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

 

 

[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)

 

(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.