| Author |
Topic  |
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 09/06/2010 : 16:53:39
|
In last Mondays game they cremate the Farrier, then set off North before it gets dark.
Traveling through some dark woods along the Coast Road they hear a bird call which they correctly work out is a warning signal. Pausing they decide what to do, Chalice tells the Fighter that this time its his decision as to how to approach the problem.
There then ensues quite a heated discussion as too the best thing to do, the Monk getting fed up sneaks off through the woods to see whats up ahead. He successfully locates a group of Hobgoblins setting up an ambush.
When he gets back Chalice gets very upset with him as again he has gone off on his own without telling anyone what he is doing. However, based on the Monks very good info they decide to move up through the woods and attack the Hobgoblins. This they do and a prolonged fight starts. There are eight Hobgoblins in all and the fight takes almost the whole session.
The players eventually beat the Hobgoblins, but they have to kill them all, although only 1st level the players are very experienced roleplayers and get their tactics perfect, in the end they only suffer a small amount of damage which they easily heal in combat.
After the fight they find four human guards from the merchant caravan which have been chained together hand and foot. They release them and after questioning them learn that the Hobgoblins were taking the prisoners to the Blood Reaver clan of Goblins at a place called Galain.
Galain is a ruin from the time before the spell plague and is not to far away. So they send the merchant guards back off to Oakwood and travel on til dark when they make camp.
Next morning they set off again leaving the road and moving East into the hills, here they find a body by the trail, it turns out it is the barman from the inn at Oakwood, he has been stabbed in the back, they decide to again cremate the body, with magic this time.
Further on they come to a huge chasm with a 350 foot long wooden bridge across to an Earthmote, a flying slab of land from Abiel. On it are Goblin guards. By the bridge they find a girls shoe. Looking over the precipice they see a small bundle of rags. The Monk climbs down on a rope and finds the body of the Rangers young sister.
Here the session ends.
 
|
Edited by - TrickRick on 09/06/2010 16:55:06 |
 |
|
|
Jax
Admin
  
United Kingdom
229 Posts |
Posted - 12/06/2010 : 11:24:51
|
Hi Rick! Anyone in your group inerested in RPG day on 19 June. It looks like we'll have 3 games Call of Cthulu, Pathfinder and Deathwatch.
Thanks.
Never give up, Never surrender! |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 13/06/2010 : 16:52:43
|
Don't know.
I will ask Monday.
   |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 17/06/2010 : 15:33:51
|
In last Mondays game the Ranger decided to bury his sister rather then cremate her, as is the local custom, he did this so as she would have a marker like the one someone had placed on his parents grave back at the farm.
Chalice was enraged by the death of the girl and decided to attack immediately across the bridge, before this happened however they were approached by a female Genasi who introduced herself as Kyleria, she said she was looking for her brother who she believed was captured by the Goblins.
Before the players could interact with her Chalice organised them into a charge across the bridge. On the other side were three Goblin Archers, three Goblin soldiers and four Goblin Cutters.
The players ran across the bridge, but for some reason as they got in range of the Goblin archers the Ranger charged in front and promptly took three arrows, this bloodied him so he dropped back, but not before he let off his own arrow and scored a hit on one of the archers.
The Ranger was healed by the Cleric as the Fighter and Chalice charged on in front. The fighter took several more arrows before getting into combat with some of the other Goblins defending a makeshift barricade. The Fighter also needed some healing and a prolonged fight started between the party and the Goblins.
The Monk was very effective jumping off the bridge into the archers, he eventually managed to knock two off the edge into the chasm. The gnome Artificer (Ian) was also very effective at slowing the Goblins down, when the Wizard and Sorcerer with the Fire Genasi hit them with magic as well the tide turned in the parties favour and the Goblins were all killed but one which gave up and surrendered.
Chalice was still enraged and ordered the Sorcerer to kill it, this she was not keen to do so the Monk dispatched it. The Ranger ransacked the Goblins camp and set everything on fire, such was his anger.
On the other side of the Earthmote was another wooden bridge across to the other side of the chasm. This they crossed and up ahead on a bluff was the ruins of the town walls of Galain.
Chalice ordered the Monk to scout out the ruins of the town, he set off, but had to make a dash across open ground to get to the base of one of the ruined walls, unfortunately he was spotted by a Goblin sharpshooter in one of the towers. The Goblin not certain exactly what he had seen moved down to investigate, the Monk pounced on the Goblin but it sounded a horn before he eventually killed it.
Scouting inside the walls he finds there is a lot of cover from ruined stone buildings, near the centre of the town he can just see one remaining building with smoke issuing from it. Moving stealthily closer he sees a line of Goblin archers forming a perimeter. He also spots a large pile of human bodies near a ruined fountain.
Going back to the others he reports what he has seen. Chalice says well no surprise is possible so it will be a fight. She appoints the Wizard as the person to organise this encounter, the Wizard decides the best policy is to move inside and lure the Goblins into attacking them when they are in a good defensive position.
So this is what they do and the session ends with the Goblins moving in and they have brought an Ochre Jelly with them!
  
|
Edited by - TrickRick on 17/06/2010 15:36:29 |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 02/07/2010 : 12:49:44
|
In the last session the players found themselves surrounded by Goblins. There were Goblin Soldiers, Archers and Cutters. They charged forward in a rush attack, with a rather slow Ochre Jelly!
Firing off spells and arrows they tried to wound as many as possible of the Goblins and Jelly before the hand to hand started. This the players had some success with, but soon they were fighting for their lives. The Fighter took on the Jelly eventually splitting it in two, he could not have done this without the magic attacks from the Sorcerer and Wizard.
The Monk and Chalice were desperately trying to fend off the Goblins from attacking the Magic Users, this was difficult and even the Cleric had to get stuck in. The Gnome artificer was a constant thorn in the side of the Goblins, running around avoiding combat but giving aid to the players.
Eventually the Goblins got worn down and the tide turned in the players favour when the Ochre Jelly was finally beaten. Most Goblins fought to the death but one surrendered, this the players questioned and then killed. This pleased Chalice although in her blood lust she was ready to just dispatch the foul thing.
From the Goblin the players learned that the Goblin leader a female Hexer was in the only building left standing in Galain, which was the old town hall. With her were a few Goblin Warriors and Skullcleavers.
Moving through the ruins of Galain towards the town hall they stopped by the pile of bodies, Kyleria was desperate to see if her brother was among the dead. After a very unpleasant search she established that her brother was not there. However, the rotting bodies of the Monk’s younger sister, the Fighter’s father and the Wizards mother were among the dead.
Feeling sickened the players rushed on to exact vengeance upon the Hexer and her followers. Entering the building the Monk surprised a Goblin Warrior tending a wounded Goblin in the entrance hall. After a short fight he killed it and the wounded Goblin.
Moving into the main part of the building they found the Hexer and her followers, she cast vexing cloud on them to give her cover and reduce the attack of the players. Chalice charged in just avoiding a False-floor pit trap, but the Sorcerer fell in taking nasty damage. The players fired off spells and arrows at the Hexer, some missed and those that hit she deflected onto her adjacent Skullcleavers. The Ranger rushed forward but was surrounded by Goblin Warriors and would have been cut down if it were not for Chalice and her Fearless Rescue Daily Power, this stopped him being hit below 0 hit points.
The Fighter was stopped by the Hexers Stinging Hex, but eventually decided to attack anyway and take the damage only then to be blinded by the Hexer’s Blinding Hex.
Here the session ended with the players getting into better position to lauch magic attacks against the Hexer as two of her three Skullcleavers charge forward to attack.
  
|
Edited by - TrickRick on 02/07/2010 14:04:45 |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 09/07/2010 : 11:00:16
|
With the Skullcleavers bloodied they went into a berserk frenzy and could do more damage, but the Fighter saving against the blindness next round fought them off. The Sorcerer could not get out of the pit! But it did not matter too much as the Monk knocked one of the Skullcleavers in the pit where the Sorcerer managed to finish it off. Eventually all the Skullcleavers were beaten and attention turned to the Hexer.
She vowed to fight to the death, which she did!
Rather exhausted the players searched the place and found three magic items, the Hexer had an Orb of Judicious Conjuration +1, in a chest were a Reproachful Greatsword +1 and a Dynamic Weapon +2 plus some silver coins.
They also found a transfer note stating that ‘The selected prisoners should be taken to the Olive Mill in Airspur’.
Chalice led the party out of Galain and they set up camp to rest overnight. That night they all had communication from a Deity, the Deity stated that there was an additional 150 xp to be awarded depending on how well it thought the players had done. Each player was rated in turn, as follows:
Jake the Cleric (Laurence)
Generally good, but still doubts about willingness to put himself at risk to save other members of party.
Awarded 75 xp.
Aeruthian the Ranger (Matt)
Follows orders well but tendency to try to acquire personnel wealth brings into question his team play.
Awarded 60 xp
Richard the Fighter (Richard)
Good start, but as main fighter should act as Chalice’s right hand man and support her leadership more.
Awarded 75 xp
Vox the Monk (Mark)
Very pro-active, excellent tactical awareness should be awarded 125 xp, but total inability to follow orders and challenge of leadership a serious handicap.
Awarded 25 xp
Will the Wizard (Jez)
Quite yet very effective spell use, good team player, needs to support leadership more.
Awarded 75 xp
Zanne the Sorcerer (Linda)
Chaotic nature of some of her spells and total lack of killer instinct a major drawback.
Awarded 40 xp
Broc the Artificer (Ian)
Excellent support of whole team, small but always at the heart of any battle, good team leadership support and very reliable.
Awarded 100 xp
Chalic team leader and Warlord (NPC)
Lacking effective leadership control, allowed outsider into group, could do better.
Awarded 75 xp
These xp points actually took all players just above the 1000 xp mark for 2nd level.
While everyone was congratulating themselves for making 2nd level the Sorcerer asked, just a minute what Deity is this? This was a very good question and after the players rolled Religion rolls it became clear that the Deity was Bane.
This upset several players and they refused the xp given, these were the Monk, the Sorcerer and the Cleric. The Wizard was going to refuse but was seduced by the lure of the xp and took the points. The rest happily accepted the xp.
The next morning involved a lot of soul searching but Chalice said they must move on, she said that to get to Airspur quickly they are to go due East through the mountains, there being a pass, known as Ice Guard Pass. Kyleria the Genassi said that it would not be wise to go that way as there are bad stories about the pass, she told of how whole caravans had tried to go that way and just disappeared.
Nevertheless Chalice said that that was the way they were to go as it would cut off many days of the journey to Airspur. She also said that they had a mission to fulfill and the place they needed to get to was The Specter Tower, which was on the other side of the mountains.
Kyleria was mocking saying the tower was the haunt of dreamers and fools. She declared that she would follow the coast road around to the north and then south to Airspur as this was the most likely route that the Goblins would have used to take any prisoners to Airspur. She set off looking for her brother.
The party set off East, after a day they camped at the tree line, then next morning set off for the climb to the pass, although still early autumn they soon came to snow and ice. The pass turned out to be a narrow gorge through the mountains.
Soon a raging blizzard started, after an Arcane check they realized it was not natural, there being a Fey voice on the wind. It got extremely cold and slippery, soon they were making Endurance and Athletic checks to see if they would lose healing surges or not.
After several hours trekking through the blizzard they were attacked by Frost Goblins. Three Frost Goblins Sharpshooters started firing and as still hidden did good damage. Chalice ordered a withdraw but yet again the Monk ignored this and charged up the sides of the pass and cut down two Frost Goblins Cutters. However, the Sharpshooters with a Hexer did serious damage to him. He was forced to withdraw and hide when taken down to 3 hp left. His action drew in other players to the attack and they were soon in a fight with another Hexer and the Sharpshooters fighting from above. The attackers had the height advantage and used their ranged attacks well.
Chalice was still struggling above the howling wind to get the players to retreat as they were taking hits. Fortunately the Gnome Artificer managed to shift one of the Hexer’s forward and it fell onto the pass floor where the Fighter in a howl of rage fell on it and killed it using Brute Strike. Here the session ended with both sides backing off slightly.
   |
Edited by - TrickRick on 09/07/2010 11:02:54 |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 16/07/2010 : 15:32:05
|
In the last session the battle with the Frost Goblins continued. The Monk sprang back into the fight and managed to shift a Frost Goblin Hexer and Sharpshooter off the sides of the ravine onto the floor of the pass where they were engaged by Chalice and the Fighter. Three Frost Goblin Cutters rushed forward to help. But this signaled the end of the Goblins as they could all now be engaged by the players. Eventually all but two of the Goblins were cut down. These two surrendered but Chalice killed one and the Monk the other.
Moving on they came to the Goblins lair, searching it they found some magic items, presumably from victims of the Goblins, they found 4 healing potions and two wands. One boosted the Wizards Scorching Blast and the other was for an artificer so the gnome had that.
They also found a Goblin Cutter hiding which the Gnome executed with a crossbow bolt to the head.
Moving on again they came to a tower, here the weather was worse with blinding snow and ice flying around, they could discern a pulsing blue glow from the top of the tower. The Monk thought about climbing up but the walls were covered in ice, so they broke through the door. The Monk moved in to find everything coated in ice, even the fires in the hearths were frozen a blue colour. Hearing movement coming down the stairs he alerted the others.
When an Ice Warrior Raider came looking he got blasted from the rest of the party, who moved in and a fight on the stairs started between them and more Ice Warrior Raiders and Hurlers. Meanwhile the Monk noticed the blue flames in the hearths shudder and the Sorcerer surmised that something might be coming through them from the Elemental Chaos. When Ice Warrior Shardlings started coming through another fight started with the Monk, Sorcerer and finally the Ranger fighting the Shardlings off. The Sorcerer eventually closed the portals and they turned to help on the stairs.
Here an Ice Warrior Frostling had joined the fight, however, the party proved stronger and it was not long before they destroyed all the elemental Ice Warrior’s. Moving up the tower they realized it must have belonged at one time to a Demon worshipper. He had used a version of Tenser’s Floating Disc to make a levitation platform to the roof. The Sorcerer got it working, but it took her up to the roof where she came face to face with a large Spirit of Winter guarding a pulsing blue sapphire. Quickly operating the disc again she descended to inform the others.
Chalice arranged the party with herself and the Fighter going up first carrying the Gnome artificer, only two could get on the platform at any one time. They went up and moved off so the Sorcerer could summon the platform down again. The Spirit of Winter was waiting and cast Freezing Burst at the players, they all saved but even on a save the players were shifted one square and knocked prone, this pushed Chalice off the roof and she fell to the ground below taking 3d10 damage.
The Fighter launched an attack on the Spirit of Winter and a vicious fight started; the others came up to join in, the Monk got hit by a Blast of Cold and took 4d8+2 damage.
Eventually everyone was up and fighting the thing, when it got to a bloodied state it again automatically launched a second Freezing Burst attack, this propelled the Sorcerer off the roof and she fell at the feet of Chalice who was moving back around to the tower’s front door. The fall nearly killed the Sorcerer but Chalice helped her. With players scattered around they desperately launched further desperate attacks on the monster.
It managed to recharge the Freezing Blast and this time it knocked the Cleric off the roof, he fell straight down towards Chalice who hearing his scream looked up and moved to catch him as he fell, he landed on her doing the damage to her rather then himself, not feeling to good now the Cleric helped heal her. Up on the roof desperate attacks from the Fighter and Monk finally finished the thing off. The Spirit of Winter howled in agony then with the sapphire shattered into tiny fragments.
With the gem gone the wind immediately eased and the clouds began to clear, the bad weather was over, as the tower started to thaw the players take a rest and the session ends.
   |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 26/07/2010 : 15:45:25
|
In the last session the players decide to take a rest in the now damp tower. Overnight the Cleric is again contacted by Bane who offers to boost him up to Third Level if he will accept him as his god. This proves too much for the Cleric who accepts. He is now a Faithful of Bane. The Fighter then petitioned Bane for the same deal, Bane agreed, the Fighter went up to Third level and also became a Faithful of Bane. The rest of the players did not go for this.
Next day they moved off East, Chalice said that they had saved many days off their journey to Airspur. But she tells them we have a mission, this is to find and see an oracle at the Specter Tower. She tells them they need to get some info from the Oracle so they have to go there first, when the players ask what info she just tells them they need to find out the place where a certain ritual will take place, she won’t say more.
The tower is on the way to Airspur so over the next couple of days they make their way down out of the mountains and Chalice leads them to another ruined Chondath walled town. Here in the middle is an undamaged tower. There is also an Inn come Monastery where they get a warm welcome from the Monk owner. Chalice asks the owner if they know where a female Halfling called Milleki is, he says he doesn’t know. Apparently she was here up to about a week ago.
Chalice tells the players that Milleki is their Academy agent who is supposed to be here to help then see the oracle. Chalice is very angry she is not here. She sends Zanne off (she has Charisma 19) to talk to one of the residents, a human noble. Zanne gets him drunk and using her charm and the point of a dagger finds out that Milleki went off with a group of Halflings who have been living in and rebuilding one of the old towers on the town wall.
Before setting off to find Milleki Chalice takes the players to the Specter Tower, as they pass through the ruins they are rudely greeted by another group of adventurers, these take the mikey out of the players and try to pick a fight, Chalice and the players ignore them, but on approaching the tower they find it magically sealed and some dark creatures way up the tower start throwing metal lumps down on them, they all back off deciding that this is not the easy way in.
They move off to find the Halflings, entering through a door in the base of one of the city walls towers they confront a Halfling who immediately pulls on some kind of signal rope. The Fighter moves up and lifts him up by the collar and threatens him, this greatly upsets the Halfling who starts to tell him who is around, but then a transformation comes over the Halfling and he transforms into a Wererat. A fight starts and the Fighter gets bitten, failing his save he gets filth fever. The Halfling is soon overpowered and killed, other Halflings rush down from further up the tower, the players manage to fight them off as they too turn into Wererats. But in the fight the Monk gets bitten and he also gets filth fever.
The Wererats are no match for the players and soon they are beaten, one surrenders but is slain by the monk.
Here the game ends.
   |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 02/08/2010 : 13:29:04
|
This session involved a single fight between the Halfling Wererats and the players.
Having taken a short rest after defeating the Wererats from the tower the players decide to move into a tunnel under the old city walls which connects to another tower.
Waiting for them the Halflings have set up a trap, they have help from six human mercenaries who set up to fire their crossbows down the tunnel as the players advance.
The Fighter (Richard) in the front takes three hits before he can close to combat. Supporting the humans is one Halfling Wererat, two Spitting Drakes and a Shadowhunter Bat.
With Chalices help a combat with the mercenaries’ starts. Chalice manages to push them back and shift the Fighter into the room. Here he fights bravely to hold off multiple attacks. While the fight in the room hots up the Wizard at the back hears the baying of Grey Wolves pounding up the tunnel behind them, behind these is another Wererat with four Gravehounds.
The Ranger and Wizard form up a rearguard as the Cleric pushes up behind Chalice in the room , the Monk forces his way in as well and it all gets very tight and hectic in the confined space. This turns out to be a very close fight and only the healing powers provided by the Cleric, Chalice and the Gnome Artificer really keep the players going and turns the tide of the battle against the Halflings.
Meanwhile at the back a volley of arrows and spells from the Wizard and Sorcerer cut down the front rank of Gray Wolves, by the time the rest close to fight the players have pushed into the room and manage to slam the door shut and wedge it tight.
In the room five of the mercenaries and Wererat have been cut down and the Bat and Drakes start taking a pounding. From below more Wererat minions start coming up the towers spiral stairs, the Monk soon dispatches these, from below can be heard the voice of Milleki pleading with Ephram (Heis the leader of the Halflings and can change into a Direrat).
Milleki wants him to flee as she realizes it is Chalice from the Academy they are facing. When Chalice hears Milleki she flies into a rage and charges down to attack Ephram with the Monk and Gnome Artificer close behind. Ephram refuses to leave his people even though Milleki is desperate for them to run.
Ephram fights bravely but is no match for Chalice and the others and is cut down. Milleki falls weeping on his body, The Gnome Artificer moves to attack her but Chalice bellows for him to stop, he can’t but fortunately misses her.
Chalice drags Milleki to her knees and furious accuses her of being a traitor to her, to the Academy and tells her that she has betrayed the ‘Family’. Chalice then tells her that there is only one punishment for such a betrayal, she puts the point of her sword to Milleki’s neck and in one savage thrust plunges her sword down into Milleki, the point hitting the floor with a fatal clink. Yanking her sword from the now lifeless Halfling she stands over the body wiping the gore from her sword.
Up stairs the final mercenary surrenders and asks for mercy, but the Ranger puts him to death.
With their blood lust still high the Monk falls to his knees and partitions Bane direct to grant him his blessing. Bane agrees and makes him a Faithful of Bane, the Monk also gets 500 xp as well which makes him very pleased.
Now three of the party have turned with a Darkening of Their Soul and embraced the Dark Lord.
Here the session ends with Chalice stood motionless over the bodies of Milleki and Ephram, a pool of blood running down from above collects around her feet.
   |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 06/08/2010 : 09:58:27
|
In this weeks game the players realise that Chalice is in some kind of shock, she is not really responding to them.
Will the Wizard decides that they should explore the rest of the Wererats warren beneath the tower. They explore some now empty chambers and find some gold and other treasure. Bringing Chalice along they find four Wererats and a Goblin Hexer hold up in a chamber leading to some tunnels. They have five Iron Defenders with them. Still not being able to get Chalice to respond they move in and attack anyway. The Wererats are defending behind a dart firing trap and as the Fighter and Monk move in they get hit by the darts. The Monk gets several bad hits from the Iron defenders and withdraws. The Fighter holds on and is joined by the Ranger.
The Wizard, Cleric and Sorcerer start using ranged attacks with good success; this causes the Hexer to cast Vexing Hex. Suddenly Chalice seems to come to her senses and charges in, using powerful Daily and Encounter abilities!
With the Iron Defenders going down one by one the Wererats start withdrawing down the tunnels. The Sorcerer for some reason charges into to hand to hand and ties a couple of the Wererats down. When Chalice uses Luring Focus and pulls the Hexer to her it spells the end of the Wererats and Goblin. They fight to the bitter end but are cut down.
The Hexer has a rough map on him he has been making showing a plan of some catacombs which he believed leads to the Specter Tower. The players take this and then decide they need an extended rest in this chamber before they can move on. Clearing the bodies into the tunnels they settle down.
This is where the fun really starts, not because they are attacked but because the Monk has decided between last session and this that he is not going to accept Bane and is not going to become a Faithful of Bane. When Bane contacts the players as they rest he assigns extra xp to the rest of the party depending on how he thinks they have done, up to 300 extra xp is available, the Gnome Artificer again gets the most. The Sorcerer still rejects hers and those which had become Faithful of Bane do not get any this time.
The Monk, however, has 200 xp deducted by Bane for his fickleness. The monk reacts in fury and announces he has had enough and flounces off. Heading back up to the tower above him he comes across the other party that they had been harangued by outside the Specter Tower. They were resting in one of the tower rooms and most were asleep. The Monk dashes past to shouts of ‘Hey you….Stop’, he runs up and out along the battlements. It is dark by now and hearing the other party charging up the tower stairs behind him he climbs over the battlements and starts climbing down the walls.
Down below Chalice suddenly realizes that the Monk has run off and probably for good, this brings forth some rather startling revelations for the party. She becomes very anxious and informs the rest of the players that they must go after the Monk straight away. If they don’t find him in the next six hours the ‘Shadow Party’ will pick him up. When the players press her as to who the ‘Shadow Party’ are? Chalice tells them that they are from the Academy and watch over them and step in if there is an emergency or a problem, she tells them they are Paragon level. She also tells the players that although the mission is a real one it is not the main objective of the Academy, the main part is the ‘Training’ of the players.
She also tells them that if they don’t find the Monk and persuade him to join them again that the mission is over anyway and that they must return to the Academy straight away. This causes some anxiety as some of the players still need to find their surviving parents and brothers or sisters.
Chalice tells them that the rules of the Academy do not allow them to continue if one of the party is killed, or lost or runs off. Worse if the ‘Shadow Party’ pick up the Monk he will be classed as having betrayed the Academy and will be taken back and tried, then probably executed! She tells them the only way anyone leaves the Academy is when they are dead.
Chalice pulls out her pendant, the wooden hexagon with the White Lotus on one side and the arrow on the other, she turns it to the arrow and announces that the Academy has moved. It is now due South of them, this amazes the Wizard and Cleric who question as to whether the whole Academy, buildings and everything has moved1 She confirms yes it does. She taps the pendant and the arrow moves, she says this points to the Monk.
The players rather shocked by all these revelations do nothing, Chalice impresses on them that they must move quickly as she doesn’t want to have a third failed mission to her name. The Wizard horrified asks ‘You mean that you have led two other training parties before us and you failed! What happened to the other parties?’
Chalice doesn’t answer but the players get a bad feeling about this ‘training Party’ idea. The Gnome Artificer whispers to the others that they are going to have to get rid of Chalice some time probably soon.
Chalice is already moving off and calls the players to follow, she leads them back up into the tower, here they come across the other parties gear left behind, they are out looking for the Monk. They can’t resist going through the others stuff and steal some +1 Veteran Scale Armour and some small magic items. The Gnome Artificer nabs a +1 Flaming Crossbow and finds a small diamond in a back pack. It is in a very old velvet cloth wrap which has a coat of arms on it. The Wizard remembering his history lessons at the Academy identifies it as that of a Criminal group of Ganasi led by a gang boss called Tanris. The Gnome pockets this.
Chalice leads them out where the trail leads to the Monastery, the Monk is here having a drink, calm as can be. Chalice runs up to him and slams her sword point down on the table in front of him. She tells him he is facing execution if he doesn’t rejoin them, he does not seem too bothered. Chalice makes a direct appeal to Bane, amazingly Bane responds and offers the Monk a deal, he returns the 200 xp he took and then offers him another 1000 xp if he will become one of his Faithful.
The Monk considers then says no, but he will rejoin the party and may consider it in the future.
Here the game ends.
   |
 |
|
|
j c
Trooper
 
United Kingdom
56 Posts |
Posted - 02/09/2010 : 17:46:25
|
Hi Ricky, I can't make next Monday. Can you get someone to play my character please.
Many thanks, Jeremy |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 03/09/2010 : 09:31:40
|
ok
No problem. |
 |
|
|
TrickRick
Commander
    
United Kingdom
773 Posts |
Posted - 03/09/2010 : 14:05:55
|
There has been a natural break in the gaming as people have been on holiday.
But, we did get a game in last Monday.
With the party back together Chalice leads the players straight back towards the Wererats lair. However, on the way they are accosted by the other party who are very angry that the players have stolen some of their gear.
The Wizard does not want to waste time bandying insults so immediately launches a spell at the other party. The fight starts immediately. At first it is very even with the Monk going down on the players side and the other parties Wizard falling on the other side.
As the Fighters on each side get to grips with each other, the support players come into play. The Cleric and Artificer on the players side helps Chalice and Richard, while on the other side their Artificer helps their Fighters.
But, suddenly the tide just turns in the players favour and over two rounds the other party are all but decimated, only their Artificer gets away!
Chalice leads them on and they enter the catacombs again. Here they arrive at a chamber with two rotting Halfling corpses in them. It has an open water course running through it, the water is clean rain water now but was probably part of a sewer. However, the place is covered, and stinks of bat droppings. As the players move in cautiously they see some bones reform into Boneshard Skeletons. At the same time they get dive bombed by five Shadowhunter Bats.
The Boneshard Skeletons in particular are very nasty with 77 hp and they blast out shards when first bloodied and when they are taken down to 0 hp. The Monk manages to push one into the water channel and it flows away with the water. Seeing the damage they inflict with their blasting they manage to push another into the water. The Wizard, Sorcerer, Cleric and Artificer all battle the Bats with ranged attacks while the rest take on the Boneshard Skeletons.
It takes them all of the remainder of the game session to beat the Bats and Boneshard Skeletons, but they manage it with no one going down.
Here the session ends.
   |
 |
|
Topic  |
|
|
|