Showing posts with label Teleporting. Show all posts
Showing posts with label Teleporting. Show all posts

2015-10-29

Wandered Roads 43

Wandered Roads of Varisia
Session 43
September 19, 2015

Campaign Timeline



Tricking the Tricksters

Moonday 8th of Neth

A Much Needed Rest

After their dangerous encounter with the Sea Hag and her Gremlin minions, the Heroes of Sandpoint return to their temporary base, reuniting with Samad and the Grey Maidens, some of whom have now “switched sides” and are allied with the Heroes. The heroes spend the rest of the day resting, identifying magical items, talking with the Grey Maidens, planning their next step and making some basic defensive improvements on the camp.


Toilday 9th Neth

More Rest

After being refreshed the previous day, they decide that it is in the group's best interest to spend an additional day resting and doing much of the same as the day before. They plan to return to the Golden Gallery and trigger the teleport device after using some magic to give the party some advantages in the fight to come.


Wealday 10th of Neth

Teleporting is a Slow Process

After using some magic to buff key members of the party, the Heroes of Sandpoint prepare themselves to activate the teleportation magic in the Golden Gallery. Samad, under the protection of an Invisibility spell cast by Daellin goes first. It is quickly determined that only one person can activate the magic at once and it takes between 10-15 seconds to do so. Daellin then casts Great Haste on Ehlyna just as she is ready to teleport next. The crafty Elf then teleports himself to the room while the others follow along, activating the teleportation and joining them in the room “above.”


Samad arrives “above” first and sees a long, luxurious hallway stretched out before him. Four armed and armored Sinspawn guard two doors in pairs, one off to the left and the other far off at the other end of the chamber. He quietly moves into position, waiting for his companions to arrive. Ehlyna arrives next and quickly charges to engage the closest two opponents. The nearest Sinspawn move to attack while one at the far end calls some sort of alarm down the hallway behind it and the other starts advancing slowly. Daellin arrives a split second after Ehlyna and begins flying down the hallway toward the far Sinspawn, nearly running right into an invisible Samad in the process.


The battle rages on for some time before Calina appears in the room and lends her bow to the fight. Vexeron follows some time after that and by the time Kallin manages to trigger the teleportation magic, the fight is nearly over. As the Heroes are busy checking their downed foes and beginning a search of the room, a long troop of disgusting looking demons is spotted headed down the stairs and hallway at the far end of the room.


The party quickly takes up positions around the door, ready for another fight. Calina begins shooting her arrows down the hallway to great effect. Ehlyna tries to position herself to take advantage of her Whirlwind Attack, hoping to catch as many unwitting demons within her reach as she can. Daellin hides out on the wall above the door, his flying magic still intact.


The demons erupt into the room in a flurry of chaos. Several of the demonic foes manage to summon even more demons for the fray while some emit clouds of stench and filth, nauseating some of the Heroes. As the battle rages on, Daellin is in for a surprise when he is attacked by an invisible Sinspawn sorcerer wielding a large polearm. The assault nearly takes the Elf’s life and quickly the team responds and directs their attacks at the new and dangerous foe.

The Sinspawn sorcerer quickly turns invisible again and the party’s attention is turned back toward the attacking demons. After a few moments, the Sinspawn reappears and makes a devastating attack on the party before turning invisible again. Samad and Ehlyna battle it out with the demons, though Samad finds himself at one point grappled by several demons and pulled to the ground. Daellin, still reeling from his wounds, makes his way to Calina and manages to cast a spell on her that allows her to see invisible foes. As Kallin moves to heal Daellin, Calina takes fire on her newly acquired target. In just a few more seconds, the battle is done. The demons are dead and the Sinspawn sorcerer has several arrows protruding from each of her eye sockets.


Session Photos

Vexeron surveys the scene before him, pondering where an exploding fireball can do the most damage!
An invisible assailant gets the drop on a flying Daellin.

Many foes have beset the Heroes of Sandpoint!

Samad is surrounded by demons as Ehlyna comes to his rescue

Calina finishes the sorcerous Sinspawn off with 2 more arrows to the eyeballs!

Dan plans Kallin's next move.


Jodi has been waiting for a LONG time to do this!
So many dice couldn't even be held in one hand!

Dual, All-Out Attacks (Double)...

...while being Great Hasted!


Think this was over 100 raw points of damage!!!


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 Don K
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary - played by +JeCorey Holder
and +Jason Woollard as the DM



2015-09-17

Wandered Roads 42

Wandered Roads of Varisia
Session 42
month day, year

Campaign Timeline



Securing the Area

Starday 6th Neth

Where Is That Elf Off To Again?

Daellin finds himself, once again, in a location different than that of the rest of his companions. After taking a second to get his bearings, he sees that he is standing in a gold paneled alcove at the end of a large, lavish chamber. The domed ceiling is frescoed with an image of a starry night sky while a thick rug of exquisite manufacture covers much of the floor. Two black benches carved in the likeness of coiling serpents line the nearby walls. Another golden alcove lies to the north. There appears to be a passage leading out to the south of the chamber and across the far end of the room is a hallway with stairs leading up and out of sight.  


More Sinspawn
More importantly, two armed figures stand near each exit from the room. They appear to be the Sinspawn, creatures that were previously battled in the ruins underneath Sandpoint. These Sinspawn are wearing heavy leather armor and carry long polearms. They immediately see the newly arrived Elf and ready their weapons.


With a wry smirk creeping slowly across his face Daellin rolls his eyes in feigned surprise.  "Of course this side would be have to guarded, and by four of these fiends no less" he mutters under his breath.  "I really do need to talk to my companions about these predicaments they keep getting me into.  Sooner or later someone is bound to get hurt.  I can't always be there to protect Ehlyna and the others if duty keeps pulling me forward."


Pretending to notice the guards for the first time Daellin grabs the edges of his cloak and flourishes them dismissively as he offers the guards a curt bow.   Not giving the guards any time to react he steps forward and summons his most arrogant demeanor.  "You there!  Where are the refreshments?  Have you not been instructed to have the kitchen at my full disposal?  What sort of hospitality is this?  Heads will certainly roll if our master hears of this!"


As Daellin is putting on his best spoiled lord imitation (thankfully not much acting required there) he is trying to position himself for slipping around the guards position.


One of the creatures from the far end of the hallway yells something to Daellin in a language he cannot understand, probably ancient Thassalonian. One guard from each position begins to advance slowly, their long pole arms ready to attack. As they approach, Daellin notices some differences between these Sinspawn and the ones previously encountered. These look the same in the arms, legs and head area, but their torsos are different. Even through their heavy leather armor, Daellin can see they shaped like voluptuous, large breasted women.


The nearest advancing guard will be in range to attack within a few seconds though it will take the other one longer to close the distance. The remaining two guards each take up a position in the middle of the exit they are guarding.


The creatures ignore all of Daellin’s attempts at trickery and diplomacy and eventually make it to attack range. Not wanting to risk another combat away from his companions, Daellin quickly casts a spell and teleports himself back to the room he had just been in. His friends were still there, waiting for him to return.


A Sweet Discovery

With Daellin safely back, the party heads back to find Ehlyna and Samad and tell them what they had discovered. When they pass back through the bathing chamber, Vexeron notices a secret door that had not been previously discovered. “Well I say, I do remember casting my See Secrets spell AFTER we came through this room earlier. Good show, chaps. Let’s see where this leads!” he announces in his familiar thick accent.


It is decided that they should retrieve Ehlyna before exploring further and the Dwarf is called from her post in the next chamber. Eager to be done with guard duty, Ehlyna leads the way through the secret door even before Calina and Daellin get through checking it for traps!


The Heroes follow an ancient and seemingly undisturbed hallway around several turns until it ends at a set of double doors. A sweet, perfumed scent can be detected in the air. Daellin and Calina begin checking out the doors and when it is deemed safe, Ehlyna kicks them open. Just as Ehlyna does so, Vexeron notices another secret door just behind the party, directly opposite of the doors Ehlyna just kicked.


The liquid filled orb is quite desirable.
The air in this room is thick with the scent of expensive perfumes. Dozens of delicate crystal jars and vials are displayed on pedestals of polished pink marble along the walls. A glass orb that swims with liquid amber light hangs from the ceiling above on a delicate golden chain. As several of the Heroes enter the room, they are suddenly overcome by the intoxicating cloud of perfumes, causing quite a bit of confusion. Kallin begins looking at his hands and laughing while Vexeron smashes his own foot with the butt of his staff while Daellin and Ehlyna both try to reach the hanging globe. Ehlyna tries to use Daellin as a climbing post but as she does this, Daellin attempts to use her advance to position himself closer to the orb by using a Blink Spell but something goes terribly wrong and Ehlyna finds herself unexpectedly hanging in midair right in front of the glowing amber orb. She grabs for it, causing it to explode, which in turn causes several other vials in the room to explode as well. Glass and dangerous fumes fill the room as the Dwarf crashes back to the ground, landing squarely on top of a confused Daellin. The noxious fumes begin to cause everyone in the room to cough and choke while several of them are still confused by the overpowering perfumes. Eventually the room is cleared and the doors are slammed shut, keeping the toxic gas contained.

A Darker Discovery

After some healing and poison recovery, the party turns their attention to the newly discovered secret door. The usual precautions are taken and the door is opened to reveal a dark and secret shrine of some sort. This black marble-walled chamber’s ceiling is lost in a layer of shimmering black fog, while a long golden rug runs down the center of the room on the floor. A rectangular block of polished stone, black with blood red streaks, sits at the far end of the rug. Several objects sit atop the stone, and Daellin and Vexeron can tell that some of the are magical from the doorway. The air is filled with a strange, nagging hum and the thick scent of cinnamon. The wall beyond the stone altar is decorated with a mural of a voluptuous demonic woman with bat wings, a serrated tail, legs of molten stone and a crown of seven horns. Both of her hands are held out to her sides, palms turned upward toward the ceiling. A globe of blackness hovers above each palm.
a dark altar


Fearing some dark magical trap, the heroes forgo entering the chamber but instead send in Bob, a warrior/ butler created with Vexeron’s magic. The knife wielding butler enters the chamber and approaches the altar. In turn, he retrieves the items off the altar and brings them to the party waiting eagerly in the hallway. The gathered treasure consist of a 7-pointed unholy symbol made of onyx and pearl similar to the headdress worn by the demon in the mural, a blood stained golden goblet, a blood crusted and curved magical knife, a magical incense burner that emits the smell of cinnamon, a case with several hunks of magical incense and a silver scroll case containing a magical scroll.


The Heroes decide to head back to check in on Samad and the prisoners before doing any more exploring and find their companion doing just fine. They tell him about the encounters they have had and that they plan to do some exploring in the natural caverns outside the Grey Maiden’s base before using the teleporter again.


Several of the Maidens have made a case to be set free, they have promised that they are no longer associated with the current goals of the Grey Maidens and want no part in the events going on. They give up what other information they know and pledge to do no ill will toward the party. The members of the party consider it and release 4 of the Maidens who make themselves useful around the camp while the others rest.
Shadow dogs attack!


While the group is resting and Vexeron is analyzing some magic items, Dallin leads Samad off to show him the areas they had previously explored and they return to the exploding perfume room and each take several vials of fragrant ointments without setting off further traps. Daellin then shows Samad the dark altar room and when they enter the room to get a closer look, two huge dog like beasts form in the mist and descend to attack. The shadow dog’s sorrowful howl stuns Samad and Daellin is able to remove his friend before anything bad happens. The doors are closed and the shadow beasts do not pursue. They return to the rest of the party and decide that resting is a good thing.


Sunday 7th of Neth

Don’t Be Such a Hag

flooded tunnels
At the behest of the recently freed Maidens, the Heroes of Sandpoint set out to explore the natural caverns on the entry beach, looking for one of the Maidens that had been led that way by “Sorshen” but never returned. They follow the caverns, which twist around and often end in submerged passages. In one such watery chamber they encounter a tiny fiendish beast that throws water bolts at the party before fleeing into deeper, darker water. Not wanting to engage such a foe in its natural environment, they press on and bypass the submerged chambers until they come out to a small underground lake with a rocky island in the middle.

A single stone post extends from the middle of the island while watery tunnels lead east and west. A naked woman with a scarred face is bound to the post by lengths of dark seaweed. She is covered in fresh wounds and the rock below her is stained with blood. Standing over her and poking her with the butt end of a long spear is a hideous hunchbacked woman with wet, green skin, dripping white hair and bulging orange eyes. Several strange creatures caper and dance at her feet, the same wolf-headed, lobster-clawed beasts that were encountered in the other watery rooms.


When the Hag sees the party on the narrow beach, she cackles with joy and cries out, “Oh no! New playmates here for Daefu to toy with! Sorshen is good to Daefu! Sorshen loves Daefu as Daefu loves her! One? Two? Three? How many more playmates come to Daefu? More sweet, pink flesh to poke and prod, more mouths to sing songs of agony, all because Daefu is loved by Sorshen. She sent you to me, yes? Who wants the first kiss from Daefu? Be patient, new flesh, all will get a turn!”

The Heroes face off with Daefu the Hag
As she cackles and everyone fully takes in her hideous appearance, several members of the party feel their strength sapped from them. The evil Hag then stares at Kallin, cursing him with her Evil Eye. She sends her little gremlins forward to attack while several of the party members engage her on the island. The battle is fierce and Daefu holds her own for some time before falling to the combined might of the Heroes of Sandpoint. The Hag attempts to flee underwater but Daelin takes a deep breath and flies under the water and stops her.

As everyone recovers on the beach, Daellin swims beneath the water and drags back her treasure that had been hidden away in an underwater cave. The treasure consisted of several magical healing potions and a bag of assorted gems, two of which look to be magical in nature as well as her enchanted long spear and a magical necklace she had been wearing made of the bones of dangerous looking sea creatures. The Heroes of Sandpoint then drag themselves back toward their current base of operations to regroup and rest again after such a taxing encounter. Kallin hopes to use some of this time to meditate and contemplate on his recent actions since he seems to have overstepped his boundary with his goddess, Pharasma during the battle with the Hag.


Session Notes

This session saw the departure of an old friend and the re-acquaintence of a different old friend! Greg has unexpectedly had to leave the group but we recently reconnected with an old member of the group, Don, who stepped in and took the reins of Greg's character, the wizard Vexeron.


Session Photos

Daellin and Samad flee from the shadow mastiffs
Hag battle from above
Evil Eye point of view
The Hag, Daefu!

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 Donald K
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary - played by +JeCorey Holder
and +Jason Woollard as the DM



2015-07-31

Wandered Roads 41

Wandered Roads of Varisia
Session 41
June 27, 2015

Campaign Timeline



Meeting the Grey Maidens

Starday 6th of Neth

The Battle with the Grey Maidens

A Grey Maiden
Both sides advanced and engaged. At first it looked like it would be trouble for the Heroes of Sandpoint, but with careful strategy, precision arrows, summoning magic and excessive Dwarven axes the tide began to turn in their favor as several of the heavily armored knights went down. They were given the option to surrender and throw down their weapons but the haughty leader of the knights called for a retreat. A hasty Daellin, fleet footed Samad and several magically summoned firepelt cougars were able to cut the retreat short.

The Grey Maidens threw down their weapons and surrendered. Upon taking them captive, it was soon discovered that they were in fact all beautiful female knights, though each of them bore some horrifying facial scarring or disfigurement. The knights were fully disarmed, tied and put into the storeroom that Daellin had earlier hidden in.

Questioning the Maidens

An interrogation was made of the leader, a knight named Robleen, or Robbie, but she was not very helpful and shortly sequestered alone while another of the knights was questioned. Josobbi, or Jo, as she called herself, was much more talkative and helpful. She described what amounted to some
Robleen - not very cooperative
discension in the ranks of the Grey Maidens, who had been under the Lady’s Llight for some time and currently working with what some thought to be the Runelord of Lust herself, Lady Sorshen. She told how many of the Maidens were currently missing and said to be “on assignment” up above somewhere inside the towering statue itself. Their leader, Oriana, had not been seen for some time and whenever she was seen, she was in the company of Lady Sorshen. Jo explained how some of the Grey Maidens were beginning to believe that coming to the Lady’s Light was a bad idea and things kept getting worse. Some of them believed that the Runelord was not who she said she was and they fear for the safety for their missing companions. She described the layout of the next few chambers, where the Maidens spent most of their time and described a dangerous garbage chute that Robbie had tried to pass off as a hidden treasure trove. She was thanked and put back into the room with the other knights.

Exploring the rest of the Suite

The Golden Gallery
The doors to the holding rooms were secured as well as they could be, but that was not very good so Ehlyna and Samad volunteered to stay back and guard them while the others checked out the rest of the area. The next room was a warm and steamy bath room, past that was a strange golden gallery, where the Runelord and other visitors would come from when they visited. This long room was filled with golden columns, shiny black statues of Runelord Sorshen, rich tapestries and three large golden plates in the floor of this room. Another door led out past that.

Vexeron used a Wizard Eye to fly through the room and examine it before anyone entered, in case there were traps and he send it past to the next room, which was where the dark chute was. The Eye flew down the hole and eventually came to a disgusting trash heap. Before much other investigations could be done, a slimy dark shape came from the wall and enveloped the magical orb, causing it to wink out of existence. Thinking that some sort of dangerous slime or trash monster lived at the bottom, it was left alone and the crew went back to investigate the golden gallery.

No traps, magical or mundane, were discovered though the metal plates and statues did radiate magic. Upon closer inspection, the two outer plates seemed more worn and dull than the two outer plates. Identical inscriptions on each of the four statues read something like “touch me and enter the inner sanctum.”

Daellin Disappears… Again

Without thought to his, or his companions, safety, Daellin reached out and touched the outstretched hand of one of the statues. Immediately the three plates began to glow. He quickly hopped onto the center plate but nothing happened. He then touched another statues hand. The plates intensified in their glowing. Again he jumped on the center plate and nothing happened. He then went and touched the other two statue’s hands, each time the glow intensified. After touching the fourth statue, he hopped onto the center plate once again, and at that moment, the glow on all three plates disappeared, as did the impulsive Elf.

The other heroes stood there for a second, blinking, wondering what trouble Daellin had gotten himself in again. They decided to wait a few minutes for him before returning to tell Samad and Ehlyna what had happened. They hoped he was ok and wondered if they should continue exploring this area of the complex more thoroughly before replicating his activation of the magical teleporter.

Session Pics


The Grey Maidens rush Ehlyna
Calina and Kalin take out some foes

The aftermath of Ehlyna's whirlwind attack - downed knights!
Daellin makes sure his friends are not in danger


Vexeron fills the battlefield with summoned beasts
Samad and Ehlyna fight side-by-side with some magical firepelts

The evolving battlefield on the beach

Session Notes

A few players short again, but the game must go on! As always, a great fun time playing with these folks! We plan to put this campaign on hold for a bit after another session or two to play some Star Wars role playing. It will be GMed by Greg, one of our players, so I will get to sit in the player's seat for a while. I am looking forward to that!


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

and +Jason Woollard as the DM



2015-03-05

Wandered Roads 38

Wandered Roads of Varisia
Session 38
January 31, 2015

Campaign Timeline



Take a Closer Look

Fireday, 5th of Neth

Checking Out the Love Shack

After a good long rest in one of the bedrooms, the group is ready to continue their search for the next fragment of the shattered Sihedron Star. Vexeron summons another magical servant. This one looks unmistakably like the Elf, Daellin, but wearing a butler’s outfit. He is lovingly named D’jour Ch’ker and is instructed to go down the hall and open each door. They open without incident Carefully, the party examins the rest of the rooms in this hallway and all appear to be small yet comfortable bedrooms. The engraving on the end of the hall, which is the same as on all of the non-trapped doors in the hallway draws some interest. Daellin checks it out closely and is ready to touch some of the symbols, thinking they may be connected to some magical trigger but he is dissuaded of this action by his companions. D’jour is asked to go touch the symbols instead while everyone else stays safely back. When D’jour touches the runes, they glow briefly and then a secret door opens in the wall.
The Runelord's rumpus room


The next room appears to be another bedroom, but this one is larger and much more lavishly appointed. The domed ceiling is inlaid with mother of pearl and a four poster bed dominates one wall of the room. Double doors lead to the north. Vexeron casts a See Secrets spell with the plans to maintain it, hoping to find any secret doors, hidden traps or concealed treasures.


Passing the double doors into the next chamber, the group finds another 8 sided room with a high, domed ceiling decorated with fading erotic murals. Stone benches line the walls and the floor is covered with a multi-colored mosaic of a sunburst. Fearing a magical trap, the mosaic is carefully stepped around.


The next room is a small space, 10x10 square with a door leading out of each of the 4 walls. The floor of the room is taken up by a pool of cool, clear water that seems to be fed by an underground spring.


Exploring the Workrooms

Keeping to their protocol, the group takes the door to the left first. This room is large and eight sided, like several previous rooms, with a high domed ceiling. This room appears to be some sort of alchemical laboratory and Daellin and Vexeron are quite intrigued by many of the containers and items on the stone tables. Daellin accidentally knocks over some containers on one table, causing a minor explosion. He continues his search more carefully and manages to find some sort of magical, waxy ointment in a small container.
an ancient alchemical workshop


A large corroded metal urn attracts Vexeron’s attention. Through a dirty glass lid, he can see a thick, grey substance. It seems to undulate and move slowly inside the urn. He examines it through the glass and quickly realizes that it is a magical substance commonly used in the enchantment of weapons and armor. He believes that it could be used to at least temporarily enchant quite a few items, though he does not have the time, material or expertise to make the enchantment permanent. A discussion about the material and how to best transport it is had. Realizing that it would be too difficult to carry the entire urn around (weighs over 300lbs), Vexeron decides to test it out here in the lab and coat some of the parties weapons.


As he opens the lid, he quickly finds out that his initial analysis of the substance was incorrect as a glob of the grey ooze whips out and splats him in the middle of the chest. He can hear the corrosive properties of the ooze beginning to eat its way through his shirt and armor. Quickly, the tendril of ooze is severed and someone throws the lid back on the pot. Embarrassed, Vexeron merely shrugs and the party moves on.


The next room explored is to the north of the fountain room and is another eight sided room, similar to the others with a high, domed ceiling. This room has several stone platforms draped with white sheets. They have sets of manacles set into the stone at each corner. Metal shelves are at the foot of each platform. All are empty but one. A large tome sits on one shelf. A quick examination reveals 3 magical scrolls tucked into the pages of the tome. The book and scrolls are taken.


A Maddening Worm

Next, the group checked out the final door leading from the pool room. Again, the group sees an eight sided room with a domed ceiling. This one appears to be some sort of summoning room and was in a state of disarray. A summoning pattern fills up most of the floor, and broken furniture litters the space. Across the room, a heavy bookstand can be seen, knocked on its side with a large, black tome laying on the ground next to it. Immediately, Daellin enters the room and starts to head for the book, but Vexeron stops him and tells him that something is wrong in this room. He senses unfinished magic, as if the summoning circle was somehow paused in mid enchantment. He tells Daellin that as long as he does not cross the summoning pattern on the floor, he should be fine to cross the room. Carefully, the Elf makes his way along the outside edge of the room but it turns out that just being near was enough to trigger the unstable magic in the area.


except with an axe, of course
A blast of smoke and unsettling swells of sound fill the room. As the smoke clears, a huge worm like creature fills the center of the room. The beast wields an icy axe in one tentacle and a magical wand in the other. The creature immediately attacks, sending an aura of madness over everyone. Having to fight physically and mentally, the fiendish abomination proved to be a tough opponent, though quickly the party put it on the defensive. It’s madness inducing power turned friend against friend or reduced victims into temporarily babbling idiots. The beast utilized the wand constantly, apparently using it to heal its wounds. The battle was long and hard, but eventually the Heroes of Sandpoint were victorious. They took from it the magical axe, the wand and then gathered up the black tome, which appears to be magical as well.


After resting momentarily, the group headed back toward the Chamber of the Grey Flame, having explored everything in this area of the complex. They moved through the chamber, re-lit the torch using magic to float it up to the top of the dais so they would not again trigger the summoning of demon mouth orbs. They got the secret passage to open and followed it. 


Only the Penitent Shall Pass

After following a hallway and descending some stairs, the group ended at a dead end. On the wall was a painting of Runelord Sorshen, arms outstretched as if to welcome one into her embrace. Thassalonian writing was carved into the wall as well, though it could not be read. Magical and mundane searching did not reveal any secret doors but eventually someone noticed that the paint near the feet of the painting was badly worn off. After some time, it was discovered that kneeling and kissing the feet of the painting triggered teleportation magic.
Kiss My Feet!

Everyone took their turn kneeling in front of the painting and eventually found themselves standing on a stone platform overlooking an enormous underground waterway. The room is filled with the sound of water cascading down from an opening in the ceiling immediately to the east of the tower. A fine mist of moisture fills the air.


Underground Lake

the waterfall feeds the underground lake
The walls of the large cavern appear to be covered in pale, glowing moss and lichen. Three rowboats are tied off to the pier. A monstrous carving of a demon justs out of the wall of the cave just to the north of the dock, its hand outstretched in greeting. A Thassalonian word is carved into the stone below the demon. A quick examination reveals that grasping the demon’s hand teleports one back to the mural that they had just come from.

Far across the lake to the south, another stone landing can be seen with a large metal door leading into the stone wall. The lake narrows and continues to the west.

Session Photos

Daellin trips the magical summoning circle

Kallin and Ehlyna join the fray

Session Notes

We played this session over a month ago and it has taken me FOREVER to get it typed up and posted. We are ready to play again this weekend (once a month is SUCH A LONG TIME but it's better than nothing and we do play for about 6 hours at a time!) We are having so much fun on this current part of the campaign, at least I am and I hope the others are as well.


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