2013-07-22

Dark Paths 33

Dark Paths of Riddleport
Session 33
July 21, 2013

Shedding a Little Light on the Subject

Map Tool Chat Log

Session Summary

After the initial shock of the flame trap that burnt Guy and singed Aragon at the secret door on the ledge, Snargash moved forward quickly and played several short tunes on his flutes, healing his comrades even though he still carried several wounds himself.

The welcoming comittee
Impatient, Aragon then pushed the door open and rushed into the chamber beyond only to be greeted
by crossbow bolts fired by waiting Drow warriors. The Crew rushed in and engaged the 4 waiting Drow. Aragon and Bodi brought their blades to bare and Guy made good use of the rubble and rocks around to create a crossfire of psionically charged projectiles. Aethel tossed a ring enchanted with Continual Light into the room and the sudden brightness momentarily stunned the darkness loving Drow.
Snargash broke into song as he moved through the battleground, watching out for wounded comrades. Paal kept his bow humming as he took pot shots at the Drow when able to get off a clean shot in the cramped cavern. 
Take that, Aethel!
As they battled on, Aragon spied some Drow reinforcements arriving from an adjoining chamber and he alerted his companions before pushing his way in there, completely chopping off one of the Drow's legs in the process. The others followed him into the next chamber where they engaged a group of Drow again. The tactics were much the same until a Shadow Demon coalesced out of a dark recess
behind Aethel and raked him with his evil shadow claws. Unaccustomed to sustaining serious physical damage during a melee, Aethel fled the room. Aragon took an unlucky hit from a drow blade right across his neck and went down in a spray of blood, though managed to stay conscious but stunned. Bodi raced to the Bladedancer's aid, battling the Drow warrior standing over the fallen Elf.

Suddenly, the room was thrust into magical darkness and for a moment the tide began to turn for the Drow, but Aethel quickly regained his composure and used his light magic to enchant a nearby rock with continual light. The magical light slices through the orb of magical darkness, allowing the Crew to see again, and possibly blinding the Drow.  He told Paal to grab it and toss it into the next room.

Bzzzzz!
Aragon finally snaps out of his stunned condition only to see a large swarm of buzzing insects form ahead of the approaching Drow!

Session Notes

Again there will be no continuing story for two reasons. One, the PCs are right in the middle of a battle, the final battle of the campaign arc, and I don't like doing battles as PbP for this type of important fight unless I know everyone can dedicate time per day to making it happen, and second, I will be out of town on vacation for a week in between this session and our next one and I know I won't have time to keep a PbP battle ongoing!

Battle in the Drow Caverns!

Cast of Characters: 

Aethelarian "Aethel" Flitterseed (267) - Noble Elf wizard played by +Daniel White 
Aragon Whisperwind (272) - Elven Bladedancer played by +Arne Jamtgaard 
Bodil "Bodi" Jantzen (262) - suave and smooth swordsman played by +Mike Biancone 
Guy Greystone (261) - Gnome telekinetic played by +Gren Drake 
Paal Ulfsun (256) - Northman Human ranger played by +Ben Zittere 
Snargash Windblown (267) - Half-Orc monk played by +Amergin O'Kai 
and +Jason Woollard as the DM

2013-07-08

Dark Paths 32

Dark Paths of Riddleport
Session 32
July 7, 2013


Following Zincher

Map Tool Chat Log

Session Summary

After settling in at Zincher's camp and having some dinner, the Crew is ready to watch and follow Zincher if he leaves the camp, as Erix hinted at earlier. Erix has re-arranged the watch duties so that the Crew won't be missed if they spend the evening out trailing Zincher. Paal takes up a hidden spot just outside of camp to where he can see the back of Zincher's tent while Aethel took on his usual Body of Air form and floated above the camp, watching out of sight in the dark night sky. Aragon and Guy remained at the campfire while Snargash took care of some of the camp's wounded and Bodi spent some alone time with Samaritha Beldusk, the Cyphermage.


Guy Greystone - Telekinetic Gnome
Soon enough, the watchers saw someone sneak out of the back of camp and they followed him, though the figure was making no attempts to be stealthy at all. He skirted around the camp then came out onto the path about 300 yards away from camp and proceeded to head up toward Witchlight, the ruined settlement at the top of the islands ridge. Paal headed back to tell the others while Aethel continued to follow.

Back at camp, Paal told the others what he saw. They spoke to Erix, who confirmed that Zincher was no longer in his tent and then urged them to go out and find out what he had been up to.

Meanwhile, Aethel followed the man as he walked up the path for about a half a mile before turning off toward the steep cliffside and began climbing down a narrow and treacherous path to a ledge some 20 feet above the quiet, rocky surf below. Aethel watched his quarry disappear between to large outcroppings of rock, but did not approach any closer. After about 20 minutes, the figure reappeared and climbed back up the path to the road. Aethel was sure it was Zincher now and when he turned and headed back toward the camp, the Elvish wizard flew quickly back to camp to tell the others. 

Meanwhile, before Aethel could return, the rest of the group (minus Bodi, who was indisposed) got anxious and finally left to go seek Zincher on their own. Paal led them through the forest and to the road at the same spot where he saw the man get on the path. Aethel soon appeared and told them what he had seen. He also told them that he expected Zincher to be coming along the path toward the camp shortly. Aethel then flew back to camp and continued to watch over the quiet camp through the dark of night. 

Sure enough, about 10 minutes later, Zincher was seen walking quickly toward the camp. Everyone had taken up hiding  places to watch for him, though he spotted Snargash crouching awkwardly behind a
Snargash trying to hide behind a tree...
nearby tree. Snargash pretended to be praying and Zincher seemed agreeable to that charade. Zincher told the Half Orc to be careful and then headed back to camp, following his previous path through the forest. Snargash followed him back to camp while Paal, Aragon and Guy went on down the road, looking for wherever it was that he had gone. 

Realizing that Aethel had not given them good enough directions to sufficiently track where Zincher had gone, Paal, Aragon and Guy give up on their search after a few hours on the trail and return to camp.

The next morning, Erix asks them what they had discovered and is disappointed that they had not done a better job at following Zincher. He gives them their assignments for the day, which is to try to capture another of the strange creatures roaming the island while providing security for a skymetal excavation team near the crater. This was completely in the opposite direction of where they wanted to go, but they carried out their duties as assigned. Snargash remained at the camp and attempted to treat two men who had been ill due to bites received from some of the creatures. They were in bad shape and their wounds had become swollen and black. Taking his time, Snargash attempted to cure the disease on one of the men, but his ritual ended up taking too long and the man died. He quickly changed his tact and was able to heal the 2nd man without further incident. The first man was burned to prevent him from returning as a zombie.

That night, after dinner, Erix tells them that he has pushed their guard times back for several hours so if
Zincher's cliffside path
they wanted to go check out where Zincher had gone, they could, though they would be expected back soon to relieve others for guard duty. With Aethel showing the way, the path was easy to find and the Crew carefully made their way down the steep and narrow path. Bodi slipped and fell but caught himself before falling over the edge to the rocky shoreline below. Once on the beach, the group attempted a stealthy crossing, but that was not to be as several folk shuffled around and even knocked a small avalanche of rocks plummeting over the edge to the water below.


magical glyph - fire trap
They found the small alcove that Zincher had disappeared into the night before, and with some searching, Aragon was able to find what appeared to be a well hidden secret door and an opening latch for it. Asking Guy for assistance in opening the door, Aragon opened it and in doing so, triggered some sort of magical glyph trap which exploded in flames, searing Guy and Aragon, though the Elf was able to roll out of the way, staying out of the main focus of the blast.

The door was now open, and anyone inside potentially alerted by the explosion of magical flames.

Scenic ocean front ledge complete with secret door and FIRE TRAP!

Session Notes

We were plagued with all sorts of problems getting to this session. It was almost a month late due to computer and network issues. One player had MapTool connection issues due to an operating system upgrade (but eventually made it online), another could not connect to MapTool from work and another had to leave an hour early, so we were down one and a half players. I was also using a different setup than usual since my network was having problems, and continued having trouble throughout the session (which I think we got under control when we dropped the video feed from the hangout and just kept it to voice chat) though it did allow me to use dual monitors, which was nice for MapTool and Hangouts and having character sheets and PDFs of various references open at once. 

There will also not be a direct continuing story for this session due to being right on the brink of the campaign arc final encounter. Each player has the option of doing a 'flashback' type of continuing story if they wish.

Cast of Characters: 

Aethelarian "Aethel" Flitterseed (265 pts) - Noble Elf wizard played by +Daniel White 
Aragon Whisperwind (270 pts) - Elven Bladedancer played by +Arne Jamtgaard 
Bodil "Bodi" Jantzen - suave and smooth swordsman played by +Mike Biancone 
Guy Greystone (259 pts) - Gnome telekinetic played by +Gren Drake 
Paal Ulfsun (256 pts) - Northman Human ranger played by +Ben Zittere 
Snargash Windblown (265 pts) - Half-Orc monk played by +Amergin O'Kai 
and +Jason Woollard as the DM

2013-07-01

Wandered Roads 24

Wandered Roads of Varisia
Session 24
June 29, 2013

Campaign Timeline



Where's Natayla?


Fireday, 21st of Lamashan
Leela gathered her new companions to take them to the Pathfinder Lodge to have dinner with
none other than Shelia Heidmarch, one of the Pathfinder Venture Captains of Magnimar. Earlier that day, Shelia had invited the “Heroes of Sandpoint” to the lodge, which was also her home, to discuss a possible offer of employment.


Sheila Heidmarch
Eager to make new friends, especially powerful ones, and possibly earn some money, several of the companions headed out at dinner time. Leela led the way, followed by Kallin, Calina, Daellin and Samad. Ehlyna, Ellie and Vexeron were all off doing other things and missed the invitation to dinner. It was only a dinner date, nothing exciting going on, they probably wouldn’t mind.


Once the companions made it to the Pathfinder Lodge, they were led to a parlor where they were met by Shelia. She apologized to them and asked if they wouldn’t mind waiting for a few moments, she had some last minute business come up. One of her Pathfinders, a Half-Elf named Koriah Azmeren, had just returned from an extended foray into the Darklands, and they needed to speak briefly. While they were to wait, Shelia asked them if they wouldn’t mind taking a look at one of the items Koriah had returned with, a stone cube called a Paradox Box. She explained that they were ancient Thassilonian treasures with secret, magical methods of opening. She left Koriah’s notes as well. After some time, the companions realized that a set of 5 runes could be rearranged on one face of the box. Koriah’s notes indicated that they loosely translated to the letters C R U E L. After some time experimenting, the combination L U C R E was finally reached and the box magically opened.


The Paradox Box
Instead of finding some ancient artifact inside, opening the box triggered a magical trap of sorts, summoning 3 gremlins who immediately began insulting the gathered heroes and destroying the room. The creatures actions quickly escalated and the fight was on. Bad luck and clumsiness began manifesting in everyone in the room, causing even more damage and confusion. After a short time, with the help of Shelia and Koriah, who heard Samad’s cries for help, the evil Fey creatures were dispatched. Inside the box was a silver pin in the shape of a feather that radiated magic and 3 small topazes that Daellin valued at about 100$ each.


After the dust settled, Shelia apologized for leaving them in a dangerous situation without meaning to, though she was quite upset with the damage to her parlour. Calina offered to pay for the damaged, though Shelia declined. Koriah then took the Paradox Box, but offered the gemstones and feather pin as rewards for opening it. She then left, telling Shelia they would meet again in the next few days.


Dinner was finally served and Shelia explained that she was looking for help in tracking down a former informant of hers, Natayla Vancaskerkin, a half Varisian woman who was acting as a double agent for the Pathfinders in one of the Sczarni gangs of Magnimar. She had recently sent word that her gang was about to get a hold of an item that would be of great interest to the Pathfinder Society. But then she disappeared. It seems like the Sczarni are also looking for her now and Shelia wants to find her, and the item first. The only good clue she can give is that Natayla often worked with a man named The Amazing Zograthy, a Varisian fortune teller down in Washer’s Row in Dockway.


Wasting no time, the group headed to Dockway and Washer’s Row. Though it was already dark,
Zograthy see's all, knows all... for a price
the streets of Magnimar were still alive with traffic and business of all types. They found The Amazing Zograthy with no problem and by paying him and offering to pay more, were able to find out a little more information about Natayla. She was a member of the Tower Girls, a Sczarni gang known for their burglaries and 2nd story jobs. Now though, the Tower Girls were said to be after Natayla, though Zograthy did not know why. He did not know where she could be, though he did know that the Tower Girls recently were holed up in a warehouse in Underbridge with a disease ridden wretch of a man named Fenster the Blight. He gave directions to the warehouse.


Nothing gets past Fenster's 'good peeper!'
The warehouse was easy to find and Fenster was every bit as vile and disgusting as Zograthy described. He was bribed, fast talked and eventually threatened until he gave up that he knew where Natayla had been hiding out. He led the group to a seemingly abandoned building near the Seacleft, deep under the shadow of the Irespan above.


A quick investigation of the building shows two possible entrances and several boarded up windows. Choosing the nearest door that leads into a room built into the side of the building, they knock on the door. There is no response, though Daellin hears some movement from inside followed by a louder knocking on what sounds like an interior wall. Daellin then opened the door, only to be attacked by a sword from the interior of the building. The group quickly defeated the two Varisian thugs stationed in the house. They claimed to know nothing about anything and tried to flee but were tied up.

During the melee, Kallin, curious about the other door, impulsively headed off around the corner to check it out. He opened the door and peered into the nearly completely dark interior, thankfully his Orcish heritage enabled him to see a little. He could see that the floor to this chamber had rotted away, revealing a disgusting cesspool of sewer water slowly dripping in from 2 large, broken pipes to one side. He also saw a narrow plank leading across the open floor to a door on the far side. As he examines the room, he notices some movement down below in the sewage and some sort of object flying toward him. He quickly ducks back out of the door as the object shatters on the wall just inside the door. The unforgettable stench of sewage and bodily function fills the air. Thinking he needs to quickly get across that plank quickly, Kallin calls upon the Lady of Graves to make him more graceful. He channels her divine energy and feels much more nimble and light on his feet. He sticks his head back in only to dodge back out once more as another projectile comes shooting his way. This time it flies out the door, smashing onto the cobblestone street nearby. He then charges in, running nimbly across the narrow plank toward the door, though the magic had not made him nimble enough and he makes a misstep and falls, face first down into the 3 feet of disgusting liquid 5 feet below floor level. Getting to his feet, he sees he is being accosted by 3 Goblins, approaching with their wicked dogslicers waving in the air. They attack and he does his best to defend himself, but they manage to surround him and get several telling shots, mostly to his legs, just above the water level. Kallin falls and nearly falls unconscious before his companions rushed to his rescue. Daellin rushed into the room while Calina managed to pick a few targets out in the dark, dispatching them with deadly skill. Daellin used his magic to Blink out of the way of a thrown object and reappeared in the water next to Kallin, taking out the final Goblin with his enchanted blade. Leela then stuck her head in, illuminating the disgusting, sewage filled room. Samad stayed back, keeping an eye on the two captured Varisian thugs and searching their room.
Daellin, Calina and Leela assist Kallin while Samad watches the prisoners


Continuing Story Doc

Continuing Story Summary

The companions hope to find Natayla in this rundown, cesspool of a house. They make their way through the house, Daellin and Calina leading the charge while Samad climbed up into the rafters to maneuver though the attic space. Filthy sewer Goblins kept popping up to hamper their progress, but each time, they were put down. Eventually, Daellin was overwhelmed by a pile of Goblins dropping in from above and he was nearly drowned before Leela saved him by stunning the Goblins with her psionic flash! The group was then set upon by unseen archers from the darkness above. Calina made several blind shots into the dark and actually found her mark several times. More foes could be heard further into the house and Natayla was still nowhere to be seen!

Session Notes

We were short several players, and were almost short 2 more. Our hosts (Dan and Carol) were supposed to go to a show at the Muny to see Shrek, but at the last minute, they decided that a night of GURPS gaming would be much better!

This session also had several questions regarding getting things out of backpacks and such, so I had referred my players to a document that I had worked up long ago to address just such an issue. I have shared this document with them before, but it seemed it was time for a refresher. I will share my parts of the document here, as much of it is just compiling GURPS stats for the equipment.


Carrying Stuff:

Backpack, Frame.

Takes 30 seconds to put a loaded* frame pack on (10 seconds with help). It takes 5 seconds to remove a loaded frame pack and requires 2 free hands. It takes 1d6+4 seconds to find anything in a loaded frame pack (must be off the back or someone else must be looking for it). Dropping a frame pack in combat risks breaking any fragile items inside (1 on 1d6).


Backpack, Small.

Takes 10 seconds to put a loaded backpack on (5 seconds with help). It takes 2 seconds to remove a loaded backpack and requires 2 free hands. It takes 1d6 seconds to find anything in a loaded backpack (must be off the back or someone else must be looking for it). Dropping a backpack in combat risks breaking any fragile items inside (1 on 1d6).


Quick-Release Backpack.

Takes 30 seconds to put a loaded quick-release pack on (10 seconds with help). Dropping it is a free action. It takes 1d6 seconds to find anything in a loaded backpack (must be off the back or someone else must be looking for it). Dropping a backpack in combat risks breaking any fragile items inside (1 on 1d6).

Pouch or Purse.
It takes a ready maneuver to open a pouch and an additional 1d3 seconds to find a specific item in a pouch or purse if it is not the only thing present in the pouch, otherwise it takes 1 second to retrieve it.


Weapon Belt.

Holds up to two 1-handed weapons or one 2-handed weapon. Price and cost are included with the weapons.  Any character may wear no more than 2 weapon belts, one around the waist and one across the shoulder. Two handed weapons may only be worn on shoulder belts. It takes 1 ready maneuver or fast draw to draw any weapon off of a weapon belt.


Large Sack.

Requires 2 hands to carry when loaded. Two can be balanced on a pole and carried over one shoulder, balanced by one hand. It takes 1d6+1 seconds to find anything in a large sack. A sack follows the loaded rules for backpacks above. Dropping a sack in combat risks breaking any fragile items inside (1 on 1d6).


Small Sack.

Requires one hand to carry. Up to four can be balanced on a stout stick and carried over one shoulder, balanced by one hand. It takes 1d6 seconds to find anything in a small sack. Dropping a sack in combat risks breaking any fragile items inside (1 on 1d6).


*Any pack is considered 'loaded' if it has more than 1/4th of its capacity in it. Packs with less than 'loaded' capacity can be slung over one shoulder and dropped with a ready maneuver in combat. An unloaded pack can be slung over one shoulder with a ready maneuver if it is being held. It takes one ready maneuver to find an item in an unloaded pack.



Characters Present:

Kallin Hawkril, Half-Orc shaman and budding Priest of Pharasma (341 points) - played by +Daniel Ernst
Calina - Varisian Human archer and scout (342 points) - played by +Carol Coburn
Leela Cardnool, Gnome scout, cartographer and Illusionist (253 points) - played by +Lisa Smith
Daellin Silvanthalas, Elven Farstrider Ranger (310 points) - played by +Ben Lipe
Vexeron, Human wizard - played by +Greg Grady
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary (256 points) - played by +JeCorey Holder
Ellie - Halfling Finder of Things - played by +Megan McCarron
and +Jason Woollard as the DM