her element. She is constantly surrounded by other nobles and guests and her family looks on in glee. Zachary II is busy with his parents mingling and then excusing themselves early to prepare for the next section of the evenings events. Since this year, the Aslaxin's are hosting the ball.
Appearing later into the evening is Jenya Urikas. She comes having obviously washed and cleaned up, but her costume is by far the least impressive in the ball and she is looking a bit uncomfortable. The whispers and rumors flicker through the foyer and among the patrons. No one is rude to Jenya, but there is an air of superiority and distance. Jenya is given courtesy but not welcome.At the last moments Lord Alek Tercival arrives in full armor, blade, helmet and shield. His equipment is in astounding condition and looks meticulously taken care of. His total irreverence for the ball for a man who an expert in diplomacy is shocking to the whole crowd. Everyone takes a step back and Jenya is quickly forgotten. Lord Tercival is given room and conversation in the room is about nothing else. Lord Vhalantru quickly exits his seat.
Leaning in to welcome Lord Tercival he whispers something into his ear. They part, pumping their arms a few more times before Vhalantru returns to his drink and companion. At this Donner approaches Tercival and engages him in a 10 minute conversation. This act brings another wave of chatter among the guests. What is more amazing is that during the discussion Tercival seems to waver and catches himself just before a lone tear drops from his eye. Barely saving what ever grace he might still have left. At this, a herald steps from behind the grand arched doors. The Demonskar Herald is a sight to behold. He wears a robe split evenly down the middle. One half red and one white, and dons a full head mask similarly split - one half a hideous snarling red visage of a demon and the other an angelic handsome blond haired man. In a clear voice (recognizable as the head distributor of the Calderon Broadsides) the herald says-
With a flourish four servants... 2 as demons and 2 as angles open the doors. A huge room elegantly decorated with floating spheres of pure white light and red light bounce about the room.
Members of the Ball group together in invited bunches... by family or close friendship. The last members to be introduced into the ballroom are the most impressive of the noble families. All other families enter on a first-come basis.
As the party gathers on the stairs to let them into ball, there are a series of heralds to both announce the party to the whole ball, and to do a personal introduction to those at the receiving line.
From the top of the small stairs the party can see the cathedral ceiling and exposed beams sitting thirty feet above their heads. Huge floor to ceiling arched glass windows reveal the lights of the city. Great red banners depicting a demonic army hang the full height of the wall between each window on the right hand side of the Ballroom while equally impressive gold banners showing an army of knights, commoners and robed wizards hang along the left wall. The floor is freshly polished and reflects the light from the candelabras in warm hues.
On the far side of the room is a large stage. On the right side of the stage is a full band in demonic costumes. On the left side of the stage is a choir in angelic outfits. The band is playing music and the choir is providing accompaniment ideal for adding atmosphere soft chatter and socializing.
Servants fitter about in simple costumes carrying morsels of exotic foods. Bits of spicy meat, dough wrapped around tender spiced vegetables, cheese imported from foreign lands etc.
At the top of the stairs, the herald gathers the invitations and in a clear voice announces "now entering the Vanguard of Calderon! First up, Pepper etc. etc." From here guests go by the welcoming party accompanied by a personal servant for introductions...
First up: Margaret and Zachary Aslaxin I (the hosts of this years party) While entering Pepper overhears Margaret analyzing with a bit of contempt the previous couples costumes. Once introduces, Margaret's eyes light up and she thanks the party for such heroic acts. Zachary I is equally glad to see the Vanguard at the party. They give special thanks to Connell for his running race. She also whispers to Connell that after 1st dessert he is to meet her in the foyer so that he can prepare to change costumes into that of Nabthatoran.
The party chats quite adeptly with her and gives obvious pleasantry's and complements. This quickly becomes a very brief but complementary discussion of the parties heroics... especially focusing on the Orphans and the recent recovery of some wands to help with the flooding of Cauldron lake.
Second up: Zachary Aslaxin II.
Before Zachary can say anything, Margaret interups and says, "Zachary, no doubt you've heard of the famous Vanguard of Cauldron?" Zachary replies with open contempt dripping from each word; "Of course mother. They are Cauldrons saviors after all."
At that, Zachary II says really nothing else to the party.
Third up: Lord Mayor Severen Navalant
The 12 year old Lord Mayor speaks with authority and confidence, politely thanking the party for their work assisting the town guard in rescuing the kidnapped orphans and retrieving the wands.
Donner and Bolgrim both note that the Lord Mayor is making furtive and relatively frequent glances over to the side where Lord Taskerhill watches on.
Additionally, standing a comfortable 5 steps behind Mayor Severen Navalant is Lord Vhalantru. Mainly to be an adviser and emergency backup.
Fourth up: Embril Aloustinai (Lord Mother of the Temple of Wee Jas)
Embril is dressed to appear as the angel of death, with black wings, thick black robes, gloves with appear like skeleton hands and a scythe. Her head and exquisite facial features have been left untouched.
Embril appears very cordial and formal. She thanks them for their bravery and heroics in the city, "Your skill at arms and bravery in battle are more than welcomed in our fair city. The church of Wee Jas rejoices at your success and offers you aid whenever you need it."
Donner speaks up and offers their aid at any time and puts in a slight sexual overtone. Embril responds quickly and in a way that totally takes the characters back, "I did not realize that your skills included charming ladies also." Then gives a very gorgeous and alluring curtsy.
Fifth up: Asfelkir Hranleurt (The half-orc head of the church of Kord)
This nearly 7' giant of a half-orc towers both in height and in muscle mass. He is imposing even without armor and weapons in hand. His only response to the party is curt and a bit dismissive.
Sixth up: Lord Alek Tercival (Protector of St. Cuthburt but was missing for months and reappeared a few days before the dance)
This aging legend is fully armed. His gray hair is short and his face has aged. Normally he would be located next to the Aslaxin's but due to his faux pas he has been moved to the end of the line. Alek is warm and flamboyant, eager to share heroic stories and his opinions to anyone and everyone. He is wildly informal and is offending noble after noble with his behaviors. This is especially strange for those that realize that not only is Lord Tercival of Nobel class, but is also a Paladin and one of many years.
The party begins to scope around the room. Barrett begins chatting up the servants and many of the other nobles trying to glean information about the Stormblades. The others are mixing and being greeted by noble after noble thanking them for their deeds.
Finally one of the last to be heralded into the party are Lady Annah Taskerhill and Paulus Matrius. Once everyone is in the ballroom Proffessor Palendor approaches Connell with some concern that the least etiquette understanding of the bunch is going to be on display, expertly takes him aside and sneaks him behind the stage curtain. Here he goes over many of the dance moves one more time.
Once again the two faced Demonskar Herald moves to the stage and once again addresses the guests
Demonic hordes of the Demonskar could you please stand to the right of the battlefield. Heroic founders of Cauldron please move to the left.
(Most guests quickly move in to place familiar with the annual ritual)
(Placing one finger to his lips dramatically until the guests are quiet, the herald once again continues)
After losing his arm and legendary blade – Celestia ,slaying the horrific dragon Vittris Bale, Sundabar stood without a weapon to face the demonic general Nabthatoron and his approaching infernal horde.
The beautiful feather winged angel Nidrama appeared to Sundabar heralded by a song of heaven while he stood alone one morning in the jungle. She told him of her belief in his strength and wisdom and granted him a weapon to combat the evil that threatened to overwhelm his forces – Alakast.
Tonight we honour Nidrama with our own ‘Song of Heaven’, a competition to see who will be our angel this evening and reward Alakast to Sundabar during the Demonskar Dance.
A young up and coming performer Lidu Trakal comes to the stage. Annah feels a tinge of anger but then relaxes and takes the competition. Lidu puts on a good performance, but doesn't hold a finger to the talents of Annah.
While the Song of Heaven Competition is progressing the guests are encouraged to dance. Not all guests choose to do so, but if you are young it is most certainly expected. The dance is simple as to not distract from the music. Men stand in a circle facing in, and women stand in a circle facing out. After every verse the women move one person clockwise. So by the end of the song each person will have had 12 partners.
Cora shifts partners and ends up dancing with Pepper. She is not happy and it is quite apparent. But much to everyones surprise, Pepper dances wonderfully, bringing Cora from a state of anger and disgust to one of relative joy. She even begins to put some very complicated moves to her dancing. However, when Cora finally moved to Donner, after a swirl, her foot catches on his outfit and there is an audible "RIP". There are giggles from the audience and a lot of pointing at Donner.
At the end of the song, Annah is declared the winner and is given a pair of wings to wear and a gold staff. Annah will also have a role in the final performance of the evening.
After presenting the Song of Heaven winner the Herald addresses the assembly once more:
As the demonic army moved towards Redgorge and Sundabar used his great elemental powers to defend his people, to the east one of Sundabar’s greatest friends and competitors sought to support her friend and the people of Redgorge with her own powers.
As Nabthatoran lead his howling forces against Redgorge, Kozomagon drew upon her powers to raise an army of undead kopru. Instead of helping the citizens of Redgorge, the attempt turned to tragedy as the undead army turned on the Liduton citizens and Kozomagon herself.
Tonight we will reveal our leader of Liduton in memory of the tragedy of Kozomagon. We will announce our Mayor of the
Find your partner, form the necromantic symbol of Liduton and let the Dance of Kozomagon’s Folly, begin…
The dance is held on a giant cloth with magical ruins on the cloth in a figure 8 pattern. As the dancers follow the pattern they light up under them. The tricky part of the dance move is the crossing of the two lanes at the intersection of the figure 8.
With some embarrassment on Donner and his dance partner but otherwise some excellent dance moves by Pepper and Churchkey keep the dance progressing well. Annah and Churchkey seem to dance very well together and when the music stops Annah Taskerhill and Paulus Matrius are at the very center of the 8 making them the symbolic mayors of Haunted Village.
During the whole dance. Todd has gone missing and Barrett has a large number of staff members out looking for him. He also places himself at the edge of the dance cloth so as to leap into any fray that might happen.
At this the guests are all invited to feast in the banquet hall downstairs. Upon everyone being seated Lord Aslaxin stand and with a large smile firmly fixed upon his face he begins to speak...
(As Lord Aslaxin speaks servants move through the banquet tables giving each guest a glass with a bubbling red drink which white smoke pours out of.)
This year has proved especially difficult to our grand city. We have had kidnappings, thwarted Drow invasions, goblin bandits, Kolbold raiders and potentially disastrous floods threaten our holdings and welfare.
Heroic adventurers have been our salvation. One group, I am extremely proud to announce has my own son, Zachary II, amongst its ranks. (Zachary II rises to applause).
The other members of this heroic group are the sons and daughters of Cauldrons nobility, protecting the weak and strong alike. Collectively they are known as the Stormblades! (Loud applause from all gathered).
Another group has also proved their valor in the past few months. Rising from poorer beginnings than our other heroes but have demonstrated a noble spirit due to the leadership by one who holds a long time name in Cauldron - Family Matrious. (Churchkey stands to applause). They have singlehandedly rescued the kidnapped orphans from the slavers and have also recaptured some wands of water control from a villainous cult and are helping to avert a city wide flood. I present the Vanguard of Cauldron. (cheers and applause from all guests as the whole group are urged to stand)
[In an attempt to shorten this amazingly long entry I will skip a large portion of the meal only to say the following. Alcohol, strength contests and Cora gets so pent up that Annah has Todd get a narcotic to put in her drink to calm her so she doesn't get too "aggressive." Additionally Barrett wins a prize for winning the riddle] The only other large event that I will write in detail is what follows.
The guests attention is turned toward the kitchen doors behind the main table as six servants struggle to carry a massive oval silver platter on which a giant pig rests wrapped in leaves and herbs from the surrounding jungle. The guests applaud and gasp in glee at the massive feast. As the servants pass the main table towards a large central serving table, one servant drops under the weight of the pig and other servants slip and tumble causing the platter to tip. Lord Alek springs from his chair and catches the platter as the remaining servants fall to the floor. Holding the platter and the giant pig that sits atop it effortlessly above his head, Alek calmly says "stand aside humble servants. Lord Aslaxin may I do the honor?"
Stunned by the show of incredible strength, Lord Aslaxin can only manage a nod, and with that Alek slowly walks to the table and gently lowers the pig upon it. The crowd begins to applaud, others whisper in concerned tones.
The End of Dinner has come and Lord Aslxins once again stand to his feet and some nobles, partaking in one two many Bubbling Cauldrons, cheer and applaud their host before he utters a word.
Margaret and myself hope you have been enjoying your night. (Cheers and applause from the crowd) I am pleased to introduce the final course. It is a celebration of the defeat of the Demonskar army and the foundation of Cauldron. The reason I announce this course is because my lovely wife herself made it. (More applause).
As Lord Aslaxin sits the same six servants who carried the Roasted Pig earlier walk out of the kitchen carrying a monstrous cake shaped like a caldera. It is beautifully decorated. Lady Aslaxin herself comes out of her seat to cut the cake while the servants carry the slices over to the waiting guests.
The Demonskar Army moves to the front of the room once more and sounds a deep horn of war which reverberates around the chamber, bringing the room to instant silence.
Once the other guests enter the more dimly lit Ballroom they are greeted with the music of the band – a loud march with heavy drums and horns. The audience visible stands more erect and ready by the sound. Upon the floor and scores of large glowing symbols.
The guests gradually begin to move in groups up the stairs and to the Grand Ballroom guided by the servants.
A wickedly complicated dance that simulates combat ensues. If done well, your opponent won't be able to keep up and will trip and possibly fall. Suddenly the music stops and The Clash of Armies finishes. The dancers quickly move to form a large circle, the Founders on one half and the demons on the other.
Lord Aslaxin asks everyone to stand before the stage for a final time and asks the Lord Mayor to the stage with him.
Tonight is a celebration of our heritage and our glorious city as much as it is a celebration of our founder. Our city survives on the back of our citizens and the direction of our nobles.
Due to their defeat of the demonic kobolds and the subsequent retreat of their drow masters, each hero will be awarding with the Star of Valour. (loud applause)
The Lord Mayor shakes each Stormblades hand and pins the medal onto them.
But we are blessed in this city with not just one band of heroes but with two. A group has arisen in our fair city who arose from humble beginnings to avert some of the biggest disasters we have ever witnessed in Cauldron. They are heroes of virtue and of character; they show honor in spirit and strength in their hearts, they protect the commoners and nobles alike.
Please come to the front (signaling to the party)……I give to you the Vanguard of Cauldron!
The Lord Mayor will not only be awarding the Vanguard of Cauldron with the Star of Valour but also with the White Shield. The Lord Mayor shakes each of the hero’s hands and presents both of these awards. After a moment to soak up the accolades, Lord Aslaxin says - ‘I give you Cauldrons Heroes!’ Begging the Stormblades to gather on stage with the Vanguard of Cauldron. (Prolonged thunderous applause and cheering)
Monday, October 15, 2007
Dumb Undead Things (recap for 10/14/07)
The rains are still filling Cauldron Lake and at this time 200 hundred citizens have had to evacuate their homes/businesses. Those on higher elevation seem oblivious to the trials and tribulations of those less fortunate. The parties continue and food is flowing at parties in nearly every home in Cauldron.
Preparing for the grand ball of grand balls the party has only 24 hours before they need to start preparing... bathing, dressing, gathering the coaches etc. takes a lot of time, and you DO NOT want to be late for this event.
Churchkey sends a well written, if a bit formal, note to Anna Taskerhill stating when the coach will be by to pick her up and his generally anticipation of spending the evening at her side.
The others make some last minute adjustments to costumes and Donner makes a run to Skie's. Here Donner and Skie pass some time and Skie gets Donner to let loose that there is some kind of evil group below the city and it is in fact "THE VANGUARD OF CAULDRON" the caught the fames Triel. Skie gets all giddy and runs out to the front of her shop and with the wave of a wand the writing on the different stones shifts and moves around and with a swoop and flourish Skie places the name "Vanguard of Cauldron" next to "The Storm Blades" as her two highest prospective adventuring groups. But makes the statement that The Storm Blades does a bit more business with her than The Vanguard of Cauldron but says so with a wink and wicked grin.
In the meantime the party is able to get a number of items identified including some slippers of spider climbing and what amounts to a fountain of potions. Not to mention some other magical items that although useful, need to be "altered" before they can be used... such as the magical plate mail with the etched holy symbol of Hextor on it.
From there the party makes their way back down to the lava tube and descends back to the nervous waiting town guards. By the Vanguards command, the guards lower the basket down to the awaiting beach on the other side of the lake.
After a quick discussion of available places the have yet to explore, it is pretty unanimous that they should see what is behind the double doors in the main entrance. They know there is a long corridor, but this corridor could be so well protected, that the doors on the opposing side must hold something of interest and use.
Staying to the walls the party begins to make their way down the hallway. Donner takes the middle to draw any bow fire (if they happen to have missed anyone). While walking a large pit opens under Donners feet. Tumbling forward, Donner rolls onto hard stone and deftly avoids the pit trap which even as he looks back is already almost reset. Cautiously the party continues moving forward and detects one more trap just before their goal of the other double doors.
After steeling themselves they open the doors to be greeted by a room of enormous proportions. It is so large that no one can see the walls, and the echo of their voices conveys a room of gigantic size. Bolgrim steps a bit forward and peers into the darkness. Meanwhile Churchkey is detecting evil. At this the party hears some kind of strange, quite but echos of some kind of clicking sound from the darkness.
The rest of the party spreads out and moves a bit forward. At the edge of their vision is a work bench nearly 20 feet wide and about 5 feet deep. Bolgrim notes that in the alcoves to one side of the door are scraps of mettle. Not sure from what, but definitely high quality material. The party slowly moves forward and notes there are two other work stations perpendicular to the work bench they are approaching. Those benches disappear into the darkness... revealing that this room still has a far way to go before being explored.
Churchkey summons his mount and Bolgrim detects magic. After a bit of concentrating, Bolgrim says there are some dweomers of three domains: Abjuration, Enchantment and Necromancy.
Again the party begins to move forward. It is quite obvious that something was at one point in the recent past being built here. The table was use to manufacture some kind of metal object or objects. At this leaping out of the darkness a creature of obvious intelligence but looks like a humanoid toad with a large toothy mouth and its webbed hands and feet ending in talons.
As soon as it lands people begin to draw weapons and prepare. As everyone begins to move forward a strange chanting comes from the mouth of this creature and then the air behind this thing shifts and buckles and a glowing hoop forms and another one of these creatures steps forth.
Quickly jumping to action Barret seems to charge the initial Toad thing on the table but with a lash of his wrist the newly summoned creature has blood drawn. Others jump into the fray... Some leap the table and Churchkey charges on his mount and trys to bring the point of his devastating lance to a fitting target but to no avail. Others land blows but are amounting to nicks and cuts. What is especially demoralizing, these disgusting things seems to heal wounds in front of the adventurers eyes. At this the Original creature puffs out his throat and lets out a devastating screech that sets ears ringing and the vibration makes hearts beat strange and bones come close to shattering. Donner leaps with heroic agility behind these creatures of contempt. Stumbling, the rest of the party continues to try and land blows when the summoned creature follows suit and lets out a terrible and damaging bellow that just about knocks Connal to unconsciousness.
At this, the party has moved into position and with a few more swings these creatures fall just moments before they were to act and do who knows what other actions.
The party searches the rest of this mammoth chamber and finds wrapped in a threadbare cloak a large sum of platinum some gems and a well made lute.
Upon dividing up the treasure wrapped in the cloak, the battle weary troupe makes their way to the caves that emanated evil. As the party moves toward the collapse in the back of the room they can hear the sound of some material scraping against itself. Its some material unfamiliar to anyones ears. Following the sound, they can also feel a slight thrum in the ground every once in a while.
Rounding the corner, they see a huge T-Rex made of bones. At this, there is a gulp and Barrett leaps to position along the wall. Pepper calls out that this is undead and skellital and thus is most
easily harmed by blunt instruments. At this Donner makes an amazing tumble to the back side of this towering death machine. With a fist of flame he reaches in and does some serious damage to the T-rex. When a grizzly smash of jaws closes upon Barretts arm ripping cloth and tearing flesh to the bone. The wound is gaping and gives everyone a moment of pause.
People swallow and charge in. Connal makes a daring attack and is mauled by the obscene reach of the creatures maw. Connal looks ashen. Bolgrim summons the power of Pelor and with all the might Pelor can give, the creature is unphased. Others close as they dare when the Rex brings another spout of blood from Donner. Bolgrim makes a dash across the battlefield and brings some life back to Donner while Pepper throws and arc of flame that not only engulfs part of its leg, but ignites the brittle bones on fire.
Everyone attacks with full furry and Connal in a desperate attempt to take down this behemoth looses track of his surrounding's and enrages. The rex makes a chomp and the party can hear bones crack and blood spurt. Pepper, loosing his turn interferes and trys to add some life, hoping it will help. Abandonding the creature for now, Churchkey lays on hands all he has and at that a sigh of relieve as Connal gasps for breath barely even conscious, but conscious all the same. Bolgrim again trys to make a dash over to Connal, but can't quite make it without suffering the deadly wrath of this creature.
At this a rivet puncturing bite gives Churchkey cause to breath deep as he barely keep from being hoisted into the air in the maw of T-Rex. Again more attacks as Connal crawls 5' further from the menace. Bolgrim converts a spell and Connel is feeling much better. Barrett shouts that more creatures are coming as two zombified Ogres round the corner.
luckily the final blow takes down the Rex, but there is no rest for our Vanguard.
A few ill attempts at turning and healing what and who they can. The party rushes to catch these beasts at a choke point so they only have to fight one at a time. A slug fest ensues. Pepper is shouting out appropriate weapons and a phalanx is finally put in position. Unfortunately Connal's hit points are not great enough to withstand the damage of these things and falls to the ground. Barrett takes his spot, and his sword. Donner makes the daring flip and moves into a flanking position.
Connal if finally revived again uttering, "You have my sword!" The next round Barrett returns Connals great sword but with a sparkle of mischief in his eyes. One ogre falls and the second steps up. The blows continue to fall when Bolgrim opens up with a ray of piercing white light that fills every core of the chamber and every cell of the Ogre Zombie. In moments the creature crumbles and falls to the ground.
The party makes a slow turn and looks at Bolgrim with that look of... "And you were waiting to use that because?" kind of look on their faces.
About 15 seconds of regrouping when they hear howling and barking from a single creature approaching the party. Unfortunately, to leave they must move toward the creature. Churchkey yells, "RUN!" At that the party sprints toward the exit, Churchkey purposely taking the rear guard.
Amongst the barking and howling the party is able to make out the words, "Who enters my domain?"
The party continues to flee and as Churchkey is by the door, a bipedal hound with patches of skin missing and bits of armor are linked physically to its person. Hanging from its right arm is a spiked chain that is also physically attached to its forearm. Yellow saliva drips from its jowls. Churchkey sprints for the beach, the hound follows maintaining the 50foot gap between it and Churchkey.
As Churchkey explodes out the door and onto the beach, the rest of the party is in wait in the basket. Shouts for the guards on the other side and arrows are knocked. A clatter of arrows hit the beach as the rest of the party see the fearsome beast following Churchkey. Another volley of arrows, those that hit seem to impact this thing like gnats to a giant. Bolgrim casts a spell and a magical hammer begins harrying this hound of death. Churchkey is nearly in the basket when the hound casts some spell. Churchkeys muscles begin to atrophy. It is all Churchkey can do to resist when his willpower to keep moving gets him to the edge of the basket. Donner and Barrett help heave Churchkey into the basket while the other wildly shout for the gears to be engaged. At this 8 zombie humanoids exit onto the beach. The basket slowly makes its way across the phospherecent lake and up the 110 foot cliff to safety.
The party lay panting and realize that in 18 hours they need to well rested, groomed and in costume for the greatest ball in the land.
Sunday, October 14, 2007
New Identify house rules
Spell craft and Bardic Knowledge checks can be used to identify magic items.
Spell craft DCs to identify magic items
Scrolls DC 20 (+1/spell level)
Potion DC 25 (+1/spell level)
Minor Wondrous Items DC 25
Arms, Armor and Wands DC 30
Medium Wonderous Items DC30
Rods DC 35
Rings and Staffs DC 40
Major Wondrous Items DC 40
Examples of modifiers to Spellcraft checks for identifying magic:
Casting Identify (without expensive component) gives a +10 bonus on one check
Casting Analyze Dweomer (without expensive component) gives a +10 bonus on every check made for the duration of the spell.
Characters with the relevant item creation feat a +1 bonus/class level on checks
Bards can add their Baric Knowledge score to their Spellcraft check
Tuesday, October 9, 2007
Dr. Sigmundus the Evil Dream Stealer
Dr. Sigmundus: The Hollow People
Written by Brian Keaney
ABOUT THIS BOOK
ON THE SINISTER ISLAND where strict obedience to the laws of the mysterious Dr. Sigmundus holds sway, dreaming will get you locked up and branded a lunatic, a danger to society and to all who know you. In this doomed and repressive place, two teens that were never meant to meet or share their dreams, cross paths and set in motion that which rips them from the lives they were meant to lead. Together they join forces with a ragtag group of rebel forces bent on breaking the grip of lies and illusions their countrymen have accepted without question.
For fans of thoughtful science fiction and fantasy, The Hollow People opens a window on the unseen worlds that surround us. It is the first installment in The Promises of Dr. Sigmundus. Book II will continue the tale in fall 2008.
"This is a remarkable piece of writing, broodingly atmospheric and sympathetic toward its teenaged protagonists." - The Times (
Monday, October 1, 2007
Hillfolk, Alleybashers and Spiders..... Oh My!
Jenya was able to do some minor healing on a few party members and was able to recognize that three of the wands were from the eight(8) missing wands of Control Water. Triel an Alleybasher and a hillfolk are all brought into custody. Before the morning light hits the party ducks back onto the mud filled slopes of the rain forest and makes their way back to the lava tube.
The group enters the lava tube tired but feeling a little better healed due to Jenya's generosity. A few guards accompany the party to run the winch so the party can move more easily between the top and bottom landings.
The lava tube gives a welcome respite to the rain, but the humidity and heat are taking its toll. Exiting the tube onto the upper landing greets the party with an unlikely combat. A web shoots
from the abdomen of some freaky purplish creature, pinning Churchkey to the wall. The party springs into action. Donner flips and dodges to the back side of the most prominent of the three creatures. Churchkey wrestles himself out of the webbing and confronts the monstrosity. Pepper lives up to his name and peppers the thing with a well placed crossbow bolt. Bolgrim steps up and swings and Connell uses his usual bravado and leaps into the fray. These creatures are not terribly tough, but they can absorb a lot of damage.One creature drops within the second round and attention is quickly moved to the next in line. At this, the third of these atrocity's nimbly leaps to the top of the giant ropes that suspend the "cage" and at a dead run fades into the dim hue of the light given off by the lake. It takes no more than a few more seconds for the creature remaining on the upper landing to be brought to its knees.
Regaining the party's composure, they pile onto the suspended cage and the city guards slowly lowers the group across the lake and onto the opposing beach. While descending, bits of cob webbing brush against the party.

Landing on the beach, the party immediately makes their way back to Triel's quarters. The room is somewhat minimal but a lap of luxury. A natural hot spring/tub fills the back portion of the room. A chest of scattered clothing and gowns hurriedly thrown about drape across bits of furniture. Despite a long and thorough search, nothing other than some high quality, tailored clothing is found.
Moving back to the "kitchen" the group makes their way to the one remaining door. Here they find some kind of strategy room. A large table filled with paperwork and maps. A very detailed map of "The Lucky Monkey" is prominent as are accurate, to scale maps from Calderon to Sasserine. Here they find a few very well executed attempts on the life of Sarcem Then, at the Lucky Monkey Triel and the others of the Ebon Triad where able to finally take his life and the 8 wands of Water Control. They also find a book written to Hextor in Triels hand. It shows some divine symbols and far too much information for a short perusal. But in the time allotted Bolgrim is able to figure out, that the symbols are those of some ritual where Triel was able to take Sarcem soul and gift it to Hextor. Sarcem is not able to be raised and Hextor has feasted.
Not having time to explore these papers in full, they gather them up and exit out of the only other door from this room.
A hallway extends before them ending at a triad of doors. Moving down the hall they put "plan A" back into action. Barrett searches doors but Donner hears some sounds of people talking behind one of the doors. Busting the door open, the party sees a group of 4 hillfolk armed and armored. They look like they where in mid discussion about something. When combat goes into play. The usual charge into the room. Mighty blows are exchanged and blood paints the walls. Pepper takes up a position in the rear with his crossbow of death while the others exchange painful wounds. A few hillfolk drop from their wounds, when the door immediately behind Pepper opens revealing 3 Alleybashers. Pepper is alerted to their presence when by luck his backpack blocks a deadly short sword from entering his spine. Pepper flees down the corridor alerting the rest of the party as to the Alleybashers presence.
It doesn't take long and the rest of these dirty mercenaries are taken to their grave.
The party explores the last room at the end of the hall. Opening the door, they find an octagonal room that is empty. A quick search in front of the door heads no trap. For some reason, it just doesn't feel right, so Barrett throws a body into the room. The body slides below the stone surface, disappears accompanied by the splash of water. The party opts to ignore this room.
Searching the rest of the reaches of this side of the complex meets the party with torcher rooms, prisons etc. One door reveals a huge chamber that has had part of it collapse. The back of the room splits off into two natural caverns. The floor of the room radiates evil. There is the smell of death and rot coming from the room and the corridors beyond. With a bit of deliberation, the party leaves and continues on.
They encounter one more room with some hillfolk. The party makes quick work of this group, but opts to not enter the natural caverns beyond.
After a bit of discussion, it is thought that the best course of action is to gather all of the goods they can. Bring it back to Cauldron. Donate some of the arms/armor to the city guard and sell the rest for profit... this task falls to Bolgrim and Churchkey. Meanwhile Barrett and Connell decide to smash away at the locked door. To set watch, Donner and Pepper hangout and look through the arrow slits at the main central corridor.
About 10 minutes into door smashing Barrett and Connell see a spider about 5' in diameter and a spider about 10' in diameter rounding the corner. Barrett yells "Spiders!" throws out his spiked chain and shreds the smaller spider. It lies quivering on the ground. Barrett then follows up, "Never mind!". Pepper hears the yelling and lets Donner know what is happening.
The next round Barrett and Connell just about piss in their pants when rounding the corner come more spiders of a variety of sizes as well as a halfling and one of those strange purple creatures. A very large black spider shoots a mandible at connell and reals him in. luckily Connell is able to resist the poison and rolls away from this huge deadly beast. The halfling casts a spell and begins to shift and dart around making it difficult to keep your eyes on him.
At this same time Donner peers around the corrner and sees a parade of arachnids and a halfling. Both he and Pepper retreat further in and wait for 20 seconds or so before they look back into the hallway.
Barrett and Connell spend a round back peddling. Connell again gets tagged by the big black spider. Again, his iron constitution keeps him from succoming to the venom. Barrett is screaming at the top of his lungs and Connell dashes out onto the beach. Barrett puts his back to the door and plants his feet. Meanwhile Connell darts to the central doors and yells for Churchkey and Bolgrim.
Churchkey and Bolgrim come a running. The wand of healing comes into play as it gets tossed back and forth. A couple rounds later being stuffed back in Bolgrims pack. Connell takes up aim with his bow behind some rocks. Barrett yells to get back into the room as the spiders are pushing him aside. He bolts and the party quickly moves back into the main entrance to the complex.
Bolgrim puts his body against the door and Connell moves to the opposing door. Meanwhile Churchkey and Barrett beeline for the heavy table. they launch themselves over to it and begin pushing with all their strength.
Pepper and Donner see and empty corridor and make a run for the door at the end of the hall. When they are almost there they see the end of the spiders crowding out of the hall into an adjacent room. They open the door and look back to see a spider the size of an Ox cart heading towards them. With mad pursuit Pepper pushes open doors and Donner forces the door closed behind them. With veins pulsing he is able to keep back the brunt force of the huge spider.
Meanwhile the Giant black spider is able to open the door a few inches and the little halfling is peering through the crack. Connell feels a definite pressure against the opposing door. The table is screeching its way toward the entrance alcove when Bolgrim turns white, screams and collapses to the ground. With no more than a second to spare the table wedges its way between these doors. Churchkey grabs Bolgrim from under the table and zaps him with the wand. The rest move towards an inner room.
While getting set up, Donner and Pepper enter the room. there is a rough exchange of what happened when they open the door. Stuffing its way toward the party is the big spider. All hands move to destroy this bahemouth of venom and death. They are able to wound it to the point of withdrawal. Players are teetering and cures are expired. Then, its junior makes its way through the door. Potions are consumed and combat continues. Pepper removes a bead from his necklass and expertly lays the bead between the halfling and the purple creature.
With mallace the halfling casts a spell and a horrid flash erupts from his hands. Barrett and Churchkey both drop. Others are charred. The last of the wands charges are used and Churchkey breathes a deep breath. Pepper throws the last of his beads and then Donner makes an acrobatic moves that lands him behind the halfling. Churchkey stabilizes Barrett and Connell charges the little man. Unfortunately for Connell the blurring spell keeps the blow from finding its target.
At this, the rest of the party surround the little guy and drop him. The charred remains of spiders are in the room. As a final act of barely be conscious, Barrett crawls across the room and stabs the downed halfling until he is truly satisfied that he is dead.
Limping and leaning on one another, the party uses some keys found on the halfling and open a chamber. there some sort of animated air creature attacks them. Outside of giving Churchkey a bit of damage, it proves to be of little difficulty.
The room is the fanciest thus far. Books of all kinds line the far wall. Many about Vecna, A race of beings called Kopru and other odd topics. After much searching they find a spell book and a wand. This wand and one found on the Vecna worshiping halfling bring the party up to 5 wands. Only three to go.
With this, the party decide to rest and heal before they see where the other missing wands might have gone. Heck, they have 35 hours before The Great Flood Festival Ball. Thats plenty of time to rest and kill stuff before they bath and get into costume. One thing will be for sure... they will be hungry at the meal....
Until next time.

