Get Those Characters done! Placed in the Regency. They got to know each
other, hang around in bars, make bawdy jokes and had their first
adventure in the dungeon too dangerous for such young students,
Dagder's Dungeon! Their
first kill was 16 zombies! hooray! Next game is
10/3/15 Running around the Dagder's Dungeon!
killing a mindflayer, poking mimics! and generally wandering their ways
through pit traps. Never so happy but to see a floor to break that
fall! Next game is 10/17!!
10/17/15 The dreaded Adventurer's Disease has stuck
down the main tank, but the group brought him back to the tavern and
went into Dagder's Dungeon
without him. They fought worgs and hot salamanders with spears and ogre
skeletons and generally laughed
a lot. Only got close to death once. Next game is 10/31!!
10/31/15 This time Vigil and Cujo grew ill and Aknar
returned to more of Dagder's Dungeon.
The party continued through the dungeon killing kobolds and dire
weasels, 3 ogres and an ettercap! After a few more direweasels, Aknar
got caught in a forcecage, and the party was condemned to a long...
long wait, 26 hours worth which made them... miss Monday classes at the
university. Bad Students. They got back in town at 1am, just in time
for some to level up and others to wait til next time. Next game is
11/14/15 After leveling, the
party did some shopping
and decided to help Captain Gormsby by solving the mystery of Giebel.
Once they dispatched the grisley goblins in the Giebel sewer/stormdrain
system, they followed the strange eerie askance to talk to the 3-faced
Man in Amber. Once in Amber there was a bard in town, and *he*
the 3-faced man! He proceeded to tell the story of Drestyn and directed
the party to the manor. Tune in next time 11/28!
11/28/15 And the party continued through the house
went up into the tower where they watched the lord fall to his death.
Something holds him to the house and he can't escape. So the party
rests for the night. Next game 12/12!
12/12/15 Due to the cold spreading hither and yon,
the game is put off until 12/19
12/19/15 And the party picked up where they left off,
exploring the east end of the house. Drunk kobolds in the basement! the
winery in ruins! oh the humanities. Next game 1/2!!
01/02/16 Picked up on the 2nd floor balconey, went
east, cleaned up that area and got discouraged, but THEN! realized they
missed something, ran around finding what they missed and moved on.
Found a small jade snake figurine that was of powerful evil Necromancy,
so they broke it. And Lo, they saved Lord Drestyn from forever being a
Restless Spirit. He thanked them for saving him, showed them the secret
door in the Library and promptly disappeared from this earth. They
sallied forth and found their treasure (with a strange twist, some say
from the notorious Binhad family). Next game, 1/16!
01/16/16 Holy moly, it was a busy busy
night. Party paid for legal info and decided not to file ownership of
the manor. Picked up Erling of Pelor, human cleric. They talked to an
Elder council member in Amber, talked to the High Druid of the sect in
town. Learned about the Curse of Drestyn and all the awful things that
happened. They went back and found the dead squirrel gone, tried to
track it down, but it had left the building in the trees. They cleared
a couple more rooms and found a Black Candle on a skull and after much
ado turned the skull into a globe, crashed the globe and doused the
candle in holy water. Went back to town and talked with Sister Dorflum
and she was able to destroy the evil necromantic candle and spoke to
them about Varae, evil snake cult. Party then went to Dagder's Dungeon
picked up Brandy Spryfoot, halfling thief extraordinnaire. They had
dinner and went down into the dungeon and got lost for a couple hours
wandering the halls and marking them with chalk. Many dead bodies left
here, still here. Next game 1/30!
01/30/16 And so the party almost got their butts
handed to them by 4 mindflayer sorcerers. Rockin' 13 round fight in
which the party worried muchly about creating another character, with
Mind Blasted Aknar and Alley, followed by Charm Monstered Cujo (who
turned on his master) and Alley (who healed the mindflayer charmer),
and they did commiserate openly about new characters. But lo
and behold the heros did rise to the occasion and killed their brain
sucking foes. Then promptly went back upstairs to the Dagder Bar so
they could buy beer and brag. Next game 2/13!
2/13/16 And they ran around busy busy tonight! Killed
a very young red dragon, killed 8 goblins, brought one of them into the
fold and kicked a cockatrice! Thief fell down the pit trap and all in
all it was a bloody eventful evening! next game 2/27!
2/27/16 And they ran around and around, South South
South is the word! Until they couldn't go south no more! Found a nice
tidy group of books, killed some hobgoblins and goblins! And it took
all of Friday night! next game 3/12!!
3/12/16 And so our intrepid adventurers took
their sick companion back to the inn before returning to the dungeon
and killing all sorts of things, howlers and cloakers and
direwolverines and in the middle of the skeleton fight, we just had to
call it a night :D Still I think there'll be leveling after this. Tune
in 3/26 when once again they go into the fight.
3/29/16 And so our intrepid adventurers finished off
the powerful skeletons, went back to the inn and got... a map to a set
of stairs. Down they went! A ghost was theirs! and even though Aknar
went down the pit, 3 Minotaurs were had by the party too, while Aknar
got himself out. Its' 5:30 p.m. on a Sunday! Tune in next time to hear
what the party will do. Next game 4/9
4/9/16 Holy cow, what idiots built this place! Round
and round they go, where they end up, they always know. Oh yeah, talk
about bad architecture. Fought a creature they'd never seen before,
killed a band of wights, lost their thief part of the evening to a
Feeblemind they had no way to cure, and brought the bodies of lower
classmen out of the dungeon, so after all this they returned home to
the Regency only a little late for class. Next game on 4/23, the DMs
4/23/16 GM's Evil Birthday Surprise! A
Great Catastrophe has occurred, as follows:
The Ancients were a creative lot. Most
of what they created is gone, but here and there throughout the world
there are Ancient ruins and buildings that have withstood the test of
time. There are 3 towers in the Talen Regency, which for years gone by
have been referred to as the Ancient Towers. They have graced the
Regency area with centuries of service as various points of
governmental and scholarly pursuits. Tower One is now City Hall
in Posod NW (9), Tower Two is Stuttgart University (15) and Tower Three
is Hammerheim University (19).
At precisely 10:11 a.m., a
white pyramidal conal aura 250 feet around the base of each Tower goes
with a VROOM and is visible to the naked eye. It is not immediately
clear what has gone off as no one knew there were any odd things on the
towers, but it will be divined that it is a protective coating unknown
to present science. No one is hurt by the auras, so business continues
as usual and people come and go like tourists to see the new sight.
officials and Regency officials meet to decide what this means and what
to do (Investigation #1). Xhaz throws the epic and much talked
about End Of The World party which lasts all night into the following
Three circles are the Towers. Numbered locations immediate area as
5. Botnang - farming village
9. Posod NW - guild registrys, city hall, city offices, city
services, courts, Council chambers. TOWER ONE
10. Sluttgart Slum - Old Posod, part of the original city, full of
ramshackle streets and houses.
11. Degerloch - soldier town, two armories, Degerloch Prison
12. Mohengan - home to the Ancient's Cathedral and graveyard
13. Jumlewang - carpenters/woodworkers, Vigil's home
14. Vahigen - SW barracks
15. University Stuttgart - Campus for melee arts. TOWER TWO
16. Stuttgart SE - market area (crafts) - The Chiselled Effect --
Where Xhaz works
17. Silenbuch - farming village
18. Ridenberg - farming village - Xhaz' rented house
19. University Hammerheim - campus for spellcasters. TOWER THREE
20. Fasanenhof University - campus for powers of the mind
21. Shamhauser Park - home of the Sharhauser Library of
22. Schamhausen - S-central barracks
27. Jhibach - shipwrights
28. Central barracks
Two The city wakes to terror. The rise
madness in the streets is noticable. The local guard report to the
Counsel of the increase in madness. An investigation (Investigation#2)
is started and reported to Investigation#1. Mist starts rising.
Mist (based on D&D 3.5 Fog effects) Whether
in the form of a low-lying cloud
or a mist rising from the ground, The Mist obscures all sight,
including darkvision, beyond 15 feet. Creatures 15 feet away have
concealment (attacks by or against them have a 20% miss chance).
no real answers are forthcoming for Investigation#1 and #2, the Regency
Council declares a state of emergency. All residents are advised they
should stay in their homes after dark, report any unusual occurrences.
A legion of the Regency Army is called out to contain and cleanup the
mass insanity. The insane are put in a local prison where there's room
Four Madness runs wild in the streets.
Army is hard at work rounding up the crazies. People start dying. The
Druidic Tabernacle finds evidence of the Periphery and informs the
Regency of the interplanar rift.
The dean of the mage university comes
out with the historic statement: "It
appears that we have a problem of
some magnitude here. I request emergency Regency services for the
duration of the event. We don't know what it going on, but there is no
doubt of its occurrence. Professors of the various universities have
gathered with what people they have. Volunteering would be greatly
appreciated. Come help us help the Regency."
Using students from the
universities, a massive search of the city begins to find the 'edges'
of the Periphery (estimated 24 days due to the area of the Regency, but
its working from the 'inside out' and will have a delineation covering
downtown in just 6 days). They immediately find Periphery evidence in
the downtown area. Evacuation begins. Town Criers and Heralds have
operation, only the military maintains public communication. By the end
of the day, strange creatures are being reported. Gibberling mouthers
and brooders are invading the streets in large packs, 'mist spiders'
strange looking but medium and large spiders none the less tangle with
the army, and
other strange, gelatinous and multi-limbed creatures seem to come out
of the mist attacking whoever is there. It's learned that sleeping
areas causes the insanity and that the insanity cannot be removed if
the victim remains in the corrupted area. As it is, the insanity
proves to be untreatable by convention means. It is ascertained
that The Mist or the discovered Periphery is responsible for the mass
insanity. The Sisters of Mercy continue to attempt to treat the
ailment, which so far is not responding to treatment.
Periphery (more reality than spawn
realm), temperature cooler, DC 10 Wis = indefinable aura of "wrongness"
while within the boundary. Sleep in area brings Dream Corruption (see
Dream Corruption (Dragon magazine #330, pg.
23) (all areas) -- In the dream, the dreamer finds himself in a
uniformed, gelatinous body upon a street filled with recently
slain. The dreamer finds that he is ravenously hungry and unable
to stop himself from partaking of the bountiful feast lying unguarded
upon the street. The dreamer uses his newfound body to directly
digest 'food' in a horribly external fashion. Sane beings DC14 Will
save or go mad. This manifests whenever any intelligent creature sleeps
within the area.
Five The Regency Council declares
of the entire downtown population and subsequent affected areas. Those
not in affected areas are allowed to remain. Another legion of the Army
is called in to help evacuate people into the northern countrysides
where 4 camps are set up to house the population.
The Ancient Cathedral
issues the statement that "in a
unified effort, we were able to
ascertain what occurred was an interdimensional rifting, the cause of
which could not be seen, but it was not a natural occurrence. The
Towers represent the knowledge of the Ancients that apparently knew
about this rift and that is what protects them. There is a party
leaving for Sigil to get information from higher sources and in the
will finish our project."
The public is officially notified not
sleep in infected areas, to follow the orders of the army and relocate
immediately. There are creatures in and around the mist with which
people are unfamiliar, so reach safety and stay there. Two immense
creatures are sighted and fought with by contingents of the army:
|One Colossal creature which is being called a
Kalca seems shaped
like a jelly fish but floats in the sky with clouds that conceal its
true size and shape. What is seen is its massive tentacles that curl
and swoop down, snatching up and preferring the flesh of horses.
(GM thanks the artist Kalca for such
an eyepopping rendition of something terrible in the sky)
||A second Colossal creature dubbed the Mist Behemoth
6 massive multi-jointed trunk-like legs. Most of the bulk of the
creature is near the shoulders and head where various lengths and sizes
of tentacles curl independently, the whole underside of the creature is
covered in large tentacles tipped with claws that reach down.
thanks the movie "The Mist" for this fantastic picture of a Far
Seven Two citizen camps in the east are
from a close periphery area. It's discovered that people can sense the
Periphery areas by an indefinable sense of "wrongness" while within the
boundary, but animals sense it better.
So an action packed evening for the GM's birthday. And there was much
groaning and thanking. Happy Birthday to me! Next game 5/7.
5/7/16 And so the party continued through Day 8 to
Day 10. First use of the City
between Cerebrosis, Foci and Marrow to Core, they're starting to
understand their dimensional predicament. Got some Cranial Encrysters,
some Fungal Zombies and the purpose of the phosphorous fungus around
the foci structures! Hooray! Brave heros visiting the Marrow have
nightmares anyway. The SW Blot
shows the corruption delineation in the SW section of the Regency that
was completed on Day 10. Next game 5/21! The party discovers a gateway,
go into the Marrow and look around. Come back and out and report.
(pillar/pillarlike rocky outcropping/altarlike slab/monolith)
goes from periphery to marrow. strange phosphorescent growth visible on
5/21/16 Day 11
is made by
the Regency Council: Speaker of the
Council Starkad makes
his historic contribution: "Citizens,
please be advised that this emergency is of such magnitude that the
constables and the army can no longer guarantee citizens' safety,
despite our best efforts. Consider this situation nothing short of a
full-scale invasion. We urge all citizens to arm themselves, and decide
whether you will stay or leave. Whatever you do, do it immediately.
Report to your local constable if you intend to stay in your homes and
secure your property. The real bad news are the other dimensional
creatures infiltrating into our territory. They are voracious and have
no fear. It appears some may be intelligent, but this is not confirmed.
Some of them are colossal, others small and all have appetites. In many
cases, the after-effect of some creatures causes our citizens to become
something other than what they were. Many lose their minds, but are
physically changing into the enemy. It is therefore decided by the
Regency Council that compromised individuals can be brought to the
Schmiden Free Clinic & Hospital and put under the care of the
Sisters of Mercy who have all authority to treat or destroy the
compromised individuals. The army and constables are busy cleaning up
the insane and killing the intruders. If you find yourself in a
battle area, remove yourself and loved ones immediately. At this time
we urge any and all citizens who wish to help the Regency to volunteer
for temporary duty in the army, where our efforts can be unified.
Otherwise, Destroy All Monsters. May Pelor watch over us all."
The delineation project continues throughout the rest
of the Regency. Now that the delination project is complete in the SW,
the adventurers decided to roam the SW section in a figure 8 and
locals. Their first encounter took 13 rounds with the infamous Spawn
Spiders and two exploding spider spawns from corpses. After a little
first aid, they're recovering as we speak in the First Aid clinic in
one of the Towers. Next game 6/4! Exploration of the
Swarms! we hate swarms!
Classes are being held in the evening in Tower One where all knowledge
is disseminated to teachers only, then on to students who are
contributing to the ongoing information gathering. Teachers name this
Other Dimension the Spawn Realm. Tests have revealed that this
encroaching realm has more in common with oozes than it has with
humanoids or indeed reality as we know it. This is what is causing the
insanity, since the Spawn is so alien in nature to us. They have named
this side affect Dream Corruption, and those affected seem to
experience the same things:
Periphery (more reality
than spawn realm), temperature cooler, DC 10 Wis = indefinable aura of
"wrongness" while within the boundary. Sleep in area brings Dream
Corruption (Dragon magazine
#330, pg. 23) (all areas) -- In the dream, the dreamer finds himself in
a uniformed, gelatinous body upon a street filled with recently
slain. The dreamer finds that he is ravenously hungry and unable
to stop himself from partaking of the bountiful feast lying unguarded
upon the street. The dreamer uses his newfound body to directly
digest 'food' in a horribly external fashion. Sane beings DC14 Will
save or go mad. This manifests whenever any intelligent creature sleeps
within the area
Corruption: Damage cannot
be healed naturally while the subject remains in the Periphery. Magical
healing will work but only half as well. It is suspected that in the
Marrow, this affect will be far worse.
The Mist (based on
D&D 3.5 Fog effects)
the form of a low-lying cloud or a mist rising from the ground, The
Mist obscures all sight, including darkvision, beyond 15 feet.
Creatures 15 feet away have concealment (attacks by or against them
have a 20% miss chance). The Mist itself has no other magical or inert
properties discovered so far. Best guestimate believes The Mist may be
a natural side effect of the entire rupture upon our reality, therefore
the foggy mist covers all blots and a distance beyond their edges
6/4/16 Day 13
So the adventurers went back to the Mage Tower
so that the Urban Druid could train, so they did a little shopping.
The party which left for Sigil on Day 5 has returned from Sigil. The
The other dimension has been sighted before on other
worlds and has many names. The other dimension is a base dimension of
all creation. To us they're aberations. There are at least two
intelligent races among the creatures there. Mindflayers and Kaorti,
which are not friendly. This other dimension is so foreign to our own
that sleeping and healing within its confines causes mental and
physical alterations. This other dimension has no 'leaders' as we know
it. There is a spellcasting school of learning called Cerebrancy which
governs and focuses the power of the other dimension, which Dean
Himolust has remained behind to learn.
The secondary focus of this invasion are the foci.
As many patrols have reported, there are 'constructions' of various
types. These allow passage from our reality to the Marrow toward this
Other Dimension. Purportedly, these constructions anchor the other
dimension into our reality. All of this happens because of the initial
rupture. In the next few days experiments will be performed on these
foci to determine what will function best to destroy them permanently,
as physical force alone only destroys them for 24 hours, after which
they reform as if never destroyed.
It has also been ascertained by a Sigil Seer that
this rupture in the Regency does not occur naturally, that someone
either accidentally or on purpose caused the rupture by means that are
presently unknown to us, but the certainty of a living sacrifice is
assumed because that is how such a rupture is created. Reports of the
past suggest that practitioners of Cerebrancy can cause such a rupture,
but none presently in Sigil knew how to accomplish it. Various relics
of great power have been known to cause such occurrences. But the
leading cause of such ruptures are Acts of Gods, most particularly
Great Old Ones (dead gods for millenia) Aoskar, God of Portals
(destroyed by The Lady of Pain), explosions of suns including natural
novas (resulting in destruction of multiple worlds) and critical
failures of gates, as in Gate spells. While there are weaknesses in the
basic structure of the universe, it is unlikely that this is the cause,
inasmuch as such occurrences swallow planets whole and to Regency
knowledge, this rupture is only one.
By process of elimination, it must be assumed that a
person or persons did such a thing either through Cerebrancy or a relic
of great power. Search for the culprit must be made for the same.
So the party rose to Day 14
another announcement, this time by Acting
Captain Gilsboro: Please be
advised that the streets are becoming increasingly dangerous by what
appears to be spider vermin. Truth be told, they are not vermin, but a
deadly variety of aberration. While there seems to be several
varieties, truth is they are the same species at different sizes of
development and they are always found in groups. The diminuative swarms
are the youngest but pack quite a wallop. Fire is suggested. Unprepared
individuals should not fight these creatures, as it has been observed
that all spider in an area comes to join the fray and its easy to get
overwhelmed. Their poison incapacitates and they use their helpless
victims to plant eggs in. The hatchlings will kill the host. Some of
them are large and even huge, so be aware they are not to be trifled
with. If capable, destroy all nests. Burn all bodies."
Then they decided to check the land by the Druidic Tabernacle and the
areas still in the Regency beyond the Mist. And the druids enlisted
them to take supplies to the Army Headquarters and the party agreed and
they were given a wagon of supplies and a huge percheron horse. So they
met and defeated some gibberling mouthers, arrived at the Army
Headquarters and were given part of the supply route to bring supplies
and messages to the Mage University. On the way there, they ran across
some huge ooze-ish creature that they still are in the middle of
fighting. Next game 6/18!
6/18/16 And so our intrepid adventurers
defeated the humongus amoebic crawler and moved on to discover yet more
and stranger enemies. Day 15
had general announcements: The Regency extends the state of emergency
and closes the border of the Regency. Food and water centers are set up
downtown for remaining residents. Half the armies divided up and sent
to patrol borders. The other half hunt down critters and kill them on a
Knowledge of the Spawn Realm is now officially part of Knowledge (The Planes) for anyone
who attends the evening classes. There are 3 distinct layers to this
rift event. We are dealing with the Periphery in the city streets which
is more our reality than theirs. The Foci lead to the Marrow of the
Spawn Realm influence where its more the Spawn Realm than our own. The
third leads from the Marrow to the Core. This is no doubt a single
entrance into the Spawn Realm proper according to Sigil sources. It is
also believed there is one point where the rift originated.
Sleeping in the Perifphery
Corruption which drives people mad. It is not always permanent.
It's determined that a Lesser
Restoration will improve the patient's condition, but that
a Restoration cast once a
day for three consecutive days will permanently remove the condition.
There are certain spells involving space, conjuring and travel that
stand a percentage chance (50%) of not working in the Marrow. It is
also believed that the foci are forming because of the rupture and
return no matter how they are destroyed. Experimentation reveals the
'structure' may change it's shape, but it still performs the same
function in the same place it was originally.
16 Experiments have yielded more
information regarding the Spawn realm that are in addition to those
environmental effects (Dragon
magazine #330, pg. 24-26):
certain spells involving space, conjuring and travel that will
not operate/misfire within the Marrow and stand a percentage chance
(50%) of not working in the Marrow. (Home) Marrow can be 20 miles wide
once inside (more spawn realm than reality) Center is core, direct
channel with the other spawn realm dimension. Also Foci to Periphery.
Tremor -- once per
day, DC13 Balance check to avoid falling prone.
All visibility ranges are halved while in the rain, but worse, all
creatures (except those native to the real and the marrow) subjected to
a -1 penalty on their attack rolls, saving throws, ability checks and
skill checks due to the annoying, distracting nature of the viscous,
gooey fluid. This fluid dissolves dead organic matter, literally eating
Mood Corruption --
Creatures easily aggravated. DC14 Will or feel to end disagreement in
decisive manner by attacking those with whom they disagree. for 1d4+1
rounds. Only can happen once per day.
Form Corruption: Damage cannot
be healed naturally while the subject is in the Marrow. Magicial
healing threatens to corrupt healed flesh when healed in the Marrow.
Each HP healed is equal to the percentage chance that the creature's
form becomes corrupted. If creature is affected, it is not only healed,
but gets new addition to its body at the point where the wound was
healed. The growth organ or limb is entirely useless. Can be
They decided to test their mettle against the
Marrow. Multiple snakeheads from their first dharculus and a great time
had by all. The plant however, dubbed the blood sipper, was truly ugly
disgusting and nary a hitter of pods survived the overwhelming stench
of their poppage! and so without further popping of pods, they moved to
go home and leave the Marrow behind them. Next game 7/2!
17 The party did another round the blots
came across two Amoebic Crawlers. The encounter was disasterous, ending
in the death of Xhaz the Philosopher and Teacher's Assistant at the
University of Hammerheim, famous for his End of the World Party
the night before the Great Catastrophe. The rest of the party mourned
for 24 hours, each remembering him in their own way. A new morning
dawned and they went forth to help the helpless in their struggle to
stem the tide of the Spawn Realm's creatures. They took on a family
group of gibberlings and destroyed them all. Next game date 7/16.
7/16/16 You can tell summertime is on! Game is
cancelled. Next game 7/30
7/30/16 Day 18 And
so our intrepid adventurers recovered
from the death of Xhas and obtained a new companion named Zyd, and they
sallied forth against those stupid Cranial Encyrsters. They then went
to Hightower and saw where Zyde lives. (Day 19) The
next morning they returned to the Regency, ran across a street child
because Esmeralda called for Vigil, and after a cryptic message, they
again patrolled the city streets then came across the
unbelievably bad Living Wall, which devoured their rogue. And though
they mourned her, they decided to band their resources together and
obtain a Wish to bring Brandy's body back and then had the church raise
from the dead. And so our adventures poor and without cash now shop a
little (very little) before their next battle.
8/13/16 Day 20 The
streets of the Regency are filled with danger. Routes being used by the
traders and supply lines are patroled regularly with contingents of
soldiers. But in the smaller secondary and terciary streets, there lies
looting and dying. The party began a quarrel with a few spider-like
aberrations only to find that they fight for their lives
a lair of the dreaded creatures! Fight
strong! fight hard! get those swarms down! And so they all are wounded
but stalwartly standing firm! (Fight called due to lateness of hour at
round 8/init. 11). Next game 8/27 picks up where we left off!
8/27/16 Picked up combat at round 8/init. 11. It went
on until round 23/2, where they finally took down the last of the
hoard. 2 Huge, 4 large, 6 medium, 8 small, and 10 swarms of these
aberrational spiders. Finding a lair full of bodies, which they burned.
Fatigued, exhausted and even unconscious, our adventurers limped
their way home and spent 2 days recovering. Next game 9/10!
9/10/16 The Regency forces have
essentially stationed themselves around the various blots in order
to destroy roaming monsters. A secondary force sweeps through the
interior of a blot, destroying any lairs or nests that they find.
Volunteer groups usually consist of 4 or more soldiers, a couple
spellcasters and any cohorts or animal companions. Spellcasters find Detect Life works well for hidden
adversaries. Wagon trains are now prevalent moving from area to area
within the Regency.
Still patroling the city on Day 22,
fierce Rukanyr and afterwards came across a Creeoth demolishing
buildings trying to kill a teenage girl. And they saved the day!
hooray! Next game 9/24!
9/24/16 Day 23
The Mage Tower is making a circular sweep around the tower to salvage
for suppies.before further fires destroy the buildings. There are a
number of fires presently burning in the city, but volunteers are
trying to mange them to make them burn out, taking down whole buildings
to cut off fuel. There just aren't enough people for water lines nor is
it safe to do the same. In conjunction, the army has decided to start
setting fire to sections of the city to hopefully burn out the spider
hoards They've given the towers two weeks to clear buildings of
28, the delination
project was finished. The Regency is entirely delineated. All areas
of contamination are being monitored by local constabilaries and Army
backup. Efforts focus on how to end the disaster. Latest and strangest
information, some foci previously identified and marked on maps are
drifting 2-3 feet over the course of a month. Whether this effect is
consistent has yet to be seen. Some foci don't seem to drift at all.
The Thaumaturlogical engineers say the pattern of the Periphery effect
gives credence to a possible central location near the Library of
Antiquities. Debate ensues.
Day 29 - 37,
the party helped the army screw over the spider aberrations and
prepared the way for the fires to come! The
party explored the warehouse district and found a
Skybleeder, which they fought, freeing up the area for the army to move
in. They later took on a couple of Huge Kaortic hulks which failed to
destroy our heros. Dismissal
is also discovered as a spell that works well.
Specifically on Day 30 Its
decided that the contents of the Library of Antiquities is too
voluminous to move, so an effort to retake the Library of Antiquities
for research purposes is now arranged. A contingent of the Army Corp of
Engineers will help in fortifying the building against the monsters in
the area and build a makeshift fort in the clear area nearby. However
it is known that the Library is compromised by the blot there and no
one must fall asleep in the area, as there is no protection. The number
of insane has slowed to a trickle now that the cause is understood. Day 31
Renewed efforts to clear buildings of usable materials and supplies.
The army specifically goes into and along the front of the forest in
order to sweep it clear of infestation. Day 37
The army now begins efforts to burn out the spider hoards by means of
controlled fires. Next
10/8/16 Day 38
Save the children. They're running free near the library of
antiquities. They run from guards. They are periodically sited, usually
inside a building. The multiple fires can be seen from the air (top of
towers). Their main tank gone ill, they returned to
hear about feral children and went to explore a richer section of town,
came across two Mind Flayer emmissaries whom they killed and pillaged!
And almost lost their Urban Druid as brain food! But the party
prevailed and returned to the tower. Next game 10/22!!
10/22/16 Day 39
And the party came together, and ran into a
bunch of amoebic crawlers and did triumph over the nasty oozes! Next
game 11/5! Word from the Antiquities Outpost is that research is now
ready to continue.
11/5/16 Day 40
Dean Himolust returns from Sigil with the Cerebrancy
material. Several colleagues are still searching library material in
the Nexus to hopefully find a way to stop the Spawn Realm from becoming
a permanent fixture. Its decided that teams will go to known survivors
of the realm breach and ascertain how it was accomplished. And so our
adventurers hunted down a
skybleeder and almost succumbed to its nasty attacks! Then they took on
their first Groundfeeder! and lastly took on two Rukanyrs! Next game
11/19/16 Day 40
continued: So the party roamed the streets, killed a horrendous
dharculus and came upon a spider lair!! Game had to stop at the top of
the 5th round. Next game 12/3!
continued through to the middle of the 12th round before finally
decimating the enemy hoard. They also saved 3 citizens they found
already infested with larvae. After a good night's rest, they sallied
forth into the rising dawn and came across a Skybleeder. Next game
12/17/16 Our grand and glorius
Christmas lasagna dinner got cancelled due to one player in
Massachusetts, another down with the flu and the Minotaur copped out.
Next game play date is 12/31, New Years Eve, and not likely to happen,
which means the next scheduled date will be 1/14/17. Happy New Years!
12/31/16 Happy New Year! Major party members got sick
but Alley and Zyde sallied forth to investigate the anomaly. Next game
1/14/17 And so our adventurers sallied forth! and it
was nearly a party wipe. Confronting a Gigantic Skybleeder, the initial
attack from the creature hit the paladin, grappled him and swallowed
him whole. The damage from the said attack killed the urban vindicator,
Alley, through the Share Pain spell they had. But the perserverence of
the party Tank, Aknar as he gored his way out from inside the
Skybleeder 3 rounds after being swallowed, thereby killed said
1/28/17 After attending Alley's funeral, they brought
into the party Daliah, female half-fey, Circle of 8 (bookworm) and
sallied forth to Dagder's to make some magic items. When they returned
Captain Hollister had a job for them, so they did go out and hunted
down a Huge Ground feeder and there was much rejoicing. They await the
Council meeting in 3 days. Next game 2/11!
2/11/17 Day 53
They went out and destroyed an
aberration spider lair in a farm field so the planting could
resume. The Council meeting did disclose that the Great Catastrophe was
initiated by a relic in the basement of the Library of Antiquities by
accidental activation of a device that cost the janitor his life.
Search for the rift is still ongoing. Next game 2/25!
2/25/17 Still Day 53,
they went up against a
Nightseed. The new mage and vermin companion both were engulfed and
assimilated. The party will probably never talk to me again. They did
eventually put the huge beast down, and it is generally agreed WE HATE
FAR REALMS CRITTERS! And so tune in next time on 3/11!!
oh my GAWD! I don't know
if I can handle the excitement of these 1 am end games. Holy shit. And
before our fights, there was a great feast of corn beef and cabbage and
peasant bread. AND IT WAS TO DIE FOR! and indeed they did. Day 53
: Our intrepid adventurers went to Dagder's and
did some item creation, then got back on the road, decimating a Huge
Amoebic Crawler. They then went on a second job, and it proved a hard
job. We did finish the 1 Gigantic and 1 Huge Kaortic Hulk fight. At the
end of all things, Aknar was dead, Aknar's mount is dead, Vigil was
down and bleeding to death. Moxie was zotting, Kaid was zapping and
between them all, when Erling cast a Poison, Critter failed its save
and lost 8 Con. The ensuing poison, disabled it, made it prone,
helpless and finally killed it. Day 58
The party then moved on to Bishop Zook of the Pelor faith to True
Resurrect the Paladin Aknar, which the Bishop agreed to on this
occasion. Tune in next time on 3/25! Have a great St. Patrick's Day!
3/25/17 Day 58
continued and so the killing has
ended and the party returned from killing Creeoths and after
resting, taking on a Shaboath on Day 59
And treasure was had. Suddently the Sgt. At Arms Finnbogi isn't
such a bad guy after all. Next game 4/8!
4/8/17 Day 59
Aknar got sick so
they returned and rested. They then went and investigated a new vermin
which they called a Rathid. Day 60
taken to rest and craft. Day 61
they investigated a major route disturbance which turned out to be a
Gargantuan Ground keeper fighting with a Gargantuan Purple Worm.
Valiantly they slew the beasties and there was much rejoicing. The
first Librum of Capability was found and won by Kaid. Next game is
4/22/17 Day 61
is us. What a mess. Aknar has died. The party fought dharculus, cleared
out a blood sipper overgrowth, then came across the Kaortic Hulker
mount and the two Mindflayer riders. Brandy was stunned by the Mind
Blast. Then the Hulk made mince meat of Aknar. Once the mindflayers had
fled, the party killed the hulk and lived to tell the tale.
5/6/17 Day 62 & 63
And so our adventurers regathered and went fact searching and problem
solving and called forth a creature from beyond who led them to a
lot number in the Library of Antiquities where they have found Planar
Tuning Forks. Tune in next time when you can hear the halfling say,
"but I don't want to go with a tuning fork! I don't know where its
been!" Next game 5/20!
5/20/17 Day 63 & 64
the party finished up their investigations and late that night sallied
forth to explore and tour Esslingen. And so on Day 64
our intrepid adventurers travel into the Marrow! and
encounter 4 Gargantuan and 1 Colossal Far Realm Spiders! over 300
points of damage to one and they still haven't killed one! Will our
heros live to tell the tale? Will they survive?! It was called for
lateness top of the 5th! Next game 6/3!
6/3/17 Day 64
So we picked
up top of the 5th and ran into round 32 of one of the longest and nail
biting of combats had. Aknar went down in the 7th, got up for more,
went down in the 10th and 11th, then died in the 12 round (this was his
final battle) and Moxi the fire gensi died in the 17th round and they
were the only deaths at the end of the fray. It was an amazing combat,
serious buffage, amazing deeds and Kaid led them to victory. The
corpses unfortunately were eaten during the combat and True
Resurrections cannot be had. Next game 6/17!!
6/17/17 Day 64
and they took Aknar to the Sisters of Mercy, took Moxi to the local
cairne house and cremated her. They then went to Dagder's and spent the
night, then on Day
moved on to
Cretan Quarry and back to the Regency. After helping Lava out, they
went on to the Mercedes Arena
They found the secret passage into the
Cell Blocks of the gladitorial quarters. From point to point they
disabled the disk device without much ado and found they went from one
to another "B", "C", "D" and "E". Cell Block B had ghouls and ghasts in
it, Cell Block D had some sort of brown mold and spores in it, so they
ran through, Disabled Device on another disk and came into Cell Block
E, which had huge and guarantuan skeletons in it. We had to call it
there because of lateness. Next game is 7/1/17!
7/1/17 Day 65 &
66 The party finished
its preliminary investigation, reported to Finnbogi, then went to
Dagder's to rest and eat, order some magic items, returned to the city
and finished up the Arena using the 4 keys they had found earlier. Then
they discovered they were spreading the brown mold. Cellblock E, F, the
barracks adn officer quarters all followed the room with brown mold and
sure enough ti was everywhere they had gone. They were spreaders of
plague. Next game 7/15!!
7/15/17 Day 65 through
They had to clean up the mold mess, and that took them 3 days. They
then went to Dagder's, picked up their magic items and wemt merrily
went to get into trouble. After hearing the news from the Heros of the
Scarlet Dawn, they went to investigate and site and found an Ooze.
After dispatching it, instead of following advice of experienced heros,
decided to go back into the Marrow anyway and immediately were set upon
by a troop of 6 Kaortic fighters, 2 sorcerers, 1 rogue and their mount,
the Kaortic Hulk, who took down their dinosaur druid to negative hit
points! and we called it there top of the 4th. Next game 7/29!
7/29/17 Still Day 69 at
the top of the 4th round our intrepid adventurers
braved the Kaortic squad of 7 fighters, 1 rogue, 2 sorcerers and the
Kaortic Hulk mount! It was gnashing of teeth and by the skin of, but at
the end of the day (and the 11th round) they were victorious. They
gathered all ill-booten gottie and are home rich, fat and happy in
Tower Two. Next game 8/12/17!
70 Killed a
couple ground feeders on the trade route and they went back to the
Marrow (say it ain't so!) to confront some Mass of Tentacles that at
one time had 3 party members it it's tentacles. They survived to let
the Druid speak to the Marrow City, whereupon they reported to the
Tower One authorities and moved on to level and get/make magic items at
Dagder's! Next game 8/26!
8/26/17 Day 70 And
so a great vacation was had by the party with 12 days at Dagder's and
much money spent on New Things. Yum. Back into the Marrow
on Monday, Octook 9, 3248, Day 82, they
ran across the GelatinousMass with Outrageous Hit Points and after
weary arms at the bottom of the 6th, it finally fell. Next game 9/9!
They decided to rest at
Dagder's, go back to the Regency on the morrow. Day 83
They browsed the Gift
Shoppe, stopped by Tower One and Tower Two before running to
Lava's store before heading back to the Marrow. Their adventure this
time was not the Arena but the Archives. They wandered the Honeycomb
cells and the Crypts of the Centuries. They went down the cistern to
the sublevel of the Storage House where they wandered many
hours until the Urban druid did a locate object on a Down Passage. It
was there they found the worm holes down. Following one, it emptied out
on more to the Hall of the Mages and a door to Endless Horizon. descent
to an underground cave system. Another divination on Day 84
and they found
a door in one of the caves. Upon opening it, they hear Melindril
behind them. They all retired to his Magnificent Mansion for talks.
Next game 9/23!
9/23/17 In continuation, they rested to Day 85
had Erling put a metamagick'd Death Ward on the wizard, then waited for
him to return, which was about 24 hours. They decided to go to
Tower Two where Melindril requested a cleric of meta magic persuasion
to accompany him back to the Core where research could be had. Sister
Hevon, female elf Clr17 of the Sisters of Mercy volunteered to do this
for the cause and with the party, returned to the Endless Caverns.
Melindril put up his mansion and went right to work. The party
encountered 3 huge amoebic crawlers that they vanquished and decided to
leave to Tower Two for further adventure. They rested into Day 86
and encountered a ruckanyr in the Periphery. Next game 10/7!
10/7/17 Picking up their paladin & mount, they went
back to Dagder's on Day 87
had a supper that couldn't be beat and learned the
latest undergrad news. They then decided to take supplies to Melandril
& Sister Hevon while they worked on closing the door. So after
grappling with a Mass of Tentacles and getting cloudkilled by a
Skybleeder, the party trudges through the Marrow to bring supplies to
Melandril & Sister Hevon. Next game 10/21!!
10/21/17 And so our intrepid adventurers sallied forth
into the mountains to discover who had gotten killed and why. They came
upon a crypt and there found Guardians of the Tombs, apparent astral
constructs, who made cuisinart of Rapz, nearly killed two party members
and generally were mostly pains in the ass in an otherwise puzzle box
structure on Day
. Tune in next time to discover if they find any
treasure at all!! Next game 11/4!
11/4/17 And so they figured out the dungeon crypt on Day 89
On Day 89
they partook and gave away some relics and artifacts of legend to the
church. Next game 11/18!
11/18/17 On Day 90
they visited all the main powers in the city
and on Day
ran across a Kaortic Hulk that they dispatched. They
agreed to do a
seminar at Tower Two then took a bag of holding to bring to Melindril
in the Marrow. They encountered a Dharculus, which they defeated with
great effort and blood spilling, Bronack lost his paladin's mount. Next
12/2/17 And so on Day 91
our intrepid adventurers braved the
Marrow, finding their way through the treacherous territory and
confronting a Dharculus and taking down a Huge Amoebic crawler. Next
game is 12/16! Be ready for Christmas dinner!
12/16/17 And so on Day 92
our intrepid adventurers
overcame the Living Wall and destroyed the massive Mass of Tentacles,
they finally found Melandril and Sister Hevon in their magic mansion
and on Day
, they settled down for a long winters nap. At midnight
on Day 94
a long ritual was had to complete Melindril's ritual. Great food and
by all! Merry Christmas folks! Next game 12/30!
12/30/17 And so on Day 94
after 15 rounds of intensive
fighting and dying, the Gigantic Skybleeder in the Marrow did an entire
party kill. Been a long time since I've done that.
Vigil's situation is better. Being sick, he was left with his horse in
the mansion, since certain death awaited those outside. And sure
enough, the party was destroyed. The Far Realm had devoured them.
Melindril's ritual was successful, but it cost him his life.
Sister Hevon saw him dissolve the doorway and the Core slowly close.
From that moment on, it was a rush. Sister Hevon ran back to the
mansion, got Vigil and Cruiser out of the disappearing mansion. She
came upon the terrible scene of carnage where the party met its end,
but was unable to find anything to salvage. The heroes are dead. Being
able, Sister Hevon used a Word of Recall and brought Vigil back to the
Next game 1/13! see you then and Happy New Year.
1/3/18 Sister Hevon returned from the Marrow dragging
along the stranger who fell through
the gate and an unconscious Vigil to safety on Day 95
Once word of the party's demise had spread through the Regency, on Day
, three strangers gathered in Schermerhorn
Hospital to be in vigil over Vigil. And so our non-adventurers
became adventurers, all waiting for the unconscious Vigil to regain
himself. They eventually sallied forth, killed a Mass of Tentacles and
Tune in next time when the party gathers on 1/27!
1/27/18 The party came together in late afternoon
when Vigil regained consciousness. and on the next morning, the Heralds
made by the Head Master Sage Thamiel, at the Libraries of the
, the Sages state as follows:
be advised that the Catastrophe is over. What was started is now
stopped. It is by the aid of the Gods that all information to some
degree has been confirmed, but the residents of the Talen Regency will
hear what occurred that fateful day of Monday, Jultran 9, 3248, when
the Catastrophe started at 10:11 a.m.
That which caused all our sorrow was actually named the Eyes of the
Beginning, a device created by a group of Ancient Time mages who hoped
to find the beginning of the universe. Instead they found the Spawn
Realm. The relic itself is a platinium scrolled holder of something not
a palantyr but based on the same sort of technology resembling a clear
crystal drop of water sitting in a silver nest, 12" X 12" X 12".
According to several sources, most of the creators of this item went
mad or became part of the other Realm when the device was first
used. After their disaster, it was taken into custody by members
of the Kor el Lei order and when it was discovered the item could not
be destroyed, a title was created and the item was passed down
generation to generation to protect it from ever being used again.
There are reports of various detections used upon the device by
successive generations, but true to its relic stature, it could not be
identified. Though there is no proof, it is believed that the last of
the guardians met his doom and left the contraption in his effects. In
accordance with the will, the contraption was eventually placed in the
custody of the Kor el Lei Archive Guardians. This organization at the
time had many offices around the systems, including in Sigil and were
the builders of the Library of Antiquities. The device was promptly
cataloged, put into storage and knowledge of it lost. As fate would
have it, a nearby star cluster's black hole burst into a grand
explosion, affecting all the nearby star systems of which this land is
a part, and is referred to in our Histories as The Near Extinction
(when most of all life was destroyed by the star's explosion). When the
civilization that once lived here ceased to be, they left many
buildings, some refound and inherited 3 centuries ago with the founding
of local towns which make up the present day Talen Regency. The
Archives was not reopened until 2 centuries ago with the founding of
the present university system.
On the day in question, it is believed that Mr. Jacob Winkler,
cleaning man for the Library of Antiquities, was busy cleaning the
basement where old boxes have sat in storage for years and years, as
long as anyone can remember. As are his duties, he cleans the basement.
When he gets to the storage area, he moves the boxes, cleans an area
and puts the boxes back, one section after another. It has been
confirmed that he dropped the box with the relic in it and the relic
for reasons unknown immediately started to work, sucking Mr. Winkler's
body into the formation of the Core. Mr. Winkler is no more, may the
Gods have mercy on his soul. With the instantaneous formation of the
Core, it explodes with no apparent effect into the Prime Material,
spewing Foci seeds in all directions. The Periphery expanded from that
explosion and attached to the already 'planted' Foci. Recognizing a
danger for which they were created, The Three Towers' protections go
off. The rest is known by the remaining residents.
Be it known that the following people were instrumental in finding,
recovering and putting together the pieces of this puzzle that should
take credit along with the Sharhauser Library of Antiquities: a group
of graduates with members Vigil, Kaid, Deena, Brandy Spryfoot, Father
Erling of the Ancients Cathedral, church of Pelor and Paladin of Pelor
Bronak (a/k/a Suicide Squad)
In addition, Melindril, High Archmage of Vil, gave his life to destroy
the doorway that allowed the atrocities into our world. The door is
permanently destroyed. We owe all these people a deep debt of gratitude.
Also a declaration
by the Regency Government:
Council reports that indeed the doorway is closed. There is no longer
direct access to the other realm. Foci can be destroyed and stay
destroyed. The pollution of the Far Realm has left its mark. The
Druidic Tabernacle has assured that the dimensions of the Catastrophe
has not grown outward. It is agreed all creatures from the other realm
must be found and destroyed. If you find Foci, destroy them. Go nowhere
alone. Creatures of great girth and power still roam the area. Be
alert. We are still under martial law. Citizens are urged to sign in at
City Hall to secure their property holdings. Auctions for the same
shall commence next year.
And so our intrepid adventurers sallied forth, reformed the party,
killed 2 dharculus and 6 swarms of cranial encysters!! And there was
much rejoicing! Next game 2/10!
2/10/18 Game cancelled due to terrible terrible flu bug!
2/24/18 So we did sally forth and visit many
peoples from Dagders to the Sisters of Mercy and even the Bishop! They
also visited Finnbogi and wandered the streets, destroyed some Foci,
killed 4 Ruckanyr. Sought out Esmeralda and took her to Mercedes so
that she might make magical keys to open the Mercedes slave pens. They
went to Amber to search for birds. Checked on the destroyed foci
to make SURE they were gone and in the process ran across a Deep Spawn
Kaortic Hulk, which they dispatched! And there was much rejoicing.
Next game is our annual St. Patrick's Day feast with gaming on 3/10! See you then!
3/10/18 And there was cornbeef brisket and cabbage
with veggies and there was much rejoicing. Our heros lumbered through
the dharculus and almost lost their teammate minotaur to the
gargantuan ground feeder that swallowed him whole. And there was much
lamenting. But they did prevail! There's
also much doubt that Vigil will ever get use to the local soldiers
making a big deal about him with their "All hail the Champion of the
Regency!" So some relaxation at the Ancient
Cathedral and on to better things next time on 3/24!
3/24/18 And so our intrepid adventures went to destroy foci, encountered 6 mobs
of fungal zombies, found and destroyed a second foci and took on a
Nightseed where they managed to live through the skin of their teeth!
Next game 4/7!
4/7/18 And so our intrepid adventurers did sally forth and defeat a Gargantuan
Mass of Tentacles then later took down a Huge and Large Ruckanyr. And
the streets of the Regency are safer. So pleased with their day of Foci
destruction, they went to Dagder's to place orders at the shoppe and to
pass a leisurely night in great food and service.
After a great night at Dagders, the party sallies forth
into the rugged mountains. After 6 days, they find the road to the
cathedral and arrive there in the afternoon. Searching aerially, they
eventually found the courtyard and the blocked stairway. After clearing
the stairwell, with an immense rampway, large rooms like circular
turnabouts are strewn with rotted carts. They arrived at the Crescent Mountain Ancient Way.
They eventually found the entrance to the habitation, and started
finding doors to the left and right. One door they were able to open
had a huge room, where they took refuge for the night. Next game 5/5!
5/5/18 And our intrepid adventurers sallied forth
slaying the dreaded 12 headed hydra, decimated (and got decimated by) 2
frost worms and taking out two 12th level tiefling rogues. Next
5/19/18 And so our intrepid adventurers sallied forth decimating 6 destrachans
in one encounter, 3 nighthags and 3 nightmares in another!
And there was great loot and much rejoicing! Next game 6/2!
I'll update the Hall of the Faithful map tomorrow.
6/2/18 And so the mighty adventurers did slay a death slaad and a green slaad,
then later took on 4 ogres, then later still took on 5 aboleths, and even later still took on 5 rogue bugbears!
And sallied forth through the Halls of the Faithful! And there was much
rejoicing! Next game is 6/16!
6/16/18 And so 2 members fell ill and 2 others sallied forth! They solved the
riddle of the Halls of the Faithful then went back upstairs and took
down an old white dragon, 4 efreeti genies, and 2 stone golems and there was much rejoicing.
Next game 6/30!
6/30/18 And so our intrepid adventurers returned to Crescent Mountain Ancient Way and sallied forth destroying a hill giant, 1
annis hag,1 sea hag, 1 green hag and 9 Ogres, then in another room
there were 8 chain guys (Kyton devils) and in the final room, 2 red
lizards (2 salamander nobles) and 4 huge monsterous scorpions. Sorely
burned at the last, they called it a night and rested. And there was
7/14/18 So our intrepid adventurers began this evening's adventure by defeating
1 colossal cupboard, 2 large sofas, 3 huge chairs and 4 medium end
tables! Moving on they took out 6 umber hulks, then sallied forth walk
into a chain lightning trap, then ended the evening with 2 Yrthaks! And
there was much tired rejoicing!
Next game 7/28! See you then!
7/28/18 And so our adventurers took on the 10 headed hydra, then further
vanquished the 2 frost giants and 4 winter wolves, and there was much
Next game is 8/11!
8/11/18 And so our intrepid adventurers discovered
the Workshop, discovered the Mines, found a collapsed staircase, killed
an old white dragon, a 12 headed hydra (half-far spawn), and a young
blue dragon. Next game 8/25!
8/25/18 And so our intrepid adventurers defeated a devourer, 6 Bodaks, and
venturered into the broken Lower City where they came across a cloud
giant and 6 dire lions. And they haven't even had lunch yet! Next game
9/8/18 Returning to Dagder's, the local students rallied to form the Suicide
Squad Auxilliary (an adventurers guild in the heros' name). Then into
the lower bowels of the Ancient Way, amidst the crumbling remains of all
that is broken, the party encountered a dozen fire salamanders, then
later found 4 Morghs. Much treasure was found and there was much
9/22/18 And so after defeating a 10 headed hydra and some formian ants, the
party encountered a demon who called a couple more demons that are
putting up the good fight that had to be called top of the 5th. So that
is where we'll pick up next time on 10/6!!
10/6/18 And so our intrepid adventurers has run across two separate rooms of
devils, a half equipped group of orcs and wandered searching the
fractured remains of the lower halls in the Ancient ways. Game was
stopped 8th initiative of the first round in Room #14. Next game 10/20! Hope to see you then to pick up where we left off!
10/20/18 And so our adventurers had 1 party death and 1 near death to eventually
beat the 3 nasty devils , searched out some hallway, fractures and
cracks, and took on 12 Ettins! and there was much rejoicing. Next game is 11/3!
11/3/18 The main tank became ill so
they took him to Dagder's clinic and returned to Ancient Ways lower
level and there met a copper dragon who showed them the way 'to the Great Below'.
With such info in hand, they returned to Dagders & the Regency to
let folks know they were in pursuit of where the many devils have come
from. Once done, they went the next day and pursued the downstairs and
came into an ancient dwarven city. There they met their first Skaven
and were given permission to explore as long as they don't kill Skaven.
And so with Scritcher a Skaven thief in hand, they went north higher up
in the mountain to find the King's Armoury and the Temple of Grungni
(an Ancient Dwarven Ancestor god), guarded by powerful dwarven warrior
skeletons. And there was much loot to be had. They then returned to
Dagders for a long needed rest. Next game 11/17!
11/17/18 And so after much doing business at Dagders
and in the Regency, the adventurers finally made it back to the
Underground Kingdom where they finally met their first group of devils
and were victorious. Next game 12/1!
12/1/18 And so our intrepid adventurers fought
valiant and boldly against 1 Pit fiend, 1 barbed devil, 4 bearded
Barbazuh, 4 chained Kyton, and 10 imps in the Great Mines AND lived to
tell about it. All hail the valiant! Next game 12/15!
12/15/18 And so after leaving the Great Mines,
traveling through the debris of the Grey Forge and heading up into a
Carved Tomb, they encountered 10 dwarven skeleton warriors. They
investigated the tomb and as they were deeply discussing what Commune
questions they should ask, devils appeared. Altogether, they
encountered 1 Osyluth bone devil, 1 Hamatula Barbed devil, 2 Cornugon
Horned deviles, 3 Erinyes and two Kyton Chain devils, they fought the
night away in 13 rounds of combat that left the party victorious! Next
game is 12/29!
12/29/18 Continuing their survey o the Carved Tomb,
again they were interrupted by 2 Ice devils and 2 horned devils, but
were successful in defeating them. They then Communed and Spoke with Stone
and learned about the Guardian of the Gates, petitioned the lord with
prayer and made appropriate sacrifices. In return they gained relics of
the age held for the future. And there was much rejoicing. Next game in
the new year! 1/12/19!! Happy New Years! While this group is generally Pelor-based, these are the relics they acquired:
|The Cleric of Pelor received the following:
Body Slot: Body
Aura: Strong; (DC 25) evocation
Activation: Swift (command) or Standard (command)
This golden silk robe is embroidered with adamantine thread in an elegant sunshine pattern.
A holy vestment grants a +2 Sacred bonus to your Armor Class. This is a continuous effect and requires no activation.
The relic power will allow the cleric wearing it to convert a prepared
divine spells into any spell from your Deities (chosen or primary)
Domain. You expend a spell of equal or higher level, just as good
clerics spontaneously cast prepared spells as cure spells. This ability
In addition, when you cast a domain spell from the Healing domain, that
spell is affected as though by the Empower Spell feat. This spell does
not use up a higher-level slot.
Finally, once per day, you can command it to create a shimmering blade
barrier as a ringed wall of whirling sunray-like blades only (20 feet
high, up to 90 feet in diameter, centered on your current location).
This effect lasts for 18 minutes or until dismissed as a standard
action. As long as you wear the vestment, you can pass through your
barrier without harm, though you receive no such protection against any
other blade barrier. The damage from this particular blade barrier is
|The Martial Arttist received:
Visage of Pai Mei
Body Slot: Face
Aura: Stong; (DC 25) tansmutation
Activation: Swift (command)
This piece of clothe appears and is about the size of a large dark rust
handkerchief. It holds no magical auras. On one corner is a neutral
symbol used by martial artists.
This is a relic of a long ago hero lost in the annals of time. He was a great martial artist and highly skilled.
After a ritual in which participant's sear your body with scalding water, you can now hold special magical abilities.
This enables a character to add-or have someone else add-on an
enhancement bonus or a special ability (Weapon or Armor Special
Abilities) to their body. She must add the bonus or abilities normally,
such as by enlisting the aid of someone with the Craft Magic Arms and
Armor feat, who pays the gold and XP Costs, and so on. These bonuses
and abilities can be suppressed, but not permanently dispelled.
Obviously, some special abilities, such as dancing, cannot apply to
you. The feat is used to modify unarmed attacks with natural
weapons such as claws or a bite attack. Characters with more than one
unarmed or natural attack need not take this feat multiple times.
Once the power is unlocked, it is permanent as long as the relic is
still in one piece and the shroud worn at least periodically. If for
some reason the item gets destroyed or stolen, it's power leaves with
In conjunction with its main power, as a swift action, you can opt for
your unarmed strikes to deal your choice of bludgeoning, piercing, or
slashing damage. Once you make this choice, your unarmed strikes
continue to deal the chosen damage type until you use another swift
action to change it. This ability functions 3/day, refreshing
itself every dawn.
Finally, the wearer is immune to damage done when striking an opponent,
whether this damage is from a natural defensive ability, or active
effect of some sort (such as a fire shield, etc.). This is a constant
|The Urban Druid received:
Shroud of the City
Body Slot: Body
Aura: Strong; (DC 25) abjuration, evocation
Activation: Swift (command) or Standard (command)
The coal-colored cloth of this robe is decorated with ivory-stitched
runes. The runes run around the bottom and up the length of the garment
in meandering lines, and are a mixture of arcane formulas and praises
to man written in Ancient Common. The folds of the cloth ripple and
shift while worn, giving the appearance of walking down city streets if
stared at. The robe emits a faint odor of cut stone, and a gentle
warmth surrounds it.
You are granted Blindsense out to 60 feet and Endure Elements as
continuous effects. The robe also confirs Damage Resistance 3/-.
Once per day, the robe can be activated as a swift (command) action
causing three stone orbs, each about 6 inches in diameter, to spring
from the sleeves. They circle slowly around your body at waist height
as long as the robe remains active, but don't interfere with your
actions in any way.
Once per round, you can send one of the stone orbs streaking toward a
single enemy within 60 feet as a ranged touch attack, which is a
standard (command) action. Failure means the orb misses and explodes
harmlessly in a shower of pebbles and dirt. Success means it explodes
in a 5-foot radius burst around the target, dealing 8d8 points of
damage and leaving affected creatures Shaken for 1 round (Reflex DC 20
negates the Shaken condition).
|The Abjurant Champion/Wizard received:
Battle Mage's Mantle
Body Slot: Body
Aura: Strong; (DC 25) abjuration, conjuration
Activation: Standard (command)
Mystical sigils line the hems of this bulky, thick-shouldered robe. Minuscule gems adorn the cuffs, collar, and hems.
A robe of arcane might grants you a +6 armor bonus to AC, DR 2/-, and a
Resistance to Acid/Fire/Cold/Acid of 5. The robe is capable of holding
Armor Enhancements as any normal armor could. It, however, obviously
carries no dexterity maximum, check penalty or spell failure.
Each robe is also attuned to one of the eight schools of magic (in this
case Evocation), chosen during creation (and identifiable with a
successful DC 20 Spellcraft check). When casting a spell from that
school, you gain a +1 competence bonus to your caster level.
In addition, 3/day, you can teleport (with no chance of error) to any
location within 60 feet, as long as you have both line of sight and
line of effect to that destination.
You can't use the shirt to move into a space occupied by another
creature, nor can you teleport into a solid object; if you attempt to
do so, the shirt's activation is wasted. You can bring along objects
weighing up to your maximum load, but you can't bring another creature
|The Paladin of Pelor received:
Aura: Stong; (DC 25) illusion, necromancy, and transmutation
A gift of Kerang, demigod of war, this rod sometimes temporarily finds its way into the hands of mortals.
An ebony rod adorned with a twisted mass of blades and spikes. This
large +3 four-headed heavy weapon deals both slashing and piercing
damage to any foe it strikes.
Also as soon as an opponent has successfully dealt damage to the
wielder, the ebon rod instantly acquires the Bane Weapon ability, with
its power focused on the type of the creature in question.
Thus, if a giant dealt even a single point of damage to the rod's
wielder, the ebon rod would instantly acquire the giant bane ability
for all future attacks at that giant.
The weapon remembers all those who have struck its wielder and will
instantly shift to whatever type of bane ability is required to match a
As a side effect, the wielder of Kerang's Remorse is immune to any Bane based damage and gains a +2 Morale bonus to Armor Class.
The ebon rod can never be pulled from its wielder's hand without
permission (making the wielder immune to attempts to disarm him of the
ebon rod), until and unless the wielder's hand is cold and dead.
Any enemy of the owner's who picks up the weapon immediately becomes
the target of a Phantasmal Killer spell (DC 20 + owner's Cha modifier).
Any attempt to destroy the Kerang's Remorse causes it to teleport
instantly to Kerang, while the person attempting to destroy it receives
all the damage dealt to the ebon rod in its place.
1/12/19 And so they returned to the Tomb and
destroyed the Brazier and the room collapsed. They moved on through
several areas and ended up in a room where the undead warriors would
not stay dead! Once upon a time in Amber, some snake cult was able to
restore undead skeletons to a particular room in a particular mansion.
And on this premise did the snake cult also equip this room with
endless warriors for intruders to fight. And on, and on, and on....
We'll finish off this terrible regenerating room next time on 1/26!