Category: Session Reports

Session 27: Castle Island

We resume where we left off. The PCs are in the wizard’s lair, having killed him and his imp familiar. They search the building, finding potions of healing, fire breathing, and storm giant strength. The return home for a long rest.

The next day they return to Rivas Greel’s home to tell him what happened. They are let in by his goblin doorman and meet with him. He thanks them for their help. He leaves the room briefly and returns with the statue the retrieved for him. He holds it up, then he smashes it on the floor, breaking it. He explains that he staged the whole thing to draw out anyone plotting against him. The magic aura that Simon detected on the statue was in fact Nystul’s Magic Aura spell cast on the statue.

Debi is unhappy that they have been used. Rivas apologizes, and tells the trio that he owes them all favors now, and he will make things right by them. Debi reluctantly accepts this apology as do Mick and Simon.

Debi tells Simon and Mick about her recent encounter with Raxilliah the Merchant, and that Rax tasked her with bring them a whisker from the giant blue feline, Bubastis, on Castle Island. The other two agree to accompany her on this task.

They go to the World Library to research Castle Island and Bubatis. They find that until about 25 years ago the island, site of a ruined castle, was the location of an insane asylum where the most crazy of Langwon were sent. At some point people started disappearing and rumors of evil began to circulate. It is now the home to the remaining patients, humanoid beings (like ogres), and the legendary cat Bubastis. Debi finds the account of a man who encountered the cat on the island, saying that Bubastis was about 10′ long and spoke directly into his mind.

They go to the port of Langwon, and the harbor master directs them to dock 42, where he says they’ll find a ship and captain that may be willing to take them to Castle Island, which about a 1-day sail out into the ocean.

Going to doc 42, they see a somewhat beat-up ship and a single goblin crew member swabbing the deck. They address him, and he calls the captain – Captain Klank — also a goblin. They negotiate passage – only 120 gp IF Simon will heal his infected tooth. Simon heals him. They set off the next day, sailing through the night on the Troll’s Tooth. Debi and Mick entertain the crew.

Arriving at the island, Klank takes them to the north side, gives them a rowboat, and tells them he’ll wait three days for them.

The trio rows to shore, pulling their boat on to dry land.

They follow a trail into the woods, and after a while are attacked by 8 local humans. Debi is hit by two primitive spears. Mick uses and illusionary roar in the woods to scare three of them away. Simon fries one with Sacred Flame. Debi blasts with Thunderwave. Mick crossbows one. Debi uses Detect Thoughts to read the surface thoughts of one of them, and finds him to be 100% insane and thinking “They’re back to get us! Kill them!”. The PCs dispatch those who didn’t run and continue on their way.

Up the trail they avoid a village of ramshackle huts and a woman tending a garden. They continue toward the castle ruins.

Arriving, they find a castle that has been mostly destroyed. They creep up, and hear two ogres inside the walls eating and talking. Sneaking around the side, Mick uses Mage Hand to place his line and grappling hook over the edge or the top of one of the towers. The trio climb.

Quietly looking over the grounds from the top of the tower, they see the ogres. They also see, in the rubble, two stone staircases going down under the ruins. Debi fires a crossbow bolt with a little catnip down by one of the stairs. Nothing comes up. They come up with a plan.

Going back down, they sneak to a hole in the outside of the wall not far from the ogres. Mick uses Minor Illusion to create the roar of a big cat. Failing morale rolls, the ogres drop their meals exclaming “Bubastis! RUN!”. They run out the front gate to escape their perceived enemy, and go out into the woods.

The team enters the ruins. Debi retrieves her crossbow bolt.

End of Session.

Session 26: Wizard Hunt

The PCs find out that the wizards was disguised and Rivas’s friend Cushing Hammar, a local “merchant.” Larsh finds him tied up. They investigate, going to building Simon tracked him to in the previous session.

They surveil the building and chat up people in the neighborhood. The local kids are afraid of the building and tell them all sorts of wild tales about the goings on in there.

The group climbs to the roof, where they find a metal framed glass dome that casts mystic symbols down to the bottom floor. Looking through, they can see that there are large holes in the 2nd and 3rd floors. They cannot however get in via the roof.

Returning to the ground, they enter the building.

On the bottom floor they find arcane, profane symbols painted on the walls. A summoning chamber. This may account for the wizard attempting to have Rivas’s statue stolen.

They explore the 2nd floor, finding living quarters.

On the 3rd floor as they explore something invisible strikes Mick, knocking him over the edge of the whole in the floor. Mick makes an acrobatics roll, manages to grab the edge as he falls by, and flips himself to safety down on the 2nd floor!

An Imp is now visible after its attack on Mick.

The wizard materializes and attacks with another lightning bolt, doing some damage to Debi and Simon. They attack with spells – Debi with Dissonant Whispers, doing damage. Eventually Simon hits him with Guiding Bolt – the wizard screams as he falls through the hole, to lie dead in the middle of his summoning circle 30 feet below!

End of session.

Session 25: Scum Town Shuffle

The PCs begin where we left off, in the old textile mill with Ty Kimbal in front of them.

Ty has introduced himself, saying he was testing them to see if they would be worthy adventuring companions. He is quite arrogant. He gives each of them a small bag with 5gp for their trouble, and invites them to the Eye of the Beholder for a drink, it still be night time.

After a quick drink he leaves. The PCs stay. Their old associate Rivas Greel comes in with his bodyguard Larsh. Rivas sits with them and invites them to a party the next night at his estate, saying he has acquired a piece of pre-cataclysm artwork and is throwing a party at which friends and associates can view it. He’s in a great mood. The trio accepts the invitation.

That night each of the PCs has a different experience:

 

  • Simon has a lucid dream, in which he is on an island with a castle. He explores the castle, finding a long corridor full of prison cells. Each cell has a human skeleton in it. He hears “help…” coming from further down. After going down what seemed and endless corridor, he comes to the end. He finds a cell with an old, withered person in a cloak and hood sitting against the wall. As Simon watches, the person pulls back the hood, revealing a face just like Simon’s but aged many many years. It begins cackling madly at him. Simon awakens.
  • There’s a knock on Mick’s door. It’s his thief associate Slovas,  who informs him about the party at Rivas’s house, the artwork which is a statuette carved from a huge ruby of a pre-cataclysmic barbarian queen. He wants Mick and the others to help hims steal it. Mick says he’ll discuss it with the others and they pick a place to meet up the next day.
  • Debi hears a trilling music in her room, and sees a spectral image of Rax’s pet, Magpie, who signals for Debi to follow. She enters Rax’s shop, where they catch up. Rax tasks her to go to the Castle Island, a days sail off the coast of Langwon, and retrieve a whisker from the giant feline being Bubastis, who lives on the island. No strict time frame. Debi of course agrees.
Mick buys some fancy clothes and hat with a feather in it for the party. The group arrives to find many VIPs they have previously met already at the party. Debi is offered a snack by Slovas, who is disguised as a servant. He winks at her. She lets Mick know that he’s there.
The house is crowded with people. Rivas invites Debi to entertain in the trophy room, where the statuette sits on a stone platform, under glass. She rolls a total of 22 on a performance roll, completely entrancing the crowd with her song and the Moon Lyre.
As she performs, she sees the statue suddenly disappear from its display case. She sees Slovas looking surprised. Simon casts detect magic, and is aware that a man standing hear him as cast a spell. A servant near the door to the lounge suddenly has the statue in his hands. He throws it to another person who runs out the front door.  Mick and Debi take off after them followed by Larsh. Simon sees the spellcaster turn invisible. He attacks but misses as the other two pursue the thieves, Simon casts Locate Object to track the unique boots the wizard was wearing. He follows the wizard outside, to find that he’ dropped invisibility and use Fly to take off. Simon hits him with Guiding Bolt, but he continues flying.
Simon tracks the spellcaster from the ground using Locate Object after the wizard dips between buildings.
Meanwhile Mick and Larsh chase the thief with the statue into the sewers. Debit pursues the other and casts Charm Person on him, convincing him to lead her to where the thieves had planned to go to get away. He leads her to the sewer, where she meets Mick and Larsh. The charmed thief reveals that his partner is hidden in a secret hiding behind a secret door, and that just beyond it is large chamber where they’d have been attacked by giant frogs. They open the door and catch the other thief.
Simon follows the wizard into a building. After a brief encounter, the wizard blasts him with Lightning bolt, coming 1 point from killing him. The wizard leaves, not knowing that Simon can heal himself quickly to almost full health calling upon the power of his god, Ahki. Simon then follows the wizard, successfully using stealth, to what may be his lair.
He returns to the group.
End of session.

Session 21: Back to the North

  •  The party prepares for a journey back to the north, into the foothills of the Ironclaw Mountains.
  • They buy provisions and other supplies
  • They meet up with the Slash Sisters and Lorian and begin walking north along the same road they have travelled before
  • The have no encounters the first day and rest in Ilwon, before continuing the journey north to Grogo’s Stronghold. They rest in the stronghold, which they cleared out of bandits a week before
  • The party travels further north, to the village of Garwon, only a few miles from the foothills
  • Debi goes into town and speaks to the villagers, who are simple hunters, who agree to let the party rest in the village that night
  • Debi and Mick entertain the people, gaining their goodwill
  • They meet a hunter named Rothgar who has seen pylons like those the party seeks on the edge of the Great Canyon
  • Rothgar agrees to take them there, if they will kill two ogres who killed his brothers a couple of years before. The party agrees
  • The next morning they set off, Rothgar leading the way. They travel into the foothills, so the area Rothgar thinks the ogres live
  • Debi starts playing her Elf Pipes, and soon attracts the ogres, who attack. Two of them!
  • The ogres are slow. They take damage from all the PCs. Debi casts Dissonant Whispers on one, causing him to run away. The party hits him with missle weapons and spells while the other continues to miss his attacks. The party defeats the two very strong ogres without taking damage – great tactics.
  • They find the ogre’s lair, a cave. Inside is a little treasure and the skeletons of Rothgar’s brothers. They give the brothers a proper burial, and spend the night in the cave.

Session 20: the Scroll

The party begins still at the bandit tower, having killed all the bandits, looted the tower finding some gold, silver, artifacts, and a scroll in a metal cylinder.

They need to find a way to prove to the villagers in Ilwon that they killed the bandits. They decide to throw the bodies in Mick’s portable hole and just take them back to the village.

They take a short rest and regain some hit points and set off to return to Ilwon.

Day and night 1 or travel are uneventful. They get a long rest.

Day 2 of travel is uneventful. They arrive back at Ilwon, show the bodies to the villagers, and there is a big impromptu party for them that night.

They return to Langwon the next day via the north gate.

They have examined the scroll and found that it has a picture of a cliff face with two triangular pylons in front of it, and in arcane text there there is a spell incantation that will cause some kind of door to open. There is no indication where it is located.

The PCs begin to research the scroll. Simon takes it to the Temple of Ahki and checks in. Bishop Lightman has no idea where it is, but says that in the foothills and the Iron Claw mountains there are lots of weird sites.

Debi goes to the World Library but finds nothing. She is told to come back with the actual scroll and perhaps an old librarian will know something about it.

Mick goes to visit his mentor, Blix Yodarian. They catch up. Blix does not know anything about the described scroll, but says that maybe someone else who has travelled up north would know something. Mick asks him if he thinks the PCs are skilled enough to venture to the Old City. Blix says they are getting close, but at this point should take their friend Lorian, the fighter, and at least two more skilled fighters, as the Old City is very dangerous.

Debi returns to the library with Simon and the scroll. They asked the old librarian to look at the scroll. Before she makes a research roll, Debit uses Bardic Inspiration on her and Simon cast Bless. With the extra buff the librarian easily makes the roll.

She tells them the pylons look like those said to mark the stronghold of the ancient wizard Straja Lament. She was a wizard who came from the barbarian tribes in the mountains, and is said to have died in battle with rival tribes. The stronghold is supposed to be somewhere in the Great Canyon, which runs hundreds of miles east to west across the foothills. Simon studies some maps of the area to the north.

The group convenes at the Eye of the Beholder tavern. They decide to put together an expedition to find the stronghold. Lorian agrees to go with him, as do their old allies the Slash Sisters. They discuss what preparations. The 2 PCs retire to their rooms at the Inn of the Eye nextdoor. Simon has the scroll.

Simon awakens in the night to find two thieves in his room, one about to go out his window, the other holding the scroll cylinder. Simon cast Command on the guy with the scroll, but he saves. Simon then blasts him with Sacred Flame. The other thief goes out the third floor window, climbing down. Debi is awakened when Simon casts Guiding Bolt on the guy. She grabs her short sword and find Simon’s door open. Mick awakens as well. Debi uses Mage Hand to snatch the scroll from the thief by surprise (using a contest of STR vs her spell attack modifier). Simon is blocking the window. Mick tackles the thief. Simon sees the other running away and jumps from the window, taking 14 points of damage from the fall! He pursues the fleeing thief, casting Sacred Flame repeatedly.

In Simon’s room, the thief stops resisting (with Mick’s dagger at his throat). Debi uses a Persuasion vs Wisdom contest, and persuades him to tell them he was hired by Clovis the Hook, a local scumbag known to Mick. He knows nothing else. They let him go.

Simon uses his Jump ring to land in front of the first thief, who gives up. He’s tired of getting hit with Sacred Flame. He’s tough, but he’s a thief and doesn’t want to fight. He begs Simon to let him go. Simon makes him promise to do penance and give money to the Temple of Ahki and lets him go.

End of session.
Days passed. 6.
Time elapsed in campaign. 12 weeks.
No XP awarded yet, but will get 100 for roleplaying and 100 for great skill use and clever play, each.

Session 18 and 19: the Bandits

  •  Having defeated Thrax on the Serpent Isle, the party rows their little boat back to shore.
  • They meet the man they rented the boat from and some other fishermen. They return the boat.
  • The locals are impressed that they even returned from the island alive, and more so that they defeated the Thrax.
  • It is getting late. The locals invite them to spend the night in their village, Ilwon. They say the roads in the vicinity are plagued by bandits.
  • They villagers have a feast for the PCs in the banquet hall, where they meet Ceerin, the village elder, a 90 year old woman.
  • The hall has a big mural of people in battle against tall thin pale humanoids, who they find out legend says are the Yith, who drove the ancestors of the villagers from their home in the foothills to the north.
  • The PCs learn that the village is being terrorized regularly by bandits operating in the region. A young girl tells Debi she knows the direction they come from. He leads the PCs to a small road – really more of a trail. Debi makes a history roll and remembers lore of a warlord who operated from the direction the trail is going about 200 years go.
  • The PCs set out to take care of the bandits
  • On the first day of travel the party is attacked by 6 bandits. They kill the bandits and continue
  • After another day they come to a huge clearing with a tower in the middle on a hill.
  • They use the cover of darkness to creep up on the tower, within 60 feet.
  • Simon casts Silence on the hillside entrance to the barracks under the tower. The party takes out the guards in silence.
  • Simon used Guiding Bolt on a guard. Inside, the bandit leader makes a passive perception roll and notices the bolt of light.
  • The party enters the complex through that hillside entrance.
  • Having noticed the guiding bolt, the bandit leader unleashes the bandits on the party, at one point having them surrounded. The party kills all of them. The bandit leader then takes them on, doing some damage, but eventually also getting killed.
  • The party searches the tower, finding some gold and silver, valuable looking small relics, and a scroll in a metal cylinder.
End of session.
3 days passed
Time elapsed in campaign: 12 weeks
XP per character: 257

Sessions 16 and 17: the Serpent God

Starting from the last session, the PCs are in the woods, outside the tower. They have just killed the two guards outside, and Simon’s silence spell is still in effect.

  • The PCs examine the bodies of the two guards
  • Mick uses Mage Hand to open the door to the Temple.
  • The PCs can see inside. They step in.
  • Besides the remains of four assumed previous thieves, there are three stone pedestals, each with a human being standing on them. They are arranged in a triangle, with one female in front of the PCs and the back two are one male and one female.
  • The figures each raise their heads and open their eyes, which are glassy like they are under some sort of spells.
  • The figures each wear chainmail under tunics, and each has a mace that is glowing green
  • Initiative is rolled.
  • The figures – apparently some acolyte clerics, simultaneously begin to case a spells.
  • The lead figures is in the Silence spell radius. The other two cast.
  • A fight ensues. Damage is taken by the PCs before they kill the acolytes.
  • The party carefully climbs the stairs to the 2nd level
  • There they meet the Serpent God, a being with a green scaled humanoid body, long serpentine neck, and head like a snake. He is reclined on a couch in an opulent room, but looks weak.
  • They speak with him. He reveals he is a planar traveler, who Thrax has imprisoned here, and who Thrax tortures for knowledge of planar travel. The knowledge, he says, is beyond the human mind to understand, and that Thrax has gone made.
  • They find out that Thrax has the being’s life force contained in the Serpent’s Heart, a large diamond on the tip of his staff. Thrax is apparently more powerful while in the tower. With the diamond imprisoning his life force, the Serpent God is weakened and cannot leave the tower.
  • He asks them to retrieve the diamond for him, and reveals that it must be destroyed to release the life force. They agree to do this.
  • The party ascends to the third level and attempt to sneak up on Thrax, but he is alert. They find him manically going over scrolls and books, talking to himself,  and clearly insane. He sees the door open.
  • A fight ensues. (Thrax rolls really badly).
  • Simon cast silence to prevent Thrax from spellcasting, which prevents Debi’s sound-based spells from reaching him.
  • The PCs manage to cut him down.
  • The party returns the diamond to the serpent being. He thanks them, and tells them there is apparently a treasure vault under the Tower. They smash the gem, he is revitalized, casts a spell, and vanishes from this plane
  • The party returns to the first floor and after a long search discovers that one of the pedestals slides away, revealing a hole and a ladder down to a basement.
  • They move it back and take a long rest, as they are depleted of spells
  • After a long rest, they go down the ladder.
  • There is a door at the end of the corridor. Simon and Mick open it, and fall into a pit trap that opens under them. They survive.
  • The party sees a room beyond the door with a huge metal sculpture of a snake. They jump across the pit, into the room, and the metal snake golem animates and attacks them.
  • It strikes with bludgeoning force, hitting Simon twice for massive damage
  • The PCs manage to destroy it it with a combination of physical attacks, Thunder Wave, and Magic Missle.
  • Simon heals himself
  • They see a room beyond with a very large coffin
  • They enter that room. Simon and Debi use Mage Hand to open the casket from a distance.
  • As they do this, two things happened.
    • There is a crossfire right in front of the coffin of crossbow bolts from hidden crossbows. There is no one their to be hit
    • An iron gate begins to slam down behind them, sealing them in the room. Simon and Debit attempt Dex rolls (DC 15) to stop it. Simon fails using his shield to prevent it from closing. Debit manages to put her metal lyre in the way, rolling well and stopping it about 1 foot from the floor, and preventing the locking mechanism from engaging
  • The coffin lid flips the rest of the way open, and a skeletal form wearing serpent cleric robes rises from it, standing in the coffin. From the eye holes two spectral snake forms emerge, like eyes on stalks.
  •  It attacks, raising a very fancy silvered mace as a focus and a snake-shaped blast lances toward the party, but misses.
  • Debi blasts it with Thunder Wave, knocking it down prone behind the coffin.
  • It stands up, and the other PCs and Lorian fire missile weapons at it
  • The undead creature casts a spell (Spirit Guardians) and 15′ out from it spectral green snakes being to float through the air.
  • The PCs attack it more, scoring numerous hits
  • The creature moves forward. Debi and Mick are engulfed in the cloud of spectral snakes. They attack her doing tremendous damage
  • She casts Dissonant Whispers on it, doing damage and causing it to run away, removing Mick from the cloud.
  • Simon hits it with Guiding Bolt!
  • Mick blasts it with three magic missiles, shattering its cranium and destroying it.
  • They search the coffin and find silver, gold, and some magic items
  • They are all able to squeeze back under the gate, as there is about a foot at the bottom that is clear. Debi’s lyre is ruined. Luckily she got a new one in the treasure. Mick comes out with a Portable Hole, and Simon leaves with a +2 mace with silver handle and silver bars in the striking surface.
  • They leave the tower, and get back to the boat without encountering any more giant poisonous snakes
End of session. All PCs and Lorian now at 2700 XP — 4th level

Session 15: the Serpent Tower

Thanks to the late Robert E. Howard for the inspiration for this (and probably the next) session.

  • The PCs get a long rest
  • The next morning, Abbot Lightman calls Simon in, telling him it is time for him to leave the temple for a year. He says that Simon is clearly has extraordinary potential, and he will not realize that potential burning incense in the temple. He needs to be out in the world.
  • Simon moves into a room at the Inn of the Eye, next door to the Eye of the Beholder.
  • The next day the PCs meet with the head of the town council, Lana Setch. She greets them, offers them a drink, and thanks them on behalf of the council for saving the head of the Merchants Guild. She gives them each a bag with 20 gp, and she describes their adventures she had heard about. They are on her radar.
  • As they leave the council building, Mick sees a gem merchant (fence) he knows — Lando Falrisian. They agree to meet at the Eye of the Beholder that evening.
  • At the Eye, Lando gets increasingly drunk, and blabbers loudly about a wondrous legendary diamond, the Heart of the Serpent, hidden somewhere in the tower on the Serpent Isle.  Mick chats him up about it. Debi overhears it, as does Simon. Debi makes a history roll, and her study of local legends pays off. She remembers a legend of the cultist Thrax Sobranis imprisoning a Serpent God in the tower 200 years ago, on what has come to be called the Serpent’s Isle.
  • Lando agrees that he’ll find a buyer for the Heart of the Serpent if Mick and his crew can steal it, which he doubts, due to tales of parties that never returned from the island.
  • The PCs get ready for an expedition. They have found out the that Isle is a few miles north of the city wall, where the river widens out into a lake. The tower is an ancient guard post, built at the high point of a small wooded island.
  • Simon readies his spells.
  • Mick seeks out extra muscle for the venture. He finds Lorian the Knife has been fired by Rivas — a falling out of sorts — as Rivas’ wife (wives) found Lorian attractive. Lorian, somewhat aimless, agrees to go on the adventure.
  • Debi researches the Heart of the Serpent legend in Langon’s World Library. She finds 2 things – 1) “All that remains of the god and his minions are the guardian creatures they left” and 2) a theory that “The Serpent God is not a god, but a flesh and blood being from another world”
  • Mick visits an alchemist and spends his last 50 gold on a vial of anti-toxin.
  • They set out, leaving the walls of the city, travelling through the slum ring just outside the gates, then the agricultural ring surrounding the city, following the river.
  • They reach the lake, and can see the island and the tower about 1/2 from shore.
  • They bargain with an unsuccessful fisherman for the use of his boat.
  • It is afternoon. They paddle out to the island. There is a sandy beach on one side where they land.
  • Beyond the beach, the island rises sharply, and is heavily wooded. They can see the tower from the beach, but as soon as they begin through the woods they lose it. They think it about 1/2 mile away.
  • 1/3 of the way to the tower, with Mick at the head of the marching order, he sees a 10′ giant snake in a tree. Clearly one of the guardians beasts. The snake attacks, biting him. He saves vs. poison, but is badly hurt.
  • The party opens up on the snake with bows and crossbow. As it opens its mouth for another strike on Mick, Debi fires a crossbow bolt into its mouth, into its brain, putting the killing shot on it.
  • Simon heals Mick back up to full health
  • They continue up the hill until they are in sight of the tower, which is in a small clearing. It is not huge — about 40 feed per side, and 45 feet high.
  • They skulk along the tree line and find the front door
  • There are two human guards wearing ragged clothing and chainmail. They look weirdly glassy-eyed.
  • The party does a plan…
  • Simon ritual casts Silence on the spot between the two guards. Luckly no more snakes attack while he’s doing this. Mick, Debi, and Lorian are then able to kill them with arrows with no danger of they crying out.

End of session. The Odd Three and Lorian are still in the trees, having just slain two guards. There is still about 10 minutes of the silence spell left.

Session 14: the Eye of the Moon

  •  A month has passed since the last adventure
  • Debi is invited to the Eye of the Moon festival, right before the once every ten years astronomical event is to happen
  • Simon is tasked with representing the Temple of Ahki at the festival
  • Mick is approached by Slovas, a fellow thief and rogue, to work the crowed at the festival to see that valuables they can lift
  • Simon goes early to check out Festival Square
  • The festival starts
  • Mick and Slova pick some pockets for about 10 silver
  • Simon has a tent right next to the Temple of the Rat God tent. The Rat Priest heals someone and impresses the crowd. Simon sees someone with a rotten leg being wheeled up to the Ahki tent in a cart
  • Debi shows up and gets ready to entertain
  • Simon does a very theatrical job of healing the farmer with the injured and rotting leg, impressing the crowd with the Power of Ahki and making the Rat God priest look like an amateur.
  • Mick and Slovas fail to steal a fancy bracelet from a noble woman. One of her bodyguards kicks Slovas in the ass and sends him on his way. He pretends to be a drunk (always a good ploy).
  • The time approaches
  • Debi begins her set, on a small stage 20′ in front of the large platform full of VIPs, including council members, the head of the Merchant’s Guild and his 2nd in command, and various other dignitaries
  • A float looking like a 20′ diameter moon is brought out on a cart. This Eye of the Moon has a 2′ diameter pupil, the center of which is 13′ up. The cart is release a red mist, to mimic the red mist that is covering the real moon as the “pupil” makes its way into position. The float has flame along its sides.
  • Debi sees an arrow slit open in the pupil, and a crossbow bolt narrowly missed the head of the Merchant’s guild. She is on the stage with the VIPs and tackles him to get him out of the way. She sees another bolt being aimed, and used Mage Hand to close the slit, ruining the shot.
  • Mick sees that something is happening
  • Simon runs forward
  • Debi runs toward the float as does Mick. They see an assassin drop out of the float, crank a lever on the side of the cart, and run.
  • They chase.
  • The circular moon float rolls off the cart, flaming, through the crowd, causing more chaos
  • Mick hit’s the assassin with 3 magic missiles knocking him down
  • Simon arrives
  • The assassin gets up and runs
  • Debi casts Suggestion, making him slow down to talk. She casts Charm Person and gets him to stop and cooperate. He fails all the saves.
  • The PCs apprehend him, and he admits the 2nd in command of the Merchant’s Guild paid him to kill the head of the guild.
  • The head of the council asks them to meet her at the council chambers the next day, saying “You are certain and odd three…”
Session over.
Elapsed time in campaign: 11 weeks
XP: 100 each

Sessions 12 & 13: Into the Garden

Thanks to Dyson Logos for the awesome map I used for this session.
  •  We resume the game in the now chaotic Battle Dome.
  • A cleric jumps into the battle field and casts Spare the Dying on the ogre. Debi notices that the cleric, a small pale man in black robes, was seated next to Rivas in the stands.
  • Simon used his Jump Ring to get Mick and Lorian up into the stands. Before the last leap, he casts a healing spell on the ogre, restoring him to some level of health.
  • Too late, 6 guards and 4 mastiffs come out to get control of the battle field. The ogre is not fighting anymore. They are too late.
  • The crowd is going wild for the PCs.
  • Lorian wants to kill his promoter, Prat Swindle. He throws a knife at Prat, who is in the owners box, but misses.
  • Debi casts Prestidigitation to show Lorian a small message – “Meet us at the Eye of the Beholder”
  • Prat starts moving through the crowded arena to escape, and Lorian follows Prat
  • The PCs decide to split up and leave the arena.
  • Debi pulls up her cloak’s hood and tries to blend into the crowd.
  • Simon does some jumps and dashes to get out
  • Mick ducks behind the vendor stands and casts Disguise Self, and then casually leaves Battle Dome
  • They go to the Eye, wondering what happened to Lorian. Mick hung out, using his disguise spell, in front of Battle Dome but did not see him leave.
  • After some time, Lorian joins them at the Eye, and they are then joined by their sometimes enemy Rivas Greel
  • Rivas greets them and explains he holds no animosity toward them. He has noted the magic dagger Mick was using — the one he stole from Rivas.
  • Lorian explains that Rivas pulled a few strings to keep him and the PCs out of trouble for what happened in Battle Dome.
  • A discussion follows. They are indebted to Rivas, who has a task for them.
  • He has recently learned of a path to a secret underground garden created by a druid named Marta Lamortis in decades-past. It is said to contain an amazing carnivorous plant. He wants a seed from that plant.
  • Rivas has the location of an entrance to the Under City. One from which the garden may be approached.
  • The PCs and Lorian agree to do the task.
  • Rivas tells them of a ruined guard tower in the Scumtown Maze. That is where they can start their search.
  • The PCs gear up for the job, and get a long rest.
  • The next day, the PCs and Lorian go to the tower, which they find to be mostly the ruined outer walls, surrounded by a 10 foot iron fence. Mick picks the lock on the gate.
  • They find the inside of the tower area to be full of rubble, but there is a small stone room with a door. They open it, and find stairs leading down
  • Going down the stairs they find an old armory. Lots of rusted weapons and armor parts, and two sets of very rusted plate mail armor. Mick enters the room first, and the two suits of armor animate and attack the intruders.
  • Lorian takes some serious damage, as do Simon and Mick. Debi avoids damage. Eventually they destroy the two animated armors.
  • There is a door to a small closet. Simon finds a secret door, which leads to some stairs.
  • They descend the stairs a long way, finally coming to a boat dock on and underground stream. Looking down the stream, Mick uses Dancing Lights to illuminate an arched opening through which the stream goes. There are runes carved into the arch. The PCs try to read them. They are not arcane. Simon recognized one of the symbols as being a Druid symbol from the Old Religion. They think that is likely the way to the Druid’s garden. They board the raft and are off.
  • After some time, using Dancing Lights and Simon’s Light spell cast on his mace for illumination, they come to a fork in stream. One side has another carved arch. The arch has green slimy stuff  on it. They use a spell to burn it off before going through.
  • The come to a huge domed chamber. The roof is carved with the Druid symbol. As they start across to the exit portal the water takes the shape of a Water Elemental of some sort.
  • The elemental stops them and wants to know what business they have in the Garden. They explain themselves and the elemental is not impressed. Debi uses her Persuasion skill. We do a contest – Here skill vs the elemental’s Wisdom. She wins easily. The elemental says something about the sign. They show the Druid sign to it using Dancing Lights. The elemental begrudgingly allows them to pass.
  • As they go through, they see a small landing in the tunnel wall. The stop and pull the raft ashore.
  • They find a small habitation. Very old. Mick explores the back area. Debi finds the Druid symbol on a wall near the front. She traces her fingers over the design, and the outline of a secret door illuminates. She calls her companions and they open the door.
  • The find a passage into an amazing terraced garden.
  • They begin to explore, going out into the garden.
  • On the first terrace they find 2 trees, and see that the stream flows through each of the successive terraces, dropping 5′ down for each. This terrace has violet-tinted light. Debit finds a statue of the Druid, Marta Lamortis, in one corner.
  • Simon casts Detect Magic. Find finds one of the trees radiating magic. They don’t figure out what the magic is.
  • Mick looks down to the next terrace, which has yellowish light. The others join him. On the terrace below they see 2 faun statues and 3 trees. One of the trees has bit spiky leaves. Mick jumps down, landing on the thick ground-cover. Suddenly roots start moving, trying to ensnare his legs. He manages to use his dexterity to avoid being grappled, and from above Simon uses Sacred Flame to blast the roots. Mick gets back up to the upper terrace.
  • Jumping the stream, they PCs find a way around a huge tree on the other side on the lower terrace, avoiding the grappling roots and vines.
  • They see the third terrace, illuminated with greenish light. Mick jumps down and find himself unable to hear anything. He calls out, and can’t hear himself. Debi follows him, getting the same effect. Simon can see them looking confused. He leans out over the ledge, and gets the same effect.
  • Simon and Lorian move down to the 3rd tier. Simon can detect a magic effect beyond the magic illuninating the entire garden. The nearest tree is radiating magic, and they assume it is a Silence spell effect. They look down to the next terrace, illuminated in blue. Across the stream they see a strange plant. Shaped like a human-sized egg, the main body is slimy and brown. There are four long slimly root/ tendrils laying flaccidly on the ground. Around the middle of the main body are numerous seed-like pods, and on top are two stalks with bulbous green ends.
  • They decide this plant is likely the one with the seeds that Rivas has asked them to retrieve. Debi casts mage hand, and from a safe distance plucks away one of the cantaloupe-sized pods. As she brings it back it begins to pulse and move. She drops it in a leather bag.
  • They descend to the next terrace, lit in an aqua color.  There they find a tree crackling energy. The bolts of energy are attracted to the metallic leaves of another strange tree.
  • They hear a voice in their head. It is the energy tree, which is sentient. It warns them of the seed they are carrying. They converse with the tree, but return up the terraces the way they came, with the seed. It tells them the seed can only be planted inside a living being as host. They leave anyway.
  • They return to the original boat dock, pushing upstream with poles, and exit the complex.
  • Meeting with Rivas, the PCs and Lorian turn the bag with the strange seed to him. They don’t feel good about it, but they owe him. He declares their debt to him cleared, and he and his bodyguard Larsh leave with the seed.
End of session.
XP: 425 each