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

 

 

[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…

5e – Rise of Thunder (Session 3)

GM: Andrew

Players:

  • Rebekah
  • Rachael
  • Jeff
  • Megan
  • Dan

Absent: Calvin, Ashley, Chris

Summary: Having recovered some amulets from the bodies. The group hears the call from below, a gnome has entered the complex. Tim and Jaryn exchange an interesting conversation, and then allow the little gnome to join the group. They find another man in a deathly sleep, discover more traps, and an antidote recipe to the poison. Making a large batch, they wake the man who is a leader of a Sect that believes Lathander will return as an avatar to lead the armies of light against the darkness foretold. He is able to describe the layout and trap locations to them, after they show him that something evil has happened in this once holy temple.

After investigating the temple basement and first floor, the group ascends to the top floor, where they confront the JACK-O’-LANTERN  high priest, and his scarecrow minions. A small shrine flares with orange lightning as a Skeletal image of a turkey infuses the scarecrows to life! A battle ensues as the party fights valiantly, but when it seems all hope is lost, the PALADIN points out a great source of evil animating the scarecrows is the SHRINE, the dwarf dashes in and smashes it. Causing the strawmen to collapse. Leaving the JACK to face the crew…

<CLIFFHANGER>

Surprise Game d20 (3.5 edition rules)

GM: Andrew M.

Players:

  • Ashley M.
  • Megan T.
  • Jeff T.
  • Rebekah M.

Summary: Megan’s PC was a animal rights activist and learned that one of her Otter friends had been “kidnapped”. Eliciting help from her city friends, they track down a Boat that is heading to town. They eventually discover the animals in cages are being corrupted into Fiendish versions by an evil wizard.

POWER LEVEL: 0

Level increase to 1st.

Morrowdale – The Adventures Continue (Session 2)

GM: Andrew

CAMPAIGN: Morrowdale Adventures

PLAYERS:

  • Calvin (Joining with Nevar)
  • Rebekah (Melinda)
  • Rachael (Xena)

NPCS:

  • Daigh (Absent Player)
  • Norton
  • Nevar’s Master (The Sage)
  • Mayor Barton

SUMMARY:

Nevar was the Sage’s apprentice, he was a big flirt but very creative. He saw the others leave and decided that he should follow. It was chance meeting on the road he discovered his friends had undergone some serious changes. Much was exchanged, but then a Dart pierced Melinda and dropped her (Unconscious). Nevar quickly retaliated with magic and found a potion upon the assailant with a ‘DELAY POISON’. A wagon with experienced merchants arrived not long after, and parted with a potion of ‘Cure Light Wounds’. The group learned of a terrible storm in the North.

Arriving at the village, they discover the people are hiding behind their walls. A terrible blight has struck the land and undead creatures prowl the night. They found Norton who was agreeable to aid them, but only if they would help him obtain a rare regent to affect the Wheat Blight. (Which is a root cause of the undead)…

Traveling North, the group encounters ZOMBIES on the prowl and with Daigh’s mighty blows, fell SEVEN of the dread creatures. However, in the early morning, the group awakens to discover NORTON is keeping 20 zombies at bay with a field that he’s focusing on. The group dismays that these Blight Zombies seem more resistant to their attacks. But after creativity with the dry grass is grown, they burn and destroy the remaining zombies.

NORTON then gathers the regent and requests the group keep him safe while he enacts the 5 hour ritual. After completion, the field of purple wheat is cleansed.

The group then heads to Morrowdale where NORTON does the same ritual. With the aid of Nevar’s Master, the group discovers that a Necromancer is the likely cause, using a dark crystal. The previous master of the crystal lived in a Mountain Fortress to the North. But surely this mission would be too dangerous for our young group…

END

 

Chosen Ones 2nd Gen – 4/26/2014

GM: Andrew

Players:

  • Rebekah (Sorta)
  • Rachael (Sorta)
  • Spencer playing Borin a dwarven Paladin of Death
  • Angela playing Gwen, a drow archer
  • Kole playing Edge
  • Conor playing Sal
  • Calvin playing Hawkeye
  • Mike playing Kenshin
  • Matt playing Kier

SUMMARY (By Mike)

So we clear out the remnants of the castle-complex and we do not find any demon prince, nor any threat re-merging.
We go back to the city near the remains and Hawkeye tries to set up a trade route using the crates. We look for Simon, and he’s at a round table with ladies. Kier leads and Simon introduces a dwarfish fellow to the team. Bald, 4ft, a beard split down the middle, black on one side, white on the other. he has a battleaxe in one hand, and his helm in the other. He’s wearing platemail. reddish tint. He introducess himself, and we ourselves to him. His name is Borin, son of Thorin, and he insults Edge’s function in the group. Next up, a woman named Gwen is introduced. She’s a drow. Grey skin, and white eyes. She is getting away from her own people because they were trying to sacrifice her. She’s a smart alec, and inexperienced. Dark purple tunic, grey leggings, dragon scale breastplate but not over her whole body and a good bow on her back. Semi-long white hair. Simon grabs our attention, and explains the Tabarath Cult is up to their old tricks. One of their lieutenants who likes dragons and orcs has been active again near the Thar mountain range. (Forgotten Realms.) There are artifacts that shouldn’t fall into the hands of the cult, and we need to stop them. Borin thinks it might be the same people who wiped out his clan (a drow wizard Vindore leading them.) There’s also a red dragon. We teleport over there and travel a day to get to the camp. The drow greet Borin and ask his business. He says we’re here to help him defend the clan to an attack, and to let the king know to prepare to battle. The king has a flowing white beard. The king cocks an eyebrow at kenshin, and questions the presence of a Drow. We tell them the scouts should be alert especially at night. Some more dwarves (12 with one more as leader who has a greataxe) enter. They show us a map, and Borin figures out the leader dwarf is a different Thorin, champion of clangeddon (a major battle he survived where giants were involved.) Borin wants to go to what he sees is a weak point in order to ambush the party. Hawkeye has his bird scout north by west. The bird sees the army around 2 days away, but can’t get a good number. we teleport Kier and Kenshin there to scout and knock someone out to bring back and interrogate.

We come up to one sentry, and we sneak up, and whack him, then teleport him back. Hawkeye reads his mind, and he figures out the chieftan issued the order to attack from the east quadrant, and he knows there are many orc tribes working toward this. 8 tribes in all, 300-500 each tribe, with shaman, and casters, perhaps 10 casters per tribe. There is a red dragon and Vindore is a drow on the red dragon.) Borin wakes him up playing both good cop and bad cop. He challenges him to a duel. Kenshin questions the morality of this Dwarf… he’ll pick on a defenseless man, but not dive into an army. The dwarf fights and smites the orc. We relay the information Hawkeye extracted to the King. The casters (mysti and Borin) tell us the dragon breathes fire, has a frightful presence, is resistant to nonmagical weapons, and it can cast spells itself. Gwen, Saltharian, and Edge go to the weak point to assist one of the tribes invasion, while the rest of us figure out tactics. The hawk scouts and finds hill giants. They’re converging on us. (end session)