Wednesday, January 16, 2013

Session 3

Members:

Paul - Parmelk, the Kalashtar Cleric
Seth - Seahand, the Half-Elf Fighter
Tim - Gnome Wizard
Skyler - Elf Rogue
Emmett - Thokk, the Goliath Barbarian
Reggie - Dragonborn Sorcerer

Adventure

This session begins with our party on the road to the Toadwollow Caverns.  Reaching a fork in the road, they chose to head directly west to the caverns to battle the bullywugs instead of heading to Tor's Hold.  Later in the day, they reached the entrance, a 10 foot high waterfall gushing from a vine covered hill.


Although the sentries were not very attentive, the party decided on a direct assault and climbed up the cliff.  The first up notice two froglike humanoids in poorly fitting armor crouching in the shadows behind a multicolored fungus.  The party finally managed to get everyone up and they fought the bullywugs.  Midway through the battle three stirges flew out of the shadows.  The wizard got stung, but the party came through in the end.

Searching the cavern, they found some magic mushrooms.  Bloodcaps and milkcaps.  They immediately ate two and saved the rest.

Creeping further into the cavern, the noticed a giant dragon's skill in the middle of a 15 foot high cave.  At the back of the cave, a dribble of water pouring through a crack formed a shallow pool.  The bullywug chieftan was hiding in the skull and let out a loud croak as the party approached.

At the same time a few gray oozes slithered out of a deep pit in the corner and a group of bullywugs came out of hiding.  Thokk was on the front lines with his fortitude dropping, he managed to crush the oozes, while the wizard rained down magic missiles on the leader.  After dropping the final bullywugs, the leader surrendered.  No one really believed him, but the party was interested in the treasure he claimed to have in the cave.

As they approached, he double crossed them with a fiery croak.  He didn't last long after that.  They found his treasure hidden in an unlocked chest under a pile of bones.

On their way out of the cavern, they heard the call of an approaching band of bullywug raiders.  Trying to croak a greeting back to them failed miserably, and they went to the cave mouth to see what was out there.  Among the bullywugs were a few giant frogs and a young Elven boy.
Parmelk Eaten by a Giant Frog
During the melee, Parmelk was eaten by a frog.  He managed to blow it to pieces with a lance of faith and added some more stains to his cloak.  If you looked hard enough, you could distinguish the different stains made by exploded rats and frog guts.  After killing Ugglor, the leader, the last two bullywugs decided to make a break for it, but were cut down in their retreat.

The rogue and Seahand managed to find the young elf hiding in the trees and convinced him to come out of hiding.  They learned his name was Heron and that he had been fishing with a friend when the raiding party surprised them.  His friend escaped, but he feared he was to become ooze food.  The party offered to help him get back to his clan, the Reedfoot elves.

The approach to Tor's Hold
Heron accompanied them back to the town of Tor's Hold, where the party was met by Bran Torsson, the village elder.  He thanked them and pledged his help in the struggle against the Iron Circle.  Killing off the bullywug threat freed up two score stout fighters who would come in handy in the upcoming showdown.

During the night a dragonborn messenger came looking for the sorcerer.  He carried a secret message.  In the morning the sorcerer explained that he had been drafted into his home country's military, and could not stay with the party.  Not five minutes after they bid their farewells, a wizard dressed in a battered and worn suit of leather and carrying a magic wand walked in ...

Loot:

+1 Dwarven Plate
+1 Bestial Armor
+1 Veteran's Leather Armor
Potion of Healing
220 gp
300 sp

XP Breakdown:

900XP = Encounter 1 - Entry Cavern
865XP = Encounter 2 - Dragon Skull Cavern
900XP = Encounter 3 - Return of the Ugglor's raiding party
175XP = Quest XP - Minor quest reward
2840 Total XP
568 XP each
(1848 Total XP per character.  We should hit level 3 next session)

Magic Item Overview

+1 Dwarven Plate
Crafted by the finest Dwarven armorsmiths, this armor was once only available to dwarves.
Enhancement: AC
Property: Gain a +1 bonus to endurance checks
Power: (Daily ✦ Healing): Free action. Regain HP as if you had spent a healing surge.
+1 Bestial Hide Armor
Crafted from the skin, fur, and bones of cave bears, this armor gives its wearer a feral relentlessness when pursuing prey.
Enhancement: AC
Power (Daily): Free action. Use this power when you  hit a target after a charge, Make a melee basic attack with a +2 power bonus against the same target.
+1 Veteran's Leather Armor
Battered and worn, this unassuming armor helps you get the most out of your experiences.
Enhancement: AC
Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
Power (Daily): Free action.  Spend an action point.  You do not gain the normal extra action.  Instead, you regain the use of one expended daily power.
Potion of Healing
This simple potion draws on the body's natural healing ability to cure your wounds.
Power: (Consumable ✦ Healing): Minor action. Drink this potion and spend a healing surge.  Instead of the HP you would normally regain, you regain 10 HP.

Sunday, December 16, 2012

Session 2



Members:

Paul - Parmelk, the Kalashtar Cleric
Seth - Seahand, the Half-Elf Fighter
Tim - Gnome Wizard
Skyler - Elf Rogue
Emmett - Thokk, the Goliath Barbarian
Reggie - Dragonborn Sorcerer


We started our adventure today just outside of the Kobold Hall.  The sun was setting, and the adventurers chose to camp out for the night instead of heading back to town to arrive in the middle of the night to closed gates.  The night was uneventful, and the party woke fully rested and ready for a day of adventure.

As the party was breaking down camp, they noticed a pack of giant rats near the forest on the opposite side of the road.  They ignored them and started back towards town, but were attacked from behind an outcropping of rocks on the edge of the trees.  Two dire rats also joined the melee.  Thokk and Parmelk were bitten and immediately came down with Filth Fever, a plague carried by rats.

Towards the end of the fight, Seahand destroyed a giant rat right in front of Parmelk, spraying him with rat guts.  Thokk smashed another giant rat right behind Parmelk to spray his other side with more rat bits and blood.  Even after a good cleaning in a nearby river, there were still some stains in his robe (if you knew what to look for).

Seeing his rat companions slaughtered, Ulmo, a Halfling escaped convict jumped out from hiding to join in the fight at close range.  He was quickly defeated and Seahand was very happy to find he was carrying a magic long sword.  He was also wearing a cursed manacle.

Further down the road Parmelk finally managed to cure himself of Filth Fever, and the party ran into a group of Halfling huntsmen actively looking for a Halfling.  (The dead one who had attacked them earlier in the morning).  They began talking, but were quickly surprised by an attack from the side of the road.  The party of Halflings and Drakes was quickly wiped out.  They left behind a Staff of Ruin and a Soup Bowl of Heating.

The rest of the trip back to town was uneventful, and the party cashed in the remains of the kobolds from Kobold Hall.  The local warden was true to his word and carefully counted out the 350gp reward he had offered.  He also mentioned that Teldorthan, a local Dwarven armorer, had recently lost a green dragon hide to a raid.  The party headed to his armory where he offered a 100gp reward that they grudgingly accepted, even though Thokk wanted new green dragonhide armor.  During the conversation, magic items came up, and Teldorthan recommended Naerumar's Imports.

The party left the wizard behind and headed off to the shop.  Orest, the proprietor, knew he had a sale as soon as they walked in.  He demonstrated his newest magic item, a Thunderburst Crossbow.  Setting up practice dummies in his courtyard, he showed that it was a normal hand crossbow, but then showed off its magical properties.  He arraigned 9 dummies in a group, fired off another bolt, and as soon as it hit exploded in a thunder clap that blew the dummies to smithereens.   The rogue and rest of the party voted to buy the weapon.

They walked out with a new crossbow and 2 potions of healing.  After paying their tab at the Nentir Inn, they lamented at their reduced savings, a meager 10gp and 6sp.  Then went in search of the warden to find gainful employment.  He could offer no help, but send them off to Harkenwold, a small barony in the southeast reach of the Nentir Vale.  There had been no contact from Harkenwold during the past month, and many believed that it was a sign that something bad had happened in the region.

After debating on renting horses (the goliath was too big for a horse, and the party only had 10gp) they decided to walk the 85 miles.  On the morning of the 4th day of travel, as they rounded a bend in the road, they spotted a pillar of smoke climbing into the clear blue sky, and turned off the King's Road down a dirt track to investigate.

The party surprised a group of brigands and their wolves who were threatening a small farmhouse.  After making quick work of the brigands, a half-elf woman came out of the house and introduced herself as Ilyana.  In a show of thanks she allowed the party to stay for the evening and fed them a modest (but filling) dinner of gruel.  Over dinner, Ilyana described how the Iron Circle had moved in about a month ago and were milking the area in the name of collecting taxes.

The baron is being held by the Iron Circle while they plunder his lands.  No one in the area is strong enough to stand up to the Iron Circle, but everyone is looking for a spark to set things off.  The two people she mentions are Reithann, an old Druid, and Dar Gremath, the stablemaster in the nearest town of Albridge.

The party headed to the Druid Grove to speak with Reithann.  In a humble cottage, they found an 80 year old woman dressed in earth tones and carrying a gnarled staff.  Her slow speech was interspersed with analogies.
"Don't startle your prey.  On a cloudy day, the mouse doesn't see the hawk's shadow"
Reithann encouraged the group to head towards the Toadwallow Caverns and deal with the tribe of bullywugs who have taken up residence there.  By dealing with this menace, the nearby town of Tor's Hold can send the two score of stout fighters who are currently defending the town to aid in the resistance movement.


Loot


45gp
+1 Staff of Ruin
+1 Thunderburst Hand Crossbow
+1 Lifedrinker Longsword
+1 Manacle of Handle Animal/Cursed (arm slot)
Amulet of Protection (Level 1)
Soup Bowl of Heating
Spidersilk Rope
2 Potions of Healing

XP Breakdown

600xp = Encounter 1 - Ulgo the halfling escaped convict and his rats
750xp = Encounter 2 - Halfling Huntsmen700xp = Encounter 3 - Ilyana's Plight
Quest xp: 400xp
Total: 2450
490xp each

Magic Item Overview

+1 Staff of Ruin (Level 3)
This gnarled, jagged staff fits the hand of any wizard seeking to devastate his opponent.
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage
Property: In addition to the normal enhancement bonus,
add the staff ’s enhancement bonus to damage rolls as an
item bonus.

+1 Thunderburst Hand Crossbow (Level 4)
Suddenly, the bolt explodes in a burst of violent sound ...
Enhancement: Attack rolls and damage rolls
Critical: +1d6 thunder damage
Power (Daily ✦ Thunder): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon.


+1 Lifedrinker Longsword (Level 5)
This sword transfers an enemy’s vitality to you.
Enhancement: Attack rolls and damage rolls
Critical: +1d6 necrotic damage
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.


Strange Manacle (Level ?)
You aren't quite sure what this does.  The only thing you found after careful observation is that it is cursed, and might offer a bonus to some aspect of your Nature skill.


+1 Amulet of Protection (Level 1)
This light blue amulet increases your defenses.
Item Slot: Neck
Enhancement: +1 to Fortitude, Reflex, and Will


Soup Bowl of Heating (Level 1)Bowls like this are favored by armies and travelers wishing to avoid the detection that the use of campfires for cooking might bring about. They are also great for use in harsh cold environments. This bowl magically heats at the will of the user. It has a temperature range up to about 95° C . It takes about a minute to heat up a bowl of soup (two minutes if you are watching it).

Spider-silk Rope (Level 1)This 50 foot coil of rope is made by drow weavers. They must wear gloves woven of the same spider silk and treated with Universal Solvent to remove the stickiness in order to handle it properly. It maintains some stickiness and grants a +2 material bonus to Climb and Use Rope checks.  It weighs only 8 lbs per 50 feet.



Friday, November 23, 2012

Session 1

Members:

Paul - Kalashtar Cleric
Seth - Half-Elf Fighter
Tim - Gnome Wizard
Skyler - Elf Rogue
Emmett - Goliath Barbarian
Reggie - Dragonborn Sorcerer

The heroes started their adventure in a Tavern in the town of Fallcrest.  The party made quick work of some local thugs (Baxter, Holly, and their gang).  Later in the evening, a local Warden mistakes the party for Baxter and Holly.  The wizard jumps on the ball and confirms that they are in fact Baxter and Holly.  The Warden offers a reward for clearing out the Kobold Hall.

After battling multitudes of Kobolds, the weary party finds a key to the final door of Kobold Hall, a secret door to a deeper and older part of the dungeon.  As they followed the hall, they felt an unnatural chill in the air.  At the end of the tunnel, they came across Szartharrax, a young white dragon.  After a long and hard fought battle, they slew the dragon.

Notes for next session:

Start to think about a utility power and a feat.  I usually level up between sessions, but we are very close to a level now, so we will hit level 2 during the next session.  You get the Melee Training feat at level 2 as well.  Here is a link to the Wizards Character Record Sheet (It should just start a download of the PDF).  Print one of those up and try to transfer your character sheet in pencil.  It will be far easier to level up on the fly next session.

Loot

295gp
Ruby - value 50gp
2 Garnets - value 25gp each
Pearl - value 20gp
+1 Staff of the War Mage
+1 Frost Greataxe
Brooch of Cat Summoning
Very nice piece of cured dragon leather
25 Kobold heads (Worth 250gp in bounty money)
1 Bone mask (Worth 100gp in bounty money)
10 Rounds of glueshot (sling ammo)
(Cost of meals and lodging in Fallcrest: 39sp, this is on a running tab)

XP Breakdown

500xp = Tavern Brawl (Baxter and Holly and their friends)
600xp = Encounter 2 (4 Kobold Skirmishers, 2 Kobold Slingers)
650xp = Encounter 3 (4 Kobold Skirmishers, 2 Dart Traps)
775xp = Encounter 4 (2 Guard Drakes, 8 Kobold Minions, 2 Kobold Slingers)
850xp = Encounter 5 (Wyrmpriest, 2 Kobold Dragonshields, Spiretop Drake, 2 Slingers, Rolling Boulder)
750xp = Encounter 6 (Young White Dragon)
500xp = Quest XP
Total 4725
790xp each

Magic Item Overview

+1 Staff of the War Mage (Level 3)
This staff, topped with a red crystal, enhances the size of your blast and burst spells.
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.

+1 Frost Great Axe (Level 3)
A thin layer of frost coats the business end of this weapon.  
Enhancement: Attack rolls and damage rolls
Critical: +1d6 cold damage per plus
Power (At-Will ✦ Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Daily ✦ Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.

+1 Symbol of Life (Level 2)
The power of your faith adds energy to your healing prayers.
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.

Brooch of Cat Summoning (Level 1)
Power (Daily): Free Action.  Summons 1d6 cats who come looking for food.  If they aren't provided food, they lose interest and leave.