Melinda the Personal Assistant

Note, this character is made for the D&D 3.5 System Rules, in conjunction with the supplemental rule books of “Eclipse: The Codex Persona” which provides the d20 Classless Point Buy system & ‘The Practical Enchanter’ for additional rules of Spells and Wealth Levels, both are published by Distant Horizons Games, authored by Paul Melroy and Patrick “Stanley” Bryant.

When coming up with a character concept, an idea of what function they will serve is important. In the case of Mel, the purpose was quite a laundry list. The character had to be a capable bodyguard, but able to function in high society, which meant being educated. The campaign set the characters to start at level 4. A rather reasonable level where you are competent in a few area and have staying power.

We have a few world laws the GM has established:

  • Half-Cost for Self Development
  • Automatic Self Development gained every even level
  • Blood of the Dragon – Allows a character to permanently decrease a stat (Str, Dex, Con, Int, Wis, or Cha) up to -5 to reduce a spell effective level by the same. (This is important as the world does not allow any spells over 3rd level)

Race: Everyone starts as a Human, but where they are born actually grants a “birthright” an imbued set of powers based upon the land itself – Atheria is a quilt work of domains, which embody some aspect of the cosmos. Order, Shadow, Blood, Purity/Solar, Elemental, Totem, Dimension, Life, Death, Ice/Cold, Illusion, etc.

That said, let’s build out this character:

Base CP for Level 4 is 120, Duties to the house grants +8 (+2 x Level), Feats are granted at Level 1, 2, 4 (and every even level thereafter) for 6 CP apiece, (+18 CP), and 3 Disadvantages for a net of +10 CP. This gives us 156 CP to work with, 36 CP are bonus and outside the Adventurer Framework.

We selected Order, which has been established for 6,000 years, giving a very established old world feel, and rather stagnant, but that is the nature of the Alarian Imperium. Melinda has the Order Birthright which grants her:

  • Assistant (Their “Aid Another” actions provide a +4 bonus rather than +2, 6 CP)
  • Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat)
  • Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP)
    • Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Personal charms only, 8400 GP)
    • Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP)
  • Fast Learner (may be specialized, 6 CP). The player opted to focus this for Skills, which neatly grants the Adventurer Framework requirement for 2 Skill Points per level. And as a bonus, since this is part of the race, the character gets x4 by 1st level, netting 14 CP worth of skill points to spend at level 4.
  • A bonus feat worth 6 CP. The player opted to put this towards Fast Learner specialized and corrupted for triple effect, BAB for weapons with a Martial Art.

It should be noted that there are no standard magic items in Atheria, which leaves the PCs with wealth levels for charms and talismans. This power of Order effectively boosts those up by one whole level. Charms grant Level 1 effects (Spell equivalents) and Talismans are Level 2 effects!

Another interesting perk unique to Order, they can sponsor anyone not of Order and bestow the Innate Enchantments of their birthright.

Attributes were gained via standard 3.5e 28 point buy rules:

  • Strength: 10
  • Dexterity: 14
  • Constitution: 14
  • Intelligence: 15 (20)
  • Wisdom: 14
  • Charisma: 08
    • Self-Development was spent towards Intelligence for Level 2 and 4, and purchased +1
    • Wealth +2 Bonus applied to Intelligence

Purchases:

  • 12 CP was spent to buy Fortitude+1 (3 CP), Reflex +1 (3 CP) and Will+2 (6 CP)
  • Self-Development applied to Intelligence +1 (6 CP)
  • Occult Sense: Danger Sense – Senses poisons, ambushes or other threats (6 CP)
  • Reflex Training 3/day variant with +4 Bonus Uses, specialized (half cost) for protective maneuvers 7/day total (6 CP)
  • Luck with +4 Bonus Uses, specialized (half cost) for saves only 5/day (6 CP)
  • Bought up Innate Enchantments (6 CP)
  • Double Enthusiast, specialized (double effect) for relics (4 CP of Relics)
    • It should be noted relics are a power multiplier for many character. 1 CP nets a 6 CP boost. Another note is this allows for a relic to be easily swapped out or replaced if lost/stolen/destroyed. Most GMs do not do this, but CP spent on Relics are lost, unless the GM allows retraining.
  • Adept (6 CP), another boost. Since skills are easily replaced by spells, allowing characters to get them cheaply is nice. This allows Melinda to select 4 relevant skills and get a price break on them
  • Leadership with boosts (30 CP) Melinda can field several trusted bodyguards for her charge, have a support staff and multiple lackeys and gophers that are competent. As an added perk, any level 0 child recruited she can easily boost to 1st level after spending a week to make them her follower.
  • Since the game has Innate Enchantments and Shimmer Mail, it rarely makes sense for any PC to invest in Armor or Shield proficiency (There are exceptions though). Likewise, many characters use a small number of weapons in their lifetime, so selecting a handful makes sense. In Melinda’s case she has a very narrow focus – Dagger (Ranged and close quarters) for 1 CP and a Greatsword (3 CP). Mind you, for 3 CP, you can have a small group of weapons, so that could actually be Greatsword, a bow or crossbow, and a few more weapons. (4 CP for proficiency)
  • Improved Augmented Bonus: Specialized/Corrupted (Reduced Cost) – Add Dex to Int for Skill Points for the first six levels. This takes the normal cost of 18 CP and drops it to 6 CP. By level 7, the character should have sufficient CP to pay off the restriction.
  • Finesse, Replace Charisma with Intelligence for the purposes of Leadership. (6 CP) This makes the leadership much more effective.
  • Augmented Bonus – Adds Int to Dex for the purposes of AC (6 CP). This trick allows the player to put those brains to use.
  • Improved Augmented Bonus, Specialized/Corrupted – Adds Int to Con for the purposes of HP but only till Level 6. (6 CP instead of 18 CP)
  • Mana x3 for (18 CP) – Mana allows for some great effects later on (Reality Editing, Resiliency and Unskilled Magic all offer great effects if harnessed correctly!)
  • Shaping (6 CP) allows for minor cosmetic or flashy effects. Effectively keeps the character clean and allows for changing eye/hair color on a whim.

An astute reader may realize we have CP left unspent. That is quite alright, if the player wants to learn something later, then that is perfectly acceptable. The beauty of Eclipse is you can save those points for later and then spend them when you need to learn something.

At this point the player has 4 CP worth of relics they can purchase, since this can be swapped out easily, I won’t bother putting those down. (Note, they’ll need to acquire relics. Either someone else creates them or they find them.)

Innate Enchantments are great little boosts. Since there aren’t any magic items, this is about the best method to get several low level spell effects in a constant state, a couple standby life saving effects, or anything that fits a concept. Normally, you need to be careful about stacking, but the lack of magic items in the campaign neatly does away with that concern.

Common effects include:

  • Personal Haste (+30′ Movement and an extra attack at Full BAB) – Popular with martial warrior types
  • Force Shield (+4 Shield AC, and immunity to Magic Missiles)
  • Force Armor (+4 Armor AC)
  • Martial Mastery (+4 Competence Bonus to BAB with a specific weapon, again popular with martial focused types)
  • Immortal Vigor (12 HP + (Con Bonus x2)) – Popular with just about everyone!
  • Enhance Attributes can get a +2 to any of the attributes.
  • There are Skill bonuses of Circumstance, Competence and Luck
  • Luck bonus to Saves
  • Morale Bonus to Attack, AC and Saves
  • Fast Healing or Healing (Again instant heals are good to survive much longer!)

The only thing left would be to select a Wealth Level (Found in The Practical Enchanter). Now, give a good backstory and the wealth level can start off as high or low, as you wish. The wealth level dictates number of charms and talismans available. Those are also easily exchanged, so listing them out is pointless as they can be changed for any given situation. But recall, Order have the effects of 1st and 2nd level spells for charms and talismans respectively, so their selections can mimic spells, much like innate enchantments.

For the purpose of this example, I’ll make a few assumptions on selections.

For Mel, this is the final results as written:

HP: 66 (Levels 1-4 are a d4, (4+3+2+3 = 12) + Con bonus (+7 x4 = 28) + Immortal Vigor I (12+14) 26

AC: 23 (Base 10 + Stat+7 (Dex+2 and Int+5) + Armor+6 (Order Shimmermail Talisman)

Saves:

  • Fortitude +4
  • Reflex +4
  • Will +5

Movement: 30′ Ground, depending on selections could increase to 60′ or 90′

Greatsword +8/+8 (Stat+0, BAB+3, MM+4, Morale+1) 2d6+1

Skills, the player will need to select them, but social skills of diplomacy, bluff, intimidation, gather information. For being a reasonable bodyguard, spot and listen. I would also recommend at least one martial art. The free perks and boosts cannot be overlooked!

This character is a reasonable generalist and depending on selections will increase their effectiveness. Overall, the character has a lot of potential and options during most scenes. They can take a hit or two while getting their charge away, and have several bodyguards assist. Since this is d20, the charge shouldn’t be a helpless victim.

[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.

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)

 

(Friday) The Adventures of Morrowdale – Session 1

Date: 2014-04-25 (8pm till 10:30pm)

GM: Andrew

SYSTEM: D&D 3.5 using Eclipse Classless for character creation. Players were told to assign the following stats: 18, 16, 14, 12, 10, 08. Beyond that, they were asked for a name, desired race, and in village profession. The GM asked for player input into certain items, these are noted with (Player Name) for who added it.

Players:

NPCs:

  • Mayor Barton (Of Morrowdale)
  • Norton (Agricultural Expert)

Prelude:

Morrowdale, the small township where the game begins, our group begins at the age of 16 (All Humans). Six years ago, a Thunder of Dragons flew by and destroyed a good portion of the town (Caleb). A year ago the Harvest was bountiful (Rachael). Six months ago the Wheat turned purple (Rebekah).

Today in Morrowdale we have:

  • Xenaphia, a Hunter. She is Blind in her shooting eye (Caleb), but is very clean (Rebekah).
  • Melinda is a Barmaid and Performer. She has issues with being far too attractive to the opposite sex (Rachael), but is a GREAT method actor (Caleb).
  • Diagh is the captain of the guard, having taken on the role early on in life. He is a very loyal and understanding person (Rachael) but he has a vanity problem (Rebekah)

The players selected from the three concepts available – Combat (taken by Diagh), Skilled (taken by Melinda) or Mystic (taken by Xenaphia). 

Adventure Summary:

Mayor Barton requested Diagh, Melinda and Xenaphia in the meeting hall. He informed them that he was overly concerned with the Purple wheat and has word that a skilled agricultural expert is in the nearby village. He requests that Melinda use her skills of persuasion to convince Norton to return to help them. Diagh is to escort Melinda and Norton safely back as rumor says bandits are in the area. He requests the Xenaphia guide them safely to the village and back.

The group is given four horses and sets off. During the first night, a cave in the nearby foothills has an eerie green glow. The group investigates and finds an old mural of a Figure wearing a Turban, and a pit where the glow comes from. Below, in a chamber, a statue of the same figure is seen on a stone table, a large tapestry along a back wall, and two chests on either side.  Melinda discerns a traps on the locks, and safely gets the chests open. However, the release mechanism lowers the tapestry revealing a large statue of the same figure, this one with a large emerald in it’s forehead. Diagh is transformed into a half-orc (Grows to 6’6″, +2 to Strength and Consitution), Melinda transforms into a halfling (Shrinks to 3’5″, +2 Dexterity and Charisma), and Xenaphia transforms into a half-elf (No size change, +2 Dexterity and Intelligence). Gathering the treasures, they quickly leave as the complex begins the shudder and shake. The group rushes out before the collapsing door seals them inside. Outside they are surrounded by a large group of goblins. One of them is wearing an explorer helm and demands (in Goblin) that the group surrender all the treasure they found in the cave. Diagh becomes aggressive, and finds himself held by magic, while Melinda captivates the goblins and convinces them to let the group leave. They discover that Norton is in the nearby village two days away.

Leaving quickly, the group regroups and camps an hour away. During the evening they play with their newly acquired items. Diagh discovers the Greatsword is well-balanced and catches on Fire. Melinda’s daggers return to her and can course correct if she concentrates on it. Xenaphia finds the Composite Longbow shoots much further then she expected.

TREASURE:

  • Greatsword (Found at the base of the Great Statue) – Masterwork? and Flaming (1 CP Relic)
  • Mithral +1 Chain Mail (Armor AC 6 [5 Base+1 Enhancement])
  • Silken Robes (Treasure Chest) (+4 Armor Bonus to AC)
  • Religious Amulet (+2 Wisdom, Enhances Cleric power)
  • Book (Meditation and Spells)
  • Dagger (x2) (Hidden in Statue base) – Returning, once per round may allow reroll for attack
  • Shortsword (Hidden in Statue base) – +1
  • Composite Longbow (Hidden in Statue base)
  • * All items have the same figure as the statue stamped upon them.

All characters were created as the game took place.

-Andrew

Chosen Ones 2nd Gen – 02/22/2014

GM: Andrew

 

SUMMARY:

When last we left we killed a fire guardian and a wight, then went in a north door and discovered a drow female who looked impressive, but we didn’t want a fight, so we bluffed, and reported that we were attacked and were going to fight the invaders. Clearing out each room and gathering treasure we didn’t come across anything important plot-wise, but we found bats gargoyles and drow. We left at T-11, and are curious as to what the footprints on the mosaic’s origins are and why they’re there.

At T-11 there’s an altar, and the mosaic footprints came from the north, and there are furry-headed creatures. Mysti, Kier, and Kenshin are present (everybody else might be just tying their shoelaces)
The walls are designed to look like flesh, but they’re stone. We down the two furries, and check north.
Kier hears something moving in that room with clawed feet. Kier sees a small black dragon and quickly deflects the acid blast from it completely. It’s almost the size of a man. The footprints go from the north wall to the entrance of that room, south. Those are the origin of the footsteps.

We defeat the dragon. Kier says that he doesn’t want surprises later so he kills it. Mysti suggests it could have told us, but Kier says it wasn’t that intelligent, and Kenshin is raising an eyebrow at a human sized lizard spitting acid that talks. We move onto the next room with a snake headed man that has a humanoid body and a scimitar and shield. The head has fangs. It noticed us and attacks. Kenshin blocks one attack but gets hit with another acid attack. Kier kills it. He then discovers it’s a Yuan-Ti. (There are three kinds, half-blood, pure-blood, and abomination) This one is a half-blood.
We disarm it and tie it up. It talks to us and tells us the drow and the were-rats came. He says the passage to the north of this room leads outside. We double back to another room we haven’t been to.

There are two drow connecting this room with the one that the drow priestess is. Spiked collared elephant statues. We go to the other room we haven’t been to, in order not to alert the drow priestess.
Three female drow in chainmail are near the scrolls in the new room. They are reading scrolls, and they have daggers and loaded crossbows. Hawkeye comes to us and teleports Kier out to the hallway before they can fire weapons at him.
INITIATIVE! They run at us, and we knock them out. /INITIATIVE

We go back to the water with elephants in spike collars to lure the two drow guard from the priestess. Hawkeye throws a rock into the water to distract them. The pebble gets hit by a bolt and hits the wall instead. One drow pops in behind us and fires a crossbow bolt at us. The other one runs up to us, and we down them both, then Hawkeye tries mind reading. This drow is a lieutenant of the High Priestess. Trying to bring back the glory and power of the Demon Prince. They’re half-drow.
On the first Drow: 2 rings (one +2AC insight, and one mind-link), rapier (+1 keen), elven chain shirt (+3), yielding +7AC total, and gloves 1 (dex+4) are all magic items. The other Drow has the other mind link ring.

We remember there is another arch we have not been down. There’s glass vials on the ground and a flaming archway. Kier puts out the flames with a device, and there are two furry creatures poking bells to figure out what they are. We set them free and they run off, and then we go to split paths to attack the enchantress. Kier says he wants to distract her then he and Kenshin can flank letting the others attack. Edge joins us. There’s no enchantress or sounds in the room. There’s a hallway with the footprints moving forward. Kier stealthily goes forward. Three spiders as big as wolves are in the chamber. The walls have the same language carved on it as the scrolls. The footprints lead to copper doors in the north. There are cobwebs everywhere. There are two rooms total, one north with three spiders, one south with pews and another spider. Kier goes south, attracting attention of the other three. Kier kills it. Spider-licious!

We down all those spiders, and the doors open to a red eyed spider, two minions, a glowing statue on the other side of the room, and… (drumroll) the elf priestess. Ellasandra then shows up in bear form to help! Kier’s previous bluff pays off, and the priestess attacks the people she thinks is holding Kier hostage. Hawkeye levitates the 30-50 thousand pound statue and launches it at the spider. Ow.
We destroy them all, and the statue talks.

It says “Leave the homage you’ve payed for foresight or face the future without knowledge.”
Then it says “My sight transcends time but my advice comes only with sacrifice.” Kenshin sacrifices the +1 keen weapon. Beware the knight of lumious for they seek to keep us forever buried. Within sumberton a tenumberous evil grows. Seek Allies there. The regalia of the screaming sorcerer will one day be reunited but only after his scepter is returned from the depths of the vaathwood.

We investigate the body. Potion CMW, a pearl power 1st, two scrolls resist fire, and a wand of sunburst.

 

 

Harry Potter D&D – Session 15

GM: Mike M.

wand

wand (Photo credit: Ѕolo)

Players:

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

Summary Sketch Notes:

+ Left strange dimension/world

+ Returned to the cave and the king

+ Purified the king so we could transport him to the keep

+ Heromine healed the king

+ Orion took the King and Christina back to their castle

+ Orion instructed Christina about her gifts

+ Rao and Raquel learned Artwork from Merlin Portrait

+ Investigated the Protective Field

+ Decided to implant the gem in Yasmin’s sword

+ Attacked by Belatrix and her minion wizards

+ Defeated Belatrix (She escaped), and two of the three minions. The guards were slaughtered while we were dealing with Belatrix.

Harry Potter D&D – Session 14

GM: Mike Mason

Players:

  • Andrew
  • Rachael
  • Connor
  • Kole

Summary:

After jumping into the “chest portal” we discovered ourselves in a plowed field, which was devoid of plant life. A 30′ tall wall of stone was next to us. Off in the distance another Castle was seen. Climbing to the top of the wall, we seen another castle and ‘oppressed appearing people. A local guard/soldier came walking around the corner and told us to stay right their. Orion questioned the soldier, who said they were trespassing in the king’s garden. Orion (whom had a headache and no access to his Psychic powers) told the guard they would leave, just to show them which way. The soldier told them no, and Orion dressed him down in a very annoyed manner. The soldier charged them after Orion flicked the Whistle out of his hand. The group quickly subdued the soldier and discovered the soldier was decked out in heavy magic and under the influence of mind control.

We saw <InsertNPCNameHere> being escorted into the “barracks”. We went inside and paid the “fee” to free our friend. Then realized the locals had a high number of Ilan living oppressed. Any “Abnormal” also had a Collar about their neck. We decided to meet the king of this strange oppressed kingdom. The king is also wearing a collar. We learn that any gifted sentient is collared for their “own” protection and to prevent wars, which they claim happened long ago. 

We learned a ritual to return home. Discovered the oppression source in the other castle and decided to destroy it. Setting these people free to their own fate…

 

 

Chosen Ones 2nd Gen – Session 16

GM: Andrew

PLAYERS:

  • Matt Yeoman
  • Mike Mason
  • Calvin Bacom
  • Rachael Maitland
  • Rebekah Maitland

<<Ran Shattered Gates of Slaughtergarde adventure module>> to tie into the existing game.

Summary:

Characters were sent via teleport to the Valley, with the knowledge of the invasion that had been thwarted. They went to the city of Sumberton where they were recruited to recover spices and goods stolen from the Local Guild run by a powerful family of Halflings. They followed the tracks and discovered a cave descending into a partially buried complex… Fighting sentries they discovered some of the cargo they were sent to recover.