zondag 28 december 2008
Sessie 10 - Uktar 8 (Day 24)
Since their options are limited, the party decides to go out to a nearby island and await the appearance of a sea demon that the giants warned them of. The creature turns out to be a collossal kraken. The party seems to be in dire straits when the kraken grapples Carolus and brother William and dives to the deep. Rohi and the mad hermit follow bravely behind and succeed in killing it just in time.
Sessie 10 - Uktar 7 (Day 23)
Halfway through the fourth day, the party enters an enormous cave. When they try to cross it, an enormous roar sounds from the center of the cave and a half-dragon, half-basilisk creature attacks the party, it's mere appearance enough to turn Saul and Sniffer to stone. The party is forced to use magic to gain flight so they can reach the mobile opponent. After the creature is defeated, Danyx returns Saul and Sniffer back to flesh. They also discover more petrified creatures and recover a magic item from one of them.
Later that day, they come across a cavern with a chasm blocking the way. The party notices signs of habitation but before they can explore, they are attacked by a reptilian humanoid shrouded in antimagic, supported by hidden archers. The party can defeat these reptilian creatures and discover a dwarven relic, a mighty axe, among their previous kills.
The party pushes forth the same day and encounters a party of stone giants. They can convince the giants to let them pass on their lands but the giants are unwilling to ferry them across the lake of shadows. The party discusses their options for crossing the lake.
When Orih changes shape to a dire bat and tries to ferry brother William across on her back, a storm erupts above the lake, and she is forced to return.
Later that day, they come across a cavern with a chasm blocking the way. The party notices signs of habitation but before they can explore, they are attacked by a reptilian humanoid shrouded in antimagic, supported by hidden archers. The party can defeat these reptilian creatures and discover a dwarven relic, a mighty axe, among their previous kills.
The party pushes forth the same day and encounters a party of stone giants. They can convince the giants to let them pass on their lands but the giants are unwilling to ferry them across the lake of shadows. The party discusses their options for crossing the lake.
When Orih changes shape to a dire bat and tries to ferry brother William across on her back, a storm erupts above the lake, and she is forced to return.
Session 10 - Uktar 4 (Day 20)
After resting, the party continues their journey through the underdark, forced to retrace their steps for three days and take another turn at the fork.
zondag 30 november 2008
Session 9 - Uktar 3 (Day 19)
In the morning Saul also brings Carolus back from the dead, the mad hermit heals him and the party continues on their journey.
They discover a cavern with a waterfall and a rusty ladder leading up. The cavern seals itself magicaly while a magical fog fills the room. The party is forced to continue up the stairs to escape from the mind-weakening fog.
In the upper cavern, the party has to cross a small lake. Strange things happen to the partymembers as some are displaced without their will while others start undertaking strange actions and fog erupts all over the place. When Saul casts a spell to reveal invisible creatures, a naga becomes visible. Unfortunately brother Wilfred becomes dominated and Saul becomes magically confused. One naga soon becomes three and the party loses ground. Brother Wilfred is compelled to slay Carollus and Saul almost slays Oni. In the end, Saul has a moment of clarity and dispels his own confusion. He then suppresses the domination on brother Wilfred. The remaining Naga flees the scene as soon as he sees his fortune has changed. The party searches the nagas' cavern and discover magical trinkets to help them on their quest.
They discover a cavern with a waterfall and a rusty ladder leading up. The cavern seals itself magicaly while a magical fog fills the room. The party is forced to continue up the stairs to escape from the mind-weakening fog.
In the upper cavern, the party has to cross a small lake. Strange things happen to the partymembers as some are displaced without their will while others start undertaking strange actions and fog erupts all over the place. When Saul casts a spell to reveal invisible creatures, a naga becomes visible. Unfortunately brother Wilfred becomes dominated and Saul becomes magically confused. One naga soon becomes three and the party loses ground. Brother Wilfred is compelled to slay Carollus and Saul almost slays Oni. In the end, Saul has a moment of clarity and dispels his own confusion. He then suppresses the domination on brother Wilfred. The remaining Naga flees the scene as soon as he sees his fortune has changed. The party searches the nagas' cavern and discover magical trinkets to help them on their quest.
Session 9 - Uktar 2 (Day 18)
The party decides to wait for the revenants to return and prepare for combat. After a while a dwarf stumbles into the cave, having fought off a lot of demons who were missing parts of their skin. The dwarf's companions were abducted by the demons. His party was also seeking a solution for the drow undead problem. Danyx summons another outsider to strengthen the party's numbers.
After almost a day, the party hears a shambling noice coming from a corridor. From behind a corner, their two former companions enter the cave, ghoulish features betraying their undead nature. The party can destroy one of them but it explodes upon death, harming the party. While they are focused on the other one, darkness shrouds the party and they are suddenly under attack by more enemies.
The fighters in the party succeed in killing the revenant warriors and once Saul dispells the magical darkness, the party is able to kill the remaining drow revenant cleric. Unfortunately the summoned leonal didn't survive the battle although his mighty roar helped the party defeat their opponents.
After the battle Saul heals the wounded and brings brother Wilfred back from the dead. The party then decides to rest for the night.
After almost a day, the party hears a shambling noice coming from a corridor. From behind a corner, their two former companions enter the cave, ghoulish features betraying their undead nature. The party can destroy one of them but it explodes upon death, harming the party. While they are focused on the other one, darkness shrouds the party and they are suddenly under attack by more enemies.
The fighters in the party succeed in killing the revenant warriors and once Saul dispells the magical darkness, the party is able to kill the remaining drow revenant cleric. Unfortunately the summoned leonal didn't survive the battle although his mighty roar helped the party defeat their opponents.
After the battle Saul heals the wounded and brings brother Wilfred back from the dead. The party then decides to rest for the night.
zondag 5 oktober 2008
Session 8 - Uktar 1 (Day 17)
When they emerge from their hideout the next morning, the mad hermit takes away the stone wall and gets attacked by drow who were standing in wait. The mad hermit falls prone, paralysed by the drow's spells. The drow put the party in magical darkness, seriously hampering the party's mobility and vision. Once the party has evaded the cramped space, they start their counterattack. Saul tries to dispel the darkness but is unable. Dannyx succeeds in dispelling one of the darkness effects. Saul follows but when the scene becomes visible, he also sees that he dispels the healing effects on two of his party members. Already horrified, he then beholds the drow and becomes paralysed. Dannyx uses the moment of clarity on the battlefield to teleport the party behind him. The drow gather the corpse of Carolus and the stabilized body of brother Wilfred and take off into the underdark. The party tries to recover their companions but when the scrying fails, the revenants escape beyond the their reach.
Dannyx then summons a hound archon, who wants to resurrect the missing partymembers but asks the party to perform a quest in return: recover the demonic cloak in Syth Morcane. Dannyx, the mad hermit and Ori are willing to do so but Saul cannot in good conscious stray from the path to Maerimydra. The hound archon regrets this choice and departs without resurrecting the missing partymembers.
Dannyx then summons a hound archon, who wants to resurrect the missing partymembers but asks the party to perform a quest in return: recover the demonic cloak in Syth Morcane. Dannyx, the mad hermit and Ori are willing to do so but Saul cannot in good conscious stray from the path to Maerimydra. The hound archon regrets this choice and departs without resurrecting the missing partymembers.
Session 8 - Marpenoth 30 (Day 16)
By the end of the next day, they come upon a fork in the road that is not on their map. The party enters the right side and the green hermit closes the fork off behind them so the right side is completely hidden. The party seals itself in behind a wall of stone and then takes refuge in a dimensional space.
Session 8 - Marpenoth 26 (Day 12)
After continuing uneventfull for the rest of the day, the party stops to rest for the night. When they continue the following morning, they encounter a ledge filled with steam. The mad hermit notices that the ground is not safe. THe party takes precautions but when Carolus goes first, the ground crumbles beneath him and he dissappears in the fog. Brother Wilfred jumps after him. Using their magical devices and powers, the party is reunited and continues their way. Only moments later, they walk through a dispelling screen that takes away their spells. The party is forced to go through the screen and recast their spells. Suddenly a beholderkin comes out of the darkness and attacks Carolus. The party strikes back but the fight is complicated due to the environmental conditions. The party continues their journey uneventfull for three days.
zondag 6 juli 2008
Session 7 - Marpenoth 25 (Day 11)
At noon during the first day of their underdark journey, the party comes under attack when four vrocks and a hezrou demon teleport into their midst. The battle is tough but the party can fight off the demons. The demons teleport away as soon as a vrock and the hezrou are killed.
The party discusses again if they should return and oppose the demon-summoning drow wizard or push through to Maerimydra. Danyx scryes on the wizard and discovers he is trying to open a gate to the Abyss using the life-force of captive drow. The drow wizard is surrounded by other demons, not even those the party already has battled. The party reviews this information and decides this foe is beyond them. So the party sets forth to Maerimydra.
The party discusses again if they should return and oppose the demon-summoning drow wizard or push through to Maerimydra. Danyx scryes on the wizard and discovers he is trying to open a gate to the Abyss using the life-force of captive drow. The drow wizard is surrounded by other demons, not even those the party already has battled. The party reviews this information and decides this foe is beyond them. So the party sets forth to Maerimydra.
Session 7 - Marpenoth 24 (Day 10)
The party sets out for Maerimydra and travels to the bazaar. There they encounter a mercane merchant and duergar traders. They try to leave this alone but somehow they are compelled to trade with the mercane. The party tries to buy his services to gain access to a gate to Maerimydra but suddenly the mercane attacks the party. When combat breaks out, some of the party members act as if the mercane is their friend or even controlling them. Carolus and Danyx are thrown across the counter and Danyx is forced to flee the scene. A very confusing combat goes on until the mercane changes form and becomes an illithid. The party can hold out long enough to drive off the illithid.
The party descends and enters the common area of the drow outpost. They ignore the inhabitants and although a sense of unease grows on them, they continue and leave the outpost, circumventing the gate and closing the tunnel behind them with a stone wall.
The traveling goes slow and the party sets up camp at the end of the day, shaping the stone around them to keep them hidden.
The party descends and enters the common area of the drow outpost. They ignore the inhabitants and although a sense of unease grows on them, they continue and leave the outpost, circumventing the gate and closing the tunnel behind them with a stone wall.
The traveling goes slow and the party sets up camp at the end of the day, shaping the stone around them to keep them hidden.
zondag 8 juni 2008
Session 6 - The letter and the map
Daughter,
Our Dark Lady favours my efforts, and my research proceeds well. Within five tendays, perhaps six, all will be ready for the Day of Great Vengeance. The Spider Queen is dead; we have already brought low the Spider-kissers and seized our rightful place in the realm of the dark. Now the day draws near when we shall avenge ourselves upon those of the day-blasted lands, too, and achieve the ultimate triumph denied us so long ago.
While I prepare my Great Revenance, it fall to you to make ready the way. Harry the surface dwellers, hunt them in their woods and fields, and take the measure of their guard; our Lady desires their blood, their fear, and their dreadful anticipation of our ultimate act of revenge. With each slaying we gron in her favour and sow the seeds of our coming victory.
If they come against you in Szith Morcane in irresistible strength, slay as many as you can. Withrdraw from the fight if you must, and bring Zedarr with you, but as for the rest - they are to stand and die for the flory of the White Banshee. The battle for Szith Morcane will com to nothing when our Great Revenance comes to pass. If anything, our final vengeance is made ever sweeter by each fleeting, false hope our enemies entertain before it falls upon them.
Work great slaughter for our Lady's dark glory, my daughter. Soon I will come to you from Maerimydra with such dark and terrible might that all Faerun will tremble before us.
Mother
Our Dark Lady favours my efforts, and my research proceeds well. Within five tendays, perhaps six, all will be ready for the Day of Great Vengeance. The Spider Queen is dead; we have already brought low the Spider-kissers and seized our rightful place in the realm of the dark. Now the day draws near when we shall avenge ourselves upon those of the day-blasted lands, too, and achieve the ultimate triumph denied us so long ago.
While I prepare my Great Revenance, it fall to you to make ready the way. Harry the surface dwellers, hunt them in their woods and fields, and take the measure of their guard; our Lady desires their blood, their fear, and their dreadful anticipation of our ultimate act of revenge. With each slaying we gron in her favour and sow the seeds of our coming victory.
If they come against you in Szith Morcane in irresistible strength, slay as many as you can. Withrdraw from the fight if you must, and bring Zedarr with you, but as for the rest - they are to stand and die for the flory of the White Banshee. The battle for Szith Morcane will com to nothing when our Great Revenance comes to pass. If anything, our final vengeance is made ever sweeter by each fleeting, false hope our enemies entertain before it falls upon them.
Work great slaughter for our Lady's dark glory, my daughter. Soon I will come to you from Maerimydra with such dark and terrible might that all Faerun will tremble before us.
Mother
zondag 1 juni 2008
Session 6 - Marpenoth 24 (Day 10)
Saul prays in the morning to Ilmater and returns Carolus and Danyx back from the dead. The party then rests some more so Danyx can memorise his spells anew as well. They discuss the situation and decide to leave the wizard in his tower and leave for Maerimydra.
Session 6 - Marpenoth 23 (Day 9)
The party leaves the temple grounds and retreats into a magical extradimensional space called to life by Danix. After a night's rest, the party re-enters the temple. Entering the temple causes everyone pain but the party endures it. They continue their search of the temple. First they find several bedrooms and afterwards a door trapped by magic. Saul dispels the trap but before they enter the trapped room, they search the opposite door. They discover another bedroom, this one lavishly furnished but find nothing special.
When they enter the trapped door, they encounter a skinny drow female on a throne. While they are talking, the drow attacks the party with a magical spell. The party retaliates but Danix is killed by a flame strike spell. Although some of the partymembers believe illusions are in work here, Saul does not see through them. Carolus retreats with Danix' body but the room is sealed behind him with a wall of stone.
Saul has faith in his companions and targets the room with his dispelling magic, revealing the drow female to be an illusion and revealing her true position in the room. The drow female attacks Wilfred and poisons him, draining his life force away. Saul retaliates with another magic-eating spell, stripping away her spells one by one. When she strikes back at Wilfred she finds him more difficult to hit. She changes tactics and charges Saul. When Carolus returns and hacks through the stone wall, Saul seeks refuge behind him. The drow vampire priestess of Kiaransalee seeks out Saul but he can evade her while the rest of the party concentrates on her. Soon Carolus falls as well but Saul and Wilfred hold firm their resolve and can banish her to a cloudy vapor.
When they pursue the cloud behind a secret door, they encounter another drow protecting her coffin. Saul and Wilfred can negotiate with this drow, the head-apprentice of the wizard's tower, and convince him to kill the vampire in her coffin. He also hands them a letter from another drow priestess of Kiaransalee addressing this high priestess and a map to Maerimydra.
The remaining party members return to a lone chamber with their dead and rest to regain their spells.
When they enter the trapped door, they encounter a skinny drow female on a throne. While they are talking, the drow attacks the party with a magical spell. The party retaliates but Danix is killed by a flame strike spell. Although some of the partymembers believe illusions are in work here, Saul does not see through them. Carolus retreats with Danix' body but the room is sealed behind him with a wall of stone.
Saul has faith in his companions and targets the room with his dispelling magic, revealing the drow female to be an illusion and revealing her true position in the room. The drow female attacks Wilfred and poisons him, draining his life force away. Saul retaliates with another magic-eating spell, stripping away her spells one by one. When she strikes back at Wilfred she finds him more difficult to hit. She changes tactics and charges Saul. When Carolus returns and hacks through the stone wall, Saul seeks refuge behind him. The drow vampire priestess of Kiaransalee seeks out Saul but he can evade her while the rest of the party concentrates on her. Soon Carolus falls as well but Saul and Wilfred hold firm their resolve and can banish her to a cloudy vapor.
When they pursue the cloud behind a secret door, they encounter another drow protecting her coffin. Saul and Wilfred can negotiate with this drow, the head-apprentice of the wizard's tower, and convince him to kill the vampire in her coffin. He also hands them a letter from another drow priestess of Kiaransalee addressing this high priestess and a map to Maerimydra.
The remaining party members return to a lone chamber with their dead and rest to regain their spells.
zondag 4 mei 2008
Session 5 - Marpenoth 22 (Day 8)
In the morning, brother Wilfred reminds the party that he has been given a divine message that the warlock was in possession of a dangerous magic item. The party decides that they will not raid the wizard's tower at this moment. They travel the web towards the central temple.
When they try to enter the temple, they encounter a forbidance effect that causes pain when they try to enter. Carolus enters first but is immediately surrounded by the temple's guards consisting of skinned drows and vampires. The party can destroy the cutmarens easily but has trouble with the vampires. Carolus is forced to withdraw so Saul can restore him. By the end of combat Ori is similary in need of restoration.
The party enters the complex and discovers a drow captive chained to the wall when they pursue the vampires turned cloud. Carolus and Danix give priority to destroying the vampire coffins but as they approach, the party hears sounds coming from behind them. When half of the party explores the noise, they discover a huge displacer beast accompagnied by two cut marens and a drow blackguard. Before long half of the party runs off, compeled to obey an invisible caster or dissappear into nothingness. The rest continues and fights to their (almost) last breath. In the end they can destroy all their oppponents before one of their own is killed. They search the bodies and loot their gear.
The party decides to push through without resting. When they explore the temple complex, they encounter a third vampire accompagnied by two undead driders. The driders bath the room in darkness and keep it in darkness even though the party's spellcaster try to keep it alight. Spells are send into the darkness but the undead hold their ground. In the end, Saul can banish the darkness long enough for the other partymembers to destroy the undead.
When they try to enter the temple, they encounter a forbidance effect that causes pain when they try to enter. Carolus enters first but is immediately surrounded by the temple's guards consisting of skinned drows and vampires. The party can destroy the cutmarens easily but has trouble with the vampires. Carolus is forced to withdraw so Saul can restore him. By the end of combat Ori is similary in need of restoration.
The party enters the complex and discovers a drow captive chained to the wall when they pursue the vampires turned cloud. Carolus and Danix give priority to destroying the vampire coffins but as they approach, the party hears sounds coming from behind them. When half of the party explores the noise, they discover a huge displacer beast accompagnied by two cut marens and a drow blackguard. Before long half of the party runs off, compeled to obey an invisible caster or dissappear into nothingness. The rest continues and fights to their (almost) last breath. In the end they can destroy all their oppponents before one of their own is killed. They search the bodies and loot their gear.
The party decides to push through without resting. When they explore the temple complex, they encounter a third vampire accompagnied by two undead driders. The driders bath the room in darkness and keep it in darkness even though the party's spellcaster try to keep it alight. Spells are send into the darkness but the undead hold their ground. In the end, Saul can banish the darkness long enough for the other partymembers to destroy the undead.
zondag 13 april 2008
Session 4 - Marpenoth 22 (Day 8)
In the morning the party wants to leave the wizard's room but the warlock is unwilling to leave the two vrocks alive. After the rest leaves, the warlock prepares himself and then enters the wizard's abode. While the battle lasts longer than expected, the warlock is forced to flee. But the fiends follow and kill him.
Session 4 - Marpenoth 21 (Day 7)
The party travels accross the web and when they reach a safe crossroads, they continue to the left, in the direction from which the patrol came the previous day. They find a cave and enter. Within they hear a voice coming from inside an inverted tower. The party tries to persuade the voice to come forth but he is unwilling. When they try to explore the tower, drow spellcasters appear and attack the party. First the paladin and later the tiger-shaped druid get mindcontrolled. It takes the combined energies of the star elf wizard and the warlock to keep the party freewilled and mobile. During the combat an invisible wizard starts blasting the party almost killing the star elf wizard who survives only because of the spelllink with the monk of Ilmater.
The party can kill the arcane guards but when the wizard flees within the complex, the paladin follows him while the rest of the party is still struggling with an enspelled tiger-shaped druid. When the monk knocks the druid unconscious she miracleasly shrugs off the enchantment. When the paladin enters the wizard's throne room, he gets applause from the wizard who states he wishes to parlay. The paladin returns to the party who tends to the wounded and then sends the monk as emmissary to gather information. The parlay informs the party the layout of the outpost and that the outpost has been taken by the clergy of Kiaransalee.
The party rests in the entrance of the wizard's cave.
The party can kill the arcane guards but when the wizard flees within the complex, the paladin follows him while the rest of the party is still struggling with an enspelled tiger-shaped druid. When the monk knocks the druid unconscious she miracleasly shrugs off the enchantment. When the paladin enters the wizard's throne room, he gets applause from the wizard who states he wishes to parlay. The paladin returns to the party who tends to the wounded and then sends the monk as emmissary to gather information. The parlay informs the party the layout of the outpost and that the outpost has been taken by the clergy of Kiaransalee.
The party rests in the entrance of the wizard's cave.
Session 4 - Marpenoth 20 (Day 6)
The party prepares to rest and sits down around a campfire. Suddenly a portal opens and a monk and a favored soul of Ilmater step through. The monk explains his faith has sent them to come to the party's aid and help prevent a flood of undead that will soon wash over the surface world.
Seeing that their battle tactics were not very good coordinated, the druid starts a discussion to get the group working better together.
Seeing that their battle tactics were not very good coordinated, the druid starts a discussion to get the group working better together.
zondag 30 maart 2008
Session 3 - Marpenoth 20 (Day 6)
During the night both the verminfriend and the warlock receive a dream about an albino drow priestess of Kiaransalee, the drow goddess of undead. Although the dreams are different, the party cannot fanthom their meaning for the moment.
The warlock uses his divine powers to consecrate a small cavern. Within the cavern, the paladin who had suffered vile wounds from the spider abomination, can be healed. While the party is healing, they are attacked by two groups of drows, coming from all sides, and again with the company of two skinned drow. They swarm the warlock who was standing guard. He can escape, traveling by magic to join his companions. A speedy wall of fire and stone shape later, the party has barricaded themselves inside. A few moments later, the drow batter down the stoneshape and combat erupts. The party can catch their assailants in a bottleneck and kill them. Only one drow can escape the slaughter.
The party spends some time to identify the magical items they found on their slain opponents and divide them amongst themselves.
When they descend the great web, they are attacked by a drow patrol led by a priestess. During the attack, an invisible caster harasses the party with lightning bolts. Although it is a close call for both the paladin, the druid and the warlock, they can defeat the patrol.
The party decides to return to the consecreated cavern above and rest.
The warlock uses his divine powers to consecrate a small cavern. Within the cavern, the paladin who had suffered vile wounds from the spider abomination, can be healed. While the party is healing, they are attacked by two groups of drows, coming from all sides, and again with the company of two skinned drow. They swarm the warlock who was standing guard. He can escape, traveling by magic to join his companions. A speedy wall of fire and stone shape later, the party has barricaded themselves inside. A few moments later, the drow batter down the stoneshape and combat erupts. The party can catch their assailants in a bottleneck and kill them. Only one drow can escape the slaughter.
The party spends some time to identify the magical items they found on their slain opponents and divide them amongst themselves.
When they descend the great web, they are attacked by a drow patrol led by a priestess. During the attack, an invisible caster harasses the party with lightning bolts. Although it is a close call for both the paladin, the druid and the warlock, they can defeat the patrol.
The party decides to return to the consecreated cavern above and rest.
Session 3 - Marpenoth 19 (Day 5)
The party decides to continue their penetration of the drow caverns. When they reach the end of the shute, they are attacked by drow warriors, a drow spellcaster, an undead skinned drow and another undead spider. The party can dispatch the undead and the drow warriors but one of the drow warriors, although severly wounded, can escape. The druids question a drow warrior who was taken alive but the male is unwilling to share information and is killed.
When they search the cavern, they discover it leads to the top of a major underground cavern that has a huge web against its side. The vermin master sends his scarab minion onto the web to investigate. The tiny vermin gets stuck on an invisible strand. When the paladin tries to help him, he gets stuck as well. When he cut's himself loose, he disturbs the strands and an enormous spider approaches and attacks the party. The battle is a close call but in the end the party, mainly the paladin of Lathander, can defeat the spider. Exhausted and wounded, the party decides to withdraw and rest.
When they search the cavern, they discover it leads to the top of a major underground cavern that has a huge web against its side. The vermin master sends his scarab minion onto the web to investigate. The tiny vermin gets stuck on an invisible strand. When the paladin tries to help him, he gets stuck as well. When he cut's himself loose, he disturbs the strands and an enormous spider approaches and attacks the party. The battle is a close call but in the end the party, mainly the paladin of Lathander, can defeat the spider. Exhausted and wounded, the party decides to withdraw and rest.
zondag 24 februari 2008
Session 2 - Marpenoth 19 (Day 5)
After resting, the party goes back to the main tunnel. The first cavern they pass by contains a lot of loot. The party deducts this is the lair of the maurezhi demon.
They continue and discover two drow and an undead spider behind a barricade. The drow call out and then retreat into a pit and down a chute in the cavern. The spider attacks the party but is quickly dispatched. The party hesitates to descend immediately while their defensife spells are still active.
They continue and discover two drow and an undead spider behind a barricade. The drow call out and then retreat into a pit and down a chute in the cavern. The spider attacks the party but is quickly dispatched. The party hesitates to descend immediately while their defensife spells are still active.
Session 2 - Marpenoth 18 (Day 4)
When they explore the bebilith cavern, the party discovers another illusion blocking a secret room. The paladin enters the room but is unable to see anything as a obfuscating darkness enshrouds the room. The verminfriend's familiar is send through next but is also unable to see anything. The warlock tries next and his devil's sight can penetrate the darkness. When he searches the room, two bloated spiders appear out of nowhere and attack him, biting him and draining his spells. He can barely escape the room alive and when he returns, the other partymembers go through the portal and stumble through the darkness until they are in reach of the spiders. While bite, claw and sword are exchanged in the darkness, the star elf and the warlock remain behind in the previous cavern covering the rear and healing up. Luckily for the party as a group of ravenous ghouls approaches from behind. Seconds later another group of ghouls appear out of nowhere, blocking the way towards the other partymembers. Both the star elf and the warlock seek higher ground to evade them. When the other partymembers finish the spiders, they hear the other combat and come to the rescue. The vermin friend destroys most of the ghouls except for their controller, a ghoul demon. The party then focuses on this demon and the kill it quickly.
The warlock searches the other cavern and finds some loot stacked in a corner. The party rests for a few minutes and then advances towards the next hidden door. The star elf uses his magic to see the room beyond and the party prepares accordingly. But their plan does not go well early on so the party has to go in without tactics and take the drow within on in hand to hand. A spell-heavy battle ensues. After the combat, the party searches the bodies of the drow and devide their loot.
The warlock searches the other cavern and finds some loot stacked in a corner. The party rests for a few minutes and then advances towards the next hidden door. The star elf uses his magic to see the room beyond and the party prepares accordingly. But their plan does not go well early on so the party has to go in without tactics and take the drow within on in hand to hand. A spell-heavy battle ensues. After the combat, the party searches the bodies of the drow and devide their loot.
Session 2 - Marpenoth 17 (Day 3)
When the party descends further into the caves, they encounter a bunch of bony corpses that animate but the skeletons are finished off quickly. The star elf and the warlock detect a hidden magical doorway. The verminfriend sends one of his minions in to explore and finds a large cavern covered in webs. The lathanderite, the dwarf druid and the warlock advance boldly through the hidden doorway. Within they encounter two enormous spiderlike-creatures. They spit spiderwebbing at the lathanderite and the dwarf druid and then wade in with their poisonous bite. During the fight, the dwarf druid has to retreat into the stone cavernfloor to heal herself. The paladin is almost killed but doesn't give in and keeps slashing at the demons while the verminfriend and the starelf blast them with spells. Afterwards they bunk down, rest and nurture their wounds.
zaterdag 19 januari 2008
Session 1 - Marpenoth 17 (Day 3)
The human warlock reunites with the Lathanderite and the dwarven shapeshifter who fled back to town and retrieved an elven wizard to assist. They encounter one of their turned comrades but succeed in dispelling the dominating enchantment. They also recover the body of their deceased companion and raise him back to the living. The reunited party decides to check out the mausoleums before entering the underground complex. The warlock vampire is missing and so is his coffin. They discover nothing special in the mausoleums and enter the underground complex.
When the dwarf paladin enters a room, a magical trap goes off and two dire lions appear in the room. They start chewing on the dwarf paladin but the party dispatches both summoned monsters with relative ease. When the star elf wants to rob the dead, the Lathanderite opposes but in the end the discussion does not disrupt the party. When the next door seems warded with a necromantic spell, the party bypasses it.
They then approach the cavern with the poisonous spores. The elven wizard and the human warlock suffer greatly from the poison and need magical attention to bring them back to health. When they start to leave the cavern with the statue of Jergal, a roper attacks out of hiding. Although the creature is resistant to the party's magic, they still succeed in killing it and recover it's hoarded gems.
When the dwarf paladin enters a room, a magical trap goes off and two dire lions appear in the room. They start chewing on the dwarf paladin but the party dispatches both summoned monsters with relative ease. When the star elf wants to rob the dead, the Lathanderite opposes but in the end the discussion does not disrupt the party. When the next door seems warded with a necromantic spell, the party bypasses it.
They then approach the cavern with the poisonous spores. The elven wizard and the human warlock suffer greatly from the poison and need magical attention to bring them back to health. When they start to leave the cavern with the statue of Jergal, a roper attacks out of hiding. Although the creature is resistant to the party's magic, they still succeed in killing it and recover it's hoarded gems.
Session 1 - Marpenoth 16 (Day 2)
The heroes encounter a lone traveller who will accompagnie them. The heroes reach the Dagger Hills. The human warlock keeps a lookout on top of the roof and the rest of the party checks out the hill's interiour catacombs. When the human warlock follows inside, he is attacked by a undead warlock. A battle erupts and soon two other vampires attack the party as well. Only the human warlock 's magical blasts seem to hurt the vampire warlock. The dwarf druid destroys one of the vampire warlock's minions but gets hurt in the process. It turns into a smoky cloud and returns to one of the mausoleums. The paladin of Lathander follows him inside and destroys the vampire in his coffin. The other vampires dominate some of the partymembers and the in-fighting starts. Several escape outside but the human warlock has to flee inside, into the underdark. His enspelled companions follow him and try to stop him. After a stealthy deception fails, the human warlock bypasses his opponents and returns to the surface. Once he reaches the surface, he can escape into the surrounding hills.
Session 1 - Marpenoth 15 (Day 1)
The heroes are summoned in Daggerdale by Randal Mourn to go on an expedition into the Dagger Hills to battle drow raiders. He is rewarding the heroes 5000 gp for this mission on their return. The heroes also receive a scroll to aid them in their quest. In addition, the heroes each receive a magical ring.
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