5e – Saturday misfits (Elemental Evil)

Recap: Group ventured forth, and found a magic fountain, fought two Nothics, and then poked a lizardfolk den. They were chased by lizardfolk, ogres, and a sea hag! Leesha fought valiantly to save the party, but with her dying breath ordered Grog to run. The group fled, regrouped and returned after their long rest. Returning with a new recruit (Keegan) and a couple of mercenaries, they docked near the Lizardfolk again. Their boats were destroyed by a Dragon turtle. The group withdrew while Tep was making nice. Keegan attacked the beast and got roasted alive for his effort. The noise alerted the creatures living nearby, attracting a few trolls, a couple of ogres, and the sea hag… we ended with combat about to begin, and the group surrounded.

 

Awarded 220 XP to present players

Micah, Joshua, Ben, Rachael, Brandon

 

 

Game Session 3 & 4

Megan, Jeff, Mitch, Wendy, Rachael, Robert

Our adventure picks up with the Howling of the worgs in the distance. Though unarmed, the Worgs charging towards camp would cause anyone to quake in terror for their lives. Seeing no other option, the group quickly defended itself, driving off the brutes and the riders.

The rest of the trip to the keep was uneventful, except for the howling in the evening. The fortress was a ruin, though evidence suggested that something was occupying the ruins. Stairs led down into the lower levels, which were surprisingly intact. Scouting the way, the entrance was found to be guarded by vigilant goblins that failed to notice the party approach, or the halfling rogue.

Rue put on an imposing air and convinced the goblins to lead them to the master. They escorted the group to another stair going down into darkness. Feeling uneasy about the enemies nearby, the group decided to investigate the rest of the area after the guide had left them.

They stumbled upon the shuffling gait of the undead zombies seeking fresh meat. The party handily slaughtered the foes… End Session 3.

Session 4::

Megan, Jeff, Robert, Rachael.

Picking up where they left off, the group investigated further to the south. They discovered a crypt of sorts with stone sarcophagi lining the walls. The group counted ten, and quickly discovered the peace of death was not here. Clicking and scratching noises were heard. They got into position to disable the creature when the entire crypt came to life at once with the lids burst open and skeletons leaping out. In a heated battle, the party fought a fighting withdrawal. Heavily injured, the party attempted to toss the dwarf into their midst, but found the close quarters did not help. The dwarf charged into the midst and successfully knocked down the entire group. This turned the tide of battle and the party dispatched the remaining undead.

Proceeding onward, altars were found. Searching, seven small dragon statues were discovered in a hidden compartment. Beyond double doors, the party found the remains of the old commander of the keep. He tasked them with dealing with the taint of the creatures occupying his keep and to make sure Orcus could not come into the world through a sealed breach below. He bequeathed his sword to Jora to redeem it.

After a much needed rest, the group continued back towards the entrance. They found a torture chamber with a goblin being tortured. Rue convinced the torturer that she worked for the master and would inflict untold agony upon the creature. Happy to see the helpless prisoner in for untold horrors, the prison guards happily gave the prisoner into Rue’s custody.

The group found the chieftain, a rather large goblin, who had his underlings escort the group to the excavation site. We ended with the group investigating the dangerous and alluring natural caverns….

[5e] New Beginnings… (Session 2)

GM: Andrew M.

Players:

  • Megan Thun, playing RUE, a Female Tiefling Warlock (Abyssal)
  • Jeff Thun, playing JARO, a Male Air Genasi Witchhunter
  • Mitch Holand, playing Zeed, a Male Aarakocra
  • Wendy Holland, playing PSEUDO, a Female Halfling Rogue
  • Rachael Maitland, playing a Female Pseudodragon (pet)

Summary by Andrew Maitland:

Recap of last game. Introduced new mechanic “Inspiration Points”. Emphasize the morality system, and how the encounter with the goblins was perceived to murdering innocents (unarmed, non-threatening)

This adventure, the group decided not to follow the goblin tracks. Next day PSEUDO came across a roaring noise and a loud thud. She reported back and the group investigated. Finding a bird creature, they brought it back to the camp and revived it. The creature identified itself as Zeed, an Aarakocra. The next day the group happened upon a broken down wagon, they helped the person fix it, and then Rue befriended a pseudodragon watching them.

The group arrived in town, chedked out the job postings. Rue wants to continue with the caravan, but Jaro wants to do a research and retrieval expedition (3 days there, 3 days back, unknown duration at some ruins). He convinced the group to do the expedition and met with Professor Xerces, who would pay them well for escorting him there and back. He mentioned several failed attempts in the past, and is getting a buyer who is impatient with the failures.

The group set out, first night Pseudo hears wolves howling…

-End session-

[5e] New Beginnings…

GM: Andrew M.

Players:

  • Megan Thun, playing RUE, a Female Tiefling Warlock (Abyssal)
  • Jeff Thun, playing JARO, a Male Air Genasi Fighter (Gunslinger)
  • Mitch Holand, playing ZERO, a Male Dragonborn Fighter
  • Wendy Holland, playing PSEUDO, a Female Halfling Rogue
  • Rachael Maitland, playing ELVENCLERC, a Male Dwarf Bard
  • Chris Thun, playing Mardarai, a Male High Elf Warlock (Fey)
  • Daniela, playing VIN, a Male Halfling Rogue
  • Mike Mason, playing BELDAC, a Male Human Cleric
  • Ashley Miller, playing Asylyn “Lyn”, a Female Aasimar Paladin

Summary by Mike Mason:

Megan – Rue – Tiefling warlock street urchin (Secretly saved an orphan in the past) (Wants to kill her father for selling her into slavery – but if she does morally evil acts she’ll lose a part of her soul, and if she succeeds in killing her father she’ll become a permanent slave of the demon.)
Jeff – Jora – Genasi (blue) (wind/thunder/lightening elemental) – gunslinger (agriculturally useful/ help farmers) (Only while present, the effect goes away after he leaves) 6′, 150lb, Blue skin, white hair, unkempt hair,
Ashley – Lynn – Aasimar – Paladin – keeps Rue out of trouble. – human (increase of business whenever she enters a building) not liked in the angel community for helping a tiefling. 5’6, 140lb
Chris – Moderai – warlock – likes to travel (wandering spirit) (overly friendly) (insulted bounty hunter) Short, effeminately hansome. Blond. Eladrian, blood red eyes, pale skin. Wears lots of blue.
Rachael – Elvenclerc (male) – dwarf – Bard – Divine level of joy playing music (people feel violated not being able to stay mad for long) 4’1, 150lb, blue eyes, golden brown hair that’s braided, likes to play dulcimer, pan flute, tries to bring upbeat tunes.
Mike – Beldak Darkeyes – Cleric – human – scale mail, foresty type (saved a pack of squirrels from starvation.) (Strange odors) 6′, 162lb, wears heavy armor, carries big stick, casts magic.
Wendy – Pseudo – rogue – 3’3, 20yrs old, 40lbs, green eyes, red long hair single braid. Female. (Robin hood) (soft heart – won’t steal from those that’ll suffer) (Have to duck when she gets her daggers out – team killer?)
Mitch – Zero Lite – bronze dragonborn – 6’6, 240lbs. The fin on his head rises when upset. weathered soldier – very militant. tall. long sword. Protector. (Protects weak people) (fails at smiling)
Daniella – Vin (male) – halfling – Rogue – elven steel – Intense turquoise eyes. Knows Elvencleric. (Always has sweetest eyes) (She likes to steal cleaning supplies, especially personal hygeine items) Short silver wavy hair. Two different color eyes, 3’1, 35lbs, torn up hoodie scarf & other torn clothes.

Zero comes into town, and his funds are low. there is Contract work for caravan guard duty. They’re looking for a group to handle the caravan. The cargo is furs and silks. They want more soldiers. His friends were recruited too. Lynn, Beldak, and Joria are recruited just like Zero. The caravan master is looking for about 12 guards in total – and will pay for specialty skills/abilities. (people that bring more than just fighting.) 4 guards ‘are left’ from the previous events. Lynn is a good armored field medic, Moderai can wield destructive magic, Beldak can cast healing magic. We have gathered in the town square, mid morning, an elegant fountain is trickling, and everybody’s waiting to meet Zero.

He asks who we can recruit. We talk about our skills and who we know. Beldak talks about Jora, Moderai talks about two halflings he knows (Vin and Pseudo) and the bard (Elvenclerc.) Lynn talks about a tiefling with magic SHE knows (Rue). Eventualy everybody’s in. We meet at the courtyard. We go to the village. Talk to the Caravan master. 8 wagons, 2 drivers per wagon. Zero negotiates that everyboy’s approved. We also get supplies. We set up a marching order. Lynn, Zero, Vin first, Moderai, Jora, Pseudo, and Beldak last, Elvenclerc and Rue in the middle. Zero is the de-facto leader due to nobody else speaking up. The halflings scout. 4 npc guards, a quartermaster, and 2 cooks.

The first day goes uneventfully. We come to a clearing, we circle the wagons, campfire in the middle, hanging lanterns around benches. We get back into formation the next day and roll out. Early in the day Pseudo sees some dust coming from behind the group – likely horses. She tells Jora, who tells Elvenclerc, who tells Zero. By the time Zero comes back to investigate he sees five soldiers (2 new, 3 experienced) in uniforms on horseback quickly overtaking us. We pull to the side of the road. (no they don’t ask for license and registration.) They ask if suspicious people have passed us. We ask what they look like, and they have a paper with a drawing. Zero figures out the picture they’re looking for is the new cook (17yo girl, the main cook.) Zero tries covertly telling the people in the back about the situation. We decide not to out her. The soldiers say she is the daughter of the duke. Zero asks about reward, it’s 500 gold. They don’t find her and ride on. We decide to question her later at night after the caravan stops. Zero then tells the bard to let the back know they need to hurry up. The rest of the day until lunch goes uneventfully. She asks Jora at lunch ‘what did the soldiers want?’ He told her they were looking for someone. Zero pulled everybody out during shutdown and re-issued new orders for watches, and what we’re doing tomorrow just to get everybody in the middle of the caravan. Rue complains about discrimination because Lynn does not want her to approach the cook. The bard recalls stories about the kingdom which has shaky relationships before during and after a 3-or-4 year war with other kingdoms. Zero was a part of those wars in the military. Marriages afterward weren’t all happy. There’s been no political instability though, the Duke has been in power for 10 years. The princess should have been married off by now, but the rumor is the princess had an eye for someone she’d never be able to marry, who lives in the city we’re going towards. So, she didn’t run away due to politics, likely she ran away due to love. We have no incident, and make it through dinner. We have no problems at all until nightly rest time. We keep the same watch no matter what. Jora discovers the sound of rocks hitting eachother under the wagon. A small goblinoid is reaching it’s hand into the wagon which has trade goods, the last wagon. He sounds a thunderclap. Everybody wakes up.

The bard quickly kills it with disonant whisper. Pseudo plays shish-ka-goblin giggling maniacally. Two other goblins say something that Moderai translates as ‘squishpuddle’ (it’s name) and shouts back at them trying to imitate squishpuddle to the others, he says ‘run fast run far beware of the dragon.’ and one shouts ‘thanks!’ and runs, the other says ‘what? what dragon? what happened to your voice?’ and Moderai casts mage armor on Lynn. Lynn smites the unbelieving goblin and kills it. Beldak throws a guiding bolt and kills the running goblin. The goblin under the wagon had a silk pack from our caravan. And 4 gold pieces. The other two had no weapons or valuables. Jora looks for tracks. We found the trail, not knowing what to do with the information. Yet.

-End session-

[5e] Rise of Thunder – Session 4

GM: Andrew

Players:

  • Andrew B.
  • Rachael M.
  • Rebekah M.
  • Calvin B.
  • Guest –

After the almost total party kill from our last session, we find our heroes in the city. Those whose souls had departed found charity and a promise to aid the temple of Lathander in the future…

Our fearless charismatic leader went and recruited new faces to join his quest. And discovered the others he thought dead. After convincing everyone to continue, we traveled to a remote location where they discovered a tower, with no windows or doors… after hours of searching and realizing they lacked a key, their leader begged for some time to think.

After making camp, the DOOR opened…

 

[3.5] Epic Quest – Session 1

GM: Andrew M.

Players:

  • Andrew B. (?)
  • Rachael M. (Gabby)
  • Rebekah M. (?)
  • Parker (?)

Summary: Created the characters, using eclipse classless d20. Most of the session was discovering the system for the new player.

Adventure synopsis:

Runt Ogre with an intelligent rune battle axe, traveling with a draconic winged elf. a human rogue that doesn’t like to kill, and a human arcane duelist…

The group started traveling the road and came across a couple of covered wagons on fire. Using their heads, they quenched the fire and saved a lady. She pleaded for the group to find her children. The group followed the sounds of screams and encountered a couple of full grown ogres. The runt used his witchcraft to stop a child from being killed and then proceeded to knock out the first ogre. The second was dispatched by Gabby. Mother and children reunited, the party was rewarded when they arrived in the town.

The group found several job openings, but decided to hire on as caravan guards. One of the group uncovered the fact that the caravan was being spied on and alerted the taskmaster. With such steadfast alertness, the group was not completely surprised by the dogwatch ambush, and successfully defeated the mercenaries who tried to take them down.

5e – Rise of Thunder (Interlude)

GM: Andrew Maitland

Players:

  • Andrew “MercedOgre” playing Corian
  • Bekah playing Glendora
  • Rachael playing “La” Kila or Fila
  • Dan playing Jaryn

Ran a quickie adventure module to break our newest player into 5e mechanics…

SUMMARY: Started off on the road, with our adventurers having been recruited by Corian. They dealt readily enough with some monsters that attacked them on the road. Finally Corian revealed he was going to grab an unclaimed inheritance and wished to share in the treasure. The group was leery about the elusive story, but eventually agreed. The plan was overheard by a Raven that Corian recognized as belonging to his rival, Mr “V” or “Vort”. Eventually they found a farmstead, but it had been savaged by enemies. Only rotting corpses were present. While burying the corpses, Vort calls out and the corpses animate. It was a brutal chaotic battle as the zombies and skeletons made short work of the group. Corian through down his prized possession, only to have it stolen by an Imp. Only Corian and Glendora recovered from the battle…