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2017-03-30
2017-03-30

We cast the command "forget" on the awake bandit, and sneak through the guardroom, getting through safely. In the passages. To SW. Then S. To a fork, head towards the room with the horses rather than the one with the tackle room. Through the horse room. To the exit. Pair up infravision users with the others. Head left, up the hill. Might be a guard downhill. Going back the way we came. Get to the top, and over the brow.

Spells used: command
HP: 8
Treasure:

2017-04-13

Head down the path. Get to the bottom. Go into a copse of trees. The two in front half disappear. Call out to them. Althof comes back, and a tree disappears. Appears to be some sort of illusion. We all go in. Some evidence of use. Scouting order. Follow the path. Heads NE, then N. Look outside. Comb the copse. Find three bandits, with yellow. Start drawing swords. One makes a run for it.

Spells used:1
HP: 8
Treasure:

2017-05-04

Marron hits them with sleep. Tie them up & interrogate. Threaten, then leave them nude, and thinking we were going to the bandit caves. Get to a door we haven't been to. Hanging loose. Inscription on wall inside, in flame chalk, by a dwarf, apparently. About jewels two levels down, past acolytes cells, and how we deal with wasps is our concern. Wasps are bandits? Reddish glow to left, doorway ahead, passage to right. Check glow. Chamber ahead with hot beetle eating a goat. Check right passageway, see room and debris is there. Its a camp. Old campfire. Stuff. Find some flame chalk. To door, opens to a room with rotting food and provisions. Althof finds a green slime in one crate. On his hand. Use brandy and fire to burn it.Althof wounded. Drek finds another, we burn it. Stay the night, barricade door.

Spells used:1
HP: 8
Treasure:

2017-05-11

Rest enough hours to regain spells. Go to look at area that was glowing. Mostly empty, but with goat remains. Search. Cure Althof for 3. Head towards gatehouses in canyon. Remains of old iron doors. Head through. Doors down corridor. Open closest. Alcoves and arrowslits, broken furniture. Some freshish charcoal and poo. Next room. Broken desk and chair and bed. See something writhing on the bed. Giant centipedes. See something in corner by bed. Marron opens a section of wall. Althof throws cheese for the centipedes. Alcove in wall. With shelves. Flask with liquid, parasol with glittery scales , and a travel cloak which keeps Marron warm. Parasol has which iridescent scales. Flask smells lemony.


Spells used: CLW;
HP: 8
Treasure:

2017-05-18

Althof drinks the potion and is healed. Head out, to the next room. Laddder in the passage. Room first. Several goblins around a firepit. Althof speaks to them in goblin. Silvermoon riles them up, and they attack. Althof wounds one. Continue next week.


Spells used: CLW;
HP: 8
Treasure:

2017-06-01

Hit, down to 0hp. Silvermoon is dead. Group goes up a ladder. To some room with wasps. They rest. Something tries to open a trapdoor. Next day, in a room with barrels.

Spells used: CLW;
HP: 8-2-6
Treasure:

Borquelle: HP 7
Spells:

2017-06-08

Staircase in the room, one intact cask. Buzzing in the air, around one cask. Trapdoor. Mirren tries to grab a bag, but disturbs the wasps. She gets out. The bag conins capenterz tools. Trapdoor opens to the roof. View of the canyon. Can see Borquelle a distance away. Back in, try another trapdoor. Into another area, some broken floor. Furnishings in a shambles. Drek opens door. To a fairly empty room with metal plated holes on the floor. Fireplace. Cranks to lift things. Corridor on other side leading to a door.

B: investigating area. Around old ruin, with stature of kneeling warrior.

Borquelle: HP 7
Spells:

2017-06-16

They open door. Another room with casks & crates. Trapdoor in ceiling. Alcoves and arrowslits. Wasps flying about. Back via trapdoor to safe room.

B: stature is Ras, demigod of duty, reputed to grant boons, if duty is followed. Leans on it, survey the area, see shadows in a room in the wall.

Group back to goblin room. Silvermoon & goblin bodies gone. Drag marks.

In the passageway, they see Borq. Introductions & insults exchanged. Join group. Have lunch. Fancy food. To the wood, find a clearing.

Borquelle: HP 7
Spells:


2017-06-22

Banter more. Head through a stone archway. Smell decay. Words on archway: beware all who enter benighted Hall of stone, etc. Into hallway, and hall with staircase going down from centre. B leads. Down to a musty, dank room. Various exits. Go through archways featuring ogre mouths. Passage to a door, into a room. Door and portcullis exits. Looking at opening the portcullis. See movement beyond.

Borquelle: HP 7
Spells:


2017-06-29

Drek lifts the portcullis, we cross over, and it stays up. South, open door. Large dial in room, and faces around room. Dial can be moved. Mirren spins it, feels better. Althof tries, lands on frowny face. Back to North door. Fountain in room, with statue of leaping fish. Another door. Corridor. Room ahead, or left or right. Cracked walls in room. Crystals. Two exits. Centipedes in cracks. Left. Down a corridor. Alcove with stature of a four armed lizard. Stone fragments and large bowl in front. Move bowl with staff, borquelle petrified and die.

Borquelle: HP 7-9 dead
Spells:

2017-07-13

New character Irmiel. Elf. C/T.



Irmiel: 7
Spells used:

2017-07-20

They go back to the fountain. Find Irmiel comatose on the floor. No memory. Can only remember being on the road to Garten. Has a letter of appointment in pocket, the Earl du Fabinont, appointing bearer as a searcher, and requesting due aid. Stand watches. Next morning. Heal 3 HP for Althof. Back to the cursed bowl. Along the way, fresh plaster in cracks in walks along the way. Past bowl. On passage. To an octagonal room, pool in the middle. Barrels and buckets round about. Althof puts finger in water. Then washes hair in water. Back to a crossroads. Passage in room with cracked walls.

Irmiel: 7
Spells used:


2017-08-03

Head down the corridor. Door to right. Storeroom. Tarps, broken backpacks, etc. Piled high. Ladder. Find a cache of flasks. 4 intact. Oil. Down passage, Althof falls into pit trap 10' deep. Fetch ladder. Down pit and back up. To a room. Carvings of human face with large eyes. Hear calls from up ahead. Kobolds, who maintains the dungeon. Althof talks to them in common. Give them cheese. About 10. Get some info about a trap in exchange for elderberry wine. Crypts to the east, Kobolds to the SE. Orcs & goblins apparently fighting. More giant carved faces in the next room, with large mouths. Most of the group recognise this place. Corridor heading south. Next room + rat corpses, blood. Etc. Group was here before.


Irmiel: 7
Spells used: clw

2017-08-24

Rocky walls. Hear chattering. Kobolds ahead, carrying buckets. Althof talks to them, they mention the dragon. Thrimon goes ahead to scout. Then realised he needs a torch. Decide to go to South cavern first. Hole in the ground of a small cave, with water. Well goes down, opens up about 60' down. Water drils from the ceiling. Another passage from the room. To a northward passage, then a large cave. Pool of water in a corner. Filth on the floor, and protruding bones. Althof scouts. A 5' gecko falls on him. Mirren sleeps it, and after a discussion, Althof kills it. Find about 60sp and a beautiful fold-up circlet with brooch.

Irmiel: 7
Spells used: clw

2017-09-07

Back to to the well chamber. Stone doors on the southern wall. Try to pick the locks, no success.Dreck breaks door, opens into a pagge passage that appears to be a crypt. Opens a crypt door, see a shroud and pouch. 80sp in pouch. Another is a mass grave, with 3 skeletons. They sit up. Kill and turn them. Find coronets.

Irmiel: 7
Spells used: clw
Treasure: 80sp, coronets worth 100, 200, and 300.
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Skeletons of Vecna
Its a tricky thing trying to keep this bounty hunter interested: if we go too fast, we could lose him, if we go too slow he could get close enough to tell that Martin is not the princess, or whatever she is. Unless he's a dwarf, buggered if I know how you tell one human from another.

Anyway, we decide to slow our pace but we find that the canyon we are following is blocked by a natural rockslide. Backtracking we find another canyon. This one has also been affected by the rockslide but we could clamber over this one to find a stone door set into the end of what turns out to be a box canyon.

The Martin borrows the Tarjinn's mace and breaks it trying to smash the door down - meanwhile I'm quite uncomfortable from sitting on my mason's tools. However, before I can save the day Seraphina works out how to open the door.

Inside we find skeletons, lots of skeletons, powered by the same unlife force that powers my master. A tough fight ensues before we finally defeat them. My companions are good in a fight and adaptable to new tactics: Martin eschewed his sword when he discovered his fist was more effective and Serephina used a spell to pull skeletons out of the line so we could break them apart. A good fight.

The skeleton's equipment was very old, even by my standards, and the coin they carried dated back to the empire of Vecna. I hope this is just a lost vestige of that evil time and that Vecna is not taking an interest in our doings: he could challenge my master, he would make dwarf paste out of me.
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Ladders and Striges and Lizards, oh my!
Someone broke the elevator and I was really, really clumsy. So clumsy that if the Halfling druid hadn't saved me, I'd be dead. So now I owe a life debt ... I hope she turns out to be worthy of it.

The bounty hunter turned up and he has kobold retainers! Obviously I picked the right side since anyone who works with kobolds is a dick. Well, we dropped the elevator and pancaked some kobolds but had to scarper since they kept dropping rocks on our heads. The ranger pulled off an incredible shot with his long bow and got the bounty hunter good! Left him with something to remember us by anyway.

Hotfooted it up the chasm and laid an ambush for the bad guys. They didn't show but a bunch of filthy stirges did! We dealt with the handily and decided to push on.

Then some lizards tried to eat us. Not as big as cave lizards but nasty brutes in their own right. Again the ancestors smiled on us and we dispatched them without a scratch. I don't know if these guys are worthy but they are bloody good fighters!
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Local politics
Why does it not occur to humans that if they don't get the drains right their towns will always stink of shit? Perhaps it was the stink that caused me to intervene in a squabble where local toughs were harassing ... other local toughs. A very satisfying fight but I found it hard to believe that local law enforcement was corrupt! No wonder they can't build anything that lasts!

Human politics bores me but I seem to be involved in something some faction wants to do to another. Oh, and there's a wedding involved. I think. I like weddings.

Anyway, there's some complicated plan involving escorting one of my new companions disguised as something else in order to distract some bounty hunter. Can't understand why they just don't kill the bounty hunter.
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A Company of Coincidence
It was the middle of the night when I heard an explosion through the trees. Through the trees, I stumbled into a clearing where three small row boats were ablaze on the bank of a river. The fire was so bright I almost did not notice two men, who must have been jolted awake by the commotion. With sleep still in their eyes, I made my presence known. Understandably, there were suspicious of me. Their boats are destroyed and a stranger suddenly appears. If not for my being forthwith of any and all information the requested, things may not had gone as well as they did. After some quick and concise pleasantries, I took it upon myself to help this band of misfits in their time of need.

We followed a pair of dark figures through the woods and right into the heart of a trap sprung by an old enemy of this group, Klang. I had heard terribly interesting stories this Goblin before, but the prospect of being in one had never crossed my mind. The stories had never captured the true essence of Klang. He was much more powerful and cunning in the flesh.

In the ensuing battle, this group I had joined revealed to me why such a band of misfits had joined forces. They are aggressive. Molo refused to capitulate to Klang, killing one of the goblin's and painting his face with its blood. They are fearless. Thain leaped into Klang's cart, multiple foes swarming around him.

I, on the other hand, was of alost no help at all. It was ever so frustrating. I received a few too many arrows and only hindered the group and their efforts. I was nothing but dead weight.

When it was all over, the group defeated Klang, and come incredibly close to allying with one of Klang's crossbowmen, Bitterball, or something close to that. Many of these goblin names are hard to understand. Molo had deceived the goblin and attempted to take his life in the blink of an eye. When it seemed the goblin was going to attack Molo, I felt compelled to protect the lizardman. I rolled a barrel and nearly killed the creature. This decision weighs upon me heavily. I feel as though I should have tried to reason with Goblin. But I digress.

By the end of it all, I seem to have earned the trust of the majority of the group, and I intend to prove my worth. This settlement of theirs is definitely nothing to behold, but with hard work and perseverance, I believe I may be able call it home.

Paladin of the Steel, Verduun Kess
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Epic!
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