Princes of the Apocalypse 4

  1. GM: Law
    1. Ari: Guldinyon Bent (Drow sorcerer/cleric w/ scale)
    2. AJ: Ajax (Human Fighter. Chainmail and greatsword)
    3. Andrew: (Jehssail Brighteyes. Aasimar bard)
    4. David: Tobius Carter (Human Fighter)
    5. Thor: Mollywong (Dragonborn paladin)
    6. Thorun: Dwarf ranger
    7. Apollo: Tiefling Warlock Hexblade
  2. Wamford: 1.5 day travel from Red Larch
    1. On way, we stop at Barge’s Right Inn, a woodened walled town, which is across from Womford
    2. Talking to Guard:
      1. Caravan from Mirabar that was supposed to arrive a week ago but has disappeared.
    3. Only stone building is the Barge Right
  3. Wamford doesn’t have any walls. People walking heading home for the evening
    1. Docks is shady, but that’s the place for where people buy and sell
    2. When we went onto the boat and asked about the dwarven books, the captain showed us another book and then pushed Guldinyon into the water. Combat with the sailors ensues! They are water cultists, and almost kill us.
      1. Found another two captives that were caravan guards.
      2. Also more books of dwarven geneology
      3. Some treasure and a map
        1. There’s symbol of likely hideout upstream – ~20 miles
      4. Captain was blue-tinged, and tried to flee, but a Magic Missile from Guldinyon killed him.
  4. Water keep
    1. We talked our way into the boat dock at the bottom of the keep.
    2. But was unsuccessful, as a group of 5 bugbears attacked us on the dock.
  5. Rewards:
    1. XP: 400 each x6

 

Princes of the Apocalypse 3

  1. GM: Law
    1. Ari: Guldinyon Bent (Drow w/ scale)
    2. AJ: Ajax: Human Fighter. Chainmail and greatsword
    3. Andrew: Jehssail Brighteyes. Aasimar
    4. Apollo:
    5. David: Tobius Carter, human fighter
  2. Crossed river at bottom of the canyon (~100 ft), back to same side as tower by climbing up stone arch, and then back down.
    1. Attacked as Guldinyon and Ajax climbed back down
      1. 4 Gnolls and a hyena
    2. Further west of the canyon, a plateau 20′ up. Cave there with the carcasss of one of our hippogriffs at the entrance. A pair of griffins fly by…
      1. Find 2 eggs
    3. Further west, came across group of 4 gnolls that are tougher
    4. At far west end, meet Karokai – a humanoid bird. Call themselves Aacockra
      1. I informed them that tower is now known as Brighteye Tower
  3. Back to Red Larch
    1. At inn (Helm at Highsat), hear that dwarf merchant is at Valevos Sundries
    2. At Valevos’, we ask about any art. Bought from a peddler
      1. Shown a book. Comp language shows it is a list of geneology of dwarven clans of Mirabar
      2. Tell merchant that is Dwarven erotic poetry
      3. Said he bought it from a shady keel-boat skipper in Womford. Came across other similar books.
    3. We found 3 boats. One of them showed us a similar book, and when Guldinyon reached out for it, got pushed into the water.
  4. Rewards (for 2 sessions):
    1. XP: 1,700

Princes of the Apocalypse 2

  1. GM: Law
    1. Ari: Guldinyon Bent (Drow sorcerer/cleric w/ scale)
    2. AJ: Ajax (Human Fighter. Chainmail and greatsword)
    3. Andrew: (Jehssail Brighteyes. Aasimar bard)
    4. David: Tobius Carter (Human Fighter)
    5. Thor: Mollywong (Dragonborn paladin)
  2. Tower:
    1. Went to look for the fleeing leaders
  3. Canyon

Princes of the Apocalypse 1

  1. [We first played this mod a few years ago when it first came out, but stopped after just a session or two. We decided to return to it after playing some D&D Adventurer’s League, but couldn’t remember most of our characters, so created new ones.]
  2. GM: Law
    1. Ari: Guldinyon Bent (Drow w/ scale)
    2. AJ: Ajax: Human Fighter. Chainmail and greatsword
    3. Andrew: Jehssail Brighteyes. Aasimar
    4. David: Tobius Carter, human fighter
  3. Red Larch, 8 days south of Neverwinter, few days north of Waterdeep
    1. Journeyed there from a few places.
    2. Sinkhole in the road.
    3. Inn: Helm of Highsat. Met other PCs
  4. Delegation from Mirabar has been missing for 1 month.
    1. Harpers want us to find Brodenthar, part of the delegation.
    2. Brother Irdin: Follower of Lathander:
      1. Delegation was in Beliard 2-tenday ago
    3. A shepherd says he saw new graves in the hills!
  5. To the hills
    1. Four graves, one, a dwarf with good artisinal clothes
  6. Feathergill Spire: Knights from Waterdeep house here
    1. Hippogriff decorations
    2. Joined a Manticore hunt
    3. At night, almost murdered by humans dressed as servants! (con’t next day 2018 Oct 16)
      1. Captured one alive, but all he would do is hiss at us.
    4. Found a caravan guard, bound. He said they were attacked on the river but “stone people”, who then got attacked by “feathered people”, which brought them to the tower. Brodenthar was in the caravan.
    5. Proceeded up the tower, and more servants attack.
    6. Savah came running up the stairs asking what is going on.
    7. We went to top to inform the leader, and then they ALL turned on us. We killed Savah and a monk, but fighter, as well as two guards on vultures got away.
    8. We were very wounded, but on the way out, three more knights blocked our way. I released an eagle battering ram, and took one down, but we were very damaged. Had to flee, but Tobi captured again.
  7. We rested very quickly, and then came back and rescued Tobi.
    1. Searching the tower, we found a parchment.

Dangwaru

​The Tortle have a saying – “we wear our homes on our backs”. And yet, this one seems intent on asking for your help in returning to her birthplace at the Snout of Omgar. There, she says, she will pay you handsomely for ridding Dangwaru – theTyphoon Palace, of the monsters that terrorize the youth of Ahoyhoy.

  1. GM: Andrew (DCI #:5109855060)
  2. Players and Rewards:
    1. Omni – Human Ranger 1
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    2. Gundy Hazel (Solid) – Human Monk 3
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    3. Primus Ivoriil (C.Z.) – Half-elf Paladin 4
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    4. DAL59 – Human Wizard 3
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    5. Sonic – Dragonborn Rogue 1
      1. 302 XP, xx GP, 10 Downtime days
    6. Ayberk – Human Paladin 1
      1. 212 XP, xx GP, 10 Downtime days, 0 Renown
  3. Monsters
    1. Lizard:

      50/6=8.3333

      Shadow

      400/6=66.6667

      Mimic

      450/5=90

      Topi

      600/4=150

      Xorn

      1800/4=450

      Shadow

      200/4=50

      Slug

      700/4=175

      Ghost

      1100/4=275

  4. Treasure:
    1. From Treasure room, everything converted to GP is 1,960 GP. Divided by 4 = 490

Storm King’s Thunder #1 – A Great Upheaval 1

  1. GM: Andrew (DCI #:5109855060)
  2. Players:
    1. Sparlock (Chad): Half-elf Warlock Hexblade 1
    2. Zarr (Daniel): Half-elf Bard 1
    3. DAL 59 (DAL): Human Wizard 2
    4. Phenaus (Brandon): Dwarf Cleric (Grave) 1
    5. Arara (Wolffine): Drow Sorcerer 1
  3. 1485 DR: The Year of the Iron Dwarf’s Vengeance
  4. Nightstone: A fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford.
    1. 5 traveling companions are making their way there after having heard rumors of goblins terrorizing the settlement. The High Steward of Nightstone, Lady Velrosa Nandar, a Waterdhavian noble has offered a reward to anyone able to deal with the goblin threat.
    2. Leaving the main road for the trail to Nightstone, the more perceptive of the group begin to hear the tolling of a bell a few miles into the 10 mile journey. It continues unceasingly for the remainder of the trip…
    3. Cresting the last hill reveals the town situated on a small rise in the middle of a large river, forming a natural moat. A wooden palisade surrounds it, with a lowered drawbridge flanked by stone watchtowers. Further to the right, a stone keep overlooking the village is partially collapsed; likewise the wooden bridge that connects the keep to the village.
    4. No activity other than the continuous ringing of the bell is seen or heard.
  5. Goblins!
    1. Making their way through the towers into the abandoned town square, the group encounter a pair of large wolves tearing at the corpse of a dog – no doubt, an unlucky pet. Noticing the arrival of the group, the wolves aggressively attack!
    2. The sounds of fighting draw out several goblins from the surrounding buildings! More mayhem ensues, but the party is victorious in vanquishing the little monsters.
    3. Curiously, there are enormous 5-foot rocks scattered among the town square – as well as similar boulders smashing through the roof and walls of several of the buildings. There is also a large gouge in the ground some 6 feet deep in the center of the square.
    4. Investigating the buildings leads the group to find a pair of goblins swinging from the bell-rope in the church. The entranced goblins have long since been deafened by the bell over the past several hours that they don’t even notice the party.
    5. Questioning a captured goblin, she reveals that “Boss Hark” sent them to the human’s home 2 nights ago to look for treasures when the humans came to their home in the caves o the north. The goblins didn’t kill the humans here, and she doesn’t know why they went to their home. Letting her live, she tells them her home is in the dripping caves a mile north of the village.
    6. The party barricades themselves in a building to rest.
  6. Epilogue:
    1. XP: 10 Goblins (50 xp each) & 2 Worgs (100 XP each) = 700 XP Total; 700/5=140 Each
    2. Treasure:
      1. Goblins carry:
        1. Stolen utensils

          0

          3 Vials of perfume

          5

          Battered copper flagon emblazoned with grinning visage of a halfing

          1

          gold wedding ring

          25

          Coin

          0.39

          3 blocks of incense

          15

          Silver amulet shaped like a unicorn’s head

          25

          “poor box”

          .52

          Sack of food!

        2. 81.91/5=16.382
    3. Downtime: 5

Princes of the Apocalypse #2

[Game date: 2016 Apr 17]

[GM Law’s write up]

A southern breeze blew warmly as our heroes returned from Lance Rock. Having driven the mad necromancer out of the area, the heroes returned slightly changed for the better. Feeling the shame of having a foe escape from his grasp, Hoggle decided to change his name to Visk. As the party entered the inn, they happened upon a pair of humans who were discussing their longing for work. Having a need for bodyguards and meat shields, Visk implored the pair to join them and the group became slightly bigger. Chango and Kirke were glad to be able to find the work and be able to support themselves. While Visk and Korek drew and posted crude wanted signs around town warning them of the incontinent necromancer, Kirke found daytime work at one of the local quarries. The night passed uneventfully.

As the first rays of sunlight pierced the windows of the inn, Kirke went off to work while the others decided on a day of shopping. After Brother Faruk’s near death encounter at the hands of poor medicineship, Visk was able to procure 2 healing kits from the local scrounge shop. On his way back to the inn, a giant sinkhole opened up in the middle of town, sucking four hapless children and a woman. Kirke, being hero to the damsel in distress, grabbed rope to help those in the hole but was unable to keep his balance and fell in. Luckily he found the soft earth to be a great target and was unhurt. Several of the town elders were asking the townsfolk to back away from the hole as they attempted to rescue the victims. Visk, Brother Faruk, Chango, and Korek went into the holy after Visk spotted stone door along one of the far walls. Thus a rescue mission became a journey of exploration.

At the first junction, two stone dwarves guarded the sides of the passage. Noticing these were doors, the party decided to go down the right path. This led them straight to an abandoned privy. Not ever abashed at the prospect of secrets and treasure, Visk lowered himself into the toilet and found nothing. Retracing their steps, the party took the left door and soon came upon a grisly scene. The smell of rotting flesh permeated their nostrils as two giant rats were feasting on a pile of human bodies. When Kirke went to push them away, they turned around and attacked him. As the rest of the party pushed forward to help him, Visk found himself surrounded by three rats and each feasted on one of his lower appendages. The party was able to dispatch them but our brave wizard was feeling a bit diseased. After a quick rest and diagnosis, the party pushed forward into a room with a floating rock. Unable to enjoy the simply pleasures of watching a rock float in the middle of the room, Korek went and removed the rock. Moving into its space, he realized that he as floating just as the rock had. This area permeates a magic of an earthly nature.

As the delved deeper in, our heroes came upon a room with an enormous statue of a dwarf. As the rest of the party marveled at its posture, Kirke noticed the glint of an arrow and warned the party of the impending ambush. The fight was long and arduous. Korek was knocked unconscious and hope seemed lost as our brave knights kept falling prone thirty feet away from the enemies. Eventually they decided that they were men and engaged them. Thanks to Kirke’s shield bashing ability, the leader was finally dispatched and the remaining group was defeated. As they searched through the bodies, a familiar sign was emblazoned on each of the dead enemies’ armor. It was a triangle with a small vertical line at the base.

After a short rest, our party collected the treasure at the feet of the statue including a very nice dagger. Choosing the eastern door, they opened it to find a balding, frail old man who began to beg for his life. Weary of deceit, the party questioned him profusely until they determined that he might just be slow in the head. As Baragustas lead them through the central corridor, the party came upon a humongous stone. Next to the stone was a half orc keeping watch and a child pinned on the floor by stones. As the poor boy cried for help, our “heroes” questioned the half orc about the underground ruins. They found out that some of the townspeople were in a group that called themselves the Believers. One of the leaders of the Believers was Rotharr Hatherhand, the father of the child. After tying up Grund the half orc and Baragustas, our so-called “heroes” left the kid pinned under the stones and went back toward the east, looking for the Delvers, a mystical group of bodies that were believed to be able to tell the future. They were also interested in the so-called prophet, Larrakh.

Opening the door led into a giant chamber. There were rocks floating slightly above the ground and six bodies could be seen on stone tables. While sneaking and exploring, the scout Korek came across a hiding guard and the fight was on. Between Larrakh’s magic and the party’s horrible horrible horrible luck, the party was almost destroyed. Brother Faruk found himself using his healing to pick up Visk and Chango during the fight. As the party began to fall, Larrakh sensed his impending victory and could not help but gloat. “Your deaths shall signal the rise of the Cult of the Black Earth!” However, Brother Faruk had heard enough of the blasphemy and channeled the powers of his fingers into a single blast of energy. The bolt struck Larrakh square in the mouth and the cultist beat a hasty retreat as his followers began to fall. Although Larrakh escaped, our heroes have gathered some information on sinister activities that have happened in Red Larch.

Returning to the surface, the party tells Constable Harburk about the cult that has been hiding under the town and the dead bodies that have been found. The Constable suspects that the Believers may be involved and begins a thorough investigation. Harburk questions both Grund and Baragustas and finds out that although both aided the Believers, none of them were directly involved in the murders. Haburk continues his investigations over the next several days as the party rests and decided what their next plan is…

OOC:

Everyone should now be level 3. This is the last time any changes can be made to characters.

Total Gold for the night and special treasure (including any you have already spent)

440cp/253sp/97gp from dwarven statue

6 small green agates and 2 polished moonstones (130gp total)

dagger +1

54sp from Larrakh’s party

4 Mirabar trade bars

Assorted weaponry

Until next time…

Princes of the Apocalypse #1

[Game date: 2016 Mar 26]

(Law starting a new D&D 5E campaign for us to try out. Here is our story which he has written. I posted it here for our reference.)

A group of friends living in Waterdeep were summoned to Red Larch to help an acquaintance of Hoggle. Traveling as a group, Hoggle, Korek, Brother Faruk and Pitus the Fourth made the week long journey to Red Larch. When they arrived, they heard rumors of banditry and robberies as well as strange occurrences happening at a place called Lance Rock.

Needing money to purchase splint mail, Hoggle convinced the constable to offer a reward for helping to clear out some bandits. Heading to a site of known bandits, the group stumbled upon a gang of four bandits and a caged bear. While sneaking in for a closer look, Korek literally stumbled and the fight was on. During the fight the bear broke free of his cage and began to wreak havoc across the battlefield. In the end, both beast and bandit were defeated and Hoggle had enough gold to purchase his armor from the friendly neighborhood half-orc arms dealer.

Not content with dealing with bandits, the heroic party decided to investigate the rumors of strange occurrences at Lance Rock. Approaching the stone, they came upon a sign warning them to stay away else they contract the plague. Ignoring reason, the party pressed on and found a cave near the base of the rock. Wandering in, they encountered zombies and skeletons as they tried to find the root cause of the disturbances. Strategically retreating more than once and almost succumbing to a roaming wolf pack, the party finally encountered the Lord of Lance Rock who bid them to leave him in peace. Being the prudent and accommodating heroes that they are, the group decided to retreat one last time and allow the “Lord” to escape. When they returned, all they found were a few skeletons they quickly dispatched and a hovering stone with an unknown sigil that disappeared after the stone was removed. They returned to Red Larch, warning the townsfolk to beware of the Lord of Lance Rock and with pockets every so slightly heavier.

OOC: The party currently consists of 2 rogues, 1 bard, and 1 wizard. Seems tank/fighter light.

Everyone should be at level 2 now.

Background is randomly determined, if you roll 1d12 I can let you know your character background.

Starting equipment is based off choices from class and background, no starting gold unless otherwise stated.

Point buy is fine.

Healer makes life easier. Not sure if you had Cure Wounds Andrew.

Allowed to change anything about character until level 3.

HP after 1st level will be rolled in my presence. Roll or half, whichever is higher.

Total Gold for the night and special treasure (including any you have already spent)

25gp for bandit ears

99cp/74sp/113gp for bandit treasure

165sp/78gp from Lance Rock

4x 50gp gems from Lance Rock

driftglobe

Total: 99cp/238sp/416gp

Divide by 4

Pathfinder Society #11–The Riddle

[Another old post whose pictures I recently dug back up. Originally posted on the Dwarven Forge forums 2009 Dec 26. Game date 2009 Dec 20]

I just started a Pathfinder Society group in Indy. For the first mod, I looked for something that would showcase the Return of the Ancients set. PFS #11 is called the Third Riddle and it takes place in a Giant Sphinx – perfect! The blurb reads:

When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion’s greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion’s notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?

The adventure was fun – a few times it got fairly hairy, but the PC’s succeeded.

For the water, I just googled for an image of water, print it out, and cut to desired shape.

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Pathfinder Society #39–The Citadel of Flame

[Originally posted on the Dwarven Forge forums 2010 Jan 27]

I’ve had the fortune of getting to game a lot over the past few weeks. Last weekend I got to run the Pathfinder Society mod The Citadel of Flame. It’s named after a temple to the devil Moloch that was buried 300 years ago after a group of Dervishes devoted to Sarenrae raided it in an attempt to stop the evil occuring there. After those 3 centuries, it has been re-discovered with worship of Moloch starting up once again.

I chose to run this mod because not only was it a lost temple, the “final room” had lava flowing onto the rocks and I could get to use both my RoTA and DOE Hellscape sets! Here’s some of the pictures.

The set of stairs in the large entry hall is supposed to represent a spiral staircase.

What in the devils is that thing?!?

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They flying demon creature retreated across a gaping break in the bridge!BILD0954

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The upper chambers where a portal to the Hells was opening!BILD0960

Overall layout of the temple – that “corridor” in the middle is secret room from which the party was watched and attacked.BILD0959

 

While preparing for the Pathfinder Society event, I ran a brief introductory D&D 4th edition game for some new players (plus one who had been out of RPGs since AD&D 2nd ed). I threw together a quick lair of a gnomish experimenter who had stumbled upon a way to create automata that when crazy!

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