Um, wow. How’d you adjudicate Horner’s reaction?
[quote="Hardrada"] Um, wow. How'd you adjudicate Horner's reaction? [/quote]
It was already established that Boss Drake Horner was judmental and outspoken, but wasn't a killer. The first lesson he taught Rufus was, "You can't collect anything from a dead man; if you take a man's life you take what he has, but if you take a man's will, you take what he earns, and that's a lot more". The Dock Boys are interested in income over violence. Previously he beat and tortured some thugs who tried to extort the church of Hera (a big no no as the Don is very pious), but kept them around.
Rufus had given Horner over 4K gp over 5 months in tribute previously, invested an additional 1800 gp, and brought an additional 5K gp in from Dante. I had already decided that Boss Horner was going to turn over the syndicate in Muntburg to Rufus, and his new proficiency would allow him to do it. Really all he did was ask the wrong person for the promotion; he didn't steal anything, didn't kill anyone, etc.
Maybe I was a little soft on Rufus (the other PCs watched in horror as he RPed the situation). But Boss Horner knew that if a fight was started it would be to the death and several thugs would die before the PCs were brought down. The Dock Boys were content to keep the over 6K the party had invested in Dock Boys businesses and called it a day.
Now the Don would killed him wthout hesitation. Probably even gotten his own hands dirty in the process, but NOBODY crosses the Don and lives.
As an aside, Boss Horner's decision paid off, sa a very successful mission (yet to be written up) resulted in Rufus giving 10K gp in order to get back in with the Dock Boys. With that much cash, Horner leveled up and is in line for a promotion to a CAPO.
Sounds likeit was awesome to play through, and your experience underlines why judges should exercise caution in building money sinks. Players can come up with some good ones on all their own!
The other party is buying up land and building houses like crazy. Part of me loves it, part of me wants to tell them they'll need that cash when they start clearing hexes.
I got behind on my adventure logs for the Raiders because a lot happened in a short time (my son is home from college and we had a couple sessions in a short time). Lazarus, Dante, and Dante's henchman Barney came upon a hard to reach altar of law on level 2b of the dungeon, and they both converted to worship of the divine poower of law! Lazarus became a cleric of Law (switching his weapoons and spells) and Dante and Barney became paladins! (the players companion version). They also cleared out much of level 2b, recruited the hobgoblins on the level, paid the Crimson band to stop all other adventurers from coming into level 2b, found lakes of azoth, located a machine that converted raw azoth into magical compounds, and agreed to take the leader of the wererats out of the dungeon. I am still working on those adventure logs for the campaign website (https://dwimmermountthevillagepeople.obsidianportal.com)
In the meantime I did manage to keep up (kinda) with the adventure logs of the village people. They occurred after the missing adventure logs from the Raiders. (As E.G.G. always said (but I didn't fully appreciate until now) keeping accurate time records is vital to a campaign).
(Note there are two seperate sessions of the Raiders missing from the narrative)
Village People - Session 6
The Village people celebrated Yule in Adamas. By the next time the VP played, the campaign calendar had advanced three months. Each PC received their share of Isaacs’ Moon Pool operation and subtracted their monthly expenses. A lot of campaign activities occurred via the campaign forum. Each PC had something to do:
- Tariq – Spent the first few weeks learning a 3rd level spell – Dismember. He also bought more lab equipment to send to his home in Muntburg. He also:
<ul style="list-style-type:circle"> <li>Hired a shaman – snake healer,</li> <li>considered creating potions or scrolls but realized he didn’t have the requisite monster parts, and</li> <li>spent 60 days learning collegiate wizardry (which I have house ruled adds +1 to all spell research rolls, +2 at 7<sup>th</sup> level and +3 at 13<sup>th</sup> level).</li> </ul> </li>
- Eduardo had a mixed bag of results of his various businesses. His monthly rolls equaled normal profit, no profit, and a doubling of his investment of his tavern business as he ended up as the primary distributor of premium dwarven ale for most of the City State of Adamas (raising the value of his investment to 10,000 GP!). He also:
- hired a village witch,
- hired a bard for his tavern,
- considered buying a large number of gladiators in anticipation of building a Gladiatorial arena, and
- spent 60 days learning bargaining.
- Dave –was summoned for a meeting with Revered Mother Hanna, leader of the temple of Hera. At the meeting, she mentioned that she had heard that Dave had started receiving tithes from the Legate of Adamas. She asked him to donate 50% of that tithe to the church in Adamas. Dave readily agreed. He also:
- Hired a sage to research how to create sentient weapons.
- He had a head of Hera carved out of stone (to bring into the dungeon),
- had a 500 gp medallion of Hera made,
- hired a 3rd level Cleric of Hera henchman (he specified it HAD to be a female), and spent 60 days learning Leadership.
- Hired 10 bards, for 2 months. They went into each of the 20 neighborhoods in Adamas to sing tales of ‘Dave the Pure’, the champion of Hera.
- Hired a bard and a fighter (for protection) to travel to all of the taverns in the City State of Adamas telling tales of the valor and honor of the Village People. (Tariq actually tried to hire them, but they wanted Tariq to cover 50 gp each in monthly living expenses AND buy them both riding horses and tack up front, he refused, Dave agreed to do it at those prices).
- Note: Under Juila’s leadership, her and her three priestess henchmen had grown Dave’s church to 300 souls spread over the various areas ruled over by the Legate of Muntburg.
- Spent 60 days learning Leadership
- Jace - also spent the first few weeks learning a 3rd level spell, fireball. He also:
<ul style="list-style-type:circle"> <li>Hired a sage to investigate Altrusian (ancient lizardman) culture and to allow him to study the language. </li> <li>Satisfied with her work, he hired her on as a henchman (a 4<sup>th</sup> level sage), although with the understanding that she could take outside work if she was not working on anything for him,</li> <li>Purchased additional materials for his library to send to Tariq’s home in Muntburg, and</li> <li>spent 60 days learning the ancient Altrusian language. </li> </ul> </li>
- Illyrio – Managed to work with Dave, the temples of Apollo and Hera to take in 10 orphans from Adamas and being them to his orphanage in Muntburg. He also:
- Hired a matron to take care of any orphans in his orphanage.
- hired a scribe to teach them to read and write multiple languages including common, high imperial, and the tribal language of the equatorial barbarians (separate from the tribal languages of the southern steppe and northern barbarians)
- Hired a 3rd Lvl explorer – pathfinder henchman. He sent her on a mission to scout a way to the Ruins of Loreac (the location of a treasure map the party discovered). She asked him to pay for hiring two others to ensure her safety and he agreed to give her 100 gp for the mission, and
- Spent 60 days learning the Endurance proficiency.
When the Village People returned to Muntburg, Eduardo (AKA Keyser) met with Legate Verodart. The meeting began cordially. Eduardo put forth his plan to purchase about 96 acres (about 16 hexes on the map of the area immediately around Muntburg) for 50 gp per acre. The Legate needed to know more before he would allow him to purchase that much land within a mile of town. He wanted to know what ‘Keyser’ was planning. Keyser explained that he wanted a place for the businesses of Muntburg to expand, benefiting all. ‘Keyser’ would provide security, allow businesses to build there, and would be willing to collect taxes for the Legate. He would also aid with infrastructure costs. All in all, it was a reasonable offer, especially if ‘Keyser’ would be willing to pledge fealty to the Legate . . . . and then the PC rolled snake eyes on the reaction roll.
“I’ll let you build on the land for the same deal as before, an initial 20% fee for infrastructure, which I will match. Let’s see how that works out for a few months before I let you have that much land” said the Legate in a forced air of politeness. “I appreciate your offer for assistance, but I really do have to work”. As ‘Keyser’ left he thought he heard the Legate mumble something about ‘uppity adventurers not knowing their place . . .’ and ‘Phillipe was right’.
Returning to the Scroll and Flask to mourn his sorrows over his missed opportunity, Eduardo received a message that a dwarven merchant was looking for him. Intrigued, he agreed to meet with him. Eduardo recognized Thoric Brewmaster, the dwarven merchant with whom he had struck the deal to have sole franchise rights for his clans quality ale. With him was a grizzled and scarred Vaultguard he introduced as Azum Strongaxe. He stated by congratulating ‘Keyser’ on his recent financial successes as a result of his family’s ale. “Now, didn’t you wonder how you got that lucky, more than doubling your investment in less than 6 months? There is a reason I choose you. I know about your trips under the mountain. There is a favor I would ask of you so we can strengthen our bond.” ‘Keyser’ agreed to hear his request.
Thoric explained that his family had faithfully sending several dwarven warriors each generation to protect the secrets of Dwimmermount. After a period of 10 years they would return to the clan. However, several dwarves were overdue, including his cousin, Borin. If the Village People could find out what happened to him, and the other dwarves, he would be eternally grateful. He would also provide a contract providing exclusive rights to sell a delightful Brewmaster Clan brandy in the North. ‘Keyser’ accepted. Thoric pulled out a bottle of his family’s trademark brandy and they spent the rest of the night drinking to their bargain.
Eduardo woke up with a headache, a strange map, and a foot-long metallic rod, made from a strange metal. He dimly remembered that he was to follow the map, taking the rod to an area on the map, opening a doorway to the dwarven area of Dwimmermount. This was what dwarves from Vol Darul had been doing for centuries. When he found out what happened to x, he was to find and speak to Azum in Adamas.
Dave also had business to attend to in Muntburg. Dave cast fellowship and met with Julia, who noticed that he was different. All of Dave’s hair was now white, and when she met his eyes, she felt that he could see straight into her soul, baring all of her bad choices. (On her this added +1 to reaction rolls).
“Julia, you have done very well. Hera smiles upon our church. My recent brush with death has changed me and made me realize what is important. As you know Hera requires that her followers marry and raise a family. I have had this medallion of Hear made for you (500 gp). It pales in comparison to your beauty and devotion, but please take it as a sign of my feelings for you. I hope that you would consider getting to know me better. Maybe eventually becoming my wife”.
Julia sat in stunned silence (the result of the reaction roll, was uncertainty, even with +5 in bonuses (since it was marriage only a 12+ would be sufficient). She began to blush, replying “Brother-Disciple Dave, I don’t know what to say. I am honored, but . . . I never have considered you that way. I have nothing but the utmost respect for you. I have always been your humble student. I never considered I could be seen by you as anything but a servant. I will need some time to think on it.” Dave looked into her eyes and said “I understand. Please know that whatever you decide, I will respect it as Hera’s will.”
Note: This would only be sexual harassment to modern eyes. It did make me feel a little uncomfortable as we were playing it out. Thankfully he made sure not to put any pressure on her to comply. Now if she said no, and Dave retaliated, this could cause a problem with Hera. I did tell the player that Clerics/Priests of Hera needed to be married by 7th level (Mother or Father) so I guess he suspected he could get there soon.
Dave also went to the temple of Zeus in Muntburg to talk to Vicar Louys Herint to mend fences. Dave began diplomatically (and enhanced by fellowship) stating “My recent brush with death has made me see the world in a new light. I want to put any bad blood behind us and work together to strengthen the bonds of our churches and the faith of the people. Muntburg is growing rapidly and needs our guidance. Let’s work together”
Unfortunately, Dave’s new aura made Vicar Henrint feel shame for his actions in the past. Dave’s bad luck with reaction rolls didn’t help. “At last you recognize that the Temple of Zeus is supreme. If you are willing to act subservient to me, I will agree to recognize Hera’s role here in Muntburg. Just remember your place”
Dave seethed quietly for a heartbeat before responding. “Hera and Zeus are equals. Each has their role to play”. Herint was not so measured. “Don’t think I don’t know what you’ve done. Stealing money from the Temple of Zeus by taking money from Legate Verodart designated for me. You may have him fooled. You may have even fooled Bishop Saidon, but not me. I know those that you travel with. They play with foul arcane magics and chaotic forces.” He started to shake with rage as he spoke. “Where was Hera when the Termaxians befouled the minds of men and made slaves of us all? Hiding, that’s where. It was the Temple of Zeus that led us to freedom, and through Zeus that a new empire will rise!”
As Dave stormed out in anger, Herint screamed after him. “A reckoning is coming! The Inquisition will be here soon. Nothing is hidden from their eyes. They will root out the corruption that is the Village People. And then you will feel the full power of the Temple of Zeus!”
The Village People were almost happy to get back to the relative serenity of the dungeon. They decided to follow the dwarven map to find Borin.
Village People Expedition:
Tariq the Harvester – Lvl 5 Mage (Necromancer) – Black Lore of Zahar, Alchemy (x2), Healingx2, Collegiate Wizardry, Soothsaying – INT +3, CON -1, WIS +1, CHA +1. Extremely short necromancer wearing expensive black robes with skull on the shoulders (covered by a cloak in town) – has wand of magic missiles. New Spell – Dismember – shoots a bone needle from his fingertip that hits victim and rots the flesh of the victim it hits, causing limbs to rot away.
<ul style="list-style-type:circle"> <li><strong>Lenny Davos </strong>– Lvl 2 Fighter – (Legionary) – FS (Weapon +Shield), Siege Engineering – STR+2, INT -1, WIS -1, DEX +1, CON +1, CHA +1 – Heavily muscled former soldier from Adamas, wears Plate + Shield, fighting w/ spear or a silver short sword. <ul> <li><strong>Mysty</strong> – pixie familiar – Animal friendship, tracking.</li> </ul> </li> <li><strong>Mycah Pyrus</strong> – Lvl 3 Shaman – (Snake Healer) – Divine Health, Laying on Hands, Healing – STR, DEX, CON -1, WIS +2 – Armed with a staff. <ul> <li><strong>Reggie</strong> – small python – HD 2</li> </ul> </li> </ul> </li>
Eduardo aka ‘Keyser Soze’ – Lvl 6 Thief (Cat Burglar) – Cat Burglary, Gambling, Precise Shooting, Lip Reading - DEX +2, CON -2, WIS +1, CHA +1 – Budding real estate tycoon and mastermind. Wears leather and armed with Imperial Legion X-Bow
<ul style="list-style-type:circle"> <li><strong>Ukla the Quick</strong> – Lvl 3 Barbarian (Pit Fighter)–Running, Combat Reflexes, Gambling – STR +1, CON +2, CHA -1 – Ex-gladiator turned adventurer – fights with net and trident.</li> <li><strong>Onde Vrazic</strong> – Familiar imp – Mimicry x2, Arcane Dabbling, Alertness</li> <li><strong>Delwyn</strong> – Lvl 1 Village Witch – laying on hands, healing x2, familiar – Str -1 Int+1, WIS +1, DEX +@, CON -1, spell signatures based on potions, salves, balms, or foodstuffs. <ul> <li><strong>Bernard – </strong>Familiar – golden lab – laying on hands, soothsaying (sniffs butt), animal husbandry</li> </ul> </li> </ul> </li>
Dave ‘the Pure’ Carrin – Lvl 5 Cleric (Hermit) of Hera – Laying on Hands, Naturalism, Command – STR +1, DEX -1, INT -1 CON+1, WIS +1, CHA -1. Wears custom made plate (with symbol of Hera) + large shield with Embossing of Hera on the front (+2 AC and enc.) Simple, uneducated, but intuitive.
<ul style="list-style-type:circle"> <li><strong>Angela of Hera</strong> – Lvl 3 Cleric (proselytizer) – Divine Health, Diplomacy, INT -1, WIS +1, DEX +1, CON -1, wears Plate and armed with a billhook (polearm). </li> </ul> </li>
Jace – Lvl 5 Mage (Elementalist) – Elementalism (fire), Naturalism, Alchemy, Magical Engineering – STR+1, DEX -1, INT +2. has wand of fear and wears flame red robes with a ruby tipped staff. Quiet pyromaniac. New Spell – Fireball – opens a portal to the elemental plane of fire at a distant point, releasing an explosion of flame into the world.
<ul style="list-style-type:circle"> <li><strong>Nakai</strong> – Altrusian (ancient lizardman) Elder Skull – Labor(culinary)x3, Labor (butcher), Knowledge (Gems), Knowledge (Altrusian Culture)</li> </ul> </li>
Illyrio Sicarus – Lvl 5 Assassin (Bravo) – Fighting Style (two weapons), Intimidation, Acrobatics, Manual at Arms, – STR +2, DEX +1, CON +2, CHA +1 - Wears leather
<ul style="list-style-type:circle"> <li><strong>Tuccia Florio – </strong>Lvl 3 Explorer (pathfinder) – Tracking, Precise shot x2, DEX +2 – wears chain and armed with a crossbow and hand axe – sent to scout a path to the ruins of Lloreac. She has with her two hirelings (potentially henchmen): <ul> <li><strong>Shalla of Athena</strong> – Lvl 1 Bladedancer (Bringer of Mercy) – Laying on Hands, Healing, wears leather under robes, armed with curved swords and a x-bow.</li> <li><strong>Mala</strong> – Lvl 1 Barbarian (Death Dealer) – Ambushing, Climbing, Survival – DEX, CON +1, wears leather, armed with spear. </li> </ul> </li> </ul> </li>
(And a guest appearance from a member of the Raiders:)
- Dante – Lvl 6 Paladin – wears Plate w/ Large Shield and armed with Dwimmersmite – an intelligent talking +2 sword that hates elves and arcane spellcasters and can detect hidden and invisible people and things.
The Party did load up on healing herbs (for a change[KC1] ). They entered through the dwarven door and travelled through Issacs’ moon pool operation. They followed the map to the stairs to level 2B. There they found a large number of Crimson Band mercenaries. They would not allow them to go downstairs. Illyrio confronted them, but they were told they had to talk to the Crimson Band to get permission.
Dante, who travelled with Isaac into the dungeon, heard the commotion and met the party. Illyrio, angered that the Crimson Band would ignore the despot’s orders, had to be talked out of fighting. The Chandler brothers, retrieved by a merc, showed up. The Village People and the Raiders agreed to sign a non-compete pact on the 1st level and level 2b (both of which had been relatively cleared). They travelled to the Crimson Band’s fortified portion of the 1st level to sign an agreement.
When they got to the front entry of the dungeon, a misty doorway magically appeared in a wall (which had never happened before). The party ignored it and signed the agreement. Dante agreed to join the party for their expedition (perhaps to make sure that he could make clear that the Azoth belonged to the Raiders).
On the way to the 3rd level, the village people stopped at a room with symbols on a series of pillars. By pressing the symbols in the right order, Tariq , Jace, and Dave were hit with a surge of divine energy. Jace (Remove Fear) and Tariq (Fellowship) were able to handle it and gained the ability to cast a divine spell. Dave tried multiple times (being drained of HP until next level) but eventually was successful (Detect Danger).
The party made it through to the 3rd level (the reservoir). They were amazed to see a working azoth fountain (although covered by a dome of clear material). They entered a room with a worn mosaic showing a partial map. The party followed the dwarven map to a room with a crack in the floor. Suddenly 8 giant ticks entered the room from the crack.
The party fought the ticks but found out that once they ticks bit someone, they became affixed to the victim. Attempts to hit the tick resulted in Angela being struck by a party member. Eventually Jace figured out that he could just grab one and pull it off (STR vs. STR roll), throwing it away from the victim. The victim was hurt as the tick was pulled off. They also figured out that they could strike any tick affixed on their own person very easy to hit. As they were recovering, a final tick, almost twice as large as the others, came from the crack. The party managed to kill the ‘tick king’.
The party spent some time healing up before continuing to explore. A wandering monster check ended up with 8 more ticks, who came up behind the party. As battle ensued, 8 more ticks entered from the next room, attracted by the noise. By the time the party was finished they had killed 23 giant ticks in under an hour.
The party passed a statue of Vulcan (the god of craft, who appears as a dwarf) with his head replaced with Terms Termax. They also discovered a room with an unaltered 9 ft tall Vulcan statue, columns, and a curtain to the south. When they pulled back the curtain, revealing some stairs down, the statue animated. Thinking quickly, Eduardo pulled out the rod given to him by Thoric and the statue went back to it’s pedestal.
They next room held three doorways on a raised circular platform. When Eduardo approached the doorway marked on the dwarven map with the rod, a shimmering misty doorway appeared (like the misty door that appeared on level 1). The party entered the mist and found themselves in a small 20 by 20 foot room with the stone form of a dead dwarf.
SPOILER ALERT OVER
They entered into a large open area covered with grey black metal and alchemist resin on the floor. They saw a fight going on between two groups of dwarves, although one of the groups was outnumbered 6 to 3. The party yelled at the battling dwarves and asked if they knew Borin. One of the 3 outnumbered dwarves claimed HE was Borin. The party joined the combat to help out Borin’s group.
As they joined in the combat they got a closer look at the dwarves they were fighting. They were a little less stocky, with more angular faces and gray toned skin. They turned out to be tough opponents, as they were both hard to kill and heavily armored. The party turned the tide of battle, however one of the strange dwarves escaped, and one of them made it to a southern hallway, screaming for help before being killed.
His dying cries were answered by a rampaging earth elemental and the sound of armored dwarves charging. Jace started casting and a small portal opened to the elemental plane of fire, resulting in an explosion of flame that damaged the earth elemental (and killing several advancing evil dwarves). Before the party could investigate the room they came from, they heard arcane chanting and the elemental was all of a sudden caught in heavy webbing, blocking the hallway to the south.
Borin and his two dwarven allies thanked the party. They explained that the other dwarves were evil copies of dwarves created by a group of Termaxians. Borin refused to give details of what happened, but the Termaxians were a problem in Dwimmermount. When the party offered to help, that it was a dwarven problem. The party asked him to return home, as requested by his cousin Thoric. He refused to leave, saying his mission was not done, and that it was a manner of honor. He did ask the party to take a message back to Thoric to “send reinforcements. Tell him ‘Sparky’ sent you”.
They found a small jeweled box left by the Termaxian dwarves. They also briefly explored the level and found:
- 4 strange suits of clothing, each with a helmet of see through vitreum
- A series of storage lockers containing
- 2 apple sized metal spheres with a single button on its surface and
- 24 metallic packets containing food. Later experimentation revealed that eating them removes any fatigue and allows the eater to heal an additional 1d3 HP overnight
- A hallway blocked purple colored mold (which the party ignored).
- A large room with a large table and blank vitreum screens on the wall.
- Mold covered latrine with toilets.
- Found quality crossbow bolts (later determined to be +2).
The party fought another wandering earth elemental. Tariq used his necromancy to fire a bone needle, which rotted away the legs of the creature, allowing the party to take it down. The party went back to the closet, activated the portal, and returned to level 3b.
Before returning to town, the party decided to check the other two mystic portals. One led right to the 1st room of the dungeon (where the party had seen it before). The other ended up in some caverns, which led to hallways carved from the stone. The carving lacked the precision of other areas. It led into hallways with statues of a being in strange armor.
The hallways encircled a large chamber with a spiraling stairway down a large pit. At the top were columns covered with a black vine material recognized as shadowstuff, full of negative energy. At the bottom of the pit was a larger statue of the armored figure holding aloft a glowing lantern. No one recognized him, but Dante drew Dwimmersmite. The sword recognized the statue as being of ‘The Iron God’. He was a champion of law who battled undead and became the leader of a small cult of followers. The sword reminded Dante “don’t trust those spellcasters” as he was put away.
Dante and Dave touched the glowing lantern and felt the divine power of law flowing through their body (healing Dave of his drained HP!). They also touched the statue and felt as if they were protected from undead.
When they came up from the pit, they decided to take the shadowvine (for Tariq). It was dangerous to touch, so they put on the suits (which they believed were protective suits). Although it wouldn’t cut with normal weapons, the party had magic weapons to cut it down and put it in some boxes they found in the level with the dwarves (level 6B). (Of course, by using two of the suits, they could no longer sell them for XP!).
Using the misty portals, they made it out of the dungeon without issue.
On the path to Lloreac
Village People Expedition:
Tariq the Harvester – Lvl 5 Mage (Necromancer) –Extremely short necromancer wearing expensive black robes with skull on the shoulders (covered by a cloak in town) – has wand of magic missiles.
<ul style="list-style-type:circle"> <li><strong>Lenny Davos </strong>– Lvl 2 Fighter – (Legionary) –Heavily muscled former soldier from Adamas, wears Plate + Shield, fighting w/ spear or a silver short sword. <ul> <li><strong>Mysty</strong> – pixie familiar – Animal friendship, tracking.</li> </ul> </li> <li><strong>Mycah Pyrus</strong> – Lvl 3 Shaman – (Snake Healer) –– Armed with a staff. <ul> <li><strong>Reggie</strong> – small python – HD 2</li> </ul> </li> </ul> </li>
Eduardo aka ‘Keyser Soze’ – Lvl 5 Thief (Cat Burglar) – budding tycoon - Wears leather and armed with Imperial Legion X-Bow
<ul style="list-style-type:circle"> <li><strong>Ukla the Quick</strong> – Lvl 3 Barbarian (Pit Fighter) – fights with net and trident. <ul> <li><strong>Barnabus Bannon</strong> – Fighter 2(Corsair) – Searfaring, Swashbuckling, STR +1, INT,WIS,DEX -1 <strong>– </strong>wears leather armed with dagger and shortsword<strong>.</strong></li> <li><strong>Michael Thomas</strong> – Fighter 1 (guardsman) – Alertness, Signaling, , STR, DEX, CHA +1, INT -1 - wears plate mail and armed with a glaive</li> </ul> </li> <li><strong>Onde Vrazic</strong> – Familiar imp – Mimicry x2, Arcane Dabbling, Alertness</li> <li><strong>Delwyn</strong> – Lvl 1 Village Witch – laying on hands, healing x2, familiar – Str -1 Int+1, WIS +1, DEX +@, CON -1, spell signatures based on potions, salves, balms, or foodstuffs. <ul> <li><strong>Bernard – </strong>Familiar – golden lab – laying on hands, soothsaying (sniffs butt), animal husbandry</li> </ul> </li> </ul> </li>
Dave ‘the Pure’ Carrin – Lvl 5 Cleric (Hermit) of Hera –Wears custom made plate (with symbol of Hera) + magical +1 shield
<ul style="list-style-type:circle"> <li><strong>Angela of Hera</strong> – Lvl 3 Cleric (proselytizer) –wears Plate and armed with a billhook </li> </ul> </li>
Jace – Lvl 5 Mage (Elementalist) – quiet pyromaniac, wears robes with flames.
<ul style="list-style-type:circle"> <li><strong>Nakai</strong> – Altrusian (ancient lizardman) Elder Skull –</li> </ul> </li>
Illyrio Sicarus – Lvl 5 Assassin (Bravo) – Wears leather, armed with Swordbreaker - +2 sword
<ul style="list-style-type:circle"> <li><strong>Tuccia Florio – </strong>Lvl 3 Explorer (pathfinder) – <ul> <li><strong>Shalla of Athena</strong> – Lvl 1 Bladedancer (Bringer of Mercy)</li> <li><strong>Mala</strong> – Lvl 1 Barbarian (Death Dealer)</li> </ul> </li> <li><strong>The Villagers</strong> – Lvl 2 Mob – Survival, Cap’n - Otto – Labor (butcher) – STR +1, WIS -1 - wears chainmail and armed with a variety of one handed weapons </li> </ul> </li>
The village people travelled to Adamas to try to sell two of the environmental suits. Keyser spoke with Azum Stormaxe about Borin, telling him what happened. Tuccia also reported back from her scouting trip to Loreac. Most of the city was flooded, and all of the stone gates were closed. Entry was possible over some old docks leading into a lake rising out of the marshes, but that area was controlled by lizard men. Another entrance (by canal) was controlled by ogres. She managed to sneak into the city and found evidence of goblins, trolls, and what had to be a dragon flying overhead! She also located an abandoned guard building about a ½ mile out of town bordering the lake which would be a perfect spot to hole up.
Jace talked to his Altrusian (ancient lizardman) skull. It agreed to help them with the lizardmen. The village people hired 20 marines, Illyrio recruited a mob henchman, and Keyser instructed Ukla to hire some fighter henchmen, one of which was Tariq’s old henchman Barnabus the ne’er-do-well corsair.
During the few weeks of hiring everyone, we handled end of month expenses. Keyser’s business made a fair amount of money and everyone profited from their share of Stocker’s Moon Pool business, granting campaign xp to the PCs. Keyser decided to cut bait and increase good will by gifting his entire cottage business (worth about 18K) to the Legate of Muntburg in a gesture of good will (and to build up his XP bank in anticipation of starting another PC). Tariq managed to determine the formula for making more of the nutrition packets, which require azoth to make. Dave, who had purchased the formula for making healing potions from the temple of Hera in Adamas, was able to make 2 healing potions (failing his roll on 2 more).
The party travelled to the city-state of Yarm. On the road they came upon Bishop Johann of Death, the fabled undead hunter, with his two henchmen. He had heard of the Village People (Dave’s efforts to spread the word being successful) and asked them about undead in Dwimmermount. He was on his way to Muntburg to investigate stories of people going missing, and a few bodies being found, bloodless. The party wished him luck and he went on his way.
In Yarm, they bought a large barge, relying on the marines and Barnabus to guide it upstream to Lloreac. They also purchased two oxen and hired a drover to assist with them to aid in pulling the barge upstream from the shore. They travelled slowly upstream for a few days, passing by fields being cleared for planting. On April 12th they were passing through lightly forested banks when a number of mounted armed men approached. Claiming they were representatives of the law, their leader, Murray, demanded 100 gp tribute. Illyrio, riding along the shore on horseback, countered with 75 gp, which the bandit accepted. He ordered one of his men to take the gold, and they left the expedition alone.
That night, during the first watch, Ukla noticed a group approaching the camp. He awakened the troops. The camp was surrounded by a large number of men, approaching from all sides from out of the wooded area, archers on foot, and a few on horseback. Out of the middle was a small group of heavily armored men on warhorses. One of the men stepped forward and asked what the group was doing on the land of the ‘Grim Band’. Keyser quietly told his imp to take a quick invisible count of the total number of bandits.
Dave spoke up that they were the Village People. A quick roll determined that the bandits had heard of them. The horseman asked for more tribute. When they asked for how much, the response was “Well, what do you think is fair?” Illyrio challenged the horseman to a fight. A deal was struck that each group would wager 100 gp in a one on one match. The horseman had one of his men step up, pausing to take a sword from another horseman and fight Illyrio.
Illyrio lost initiative. The bandit took a swing with the sword, striking Illyrio, who failed a save and found himself paralyzed! The bandit took the gold and returned to the group of horseman. (At this point I decided that the bandits had a 35% chance of believing the stories of the VP to be exaggerations and demand everything or attack. The party rolled a 15 on 1d100). The spokesman demanded that they leave everything and march back to Yarm. When they refused he ordered an attack!
The only secure side was the river. A few marines remained on the barge, the rest prepared for battle. The group of heavily armed horseman charged towards the camp. The bowman at the edges began firing into the camp. Before the horseman reached the camp, Jace (winning initiative for once) cast fireball, bringing down the warhorses and a few of the horseman. Tariq summoned some zombie berserkers and sent them towards the right flank. Dave charged forward to remove paralysis by healing Illyrio. The bandit archers managed to take down several marines, wounding the Villagers, and hurting some of the henchman.
One of the charging horseman stood up and started carving through the marines and took down Mala. Wielding the paralyzing sword, this was obviously the real leader of the bandits, Jack Grim. Illyrio and Dave took him on in the middle while Tariq’s and Jace’s berserkers took the right flank and Michael Thomas and Barnabus and a few marines took on the left flank. Keyser, Ukla, and the healers held the middle and assisted where they could. The imp returned and gave Keyser the totals; about a hundred bandits.
A few of the mounted leaders on the left flank charged into the center and were taken on by the Villagers and Ukla. After a pitched battle, the leader finally went down after taking down Illyrio, who lost his arm (again!). Morale eventually broke and several of the gangs fled. When the fight was over, 70 bandits lay dead and one of the lieutenants was captured. The bandit Murray, who had accepted the 75 gp earlier in the day, was among those who escaped. They interrogated the remaining bandit, who offered to take them to their camp, but pointed out that the survivors would immediately break camp. After a brief discussion, the party decided to not follow them into the woods. They did manage to treat all of the fallen marines with spells, lay on hands, and the healing proficiency, and despite a few sever injuries, only one of the marines (and a few nameless members of the Villagers) died.
The party took the barge in the morning back upstream to Yarm. They took the body of the Bandit Leader Jack Grim back with them, receiving a 1000 gp reward. Each of the Marines were given a 20 gp bonus for the battle. A few members of the party took the injured Illyrio and the dead marine back to Adamas for healing. Illyrio was restored and had no ill effects. The marine retired, becoming an alcoholic.
The party decided to have Murray sell the paralyzing sword. They had a 10% chance to sell the sword for 60,000 gp. They rolled an 11 on d100. A representative of the legate was willing to buy the sword for 40,000 gp. After a tie vote (Jace didn’t vote), a die roll resulted in the sword being sold. As a result, most of the party and henchman levelled up. Illyrio recruited another 10 marines and headed back to Yarm.
The party left Yarm and made it to the Murklands on April 26th without any encounters. They continued to slog upstream with the oxen pulling the barge upstream when they sighted something flying towards them. As it got closer they saw a large dark green/black dragon. Everyone scattered into the marsh to hide, cutting the oxen free. The large dragon landed on the barge, tearing open the deck cabin looking for any possible treasure. Finding none, it grabbed one of the oxen in it’s huge claws and flew off.
The incident repeated itself the next day, with the dragon taking the remaining ox. Luckily, they arrived at the abandoned building discovered by Tuccia and managed to set up camp inside, within a short trip to the ruins of Lloreac. They had a restless night, but no dragon came.
The next morning the party took 3 canoes and approached the original docks of the city. A group of lizardmen arose from the water. Jace and the skull spoke to the lizardmen, who, it turned out, was a tribe that respected the Altrusian elders. They agree to take the party to a sub-chieftain.
On the way to meet with sub-chieftain, the party and the lizardmen patrol ran onto a group of 3 trolls and a troll champion. Using good tactics, a fireball, a timely acrobatic backstab, and the chomping of Dave (who had ‘skin-changed’ into a tyrannosaurus rex), the party managed to defeat the trolls in the knee-deep water. They pulled the bodies out of the water onto the raised porches of the remaining buildings and set them on fire, but not UNTIL Tariq had collected the troll’s blood. (The party had loaded up on military oil in anticipation of fighting trolls).
The lizardmen, who had stayed back and watched the combat, were impressed. They took the party directly to Chief Olassio. The party was taken to a large warehouse on the docks once used to build ships. Jace and the Altrusian skull convinced the tribe to allow them passage in return for some of the parties supplies. The party moved up their entire force to the lizrdmen area and we ended the session there.
WAY behind, but here goes:
The Village People into the Library
The next morning the lizardmen offered to act as guides to avoid the trolls. Taking 4 canoes they took Ukla, Shalla, Mala, Lenny, Angela, and Tuccia; leaving the other henchmen to guard the barge. During their approach they heard the sound of wings and scattered as they saw a black dragon fly overhead. The dragon circled a few times before flying away into the swamp.
The party and the lizardmen guides made it to the ruins of the library. After debating which entrance to use, they ended up going up the stairs into the main entrance. The light streamed through the tattered roof above the open foyer. The party was scared away from an open office seen through a half-door by a patch of mold (remembering how they almost died from spell casting mold in Dwimmermount).
Moving past the foyer stairs into rows of damp books, they were attacked by arcane cadavers (adherers from the old fiend folio). After handling them, the party heard voices whisper “come on, let’s move the gold before they find us” from over heard. Suspicious, they sent some summoned berserkers upstairs through closed doors. After sounds of a struggle, 4 very quick emaciated creatures leapt from the balcony above and joined in combat. These creatures were tough, hit hard, and as some blood spilt onto Lenny, he found himself losing points of wisdom!
During the fight a large bolt of silvery black energy blasted through the party, taking down most of the henchmen. Illyrio immediately tried to track it to it’s source. He turned the corner to face a partially skeletal creature glowing with arcane power. Tendrils of azoth flowed from it’s hands as it tried to wrap around his throat. He made his saving throw, however, and battle was joined.
Meanwhile Lenny eventually was reduced to 0 wisdom. His visage changed, and he began to cry out in agony. When he glanced up, the same strange silvery glow was in his eyes, as he moved to attack. Luckily one of the party mages was able to summon some berserkers to assist Illyrio, while the rest of the party took on Lenny and the rest of the termaxian husks.
After a pitched battle, the party was victorious. They attended to the wounded. Lenny was dead, but Dave cast Cure Disease immediately in an attempt to have him brought back to life. Shalla was severely injured and Mala was scarred. Many of the party’s healers were not with them, however, and most of the healing magic (potions, spells, skills, etc.) were used up. The party moved into the open secret door disguised as a book shelf. They found an alchemical lab, the personal chambers of the termaxian skeletal-mage, 10K gp worth of tomes for a magical library, and a fair amount of treasure. On the body of the mage they found some fancy boots. They also found a gallon of raw azoth, a spellbook, a scroll, and a giant bronze head of Terms Termax.
After they closed up the secret door and prepared to search upstairs, they heard a large splash from outside. They quickly moved to hide as the main doors burst open and the head of a black dragon peered inside. After a few breathless moments of the dragon sniffing around, they saw it leave and heard it take flight.
A search upstairs found a locked office. A search revealed a hidden safe, which Eduardo opened. They also discovered 4 adjoining rooms loaded with books. Unlike the books downstairs these books were in good condition because of magical de-humidifiers in each of the rooms. The party spent some time going through the books and discovered that each room covered a different subject – history/other worlds/astral theory, divine topics, animals/monster/natural world, and everything else. They found books on all of the known worlds, and lots of special books as well. Some highlights:
- Mice of Gold – a book describing a lvl 8 arcane ritual that can turn mice into gold!
- A book detailing the fall of Termagant and creation of the eld
- Parts is Parts – with this book (and the right equipment) anyone can get special components from dead creatures (not constructs, extra planar, or dragons).
- Draco’s Guide to Dragons – ‘nuff said including the formula for a potion of dragon control.
Of special interest was a book with the divine spell formulas for 2 new spells, Ox’s Health (18 CON (and resulting increase in HPs) + ADV on poison saves for 6 turns) and Owl’s Wisdom (18 WIS + ADV on spell saves).
While they were looking through the tomes they heard a cry of alarm from one of the henchman. The roof creaked as a large figure landed on the roof. The head of a black dragon peered down from holes in the foyer roof. A second, slightly smaller black dragon head came in through the main entrance! This dragon spoke, demanding that the party show themselves, or the dragons would tear the library to the ground.
Illyrio and Tariq spoke to the dragon in the doorway. The dragon asked what happen to the Termaxian Berol Kral? After a few nervous looks the party told the dragon they had killed him. The dragon congratulated them on their victory and thanked them for their assistance in collecting some treasure for the dragons. The dragon demanded that the party give them 10,000 GP worth of treasure and first pick of all of the magic items recovered. The party agreed, but asked for one hour to get it ready. The dragons agreed and both of them flew away.
The party went over their options. They decided their only course was to comply. The party quickly collected up enough treasure and put all of the suspected magical items together. When the dragons came back (one on the roof, knocking a few support beams into the foyer) they brought some goblin servants who took the treasure. The dragon choose the spellbook of the mage (and scroll). Illyrio asked what the name of such magnificent and beautiful dragons were, rolling an 11 (+1 for CHA). The dragon was more than happy to speak of the power of Onyx and Deathclaw and was pleased with the party’s deference to their betters.
Illyrio took advantage of this good will. He got Onyx to agree to have Deathclaw watch while the party removed the books out of the library in return for a promise that he would speak well of the dragons to the lizard men. He also promised to bring several cattle in tribute the next time he visited Lloreac. The party retrieved their remaining henchmen, the barge, and the marines. They spent 12 hours boxing up the majority of the valuable books. Deathclaw watched with minor interest from the roof, keeping the trolls, ogres, and goblins away.
The party also managed to salvage about 5K gp worth of lab equipment, all of the remaining treasure and the Bonze head. Jace managed to figure out how to remove the de-humidifiers, only damaging one in the process. They put them on the barge as well.
The party shared some of the recovered trade good treasures with the lizard men. Although they had some difficulty with weather, they made it back to civilization with their books and treasures intact. After a quick trip upstream to Adamas, they paid for Shalla and Lenny to be risen. Shalla was shaken and left the employ of Tuccia. Lenny was shell shocked and started easily when ever confronted with a bright light or loud noise. Lenny choose to retire and Tariq offered him (and his sprite familiar) a job as a gardener.
A few PCs and henchmen leveled up. Jace made plans to build a separate library in Muntburg near Illyrio’s orphanage. Identify spells were cast (with a few redos due to poor rolls) and the boots were Boots of levitation (put up for sale). The head was a Brazen Head, a device for communicating directly with Terms Termax and other brazen heads. Unfortunately, it did not seem to work.
Eduardo asked Ukla to let Barnabus go, but Ukla liked Barnabus, so he remained in Ukla’s employ. After some time spent learning spells, the Village People returned home to Muntburg.
Ooh, I want the rules for that Mice of Gold ritual.
Ooh, I want the rules for that Mice of Gold ritual.
So basically it turns mice into an equal weight of gold. Since a single mouse = approx. 1/2 an ounce it takes 32 mice to equal a pound. Since 10 lbs of gold = 1000 gp,, 1 lbs = 100 gp. You also need 1 lbs of refined azoth. It's kind of a fools errand as you need about 32,000 mice to double your investment with a chance of failure.
That's a whole lotta mice you have to breed and keep alive for several weeks. I can only imagine the costs of henchmen, cages, food, separating males from females, a warehouse with shelves of mice, and finally finding a way to avoid local leadership from finding out the party is breeding enough mice to ruin a city to try to turn them into gold.
Nothing like an unreasonable requirement to cause players to come up with crazy plans to fulfill them. Truly a joy for a GM.
So, there's no limit on the number of mice that can be affected? What level is the ritual? (The figures you gave suggest first level. Is that right?) Does the ritual have a maximum range or require line of sight to each mouse, or could you cast in the middle of a town to play havok with the economy, causing countless people to find tiny gold mouse figurines in their homes? (Come to think of it, this spell could end plagues.)
How much is azoth worth?
It's a level 8 ritual. Refined azoth is 100 gp per ounce and basically unavailable for sale ( although one party has access to an unlimited amount). The area of effect would be maybe a 50' radius. The problem would be finding enough mice, although I could see animal growth or enlarge being used. A single mouse is only worth 50 gp.
I might put a limit on the total value. My highest level mage from either party is 6th level so I have some time to mull it over.
Ah, looks like I miscalculated. Thanks for the correction.
Yeah, I can see how it'd be hard to make a profit with that ritual. Unless you came up with a cheap and permanent mouse-summoning spell, of course. Hmm...
Now, if that ritual could turn smurfs into gold, that would be another matter entirely. You could build a whole campaign around that :-)
I'm surprised at how well your players handled the dragons! My players would have attacked the dragons then party-wiped, then complained it wasn't level appropriate. Arrgh, new school has ruined them!
The player who plays Illyrio is actually an old school player who I played with back in the 80s. Several of the other players are his kids. We played a campaign before this and I impressed upon them the need to read the add players handbook suggestions. They learned that it's better to run and come back with a plan then to die. I might have printed out the old school primer and asked them to read it as well.
Nothing angers a party more than someone who takes away their Xp and gold. They plan on going back and getting their treasure back when they are higher level. I've come right out and told them that balance is NOT a thing. My struggle is how much info to give them so they actually have a choice.
I couldn't have given them any more warning about the dragons. If they would have run out after Deathclaw peeked his head in, I would have let them get back to the lizardmen, as long as they didn't roll an encounter. Greed made them stay and they payed a price. It'll all work out for them once a few humidifiers are sold.
The other PC party are my son and his friends. They only know the old school way, since that's the only type of game they've played. They have really taken to it. I haven't had a chance to write up the summaries of that group,but they cleared out a level by going back through the map and figuring out likely secret door locations. Now they have Dwimmersmite, a magic sword capable of finding secret doors (but not the way to open them).
VP expedition # 8 & 9
Tariq the Harvester – Lvl 6 Mage (Necromancer) –Extremely short necromancer
<ul style="list-style-type:circle"> <li><strong>Mycah Pyrus</strong> – Lvl 3 Shaman – (Snake Healer) –– Armed with a staff. <ul> <li><strong>Reggie</strong> – small python – HD 2</li> </ul> </li> <li><strong>Tirion Snow</strong> – Lvl 4 Elven Ranger – STR +3, INT +1, WIS +1, DEX +3 Ch +1, Precise Shooting (stacks), Animal Training (panther), Animal Husbandry, FS – Missiles – wears leather and armed with a composite long bow <ul> <li><strong>‘Panther’</strong> – Panther henchmen</li> </ul> </li> </ul> </li>
Eduardo aka ‘Keyser Soze’ – Lvl 7 Thief (Cat Burglar) – budding tycoon
<ul style="list-style-type:circle"> <li><strong>Ukla the Quick</strong> – Lvl 4 Barbarian (Pit Fighter) – fights with net and trident. <ul> <li><strong>Michael Thomas</strong> – Fighter 3 (guardsman) – Alertness, Signaling, , STR, DEX, CHA +1, INT -1 - wears plate mail and armed with a glaive</li> </ul> </li> <li><strong>Onde Vrazic</strong> – Familiar imp – Mimicry x2, Arcane Dabbling, Alertness</li> <li><strong>Delwyn</strong> – Lvl 3 Village Witch – laying on hands, healing x2, familiar – Str -1 Int+1, WIS +1, DEX +@, CON -1, spell signatures based on potions, salves, balms, or foodstuffs. <ul> <li><strong>Bernard – </strong>Familiar – golden lab – laying on hands, soothsaying (sniffs butt), animal husbandry</li> </ul> </li> </ul> </li>
Dave ‘the Pure’ Carrin – Lvl 6 Cleric (Hermit) of Hera –Wears custom made plate (with symbol of Hera) + magical +1 shield
<ul style="list-style-type:circle"> <li><strong>Angela of Hera</strong> – Lvl 4 Cleric (proselytizer) –wears Plate and armed with a billhook</li> <li><strong>Julia </strong>– Lvl 2 Priestess WIS, CON +1, CHA +2 <ul> <li>3 priestesses</li> </ul> </li> </ul> </li>
Jace – Lvl 6 Mage (Elementalist) – quiet pyromaniac, wears robes with flames.
<ul style="list-style-type:circle"> <li><strong>Nakai</strong> – Altrusian (ancient lizardman) Elder Skull –</li> </ul> </li>
- Illyrio Sicarus – Lvl 5 Assassin (Bravo) – Wears leather, armed with Swordbreaker - +2 sword
When the party got back to Muntburg, Illyrio asked Tuccia to hire a new henchmen to replace Shalla and then scout out the situation in Winterburg in anticipation of the Village People hiring troops to take the city. There was a lot of news from Shemp to catch up with when they got back:
- The Raiders and the Seekers each had another successful delve into Dwimmermount
- There was a new temple devoted to the divine power of law being built north of town. It was being built by the Raiders, as Dante and Lazarus having been converted from worshipping Death.
- Bishop Johann came into town to investigate stories of persons drained of blood and uncovered that a new town favorite, Cyrus, was actually a vampire. He was actually renting one of the townhouses owned by the Raiders. The ensuing battle resulted in Johann driving away the vampire (slaying a vampire turns it to mist) and the death of his henchman Annabella Mediate. They also damaged the Raider’s Rentals. He was recovering in the new Temple of Death near the cemetery.
- Several farmers were missing from their farms in the fertile areas north of Muntburg. The animals were left unharmed.
The party first spoke to Bishop Johann. He had raised Annabella, but she was still recovering from coming back. He asked about the mountain and whether they had seen any signs of a vampire anywhere. The party hadn’t and offered assistance once Johann was ready to search for the crypt of Cyrus.
The party spent some time discussing what to do next. Jace wanted to take the Altrusian skull back to it’s home (as promised). Others wanted to go back to secure the pool of life. Others wanted to go back to the area at the top of the elevator shaft (called the Divinitarium by the stone face). Finally there were some that wanted to go back down where they had found the dwarves.
The party decided to go to the Divinitarium. Before they did, they decided to investigate the missing farmers. At the home of one of the missing farmers they spoke to a young nephew of the missing family who was tending to the animals. He looked away shamefully after meeting the gaze of Dave and recognizing him. He explained that only the dog was slain and that no one saw anything. It wasn’t ordinary bandits, as the formal family silver was left alone.
Entering the house, they didn’t find any clues. If there was a struggle, it did not end in bloodshed. Dave decided to talk to the animals. (The nephew became very concerned that Dave would talk to the sheep). When Dave talked, the cat wasn’t willing to talk unless Dave brought him something to eat. Luckily the nephew had a fish and the cat talked.
The cat explained that the mistress and her husband were taken by red skinned people. They smelled like spices that the mistress used in her chili and moved almost as quietly as the cat moved. They only other thing they took were some of the stuff the husband was always writing on and became angry at when the cat laid on it. After they had captured the Mistress and her husband and began searching the home, strange music started to play, (something progressive with a heavy bass groove). They left out of the door as quietly as they came.
Suspecting the Eld, and curious what they had taken, they turned to the nephew.
The nephew explained that the farmer was always wasting time reading and drawing. The farmer, it turns out, fancied himself the descendant of a Thulian general. He was an avid reader of military history and considered himself a cartographer. He would often make maps of current political boundaries. Fearing the worst, the party feared what this information could mean to an large organized force.
Dave spoke to some sheep, only to reveal that some ‘people’ came out of the house (and the reason for the nephew’s shame). They couldn’t give any more details. The cow wasn’t much better. Illyrio suggested they talk to the pig. The pig was able to describe the strangers as tall, agile, thin red skinned men wearing harnesses of leather and metal. They killed the dog and moved toward the house. The pig fled and didn’t see anything else. The pig also said they smelled slightly of cinnamon or a similar spice.
The other animals on the other farms told similar stories of red men coming in the night and taking hostages but little valuables. The party managed to meet with the Captain of the Guard, Alixandre Vaast, and mention their concerns. The captain thanked them for their assistance and promised to increase patrols around Muntburg.
The next morning, the party took some of their henchmen and headed into the mountain. They met with members of the Crimson Band. When they asked if there was anything new, they said that the goblins were now wearing ‘uniforms’ and livery. When asked about it the goblins reported that they were now servants of the Thulian Empire!
The party went to the Stone head and asked “what was the Divinitarium level for?” The head explained it was for communication with outposts and as a hangar for astral vessels (the party’s eyes went wide at mention of the word ‘hangar’).
The party explored the Divinitarium in two expeditions. In summary they:
- Found a strange looking arcane helmet with the ability to see into various planes and sense magical energy.
- Fought (and ran from) several new types of slime and plant creatures.
- Met some githyanki and formed a non-aggression pact
- Led two shambling mounds to the githyanki camp
- Ended up leaving the dungeon in a flying metal sailing ship!!! Jace figured out how to fly it by casting read magic on a manual in the helms
- Recovered 12 shimmering robes (AC 12) and belts that create spheres of fresh air.
The party took the ship to the bottom of a small lake near Muntburg. Leaving Ukla and Angela on the ship, using the air belts to exit through an ‘airlock’. Eduardo’s imp asked him for a pirate hat (preferably one made out of baby skin). The game ended with the party in Adamas.
I don't know if you intended this to be hilarious, but it was. I love how immediately after the non-aggression pact they betrayed them...
- Met some githyanki and formed a non-aggression pact
- Led two shambling mounds to the githyanki camp
- Ended up leaving the dungeon in a flying metal sailing ship!
I don't know if you intended this to be hilarious, but it was. I love how immediately after the non-aggression pact they betrayed them...
Thanks. It was. The boat was not the githyanki's, it was there. The party was actually careful NOT to break the letter of the deal, figuring that if the mounds killed them all it was o.k.