Campaign of grognards for Sunday evenings.
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Forward, then back, then forward
We continue down the tunnel. We travel a bit and notice that it seems to open up a bit ahead. While we are checking out the widened cavern, a Xorn steps out of the wall and attacks us. He is quickly joined by two more. We have a tough time of it, but we manage to do enough damage that the last upright Xorn takes the other survivor (who was unconscious) and vanish into the wall.
After some discussion, we decide to go back to the tower basements to rest and regain spells.

Swordsday, 29th Falkhyn, 1197 md

Gefilte does some maintenance healing, then we head back down the tunnel. We explore down one of the side tunnels, and find a pack of Delver fighters and crossbowmen. Combat ensues. With the help of some sleep spells, we take them out, but haven’t looted the bodies yet.

Plot points:
We found a passage in a book about ‘agathareon’ in the wizard’s tower after we disposed of the wizard. 
There was a portal pool and magical mirrors in the wizard’s tower. The telescope in the wizard’s tower was pointed at a peak in the mountains to the northeast, from which a thin trail of smoke arose. This peak is beyond the source of the Sorel River.
Session: Game Session - Sunday, Apr 23 2017 from 5:00 PM to 8:00 PM
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Below the wizard's tower.
We are still busy fighting demons. We dispatch them, then search the room. We don’t find much loot, but the formerly tortured corpse does have some items on it.

After some more searching, we check out the other room off the ice room. On the southern wall is a massive rack holding many bottles of wine. Gefilte starts looking over the bottles to see if there is anything he recognizes as good. While he is doing that, a Black Pudding oozes out from the far end of the rack. Combat ensues. We dispatch it, but its tendency to divide when Arkane hit it made that more difficult. Gefilte did manage to find a rare vintage bottle of wine, and stows it.

We decide to have an overnight rest here.

Fireday, 28th Falkhyn, 1197 md

We descend another flight of stairs to find a short hallway with a door at the end. We check the door for traps, and enter. We find a library of some sort; the shelves appear to be made of bone. Beska scans for magical items and retrieves the books that are indicated. Most of them deal with necromancy, but there is one with devine writings; Gefilte determines that it is a Tome of Understanding. He resolves to study it.
The room has another door. We check it out then go through. Here we find a room where dark rituals seem to have taken place. There are body parts, dark sigils, and other macabre tools. Gefilte starts casting Consecrate to try to make the room less evil. The rest of us case the joint.
In the next room, we feel a feeling of peace and sadness come over us as we enter. On the far wall, we see what appears to be a winged small child bound with dark magics. Gefilte and Arkane see that the dark shackles are the only part of this room radiating evil. Gefilte recognizes the creature as a cherub. Beska uses her magic to release the cherub from the shackles. We talk to the cherub a little. He tells us there are still a number of evil creatures still wtihin the tower, but he only knows of one mage here. We ask him if he would like to help us clear the tower. He replies that he has to get back to his home plane, but he tells us that the wizard who we killed was the pawn of a greater evil. In reward for helping him, he cast a protection spell on us and then disappears.
We scout out the east exit of this room; it goes back to the hallway from which we came, and leads to a room full of funguses. We decide to check the other exit before going that way. We open the west door and find a room that had been used as a summoning and binding chamber. Whatever was originally bound in this room managed to tear open the stone floor and dig a tunnel out. After briefly scoping out the fungus room, we decide to explore down the tunnel in the summoning chamber.

Plot points: staircase leading down from the tower.
We found a passage in a book about ‘agathareon’ in the wizard’s tower after we disposed of the wizard.
There was a portal pool and magical mirrors in the wizard’s tower. The telescope in the wizard’s tower was pointed at a peak in the mountains to the northeast, from which a thin trail of smoke arose. This peak is beyond the source of the Sorel River.
Session: Game Session - Sunday, Apr 16 2017 from 5:00 PM to 8:00 PM
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Further exploration of the tower
We’re still in the wizard’s master bedroom. We try to dig around in the closet, but Taranee disappears when she touches something in it. We can’t figure out what happened to her.

We scout out the room to the northeast. We find a number of cloaks and staves in it. Beska and Jeff loot what they want. Jeff does find a hidden door in that room, too. Behind it is a room with a coffin-sized metal chest. Near the chest on the floor is a backpack with supplies. It all looks very familiar; it is Taranee’s equipment. Kelmar opens the chest, but triggers a magical trap. A ball of electrical energy fills the room, doing damage to both Drox and Kelmar. Within the chest is a large pile of gold pieces and a pair of gloves, a potion of healing, a glass ring that is very hard to see, and a wand made of ivory carved in the shape of an icicle.
In the room to the south, we find a landing for another staircase going up. We ascend to see what’s there. We go up the stairs and find another landing with another staircase up. In the middle of the landing is a door. There are also three alcoves, each completely covered in spidery crimson runes, obviously magical. Gefilte tries to divine what the runes do, and he gets a mental flash of fire and tortured beings. Beska recognizes the sigils as used for summoning demons.
We check this door for traps, but it is not trapped, and it is not locked. We open it and find an elliptical room with a pool in the center and another door on the far side. The pool looks very similar to the pool in which Myshkin disappeared.
Through the door on the far side we see another room. It has three alcoves with mirrors in them. The mirrors do not cast reflections, but have thick swirling mists behind the frames. Drox tries throwing an axe at a mirror and it just bounces off the glass.

We go up the next set of stairs and find outselves on the roof. There is a telescope up there, pointed at the mountains to the northeast, specifically at a particular peak, from which arises a thin trail of smoke. This peak is beyond the source of the Sorel River.
We retire to the bedroom to do an overnight rest.

We decide to go down the stairs to the basement. At the bottom of the first flight of stairs we find a door. It is reinforced. Drox bashes the door down and we see a short hallway leading to another room. There is a thin layer of ice on the floor, walls, and ceiling. There is a stone column in the center of the room and two doors on the far wall. There are hooks spaced around the walls and ceiling, many of them holding meat, some including human and goblin corpses.
Drox opens one of the other doors. It leads to a small room with two more doors and a couple stone gargoyle statues. The gargoyles come alive and attack as soon as Drox tries to open another door.
After we dispatch the gargoyles, we hear what sounds like Taranee’s voice coming from the door Drox was banging on. He finishes breaking it down, and we see within a rotted corpse manacled to the floor in the corner. It is straining towards Taranee who is naked in the opposite corner. We defeat the undead corpse and give Taranee her clothes back. Taranee, now rejoined the party, checks the south door for traps and unlocks it. Drox opens that door to a torture chamber with all the trappings. Also in the room are three demons, who promptly turn and attack us.

Plot points: staircase leading down from the tower. We found a passage in a book about ‘agathareon’ in the wizard’s tower after we disposed of the wizard. There was a portal pool and magical mirrors in the wizard’s tower. The telescope in the wizard’s tower was pointed at a peak in the mountains to the northeast, from which a thin trail of smoke arose. This peak is beyond the source of the Sorel River.
Session: Game Session - Sunday, Apr 09 2017 from 5:00 PM to 8:00 PM
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Confronting the wizard
We’re still clearing the tower. We had just killed an imp in the library and quickly cased it for anything interesting.
We go back downstairs to review the weapon room, and Beska has Eddie check it out for us. Eddie/Beska detects that some of the weapons are magical. While we’re scouting it out, Taranee finds a hidden door adjacent to the room. Drox and Arkane enter the room. Nothing notable happens, so we collect the magical weapons. While they’re looting, they come across some yellow mold and have to save against poison. We deliberate about the mold. Gefilte knows that fire will kill it, so we burn it out as well as we can. Arkane was infected by the mold, but he used his paladin healing ability to get rid of it.
After looting all we want out of the weapons room, we check out the secret door and see a staircase leading down into darkness. We decide to clear the tower before heading downstairs, so we head up to the third floor. Taranee scouts out up the stairs first. The door at the top of the stairs is locked, and the only noise she hears inside is a regular noise, like something mechanical. Taranee unlocks the door and clears away from it so one of us can lead the way in.
Drox enters the third floor. He sees a figure in robes on the far side of the room who is in the process of quaffing a potion. When he drinks the potion, he disappears. Combat ensues.
This fight proceeds with difficulty, given the invisible wizard, especially when he calls a flesh golem to his aid. Finally he takes a swing at Arkane, turning him visible. We manage to take him down with the help of a web.

We then search the room for useful items. Taranee manages to set off a trap when she’s opening the wardrobe. That beats us all up pretty bad, and Gefilte and the Love snake use up all their heals repairing people. We find a spellbook and a journal in the wardrobe, which reveals a bit about this wizard.

We decide to bunk down for the night here.

Plot points: staircase leading down from the tower. We found a passage in a book about ‘agathareon’ in the wizard’s tower after we disposed of the wizard.
Session: Game Session - Sunday, Apr 02 2017 from 5:00 PM to 8:00 PM
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finally at the tower
Wineday, 26th Falkhyn, 1197 md
We wake up and continue on our way. We journey for a while, then see a small, ruined tower where “The Tower” was supposed to be. We keep an eye out for anything suspicious as we approach.
As we get closer, the tower seems to become more impressive, leading us to conclude that the initial appearance was an illusion. The tower rises four stories into the air, barely breaking the treetops in the forest. The only entrance that we see is a stone door at the top of a ramp.
Before we enter, Kelmar flies up to the top of the tower. He sees a telescope there, of fine craftmanship, but nothing else. He flies back down to rejoin the party. Beska sends Eddie the raven up to an upper tower to check out the interior. He sees an alchemy laboratory with all sorts of accouterments. It looks to be in active use, but not at the moment. He flies up to another window and sees a library full of books. In the library is a small red imp scribbling with a quill.
Taranee checks the door to see if it is openable, but doesn’t see a way to open it. We ask Drox to open it for us. It doesn’t look like that will work, so we discuss our options. Beska tries sending Eddie through to see if he can reconnoitre. He scouts the arrow slits in the front; they open into a room that has not been used in some years. At each arrow slit is a weapon rack with a crossbow, cocked and ready. The door to the room is closed.
Taranee and Kelmar decide to climb and fly, respectively, up to the alchemy lab. They do so, and enter the lab from the window. There is a cauldron in the lab full of a viscous grey liquid, looking very much like stone. They exit the lab to a hallway, then follow the hallway to a parlour. Nothing of interest is in the parlor, so they exit to a stairwell going down. They go down the stairs and find a large hall with three doors to the south. It is fairly ornately decorated with a table on a rug. The table has decanters, a tobacco jar, and pipes. There are wizardry-themed tapestries on the wall, and candles floating around the room at about seven feet. They do not hear or see anyone in it initially. As they enter, they see a fireplace against the north wall. They sneak in and start testing the doors.
They open the first door and see a room with glowing arcane runes in the floor. The runes lead to a statue against the far wall. Also in the room are two murder slits oriented towards a central passageway. They check the far door next. They find a very similar room, murder holes towards a central passageway, but the walls are lined with racks of weaponry and there is a smell of mold lingering in the air with a layer of dust on the floor.
They decide they want to bring the party up into the alchemy lab on the second floor. They lower a rope and start getting us up. When Drox ascends, someone tips over the cauldron, releasing a grey ooze which starts attacking us. We take care of the ooze and get everyone else up the rope. Then we decide to take on the imp in the library. We rush in the door and take him by surprise. We take care of the imp very quickly and check out the library. We look through the library and see what we can loot.
Drox checks out the room with the arrow slits. When he enters, the crossbows immediately spring from the weapon rack, hover in the air, and attack us. We fight briefly, then just leave the room, closing the door behind us.
Session: Game Session - Sunday, Mar 19 2017 from 5:00 PM to 8:00 PM
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