Session 13 – Whiff!

After returning once again to the keep, where they discovered that their guests had moved on, the adventurers were attacked by a cluster of piercers.  The armor and dexterity of the party members allowed them to avoid most of the living stalactites, who turned out to be very easy to deal with as they moved agonizingly slowly and had no limbs with which to attack.  Whiff!

After clearing the decks of these pests, the party investigated the southern beach.  They found a set of nine drowning pits and were ambushed by a horde of ghouls.  The ghouls acted scarily and made ineffectual moaning and groaning noises, but didn’t actually hit anyone as they were burned, sliced, stabbed and smashed.  Whiff!

A short investigation yielded no treasure, so the party moved on.  A fog had arisen on the western beach, and there were shadows moving in it.  Aria cleared some of the fog only to come face to face with bugbears and reavers who had set up an ambush, but alas, did not surprise anyone.  The one-eyed shiver that leads the gang was able to cast several spells before his demise, with his Thunderwaves doing considerable damage.  Otherwise, the reavers and bugbears were able to act menacingly and cause the party to bring some heat, but really, they were largely ineffectual too.  Whiff!

Using the key they had found on the shiver, the party unlocked the iron gate to the west, and Sytarii and Reyroris took the opportunity for Sytarii to practice his lock-picking skills.

Then they started exploring the rooms to the northwest, first finding the bugbears filthy lair, then the shiver’s alchemical lab with a disassembled Water Weird tank.  Ganus was able to successfully reassemble the tank… it remains to be seen if it will actually hold a Water Weird tank.  Still grumbling about his misfortune in the brewery, Reyroris was somewhat appeased now that he had a Water Weird backpack, albeit an empty one.

Heading back to the Sea Hag’s area of the temple, the party went north.  There they found an abandoned, smoky, smelly kitchen.  And the gong.  Sytarii really wanted to bang the gong and face the ginormous dragon turtle, but the party talked him out of it and continued on.  Phew.

This lead them to bridge over the canal that ended at a large pair of stone doors.  Ganus spider-sense tingled and he searched for magical traps.  He was rewarded with the discovery of a Glyph of Warding, which Aria promptly dispelled.  Whiff!

After an elaborate foray into the chamber, Reyroris returned to warn the party that there were lizardfolk and a dangerous looking priest by an altar inside.  The party formed a battle plan and went in.  Executing their plan with efficiency, they moved into position, only to get half drowned in a tidal wave and pelted with an ice storm.  A difficult battle ensued.  With the arrival of two Crushing Wave Priests who quickly eliminated the magic user, Aria.  With her spike growth dispelled, the lizardfolk were free to engage in melee.  As were Reyroris, Telfid, and Taban. With spells raging around them, they battled the lizardfolk while Sytarii, Ganus and the unconscious (but stable) Aria were in the rear.  Sytarii used Ildon’s crossbow to great effect and then ran in, only to be felled by a lizardman.  Ganus put one of the now wounded priests to sleep, while the other faced off with Reyroris, who, ignoring the danger in front of him, cast his last spell and lobbed it at the head priest.  This last-ditch effort was sufficient to kill the priest, who turned into a puddle and drained away, leaving behind a very nice trident.  

Sytarii ventured a little further, through the open door the priests had entered by, finding their clean and organized bedchamber, but little else.  Ganus, not wanting to get his robes wet, sent Splashy into the canal looking for interesting things.  Sytarii followed suit and sent Bubbles the other way.  Bubbles found nothing of interest, but Splashy found an underwater tunnel that led to a grotto.  To heck with his robes, Ganus jumped in and had Splashy pull him through the tunnel to the grotto where he found a small hoard of treasure, including some coins, scrolls and the missing dwarvish library.

Out of spells, hurt and tired, the party settled in for a long rest to recover.  Alas, it wasn’t meant to be.  Their sleep was troubled by fitful dreams of the water cult and a Destruction Orb heading for Womford.  The nightmares continue as the cultists explode the orb, causing torrential rain and a devastating flood that drowns or washes away the livestock and the citizens, and destroys many of the buildings.  Even the Bargewright Inn is affected, suffering significant damage and losses in the flood.  Nightmare visions of the Flying Hippogriff and many other boats being tossed to and fro as the river roils and rages through the docks harry their sleep. With clear images of lifeless bodies being washed into the river, the party awakens, not at all refreshed.

Alas, our tale pauses here, to be continued next week.

The business in Womford now has a contract with the Bargewright Inn to make trips upriver for supplies. This grosses 200gp per 5 days. Which covers the current cost of the upkeep of the Flying Hippogriff and its crew, and the guards in Riverguard Keep, with some 80gp remaining.

Elapsed time: 1 day.

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
2080 11458 5 (14000) Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Scroll of Tidalwave
Scroll of Vitriolic Sphere
Fenvalur
Reyroris
2080 12887 5 (14000) 250 GP gold ruby ring
+1 Longsword
Potion of Giant Strength
Weird Tank (Empty)
Sytarii 2080 12070 5 14000) +1 Dagger, “Reszur”
Potion of Diminution
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Taban 2080 10661 5 (14000) Drown (+1 Trident and more – see below)
Telfid 2080 12367 5 (14000) Scroll of Lesser Restoration
Potion of Fire Resistance
Keeley 0 6501 5 (14000) N/A
Aria 2080 12200 5 (14000) N/A
Noctavia 0 6110 4 (6500) N/A
Nastane 0 3942 4 (6500) N/A
Nala 0 4942 4 (6500) N/A
Unassigned Treasure:  Library of Dwarvish Tomes

Drown

A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.

You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.

Water Mastery. You gain the following benefits while you hold Drown:

  • You can speak Aquan fluently.
  • You have resistance to cold damage.
  • You can cast dominate monster (save DC 17) on a Water Elemental. Once you have done so, Drown can’t be used this way again until the next dawn.

Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a Devastation Orb of water (see the Devastation Orb description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn.

Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.

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Session 12 – Clearing the Water Temple – Part 2

After healing and escorting Droth, Wulgreda, and Gurvor to the boat and giving them instructions for their return to Rivergard Keep, the party decided to cross the bridge onto the central island of the water temple. 

Their first encounter was with a band of the Blackmaw lizardfolk and their leader, Tornscale.  The lizardfolk reinforcements attacked in waves, but Aria’s spike growth slowed them down while Ganus flaming sphere took a heavy toll. 

A loud gong was heard to the north and the party soon discovered that a ginormous dragon turtle had hauled itself out of the water in answer to the Blackmaw’s call.  Not wanting to tangle with the beast, the party turned back into the lizardfolk’s den.

As the last of the Blackmaw was dispatched, a massive ogre cut off the party’s exit.  This ogre was soon accompanied by another and a woman who’s ugliness defied description. After the first ogre died and the second took some damage, the woman and the ogre left in a hurry.  

Not wanting to leave well enough alone, the party chased the hag and her bodyguard into her lair.  Taking down the second Ogre put the wind in their sails, and Reyroris charged in, got one good look at the hag’s true form and fell unconscious.  Sytarii dragged him to safety and administered a healing potion, then used his new wand of winter to cast sleet storm on the hag.  While she was slipping, sliding and falling down a lot, Reyroris and Sytarii took pot shots at her, then Telfid marched in and slew the hag in short order, being immune to her death stare.  The hag turned out to have a magic longsword and two potions squirreled away in her alcove.  

Deciding to turn left, the party crossed the next bridge, whereupon a troll challenged their crossing, resulting in a dead troll as fire and magic destroyed it very quickly.  

Across the bridge, the party entered an ancient brewery where they found three large glass jar backpacks and some large copper tanks.  Putting on a backpack, Ganus felt a presence asking him to release it from one of the tanks.  Opening a copper tank, he was surprised to see a water tentacle emerge menacingly.  Slamming the lid closed, he wondered about the backpacks. 

Trying one on, he felt a presence asking him to open a tank and free it from its prison.  So he opened the second tank, whereupon an angry Water Weird tried to drown him and drag him into the tank with it.    Reyroris, armed with his new magic longsword, and Sytarii, armed with Reszur, came to the rescue, slaying the water weird and freeing the now soaked Ganus.  Unperturbed, Ganus opened the third tank where an excited Water Weird jumped out and into his backpack.  Ganus felt the thing’s gratitude as it settled into the backpack.  Sytarii followed Ganus’ lead, slinging the second backpack over his shoulder and opening the first tank.  This water weird was also happy to be freed and leaped into the backpack.  Reyroris was now kicking himself for killing what was likely to have been a third water weird.  Sytarii named the creature in his backpack and his mind, Bubbles, while Ganus named his, Splashy.  Reyroris continued grumbling about his misfortune.

Again choosing to go left, the party got to a beach with several old broken skiffs lying about.  As they proceeded to assemble and repair one skiff from the many, a large Octopus emerged from the water and started attacking the would-be shipwrights.  Ganus and Sytarii quickly put their water weirds to work and the poor Octopus didn’t stand a chance.  The party then finished their work on the boat undisturbed.  Reyroris, jealous and frustrated, continued to pine over the lost opportunity.

Alas, our tale pauses here, to be continued next week.

The business in Womford now has a contract with the Bargewright Inn to make trips upriver for supplies. This grosses 200gp per 5 days. Which covers the current cost of the upkeep of the Flying Hippogriff and its crew, and the guards in Riverguard Keep, with some 80gp remaining.

Elapsed time: 1 day.

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
1620 9378 5 (14000) Wand of Magic Missiles (attuned)
Scroll of Haste
Scroll of Wall of Water
Scroll of Skywrite
‘Splashy’ the Water Weird and BackPack
Fenvalur
Reyroris
1620 10807 5 (14000) 250 GP gold ruby ring
+1 Longsword
Sytarii 1620 9990 5 (14000) +1 Dagger, “Reszur”
Potion of Diminution
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Taban 0 6501 5 (14000) N/A
Telfid 1620 10287 5 (14000) Scroll of Lesser Restoration
Keeley 0 6501 5 (14000) N/A
Aria 1620 8120 5 (14000) N/A
Noctavia 0 6110 4 (6500) N/A
Nastane 0 3942 4 (6500) N/A
Nala 0 4942 4 (6500) N/A
Unassigned Treasure:  Potion of Fire Resistance, Potion of Hill Giant Strength

Session 11 – Beneath the Keep

Our intrepid adventurers, after taking care of business in Womford*, headed upriver to Rivergard Keep where they headed down to the underground stream.  First, they lured the remaining ghouls to shore where they dispatched them with alacrity.

511414069_64266d328d_bPaddling a pair of skiffs upriver, they were soon attacked by a tentacle of water (a water weird) that nearly had poor Ganus. Aria managed to get a rope to him though and, though it was a struggle, the water weird was defeated before it could drown Ganus too much.

Which turned out to be a good thing, because Ganus turned out to be quite useful as the party entered the Temple of the Crushing Wave. snip_20181108060849 They were greeted by Eyon, a Dark Knight who promptly leaped astride her battle shark and, lance in hand, charged the skiffs while some Crushing Wave Reavers attacked from shore and a Fathomer turned into a giant water snake to try to crush 920x920and drown the party members.  This combat was short though, as Ganus told a really bad shark joke that Eyon found to be uproariously funny, nearly drowning as she fell from her shark’s back.  The shark picked her up though, only to be knocked unconscious itself by Ganus next spell.  This, unfortunately, turned out to drown the shark, and its mistress, in short order.  Overall, the combat was short as this party knows very well how to deal with Water Cultists.

The Reavers and Priest of the Crushing Wave in their next encounter met a similar fate in just as short a span.

As they continued to explore the temple, they passed several empty chambers and grew a little overconfident.  At the next room, Telfid peered in through a small window in a metal plate on the stone door and received a crossbow bolt in his face as payment for his nosiness.  After that, the party proceeded with a little more caution.  The foes in this room turned out to be a bit of a challenge too as they included a One-Eyed Shivershiver that had duplicated itself 3 times, some Reavers, and another Knight.  Casting Spike Growth and Flaming Sphere into the room had the desired effect of making the enemies targets for the party’s ranged attacks, while the Knight came around the back way and ended up facing off against the more melee inclined party members.  While the Reavers were easy pickings, the Shiver was a little harder to take down, and the Knight was actually a challenge.  But the party emerged victorious.

Continuing north through a hallway that took them, unwittingly, into the Temple of Black Earth where their first encounter was with a grumpy Ettin.  snip_20181108060805The Ettin turned out to be a bit of a challenge, mostly due to its incredible stamina.  However, it was soon defeated.

Their next encounter brought them face to face with a trio of Earth Cultists and a Stonemelder in a torture chamber.   Due to their ineptitude, the cultists died without lifting a finger.  The Stonemelder wielded some powerful spells, to no avail, as it was taken down as well.  After dispatching their foes, the party was able to address the torture victims and captives:

  • Orna, a female human Black Earth Guard who dared to strike a Black Earth priest a few days ago.  Orna has a big mouth and an even bigger attitude.  636372268847213024She is very angry at her cult.
  • Droth, a male human. He is virtually catatonic.
  • Wulgreda, a hapless female dwarf who was captured while prospecting in the hills near the Sacred Stone Monastery. She warned the party that Orna is a Black Earth guard.
  • Gervor, a male half-elf noble who is all that is left of an adventuring company ambushed by the cult a month ago in the Sumber Hills. He is badly injured and near death.

In a large chest in the chamber, there was some treasure, Orna’s plate armor, Gervor’s studded-leather armor, and a Wand of Winter.

Alas, our tale pauses here, to be continued next week.

* The business in Womford now has a contract with the Bargewright Inn to make trips upriver for supplies.  This grosses 200gp per 5 days.  Which covers the current cost of the upkeep of the Flying Hippogriff and its crew, and the guards in Riverguard Keep, with some 80gp remaining.

Character XP / XP So Far Level /
To Advance
Treasure
Ildon
Ganus
1371 / 7758 5 (14000) Wand of Magic Missiles (attuned)
Scroll of Haste
Scroll of Wall of Water
Scroll of Skywrite
Fenvalur
Reyroris
1371 / 9187 5 (14000) 250 GP gold ruby ring
Sytarii 1371 / 8370 5 (14000) +1 Dagger, “Reszur”
Potion of Diminution
Taban 1371 / 6501 5 (14000) N/A
Telfid 1371 / 8667 5 (14000) Scroll of Lesser Restoration
Keeley 0 / 6501 5 (14000) N/A
Aria 1371 / 6501 5 (14000) N/A
Noctavia 0 / 6110 4 (6500) N/A
Nastane 0 / 3942 4 (6500) N/A
Nala 0 / 4942 4 (6500) N/A
Unassigned Treasure:  Wand of Winter

 

Session 10 – Entrepreneurial Spirit

On returning to Womford to resupply, the party decided to hire a captain and crew for the Soaring Hippogriff, their freshly re-christened keelboat.  soaring hippogriffThe captain agreed to a fee of 10gp per day plus 15% of the proceeds.  The adventurers assigned him the task of rummaging through Rivergard Keep and salvaging anything of value.

After a busy day of shopping and negotiating, the party attended the Bargewright Inn for some dinner and a good night’s sleep.  Of course, they were welcomed with open arms and immediately recruited for guard duty for a convoy headed to the north up the Long Road to Yartar.  The trip was largely uneventful, excepting when the convoy was attacked by some bandits.bandits The bandits struck hard with crossbow quarrels flying everywhere.  One of the wagons caught fire.  Then the bandits took off, running into the trees and hills.

The party pursued.  Right into an ambush.  At first, it looked like it wouldn’t go well for the party as they were surrounded and outnumbered.  Woe be unto the bandits though as first the captain, and then the individual bandits were picked off or taken down.  Reyroris was in rare form, testing his range, he brought down bandits at further and further distances.  His final shot at a speck in the distance was rewarded by the speck crying out and vanishing into the undergrowth.

After safely returning the convoy to Womford, the adventurers headed for Summit Hall.  En route, they investigated a pillar of thick black smoke in the distance.  The smoke turned out to be a burning farm.  On hearing a plaintive cry from the farmhouse, Reyroris rushed in, dragging the farm’s owner out of the collapsing building in the nick of time.  After healing, the farmer explained that orcs had taken his wife and farmhands and left him for dead.  His wagon was missing too.

The wagon was easy enough to follow and find.  The adventurers quickly slew the four orcs that were with it, a little surprised at how squishy the orcs turned out to be.  The farmer was elated to be reunited with his wife.  The farmhands were exhausted from pulling the wagon, but they would recover.  The party agreed to escort the farmer to the Dellmon Ranch where he and his could seek refuge.

The ranch was abuzz with activity.  They were clearly preparing for war.  Earthworks had been established at the perimeter, makeshift crenelations were mounted to the top of the buildings, archers were posted around the farm and every able body was armed with something.  The adventurers were quick to volunteer to help with the defense of the ranch.

The next day, the ranch was surrounded by an orc warband of 40 or so orcs.  Aria, a druid from the Scarlet Moon Hall camp, had discovered that she had an adventurers spirit and had accompanied the party since having a taste of what they could do.  Aria cast Spike Growth, immediately hindering the progress of the advancing horde.  Their leader, an Orog, ignored the brambles, to his own detriment, and plowed forward, only to be taken down by Keeley’s fine bow skills.  The orc’s incompetent spellcaster, an Eye of orcsGrumsh, tried to be useful and failed.  Meanwhile, Telfid called forth some Spirit Guardians and a Spiritual Weapon, and, contributing his own prodigious melee abilities, became a whirling cyclone of death and dismemberment, chewing through the perimeter of orcs like a scythe through wheat.  After only a few minutes of slaughter, the defenders raised a loud cry of “Hurrah” as the last orc fell.  While there were a few casualties in the ranch, the Dellmon family survived and there was much to celebrate.  Several of the farmers and ranchers that had sought refuge had tales of narrowly escaping much smaller orc warbands as they overwhelmed defenses, killing or enslaving those within.  Many a mug was raised in praise of the party and their contribution to the successful defense of the ranch.

With the immediate danger past, the party continued their journey to Summit Hall.  There they recruited a dozen soldiers to guard Rivergard Keep and defend it from what may be left of the Water Cult.  This contingent agreed to a fee of 5gp total per day.

keelboatUpon returning to Womford, they party was delighted to find that the Soaring Hippogriff had been busy.  After expenses, they netted 825gp from the ransacking of the keep.  Their fledgling shipping business was, so far, a success.

Alas, our tale pauses here, to be continued next week.

Character XP / XP So Far Level /
To Advance
Treasure
Ildon
Ganus
0 / 6387 4 (6500) Wand of Magic Missiles
Scroll of Haste
Scroll of Wall of Water
Scroll of Skywrite
Fenvalur
Reyroris
980 / 7816 5 (14000) 250 GP gold ruby ring
Sytarii 0 / 6999 5 (14000) +1 Dagger, “Reszur”
Potion of Diminution
Taban 980  / 5038 4 (6500) N/A
Telfid 980 / 7296 5 (14000) Scroll of Lesser Restoration
Keeley 980 / 4581 4 (6500) N/A
Aria 980 / 4581 4 (6500) N/A
Noctavia 0 / 6110 4 (6500) N/A
Nastane 0 / 3942 4 (6500) N/A
Nala 0 / 4942 4 (6500) N/A
Proceeds from shipping, less expenses and upkeep.
(Keelboat – 50gp per ten-day, plus crew – 10gp per day plus 15%.
Rivergard Keep defense – 5 gp per day)
825gp