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8/18/2017
No Namme
Zubin
Cinderland
Nicodemus

We are awoken in the middle of the night as the Inn is crumbling around us. The earth elemental found us and is attacking the inn! We finally defeated the earth elemental after several rounds. The inn has seen better days. No Namme offers his sword and chainmail to the innkeeper to help rebuild the inn. He allows us to stay the night and asks us to leave in the morning. We start on the road to windsong abbey. We pass a few travelers on the way. We start to hear about rumors about the windsong abbey. No namme talks to some of the locals about what they know of the abbey. Apparently locals are losing large livestock like cows!

We continue down the path and find two hill giants. After some discussion, we attach them. Nicodemus creates a giant pit and the giant falls into it and dies in the acid in the bottom of the pit.

Cinderland tries to track the giants footprints. We decide to camp near the windsong abbey. We approach the abbey and the town is in ruin! Half of the buildings are burnt. The lighthouse is strangely still working and the light in the lighthouse flickers different colors. The lighthouse appears to be 150ft tall and made of while marble.

Cinderland scouts ahead and reports back. She saw a giant sleeping in town. And a creature in the tower with thin legs and a sickle. And the abbey makes a sound when the wind blows, giving its name windsong. We decide to take out the giant first. We sneak up to where the giant is sleeping in one of the houses. Nicodemus cast haste and Zubin cast silence. We then enter and attack him! We find more giants and other creatures. Thanks to a silence spell and two fireballs, we are able to defeat them.

Treasure:
5,000gp worth of gems, gold and silver from the giants

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08/11/2017
Nicodemus
No Name
Cinderland


No Name decides to research in the library before he head back to .
We find out that the town was founded as a neutral ground. Members of the 20 widespread faiths could meet and discuss issues. the head priest of the Abby is the oldest of the groups. The Windsong Abby itself is build on a old site with mysterious sealed doors. We look it town to see if we can find any ion stones and have no luck.

Our party does some shopping and decide to head back down through the mountain. We are attached by Earth elementals and their leader a method. We finally defeat them by retreating and attacking with fireballs. We go to the inn and figure out when the next barge is leaving. We take the barge and our trip passes uneventfully. It takes us three weeks to travel by barge but we make it back to Magnimar.

Our first stop is to Pathfinder society and to speak with Highmark. We let her know that we have the shard of Lust and we know where the next shard. Highmark advises she found a dusty rose ion stone! She advises to stop by the town of Sandpoint. If there were any refugees from the abbey they would be there.

We spend a few days shopping and preparing for the next leg of our journey. No Name does some research, he thinks it might be a good idea to attempt to put our parts of the shards together incase it creates a stronger artifact. But we do not know the ritual to put it back together or know what magic is required.

We hear from someone who just came from Sandpoint. Apparently the Abbey was attached and there is a giant around the Abbey. We are heading to the Rusty Dragon at sand point to talk to Pilla. She went by the Abbey and saw something before she was chased off.

We buy mounts. Cinderland buys a horse and the rest of the party buys mules.

We arrive at Sandpoint with no issues. We get off the ship and head to the Rusty Dragon to find lodging and see if Pilla is in residence. Noname goes to the cathedral in town to inquire if they knew anything about the Abbey and what is currently happen. They says that the Abbey is not in good shape. We speak to Pilla and she said she saw smoke rising from the town. She sees a small pointed red hat with a feather. She remarks that the only part of the property that was still intact was the light house(this is a rpart of the abbey). She produces the hat and we do not recognized the type of feather. Pilla advises that we will need cold iron to defeat the creatures at the Abbey and religious icons. Apparently the little creatures that wear these hats hate religious icons. Pilla's parting thoughts is that she thought she saw someone in the lighthouse as she fled.
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7/21/2017
Nonamme
Cinderland
Zubin
Luddite
Nicodmus

We encounter a voice in our heads congratulating the party on getting the shard of gluttony. However, the voice determined they cannot allow us to leave with it and plan to attack us. It is a Caulborn! Nonname talks to the Caulborn and tries to reason with it. Finally we engage them. I become confused and miss most of the battle. Nicodums opens a door thinking we do not have the shard and hears a voice. "I haven't spoken to someone in a long time." He shuts the door, but Noname wants to speak to it. There is a corpse that speaks to us! Maligast of Eox is his name. He does not provide a lot of information about the curse the party has or what he is researching. We head out back to the teleporter and all touch it at once. We had to make a fortitude save as we transported back.

Noname holds the gluttony shard to try and figure out where the other shard is.

----

Stat Damage
-3 INT, -1 WIS

Everyone is 10 level
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6/23/2017 Continuing on
Luddite
Akai Noname
Nicodemus
Pythia Valdemar
Cinderland Cmyth

We search the room and find a cool alcove that is a gateway to a different planet. Then we move deeper into the building. The next room holds the naming pool. This is a bright blue jello or oil like pool of water out of which the evil rider pulls names. These names belong to the people he is supposed to torment.

The next room is a truly evil sight. There is a column. Four angels are affixed to the column. Life force is being sucked out of them, turned into a flame and feeding the shard of gluttony.

Noname shoots out the shard. The angels crumble to gooey dust globs. OOPs, did I mention that most of the party was cursed upon entering this room, we have the curse of living death. We are pink and yucky and have a -6 to any charisma checks. We try to burn the angel globs, but they won't burn. When I sprinkle holy water on them, they sizzle. We are unsure as to what to do, so we leave them there, hoping the don't animate and come after us.

Then in a side room, we find a big pool with evil in it. The evil turns out to be undead that attack Noname. There is much blood and critical hitting. Cinderland is paralyzed. Noname and Nicodemus eventually kill the undead. Luddite sees a drawer under water. The party waits for Cinderland to become unparalyzed. Luddite cures her, but she takes damage. However, when she wades into the pool, it cures her. In the drawer, there is a club. Cinderland takes it out.

We then explore a room with a statue and lyre made out of a small humanoid. YUKKKK. Luddite takes it and discerns it has major magical powers, so he is carrying it around.

Most of us want to leave, but NoName explains that we have to open the last two doors before we can leave. Because it is his quest to undo the binds on this castle that create the headless horseman dark rider. Opening the door, we find a horse woman who was the master's concubine. She attacks with alot of stuff to include a disease that sucks con. Cinderland misses her save for damage so loses 44 hit points and then 3 points of con which is worth 27 hitpoints. That is 71 points of damage and she started full up at 57. She is dead now. And the concubine can use the undead bane sword that she dropped against the cursed members of the party.

Just for the record, Luddite, Noname and Nicodemus rolled a 1 on their saving throw, but I rolled 2! No coming back from those. Pythia did much better.

The party runs to the room with the healing pool (well at least healing for party members who count as undead). The plan is to fight the evil concubine from the pool. Nicodemus is also down due to hit point loss and con loss, but given time, he might recover. Happily it just take immersion in the pool for him to become conscious.

Pythia jams the door to the concubine's bedroom which slows her down for several rounds because she can't open the door.

Much fighting and healing in the pool occurred and then the concubine dropped. Yea!! Now NoName is ready to leave, but there is one more unopened door..... It needs to be opened. What's a paladin to do? The party won't leave the pool until they are fully healed and he has nothing to do.

The concubine has a nice (masterwork) non-magic sword. The party also finds a secret shrine room. Go Luddite! There is a jet black enameled helm with ram horns and a big jet black sword. They appear to be magic items. The room has pictures of the headless dude with whom the concubine was possessed. (Page 45)


okay, so after the game, we revisited my death and I used the wrong table. I went to -1 con, not -3 con. So my original con is 12 (+1) or 66 hitpoints. I started the night at a con of 11 (+0), so max of 57 hitpoints. I took 44 from the breath which took me to 13. Then 3 points of con damage took me to 8 (-1) which lowered my hitpoints to 4. Hey that is much better than me thinking 8 took me to -3 on con!!! I'm not dead yet, unless Todd rules me dead due to a deadly mistake!!!

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6/16/2017
Zubin
Cinderland
Pythia
No Name
Nicodemus

We rest for the night and are attacked by the Naga! She casts a lighting bolt and the party wakes up! We slay the Naga and we found a ring on her body. We open the door to the next room. It is a dinning room filled with shadow dogs. I go in and attach them. A headless foe riding a horse comes charges in. The party engages the dogs and the headless foe. We dispatch him!

Treasure
Hand Ax
Full Plate
Spine Flail
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