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

 

 

Advertisements

[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 (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>

[Guest] All Flesh Must Be Eaten – Western 1880’s (Part 1 of 2)

System: All Flesh Must Be Eaten – Period Setting 1880’s U.S.A (Ballad Singing Cowboys!)

Zombie Master: Matt Y.

Players:

  • Andrew playing Lonestar “T-rex” Crowe
  • Calvin playing Archie
  • Rebekah playing Brigitte
  • Rachael playing Ella
  • Caleb playing “Billie the Kid”

Summary:

Introduced to the game system and created our survivors. We created the famous “Ferocious Five… and Newt”. This is a time of horseback riding, frontiers, Indian Attacks, and rugged country with rugged men. As such, the terms used and songs sung are set to reflect the period – minus the racial slurs…

The gang all has a WONDER HORSE except for Calvin’s PC, who has a sidekick Chinaman called “Newt” who is fluent in English. He is a tracker and able bodied fellow. Our group is Federal Marshals that are called in by the government when the locals can’t handle issues. Such as Indian uprisings. We were called from our ranches all across the states – Nevada, Oklahoma, Arizona, Texas, Kentucky. Our objective, investigate the Town of Mercer, AZ, and find out if there is anything about these kidnappings and attacks by mystical Indians.

Arriving in what Tuscon Arizona, we traveled by horse 30 miles to Mercer and found it to be a quaint town. Population approx 100. Nothing like a good ole’ frontier town, with the dusty dirt streets, the wandering tumble weed, and all the buildings being boarded up… Wait, what? Looked like a Ghost Town. Not a soul to be seen or heard. The telegraph post was abandoned. Next the sheriff’s office. Boarded up, but we found Deputy Hayes sleeping at the desk. He filled us in that most of the folk up and left, but he was here cause of seven who refused to leave. The banker, two hostel owners, the general store owner, the saloon owner and his daughter. And then the mysterious Bonnie who was a local tracker and trapper, but she lived out in her own house in the wild.

From Deputy Hayes we learned that a fella going by the name “The Phantom” was giving an ultimatum to the folk here to leave or be slaughtered by the Indians at midnight. The messengers would be in town at high noon to see if the folk would comply or die. Seeing as this was an opportune time, we added some tables to the hostel balcony and had Deputy Hayes meet these men. Hayes met the three strangers and told them they weren’t leaving. When the leader slapped him, Lonestar shot the hat off his head as a warning. Billie and Archie did the same to the other two henchmen. Then we gave them an ultimatum, drop yer weapons, and surrender. We placed them under arrest with multiple charges, then Archie and Billie shook em down for answers. We learned the henchmen didn’t know nothing about their employer, but knew the Indians were dead but animated somehow, and that they used Aztec style weapons.

We finished sizing up the town, chose the brick ihostel for our base. Lonestar remained at the Jail to watch the jail birds. We convinced the Hostel owners to leave town with Deputy Hayes. Brigitte scouted out the local area and got ambushed by Dead looking but yet still walking Indians! Silver, the wonder horse alerted Lonestar to gunfire. He called out and then leapt into the saddle and went to investigate. Wade the wonder horse alerted Billie, and the nameless wonder horse alerted Ella. Newt took over guard duty.

Brigitte had her hands full trying to take down the dead that weren’t dead. The rest arrived and assisted in taking them down…

End of the Session

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)