Showing posts with label Ruins. Show all posts
Showing posts with label Ruins. Show all posts

2017-01-12

Grand Duchy 95

Grand Duchy of Adventure

Session 95
July 20, 2016


Road to Byxata

Soladain 3rd Klarmont

Spiders Be Gone

The Grey Company
Remar and the rest of the company show the Hutaakan how to use fire to fully exterminate a rhagodessa lair, once found. They Hutaakan are eager to learn this trick as the spider-like monsters sometimes plague them. 

The Hutaakan are grateful for the help in recovering their lost warrior and for being shown effective methods of ridding themselves of the rhagodessa. In turn, they invite the Grey Company to come with them back to their home, Byxata, and meet their High Priestess. 

After some discussion, the group decides that they should go with the Hutaakan and show appreciation for their hospitality. Draven and Iris express interest in helping bridge the divide that separates the two groups here in the valley. Griffin is interested in any potential treasures they might have and Remar just seems distracted, as usual.

Lunadain 4th Klarmont

Walking and Talking

The Grey Company and the Hutaakan group start their journey to Byxata. Kifein says it should take a day or so to get there since, once they make it back out to the valley proper, they will travel wide to the east to avoid any Traldar scouting parties. The Grey Company learns a bit about the shared history of the Hutaaka and the Traldar of the valley and about the "Killer in the Dark" that was some otherworldly beast that resided beneath the Temple of Pflarr and was kept at bay by frequent rituals, but since the Traldar have ejected the Hutaaka from the Temple, the rituals could not be completed and the beast has escaped.

There are also numerous sightings of undead wandering the valley in the distance. Kifein explains that they have been a growing problem in the valley but generally stay away from Hutaakan bands because many of the priests and priestesses can turn them away, much like Draven does. 

Draven broaches the idea of a peace between the two cultures, but again, Kifein dismisses the idea, saying that the Traldar would never agree to it. She is not angry or bitter toward the Traldar, but firmly places all the blame for the conflict on them.

Late in the night, the camp is roused when another group of about 10 Hutaaka approach and camp nearby.


Gromdain 5th Klarmont

Tension Rises

Tyzin, thankful Hutaakan
The new group of Hutaaka that had arrived the night before is not as welcoming and friendly as Kifein's group. They are distrustful of the Company and Iris over hears words being thrown about such as "unwanted outsiders" and "pinkskins." Kifein and some of her group defend the Company and after brief introductions, the newcomer Hutaakan keep their distance. 

As the traveling gets underway, the Company is approached by a young Hutaakan. His name is Tyzin and he has come to express his thanks for being saved from the rhagodessa the other night. 

Just after midday, some Hutaakan scouts return with two dead lizards, just like the kind the Traldar have domesticated. The Company begin to worry that they may have come from a Traldar patrol nearby. Marcel hopes they will get to share the lizard meal.

Draven carefully observes the Hutaaka and their religious rituals while the group travels. He learns that Pflarr is a patron of artisans and builders and that the Hutaaka often use well crafted and skillfully decorated bowels to make many their many offerings. 


Welcome to Byxata

Late in the day, just after the sun has gone down, the group has traversed to the north side of the valley and entered another of the valley spurs. They enter a heavily wooded area near the side of the valley. A short trip through the woods leads the group to a small box canyon just off the larger valley spur. The entrance to the canyon, some 200' wide, is blocked by a 20' high wall of mainly stacked stone. Guards and watch fires burn at regular intervals atop the wall. At the far end of the wall, a stout wooden gate allows entry to a small collection of 20 or so buildings sitting among the ruins of larger settlement. 
The High Priestess of Pflarr, Kforedz

Kifein names the place Byxata, the last home of her people. As the group enters, there are many curious looks and more than a few of disdain and even some of outright anger, though no one says anything.

Kifein takes the Company directly to meet Kforedz, the High Priestess of Plfarr and the leader of the Hutaaka. She welcomes the group and tells them she is thankful for them, believing them to be saviors for her people that she has prayed for. 

After exchanging greetings, Kforedz also explains that she has heard that another group of outsiders has recently entered the valley. She assumes they are friends of the Grey Compnay but they explain that it is Golthar the wizard and is no doubt here to dominate, plunder and enslave the inhabitants of the valley. This news makes Kforedz sad. She says they will speak more of this the following day and Kifein shows the Company to their temporary lodgings for the night.



Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer with help from +Patrick Burke 

Remar Umerusan Alphatian battle mage that escaped forced service in the Thyatian army currently marshalled by +Patrick Kelly 

Iris Vardaa Thyatian explorer and historian searching for answers and adventure, now guided by +Stephanie Kelly 

and +Jason Woollard as The DM






2016-04-01

Grand Duchy 78

Grand Duchy of Adventure

Session 78
January 28, 2016


Scouting the Valley

Soladain 24th of Yarthmont

Snakebite!

The Grey Company continues their exploration of the valley, continuing to move further to the west. Iris and Remar, already tires and exhausted from the arduous journey so far, seem even more trail worn as they Company sets out. While taking a rest during the early morning, Ree is bitten by a snake. She cries out in pain and the wound immediately shows signs of poison. Acting quickly, the wound is treated by applying some found herbs but it does not seem to be doing the trick. Draven tries his divine healing magic, but it is not effective against the poison. The group decides to camp out until the poison is dealt with. 

Draven attempts to meditate, praying to his patrons in the hopes that they bestow upon him the knowledge to cure the poison. Finally, after several hours, Draven is granted the knowledge he sought. In no time, Ree is better, thanks in no small part to Draven and his Patrons. The Company spends the rest of the day encamped, resting and foraging. Marcel cooks a wonderful meal of rabbits, seasoned with his prized spices from Rifllian.
Exploring more of the valley, heading west!

Spooky Tidings

That night, an eerie face can be seen in the side of a tree near the campfire. It appears to be watching the Company but upon closer inspection, it is nothing more than interesting pattern in the bark being highlighted by the shadows and light thrown by their campfire. The sound of skittering rocks in the nearby darkness draws everyone's attention and the Company springs into action but after a careful look around the camp, nothing can be found. 

As everyone arrives back to camp, a distant, blood curdling scream can be heard from somewhere out in the darkness. This whole valley seems to have set everyone on edge. 

Lunadain 25th of Yarthmont

Bugs!

The next day the Company gets back on the march and heads west, sees some more ruined structures, an arch of some kind, and decides to head around it, giving it a wide berth. As they bypass the arch, though, they are accosted by several huge swarms of some nasty, biting insects. They try to swat, ride past and even burn the bugs with magic before they are finally rid of them. 

Wanna See a Dead Body?

Finally past the bugs, the Company crosses a stream and spot some more ruined structures ahead. From a distance, they can see what appears to be three dead bodies laying around on the rocks. A closer inspection shows that the bodies are very recently dead (and not UN-dead!) 
Dead bodies
Being very careful and approaching slowly, the Grey Company gets closer. It appears that they are Human, young adults and all three bald. They look to have been slain by spears and swords and the blood is relatively fresh still. As they move in to examine them a bit closer, they hear the sounds of several somethings rushing toward them through the foliage. 

Meet the Neighbors

The Grey Company is then face to face with a large contingent of bald headed Human warriors, all mounted on large, formidable lizards. They yelled and waved stone tipped spears in the direction of the Company and advanced slowly and menacingly. As they shouted, Iris, Draven and Marcel realized they could understand some of the words they were speaking. It was clear to them that they were accusing the Grey Company of killing their people.

The neighbors... and their giant lizard pets

Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Marcel Maasa homely but sincere wielder of spears aspiring to cooking greatness commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer 

Iris Vardaa Thyatian explorer and historian searching for answers and adventure guided by +Alex Safatli 


and +Jason Woollard as The DM






2016-03-17

Grand Duchy 77

Grand Duchy of Adventure

Session 77
January 16 - January 27, 2016


The Quiet Valley

Loshdain 23 Yarthmont

The Ruined Shrine

Valley of Hutaaka Ruined Shrine.JPG
The ruined shrine in the quiet valley
Iris sits up as Draven finishes his healing magic on her. Griffin and Marcel stand above them in a defensive formation while Stephen, Ree and Remar stand off to the side guarding the horses. Draven stands and quickly scans the surrounding area, spotting some of the fleeing undead menaces some distance away. His initial urge is to chase after them and destroy them, send their unholy energies back to the abyss, but he realizes that they are too far away now and who knows what else might lay in wait. 

Stephan calls out, “It looks like Duke here took a nasty claw from one of those fleeing undead,” he motions toward Iris’s dun mount. Before Draven can comment though, Remar steps up and heals the horse.

Remar looks at Draven and nods, “Save your talents for when they are really needed,” the Alphatian mage says to the priest. “So that shrine there,” Remar looks at the crumbling stone ruins no more than 10 yards away, “Do you think that is some sort of nexus of evil sanctity or what?”

“Well, they spend little time in seminary teaching us about ancient heresies, but I think it makes sense to at least look inside now. Something drew those creatures here, or possibly created them, and a long time ago.” With that, Iris eagerly in tow, Draven heads to the entrance by which the undead boiled out of the ancient ruin.

Walking inside, he’s hit with a bout of nausea, just a general feeling of unwellness. “Oof, this place. After all this time, it remains sacred to heathen gods, enough so that I feel a profound disconnect from the true gods. I… I can’t stay in here.” With that he stumbles outside and retreats some distance, seeking the familiar commune with those to whom he is faithful. “You’ll have to look around inside without me, I fear. If we had the time, I would consecrate this place anew, and bring true faith to this valley.”

He sits down on a mossy rock or chunk of building stone nearby and takes deep breaths, centering himself again.

Griffin checks on the priest. “You okay? Before Iris got us sidetracked, we were going to try and hustle along.”

Draven nods, “Aye, I’ll be alright in a moment. Those undead weren’t aligned with this fane, I suspect they were drawn there by the sanctity of the place, however false, and were defiling it by their mere presence. I hope to run into fewer of that sort as we delve deeper into this valley.” 

Griffin looks at Iris. “And you, young lady…” He stops, as she looks up at him, eyes wide. “Wow, almost sounded like my dad there.” He takes a deep breath. “Listen, Iris, I want to check things out as much as you do”, or almost as much, at least, “but it seems like checking things out could be a bit more dangerous than we might have first thought. Let us first get a secure place from which to explore the valley and prepare for the inevitable arrival of our nemesis.” He pauses, then moves on, “then, when it is safe, we can explore to your heart’s content.”

Iris listens to Griffin and nods her head toward him, but does not answer. She follows Griffin back away from the pile of stones and moss that was once a holy site to immortal patrons not aligned to Draven’s Church. The site itself is not very big and most of it can be seen without actually entering due to most of the walls being toppled over. A quick circle of the area does not reveal anything more than a tumble of rocks giving the hint that it was once something more. Satisfied that there is nothing else to see here, the Company moves on, heading up the ancient road toward what looks like another abandoned village.

The ground in the valley is generally flat and even, though the poor condition of the road sometimes slows travel down. The grasslands to either side of the road are marked with scattered rocks and stones from nearby structures, brambles and the occasional rainwater gulley, making travel off the road not the quickest either. Griffin and Iris agree that it is too dangerous to try to move the horses very fast, that and the fact that the Company has more people than mounts anyway.


The Village and the Well

The sun beats down on the Company as they move northward toward the next ruined settlement. Though the mountain air is cool, sweat drips down everyone’s faces. The horses, and some hikers too, are breathing heavily with the combination of thin mountain air and hot sun. While the Company stops briefly to let the horses get some water from a roadside stream, a strange, distant wail fills the air. The sound seems to come from all directions, probably echoing off the high cliff walls. The unnerving wail is like no animal any of the Company have ever heard before. The sound fades away after just a few moments to be replaced by the eerie, dead silence of the valley.

The sun is well past its zenith when the Company pulls up to the next village at the intersection of three roads. From the outskirts, this village looks just like the first one encountered, though there are quite a few more intact buildings at this location. A broken stone fountain lies on the northwest side of the village, where the two other roads lead away from the settlement. Shallow water covers the ground in a 20 foot circle around the crumbling stone fountain. 
A ruined fountain

“This is harder going than I expected from the greenery. I almost miss the rocky terrain below - at least there a fellow could breathe.” Draven surveys the edges of the water near the fountain, looking for possible places where mishaps could occur, and any notion of whether the water is safe to drink. “I’m hoping fed by these underground streams, this water will be nice and cool by comparison. What do you think, Griffin? Are we safe resting here a while and catching our breaths?”

Griffin grunts. “Yea, it’s probably okay to stop for a bit. There’s an outflow over around that side, under the surface - probably best to water the horses and drink there.” He straightens up. “Okay, folks, let’s take a break. Remar, you and I are on watch while the rest ‘freshen up.’ Then we’ll cycle through. Let’s take a chance to grab a bite as well. We should still have some of that Elvish waybread.”

Watching from their place near the broken fountain at the intersection of the three roads, the Company scans the ruined village. There looks to have been 20 or so stone buildings in the village, though only about 4 or 5 of them still resemble buildings anymore. Most of the structures are merely piles of stone and rubble. No sound or movement comes from the village besides the mountain breeze occasionally blowing through the deserted streets. Iris looks longingly at the village, obvious to everyone that she desperately wants to go explore it and see what ancient secrets it holds, though holding herself back for the safety of the Company.

The horses drink deeply from the water of the spring and everyone takes a moment to refill their canteens and water skins, taking turns resting on small patches of tall, soft grasses, doing their best to hide from the rays of the overhead sun. Wiping the sweat from his brow, Stephan looks up then to the west, “Well, I guess it’s a lot better than that damn rain. Sky looks clear, shouldn’t rain anytime soon again, maybe we will stay dry for a spell.” Remar chuckles quietly to himself at this statement, smiling smugly. Ignoring him, Stephan continues, “It looked like there was another settlement a little farther to the west, along the road leading to the other side of the valley. We should be able to make it there before nightfall. What’s the plan? Camp out in the open, try to find a building with some walls and a roof over it? I know that we could really use a night of good, comfortable rest before we press on. Our stores are getting low, but there has to be something to eat in this valley right?” 

The Company’s food supplies were running low, but there did seem to be at least some forage to be found in the valley and Griffin and Remar had managed to take two of the black birds that had been flying over the wall at the entrance to the valley, so that was something extra. Draven had mentioned that his faith could provide the party with food if it was absolutely necessary, though everyone hoped it would not come to that.

Bemused by Stephan’s questions, Draven shakes his head. “I was too worried about getting this far to know what we do next. But I agree, a bit of shelter and a modicum of safety would be enormously beneficial.”

Marcel, Ree and Remar all nod their heads in agreement with Draven’s suggestion of some potential comforting rest. “What’s wrong with these buildings here,” Ree mentions, shaking her head toward the nearby village. There is enough light left in the day that we could easily check the entire area out before picking one of the buildings to hole up in.” Remar shakes his head and steps up, “Yea, take the rest of the day clearing this area out to rest tonight makes more sense to me than hiking up to the next village and then checking it out and setting camp up in the dark.” He pauses for a moment, leaning over and rubbing his lower back, “unless of course we’re camping out in the open again tonight. I’d really like some walls around me tonight. We could really use it.”

Griffin frowns. “Hmm, I was thinking that being close to the buildings would increase the chance of undead. But if we can do a thorough sweep of this area first, I agree it’s a good idea to camp here. Good thinking, Ree. Let’s get on that. Make sure and keep an eye out for anything edible while we’re at it - we can always use supplies coming in.” Griffin quickly divides the troop into buddies and they are soon heading out to their various tasks.

Remar stays back to watch over the horses while everyone else spreads out through the ruins of the town, checking for any signs of danger. The Company breaks up in pairs: Griffin and Ree, Draven and Marcel, and Iris and Stephan. They move through the area slow and quiet, being as careful as they can be. Though the village is no more than 20 or so ruined buildings, the process takes several hours. 

While searching, Iris comes across several broken but relatively intact pieces of eating utensils and a large fragment of what must have been a serving platter or other plate type dish. They are covered with a thick layer of dirt and grime so she brushes them off gingerly and shoves them in her pack.

Meanwhile, on the other side of the village, Griffin and Ree examine a mostly crumbled structure. Checking under several large pieces of rock to make sure there are no hidden tunnels or anything, Griffin suddenly catches a whiff of sweet flowers. Looking around, he does not see any flowers around, and Ree is downwind some 10 yards away, looking around the front edge of the “structure.” He continues poking around under the rocks, looking for anything out of the ordinary or dangerous and after a moment, he finds it. 
Griffin finds a pendant

While searching, Griffin dislodges a chunk of earth that had been stuck to the underside of a stone slab. When the chunk hits the ground, the smell of flowers washes over him again and he sees a faint glint of metal sticking out from the chunk. Carefully he reaches for it and picks it up. The chunk is not much larger than one of Ree’s sling stones but he can tell that there is something inside the dried mud. Rubbing it with his fingers carefully reveals what looks like a small, silver colored flower. A pin or pendant of some type. As he removes more of the dirt from it, he is sure that the smell is coming from it.

Griffin turns the piece of jewelry over in his hands, studying it carefully and noting its excellent craftsmanship. As he starts to consider its value, not counting the obvious magical flower scent, he is distracted by Remar shouting to everyone from back by the well.

Nasty Horseflies

Stirges!
The rest of the Company hears Remar’s shouts as well and everyone quickly converges on him as he frantically calls everyone over. He is waving his silver knife out in front of him, standing over Draven’s horse, Mr. Softie. The horse is laying on its side, panting heavily and twitching its legs occasionally. “Stirges!” Remar exclaims to the rest of the Company. “I was watching out for anyone approaching from a distance and must not have seen the little buggers sneaking up! I saw Mr. Softie fall over and when I ran to him, two stirges flopped around on the ground. I smashed one but the other flew off that way,” he points toward the south with knife. “I called out to you guys and then found three more, one on Chai, Roxanne and Ruby. I remembers what you told us to do,” looking at Stephan, “and I took care of them. I checked the other two and Alpha and Duke seem ok, though one of you might want to look over them again. All four of the horses that were bitten are bleeding pretty bad and I haven’t had a chance to do anything about it yet, was going to hit them all with a low power Healing spell, figure that will stop the bleeding.”

“Well okay, get to it.” He turns to the others, “Stephan, Marcel, keep an eye out for more of those things. Iris, you double-check Alpha, I’d check Duke. Draven, if you could help Remar? Remember folks, when we find our treasure haul, it’s these horses that’ll carry it out of here.” Griffin grumbles. “I’m sorry guys, I should have had Remar put up his magical camp mists before we started searching. I think it would have protected the horses.” He heads to check out Duke. “Ree, remind me to do that in the future.”

Everyone pauses for a moment, considering Griffin’s statement about having to haul out whatever treasure the Company finds at the end of their quest and whether the horses will be able to do that at all, assuming that food and supplies can also somehow be replenished along the way. They had left Verge on the morning of the 19th, just 4 days ago, but the were not at the end of the quest yet and nearly out of food. 

Shaking off these thoughts, Remar moves quickly toward Mr. Softie and kneels next to the downed horse. He speaks some arcane words and waves his hands over the beast then presses his hands into its soft flank. Mr. Softie snorts, shakes and then clambers to his feet awkwardly. Draven rubs under his chin and hands him a handful of soft clover he had pulled from the ground near the spring water. Remar then moves toward the other wounded horses and begins his healing magic ritual again. Draven offers to help, but Remar waves him off, “Brother, I’ve got this. I’m getting quite good at the healing as well, though I will never steal your spotlight, I promise. Save your divine gifts for when it is really important.” Draven defers to the Alphatian mage, though clearly he yearns to help out in the healing process. When he is done, Remar sits down hard on the ground. “That took more out of me than I expected. Mr. Softie was pretty drained so I hit him what I all that I had. The others weren’t as bad off, I think and may still need some more attention, but for now they should all be fine.”


Exploring the valley

Making Camp

After the horses are dealt with, the Company confers about the nearby village and decide upon camping out in a fairly sturdy looking two room building near the crossroads with a decent view of the spring and the two roads leading out. It would provide no good view of the road coming up from behind, but it should be easy enough to set a sentry that can watch that way if necessary. The building walls and ceiling should provide enough shelter that the camp can be made as comfortable as possible, the second room even providing a place for the horses to rest well and protected. 

With the campsite decided upon, everyone gets busy moving the horses and gear into the building and setting up camp. Marcel decides to take some time to cook up some soup from the blackbirds that were bagged earlier in the day. “It’s been some time since we had a hot meal,” he comments, “and blackbird soup is one of my family specialties!” Everyone quickly falls into their unspoken roles of camp setting while Remar rests quietly by the fire, resting up and rebuilding his mystical reserve of energy.

Giving the mage the time to recover, Draven considers whether to heal himself and Iris as well, and decides to wait until morning, lest the gods grow angry with his constant calling on them for help too frequently. “Once they have been properly thanked, in the morning, will be time enough,” he says to himself.

“While we rest and recover, we should really discuss what our next steps are. We’re here - if here is where we need to be - but what do we do now that we’ve arrived?”

“Well, it seems like there are three objectives for us here. There is searching for treasure, “ and he gives a nod towards Stephan, “learning more of the history of the area,” and he smiles at Iris, but then his face turns grim, “and dealing with the madman Golthar, who is hot on our heels.” He looks at his comrades. “It feels to me like we either need to dig in and prep for Golthar, or press on so we have a good picture of the whole valley. Surprises are a pain, unless we’re doing them.”

“So in the morning, we need to either be hoofing it down the valley,” and he bows to Iris regretfully,” or we go back to that wall and booby-trap the heck out of it.” He tosses a stick into the fire. “Anything obvious I’m overlooking? Any preferences?”

“Well, any treasure we lay hands upon might include items that would help us in dealing with the sorcerer on our trail. I think that needs to be our primary focus, as even with a bevy of traps at our disposal, there’s little to be gained from a stand up fight - if we can avoid it.”

Griffin nods, “Well, that certainly might work. Okay, then, let’s make that the plan. Head out early tomorrow down the valley - see what we can find to help us fend off Golthar.” He stretches. “We’ll keep foraging, try to help our supplies last as long as we can.”

The camp is set with no incidents. Remar extends himself and casts his Mystic Mist to cover the whole camp, including the area the horses are in and everyone beds down for what is hopefully a restful night’s sleep.

Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Marcel Maasa homely but sincere wielder of spears aspiring to cooking greatness commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer 

Iris Vardaa Thyatian explorer and historian searching for answers and adventure guided by +Alex Safatli 


and +Jason Woollard as The DM







2016-02-18

Grand Duchy 76

Grand Duchy of Adventure

Session 76
January 14, 2016


Another Valley

Loshdain 23 Yarthmont

The Grey Company finally makes it to the end of the dangerous mountain road they had been following for the previous few days. The road ends at a large stone wall with two huge stone gates blocking the way. The stone gates are heavy and immovable. Draven utilizes his Boots of Levitation to bypass the wall and gates and finds the inside of the gates barred with a huge beam. He also discovers two living Hutaakan statues that move to attack when he arrives. He quickly reveals the magical needle to them and they return to their posts, moving no further.

The beam is moved and the rest of the Company passes the gates with no further incident. Griffin manages to shoot one of the birds that had been roosting on the top of the wall as they pass, supplementing the dwindling supply of food the Company has. Past the wall is the entrance to yet another mountain valley. This valley is different though as it contains numerous signs of habitation in the form of villages, shrines arches and fountains. 

Near the end of the Foamfire river, another valley is discovered filled with numerous stone ruins
Upon closer examination, all of the structures in the valley appear to be abandoned ruins. As the Company descends into the valley, they notice that there are no animals or birds present. On the way down into the valley, there are several times when loose rocks on the nearby slope become dislodges and slide down but no reason can be detected as to why they fell. The whole way down into the valley, Iris becomes more and more excited at the prospect of exploring a whole valley of ruins that appear to be fairly intact and potentially unspoiled.

Once down into the valley, the Company passes through what looks to be a ruined village. A cursory examination reveals very little. A mile further along the path takes the Company past a small, ruined shrine of indeterminable faith. Iris eagerly approaches the ruined building and quickly finds herself surrounded by a horde of ghouls and skeletons that had been hiding in the dark places near the shrine. 

Iris is surrounded by foes and Draven positions himself at the center of the undead horde
The members of the Grey Company spring into action. The undead, both Zombies and Skeletons, are engaged and within a few moments, defeated. Draven put his Disrupt Undead spell to good use, destroying some and sending some others fleeing.
The unliving abominations are blasted by Draven's divine might
Marcel got separated from the rest of his companions but managed to survive the encounter due to expert use of his spear and shield, including his famed Traladaran Spinning Spank-a-Roo. Meanwhile, Iris found herself grappled by four zombies, though two of them were destroyed by Draven's holy might.
Marcel engages several skeletons while Ree fights one close by
Unfortunately, Iris was unable to break free from her undead grapplers and was forced to the ground where she was gnawed upon by the zombies. Griffin moved in quickly and helped free her while Draven dispatched the few remaining abominations.
Griffin Comes to Iris's aid while Draven battles a skeleton nearby

Session Notes

Another good live session on the Roll20 for the Grey Company. Getting to the end of the set of sessions that comprised the "grind" of the quest. It was a hard, hard, hard journey through the mountains punctuated by hazards caused by weather and terrain in addition to animal/monster trouble. The racking up of failed hiking/riding/survival rolls were depleting long term FP (can only be recovered by 8 hours comfortable rest with hot food and diminishing travel rations were making the Company a bit on edge.

The combat in this session was completely randomly rolled as the archaeologist/ historian excitedly rushed to examine a nearby ruined shrine. A horde of undead rose up to attack her. During the combat, Draven the Cleric of Karameikos, positioned himself in the middle of a knot of Zombies and Skeletons and let loose with a casting of Disrupt Undead, an improved Cleric only version of Turn Undead. Here is my spell:

Disrupt Undead 
Area 
Divine Blessings, Necromantic 
This spell deals 1d+1 damage to any undead creature per point of base energy. Caster may power base cost up to PI. DR does not protect. Also roll 1d6 per zombie, on a 1 (+ additional Base energy), the Zombie flees from the caster. Must be centered on the caster. 
This spell always contains a verbal component.
Duration: Instant 
Base Cost: 1 per 1d+1. Max Base is PI. 
Prerequisite: Divine Style, Turn Zombie


It is basically a quicker, more powerful version of Turn Undead so the Cleric had a bit more utility vs Undead horde battles. It seems to work well in play and I don't feel so guilty throwing hordes of undead at the party!

Cast of Characters

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Marcel Maasa homely but sincere wielder of spears aspiring to cooking greatness commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer 

Iris Vardaa Thyatian explorer and historian searching for answers and adventure guided by +Alex Safatli 


and +Jason Woollard as The DM






2015-05-30

Wandered Roads 39.5

Wandered Roads of Varisia
Session 39.5
Campaign Timeline



Fireday 5th Neth

Camping Out

After dealing with the large blue dragon brute, the party made a quick search of the area and found it to be a relatively safe and secure area with no other ways in or out but the one they entered from. Immediately the three rowboats are pulled up onto the shore and through the large red door. The door is made to close and then the three well worn boats are piled up in front of the door, balanced to fall over and make a racket if anyone happens to trigger the door to open from the other side.

Next, the chamber is carefully searched while those that are most tired take a much needed rest. First aid is applied to all the wounded and then Kallin uses the newly acquired crystal wand of healing to take care of most of the wounds, hoping to avoid using his magical healing, so as to not stretch his divine threshold any further than it already is.

Using magic and good old elbow grease, it is determined that there are no further hidden exits from the room, though there are 6 small treasure chests stacked behind the dragon beasts giant throne. Each of the chests are filled with rotting meat and unidentifiable organic matter although a thick leather sack is found shoved into one of them. Inside the sack is a frayed cloth scrap wrapped around a good number of bright, uncut, multicolored gemstones that resemble the insides of melons.



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A large platinum inscription plate is found attached to the back of the giant sized throne. It is covered in the now familiar but still unreadable Thassilonian runes.

Vexeron spends some time going over the runes and eventually thinks he has sorted out what it might say, though there are  a few words, names he believes, that he cannot figure out due to their unique nature.

Engraved Plate Translation

A gift for my mistress Sorshen
from her humble servant <name 1>
dedicated this celebrated day
the 25th anniversary of her ascension to rulership of Eurythania.

Present - Runelord Sorshen
<name 1> and her daughters <name 2> and <name 3>
Lord and Lady of the Burning Bright
the Sisters of Charming and Delectation
the Baron of Calamities
along with all slaves, servants and supplicants
in this, the Lady’s Light
May she reign unchallenged forever

It is decided that the group will rest for a few hours before moving on and exploring further down along the underground river. A few hours of rest turns into the equivalent of a whole nights rest. Despite the group’s desire to move quickly through this dungeon, it was proving to be quite difficult and draining on the resources.

Over the course of the “evening,” if that was truly what it was, Vexeron spends some time looking at a few more of the looted magical treasures. Both the draconic creature’s sword and dragon skull shield detect as magical, but each item looks to weigh at least 30lb each and is way too large to be wielded by anyone in the group. Both items also seem to crackle with blue sparks anytime someone comes near them and no one wants to touch them and risk the chance of being shocked or worse.

Vexeron spends some time examining the large black tome that had been recovered after the battle with the dangerous, mind affecting worm beast earlier that day. He is able to translate the cover, which is in Thassalonian script. It reads From the Minds of Monsters and appears to be a reference book regarding monsters that possess mind controlling and affecting powers. It also says that the book was written by Runelord Sorshen herself. It looks to be a very interesting read, at least to Vexeron, though his limited grasp of Thassalonian is not enough to read or fully absorb the information contained within.

After this quick mundane investigation of the book, he begins a magical analysis. His first casting reveals that the book is what is a minor artifact known as a Tome of Clear Thought and that it also contains more magic. He recalls that Tomes of Clear thought are known to increase the intelligence and knowledge of one who reads it. His second casting reveals that it does in fact give a reader a bonus to their intelligence. It also reveals that there are more enchantments on the book. A third casting, while successful, does not reveal the nature of final enchantment, only that there is one. This puzzles Vexeron but he assumes it has something to do with the fact that the item is an artifact and not some normal, everyday magical item.

Next, Vexeron moves on to the magical wand that the worm thing had. He already has a good idea that it contains some sort of healing magic, as it was seen to be used as such during the encounter with the beast. The first analysis reveals the wands name, which is necessary to use it. The second casting reveals that the wand is used to cast the Major Healing spell at full power. The third and final casting reveals that the wand has only 7 uses left and then it will lose its enchantment.

The wizard had hoped to get through more of the items, but the ones he chose had too multiple enchantments on them and took longer than he expected.


Magic Items not yet Identified:

  1. a rapier - from half vampire quick guy
  2. an axe - from giant magic worm thing
  3. an amulet with a golden fist on it  - found at the Hydra’s lair
  4. a ring - found at the Hydra’s lair

For Later:
huge sword - from draconic brute - crackles with blue electricity
huge dragon skull shield - from draconic brute - crackles with blue electricity
three magic scrolls - found in the pages of a non-magical book in one of the workrooms


Buried treasure back at the Hydra’s lair:

magical cutlass - found in shipwreck
2400 silver pieces
1267 gold pieces
91 platinum pieces
silver necklace
gold ring
scroll case full of water and old crumbly maps

Previously Identified Magic Items:

Wand of Secrets
10 charges (one used in checking the current room)
Each charge casts the See Secrets spell. M107.
Takes 1 turn Concentrate. Usable by Mages only.
Vexeron has possession of this.

Crystal Wand of Healing
16 charges (4 used recently)
Each charge heals 1d6 or removes 1 level of "Energy Drain" affliction.
Takes 1 turn of Concentrate. Usable by Divine casters only.
Must touch subject.
Kalllin has possession of this.

Cloak of Resistance
Must be worn.
Gives +1 to resist any type of magic, poison, disease, or other hazardous affliction.
Daellin has possession of this.

Enchanted Arrows
+2 hit and damage
They are enchanted with +1 Accuracy (Hit) and +1 Puissance (Damage)
They are also Fine and Balanced, giving an additional +1 to hit and damage. (+2 total Hit and Damage)
Calina has possession of these.

Tome of Clear Thought
Minor Artifact
Gives +1 IQ (permanent) to anyone who reads it (requires Native literacy in Thassalonian and considerable time to read it)
There is also another enchantment, but Vexeron cannot figure it out.
As a reference book, it may also give a bonus to Knowledge checks about its subject matter, but this will also require Native level literacy)
Vexeron has possession of this.

Wand of Major Healing
7 charges
Heals 8 HP per use. Must touch the subject.
Usable by Mages only.
Vexeron has possession of this.

Wax of Defiance
10 uses
Requires 2 seconds to apply. Gives +4 to Will rolls vs all sound based attacks and mind control/ charm magic. Also gives -2 to all hearing based Perception rolls. Lasts for 1 hour.
Daellin has possession of this.

Ehlyna catches a few winks as Vexeron is busy with item study.  Sleeping now will allow me to be more alert when Vexie finally gets some rest. Kallin looks tired as well. Letting the party know she is going to rest for watch later, Ehlyna rests. Shaken awake a few hours later by Daellin, Ehlyna stretches and thanks the Elf for letting her sleep. She notices Vexeron and Kallin getting some much needed rest. Shooing Daellin off so he can acquire more sleep, Ehlyna looks over Duraz Maraz and Duraz Zilfin, hydrates from her water skin, and quietly rummages through her backpack looking for rations. Well, as quietly as Ehlyna does anything that is…

Starday 6th Neth


The tired heroes manage to get some sleep and eventually they are ready to head out again.

Session Notes

This was an attempt to get the players to stick with the story between two distant game sessions. But as it happens all to frequently, life gets in the way. Still an important part of the story, so posting it here for completeness.


Characters Present:

Kallin Hawkril, Half-Orc shaman and budding Priest of Pharasma - played by +Daniel Ernst
Calina - Varisian Human archer and scout - played by +Carol Coburn
Daellin Silvanthalas, Elven Farstrider Ranger - played by +Ben Lipe
Vexeron, Human wizard - played by +Greg Grady
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary - played by +JeCorey Holder
Vosk, Half-Orc Pathfinder who gets the job done, no matter what - played by +james schaffner 
and +Jason Woollard as the DM