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Author Topic: Giffcas D&D Thread Business
Giffca
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Giffca
Post Jackals Den D&D Session 4 Journal
on: July 11, 2014, 16:43
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Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Doladin the Dwarven Fighter, part time psychopath.

—–
D&D Jackal’s Den Campaign
~The Mysterious Bergemor~
Session 4 Journal
—–

Cissnei asks the party what their plan of action is when they depart. They say that they’re going to Fieldfar to investigate the dragons, and then they’re going to make a bee-line around the forest to Queen’s lake.

On the way there, traveling over the hills and not by road, they find a beaten path, the way most probably travel to Fieldfar. It also begins to trickle, and eventually starts raining overhead. They see some riders with banners run past, Smith recognizes that the banners are those of Queen’s Lake, and that the soldiers in full plate on horseback aren’t just guards or soldiers, they seem to be part of the Castle Guard, and one of the Royal Elite. They don’t pay the party any mind, and they go on their way.

The party finds a place to camp, and the rain seems to be trouble where fire is concerned. Cissnei has a magical tent that is only about 5 feet by 5 feet in size, but the interior being that of a comfortable small cottage, with proper furnishings including a bed, dresser, large mirror, desk, and a hearth fire with cooking supplies nearby. They take watch for the night.

While Smith and Vallus are on watch, they see two glowing lights in the distance. They see them stop, and it appears that it’s another man from Queen’s lake. He hails the two of them and approaches, asking where they are headed. When they tell the guard about their intentions to go to Fieldfar, the guard lets the party know that Fieldfar has been evacuated as far as villagers are concerned, and that the Wyvern problem isn’t simply that, they’ve been counting Wyverns by the dozen. The guard also tells them that they’ve been deterring other adventurers from going to aid the town.

With the new information, the party decides that they should instead go to Fontliar and proceed by road, as many wyverns would be a great problem. Especially with this rain. They head off, and on the road, they hear some shrieking, and turn to see two wyverns flying at them. They fight the two wyverns, that turns out to be three wyverns with one of them being a zombie wyvern, and they survive. It was a tough fight, though. Vallus was picked up and wouldn’t have survived a fall if the Wyvern wasn’t shot down while it was low. Smith took heavy poison from the zombie wyvern’s stinger– fortunately they’re traveling with Cissnei, and she has the proper antidote, so he recovers.

They continue on the road and find that the towns are cramped with evacuated citizens, as well as a surplus of soldiers and guards from Queen’s Lake. Smith asks one of them about why they are occupying the neighboring towns, and the soldier says that they’re sending important messages along roadside as well as trying to evacuate Fieldfar and care for the people. He couldn’t say what the message being sent was specifically, though.

He did say that the message was issued by Sir Gildaroy Goldheart, the right hand to the Queen of Queen’s Lake. Smith recognizes the name, and all the stories of the great paladin in golden armor. He also knows that this paladin is essentially executor of all public affairs and running the city, as the queen doesn’t do much publicity herself.

A town or so later, they end up crossing a bridge and making a decision. The road according to the map leads along the side of the forest, where Vallus knows Centaurs, Minotaurs, and other forest creatures live… as well as the road being close to Fieldfar, with the looming wyvern threat. They decide to forego the road travel and make a straight shot to the next town., Stonewall.

They’re in the hills (Mind you, it is still raining, and progressively getting worse. Lightning and Thunder are quick to accompany the sound of rain.), and the whole party hears a series of shrieking wyverns. Doladin, however (Rolling the highest check and critting) hears a low roar among the wyverns. Cissnei implores the party to go investigate under invisible cover, as they may not get another chance to see what is going on. They do so.

When they follow the noise, they see a swarm of wyverns circling like a cluster of bats. They look closer, and the party can see a large, skeletal dragon flying in the center of the circling wyverns. Ruby, having studied dragons, knows that that was once a red dragon, and that it is very large and not worth messing with. Smith looks closely, and along with the dragon being an undead skeletal dragon, he knows that the dragon should be unable to fly, but has skin grafted onto the wings. He believes that to be the modified work of a Necromancer. Cissnei confirms such. They back the fuck away, and book it to Stonewall.

Stonewall, a military city, allows the party free stay in one of the local taverns, as they’ve been keeping charges for things low or even nonexistant while it’s been raining and dangerous with the wyvern threat. The party goes to sleep, and wakes up the next morning, and as they’re about to leave, Smith notices someone leaving with a purple and red cloak, and shining gold armor.

“Follow that paladin!” Smith says to the party, as they take off after him and his men, around 30 well armored, trained soldiers. They try to stay a safe distance behind the soldiers. They were aware of the party but didn’t mind them following, and they stop at the river to take rest. The party dismounts and tries to approach the soldiers. They’re greeted by a hailing soldier, guarding the camp among others. Smith asks the soldier if they may accompany Sir Goldheart to Queen’s Lake, and while the soldier is trying to say no, the party hears:

“Nonsense, let the travelers come forth!”

Gildaroy Goldheart himself approaches the adventurers, and shakes hands with Smith. Smith is astonished when Gildaroy recognizes his name, being only a local celebrity around Courtstern, and the rest of the party share a fondness with the paladin. Doladin seems to admire the paladin the most, and requests that the paladin duel him. (Even though this guy is serious business, and a high political figure.) Goldheart laughs heartily and agrees to let the party come with, and even agrees to spar with Doladin when they get to the next town.

They eat and prepare with the soldiers by the riverside, and exchange information with Gildaroy about their quest and details about the dragon calling all the wyverns around. They ask if they can know what sort of message Gildaroy had sent out, but they don’t get any results. Then, they head off, and the party is in a platoon of the mightiest knights in the region.

They don’t seem worried about any wyverns at this point, rightfully so.

They make it to the next town, Warcrest, and when after they settle into the tavern, Doladin and Sir Goldheart begin their sparring match. Sir Goldheart is handed a shining, golden greataxe, and Doladin, brave yet stupid, charges into the paladin, striking a blow on the paladin’s armor and being blown onto his back by a holy force. The paladin takes two mighty strikes, one knocking Doladin’s helmet clean off, and the other being very careful to cut Doladin’s cheek a little.

The people cheer, and Doladin even gets a little nickname, “Doladin the brave.” They also interact with other soldiers, and find out that there are four of the elite Royal Guard with Sir Goldheart. Siegmund the Strong, Vance the Valliant, Rodrick the Righteous, and Uther the Forgiving. Ruby and Rodrick bonded a bit talking to one another on the ride to Warcrest, and aside from Ruby’s poor (very, very poor) attempts to swoon over the man, Rodrick continues to show interest in her.

They sleep in the night, and in the morning they notice that Gildaroy had disappeared in the night. Rodrick and Ruby are out on a morning walk together, and when the romance starts blooming, Siegmund comes running up to Rodrick, and they exchange serious looks and words. They run off, and Ruby is saddened. The party grows worried about what is going on, and Doladin watches as Uther, Rodrick, and Siegmund all walk with Gildaroy back into the military fort.

When the paladin and his men get into the tavern, Gildaroy shouts the news that Vance has betrayed the platoon greatly. Posing as a member of the Royal Guard, he fought the paladin in the night, and it was a gruesome battle. Gildaroy isn’t sure if Vance has perished or not, and says that he seemed to disappear into black smoke on the fatal blow. The party is concerned and unsure on what to think, but the paladin rallies the soldiers, and they march to Queen’s lake. This time, a bit more somber of a ride than a jolly experience.

They arrive to Queen’s Lake, and Gildaroy personally apologizes to the party about the trouble, but thanks them for the pleasure of traveling along with him and his men. He then leaves, but not without warning the Party. He says that they are in Queen’s Lake at a very terrible time full of uncertainty and danger. He says that Bergemor the Great Wizard is no longer to be trusted, and that nobody is permitted to visit his castle in the middle of the lake, and that they will understand if they look to the shore.

That night, before it is completely dark and after they have claimed rooms at the Adventurer’s Guild in the district with Goldheart’s Castle, they go to the shoreside of the great city to see what the paladin means.

The storm seems to circle around the lake, and the calm eye of the storm seems to be centered around a castle.

Earthbound-
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Post Re: Giffcas D&D Thread Business
on: July 13, 2014, 10:00
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Heres how Smith views Doladin and Vallus 😛

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Giffca
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Post Jackals Den D&D Session 5 Journal
on: July 15, 2014, 16:35
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Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Doladin the Dwarven Fighter, part time psychopath.

—–
D&D Jackal’s Den Campaign
~The Mysterious Bergemor~
Session 5 Journal

—–

The party sleeps in the Adventuring guild in the Goldheart district of Queen’s Lake. They all awaken, and before they decide to go to Bergemor’s castle, they decide to do some shopping around and accomplish some errands in town. They split off, the majority of the group going off and shopping, while Ruby ventures off to find Rodrick, and Vallus decides to… well, sit and drink in the guild.

The party is astonished to find that a magical barrier has been created above the city to keep it try and emulate sunlight, even though there really is not any. Nobody bitches, it’s been raining a fuck ton.

The shopping group finds a magic shop, and Smith gets himself a couple of rings, a ring of protection and a ring of immunity to poison. Doladin sells his sword of waterbending for a large price, and he picks up some boots of landing, and gauntlets of ogre strength. They find a blacksmith… which is more like a blacksmith slaver, and Smith buys himself a breastplate. Doladin hits on the huge half-orc woman and nearly dies or something, and they find another magic shop, where they’re almost swindled into buying a crappy rod of healing. They make the purchase, but it really doesn’t have a lot of charges on it anymore.

As Ruby was venturing out to find Rodrick, she bumps into a cloaked figure that quickly runs off. She immediately checks her belongings, and finds that she was left a note inside of her bag that read as follows:

“Beware the Queen’s men,
they are simple sheep, however,
their shepard commands them, and
the shepard is corrupted.”

When she finds Rodrick, she hands him a letter to send to Treehaven incase she dies. She also talks to him in private about the note she received on the way there, and Rodrick seems aghast about it, thanking Ruby profusely for showing him the note. She leaves, and the party regroups at the tavern. She tells them all about the note.

During the day, Smith and the rest of the group notice soldiers with the colors of Courtstern. It appears that the political uncertainty is brewing more, and soldiers of other regions are being deployed to the area.

They head off to the shore, when they see a bunch of soldiers, high ranking soldiers, as well as Gildaroy himself guarding the way to the shore. With the exception of Doladin, they all head back to the guild to teleport from there instead. Doladin approaches Gildaroy and asks him about what is going on, and it seems he is adamant about people not crossing the lake and expressing the wearyness towards Bergemor.

They all group up in the guild, in Cissnei’s room. The plan is to teleport straight to Bergemor’s castle, but three people would have to travel in the bag of holding in order for everyone to reach the destination. Cissnei expresses that she can empty the bag of holding so they don’t have to waste time trying to climb out. It’s a dangerous procedure, but they agree to it, and they teleport there successfully.

Once they are all present and nobody is being held inside a magical bag, they realize that it is not raining, and it is almost pleasant round’ the castle. They also immediately notice that Amber has glowing streaks of blue light in her skin. Amber appears to get very emotional and pushes the party to continue.

They approach cautiously, and open up the gate to the castle courtyard. Inside, there are statues of magical creatures, but the party wakes up one creature that was not a statue, a snow-white griffon. Cissnei tries to approach the griffon calmly, but it screeches and flies back around the castle.

They explore around the beautiful courtyard, and the front door to the castle has a very visible silver spell circle built into the castle door, which Smith identifies as a very powerful security measure. They stand there, presuming that the Griffon would alert Bergemor, and that the door would be opened. They notice the spell circle sink into the door, reduced to simple blue paint, and the door pushes itself open.

There are more statues of creatures inside, as well as the sounds of a piano being played. Doladin shouts HELLO and the piano playing stops, and then the party hears a voice say “Who are you?”

The party says that they were brought here by Amber, and at the top of the stairs they see a cloaked figure appear, and draw it’s hood down. It appears to be a very handsome elven man with long, silvery-grey hair. He asks the party why he’s brought Amber here, and Amber runs straight at him, turning into a dragon. He starts to cast a spell. Tension ensues. Smith identifies the spell as sleep (And had it not been for it only being casted on Amber, they would’ve been very hostile.) Amber falls alseep before she reaches bergemor.

Bergemor invites the party to parlay with him in the parlor, and they discuss what is going on for a while. The party learns that Bergemor has indeed been creating the storm, but to deter travelers. He has kept Amber’s mom alive and has been trying to remove a curse from her, and that Amber is a very rare breed of dragon, the offspring of her mother and an Omnipotent dragon of the plane of dragons. (And that’s also why she glows within proximity of her mother.) Cissnei asks about why he needed her journal, and he expresses that he cannot leave his castle, but has suspicion that the Wyvern problem is a sorcerer that Cissnei’s group had encountered and slain.

Garstrom.

Garstrom had been a chancellor for the Queen and Bergemor had helped Cissnei’s party in revealed Garstrom’s true power and focus on evil and bad shit. Bergemor became chancellor for the Queen, but the queen just doesn’t trust spellcasters anymore. Bergemor has leads and reasons to believe that Garstrom is no longer in his crypt, and roams the plane once again. He asks the party if they will accept a quest to seek out the crypt of Garstrom and find out what is what inside of it.

They stay the night in Bergemor’s castle, and then they teleport back to Queen’s Lake. Ruby attempts to get her letter back from Rodrick, but he supposedly rode out to Warcrest shortly after Ruby had left the manor. She flips out explains to the party that they have to follow him., and after a vote they do. They set off to Warcrest that day.

They spend the night in Warcrest, and in the morning Ruby catches Rodrick right as he is about to leave and drags him and Smith off to essentially interrogate him for information. He tells them that he is searching for Vance, and that his best lead is that Vance would have traveled to Thornin, his hometown. Ruby attempts to suede Rodrick from travelling alone, but he doesn’t budge and even leaves the room before there can be any more discussion of it.

They march for Rathnica, which is where Garstrom’s crypt is.

Once they get to Stonewall, Cissnei leaves the party, to head south and try to find her adventuring partners and discuss Garstrom.

They continue to head north towards Rathnica, when they camp by the side of the river, and are attacked by two Displacer beasts in the dead of night. (The party was not happy with the DM), and they manage to make out out alive despite the lack of armor and illusionist capabilities of the two beasts. Amber breathes electric fire, but since she is supposidly an omnidragon, the party is not surprised.

They ride to the small town of Alryne to get some supplies, and that’s where they leave off.

Giffca
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Giffca
Post Jackals Den D&D Session 6 Post?
on: July 17, 2014, 01:31
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EDIT:

Pretend this post doesn’t exist lol

Giffca
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Post Jackals Den D&D Session 6&7 Journal
on: July 25, 2014, 17:47
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Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Doladin the Dwarven Fighter, part time psychopath.

—–
D&D Jackal’s Den Campaign
~The Mysterious Bergemor~
Session 6&7 Journal

—–

So, it is a bit difficult to describe everything that happens in a dungeon, especially as this one is bigger than the Ogre camp. I had described that one room by room, but this time I’m going to just try to brush over major events in the dungeon. So let’s get started!

They rode to Rathnica, which is in ruins, and they try to find the most secure building to stay the night in, and then they press on to the dungeon.

The dungeon started out as a marble shrine, filled with Ghouls. They killed the ghouls quite easily, and they found a way into the crypt in the back of the shrine, behind a secret door mechanism. When they get down to the bottom of the stairs, they notice a bunch of pits of spikes. About 30 foot drops. Foreshadowing?

It seemed that way. Major combat situations include Doladin rushing into a chest that ends up punching him in the face and trying to eat him. (A mimic.) They find a magically locked door with silver chains, and they decide to go in a different direction. There’s a hallway, with various tapestries hanging on the walls. They try to run through, and Vallus and Oscar fall into a pit trap with spikes but survive. They climb up the other side, and then they end up walking and falling into ANOTHER one. Eventually they look behind the tapestries and find some tunnels that bypass and clear a safe way through the hallway.

In the next room, there are several rooms. They end up going inside one that has three hellhounds. They slay two of them, but Smith tries to talk to a third Hellhound in infernal and command it, and surprisingly it works. He tries to befriend the hellhound and essentially succeeds, but the hellhound is still unresponsive to other party members. Inside this room, they also notice a shelf pushed away from a wall and a tunnel behind the shelf. It ends up being the lair to a bunch of kobolds that try to charge through the tunnel at the party.

Smith sets like six kobolds on fire and kills them all, and the remaining kobolds FREAK THE FUCK OUT. They basically end up surrender and giving the party everything that they’ve found in the dungeon. There’s some language confusion and the kobolds think everything includes the clothes on their back and such. They’re such silly creatures. Smith gives the kobold leader a bottle of whiskey, and as they leave the tunnel they hear the kobolds arguing about who is entitled to drink away the sadness.

Oh, by the way, they got a silver key with a crystal orb at the end of it from the kobolds.

Doladin rushes into a room with an opulent greataxe on a pedestal. He picks it up and ends up trapped inside with a ceiling that is going to drop on him, and the door that shuts behind him tells him that the only way out is through death. But lol, the party disables the trap from the outside and gets him outside.

The next room has a gold chest in it, and instead of Doladin rushing in, he lets the party investigate, and they find that the floor was an illusion and a straight fall into a pit of acid. They move on.

To explore the rest of the dungeon, the party finds a way with a bunch of webs and shit, and Smith uses his new friend to light all the webs on fire, and they hear a shit ton of squealing, huge spiders burning to death. Good job, party, you avoided a very tough fight. In the other direction they find a hidden room with chests filled with money, and gems, and some potions.

They also kill a bunch of skeletons, and during this whole time, they’ve found a bunch of magical shit. At this point, they go back up to rest for a bit because they’ve fought a lot of stuff down in this place.

When they go back down, they find another locked door in the direction of the spiders, but it seems to be locked with a spell rather than a lock. There was a glowing red spellcircle slowly turning, as well as black chains covering the door, and the chains seemed to drip with blood. They decide to go the other way to see if the way to unlock the door is in that direction.

They go unlock the other door with the silver key, and they end up finding a room with statues. They fight a basilisk that ends up turning Vallus to stone, and everyone is like HOLY SHIT and they decide to have Amber talk to bergemor, who ends up teleporting a bag with a bloody substance in a bottle. Amber says that bergemor told her to put it on Vallus, so they do that and he isn’t stone anymore.

As they proceed, Ruby finds out that one of the people that were turned to stone was Julian’s Fiance. The rest of the party was a bit too busy to notice, and Ruby was more taken aghast than anything. They end up leaving the statue there, though. They proceed to the next room (getting some extra loot too).

The next room has a giant tomb of stone (Because the party couldn’t handle it being mithril without being tempted to take the entire thing with them. Fucking hell.) and when Doladin approaches they’re attacked by two wraiths. Which are very deadly, and drain the fuck out of Doladin’s constitution leaving him with 2/18 for the time being. They do end up killing the wraiths with magic, as they’re immune to anything else. Then they loot the two chests in the room, and one of them has a black ring, with a black crystal, and the entire ring seems to smoke.

Amber notes that they still haven’t went through that other door, so the party thinks the ring may have something to do with it. They go back to the other door, and then they try holding the ring up to the door and tapping the door with the ring, but to no avail. Doladin insists on putting on the ring, even though the party is very weary being that they had previous encounters with an evil magical item.

After an agreement to trade his weapon temporarily for the ring, Doladin gets the ring and puts it on.

His entire body shrivels up, burns, and turns to ash in front of the party as he does so.
Doladin has died. Instantly. (But to be fair, he had 2 con at this point too lol)

They hear a voice at the other side of the door that weakly exclaims for help. Ruby can’t help but think the voice is familiar, but they don’t know who it is exactly. They don’t know how to open the door, and after trying to figure out a secret passage or something, they realize that Oskar can meld the stone wall into the shape of a door. When they do this, they find something game changing.

They see a very beaten-up and bloodied Gildaroy Goldheart in nothing but a loincloth inside the room, and he seems to have forgotten all memory pertaining to his identity and life events.

They leave the dungeon and try to figure out what to do in regards to the paladin (or whatever he would be referred to now) but can’t come up with anything. They have Bergemor informed of what has happened, and they know for certain that there is an imposter posing as Gildaroy, in a very powerful position in Queen’s Lake. So they avoid that shit when they leave.

Bergemor tells them to take the river and head away from Queen’s lake until he has the opportunity to teleport to them and talk to them.

On the river, they find a bunch of kobolds, and they don’t attack or anything though. Gildaroy shouts that the river is the property of Queen’s lake instead of their own, and that they should know who they are dealing with, exclaiming his name (Of course, that would be a terrible idea if people actually trusted kobolds to never lie.) And in the night, Vallus and the rest of the group find a lot of fun at aiming their bows at the kobolds and not actually drawing an arrow, but them always running away when they do this.

And long story short, they make it to a townhouse in Langdale, belonging to an old couple named Duane and Gladys, that know Bergemor. Apparently it was a good idea to know people in all towns in the region and regions nearby.

And the party leaves off with this tall, half orc man waving at them, riding up to the farmhouse on the back of a big fucking direboar, and he tells them that he is hungry and asks for food.
(Lol wtf)

Giffca
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Post Jackals Den D&D Session 8 Journal
on: July 27, 2014, 17:04
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Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.

Renitz is now playing Gronk the Half-Orc Barbarian, accompanied by his dire boar, Piglet.

—–
D&D Jackal’s Den Campaign
~The Mysterious Bergemor~
Session 8 Journal

—–

The party is dumbfounded by the Half-Orc and his dire boar pet. They start asking him questions, and he tells the party that he had a dream, where the god of war Axium had sent him to this town and farmhouse, so that he may seek out a great war hero, and “meet new friends” as he put it. The party, unsure of what to do, really, agree, and Gronk signs onto the contract during dinner.

Amber tells the party that Bergemor plans on visiting tonight, and that they’d be able to plan out their adventure from there. So they do some chores around town, such as selling loot and getting new potions, and they end up meeting back in the townhouse when Bergemor teleports in with a bright blue light.

He tells the party that he does not have much time, and they exchange information about things. Bergemor takes the ring that killed doladin with him, and the party tell Bergemor more about the crypt and the situation concerning Gildaroy Goldheart. Bergemor tells the party that Gildaroy’s doppleganger is most definitely Garstrom, and that he is using the Queen’s army to his advantage, gathering troops from other regions, and that Courtstern has aided the queen’s army, but Nexvar has declined any help. He says his castle was no longer safe, so essentially he made it float away (Trust me, the party doesn’t know any more than you do, reader.)

They discuss for a while about their theories on what happened the night that Gildaroy was swapped with his imposter, and the party believes that to be the night that he and Vance were missing during the night. Bergemor tells the party that he would like to take Gildaroy with him, and that nothing short of a miracle was going to likely bring his memory back, whether it is stolen, hosted, or simply lost.

Ruby decides to give up her ring of wishing, and gives it to Bergemor. Bergemor uses it to restore Gildaroy’s memory, and the ring seems to work, but in a strike of tension and fury, Gildaroy draws his sword and names Bergemor as a traitor for the queen and demands his arrest. He tells the party that Garstrom and Bergemor were once friends and allies, and that Bergemor is prime suspect concerning the Wyvern.

The party calms down Gildaroy and Bergemor disarms him.

They ask Gildaroy about what he can remember up until the party discovered him in the crypt, and he says that he was on patrol outside of Warcrest that night (while he was escorting the party to Queen’s Lake), when Garstrom appeared behind Vance and told Gildaroy to stand down or risk the life of Vance. He recalls dropping his weapon and following the sorcerer’s orders, before his mind goes blank and the next thing he remembers is waking up in the dark, being there, and then hearing the party and screaming for their aid.

Gildaroy finds that he has lost his paladin powers. Helpless, he does end up turning to Bergemor’s aid, and they teleport away. Of course, Bergemor leaves the party with their reward, and gives Amber the other ring of communication and Smith an amulet for contacting Bergemor, as he gets to deny the contact if he is busy. We named the amulet the iStone 4, and yes, it has Siri.

After some more antics in town, like Amber successfully stealing an expensive sapphire from a shop, they end up heading out towards Cromer, and they’ll decide to go to Thornin or Nexvar from there. They get to a fork in the road during their travels, and they find an abandoned shack that they want nothing to do with as it is locked and has no windows. They look to see if there’s any nearby caravans that they can camp with nearby. (They’re worried because they were warned of being in landshark territory,) and they spot some lights.

The lights appear to be a decent sized platoon of the Nexvar Guard, sporting their normal Black and Red, and beautiful black armor. They ask if they can camp across the road from them, and the guard agrees. They set up camp, and as they’re settling down, a guard approaches the group and asks them if they hail from any nearby providence or region, and such. The party replies, and the guard leaves and comes back with what looks to be a cloaked leader with a horned helmet.

He asks the party a few questions. It’s pretty basic, like have they been to queen’s lake recently and ask if they’ve heard any of Gildaroy Goldheart’s recent declarations. Since the party told the guards they were going to Cromer, they ask the party where they decide to head from there, and they say either Thornin or Nexvar. The guard tells the party that they have a warrant for arresting one of Gildaroy’s men, Rodrick, issued by Gildaroy himself. (The party knows better than to put stock in the declarations of Garstrom) They tell the Nexvar men that they will alert any authorities if they know of his wherabouts, and the guards leave.

The party leaves during the day and try to create some distance between them and the Nexvar guards heading to Thornin, and decide that they should go to Nexvar. Bergemor said he would try to collect Rodrick for the real Gildaroy, and they contact bergemor and get assured that the Nexvar guards will not get to him before they do.

The party makes it to Windrip, the closest town to Nexvar, and the session ends there.

tint
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tint
Post Re: Giffcas D&D Thread Business
on: July 29, 2014, 15:20
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I feel obligated to point out that Smith never told the Captain that he’d alert the authorities, only that he’d ‘tell someone’

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Earthbound-
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Earthbound93
Post Re: Giffcas D&D Thread Business
on: July 29, 2014, 16:25
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Giffca
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Giffca
Post Jackals Den D&D Session 9 Journal
on: August 1, 2014, 16:15
Quote

Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Gronk the Half-Orc Barbarian, accompanied by his dire boar, Piglet.

McKade is now playing Aero, ???

—–
D&D Jackal’s Den Campaign
~The Mysterious Bergemor~
Session 9 Journal

—–

(Going back a little bit because of important information.)

The party arrives at the edge of Windrip, a town surrounded by a stone wall and moat. The drawbridge is shut, and there are two guards at the top of the gatehouse that tell the adventurers they cannot be let in during the night. So, fine, they decide to camp. The party decides to keep a watch during the night regardless, and Ruby spots that one of the guards is a Drow, a dark elven race that is not known to walk this realm.

Ruby alerts the rest of the party of this in the morning, and they know it to be a bit suspicious. However, when they walk through town (Not being stopped because of the dire boar, surprisingly,) they notice many drow mixed in with the rest of the townsfolk as well. They’re not quite sure what is going on there. They proceed through town on their way to Nexvar, where they notice many other travelers trying to get there as well. (It’s not cramped, but there are a lot more people on the road than they are used to.)

They approach the great city of Nexvar, a large city built on the slope of a mountain.
(For reference, it looks like this: http://img405.imageshack.us/img405/9138/lascanterlot.jpg)
As they approach, they find a HUGE stone bridge leading up into the city. Try to imagine something like the great wall or a wide stone arch bridge that just gets taller and taller. Eventually, as they keep going up, they are a few thousand feet up above the ground level, they are stopped. The party in front of them, consisting of a gnome couple, are being searched.

After an arguement with the guards (These ones all being Drow,) the gnome hands over a scroll of paper, and the guard reads it. The guard snaps his fingers, and the other guards take the gnome man by the shoulders and throw him off the side of the stone ramp. The lady gnome, screaming and crying in shock, quickly gets on the wagon and drives the horses back down the ramp. The party approaches, slowly.

The guards tell the party that all travelers trying to get inside the city must comply to a search check or turn back. Smith asks if the guards are just searching for normal contraband and such, but the guards say that they’re not admitting anyone from the Queen’s Lake or Courtstern regions. Smith, disappointed, tells the guards that they’ll have to turn back then, when they hear, “Wait! Guards, they’re with me.”

Behind the party, a raggety, large old man on white horseback with a scraggly dark grey beard and long scraggly hair approaches the guards. Smith says “Ah, so you’ve arrived,” or something of the sort, playing along with the man. The man responds, continuing this ruse, as the party has no idea who this man is. He hands the guards a note of paper, and after the guard reads it he says “I’m sorry for the hassle, sir. Your party can move forward into the city.”

Confused but arguing, the party follows the old man into the city, and they thank the old man for his help. The old man expresses to the party his interest in having them help him with a task, and that they will tell the party more if they agree to meet him at the Sleeping Dragon that night. They agree, and they go to the sleeping dragon, which is a large stone inn of course.

Smith gathers the loot from the dungeon and prepares it to be divided among the party, when he gets a call on his iStone. Bergemor gets confirmation from Smith that this is where they’ll be staying inside Nexvar, and tells him that they’ll be retrieving their additional rewards. He also tells Smith that unfortunately, he’s lost track of Rodrick. His spells have had no effect in determining the man’s wherabouts, but he tells Smith not to worry about it too much.

The party gathers in the room, and they claim their loot and divide their earnings, as well as retrieve their additional rewards from Bergemor. They discuss Rodrick’s wherabouts for a bit, and then go downstairs to eat dinner, when the old man from earlier walks into the tavern.

The old man rents a room out for himself and urges the party to talk to him in private. The party is a bit uneasy about this, but they follow the man upstairs and go into his room. He closes and locks the door behind the party, and warns them not to be alarmed. The party decides to be alarmed as everyone gets their hands on their weapons when the man casts a spell. Lol. But the man turns into this handsome elven man with regal white clothing with silver trimmings, and long brown hair. He asks the party if they would assist in going to the mountains in search of the ruins of a castle, and that a loved one of his is being kept inside.

The party and him discuss the mission specifics, and they agree to the mission after they are told they can claim more of the treasure they find inside, and that the man just wants to find his loved one, more specifically, his mother, whom is being kept there. The man’s name is Aero, and he prefers not to disclose much information about himself.

The party then spends the next day shopping around town and identifying the remaining magical loot that they have. They’re just about finished running all of their errands, when they go outside of a shop to see a split in the crowd, and that monster hunter with the black armor and eyepatch galloping quickly towards the castle, the crowd splitting for his passage. The party doesn’t make much out of it.

The next day, though, the party is awoken by the sound of drums and marching in the streets, and they see many soldiers, armed men, and spellcasters in formation, heading towards the entrance to the city. The party doesn’t make much out of this, either, but they figure that Nexvar must be heading out towards Queen’s Lake, as everything they’ve heard up to that point has made sense.

After they finish their breakfast, they head out towards the back of the city, where the mountain entrance is left mostly unguarded. The party heads out, opting to leave their animals back in town as the terrain will be fairly rough and impassable for many animals. As they proceed on the path, they ask Aero “why he decides to old man” while he’s in the city, and he says “When a prince runs way, his father makes it a point to find him.”

Then, the party is attacked by a young red dragon. They’re like “oh shit” at first, but it ends up being way too fucking easy of a fight. At least the dragon ends up rolling down the mountain and they don’t get loot out of it.

Oh, and they call Bergemor about the army marching towards Queen’s lake, and he tells the party that he destroyed the evil black ring, and that likely reduced Garstrom’s power significantly, and tells them that if it affected his polymorph in any way, it may have provoked a lot of things to happen. No real specifics other than that, though.

The session ends as the party sees the ruined castle they are heading to, as well as a cavern far below that on the same mountain, with gentle smoke billowing out of it.

Giffca
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Giffca
Post Jackals Den D&D Session 10, 11 & 12 Journal
on: August 8, 2014, 17:42
Quote

Player Characters
—–

Tint is playing Smith Westland the Human Duskblade, as well as a trained Lawyer.
Dragon is playing Oskar Ungart, the Dwarf Cleric of Frenden the Traveler.
Earth is playing Vallus Liadon, the Elven Rogue that appears to have a broner for Smith.
Mouse is playing Ruby DuKair, the Half-elf Ranger, on search for her brother.
Renitz is playing Gronk the Half-Orc Barbarian, accompanied by his dire boar, Piglet.
McKade is playing Aero, the Elven Prince, with wizardly knowledge and questionable alignment.

—–
D&D Jackal’s Den Campaign
~The Mysterious Bergemor~
Session 10, 11 & 12 Journal

—–

Ugh, didn’t have time to record sessions as they happened. I might miss a lot.

So, the first thing to note is that when they see these ruins and the smoke cave, there sun is setting. They try to find some cover for the night, perhaps a small cave or something, and they stumble upon a little crevice. If Oskar makes the entrance bigger, they could squat inside there for the night, but they send Ruby into the place to survey potential danger. A cockatrice turns her to stone, lol. But no problem, Amber has the other anti-petrification potion, except when they investigate Ruby’s scream, Amber turns to stone too.

They kill the evil chicken zombie wyvern nonsense, and then they call Bergemor with the iStone to get some more anti-petrification. He facepalms, but he sends them a couple of potions in the morning. Then, they continue to the ruins, and they spot movement. It’s a potential drow threat, so they all become invisible with Aero’s help and approach.

But Gronk knows undercommon, so he stays ahead of the invisible bubble and the Drow investigate him and ask why he’s there. They threaten him to turn away, and one of them goes to blow a horn. The party engages, and the whole session turns into a drow battle bloodbath as they face off against numbers greater than theirs. Spellcasters, knock-out poison, and plenty of threat abound. Fortunately they cut through the threat and regroup inside a room, but they hear the voice of a woman.

-Session split-

They become surrounded by drow, and an evil Drow woman named Myreva begins to torment them, and eye rape the shit out of Aero. She says that if they hand over the handsome elven prince, they’ll let the rest of the party go. So the party is tense, but they’re surrounded and feel it’s a good option to turn him over. As they’re leaving, the woman says in undercommon “Kill them” and Gronk screams AMBUSH! The bloodbath ensues.

The party is in a much better position as they’re not all contained in the room anymore. The woman herself leaves the battle with some troops, and the party spends a while battling in the ruins. After that threat is eliminated, they find a staircase and go down.

Downstairs, they encounter another group of drow that they manage to contain and extinguish the threat fairly easily. They’re down to one drow ranger, and Gronk shouts in undercommon to drop his weapons, which he does. Then they hogtie the drow and interrogate him. The drow tells them that there’s a trap through one room, and the other room is where Aero’s mother is being kept, as well as where the portal is.
He also informs them of the threat of giant spiders that can catch them on fire. The party keeps him alive, avoids the trapped room, and continues through.

They thrust open the door to see the evil woman charging her sword with a crackling red electricity, a statue of a woman in the middle of the room, plenty of webs, and two other drow in the room, a cleric and a rogue. Gronk rushes in and tries to charge the woman, but she is quicker on her feet and shocks the shit out of Gronk. Then Gronk misses with his axe. The party charges into the room to fight, and some huge, fiery spiders crawl out of the ruins in the walls.

The woman casts a spell on Gronk, and Gronk falls under her control. Gronk is told to go back and destroy the statue of the woman, so he does. She blows Aero a kiss, and says “You will be mine yet, prince” and goes through the portal with the cleric. The party kills the remaining rogue, and tossles with the spiders (Oskar has the idea of creating water in the spider’s mouth, and basically creates a spider-hydro pump) .

After the fighting is over, the portal is closed. The party tries to scramble and collect the fragments (At least the major ones) of Aero’s mother. It takes a few hours, but they have the majority of the statue’s parts bundled. It’s hard to find every last piece because of the rubbled shape of the ruins. They also untie the drow (After almost having Aero murder the drow out of overwhealming grief,) and let him go… except the portal is closed. So they loot all the drow, and the drow ranger sticks around.

-Session split-

They ask a lot of questions from Raul, figure out a few things about his side of things, find out he’s a sellsword and how expendable he felt in the army. The party is incredibly taken with his mexican accent, while Raul thinks the party is psycho. Regardless, he doesn’t want to travel back to Nexvar alone though the mountains, he’s not stupid. The party allows him to go with.

In Nexvar, the party tries to keep Raul for the day, just so he doesn’t go and report them to the guards or any other shenanigans. Raul explains how they’re not in the proper position to threaten him anymore, but they offer him gold to stick around until they leave town, so he accepts it.

They leave town, and then they’re pretty unsure about what to do next, so they call Bergemor.
Regarding Nexvar’s army, Bergemor tells the party that they appear to be militarizing the forces but not marching. He tells them that when he destroyed the ring, Garstrom’s polymorph was affected while he was giving a speech as Gildaroy, and a murderfest happened in the city. Queen’s Lake is in Chaos, and he talked a lot about how this affects the Queen’s trust of people. She already trusts people very little as it is. He does tell the party that it doesn’t make Queen’s Lake less approachable, as less attention is going to be drawn from the adventuring party with all the going on’s.

Then the party discusses how they’re going to get there, and ultimately decide to take the party boat down river and go to Courtstern. Try to put together Aero’s mom and resurrect her from the stone shape. Then, get Smith to talk to the Magistrate, and potentially find a way to talk to the Queen. Bergemor said that with Aero being a prince, they have a pretty good shot anyway. That’s the plan.

The party stops in Thornin, and enjoy a nice day in town to relax, as this is one of the first places they’ve been to that doesn’t have a bunch of political drama going on in the background. They buy some magical stuff, sell some things, and Gronk barters with Tahluhlah the Half-Orc Wizard woman, and basically whores himself to get his weapon enlarged and buys strong arm bracers to use them without penalty.
Yes, they did the dirty.

And then they continue down river, and the party is stopped by a group of Minotaurs asking for a toll. Long story short, the party goes hostile and the minotaurs run into the river… but Oskar has a rod of lightning bolt. The minotaurs aren’t the brightest, but they know when they’re shit is going to get wrecked, so they let the party go through.

Then they make it all the way down river and get off the boat.

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