Session 17 Summary and Experience

Session 17 Summary and Experience

Coming close to murdering Alfbrande during thier conversation, the party nevertheless spares him, gaining the information needed to overcome the Evil Cleric Enok and gain access to Vorigan’s underground crypt.

– Murderhobo’ing Averted!

– The Invisible Assassinator: Otiben

– Driven by Love: Alfbrande

Items/Money:

– Elven Cloak, 1000XP

– Enok’s Chainmail (Enchanted)

– Steel Ring (Magic Runes)

– Potion of Gaseous Form

– Potion of Extra Healing

– Iron Lockbox and Key

– Assorted Spell/Potion Components

– 3 Vials of Rich Honey

– Vial of Strong Acid

– Potion of Levitation

– Tome of Golem Construction

– Key to the Crypt

– Vial of Adder Poison (3d6, save for half damage)

– Snake Skin

– Sewing Kit

Monsters Slain:

– 6 Zombie Guardsmen, 229XP

– Enok, Evil Cleric, 429XP

– Lesser Flesh Golem, 1060XP

– 12 Boiling Zombies, 433XP

– Alfbrande and Elyana (Subdued, Half XP), 277XP

Total Experience:  2428XP

# of Combatants: 11

Experience per PC: 221XP (Inc. Bryn)

Experience Roundup

Total Experience:  3428XP

Per PC: 471XP

With Bonus: 518XP

For Otiben: Fighter-259XP/Assassin-236XP

Session 17 – People & Places

Session 17 – People & Places

Alfbrande – Elf in service to Vorigan for past 100 years in hopes of his wife being healed.

Elyana – Undead wife of Alfbrande, and advanced form of zombie that listens to her husband. Heart in possession of Vorigan.

Enok – Evil cleric in service to Vorigen for past 20 years.

Vorigan – Vampire, former noble from a far off empire. Been here a long time and has harnessed the force that it here.

Session 17 – September 18, 2016

Session 17 – September 18, 2016

The elf is Alfbrande and the undead woman is his wife, Elyana, whose heart is kept by his master, who has promised to restore her. He has been there 100 years waiting for the master to fulfill the promise.

We don’t like what we have heard, and we attack. Zhoni tried to turn the undead elf and failed. We nearly knock down the elf, and slightly wound the undead elf, and the zombies from the other side of the room, the top of the other set of stairs. Urman cast web to trap them, and all but one zombie and the elf were trapped. Zhoni was trapped in the web.

The elf drinks a potion of gaseous form and tries to run, but we shut the doors and block the gaps with cloths and threaten his trapped wife and he surrenders.

Alfbrande tells us of another party of adventurers, of whom only the evil cleric Enok and a “small” flesh golem who have been there 20 years. Enok posses a key that opens the door to the catacombs of the “master”. Enok came to serve the “master” and the golem came with him and he betrayed his party to join the “master”.

The master, Vorigan is a vampire.

We rest up and learn new spells and go after Enok and the golem to get the key.

Enok is in charge of patching up the damaged undead. Boils “dead” zombies to either boil off sin to become skeletons or to strengthen skin to make them tougher.

People in “village” are slaves and some have been there for generations. They roam the swamps looking for new bodies living or dead. Urdjan knights who are killed have their armor animated, etc.

Otiben climbed up and blocked two of the chimneys to make it even more murky inside.

Otiben snuck inside wearing an elven cloak from Alfbrande, and his noisy footsteps draw the attention of the golem. Otiben notices the sleeping cleric and charges in and slays him. The golem turns and charges him, and we fire a few magic fire arrows at the golem, and then Batukhan and others charge in and help Otiben defeat the golem.

We find an iron key that opens a lock box in a chest. The lock box contained a key with a twisted version of the symbol of the Urdjan knights. This will open the door that is guarded by skeletons that are more than ordinary skeletons, according to Alfbrande. Also inside is a book about making golems.

Enok had an evil staff that turned into a poisonous snake when Urman grabbed it and he nearly died from its poison’s damaging effects, but Zhoni healed him.

There are various other items we found and we decided to rest, heal up, and renew our full complement of spells before going into the catacombs.

Session 16 Summary and Experience

Session 16 Summary and Experience

Having successfully found the ancient Goblin necropolis, the party have found it an undead-infested hell. Making their way into one of the more intact buildings, they discover a plush sitting room and an oddly friendly elf greeting them.

– He Who Falls in Pits: Otiben

– Spectral Horses are Abominations: Batukhan

Items/Money:

– Gold-Plated Tankard

– Gold-Inlaid Drinking Horn

– Stag Antler Chunks

Monsters Slain:

– Undead Urdjan Knight, 121XP

– Spectral Horse, 146XP

– 2x Spectral Stags, 274XP

– 6 Zombie Guardsmen, 227XP

Total Experience:  768XP

# of Combatants: 11

Experience per PC: 70XP (Inc. Bryn)

Experience Roundup

Total Experience:  768XP

Per PC: 70XP

With Bonus: 77XP

For Otiben: Fighter-39XP/Assassin-35XP

Session 16 – September 11, 2016

Session 16 – September 11, 2016

After healing up and resting the night, we set off the next day.

We encounter a suit of Urdjan armor riding a spectral horse. We defeat them, but the touch of the horse weakens the constitution of Frike until the next day.

We continue on after defeating the rider and horse and come upon a depression that has waterfalls over a cliff. This is the necropolis. We observe the short time left before dark. We see giant skeletons on patrol. We notice a stairway from above.

We decide on a plan to rest overnight, and then proceed to the stairs.

We find the stairs and proceed down. We sneak past the closest giant skeleton. The giant skeletons are actually bundles of the bones of man sized creatures.

We check out a building that exits steam, and see cauldrons and a lab in the back. Our observations from the rim showed that bodies were delivered and then undead walk out.

Zhoni tries augury and what we seek is not there.

We move the the building where we saw light at night. We find a door and enter. We find two stags kept in a room converted to a stable. Xoni turns one and after slaying it, the other is killed.

We go up stairs and find several zombies guarding a room.

We slay the zombies after some are turned. We enter the room they guarded, and find an elf and a desicated lady elf. The elf says, “Ah, it’s been some time since we’ve had any adventurer’s here.”

Session 15 Summary and Experience

Session 15 Summary and Experience

The barrow of a long dead Druid, though dangerous, has been successfully explored and looted. The party now beds down in the entry chamber to recover.

– Turn baby, turn!: Zho Ni Apolsede

– Suddenly Hawkeye: Bryn Freystein

– Trap Springer, Scout Regretter: Otiben

Items/Money:

– 1160 GP (500 marked with the moon), 806 SP, 26 PP

– Enchanted Bastard Sword, Moonstone in hilt – 400XP

– Green Gemstone

– Fist-sized Moonstone

– Scroll (Silver Letters, Unknown Language)

– 18 Scrolls, Various Texts

– 3 Magical Scrolls (Dispel Magic, Heal, Control Weather

– Silver Longsword and Dagger (Enchanted), with black leather belt and sheathes.

– 30 pebble-sized moonstones in small leather bag.

Total Money Gained Each: 290GP, 201SP (2SP party fund), 6PP (2PP party fund)

Total XP: 1652XP

Monsters Slain:

-19 Skeletal Guards, 358XP

– Superior Skeleton Commander, 190XP

– Grey Ooze, 120XP

– Druid’s Wraith, 718XP

Total Experience:  1386XP

# of Combatants: 7

Experience per PC: 198XP (Inc. Bryn)

Experience Roundup

Total Experience:  3038XP

Per PC: 611XP

With Bonus: 672XP

For Otiben: Fighter-336XP/Assassin-305XP

Session 15 – September 4, 2016

Session 15 – September 4, 2016

6th of Floranur – Early evening

We prepare to enter the barrow mound.

Otiben scouts ahead and finds an underground room filled with skeletons. Zhoni is able to turn about half of them. The party takes several minutes to deal with the ones that were not turned. Otiben and one of the dogs are knocked down, and it is several more minutes to deal with the others. Long enough that the originally turned group starts to return to the fight, but Zhoni turns them again.

We take the fight to the turned ones and focus on one at a time, to minimize the chances that they will be able to harm us. Finally, it is down to the last two. One is the skeleton that urged the others on, and it is very tough.

After it strikes a solid blow on Zhoni, Urman blasts it for 8 points with magic missile and it still stands. All after the others have hit it a few times. The others miss it, and out of frustration, Urman charges and crits for 6 more points of damage to finish it off. The last skeleton is quickly dispatched. We then heal up and rest overnight The tough boss skeleton had a magical blade which Otiben claimed.

The next morning, we partake of the holy meal for extra protection (HP).

Otiben checks the door, and finds no traps. We more forward and find a room with a circle and star on the floor in intricate silver design. There are elvish like silver runes on the walls, but none of us can read them. There is a fist sized moonstone just inside the door, sending light off to the side. We try various methods to get the light to shine on the opposite door, but fail.

Otiben goes to the center of the room, and it is a trap door, the whole circle containing the start spins. He is dropped 30 feet to water below. Some greyish oozing creature attacks. Urman uses the black staff to stop the floor from spinning and Batukan and Zhoni use a rope to help pull Otiben free.The oozing thing does not follow. We use two flasks of oil to dispatch it. Otiben then goes to retrieve more coins and gems.

We discover that the rotating floor is used to focus light on the door, which makes it open.

There is a room with a fancy stone sarcophagus, with more silvery elvish like writing that isn’t elvish. When Otiben steps in the door, a ghostly creature rises up. Zhoni urges the most vehement possible rebuke (20), and the creature is turned. Urman casts web to hold it, while the rest of the party uses silver arrows, magic missile, 2 spiritual hammers, and holy water to dispatch it.

Otiben then opens the lid and we find the body that resembles the creature we just fought, and it appears to have been the rumored druid. Nothing else is in it.

The final room appears to be a sanctuary with 4 thin pillars in the middle, and four alcoves each with a clay urn. On the altar is a scroll tied with a silvery thread.

Otiben carefully retrieves the scroll, with no issues. It is written int he flowery script in silver ink, that no one can read. Urman puts it in his bone scroll case.

Otiben searches each urn and finds gold, several scroll in the elvish like script, and two wizard scrolls and one priestly scroll. Urman added them to his bone scroll case. There was a fancy leather belt with two scabbards, each with a silver magical blade. One a longsword, and the other a dagger. The final urn held a poison needle trap and a bag of moonstones.

When we left, we retrieved the fist-sized moonstone that is finely carved.

We left off the mid morning of the 7th debating whether to press on or to rest and recover spells.

Session 14 – People & Places

Session 14 – People & Places

Hansel Bergfinn – Master of the barge, Lady Elspeth.

Lady Elspeth – Paddle Wheel barge powered by a brace of mules. Named for the wife of one of the previous thanes.

Harrald – old fisherman Waldemar hired with money from Zho ni to help him at the Urdjan Knight “safe spot” in the swamp.

Hilda – Evil Female Illisionist encountered in the swamp, camptured and executed by the party. She knew about a legendary item of power and was looking for it.

Imp familiar – Hilda’s familiar was an imp, slain by the party and bits taken for future use. Disguised as a goat when first encountred.

Urdjan Lamppost ring – Ring of Urdjan lamps on posts that form a protective barrier against undead. If moved, have to be “reset” by their creator.

Dwarven Ironclad – Old wrecked paddlewheel driven ironclad used as the safe place/base for Urdjan Kight forays into the swamp.

Vine creatures – Similar to the stick creatures we fought in the forest west of Djoside. Urman suspects a “good” druid used them to guard his home.