Rise of the Drow continued

RotD is a Sandbox

Rise of the Drow (RotD) is described as a “Sandbox”, not a “Scripted” Adventure. What this means to you as a player is that you will need to be creative to succeed. You are not on rails in this adventure. While there are plot elements provided, the overall story is yours to tell. There is not one single path from the start to the finish of the adventure. Instead, you are put into a world (sandbox) where several opportunities to do things are presented and you can choose how to proceed. Decisions early in the adventure will have consequences later in the adventure. There are some NPCs who are vitally important. You may never even meet them if your choices steer you in a different direction.

Also, like most Adventure-a-week adventures, the characters are woefully outmatched and outgunned by the enemy. Murder hobos will die quickly. While the threats are significant and your character(s) will most likely die if you’re not careful, the threats to the NPCs are urgent so if you don’t act fast, then important events might not unfold as they need to for your party to be successful overall.

For reference, Minecraft is the ultimate Sandbox, while World of Warcraft is a Scripted environment.

Character Creation

Alignment Reconsidered

Characters cannot be Chaotic Evil. Normally, I would say that characters cannot be Chaotic Evil. However, since we’re heading into the Underworld where evil things lurk, many of the Underworld Races are Chaotic Evil. Drow society, in particular, is highly functional, despite most of its denizens being Chaotic Evil. The trick is to figure out, “As a Chaotic Evil character, how can I balance coexisting with a party with being chaotic and evil.”

If you choose to play as Chaotic Evil, it is vital that you consider your character’s personal motivations and customized “code of ethics.” For example, one tenet might be not to kill people who either are or could be, useful to the character. This would include party members, certain NPCs, etc. While a chaotic evil character might have no compunction about killing an enemy and might have trust issues, even with friends, they are not likely to just murder on a whim. Chaotic Evil characters don’t have to be stupid, malevolent, quick-to-anger, spiteful, random, or murderous. Look at the evil characters in Harry Potter to see some of the diversity in Chaotic Evil characters. Bellatrix Lestrange is a typical loose cannon, Snape is cold, calculating, and patient, Peter Pettigrew is a snivelling coward, Lucious Malfoy is wealthy and selfish, Draco Malfoy is a bully, and Voldemort is power-hungry. They are all chaotic evil, and all have very different motivations.

Take the Ahooling, for example. A race of demonspawn, they are usually, if not always, Chaotic Evil. But what does that mean? They are all touched by the Blood Thirst, so they have to feed or suffer. Does that mean that they have to feed on the innocent? Perhaps they simply cast “Wine to Blood” and drink that instead of killing anyone. Or perhaps they only feed on the guilty and condemned. It would be incredibly short-sighted to feed on party members without explicit permission.

Re: Safety and the Evil Character

What if a player chooses to play a Chaotic Evil character and then starts doing things that the other players find objectionable, how should the other characters respond? How should the other players respond?

One mechanism is for the DM or another player to call a Pause. This is a tool for stopping the action so that the players (not the characters) can discuss their discomfort with the direction things are taking.

For example, if a character decides they don’t like the innkeeper and stabs her. Another player might say, “Pause for a minute. If your character kills the innkeeper, my character is going to have to defend the innkeeper and her family and we end up with a dysfunctional brawl between players, which is likely to spoil the game for all concerned.” A discussion on how to remedy the situation would then ensue.

Which gets us to Safety.

Safety Tools

“Safety tools are an easy way to ensure everyone around the table is having a good time. They’re not overbearing. They only take a little time to implement, and they put in place some powerful tools to make sure the players behind the characters are having a great time.” – Sly Flourish

For articles on Content, Consent, and Safety, check out these links:

https://slyflourish.com/safety_tools.html

https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit

https://briebeau.com/thoughty/script-change/

https://www.montecookgames.com/consent-in-gaming

I am a fan of Sly Flourish’s work. His set of Safety Tools is quite useful and I will use them in this adventure.

Before we begin playing a campaign where evil abounds, let’s discuss some of the potentially disturbing subject matter that may come up in the game. I strongly encourage you, my players, to download the Consent-in-Gaming Checklist, fill it in and return it to me. I will also have some available on-site. Only you know your limits. For example, I don’t have a problem with baby flies, but my wife does and would prefer not to have them in her games.

Here’s my checklist:

Lines and Veils

Lines (topics that should never come up at all), and veils (topics to be handled off-screen or in the abstract) will be mutually agreed upon before we start.

Pause for a second

Anyone (including you) can say “pause for a second” any time during the game to break character and discuss the current situation out of character, including stating “I’m not comfortable with where this is going”. The phrase “pause for a second” interrupts anything else going on in the game. It’s used to break character and discuss or ask questions about anything going on in-game. Think of this as a verbal X card.

Rise of the Drow at JeffCon

Here are some details for the Rise of the Drow campaign being run at JeffCon 2022.

JeffCon is the last MACE and it is being run to honor the memory of Jeff Smith, who passed last year. Jeff was the organizer, brains, and soul of the MACE gaming conventions throughout the Carolinas. He was truly an asset to the gaming community and will be sorely missed. Thank you Jeff for all you’ve done for us over the years.

Sign up for the games at JeffCon is through the OGRe platform at: https://ogre.justusproductions.com/index.php/jeffcon. Sign-ups begin

This game is a Dungeons and Dragons Fifth Edition campaign adventure that will be run in five sessions throughout the weekend of JeffCon (November 11th to 13th). The gaming schedule is tentative and has not been approved or finalized. I have asked for Friday afternoon and evening, Saturday morning and afternoon, and Sunday morning sessions, each lasting approximately four hours.

It is quite likely that your character will level at least once or twice per session, so either come with a first level character already created, or I can provide a pre-generated one for you to use.

BEGINNERS ARE WELCOME, though some familiarity with Role Playing Games (tabletop or on-line) is preferred. You will be expected to level up your skills as you level up your character. If you want to bring your child with you so they can play too, please do. You know your child’s abilities and whether they can be engaged at the tabletop for hours at a time. I love kids, and I want to encourage the next generation to play, so I will try to work with you to provide them with an enjoyable time.

About Me

My name is Simon Kingaby, I’ve been playing D&D on-and-off for approximately 40 years. I love this game. I am very happy with fifth edition. I believe that D&D is a game based on interactive story-telling (role-playing) where the DM and the Players negotiate the story that the characters are living through. This is more than just dice rolling and combat. It is a tale of villains, heroes, adventure, intrigue, challenges, triumphs, friendship, fun, and, in the end, a good time should be had by all. Please come prepared to play: that is, be prepared to live the life of your character, have fun, be silly, go a little outside your comfort zone, and enjoy yourself.

Rise of the Drow

Introduction

Tonight, a ceremony of light is taking place on the surface.
Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface.
This adventure and setting, take characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.

Resources

Rise of the Drow: Campaign Primer $0.99 – Please, if you can, purchase this primer for a brief overview of the Campaign and the Underworld Races.

Rise of the Drow: Underworld Races and Classes – If you wish to play as one of the Underworld Races, this book will be very helpful.

Occult Secrets of the Underworld – For even more options in the Underworld.

Character Creation

Please create a free account on DnD Beyond and create your character in the Rise of the Drow campaign shared here:
https://ddb.ac/campaigns/join/33319903294316595

By creating a character in that campaign, you will have access to all the sourcebooks (in DnDBeyond that is) and you will have a vast array of alternatives to choose between.

Race: You may create a 1st level character of the following races:

Overworld Standard Races:

  • Human (Very common)
  • Dwarf (Common)
  • Elf (Rare)
  • Gnome (Rare)
  • Halfling (Rare)
  • Half-elf (Very Rare)
  • Half-orc (Very Rare)

Overworld non-standard Races:

These are much less common and will be an oddity in the communities and towns that the characters visit. However, pretty much anything goes, within reason. We will be exploring the Underworld, so keep that in mind.

Underworld Races:

  • Ahooling
  • Colliatur
  • Dødelig
  • Draaki
  • Drow
  • Funglet
  • Gitwerc
  • Hoyrall
  • Kraidyl
  • Svirfneblin
  • Vestraadi
  • Zwerc

Characters may be created using the standard rules or the Character Options rules in Tasha’s Cauldron of Everything.

Ability Scores: Ability scores can be generated using the standard array (15, 14, 13, 12, 10, 8) or by using the Customizing Ability Scores methods (sometimes called the point-buy method).

Feats: We will not be using Feats

Alignment: Characters can be Lawful, Neutral, or Chaotic but are usually Good or Neutral. A Lawful Evil character might be OK as long as it is not a jerk about it. Same goes for Neutral Evil. Characters cannot be Chaotic Evil. Normally, I would say that characters cannot be Chaotic Evil. However, since we’re heading into the Underworld where evil things lurk, many of the Underworld Races are Chaotic Evil. Drow society, in particular, is highly functional, despite most of its denizens being Chaotic Evil. The trick is to figure out, “As a Chaotic Evil character, how can I balance coexisting with a party with being chaotic and evil.”

Hit Points: You may begin the adventure with your maximum hit points at first level. Subsequent levels can be rolled or take the average. So a cleric with d8 hit dice would be at 8 plus their CON modifier at first level. At second level, they can either roll or take the average of 1 through 8 (rounded up) which would be 5 plus their CON modifier.

Money: Players can start with an appropriate amount of equipment or gold, depending on their class, but not both equipment and gold. Players who choose equipment have a balance of 10gp pocket money to begin the adventure.

Equipment: See money above. If you choose gold, then you will need to purchase the appropriate equipment. Characters may have a small number of portable personal possessions that are suited to their character’s background. For example, I might have a small statue of an elephant that was carved by my grandfather. First level characters do not have magic items.

Background and Backstory: There are a ton of backgrounds to choose from, or you can write your own. Please do keep in mind that we are adventuring in a place where the predominant race is Human and all other races are minorities, as explained in the Campaign Primer (see link above). Non-standard races are even more rare, possibly even unique in this region. Please do feel free to incorporate the information in this post and/or the information in the Campaign Primer to integrate your character more fully into the story. I will read each background and will keep them in mind while running the campaign.

Session 22 – The Lab

Wow. It’s been a weird few weeks. From my notes, it looks like the last time we met, the party killed the Grand Master, who turned out to be a Quasit. They killed a bunch of brain’s in jars. They slew a Bone Naga. And they went crazy with the Deck of Several Things.

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

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
3,787 38,101 8 (48,000) Elven Chain
Luckstone
Drift Globe
‘Splashy’ the Water Weird and BackPack
Robe of Eyes
Fenvalur
Reyroris/Kasmorn
0 33,643 7 (34,000) Ring of Protection
Flametongue Longsword
Wand of Winter
+1 Longsword
Potion of Giant Strength
Potion of Water Breathing
Scimitar of Wounding
Tattoo of Protection
Sytarii 3,787 36,488 8 (48,000) +1 Dagger, “Reszur”
+2 Dagger, “Tinderstrike”
‘Bubbles’ the Water Weird and BackPack
Gloves of Thievery
Cloak of Elvenkind
Boots of Elvenkind
Deck of Several Things
Deck of Illusions
Taban 0 28,658 7 (34,000) +1 Trident, “Drown”
Telfid 3,787 35,310 8 (48,000) Ring of Fire Resistance
Gauntlets of the Ogre
+2 Hammer
Potion of Diminution
Aria 3,787 36,080 8 (48,000) Skyblinder Staff
Ring of Protection
Wand of Magic Missiles
Noctavia 0 7,850 5 (14,000) N/A
Unassigned Treasure: 

Session 21 – Through the Mountain

After recovering from the battle with the vampire, the party reluctantly continued onward, toward the Lost Laboratory of Kwalish.

En route, they came across an orc war party that turned out to be much tougher than the last band of orcs the adventurers ran into.

A little while later, Sytarii discovered that he had not one, but two decks of cards in his pockets. Throwing one of them down, the party suddenly found itself face-to-face with a rather large, very angry, red dragon. This was an illusion created by the card, but as they readied for battle, it was quite apparent that they took the threat seriously. Picking up the card, the dragon vanished.

Some time later, the troupe came across a hunting party of Hobgoblins. Sytarii made a grand show of summoning forth a rather large, very angry, red dragon, and the hobgoblins fled.

Finally arriving at a cave mouth, the party ventured forth, only to find themselves hopelessly lost in a labyrinth. Soon enough, they were charged by a Minotaur. And then another. After defeating them soundly, they miraculously found the way out of the maze and appeared on a rocky outcropping overlooking a large bowl shaped valley with what looked to be a city floating hundreds of feet in the air, held aloft by some horrendously loud engines.

Facing them, at the end of what looked like a dock in mid air, was a sphinx. She challenged them to stump her with a riddle. After a couple of tries and the consequent loss of intelligence, the party was able to ask a riddle she could not solve and so she summoned a flying skiff from the floating city to carry them across the gap.

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

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
3,698 34,314 8 (48,000) Elven Chain
Luckstone
Drift Globe
‘Splashy’ the Water Weird and BackPack
Robe of Eyes
Fenvalur
Reyroris/Kasmorn
3,698 33,643 7 (34,000) Ring of Protection
Flametongue Longsword
Wand of Winter
+1 Longsword
Potion of Giant Strength
Potion of Water Breathing
Scimitar of Wounding
Tattoo of Protection
Sytarii 3,698 32,701 7 (34,000) +1 Dagger, “Reszur”
+2 Dagger, “Tinderstrike”
‘Bubbles’ the Water Weird and BackPack
Gloves of Thievery
Cloak of Elvenkind
Boots of Elvenkind
Deck of Several Things
Deck of Illusions
Taban 3,698 28,658 7 (34,000) +1 Trident, “Drown”
Telfid 3,698 31,523 7 (34,000) Ring of Fire Resistance
Gauntlets of the Ogre
+2 Hammer
Potion of Diminution
Aria 3,698 32,293 7 (34,000) Skyblinder Staff
Ring of Protection
Wand of Magic Missiles
Noctavia 0 7,850 5 (14,000) N/A
Unassigned Treasure: 

Session 20 – How to Kill a Vampire

[Note from the DM: I was rather sick on Tuesday and spent the night in the hospital. My notes are at the office and I don’t recall what happened last week, other than destroying the vampire and drawing a few cards.]

After their most beneficial shopping trip, the party returned to the Cartophile’s shop and prepared to leave. It was then that they were informed that a vampire, safely sealed in a mechanical coffin, a modron, and Mary, a witch, were coming along to aid the party and serve the cartographer’s interests. Not too happy with the additions, the party nevertheless headed out.

That afternoon, the party was attacked by a gang of hangry ogres. After defeating the foul creatures, they resumed their journey.

Following in the rear of the expedition, Mary chatted amiably with Reyroris. Then she convinced him to draw a card from her mysterious deck. It was a boon, so he drew another. It was not. His soul is now imprisoned in a machine somewhere.

Somehow, Mary convinced Sytarii to draw two cards, both boons, from the deck as well, before Ganus caught on and attacked her.

A fight ensued between the two magic users, and Mary’s cat ran off… toward the mechanical coffin. As Ganus slew Mary’s clone, the cat turned back into Mary and managed to unlock the coffin before Ganus slew her properly. The vampire burst forth, angry at the world for being trapped in the coffin for so long, and angry at the party for slaying his girlfriend.

A protracted battle was fought as the party tried to keep the vampire from doing too much damage. Near death, it retreated to the coffin, where it recovered while the party tried to destroy the mechanical monstrosity.

With the coffin near failure, the vampire leaped forth and launched a final assault. The party split their attacks between the vampire and the coffin, finally destroying the coffin, which blew up spectacularly, then slaying the vampire for a final time.

And with its coffin destroyed, the vampire turned to dust, to never return.

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

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
2,592 30,616 7 (34,000) Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Robe of Eyes
Fenvalur
Reyroris
492 29,945 7 (34,000) Ruby Ring (250 gp)
+1 Longsword
Potion of Giant Strength
Weird Tank (Empty)
Potion of Water Breathing
Scimitar of Wounding
Sytarii 2,592 29,003 7 (34,000) +1 Dagger, “Reszur”
+2 Dagger, “Tinderstrike”
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Taban 0 24,960 7 (34,000) +1 Trident, “Drown”
Telfid 2,592 27,825 7 (34,000) Scroll of Lesser Restoration
Ring of Fire Resistance
Gauntlets of the Ogre
+2 Hammer
Aria 2,592 28,595 7 (34,000) Skyblinder Staff
Scroll of Goodberry
Noctavia 0 7,850 5 (14,000) N/A
Unassigned Treasure: 

Session 19 – Portals

It began like any other day, the party resumed adventuring to find a Salamander in the first cell they opened. Ignoring the adventurers, the Salamander barged into the cell opposite and immediately started trying to kill the Azer therein. Taban assisted the elemental dwarf, before getting hauled bodily from the room.

Checking the other cells, they found three more occupied by Salamanders, which they left closed, and two more by Azers which they opened. The Azers dashed to the aid of their companion. Final score: Salamander 2; Azers 1. The remaining Azer is trapped in the cell thanks to Ganus closing the door on him.

Turning the corner, the party ran into a squad of knights of Samular from Summit Hall. The lead knight chastised the party for letting Womford drown and Red Larch get destroyed, ignoring their progress in the temple. Much to Ganus disgust, the party was asked to leave the temple and return to Summit Hall for further discipline.

Begrudgingly, the adventurers wiped their hands of the entire affair and headed out. Ganus encouraged his bird to poop on the lead knight while Sytarii picked the pockets of the distracted Knight, relieving him of his purse. Heading out the western tunnel, the party got distracted by a small passageway on the left. Ganus explored and found a secret door leading to the chamber of one Bastian Thermandur, a fire Genasi and second in command of the fire cult. Recognizing his intruders, Bastian negotiated with Ganus to have him go and retrieve the blade, Tinderstrike, from Vanifer, the Tiefling leader of the fire cult. Giving Ganus a map and safe passage to the altar where Vanifer would be found.

The party traveled directly there, stopping only when challenged by some cultists, who were encouraged to join the fight against the intruders fighting the Efreeti in the forge area (the knights of Samular).

Breaching the altar room, Ganus cast Tasha’s Hideous Laughter on the praying cult leader. Relieving her of the dagger, Reyroris passed it to Sytarii. Huddling around the prone tiefling, the party started hacking her to bits. As soon as she stopped laughing, Aria Held her, so she continued to lie prone as she drew her last breath.

After some exploration, they found a secret door to Vanifer’s chambers. Returning to the altar room, the party discovered a shimmering rectangular portal in the air. After some tentative experiments, Sytarii stepped through. Finding himself on Mechanicus, he gazed about in wonder. He was in a world made of machinery of all shapes and sizes. After a few moments, one of the smaller round machines stood up on spindly legs and gestured while saying, “Welcome. Follow me.”

Once the party was all through the portal, the monodrone gestured again, “Welcome. Follow me.” Not seeing a better alternative, they did.

Marveling at the technology around them, the party followed the drone toward a large building. On a whim, Reyroris stuck his magic sword into the works, causing the entire mechanism to falter. Removing his sword before causing tremendous damage, Reyroris found himself at the center of a swarm of Modrons, some round, some a pair of cubes all repeating one word, “Repair.”

Continuing on, the party followed the monodrone into the building, up several levels and out to an elevated walkway leading to another building. Therein, the Modron stepped through another portal. Without hesitation, the party followed, arriving in a plush receiving area at the shop of one Anaxi Zephries, the Cartophile. Maps covered every surface of the space. Flanked by the Modron, who seemed to be shutting down, and a witch with a pretty little cat familiar, Anaxi introduced himself as the Cartophile.

He explained that he needed some adventurers to scout a local legend here in the Barrier Peaks. Agreeing to the quest, the party went to town to offload some loot and see what they could find in the shops.

Taban and Telfid negotiated for some Gauntlets of the Ogre, a +2 Hammer, and a Scimitar of Wounding.

Ganus traded his extra scroll and Wizard’s Hat for a Robe of Eyes.

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

Expenses at the keep are still running 5gp per day.

Elapsed time: 5 days.

Bad news:

With the help of some hobgoblins, a troop of bandits has slaughtered the guards. They ransacked what was left in the keep (not much) and moved in.

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
1,960 28,024 7 (34,000) Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Robe of Eyes
Fenvalur
Reyroris
1,960 29,453 7 (34,000) Ruby Ring (250 gp)
+1 Longsword
Potion of Giant Strength
Weird Tank (Empty)
Potion of Water Breathing
Scimitar of Wounding
Sytarii 1,960 26,411 7 (34,000) +1 Dagger, “Reszur”
+2 Dagger, “Tinderstrike”
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Taban 1,960 24,960 7 (34,000) +1 Trident, “Drown”
Telfid 1,960 25,233 7 (34,000) Scroll of Lesser Restoration
Ring of Fire Resistance
Gauntlets of the Ogre
+2 Hammer
Aria 1,960 26,003 7 (34,000) Skyblinder Staff
Scroll of Goodberry
Keeley 0 6,501 5 (14,000) N/A
Noctavia 1,740 7,850 5 (14,000) N/A
Unassigned Treasure:  2 Dwarven Funerary Masks/

Session 18 – Into The Fire Temple

After destroying the stone golem, the party headed West where the passageway became more of a tunnel through lava rock. We were entering the fire demesne.

Turning the corner, the party saw several ogres ahead. Backing up to regroup, they hatched a dastardly plan. Reyroris lead the charge as they slew ogre after ogre (after half-ogre). With seven of the great beasts laying dead at their feet, they searched the cavern to find a stash of treasures squirreled away by the ogres.

Proceeding further east, Sytarii took point as they passed some ominous looking dwarf statues. Unfortunately, distracted by the statues, he did not see the tripwire before stepping through it, only to receive a stone axe blow as the statue on the left hurled its blade forward. Noticing that one of the statues was askew, the party investigated. There efforts were rewarded when they found a secret chamber…a tomb for a pair of long dead dwarven heroes. Raiding the tomb for its valuables, the adventurers stole away with some minor trinkets and two gem-encrusted golden funeral masks worth thousands. Ganus rightly figured that these would not be as easy to cash in as much of there treasure was.

After the racket caused by the tripwire trap, a hobgoblin patrol came by to investigate. A few seconds later, the party headed toward a large intersection where they were met by two ominous looking fiery fellows. These Razerblast turned out to be surprisingly hard to kill. And when they did die, they exploded, sending shrapnel everywhere. If Aria hadn’t magically held one of them, the outcome might not have been so certain. But she did, so Reyroris took him apart while the rest of the party dealt with the one who escaped Aria’s charm.

Having exhausted themselves fighting the ogres and razerblasts, Ganus pitched his magical tent and the party rested. Several hours later, some ogres came by and started bashing the tiny hut with their clubs. This brought the attention of another razerblast and not one, but two squads of hobgoblins. Seeing their foes, the party planned their attack.

In executing their plan, the party took some damage, and Aria was knocked out, our intrepid adventurers prevailed. Taking a short rest in the dwarven tomb, they healed and restored themselves.

Venturing east, they found empty caves. Hoping to find something more interesting, they returned to the big intersection and headed south. They slew a hapless pair of ogres that came around the corner, then proceeded to investigate a passage lined with doors on the north’s and south.

In the first unlocked cell, they found a Flame Guardian cultist and started a fight. Within seconds the guardian fell dead, and the cell door behind them opened and the hall filled with flame as a Flamewrath stepped forth. Another guardian and a second flamewrath joined the fight, the latter throwing fireball after fireball, only to have each rudely countered by Ganus magic. The second flamewrath fell just before it could cast one last fireball.

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

Expenses at the keep are still running 5gp per day.

Elapsed time: 3 days.

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
3,858 26,064 7 (34,000) Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Hat of Wizardry
Ruby Ring (600gp)
Scroll of Earth Tremor
Fenvalur
Reyroris
3,858 27,493 7 (34,000) Ruby Ring (250 gp)
+1 Longsword
Potion of Giant Strength
Weird Tank (Empty)
Potion of Water Breathing
Sytarii 3,858 24,451 7 (34,000) +1 Dagger, “Reszur”
Potion of Diminution
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Potion of Greater Healing
Taban 3,858 23,000 7 (34,000) Drown (+1 Trident and more)
Bead of Nourishment
Potion of Fire Resistance
Telfid 3,858 25,233 7 (34,000) Scroll of Lesser Restoration
Ring of Fire Resistance
Aria 3,320 24,043 7 (34,000) Skyblinder Staff
Keeley 0 6,501 5 (14,000) N/A
Noctavia 1,740 7,850 5 (14,000) N/A
Nastane 0 3942 4 (6500) N/A
Nala 0 4942 4 (6500) N/A
Unassigned Treasure:  Claws of the Umberhulk
2 Dwarven Funerary Masks/

Session 17 – A Veritable Slaughterfest

After dispatching the cultists in the dining room and kitchen, the party explored further into the Temple of the Black Earth.

The passage west from the dining room led to a set of double-doors. Sytarii snuck through them and immediately backed out of the room after seeing the petrified statues of adventurers scattered throughout the cavernous room. Reyroris took point and headed in to face whatever was in there. At first it seemed to be an empty cave. Then Reyroris was hit hard as a shadow flitted past. Telffid and Ganus shed some light on the situation and the party found themselves squaring off against a shadow demon. They fought hard and banished it back to the nine hells before it could do any more damage.

In a bedroom behind the cave, they enjoyed a sumptuous bed and found much treasure.

Exiting the cave they headed south, where they came upon the cultists’ apartments. Barging in, they slew two cultists brushing their teeth. Then they proceeded to slaughter several more cultists, their guard and Dynath, the burrowshark, but not before this lasts could summon his pet bulette. Arriving on the scene just after his master fell, the bulette bit into Reyroris before being slain itself.

Heading south from the apartments, the party entered the laboratory of one Miraj Vizann, a self-proclaimed mud sorcerer. After a brief dialog, Telfid surprised the sorcerer with a silence spell, pretty much ending him as a threat. Reyroris and Sytarii leapt at the sorcerer, flanking and slaying him as he gestured furiously at his stone golem to act. It did. But the party laid a hurt on it pretty quickly, slaying it in Exless than a minute.

Heading further south, the party found two more bulettes chained and sleeping lightly. After discussing what to do with them, they awoke in a foul mood and tried to break their chains in an effort to get at the party. Aria cast spike growth to keep them from moving much, but this just angered them. One broke loose and leapt forward, landing on Taban and nearly crushing several of the others. Reacting quickly, the party slew that bulette as the other broke free. This time, the party avoided the great creatures leap and butchered it before it could cause any trouble.

After nearly falling to their doom crossing a narrow bridge over a deep chasm, the party found themselves in familiar territory where they came upon the body of the ettin they slew on their first foray into the earth temple.

After finding several abandoned rooms, including the forge where they found a set of Claws of the Umberhulk, the party encountered an earth elemental myrmidon. Like a rock golem in plate armor, the thing fought hard but was slain like the rest.

In another abandoned chamber, behind the corpse of a dead gnome, the party dispatched a black pudding.

They finished clearing the temple of the Black earth by destroying another stone golem in the northwest corner of the temple complex.

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

Expenses at the keep are still running 5gp per day.

Elapsed time: 3 days.

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
4,383 22,206 6 (23,000) Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Hat of Wizardry
Ruby Ring (600gp)
Scroll of Earth Tremor
Fenvalur
Reyroris
4,383 23,635 7 (34,000) Ruby Ring (250 gp)
+1 Longsword
Potion of Giant Strength
Weird Tank (Empty)
Potion of Water Breathing
Sytarii 4,383 20,593 6 (23,000) +1 Dagger, “Reszur”
Potion of Diminution
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Potion of Greater Healing
Taban 4,383 21,409 6 (23,000) Drown (+1 Trident and more)
Bead of Nourishment
Potion of Fire Resistance
Telfid 4,383 21,375 6 (23,000) Scroll of Lesser Restoration
Ring of Fire Resistance
Aria 4,383 20,723 6 (23,000) Skyblinder Staff
Keeley 0 6,501 5 (14,000) N/A
Noctavia 1,740 7,850 5 (14,000) N/A
Nastane 0 3942 4 (6500) N/A
Nala 0 4942 4 (6500) N/A
Unassigned Treasure:  Claws of the Umberhulk


Session 16 – “Taban’s Pinned Down, there’s Bulettes Flying Everywhere”

Venturing down the long, winding stone staircase, the party squeezed through a narrow passage to find themselves on the edge of a chasm. As they crossed the stone bridge, they were attacked by 5 gargoyles. After smashing the gargoyles to bits, they strode through the entrance chamber to this portion of the ancient dwarven temple, and immediately came under fire from both sides as their foe launched volley after volley of crossbow bolts from the murder holes to the east and west.

Led by a burrowshark mounted on a bulette, a small band of hobgoblins threatened from the south, a team of 5 duergar were shooting from the east and a stonemelder and her guards were shooting spells and bolts from the west.

The hobgoblins were dispatched in short order by Aria’s flaming sphere. The bulette leaped into action, squishing poor Taban under its massive bulk. A fireball to the east from Ganus took care of the duergar. Yarsha, the stonemelder to the west, cast erupting earth and caused quite a bit of damage to the party and the ground. Spells were flying everywhere as Ganus, Aria, Noctavia and Yarsha pulled out the heavy hitters. Friends dropped, foes were vanquished and eventually, the party emerged victorious. Battered, bleeding and exhausted, but victorious.

Ganus pitched a magical tent for the party to rest in. Eight hours later, refreshed and restocked, Noctavia led the charge as she opened up a hole in the west wall, completely catching Yarsha and her guards flat-footed.

After defeating Yarsha, Sytarii snuck into a mess hall where the party launched a co-ordinated attack that just destroyed a pair of black earth guards and a handful of cultists.

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

Expenses at the keep are still running 5gp per day.

Elapsed time: 2 days.

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
1,740 17,823 6 (23,000) Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Hat of Wizardry
Ruby Ring (600gp)
Scroll of Earth Tremor
Fenvalur
Reyroris
1,740 19,252 6 (23,000) Ruby Ring (250 gp)
+1 Longsword
Potion of Giant Strength
Weird Tank (Empty)
Potion of Water Breathing
Sytarii 1,740 16,210 6 (23,000) +1 Dagger, “Reszur”
Potion of Diminution
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Potion of Greater Healing
Taban 1,740 17,026 6 (23,000) Drown (+1 Trident and more)
Bead of Nourishment
Potion of Fire Resistance
Telfid 0 16,992 6 (23,000) Scroll of Lesser Restoration
Ring of Fire Resistance
Aria 1,740 16,340 6 (23,000) Skyblinder Staff
Keeley 0 6,501 5 (14,000) N/A
Noctavia 1,740 7,850 5 (14,000) N/A
Nastane 0 3942 4 (6500) N/A
Nala 0 4942 4 (6500) N/A
Unassigned Treasure:  None

Session 15 – Hellenrae? Fwoom! Hellenrae, Who?

After helping the Bargewright Inn, the party decided to revisit the Sacred Stone Monastery.  Upon arrival, they discovered that security was a little tighter than their last visit.  The kitchen staff was accompanied by armed guards, and the patrol around the monastery was on alert.  So alert that the patrol ended up chasing after Telfid, into a waiting ambush where the patrol was cut down before it could even raise an alarm. 

Deciding to solicit help from the lich, Renwick, Ganus and Sytarii snuck through the garden entrance to the monastery.  Sytarii handily unlocked the wizard-locked door to the lich’s demesne.  Ganus stepped in and started lying to the lich, which he didn’t appreciate, and told Ganus to leave.  Not having much choice, Ganus left and headed for the exit, only to get attacked by a pair of Gargoyles that had come to investigate.  Splashy and Bubbles were quite helpful in smashing the monsters to bits.

Later, inside the monastery, the party spread out while the cooks started to serve breakfast.  When all were gathered into the dining hall, and diving into a plate of kippers and toast, Ganus stepped into the hall and unleashed a fireball in the center of the room, immediately annihilating most of the monks.  Hellenrae started barking orders to the survivors, sending her guards after Ganus, where they ran into Aria and her thornwhip, which dragged them through the spike growth she had laid as a trap.  They perished as the thorns and spikes did their job.

From the northeast entrance to the dining hall, Reyroris started shooting Hellenrae, who immediately charged to confront him.  Telfid shot her in the back, ending her charge.  Meanwhile, Taban and Sytarii came in from the south entrance and started shooting and hacking the survivors until all lay quiet.  

And in less than 30 seconds, most of the population of the monastery was eliminated.  Most, but not all, the party started clearing the rooms and when they came to the main foyer, squared off against a pair of minotaurs.  

Deciding to go down the winding staircase this time, the party came across an ogre and three orogs.  Dispatching them in short order, they found a collection of keys, which Ganus pocketed.  Exploring to the north, they found an old crypt where Telfid destroyed three zombies.  Ganus’ sharp eyes noticed a gleam as the light glinted off a pair of rings one of the skeletal remains in the back of the room.

Further investigation to the northwest had the party battling a caged, blinded, crippled umber hulk that raged inside the cage, which amazingly, held firm while the party put the creature out of its misery.

Exploring to the south, the party came across some cells filled with starving, tortured, injured and sick slaves/prisoners.  After learning that the orogs made them mine the caverns, but not for anything precious.  No one knew why they mined.  Sytarii unlocked the cells and the party freed the people.  One old man with an especially gnarled, but well polished, walking stick, said to Aria, “Here miss, switch with me, I think it will serve you well where you are going,” and handed her his staff in exchange for hers.

To the west, the party found a long staircase leading down from the mines.

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

The business in Womford was wiped out by the flood.

Expenses at the keep are still running 5gp per day.

Elapsed time: 2 days.

Character XP XP So Far Level (To Advance) Treasure
Ildon
Ganus
2,400 16,083 6 (23,000) Wand of Magic Missiles (attuned)
‘Splashy’ the Water Weird and BackPack
Hat of Wizardry
Ruby Ring (600gp)
Fenvalur
Reyroris
2,400 17,512 6 (23,000) Ruby Ring (250 gp)
+1 Longsword
Potion of Giant Strength
Weird Tank (Empty)
Sytarii 2,400 14,470 6 (23,000) +1 Dagger, “Reszur”
Potion of Diminution
Wand of Winter
‘Bubbles’ the Water Weird and BackPack
Taban 2,400 15,286 6 (23,000) Drown (+1 Trident and more – see below)
Bead of Nourishment
Potion of Fire Resistance
Telfid 2,400 16,992 6 (23,000) Scroll of Lesser Restoration
Ring of Fire Resistance
Aria 2,400 14,600 6 (23,000) Skyblinder Staff
Keeley 0 6,501 5 (14,000) 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:  None