Duchy of Gath

Runes of Oblivion
Mister Fuzzy Pants joins the group

January 4, 2014: 1:00 – 5:00 pm
Christian: “DL” (Death Lizard)
Ethan: Xavi
Conrad: Amram
Noah: “MFP” (Mr. Fuzzy Pants)
Adventure: Runes of Oblivion

This session began with DL, Xavi and Amram returning to the village of Haven with their loot from the previous adventure, as well as one of the captured brigands. Tired from their trip, they decide to go to the inn for food and rest. On their way, they cross paths with an old man who appears to ignore them. They enter the inn……

Meanwhile, MFP, a local tracker for hire is having a steak dinner and ale while listening for rumors of potential employment. He looks up when he sees a travel-worn trio (elf, human and large humanoid) enter the inn’s common room……..

Xavi awakes in a dust covered room he has never seen before, surrounded by his two companions and a stranger who is not a full-blooded elf (which is disturbing to Xavi), as well as several piles of bones throughout the room. Shortly thereafter, DL awakes. Amram and the stranger do not seem to be awakening, so Xavi begins shaking Amram to wake him up. Amram then awakes and within a minute or two so does the stranger (MFP). MFP awakes clutching a crinkled, hand-drawn map in his hand showing the location of a mountain hideout about 1 day travel from Haven. The map has the words “Blue Troll” scribbled at the bottom, in Amram’s handwriting, although Amram doesn’t remember writing it. In fact no one remembers anything after being in the inn in Haven.

The group explores the area and discover runes in the walls and ceiling of the passageway to the room. DL senses a tingling residual but weak magic as he passes the runes. The group backtracks, following their footprints, disturbing a colony of bats and discovering that the entrance to the tunnel is concealed by a waterfall and looks out upon a calm lake. MFP recognizes the lake as “Silent Lake” which is identified on the map.

They bravely decide to re-enter the hideout, discovering a disused, dust covered kitchen and pantry behind unlocked doors. They light torches in the kitchen as well as the cooking fire, but decide to put out the cooking fire when they realize that smoke from the fire is going up the smoke vent and could be seen outside.

They return to the first room and as they are crossing the room, the piles of bones on the floor animate and become skeletons! The skeletons waste no time in attacking. Amram fires his crossbow at one skeleton but it passes between his ribs and hits the wall behind causing no damage to the creature. The group fights with the skeletons, shattering them with hits of more than 8. Amram fires an aimed shot to the head of one of the skeletons, knocking his head off. The body continues to wander around aimlessly, blindly bumping into a corner. DL tries a sweeping blow but misses both, then rolls double damage on one skeleton embedding bone fragments in the stone walls. Xavi and MFP also cut down several skeletons and within a short time the battle is over. Amram took some damage so he healed himself.

The group then accessed the other door from the room. It is locked but Xavi rolls successfully to pick the lock, and the door swings in. The groups finds a nicely finishes apartment, with pictures on the walls and carpets under the thick dust. The first room they explore is identified by DL as an alchemist’s laboratory (Amram rolls low and identifies that on the bench is a full alchemist’s set) Several bottles of potions are discovered and looted. The group decides to explore the library next, Xavi lights a floor candelabra, illuminating a 4 foot tall statue of a reading troll. The group finds several mundane books on the shelves (DL picks up the human language dictionary and Xavi leafs through the elven cookbook recognizing a couple of dishes his Mother used to make), and several scrolls. During their search they disturb a colony of 20 rats who immediately attack (5 per person). Short work is made of the rats, with Amram being the only member to receive any damage. DL rolled double damage on one of this attacks, completely squishing the rat and making a mess.

The group then decides to return to the laboratory to see what is behind the door in the lab. The room contains a pile of junk, broken chairs, barrels shelving etc. MFP spots a jar containing something and picks it up. As the party is looking at it. Amram and Xavi are overcome with the need for MFP to open the jar and both demand that he open it. MFP opens it and tenticles come out of the jar wrapping around MFP’s arm. MFP tries to throw the jar but the tenticles are wrapped too tight and he is unable, so he draws his dagger with his free hand says “Im going to stab it!” Amram makes his IQ roll and snaps out of the mind control spell he was under, but Xavi does not, and fires his crossbow at MFP, doing 5 damage (MFP stops 4). DL bear hugs Xavi preventing him from firing again, and MFP stabs the creature doing 4 damage, which is enough to kill it.

The group decides to backtrack, based on MFP’s premonition that there was a secret room near the entrance. After looking at the entire area thoroughly a secret door is discovered and within is a chest with potions inside. The group loots the potions and they decide to go back to the library and explore deeper in the hideout.

They discover an old bedchamber with tapestries on the wall, paintings and a chest. The chest contained moldy, rotten rags and a curiously preserved pink flowered bathrobe. Amram takes it since no one else wanted it. Continuing on they open a door to a hallway and their torchlight reveals a small room with a very large statue of a troll. After some discussion, the group decides to move back into the hallway and fire a crossbow at it. nothing happens. DL decides to touch it. nothing happens. Three of the party decide to push it over, thinking there might be something under the pedestal it is standing on. It does not budge. All 4 of the party try. It still does not budge. The group gives up and decides to pick the lock on the double doors in this room. Xavi begins to pick the lock and fails his DX roll, and immediately the group hears the sound of rumbling stone on stone scraping. They turn to see that the statue has come alive! The troll has initiative and shifts to block the party from escaping the room from the only available exit. DL attacks, hoping for his traditional double or triple damage but only does his normal damage of 12 hits on the troll. Xavi and Amram fire their crossbows adding damage to the troll. MFP throws two throwing stars at the troll and both hit, but bounce off. The troll attacks DL with his huge spiked club (3d6+4 damage) and hits, putting 16 hits on DL, knocking him down, 2 hits away from death. Everyone is aware that DL will be dead on the next turn if something doesn’t happen. During the movement phase of the next turn, the troll decides to stomp DL, but misses as DL rolls away from the final crushing blow. Xavi fires and hits. The troll is now still 15 points from death, so Amram decides to aim his crossbow for the head. He hits and the troll falls unconscious. Xavi, and DL finish the troll off and they begin burning the body (otherwise it will regenerate). The trolls body is blocking the only exit from the room. The room begins to fill up with smoke, but the ceiling is high so they figure they have time to open the doors. While Amram tends DL’s injuries and MPF watches the troll remains, Xavi successfully picks the lock. Inside they find a large painting of a crying troll (which is very unusual) and a chest. The chest holds 400 or more silver pieces, 3 silver rings, a silver shortsword, and silver chainmail. The party speculates on the meaning of the painting and decide to splash contents of their yellow potion and orange potion, with no effect. In frustration MFP stabs the painting with his dagger, ripping a large hole in it.

The party leave the hideout with their loot and travels back to Haven without incident. Upon arrival they head to the inn, where they slip up in their discussion of the adventure with the inn-keeper, who accepts a bribe from each of them to keep quiet about it. The party discovers that they were sent to the hideout by Jebediah, a local art collector, who wanted them to find and bring back the legendary “Blue Troll” painting, worth 4800 gp ($48,000). They get rooms for the night, concerned about what their mission was and what Jebediah will say when he sees them….

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Escape from the Brigand Hideout

August 4, 2013: 1:30 – 3:30 pm
Christian: “DL” (Death Lizard)
Ethan: Xavi
Conrad: Amram
NPC: Creep
Adventure: The Brigands of Lyrkenfenn (continued)

This session began where they last left off. In the last session the Party had completed rooms 9 rooms (not all) of the Brigand’s Lair and had possession Belgor the brigand leader (unconscious) and two emaciated captives of the brigands.

They started this session on the stairs leading out of the lair. As they struggle up the steps, overloaded with loot, the unconscious body of Belgor the brigand leader and two teenage captives of the brigands, they hear the sound of yelling and dogs howling in the lair behind them. In the lead are DL and Creep. Hurrying forward, Creep is carrying Belgor and tosses him out of the hatch to the outside from the stair and is surprised by a volley of arrows from above. Two of the arrows hit him, but he is unharmed. As he pulled the body back down into the stair, Xavi and Amram see 4 attack dogs at the bottom of the steps. They fire their crossbows at the dogs, killing two of them. The remaining two dogs leap over the bodies of the dead dogs to continue their attack. At this point the two captives begin screaming as they see two brigands at the open hatchway at the top of the stairs. DL casts a 3ST fireball at the first figure. The fireball misses, shooting up between the first brigand’s legs and hitting the second brigand in the chest, knocking him on his back and making him drop the torch he was carrying. At the same time, Amram and Xavi fire at the remaining two dogs, killing them as two brigands at the bottom of the steps fire back at them. Amram and Xavi are hit, but are not hurt badly. Xavi shifts to avoid being shot at, but Amram is left exposed to fire. Amram gets triple (rolled a three) damage on one of the bowmen killing him, and Xavi kills the other. At the top of the steps DL swings his sword at the first brigand, rolling triple damage and cutting him in half. causing the captives to scream even louder. At the bottom of the steps, two more brigands arrive, one carrying an axe and the other carrying a quarterstaff. Xavi yells for them to stand down because the group has their leader, and then he and Amram fire on the brigands before waiting for a reply. Xavi hits the axe man, knocking him down and Amram hits the quarterstaff wielding brigand. After another turn, the two brigands are killed. No more brigands arrive the next turn, so Amram heals 2 hits on Xavi and himself.

As the party is deciding what to do next, one of the brigands above throws a grenade into the hatch. It lands between DL, Creep and the two screaming captives. The grenade explodes, hurting DL and Creep, killing one of the captives and knocking the other unconscious.The group tells Creep to stick Belgor up through the hatch to to show the brigands that they have their leader. Another volley of arrows are fired at the hatch, and two hit Belgor, Killing him. Xavi yells up at the bowmen “See, you killed your leader!” The response is “That’s good to know! Now I am the leader! Now throw out your weapons and come out with your hands up!” Creep decides to use the grenade he has been carrying. He lights it, says “I’ll throw out a weapon!” and tosses it out of the hatch in the direction of the leader’s voice, rolling a 5 (double damage). The grenade lands in the midst of the 4 brigands causing 4 dice damage to each of them. Three are killed and one is knocked unconscious. 3MH away, the brigand who was hit by DL’s fireball takes 1 die damage which kills him. Creep kills the unconscious captive against the wishes of the group, because nobody wanted to carry her.

The party emerges from the lair and loots what is left of the blasted brigands. They find a freshly killed deer that the brigand hunting party brought back and after some searching find a horse tied nearby. They try to load the horse, but it snorts and tries to kick them. (bad reaction roll), so they decide to light a fire and camp until morning. Xavi suggests that they cut down the unconscious guard they left in the tree. Creep wants to kill the guard but is overruled by the rest of the group. Xavi takes first watch. After two uneventful hours, Amram takes watch. At the end of the first hour of Amram’s watch, he hears howling. He wakes the rest of the party and they see movement of animals just beyond their firelight. Xavi throws two pieces of the deer carcass toward the wolves, hoping that the meat will distract them, but this does not work. Six dire wolves surround them in a semi-circle and attack them in unison. Creep enters hand to hand combat with one, killing it, but is killed by a second wolf. DL is attacked by two wolves. He kills one and the other is killed by arrows from Amram and Xavi. Xavi is attacked by two different wolves but he is able to defend and knock them down, and then kill them, with the help of Amram. Amram kills two wolves.

After this attack, the party decides to move out before anything else happens. They successfully load the horse, and make an uneventful two day trip back to town.
END

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Xavi Joins in Lyrkenfenn

Amram, D.L. and Creep entered the The Village of Lyrkenfenn at dusk to rest and recover from their travels after sucessfully completing Death Test 1. The reptilemen disguised themselves by pulling hoods over their faces and wearing gloves. They went to the Lumberjack’s Rest Inn to inquire if a sleeping accommodations were available. The public area of the inn was occupied by about a dozen people of various types. After ordering food (the reptilemen ordered raw meat) and obtaining sleeping accommodations for the night, they were approached by an elf who was looking for a party of adventurers to assist him in attacking a Brigand hideout that he had discovered in his wanderings.
Equal shares of any loot were agreed on, and the party agreed to set out on the following afternoon for the two day (by foot) trip to the site.

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