Saturday, December 14, 2013

Lórien's further adventures

Lórien's further adventures

While the party was off battling their way through the Anforn cavern, Lórien was off increasing his power.  Recently a high powered mage had caught his attention, and although he was unrivaled in the land of mortals, he felt the power of this one.

The eye of Iban had no difficulty locating the upstart mage in the ethereal plane.  He focused on
Cally the mage.  Studying her from afar.  Gauging her strength.

Many had argued that the powers of an illusionist were inferior to those of an invoker.  Many are foolish though.  Lórien was just starting to feel the true power of his chosen path.  Fused with the power of a dead god, he was feeling strong that day.

A quick cast of invisibility and a greater teleport brought him right next to where Cally stood, in the place where the material plane and ethereal plane converged.  While standing in the material plane, he could see her clearly with the eye of Iban.

He though that the moment was at hand, and reached through the planar barrier with the hand of Iban and grabbed Cally by the throat.

The started Cally struggled against his grasp, but with a belt of ogre strength, his grip held fast.  He tore her back into the material plane and began the duel.  Starting off with a hold monster spell, Cally was restrained.

"Your power is weak," spoke Lórien in a low voice.  "You cannot use the ethereal plane to hide from me."

Cally's mind began to panic.  "It was not supposed to end like this ..." she thought.

"I wrote up a new spell, but haven't tried it yet.  Would you like to help in my research?  ... Oh I forgot, you were having a problem with your mouth weren't you."

Lórien raised his hands and cast Cone of Stupidity Cally felt the raw necrotic power take root in her brain as Lórien exhaled a cone of deadly spores.  She involuntarily inhaled as he released his magical grip on her.

Cally muttered a few words, and meteors began to fall from the sky.  "Your enchantments mean nothing to me" said Lórien as he stepped through the flames unscathed.  "Now, let me show you true power ..."  and he reached up to caress Cally's face.  With a touch, a horrible feeling shook her body.  Veins began to bulge unnaturally over her body, growing like a cancer.

Cally brought up an arm to ward off Lórien's touch, but to her horror the limb fell off.  In shock, Cally tried to mount a defense.  She managed a ray of frost, but Lórien just caught it in his outstretched hand.

"Ahhh, my research seems to have paid off," said Lórien.  "Degenerate seems to work perfectly.  Shall we end this?"  He stepped back, raised his hand and cast peel.  The outer membrane of Cally's body separated from the rest of her body, revealing sensitive flesh beneath.  Lórien chuckled as he thought to himself, "Ouch.  That is going to leave a mark ..."

As an afterthought, he turned around, laid his hands on Cally and cast death knell.  Lórien flexed his muscles and felt his power increase as he absorbed the last remnants of what used to be Cally.  As he stood up, he thought to himself, "It is about time that I finish researching how to make a magic jar," and stepped into the negative energy plane.

Within an hour, all that was left of Cally was a few bones and another notch in Lórien's Staff of Ruin.

Friday, December 6, 2013

Drums of Panic

Drums of panic:

These kettle drums, hemispheres about 1 foot in diameter, come in pairs and are unremarkable in appearance. If both are sounded, all creatures within 120 feet (with the exception of those within a "safe zone" of 20-foot-radius from the drums) must roll a successful DC 15 wis save or turn and move directly away from the sound for one full turn.

Each turn thereafter, panicked creatures may attempt to save again. Each failure brings another turn of movement away from the drums of panic. Movement is at the fastest possible speed while fleeing in panic, and three rounds of rest are required for each turn of fast movement after the saving throw is made. Creatures with Intelligence of 2 roll saving throws with -2 penalties, those with 1 or less roll with -4 penalties.

If these drums are struck by a bard, the radius of the inner "safe zone" can be reduced to any desired measurement. Affected creatures suffer a saving throw penalty of-1 per three levels of the bard.

Orb of Mental Renewal

This orb has 7 charges.  Using an action, you can spend up to three charges to heal 3 points of Int damage.  Each night the orb regenerates 1d6+1 charges (up to 7).

Monday, November 25, 2013

Session 42

Session 42


Vincent Tigersoul

The adventure

We began the day on the first level of Anforn Cavern.  Grimthain finally caught up with the party.  Hekping out with Kilborn's Regiment took more time than he had planned and the rest of the group started ridding Anforn of undead before he arrived.

The first room was fulled with skeletons.  There were enough to overpower the group, but Grimthian took them out en masse with a turn undead.  The next fight was not so easy.  Two Necromants were waiting in the next room, and they began to cast some high powered spells.  Fireballs and blight rained down on the party.

A well placed silence spell helped to finish things quickly.  The party searched the surrounding caves and found a bit of loot among the decaying remains.  Heading east and north into a side cavern, both of the squishies were running on ahead.  Grim put a stop to that and was the first into the northwestern room.  He set off a Force Cage that summoned Hamatula, the Barbed Devil.

Hamatula could barely damage Grim.  Grim banished the devil, but it was prevented from going to its home plane by the magic of the force cage.  The cage was brought down quickly after that and the devil was put down though.

Venturing south, Davros activated a second trap, and the entire area filled with a cloud of stinking vapor.  A thunderwave took care of dispersing it though.

Heading west, the party came across a Pit Fiend.  Three more barbed devils were summoned and the pit fiend started to rain down fireballs.  Davros, and Grimthain were battling in the front lines, really doing damage.  The summoned devils were taking their toll on the ranger and Vincent.  At a critical moment, Vincent was able to banish the devil and the fight was won.

Heading south, the party holed up in a room and is currently taking an extended rest until our next session.


Winged boots
Necklace of fireballs (7 beads)
Deep red sphere Ioun stone (+1 to dex)

Saturday, November 16, 2013

Session 41

Session 41


Vincent Tigersoul - Human Paladin
Davros Northdrake - Dragonborn Swordmage
Thonion - High Elf Mage
Guan Yu - Human Fighter

The Adventure

We started today's adventure in the Anforn Cavern.  Guan Yu joined us again for more adventure.  Entering further into the cavern, Vincent noticed a strange mage following behind the party.  I think his name may yet still be unknown, although he did do quite a bit of work in the first fight and the last.

Heading further into the cavern, the party came upon a room full of sarcophagi.  Guan Yu opened the first one and was attacked by a skeleton.  As combat commenced, the four sarcophagi in the center of the room exploded and four Thamalques blasted out to join the melee.  The skeletons were easily put down, even after many more joined the fight after being burned out of their resting places by a wall of fire.

Heading deeper into the cavern, Davros was surprised by Thonion and threw an axe at him.  Both Vincent and Guan Yu tried to catch it, but it hit Thonion in the knee.  As he was being questioned by the party, a noise was heard off in the distance.  Guan Yu headed off toward the doors to check things out.

A group of zombies was in the next room.  The Taldor Rot are undead Taldor, a race of Drow like beings who inhabit this world.  They are followers of the evil and broken god Palelil.  The Dwarf Rots are dead dwarves are dwarves who died in the massacre around Anforn.  These undead were not reanimated, they died normally, but found their undead lives still going when the gods refused to let anyone pass into the spirit realm.  In life the races are enemies, but in death, they all hate living and only wish for their souls to be set free.

Davros walled off the cavern to the north and the party headed south to the Grand Chamber of Zlntrlkopfr.  Throwing a light spell into the room, the party discovered a diverse group of undead.  It was lead by a Sheerim, a powerful undead humanoid so twisted that its former race is indiscernible.  It was a difficult fight, but Thonion started off with a bang, and put down most of the skeletons, but as the tides began to turn, he climbed a rope to safety.  He neglected to pull it up behind him and a ghost followed him through the portal.  This proved nearly fatal to the mage.  Exiting the interplanar room, he blinded the undead and the rest of the party mopped them up.

Searching the room, the party found a quill.  The Windscribe Quill is a legendary magic item of Tarq, and one of the items the warring dwarf chiefs has quested you to find.  It is an intelligent magic item.  Davros picked it up and identified it.  We will see what it does in future sessions.

Heading south, the party encountered a trap.  There was a apparatus in the center of the room, and Thonion started the ecto-pumps.  Guan Yu escaped before the doors closed and Davros headed through the wall to safety.  Vincent and Thonion were stuck, but Guan Yu broke through the locked door and was bowled over by Vincent.  Having achieved their freedom, the party headed north.

Along the way, a few more Rots were put down.  Further north, the party found an Ecto Cooler.  A large circular room with a bridge in the center and 8 hallways branching off in the cardinal and ordinal directions.  This fight was a challenging battle.  A Necromant joined the combat and tried to hit Davros with an irresistible dance.  His next attack was a prismatic spray that also failed.  Had his first and second attacks been successful, the melee would have been a different story.  As it was, the rest of the undead were soon killed put out of their misery.

We ended our adventure here.


A bone scroll case containing a scroll of resurrection
A cleric spell book with Light and Guidance written in it.
A tube of leather inscribed with symbols of skulls and capped by a plug of obsidian contains a scroll of protection from undead.
A gold necklace with a topaz pendant 250 gp.

Current Level: 19

Windscribe Quill

Windscribe Quill

This magical quill is an intelligent item. If asked a direct yes or no question, it will answer accurately.  Five questions may be asked altogether (treat as a commune spell spell, but only 1 question a time).

Saturday, October 26, 2013

Lórien and Thea's Adventures

After splitting from the party, Thea followed Lórien on his quest for Necromantic knowledge and power.  Lórien was able to locate a second Necromancer's tomb with the information he found in the Keraptis' tomb and that was where he was headed.  They passed the traps and killed the guardians of the tomb easily.
  Lórien found the necromancer in this tomb still alive in suspended animation.  With a mutter, he woke the sleeping mage.  Where is the hand!"
  "You will never find it," the necromancer growled.
  "No, that is where you are wrong", and Lórien reached out into the necromancer's mind and took hold of his thoughts.  "How do you like the pits of hell?"
  Lórien smiled as his old stand by, Phantasmal Force, worked again.  He rather liked the image of hellfire and the smell of brimstone he sent directly into the necromancer's brain.
  "That always makes me shiver when you do that," said Thea.
  "Want to see the fires of hell first hand druid?  I could make it happen you know," replied Lórien.
  "No, no thank you.  I will pass".
  Lórien waited a good five minutes before releasing the necromancer from his mental prison.  The necromancer was ragged.  His white robes dripping sweat and smoking from the power of the spell.  "I grow weary of this game, where is it!".
  "You will never get the location out of me".
  Lórien muttered a few words.  Lórien broke through the planar border and contacted Iban.  "Do I need this guy to find your hand?"
   "NO!" boomed the god's voice in Lórien's head.
  "Good enough."  Lórien reached out wiggled his fingers and turned the necromancer to salt.  "I didn't need to do that, but one must keep up appearances you know."  He sent out tendrils of arcane magic and sensed the faint aura of the hand.  A quick thunderwave took out the secret door, and Lórien found artifact he sought.  He took out his obsidian dagger and prepared to do some surgery.
  "I can't let you do that," said Thea.
  "You can't stop me," replied Lórien.
  Thea raised a hand and cast a sunbeam directly at Lórien, but her eyes went wide as it passed right through his body.  "I though it might come to this,"  Lórien said from behind Thea.
  Thea saw the flames of hell begin to rise up around her.  She began to fight the fear as it gripped her heart, all the while thinking, "I am immune to to this!"  Gathering her will to break the spell, Thea realized too late that she had been fooled.  It was not phantasmal force, but Lórien's major illusion that she mistook for it.
  "I told you I could scare you ..." Lórien said as he held up a large gem and cast trap the soul.  Pulling out his dagger again, Lórien chopped off his right hand and held the hand of Iban to the stump.  The lifeless hand started twitching as the writhing tendons and blood vessels knit themselves to their counter parts in Lórien's body.
  "Now, what shall we do with you?  I know ... "  Lórien set the gem down next to a sarcophagus and cast earthquake.  After 30 seconds, the cave started to collapse.  Lórien teleported to the surface as the entire tomb caved in on itself.  The telepathic screaming from Thea grew fainter and fainter as he moved away.  Lórien was smiling and the hand was pleased.

Friday, October 18, 2013

Undersea Boat

Undersea Boat
This item appears identical to a standard riverboat (20 foot long and 8 foot wide), and can be used as one.
Property:  When underwater, the boat radiates a water breathing effect, protecting all passengers and crew as long as they touch it, however, the actual boat has an Armor Class of 15, and it has 80 hull points.
No rowers or sailors are required,if the command words are known. It will obey commands to start, stop, turn to port (left),turn to starboard (right), stop turning (while keeping the same speed), submerge, level off, and surface.  The undersea boat can be fitted with grips so that the passengers can hold on to the sides and avoid drifting away.

Wednesday, October 16, 2013

Kilborn's Army

"NO!  NO!  NO!" Kilborn shouted, "Keep your hips low and you feet apart, or the last thing you'll see is the rabid Taldor with a spear in yer guts."

Kilborn's army was growing daily.  He had lost patients with the leaders of the Morin and Tamar tribes, and decided to recruit his own army. By now he had 40 troops and numbers were growing as one or two new recruits showed up on a daily basis.

The orderly tents set up in an unused field was starting to look like a small town.  New latrines were dug and a large open air kitchen were set up to feed the troops.

Kilborn enjoyed his life as a farmer, but felt the power of the demon growing steadily.  He bore the responsibility of not killing it when he had a chance on a troubled brow.  He first made appeals to the chiefs of the warring tribes to set aside their enmities and mobilize for the upcoming war.  On subsequent beer runs, he began to talk to the townspeople as well.  Finally he realized that he must do something.  Kilborn's Regiment was founded.

It was difficult at first, but after a few recruits showed up with their families, things got easier.  T'Kalo, owner of the Haraza Axe and Sword shop set up a makeshift smithy and was busy hammering out axes.  He showed up with Yukris, a Tamar scout, a few weeks earlier.  Yukris was one of the few who had any military training, and was quickly rising in the ranks, currently holding the title of Lieutenant.

From Kafari came Bolrus, Kilborn's second Lieutenant.  Although he had no military training, his life as an explorer helped with logistics and planning in the field.  It was his idea to set up the city as a semi-circle, with a large communal bonfire at the center.  Along with him came the crossbow instructor.

From Tulara came Telana.  She was not handy with an axe or a sword, but she could sew a uniform in a day and a half.  She took charge of outfitting the troops.  It had been Yukris' idea to establish a new dress code from early on.  It also helped reduce the old frictions between the warring tribes.

Trillax, an ancient wizard from Phoroshi, also wandered in at some point.  He found two dwarves who had the potential to become mages, appropriated them from the rank and file troops, and began their training immediately.  Although they would not be trained as well as he would have liked, he knew a well placed thunderwave could turn the tide of a small battle.

Kilborn sat with his two Lieutenants and Trillax.  He hoped his message would get through to the bearers of Khamalkhad.  His coffers were running low, and he needed money for supplies and steel for weapons.

Saturday, October 12, 2013

Session 39

Session 39


Vincent Tigersoul - Human Paladin
Davros Northdrake - Dragonborn Swordmage
Renlan Leaf Drifter - Elf Ranger

The Adventure

We started off in Davro's home plane.  Attempting to get back, Davros had a problem with his spell and the party was split.  He ended up with Vincent and Renlan standing in front of a mysterious cavern.  On closer inspection, he found it to be the Sea Temple, resting place of Melmalan, the water god.

Adventuring down into the depths to gain the blessings of the Water God, the party encountered the remnants of trolls had regenerated and repopulated the old living quarters.  Vincent began the fight with some difficulty.  Possibly doing more damage to Renlan than he did to the trolls.

When the party realized that they needed fire to stop the troll's regeneration, Davros lit up a Flame Blade.  Pieces of arms and heads were flying everywhere.  Biting and scratching the players' legs and ankles.  A head slowly pulled itself along the floor by its lips, only to get kicked away by Renlan.  After a long and hard battle, the party was victorious.  

Delving further into the Sea Temple, the party was attacked by a group of Ropers.  The ropers were quickly destroyed.

Heading down a level, the party avoided combat with a group of water elementals.  During the conversation, Davros asked about the water god, and was given directions to his location.  In the bottom level of the Sea Temple, the secret word was whispered and Melmalan came to life.

He bestowed his gift of +1 Wisdom and gave everyone the ability to swim (add proficiency bonus to swim checks).  Davros was cocky and abrupt to the god, and realized that he should probably stay away from elementals in the near future.

Their next stop was the Church of Hantaknor.  An old acolyte was cleaning and showed the party the right direction to go.  Whispering the secret word to awaken the Fire God, everyone in the party felt stronger, with a +1 bonus to Constitution and a deeper knowledge of fire.  Davros also managed to anger this god before it returned to slumber.  A last bit of advice to Vincent was that he should visit his brother, Tito, protector of the weak.

The party made it half way across Tarq on their way back to the heart of the Sabre River, and stopped off at Kilborne's farm to rest for the night.


Current level: 18


3 Clear Spindle Ioun Stones
6 Flaming arrows

Saturday, October 5, 2013

Session 38


Grimthain - Dwarven Cleric
Cally - Fighter/Monk
Vincent - Human Paladin
Davros - Dragonborne Swordmage
Renlan Leaf Drifter - Elf Ranger

The Adventure

Our adventuring day began with the party choosing to take the path fraught with danger over the possibility of splitting the party and drowning while going the watery route.  Cautiously, the party headed deeper into the mountain.  Going down the stairs, they found a huge room, golden columns supported the ceiling and a serene pool off to the side.

The party came across another wing of sabreclaws.  It was a smaller wing than they encountered earlier, but after a second wing joined, things began to heat up.  The mage and the ranger were surrounded by the creatures from the second wing.  This fight did not strain the resources nearly as much as the earlier encounter with a large wing of sabreclaws did.  The party may be lucky that there are no rules for flanking in this edition.

After combat, the part found magical healing properties in the pool of water.  Grimthain actually took a bath.  Cally was naked in the pool as well.  She stepped out of the pool and followed the party until she dip dried.  Everyone was able to resist staring though.

During the fight, a ranger joined in.  In the melee, he was not able to introduce himself, but after combat ended he joined in the healing powers of the pool and introduced himself.  He was on an adventure and was charmed by the enchantment on the river and was guarding a vast treasure.  The room to the northeast was filled with gold ingots.  More than the party could hold, even with their bag of holding.  Renlan, the ranger, joined up and followed along to the eastern room.

In the eastern room, the party found an underground river.  Venturing forth, they encountered the maze of the eye tyrant.  Encountering Dread Wraiths, the party knew something was laying in wait.  After making their way through the maze, they stumbled on a secret door.  When opened, a beholder was on the other side.  As combat began, more Dread Wraiths appeared from the walls and floor.

The beholder's eye rays started to take a toll on the party, and Davros cam up with a plan.  He brought the entire party back to his plane.  They materialized in a tavern.  Grimthain was the first to notice that there was a parallel universe with some of his old adventuring companions.  Lórien, Solaris, Callyn, and Kilborn were there having a drink.  Kilborn was able to get the message that he was tired of farming and bent to the responsibility he felt.  He is gathering an army to fight the demon he was partially responsible for bringing to Tarq, and asked for support from the party.  They also sensed that Lórien had clearly turned to evil.

Davros decided that Lórien needed to die, and began to fight him.  To the surprise of the party, Solaris joined in to help.  Solaris escaped the melee after Lórien was killed, so the party was unable to question him though.  In searching Lórien's loot, the party did come across another bag of holding.  The contents will help both the party and Kilborn's efforts.

We ended today's adventure in the tavern.  Grimthain made himself a whiskey and water with the water from the serene pool, and will find that although the healing properties are gone, it leaves no hang over.

Current level and XP

XP 380,000
Level 18


From the bag of holding:
500 pp
1500 gp
400 ep
2000 sp
Various gems worth 10,000 gp
4 earrings (worth 1100 gp)
3 gold bracelets (300 gp each)
1 Gold necklace with a diamond and sapphire pendant (worth 1200 gp)
+1 Plate mail
+1 Chainmail
+1 Leather armor
3 +1 shields
5 +1 Javelins
2 +1 Longswords
2 +1 daggers
+1 huge two handed sword
+1 Longsword
+1 Shortsword (+2 against giants)
28 +1 arrows
Boots of levitation
Potion of water breathing
Scroll of Feather Fall
Scroll of False Life
Scroll of Comprehend Languages
Scroll of Blur
Scroll of Mirror Image.

Sunday, September 29, 2013

Session 37


Grimthain - Dwarven Cleric
Cally - Fighter/Monk
Vincent - Human Paladin
Davros - Dragonborne Swordmage

The Adventure

At the start of our adventuring day, the party stumbled across a wing of Sabreclaws.  The fight was epic.  The Sabreclaws' pool of hit points eliminated the strategies that had worked so well up to this point.  They could not be divided and conquered individually.  Near the end, spells were gone and Grimthain, Vincent, and Cally were nearly dead.

Davros came to the rescue with a timely invisibility spell cast on Grimthain, and the tide of the battle turned.  With the end in sight, Vincent healed himself up and went to work on the sabreclaws surrounding him.  Cally let off flurry of blows after flurry of blows.  The party started to target themselves with spells to hit the entire wing of sabreclaws.  Grimthain grimly flamed both Cally and Vincent in one of his attacks, putting a huge dent in the HP pool of the sabreclaws.

Davros blasted them with prismatic spray.  One by one, the sabreclaws began to feel the debilitating effects of the spells, cutting down on their effectiveness, while at the same time taking massive damage from AOE spells.  Theavaera and Lórien were sorely missed.

That first encounter did the group in for the day.  They headed back to Uzrivoy and took a nap.  Waking the next morning healed and refreshed, they headed for the entrance to the Sabre River.  The black and murky waters flowed from a heart shaped hole in the water.  The party chose wisely to avoid any contact with the water at the source, and headed up a mountain path to the columned entrance they could see from the bottom of the gorge.

Grim and Vincent approaching the source of the Sabre River.
Approaching the columns, a group of bronze golems materialized out of the darkness and stood guard.  One between each column.  In a stroke of tactical mastery, Davros threw one off the side of the cliff.  The rest of the party mopped up the golems and headed over to a grate they found at the back of the humongous entrance hall.

Although no traps were detected, the party chose safety and Grim used his rope so no one had to touch the grate, pulling with such tremendous force that the grate flew back at them.  Opening the chest, they were surprised by a pack of 22 very angry panthers.

Although they were weak, one managed to claw Cally's arm off.  Grimthain killed panthers left and right, all the while muttering to himself about hating cats in general, and panthers specifically.  During the battle with the angry panthers, the bronze golem Davros had telekinesised (yes, this is a verb!) off the cliff finally arrived back in the entrance chamber.  Being the lone survivor, the golem was no challenge.  Cally's flurry of blows dropped panther after panther as well.

After the battle, Cally had an epic breakdown.  In a state of heightened awareness, she had actually picked up her severed arm and was beating panthers with it during the fight.  Then everyone sat down to nurse their wounds.  A short conversation with Vincent, and Cally decided that she couldn't wait a week and a day for her arm to grow back.  Grim agreed and spent the next hour preparing a restoration spell.  Cally experienced exquisite pain as she held the severed arm to the stump and they knitted themselves together.

While Grimthain's attention was turned elsewhere, Vincent went to look in the chest.  He found magnificent set of armor and put it on.  Attuning the Enduring Spirit armor while Grim was busy studying the restoration spell, Vincent felt the power of his holy valor increase.  Grimthain was jealous of the find.

While Grim was restoring Cally, Davros headed off and checked out the doors to the south.  Casting invisibility on himself, he opened the door and looked in.  For as far as he could see (which wasn't far, as he slammed the door shut quickly), but for as far as he could see, there were hundreds upon hundreds of carrion crawlers.  Individually, these posed no threat, but Davros did not know that.  Opening the door again, he cast Evard's Black Tentacles.  That spell was quite useful that day.

Davros cleared a nice area inside the door, but after Cally healed, the carrion crawlers quickly refilled the open space.  Even the sword was consulted for advice on how to get through the hallway.  Everyone agreed that the best strategy would be to fly through.  Davros carried Grimthain and Cally pushed Vincent.  As they passed, carrion crawlers attempted to drop from the ceiling and attack the fresh meat that was almost within their grasp.  At the end of the hallway, one did manage to land on Grim.  The slithering tentacles left a sheen of slime, and Grim was bitten.

It was a bad day for Grimthain.  That day, the rest of the party learned that he both hated and feared bugs and cats.  The unshakable Grim, strong in the face of nearly unkillable sabreclaws was nearly petrified with fear over a bug bite, and he coveted the armor of another man.  Cally and Davros looked on with curiosity as Grim and Vincent talked about Theavaera's favorite spell, Creeping Doom.  That spell would have killed hundreds of those vile insects, and with insects no less.  All the while, Grim was self flagellating himself for the sins he committed.  On this day, the mighty Grim was guilty of lust, greed, fear, wrath, and envy.  Rhorkhad is displeased.

After slamming the door closed, everyone quickly stamped the single carrion crawler that followed them into the light to death.  Davros turned to gaze on a pool of clear water at the east end of the circular room.  As he was looking at the water, it began to churn and whirl.  As fountains of spray began to erupt, the rest of the party took notice.  It was as if giant fish were thrashing around in an area that was much too small for them.

Realizing that the pool was filled by humongous water elementals, Davros stepped forward and asked if they spoke Common.  When he got no response, he tried Primordial.  The elementals spoke Aquan, a dialect of Primordial, so the conversation went on in bits and spurts.

Soon Davros was able to determine that the elementals were stranded in the cave because of the curse on the Sabre River.  Their goal was the same.  There is a worm hole back to the elemental plane of water at the bottom of the cave, but the curse prevents creatures of pure water essence from passing through.

The elementals agreed that Vincent and Davros could enter their pool, but Cally and Grim could not.  They spurned the unwashed dwarf and told him to take a bath.  Grim takes a bath mostly once a month, even when he doesn't need one.  During the conversation, one of the elementals flowed out through a whirlpool in the southeast of the pool.  Upon returning, Davros learned of an item that could greatly benefit the party.  The elementals offered safe passage to the item, but only for Vincent and Davros, as the others were deemed unfit to pass their water.

With this development, we end our adventuring day.  What will the next adventure bring?  Will the party head out of the great bronze doors to the south, or will they split up and send Davie and Vincent on ahead into the water to find the item the elementals were talking about?


+2 Enduring Spirit Mithral Plate

XP Breakdown

Current Level: 18
Current XP: 370,000

Friday, September 27, 2013

Enduring Spirit Mithral Plate

The divine power imbued in this set of plate mail inures you to damage.

+2 Enduring Spirit Mithral Plate

+2 to AC
As a free action, once per day when you use a channel divinity power, gain +2 to AC for the rest of the encounter.
Sword of slowing +2
Property:  Once per day, as an action, the wielder of this sword can slow an enemy, as per the slow spell in the current packet.

Boots of levitation
Property:  On command, these leather boots allow the wearer to levitate, as per the spell in the current packet.

Wand of cold (8 charges) -

Scroll of protection from elementals - Functions like a scroll of Protection from Undead, except that it focuses on elementals.

Crystal ball with clairaudience -

Ring of spell turning (6 spells)

Displacer cloak

Scarab of protection (4 charges)
Potion of gaseous form
Potion of invulnerability
Wand of negation (5 charges)

Saturday, September 21, 2013

Session 36

For Session 36, we had a few new additions to the team today. Thea took off with Lórien and was replaced by Cally, a halfling fighter. Bruce disappeared and was replaced by Stryker the warforged, and Jam, the half-orc barbarian joined us. Vincent and Grim rounded out the party.

After the conclusion of our last adventure, the party took an extended rest. In the morning, only Grim, Vincent, and Cutter were in camp. They hopped on Uzrivoy and headed back to see the Seer.

The Isle of the Seer was unchanged. Heading down into the cave, Grim and Vincent encountered Stryker, Jam, and Cally. They drank from the cursed water of the river and were charmed into guarding the Seer's lair. The caves had also been repopulated with all kinds of creatures.

A hell hound and beholder sat by while the party walked past them. Grim angered a dragon enough for it to break the Seer's charm and it attacked, blasting a spout of fire down the hall after the party. The battle was raging, and in the middle of the fight, Grim jumped onto the back of the dragon and wailed away on it.

Although the rest of the creatures were passive, the hall of traps was still fully functional. The way in was mostly uneventful. Just a few delayed fireballs got triggered.

In the Seer's chamber, he demanded that the party return the hilt. When the party questioned his motives, he ignored them and went back to reading his book. The party relented and handed over the hilt, and the Seer

"Death to you all! Now that I have the sabre again, the curse shall be fulfilled, and the land remain savage for all eternity! With this sabre in my hands I am invincible!"

No one was listening much when the Seer uttered the above quote. Cutter was absorbed by the hilt and became the blade of the sword. It actually did make the Seer invulnerable.

The Seer was shut down though. He was stunned for the entire fight, not even getting a chance to teleport away to safety. During the fight, he called in a 'wing' of sabreclaws. They fought savagely. Adding a new element to the game, the saberclaws used a pool of hit points. Grim was surprised to continue to do great damage to one of them and it stayed alive.

Stryker managed to get the sword away from the Seer and finally used it. That was all it took to send the Seer to the next life. As soon as the Seer died, the walk began to crack and water started flowing in. Stryker was already ahead of the group on the way out.

"I have been saved and I thank you, but my task is not complete. The Seer is gone, but his curse remains. To lift it, you must plunge my blade into the festering sore at the Heart of the River. Only if I remain at the Heart will the curse be foiled forever."

Jam triggered an invisible stalker trap and Cally set off two of them. Cally managed to teleport out, but Jam was the last man in the trap room, and was cornered. With the water levels continuing to rise, things were looking hairy.

Grim had a plan though. He hopped on Uzrivoy and took the boat through solid earth and rock. Emerging right next to Jam and Cally, he called, "All onboard!" Moving through the crumbling caves, Grim headed back up. Stryker misinterpreted the advice that Cutter/sword gave, and was madly trying to stab the water of the river. It was ineffective. The curse was still there.

The sword, now full again, has a name. It is Sabre (details to come later). After talking with Sabre, the party headed up the river. Travelling for a few days. As the party approached the head of the river, they saw many tributaries. Invariably, the water was clean and clear, but it was cursed when it joined with the main water flow.

When they made it about as far as they could go, a flock of giant birds swooped down and attacked. They were quickly dispatched though. Those birds were followed by a second flock who were more powerful, and finally very near the heart of the river, a third flock attacked. This last one was larger and stronger.

This brings us to the end of this adventure. Next week, we will head into the 'Heart of the River'.

Current Level: 18


chainmail +3, sword of slowing +2, shield +1, boots of levitation, wand of cold (8 charges), scroll of protection from elementals, crystal ball with clairaudience, ring of spell turning (6 spells), displacer cloak, scarab of protection (4 charges), potion of gaseous form, potion of healing, potion of invulnerability, wand of negation (5 charges)

Friday, September 20, 2013

Ring of Spell Turning

Ring of Spell Turning

This ring distorts the three normal dimensions, causing many spells cast at the wearer to rebound upon the spellcaster. Sometimes, a spell's entire effect is turned against the caster; sometimes, a portion of the effect rebounds.

Some spells are immune from the effects of a ring of spell turning:

• Spells that affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.

• Spells that are delivered by touch are not turned.

• Magic contained in devices (rods, staves, wands, rings, and other items) that are triggered without spellcasting are not turned. A scroll spell is not considered a device.

Up to three times a day, this ring acts as the Spell Turning spell.  Up to 9 spell levels per day can be turned against the caster.  If more than 9 spell levels are absorbed, the remaining damage is split between the caster and the recipient.

Monday, September 16, 2013

Khamalkhad L18

As you advance in level Rohrkhad and Khamalkhad are pleased. At level 18, gain the following Properties:

Critical: +5d6 damage
Aura of Thunder:  Once a day, as a free action, the wielder can call forth a blast of thunder.  Any enemy within 5 ft takes must make a DC 16 Con save.  On a failed save, a creature takes 3d6 thunder damage and is knocked prone.  On a successful save, it takes half damage and is not knocked prone.
Healing:  Once a day, as a free action, you can roll a hit die and heal for the result.
Special:  You now have a clearer link with Rhorkhad.  On occasion, you can ask for prophetic advice or guidance, and Rhorkhad will listen.  Whether he answers or not is a different story.

Saturday, September 14, 2013

The Tower of Terror

We finished up the Tower of Terror last session.  The magic hilt was recovered, and the party is carrying it back to the seer.  Cutter is in tow as usual.

The battles this session were epic.  The party failed to notice a revenant among the corpses in one of the rooms, and that tailed Grimthain to the next room where the party encountered a powerful fire elemental.  The revenant jumped into the fray as the party fought.  It was quickly hacked to pieces, but the pieces then animated and started to attack the group.  Thea shut down the elemental, and protected herself from its attacks with a timely elemental mantle.  Grimthain could not be hit by the monsters.  The severed limbs and head however mercilessly bit and scratched his ankles.

Moving on, Bruce found a room full of Gorgons.  It was a hairy fight, with many of the party getting restrained and one even turning to stone.  Bruce lost his right pinky finger after being turned to stone and falling from the ceiling.  The gorgons escaped Thea's creeping doom through the magic barrier to the south, but before they could all get away, one of them died.  After a brief rest, they came back, but only two could make it through the teleportation doors.  The third butted against the magical barrier again and again.

Moving north, the party came across the chamber of the hilt.  Bruce's nose twitched at the apparent riches in the room.  Thea was cautious.  I think it was Grim who lassoed the hilt from the alter it sat upon.  It was a decoy though.  Truesight allowed the party to see through the illusions and find the real hilt.

Heading to the bottom of the caldera, the party destroyed the efreeti and its minions.  A few timely spells helped the party immensely.

The current party level is 18
XP:  330,000


+1 wooden shield
Holy Avenger
Ring of Radient Storm – Once per day, you can roll your radiant damage twice
Gauntlets of Destruction – These gloves increase the minimum damage of each weapon damage die to 2. (For daggers, that only deal 1d4 damage, this is a 20% increase in average damage per weapon die.)
Revenant Ankh - Legendary:  This powerful ankh temporarily imbues an ally with life force, allowing him to return to battle.
Power (Daily): Action. Choose an ally within your line of sight who died since the end of your last turn. That ally returns to maximum hit points. For the duration of the encounter the ally can take either one action or one movement each round on their turn.
The ally can’t regain hit points. At the start of each of the ally’s turns, the ally takes damage equal to his or her level. The ally dies again when reduced to 0 hit points or fewer or when the encounter ends.

No character can be affected by a revenant ankh more than once per day.

Friday, September 13, 2013

The Mural

The tale begins with a huge fleet of thousands
of ships arriving off the coast of a
wild land. The nearest ships are already
disgorging hordes of sword-wielding,
bloodthirsty invaders who begin plundering
a hapless seaside village. The army
flies the blood-spattered flag of Alphatia.
Several small, detailed pictures show
other villages burning or falling to the
heavily-armed attackers. In each case, a
handful of barbarian warriors makes a last
stand while the rest of the population flees
Finally, the invaders arrive at broad
fields that lead to the largest barbarian settlement
pictured here. A barbarian army,
much smaller than that of the Alphatian
attackers, prepares to do battle.
At the end of the mural is apparently
the story of this climactic clash. Spells of
fire and lightning fly from the Alphatians,
while the barbarians respond with their
crude war machines and plenty of raw
courage. Finally, the invaders are caught
between the river and the barbarian army.
In another collection of small, detailed
scenes, individual pockets of Alphatians are
surrounded and killed by the barbarians.
Finally, one man—a high commander by
the look of his uniform—stands alone, his
back to the river.
His face is a picture of anger and frustration
as he holds his sabre high and seems to
be pronouncing a potent incantation. His
blade is sundered by a sudden stroke of
In a final scene, the waters of the river
close over the head of this last survivor. The
barbarians turn toward home and heavy
stormclouds gather in the distance.

The Hilt

Saturday, September 7, 2013

Nail of Pointing

Nail of Pointing

The user may command this wearable fingernail to point at anything nonmagical (a door, stairway, gold piece, etc.); the nail then turns into a finger of bones and points toward the closest item of the type named. It continues to point at the item for one turn and then returns to nail form. There is no limit to the range of the nail's detection, but it cannot detect living or undead creatures of any type or any magical item or spell effect. The nail can function once per day.

Broom of Flying

This magical broom is able to fly through the air at up to 30 ft per round. The broom can carry 182 pounds at this rate, but every 14 additional pounds slow movement by 5 ft. The device can climb or dive at an angle of 30°. A command word (determined by the DM) must be used. The broom will travel alone to any destination named. It comes up to within 300 yards of its owner when the command word is spoken. 

Lamp of Long Burning

When this lamp is filled with oil and lighted as a normal lantern, it burns and sheds light without using oil. If the flame is doused by water, the lamp becomes nonmagical.

Room 12 loot
17,800 sp
5,000 ep
2500 gp
750 pp

Potions (3 doses each)
animal control
gaseous form

+1 sword
2 daggers +2
1 short sword+2, +3 vs. giants
+1 javelin, returning
20 arrows +1
1 suit of leather armor +2
1 suit of chain mail +2
3 shields +1

Magical items
1 lamp of long burning
1 broom of flying (Fly 30ft/round)
Nail of pointing

Sunday, August 11, 2013

Slay Living

The orb has revealed another spell to Lorien:

Slay Living
5th-level necromancy

Casting Time: 1 action
Range: 5 feet
Duration:  Instantaneous

  You can slay any one living creature.  You infuse a weapon with enough necromantic energy to immediately slay your enemy.   You succeed on a melee attack with a weapon you are wielding, and channel necromantic energy through the weapon.
  You must succeed at a melee attack, the subject can avoid death with a successful Con save. If she succeeds, she instead takes 3d6 points of damage +1 point per caster level. (Of course, the subject might die from damage even if she succeeds at her save.)
  At higher levels:  When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6.

Saturday, August 10, 2013

Rope of climbing

A 60-foot-long rope of climbing is no thicker than a slender wand and weighs no more than three pounds, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, up, down, or any other direction, at 10 feet per round and attaches itself securely wherever desired. It returns or unfastens itself in a similar manner. A rope of climbing can also be commanded to knot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to 50-foot length until the knots are untied. One end of the rope must be held by a character when its magic is invoked.

Saturday, July 20, 2013

Wand of Negation

Wand of Negation

This obsidian wand is heavier than it looks.  With a wave if this wand, magical effects unravel and melt away.
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
Property: Choose one magic item. All the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

Rarity:  Rare

Thursday, July 18, 2013

Session 29


Lórien - Elf Wizard
Theavaera - Elf DruidGrimthain - Dwarf Cleric
Vincent - Human Paladin

Bruce - Forest Gnome Rogue

The Adventure

Our adventuring day started off at the defiled Sacred Grove.  As the party traveled north up the river, they succumbed to a shared dream.  A huge storm giant attacked from the east.  Then a red dragon joined the fray, followed by a huge beholder.  When all the PCs died, they woke up in a cold sweat, the last memory of the dream being a huge black rabbit with three old crones riding on it.  They were laughing as they rode off into the distance.

Heading further north, the party came across an Inn in the forest.  The Blue Lion Tavern is a well known rest stop for loggers and miners who work in the area.  The bartender was a rare sight in the land, an half-orc named Korgak.  He happily went about his business washing glasses behind the counter and serving up whiskey to Grimthain.  He was both happy and surprised to see the sheer amount of flasks that Grim was carrying on him as he filled each of them.

Topping off the bag of holding was shot down by Lórien though.  Either he didn't want everything to get wet, or he didn't like the idea of salty whiskey.  

To be continued.  (I wrote this a few days ago, and might not have time to finish, just wanted to get a slight update in.)

Tuesday, July 16, 2013

Important video update

Just because I can.  (And I needed something completely different to celebrate my 100th post on this blog)

Tuesday, July 9, 2013

Session 28


Lórien - Elf Wizard
Theavaera - Elf Druid
Grimthain - Dwarf Cleric
Cad - Human Monk
Vincent - Human Paladin

The Adventure

Regrouping to enter the vault of the Uzrivoy, the Ship of Earth and Sea, the party headed back into the chamber.  Cautiously, they searched further into the tomb, and glanced on the sarcophagus they found there.  It was huge, with a bas-relief carving of an elephant headed humanoid.

Searching the rest of the room Thea found two of the urns gave off a dweomer of magic.  Cad looted the rest, and saved the cursed urns for last.  The first she opened was the shake shaped one.  Instantly, the room filled with a magical cloud of poisonous gas.  Noticing that effect, she stepped back and smashed the last urn with her hat.  A great ghostly raven emerged and attacked the spot she would have been standing in.

Figuring out from clues that Lórien read, the party then placed the magic orb from the first dead body and the platinum elephant onto the indentations on the bottom of the sarcophagus.  The stone bottom of the sarcophagus vanished to reveal a shimmering curtain of dazzling color hovering above a shroud of translucent red silk.  Cad bent to touch it and got blown back by a huge pulse of radiant damage.

They had found Keraptis, but something had went wrong.  She was double crossed and the curtain of light that should have protected her until she could rise was merely a shimmering trap.  Dragging the body out, Thea sat on it.  Mashing it to dust.  Beneath the resting place, the party found a vast amount of loot, both magical and mundane.

The last thing to explore was the huge iron door at the back of the room.  Cad placed the orb from the sarcophagus in the indentation and was grazed by the door as it slammed down.  Inside was a huge moth eaten tapestry covering numerous items.  It first appeared to be a treasure vault, but on closer inspection, the 9 chests of gold were just full of gold plated copper.

The room had some interesting statues.  When not looking at them directly, they appeared to move.  They were the first things that smashed, as the party found them to be unsettling.  Casting detect magic, Thea found many magic items, but Grimthain saw through the enchantments.  Instead of being magic items, they were just enchanted to appear that way.

The most interesting thing in the room was a book that appeared to be of a mildly interesting topic to everyone who glanced at it.  Cad paged through the cursed Vacuous Grimoire, and managed to make her savings throws to avoid the curse.  Lórien tossed it into the water.  Having finished the adventure and found the true nature of the Necromancer's tomb, the party headed to the Ship of Earth and Stone. Donning the silver necklace, Cad immediately knew that this artifact was Uzrivoy, a magical vessel.

She piloted it through the cave to the fallen searchers, and then outside.  The party headed for Galaq, the town of men.  While there, Cad began to relentlessly challenge the dwarves to drinking matches.  Her alignment slowly moving from lawful evil to chaotic.  On the second night, Lórien, with the aid of his allies, cast phantasmal force on the sleeping Cad.  The party dragged her into the tavern and absconded with Uzrivoy.  They had had enough of the monk sneaking off, and Vincent was especially unhappy about the ruse concerning the belt.

Needless to say, Cad was unhappy when she woke the next morning.  Cad killed everyone in the tavern, then donned the black outfit she had commissioned when they arrived in town, and killed the tailor.  Moving on she questioned and killed the guards.  In frustration, she killed the entire town.  That day will go down in history as the massacre of Galaq.  Luckily (or maybe not so much), Cad never realized that the gloves she thought were Gauntlets of Ogre Strength were actually cursed gauntlets of fumbling.

Meanwhile, the party (sans Cad) arrived at the Sacred Grove that Theavaera learned about from one of the tomes found in the Necromancer's tomb.  The Grove had become poisoned.  The source was an inky black pool of water.  On searching it, Thea learned that it was fed by a spring at the bottom.  Tracing the spring, she found that it led to a river, also tainted by the same evilness that poisoned the grove.

This concludes our adventuring day.  (Check the loot, correct me if I am wrong, but I think Grimthain scoffed at the sp and cp and left them behind.  All the stuff left behind is in italics.)


500 pp.
50 tiger-eye agates (10 gp each).
1,000 cp
1,000 sp
1,000 lead pieces painted gold (no value)
Forty pieces of cut glass (5 sp each) that look like 100 gp gems
50 Cat’s-eye agates (10 gp each)
24 Platinum ingots (500 gp each)
2 Fire opals (1,000 gp each)
Black opal (1,000 gp)
Jacinth (5,000 gp)
Ruby (5,000 gp)
7 Pink corals (100 gp each)
2 Deep blue spinels (500 gp each)
2 Peridots (500 gp each)
7000 gp in various jewelry

Magic Items:

Staff of Earth and Stone
Ring of wizardry
Frostbrand longsword
Deep red sapphire ioun stone
Pale lavender ellipsoid ioun stone
An ivory scroll tube (worth 125 gp) containing the following scrolls: raise dead, remove curse, telekinesis, dominate person, lesser restoration, and commune.
Scroll of dimension door
Scroll of polymorph
5 Potions of healing
Potion of heroism

Friday, July 5, 2013

Session 27

Howdy guys.  Been a hell of a week.  I am just going to post the loot for last session so I can get to preparing tomorrow's session.  Not listed is the ship of earth and sea, an ancient artifact that you came across at the end of last session.  You also came across another clue:


Gem of seeing (See magic item pdf)
Scroll of cone of cold
Scroll of raise dead
Scroll of waterbreathing
Potion of displacement
Potion of neutralize poison
Potion of remove curse
Potion of strength
A silver necklace

Mundane Loot:

764 gp
412 pp
Carved jade tiles (900 gp)
Silver lettering from a coffin (40 gp)
2 Ancient gold coins (worth 50 gp tp a collector, or 1 gp each to anyone else)
Fire opal (1000 gp)
Silver-filigreed walnut box (850 gp)
2 gold candilabra (700 gp each)
4 Silver coffin handles( 50 gp each)
4 Platinum bracelets (400 gp each)
Gorget (1200 gp)
3 rings bearing the heads of a pig, camel, and a hippo (350 gp each)
Gold circlet (500 gp)
Fanged mask (1350 gp)
Ornate platinum breastplate set with 6 peridots (5000 gp)
Jade and ivory ring (420 gp)

Friday, June 28, 2013

Glittering Necklace

Glittering Necklace
This necklace, on command, emits a ray of brilliant light. The ray may be aimed at one creature within 30 feet; the victim must make a DC 14 Dex save or be partially blinded, suffering a -4 penalty on all attack rolls. The effect lasts for six rounds. The glittering necklace has no effect on undead, however, or upon any creature without eyes (such as a gelatinous cube). If used against a creature with a gaze attack, such as a basilisk, the victim cannot use the gaze for one round even if the saving throw is successful. If used underwater, the necklace has a 10-foot range. It may be used once per turn.
GP Value: 250
Source:  The Book of Marvelous Magic

Thursday, June 27, 2013

Session 26


Lórien - Elf Wizard
Theavaera - Elf Druid
Grimthain - Dwarf Cleric
Cad - Human Monk
Vincent - Human Paladin

The Adventure

The party found themselves outside of the Great Mausoleum.  Having seen through the illusion trap enough times, they shrugged it off and ventured through the secret door.  Finding a clue written on a ladle they spotted sitting at the bottom of one of the pools.

Using the ladle, they poured some water on the first pile of mud.  A few seconds later, a golem in the shape of a heavily muscled human with the head of a camel rose out of the mud pit.  The party made quick work of it, and repeated the exercise on the middle mud pit.  This one turned into an emaciated human with the head of a fanged pig.  After dispatching this one, they pored water on the final pit.  A hippopotamus headed human rose from the last pit, but was not aggressive.  It opened the door to the next room, and joined the party (taken over by Lórien).

Following the hallway, the party came across a hallway with five red marble pillars.  Each pillar had a word written on it.  From north to south, "Keraptis," "shall," "vanquish," "her," "foes."  A pool in the chamber to the north had the same words inscribed in the tiles along its bottom.

Sensing a trap, the party cautiously entered the room.  Cad searched and found some treasures, taking the ruby, eyes, teeth, and tusks that adorned the elephant headed colossus (pictured below).

Another scroll with a clue was found in the hollowed out head of a different statue in the room.  Lórien later translated it:

The party triggered a trap while walking next to the the elephant statue, found a secret door, and continued south.  At the end of the hallway was Korobtos' Chamber.  Adorned with eighteen green basalt statues of fly-headed humanoids along the walls, this room had a sarcophagus at the center.

Vincent was struck with a curse that racked his body with pain when he tried to remove the silk covering the body of Koropos, which caused her to jump up and shout, "  How dare you disturb the sleep of the great Koroptos!  You shall all perish!  Prepare to meet your destruction, fools!"  (I don't think she actually said that, and without Lórien to understand the language, you wouldn't have understood it anyway, but it sounded cool).

Needless to say, Koropotos was quickly overwhelmed and met her own destruction that day.  Searching the sarcophagus, the party came across a few potions, scrolls and some worthless smooth pebbles that were enchanted to look like valuable gems.

Meanwhile, Lórien awoke to find himself naked, bound, and gagged.  The prisoner of Cenixil.  Cenixil tried to heal him with a potion, but it turned out to be poison.  Quickly realizing her mistake, she fed him another healing potion.  She wanted him to be conscious when she tortured the wizard.

Deciding that they should probably find 
Lórien, the party backtracked and headed to try and find a way back to the first level of the dungeon.  On their way, the ventured through the low pool at the south of the previously explored moat crypt.  On touching the water, six water elementals appeared.  Theavaera trampled them to begin the fight.  The elementals continued to attack, and Cad ventured further into the pool, where she came across a water crypt.

Touching the water, she released a dread wraith.  Sensing the greater threat (and dealing with the frustration of reappearing elementals, the party followed her.  During the fight, Cad used his ring of blinking and got trapped in the etherial plane.  While there, he saw the glow of Lórien's eye, and phased through the tomb walls to get to him.  The party triggered a trap on the iron door in the room, releasing a cone of cold that also dispersed the elementals.  

Heading back to the lair of the hag, the party found the teleport room, and managed to teleport back to the first level without taking damage from the blade trap in the room.  Theavaera charged ahead and attacked Cenixil with savage fury.  She was angry that her friend was treated so poorly by a creature she had been merciful with.

Cenixil was now a bit more powerful.  She had picked up and attuned the items she found in Lórien's bag of holding, as well as attuning to Lórien's cloak and staff.  Cenixil tried to escape, but was blocked when Thea cast a stone wall in front of her.  The party quickly killed her, and Thea sliced her to shreds.

The Eye of Iban helped guide Cad back to the material plane.  The party took an extended rest, and Vincent was cured of his curse, and Lórien summoned a pseudo dragon.  Theavaera took instantly to the newest member of the party, Ariel the pseudo dragon.

Checking out the mysterious column in the last unexplored room of the first level, Vincent found a key hole, and Lórien opened it with mage hand, avoiding a trap.  A blast from within the pillar created an oval opening that held a hidden coffin.  The coffin was made of a strange purple wood and painted with the image of a beautiful woman with flowing black hair, hands crossed over her chest, eyes closed, and a silver pendant bearing a necromancy symbol around her neck.

Opening the coffin, the party found a dead half-elf, that appeared to have been strangled to death.  The party took the Glimmering Necklace and found another clue:
Thea then proceeded to destroy the coffin and its long dead half-elf.

Double checking the ceremonial chamber, the Lórien waved at the now dead Morgoth.  Lórien mage handed the obsidian dagger, a small box from the alter, and four 4-inch-wide octagonal disks, each with a different necromancy symbol etched on it.  The box contained small snake statuette that appeared to talk, but no one got close enough to hear it.  (I can't remember exactly when you picked up that box, so I winged it there).

This concludes our adventuring day, go ahead and level up your characters to 15.


Scroll of augury
Scroll of cone of cold
Scroll of create food and water
Scroll of cure critical wounds
Scroll of dispel magic
Potion of invisibility
Scroll of lesser restoration
Scroll of lightning bolt
Scroll of phantasmal force
Potion of speed
Scroll of stoneskin
Scroll of thunderwave
Black opals (1,000 gp each) eyes of the colossus
Black pearl (500 gp)
Ruby (5,000 gp) from the colossus' forehead
Sapphire (1,000 gp)
36 smokey blue quartz teeth (50 gp each)

Ornate box of blue steel (50 gp)
Platinum hair pin with a small emerald setting (500 gp)
White ring (250 gp) from Koroptos' finger
A box filled with 125 worthless smooth pebbles covered with illusions to look like tourmalines, pearls, and aquamarines worth 100 gp each, and four larger rocks that appear to be emeralds worth 10,000 gp each
Koroptos' red alloy armor and mace (1500 gp)
Obsidian dagger (15 gp)
Two ornate silver daggers (120 gp each)

XP Breakdown

Current Level:  15 (190,000 XP)
XP til level:  40,000

Sunday, June 23, 2013

Ring of Earth and Water

Ring of Earth and Water

Dark red clay, slightly soft to the touch as if not fully baked, forms this ring.
On first fitting this ring to a finger, the wearer feels it squeeze slightly, and gains a vision of a towering earth elemental rising to do the wearer's bidding.
An evil entity of elemental earth and water called Bwimb gave this ring to the Necromancer's order.
Property (Attuned): As an action, you can use one of the following effects.
Water Walk: You can move across any liquid surface as if it were solid ground.
Control Water: Once every ten days, you can choose a 100-foot‐by‐100‐foot area of water or similar liquid within 500 feet of you that you can see. You can reduce or increase the water’s depth by up to 20 feet, to a minimum of 1 inch, for up to 1 hour. In larger bodies of water, a decrease in depth creates a squarish depression in this effect’s area. An increase in depth in a similar situation creates a squarish hump of water. In this case, if the area includes dry land nearby, the water can spill over onto the dry land.
Meld Into Stone: Once per day, you can enter an area of nonmagical stone large enough to contain you and your equipment, remaining within for up to 1 hour. While inside the stone, you have total cover from and are not visible to other creatures. Creatures and objects are heavily obscured to you. If you do not leave the stone before the duration elapses, or if the effect is dispelled or the stone heavily damaged, you are violently expelled from the stone and take 17 (5d6) bludgeoning damage.
Stone Shape: Twice per day, you can touch a stone or stone object with a weight of up to 2,000 pounds (about 15 cubic feet). You can form it into any solid shape, but fine detail isn't possible.
Summon Earth Elemental: Once every ten days, you can choose a point of earth or stone within 25 feet of you that you can see. A Large earth elemental emerges from that spot and acts immediately on the same action, attacking the creatures closest to it other than you. The elemental remains for up to 1 minute, or until it is destroyed. If you can communicate with the elemental, you can direct it to perform actions.
Summon Water Elemental: Once every ten days, you can choose a point of water or similar liquid within 25 feet of you that you can see. A Large water elemental emerges from that spot and acts immediately on the same action, attacking the creatures closest to it other than you. The elemental remains for up to 1 minute, or until it is destroyed. If you can communicate with the elemental, you can direct it to perform actions.
Transmute Mud to Rock: Once every ten days, you can choose a section of nonmagical mud or similarly soft earth within 100 feet of you that you can see whose volume doesn't exceed ten adjacent 5- foot cubes. The mud within that volume turns to sandstone permanently. A creature in the mud when it is transmuted is allowed a DC 13 Dexterity saving throw to escape before the area turns to stone.
Transmute Rock to Mud: Once every ten days, you can choose a section of nonmagical stone within 100 feet of you that you can see whose volume doesn't exceed ten adjacent 5‐foot cubes. The stone within that volume turns to mud with a viscosity you choose (soft clay to quicksand). A creature standing on the stone when it is transmuted is allowed a DC 13 Dexterity saving throw to escape before the area turns to mud.
Water Breathing: You can breathe underwater.

Earthquake: Once every thirty days, you can cast the earthquake spell, using Intelligence, Wisdom, or Charisma (your choice) as your magic ability.  
Secret:  ?
Rarity: Artifact

Tuesday, June 18, 2013

Session 25 - Part 2


Lórien - Elf Wizard
Theavaera - Elf Druid
Cad - Human Monk
Vincent - Human Paladin

The Adventure


Ignoring the strange pillar in an adjacent room, the party began to feel a sense of urgency in their need to find Cad.

In the mean time, Cad was busy exploring his new surroundings.  He was teleported into a holding cell on a different level of the tomb.  Looking around, he stumbled onto a crypt.  A large room with a sarcophagus in the center with the words, "Disturb not the slumber of Keraptis".  Sloppily painted on the north wall was the phrase, "Let the chips fall where they may."  Flanking the sarcophagus were two suits of exquisitely fashioned plate armor.  The suits of armor were adorned with odd curling hooks, horns, and other strange fixtures.

Choosing to get out of there, Can came across a cell that had no back wall.  Teleporting through, he encountered a wall of force blocking his passage.  Teleporting over the wall, he came upon another stone face carved into the west end of the hallway.  This one looking as if it was holding its breath.  Cad noticed that the mouth on this one was hinged.

Leaving the stone face untouched, cad ventured south, and encountered a murky glass wall.  Initially, he planned to smash it, but his common sense got the best of him and he blinked through the glass.  He found that the other side was a water filled room that was cold and empty of anything ... but water.

Venturing down to the dead end, he searched and came across a secret door, and followed the hallways through to another crypt, this one surrounded by a moat.  Teleporting across the moat, he found a mummified corpse.  Searching the corpse, Cad found a broad leather belt.  Cad put it on and immediately noticed that his clothes didn't fit properly any more.  That was because he became a she.  It was the Belt of Masculinity/Femininity.  He also found a metal scroll tube that he chose not to open.

During this time, he heard the sound of a humongous thunder clap from the north, but chose not to investigate it.  That was his comrades attacking the hag who inhabited that level of the tomb.

Back to the first level, the party headed to the secret door to the northwest and entered the room.  After some trial and error, they closed the door and touched the Necromancy symbol on the north wall.  They were teleported to another chamber that was identical to the one they were just in.  Searching the room, they came across a secret door to the north and got it open.  This triggered a trap.  A magical storm of swirling blades shot out from the wall and did some major damage.  After the second slicing from the trap, the party decided to high tail it out of the chamber and search for a place to take a short rest.

They chose poorly when they sat down for a break in the next room.  It was the lair of Ulzaada the Hag.  She jumped out from behind a illusionary wall, and surprised Lórien and Vincent.  The party made quick work of the hag, and found that she was only carrying a key ring containing 20 bronze keys.

Heading out, they found the tracks of Cad on the dusty floors of the tomb, and tracked his movement to the secret door.  They opened it, and followed into the large crypt, where they ran into the, now female Cad who had retreated from a huge Mausoleum he encountered further down the hall.

Reunited, the party headed west, into the Great Mausoleum.  It was a huge chamber of white stone with four tiers of burial niches, each one containing the remains of a human sized corpse, clad in moldering rags.  One minute after they entered, the party began to hear a rustling sound, with no apparent source.  A minute after the sounds began, the corpses appeared to stir and get up.  Vincent's channel undead seemed to pass harmlessly through the corpses, and only Theavaera realized that they were just an illusionary.

A minute later the party was struck by a huge psychic blast.  They retreated from the room, and decided to try it again.  This time, the party reformed and tried again.  Lórien failed his check again, and opened a dimension door to the entrance, his unconscious body now rests there.  Morgoth would surely have dragged his master off to the abyss for a lifetime of torture if he had not become a permanent fixture of the magic rug.  Someone is going to regret not killing Cenixil though.  Not to metagame or anything, but she is really going to enjoy some of the more powerful items in Lórien's bag of holding.  The eye of Iban is furious.

Meanwhile, in the Great Mausoleum, Theavaera unleashed a huge insect plague on the corpses, and reduced them to dust.  During the melee, Cad saw that one of the corpses appeared not to move, and on further examination, the party found a secret door at the back of the third tier.


A key wing with 20 bronze keys
Belt of Masculinity/Femininity
One unopened scroll tube

Lórien's unconscious body also has the small box that Morgoth died retrieving.  It contains our first artifact level magic item, the Ring of Earth and Stone.  This ring was made by an evil entity of elemental earth and water.  You will have to retrieve the bag of holding that it is in before uncovering more of its secrets though ...

XP Breakdown

Current level: 14 (170,000 XP)
XP til level:  20,000
Barring a TPK, we will be leveling up at the end of next session.