Campaign of grognards for Sunday evenings.
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A library, and...angels!
We deliberate for a bit over what we’re going to do with this magic circle.
We suspect that the engraving refers to people who have dipped in the pool back in the rectangular room. Kelmar has already done so, and Gefilte and Beska try it too.
Beska steps into the circle and, while still seeing everyone in the room, she also sees a corridor stretching before her, superimposed on the room around her. Everyone sees the corridor before Beska.
Kelmar steps through into the corridor, disappearing from everyone’s view except for Beska. Then Beska follows him, and the corridor disappears from view.
Gefilte steps on the circle and we see the corridor once again, and we see Beska and Kelmar in the corridor. One by one, we step through the hexagram into the corridor. Gefilte is the last to go through the hexagram to the corridor ahead.
Once through, we see that the corridor turns ahead of us, ending in a door. The door is locked. After checking for traps, Sima does pick the lock, though the door still does not want to open. Drox assists in opening the door. On the other side, we see a square room. The walls are decorated with wall paintings. There are a couple of couches to rest on by the walls. In the center of the room is a black figure of a nude female with flowing locks. She seems to be made of deep black midnight ink, and we cannot see details on her. On the floor around the figure is what appears to be a summoning circle.
Drox reaches up to the figure and reaches out to touch her. He gets a very confused look on his face when he puts his hand up. His hand seems to touch the surface, but he doesn’t feel anything.
Beska also walks up and tries to touch the statue. The same thing happens to her. Jeff uses a detect magic ability, and sees that the statue (or whatever it is) is outlined in a magic aura.
We look closer at the wall paintings, and they all appear to depict Anadi at various stages in her life. The final painting shows Anadi wracked in pain, being ‘illuminated’ by a black light or shadow.

Jeff finds a secret door in the back center of the room, concealed in one of the paintings. On the other side of the door is a library. It might hold the information we were sent to find. Beska cast Detect Magic, and saw that a good number of items were, indeed, magic. We proceed to loot the library for what we can find. As soon as Beska pulls the first item off the shelf, a creature manifests, an avenging angel. Kelmar tries to talk to it, but it ignores him and concentrates on Beska, who was removing the book. We see another angel manifest, too. They both attack, of course.

We have just gotten done taking down the angels after a hard fight.
Session: Game Session - Sunday, Apr 22 2018 from 8:00 PM to 11:00 PM
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Epic!
Vanquishing trolls, more exploring
We’re still fighting the trolls. It is a long and wearying fight, with a lot of near misses trying to strike these invisible fiends. Finally we take them down and Gefilte takes the fighters upstairs for some healing.

We check for secret doors and clean up a little after the fight. We find a door heading to the west, leading into a natural cavern. We explore down the tunnel. It ends in a small cavern, possibly the trolls’ lair.

We go back to the room with the pool, where we encountered the illusionary rockfall. Kelmar checks out the pool, and finds that the back wall is illusionary, too. There is a corridor beyond it. When he scouts down that corridor, Drox finds a green slime dropping on him. We manage to get the slime off him with some difficulty. Drox leads us in exploring further into this cavern system. Finally we come to a chamber with dressed walls and a hexagram on the floor. Drox recognizes this symbol and tells us that he saw it in the chamber where he and Jeff were trapped. The difference is that this hexagram has a candleholder and candlestick on each point. There is an engraving which only Jeff is able to translate, “Let the defiled dwell in darkness; let the cleansed light the way.” Kelmar looks at it and tells us that it is a line from an ancient Elven poem.
Session: Game Session - Sunday, Apr 08 2018 from 8:00 PM to 11:00 PM
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Epic!
Frustrating illusions
We’re still in the room full of money, trying to figure out what the magic twist is here. After some debate, we move out and go down the south corridor of the west corridor off the entry corridor, which bends west. That corridor ends in a dead end, so Drox turns to the door at the end of this western corridor. On the other side of the door he hears what seems to be a baby’s scream, so he decides we need to go in. Sima picks the lock with difficulty.
We get through the door and hear a sound like the child being attacked by a monster, deep in the darkness. We advance slowly into the room. Suddenly we hear a noise behind us and turn to see some cockatrices. Combat ensues.

We find that one of the cockatrices is not an illusion like the others. Once we kill it, the other cockatrices disappear and we find that we are actually in a very small room, like a jail cell. The dead cockatrice is lying on the floor and we do not hear the baby anymore.

We proceed to the corridor we entered in again. We go down the east leading passage and open the door at the end. It opens into a larger room with a pool at the end. Near the pool, a section of the wall is broken down. When Drox reaches a certain part of the room, whirring blades shoot from the walls and cut Drox off at the knees. At the same time, blocks of stone begin to fall from the ceiling. Drox, Sima, Arkane and Blackmore fall unconscious from the blows. Gefilte and the rest believe it is all an illusion, though. We see a red dragon emerge from the broken down wall at the same time and get ready to breathe fire at us. He breathed, but none of us noticed it affecting anything.
Kelmar rushes in through the door to pull out our companions. We drag them back one by one. Their bodies do not appear to be damaged, but they are still breathing, aside from Blackmore.

Arkane is doing something in that room, and we drag our companions up the stairs for a healing ritual. He tries a healing circle, which helps most of the others, but the healing does not seem to be working on Blackmore. Blackmore seems to be dead, though none of us understand why. Geflite prays for insight and believes that Blackmore may have died of fright or mental shock. We heal the others up and head back down.

We try the door to the south in that corridor and go through it. This room looks to have a table set with a feast and a bed and reclining couch. Jeff determines that there is magic all over this room. Those of us outside smell the aromas of the food wafting into the hallways; it smells very enticing. Everyone else besides Gefilte and Kelmar go into this room. Drox eats for a little while and starts feeling contented and sleepy and decides to take a nap on one of the beds. Jeff decides to sleep in a bed, Arkane starts nodding off in a chair, and Sima looks like she’s nodding off, too. Even though Beska has come out of the room, she starts feeling really tired, too. Gefilte doesn’t know what in the world he can do with this, except just wait and see if Beska at least starts feeling better. Gefilte and Kelmar decide to keep watch outside the room for a while to see if anything changes.

Something in the room starts attacking the sleepers. It hits Arkane, which wakes him up. He opens his eyes, but doesn’t see anything. He stands up and looks around, watchfully. We can hear something vaguely moving around if we concentrate, but we can’t see anything. One by one, the sleepers in the room are woken by the commotion. There seems to be one or more invisible things in this room. They try to strike out, but are hampered by the fact that they can’t see the things. Gefilte is outside the room, but he’s just confused, not sure what to do.
Session: Game Session - Sunday, Apr 01 2018 from 8:00 PM to 11:00 PM
Viewable by: Public
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Epic!
Frustrating illusions
We’re still in the room full of money, trying to figure out what the magic twist is here. After some debate, we move out and go down the south corridor of the west corridor off the entry corridor, which bends west. That corridor ends in a dead end, so Drox turns to the door at the end of this western corridor. On the other side of the door he hears what seems to be a baby’s scream, so he decides we need to go in. Sima picks the lock with difficulty.
We get through the door and hear a sound like the child being attacked by a monster, deep in the darkness. We advance slowly into the room. Suddenly we hear a noise behind us and turn to see some cockatrices. Combat ensues.

We find that one of the cockatrices is not an illusion like the others. Once we kill it, the other cockatrices disappear and we find that we are actually in a very small room, like a jail cell. The dead cockatrice is lying on the floor and we do not hear the baby anymore.

We proceed to the corridor we entered in again. We go down the east leading passage and open the door at the end. It opens into a larger room with a pool at the end. Near the pool, a section of the wall is broken down. When Drox reaches a certain part of the room, whirring blades shoot from the walls and cut Drox off at the knees. At the same time, blocks of stone begin to fall from the ceiling. Drox, Sima, Arkane and Blackmore fall unconscious from the blows. Gefilte and the rest believe it is all an illusion, though. We see a red dragon emerge from the broken down wall at the same time and get ready to breathe fire at us. He breathed, but none of us noticed it affecting anything.
Kelmar rushes in through the door to pull out our companions. We drag them back one by one. Their bodies do not appear to be damaged, but they are still breathing, aside from Blackmore.

Arkane is doing something in that room, and we drag our companions up the stairs for a healing ritual. He tries a healing circle, which helps most of the others, but the healing does not seem to be working on Blackmore. Blackmore seems to be dead, though none of us understand why. Geflite prays for insight and believes that Blackmore may have died of fright or mental shock. We heal the others up and head back down.

We try the door to the south in that corridor and go through it. This room looks to have a table set with a feast and a bed and reclining couch. Jeff determines that there is magic all over this room. Those of us outside smell the aromas of the food wafting into the hallways; it smells very enticing. Everyone else besides Gefilte and Kelmar go into this room. Drox eats for a little while and starts feeling contented and sleepy and decides to take a nap on one of the beds. Jeff decides to sleep in a bed, Arkane starts nodding off in a chair, and Sima looks like she’s nodding off, too. Even though Beska has come out of the room, she starts feeling really tired, too. Gefilte doesn’t know what in the world he can do with this, except just wait and see if Beska at least starts feeling better. Gefilte and Kelmar decide to keep watch outside the room for a while to see if anything changes.

Something in the room starts attacking the sleepers. It hits Arkane, which wakes him up. He opens his eyes, but doesn’t see anything. He stands up and looks around, watchfully. We can hear something vaguely moving around if we concentrate, but we can’t see anything. One by one, the sleepers in the room are woken by the commotion. There seems to be one or more invisible things in this room. They try to strike out, but are hampered by the fact that they can’t see the things. Gefilte is outside the room, but he’s just confused, not sure what to do.
Session: Game Session - Sunday, Apr 01 2018 from 8:00 PM to 11:00 PM
Viewable by: Public
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A couple more fights, and magic issues
We’re still in the room with the levers. All the levers are currently shifted to the right. After Sima checks the lever on the east wall, Drox pulls it all the way. After a few seconds, it clicks back to the right. He tries again, and the same thing happened.
Sima thinks we should pull all levers at the same time. She checks them for traps, and Drox, Sima and Beska pull them at once. Nothing seems to happen, and they all shift back to the right. When that happens, however, we hear a popping sound similar to when we were playing with the levers on the statues and a secret door opened. This popping sounds more distant, though. Gefilte is thinking it was probably on the far side of this complex. Beska sends Eddie to scout. Eddie doesn’t find anything, so we scout back to try to find the new door. Kelmar eventually finds a new door in the hallway that leads to the room with the stairs going down (teleportaion trap).

Sima opens this door after checking it for traps, and Drox enters. He sees a spiral staircase going downwards. We descend. We find a hallway leading ahead with a door at the end, a side corridor to our right, and another side corridor further on to the left. The walls on this level have a glassy grey appearance. The spellcasters in the party, both arcane and spiritual, notice a distinct lessening of their connection to magic, so casting spells will be more difficult. As we go down the hallway, we see some volts emerge and head towards us. Combat ensues.

In combat, when Beska tried casting a magic missile spell, it backfired on her, so we don’t want to risk casting spells here. Healing potions did work, presumably because the magic is stored in the potion. We are guessing that wands and staves would probably work, too, but have not tested them.
After we defeat the volts, Gefilte takes the wounded upstairs where magic is safer and does a healing circle and a heal on Drox to take care of most of the damage.

We explore a little bit and uncover some more hallways and doors. The eastern corridor ends quickly in a door. The western corridor has a side corridor going north and one going south. We head up that northern corridor, which has branches going in both directions. The first western corridor there dead ends in two short branches. The eastern corridor ends in a door. The second western corridor at the end goes down a ways with two northern branches and a southern branch. The first of these northern branches has an eastern and western branch.
We try the door off the eastern branch of the first northern corridor and, after checking for traps, beyond that is another door. Drox steps forward to try it and the first door shuts behind him before the second door opens shortly, exposing another corridor. At the end is a room with piles of coins. As Drox steps forward, he is attacked by a flesh golem. Combat ensues.

Stalwart Drox does swing his axe
Crashing down with each new hack
With each strike his foe respond
Heavy blood from each drips down

It takes a little while for us to wait for the double doors to cycle to reinforce Drox, but some of us arrive in time to save him from defeat. Gefilte and Jeff arrive just in time to see the flesh golem collapse in defeat. We inspect the piles of coins. Gefilte takes the wounded upstairs for a healing circle and we take an overnight rest.
Session: Game Session - Sunday, Mar 25 2018 from 8:00 PM to 11:00 PM
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