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Post by venger on Oct 11, 2010 10:35:46 GMT -5
Experience Totals: Paavo - 5936 Randall - 2968 Colby - 6645 Friedrich - 6645 Finnious - 3323/3323 Mr. Trommer - 4878
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Post by Ginger on Oct 11, 2010 13:21:22 GMT -5
4th level, woo!!
Randall presumably made 2nd?
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Post by agesilaus on Oct 11, 2010 15:28:27 GMT -5
well done, all. special thanks to Eddie for DMing a great session with a massive hangover. Youdaman.
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Post by Ginger on Oct 11, 2010 15:46:38 GMT -5
So, lets think through how we're going to split up the party.
Trommer obviously has to go back immediately, without his armor. I think the three youths should accompany him, with Mortimer carrying the bound, charmed cleric. If it takes about 5 hours to travel between the town and the cave when we're loaded with armor, hopefully he can maintain a marathon-pace and collapse in front of the druid or Father Thomas.
The 2 government men won't leave us alone in here, so they're staying, and Marcus should stay with the bulk of the fighters, so we can keep an eye on him. I don't think any of the rest of us need to leave, do we? There's more exploring to do, and we still have substantial fighting strength left in us.
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Post by venger on Oct 11, 2010 19:20:01 GMT -5
: )
Finnious is 3rd/2nd level Colby is 4th level Friedrich is 3rd level Paavo is 3rd level Mr. Trommer is 3rd level Randall is 2nd level
(presuming 8 hours of uninterrupted rest)
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Post by Friedrich on Oct 11, 2010 22:12:30 GMT -5
So, lets think through how we're going to split up the party. Trommer obviously has to go back immediately, without his armor. I think the three youths should accompany him, with Mortimer carrying the bound, charmed cleric. If it takes about 5 hours to travel between the town and the cave when we're loaded with armor, hopefully he can maintain a marathon-pace and collapse in front of the druid or Father Thomas. The 2 government men won't leave us alone in here, so they're staying, and Marcus should stay with the bulk of the fighters, so we can keep an eye on him. I don't think any of the rest of us need to leave, do we? There's more exploring to do, and we still have substantial fighting strength left in us. As always, I think your ideas are solid. Especially, since we really have no choice due to Friedrich’s movement rate. So, we split the party, with Trommer and the farm boys carrying the cleric. I guess, mechanically, Mortimer, with his 18.00 (+3000 encumbrance) strength can carry a roughly 200# (2000gp) load and not be slowed down. And then we hope that: •there are no random encounters along the way •someone in town can actually help •something else doesn’t come up that messes up the plan As for the rest of the party (in pretty good shape), plus Marcus and a couple other mooks; we can toss this dungeon. So I have a couple of questions: 1.Eddie: Can Mortimer move unencumbered with the evil cleric? 2.Group: has this altered our plans of making this into a day trip? Do we care?
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Post by Wolfgar on Oct 11, 2010 22:50:55 GMT -5
I agree with the party split. They could leave the priest but that would just reduce the amount of treasure we can carry back (to help rebuild the church of course). Just make sure the priest is well tied and gagged. He is only subdued - he could wake up. The farm boys will be heroes for bringing Mr. Trommer and the evil cleric back. How many x.p. til they make 1st?
So do we give the magical plate mail to Mr. Trommer or leave it for Paavo? It won't hinder Mr. Trommer but Paavo may get more use out of it. Also if he dies on the way back I would hate to lose the armor. Is that too unfeeling for a paladin?
Can we get a post of the cleric's possessions that we find as we remove his armor?
I think we only have another hour or two of exploring so we should be able to make this a one day trip.
Quick question for Marcus: Where does the underground river/lake lead? Could we get to Willowsby quicker using the cleric's boat? It is not obvious from the map but there may be a tributary that river that flows by Willowsby.
Sir Reese said he only had enough horses for his men. Did Pickman and Thorner come on horseback? If so can Trommer take one back?
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Post by venger on Oct 12, 2010 0:37:37 GMT -5
Can Mortimer move unencumbered with the evil cleric? Mortimer, enormously strong, tucks the man under one arm and grunts. How many x.p. til they make 1st? A lot. Also if he dies on the way back I would hate to lose the armor. Is that too unfeeling for a paladin? You're already collaborating with murderous dwarves, backstabbing thieves and clerics of a dark god, for shame! Fortunately Ukko gives you some leniency in your prosecution evil and you've kept them from actually killing anyone (so far). Can we get a post of the cleric's possessions that we find as we remove his armor? Shield emblazoned with a dull grey crown. Flanged mace Platemail (degraded by 1) Grey stone amulet engraved with a black star Bone scroll tube Brass key Quick question for Marcus: Where does the underground river/lake lead? Could we get to Willowsby quicker using the cleric's boat? It is not obvious from the map but there may be a tributary that river that flows by Willowsby. Marcus says that the river leads to the lake, which may lead to Hell itself for all he knows. Petrides takes the boat and departs for days at a time. Sir Reese said he only had enough horses for his men. Did Pickman and Thorner come on horseback? If so can Trommer take one back? To be clear, Sir Reese has more men (10) than horses (4). To own a horse is kind of a big deal in a society of knights. Pickman and Thorner traveled on foot, like the rest of you.
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Post by Ginger on Oct 12, 2010 23:24:50 GMT -5
It seems slightly meta-gamey for us to observe Petrides moving unencumbered in plate mail, and thus deduce that it's magical plate, but I think that's fine. After all, Colby did explicitly notice that they were moving at the same rate, despite the armor differential, so I think it's understandable that they realize the armor was special in some way.
If we bring back the evil cleric who ordered the burning of the church and the stealing of specific papers from the sacristy, I think that will delay Father Thomas and Sir Reese for a while for the interrogation. At the very least it will make us seem extra heroic, and thus worthy of being waited for.
Father Thomas can, at least, cast Slow Poison, which will give Trommer another 3 hours of life. A second level druid can slow poison for 2 hours, and a 3rd level druid can neutralize poison. If the druid isn't 3rd level, maybe the chalice can neutralize his poison.
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Post by Wolfgar on Oct 13, 2010 6:45:41 GMT -5
Shield emblazoned with a dull grey crown. Flanged mace Platemail (degraded by 1) Grey stone amulet engraved with a black star Bone scroll tube Brass key Someone (Randall?) want to look at the scroll tube? If I had a giant spider living outside my work room then I would carry around a Neutralize Poison scroll just in case. Or maybe the amulet provides protection.
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Post by venger on Oct 13, 2010 9:04:58 GMT -5
So is Mr. Trommer waiting around while you idly question Marcus about the lake?
While you strip the cleric and look at his possessions?
While you tie him up?
While Randall studies the scroll in the bone tube?
Tick, tick, tick, tick.
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Post by Wolfgar on Oct 13, 2010 9:54:33 GMT -5
Most of these things are simultaneous.
After subduing the cleric the actions are something like: Round 1: Start of discussions as everyone regroups in the hall. Round 2: Trommer starts taking off his armor with the help of Marcus (splint mail takes 6 rounds with just one person). Paavo and Friedrich start taking off the armor of the cleric (plate mail takes 7 rounds). Colby and Finnious start removing other items. Round 3: Discover scroll tube. Round 4: Complete removing Trommer's armor. Randall opens scroll tube and starts reading. Round 5: Complete removing cleric's armor. Paavo asks about the lake. Round 6: Bound and gag cleric. Round 7: Mortimer picks up cleric.
So there is probably one full turn before the party splits. We probably also wasted a turn between when the Slow Poison was cast and the subduing of the cleric.
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Post by venger on Oct 13, 2010 10:13:07 GMT -5
Those were about my calculations. 20+ minutes will have elapsed before Mr. Trommer and the boys from Willowsby split from the group, still beneath the orc caves.
The scroll contains prayers written to the Dark One: 5 iterations of Animate Dead @ 9th level. Two spells have already been cast from the scroll.
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Post by Wolfgar on Oct 13, 2010 10:47:25 GMT -5
2 x Animate Dead @ 9th level = 18 zombie orcs.
Also there are still 3 thouls running around here.
That will keep us busy.
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Post by venger on Oct 13, 2010 11:17:49 GMT -5
2 x Animate Dead @ 9th level = 18 zombie orcs. Marcus comments that they're probably with the others, excavating more of this ruin.
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Post by Wolfgar on Oct 13, 2010 12:47:26 GMT -5
Paavo stands a gape, momentarily speechless.
"Don't you think you should have mentioned this earlier? Where exactly are they excavating? Any idea what they are looking for?"
Before donning the cleric's armor Paavo will scan all of the cleric's items for higher levels of evil than the palpable evil that permeates this place.
BTW, we skipped a whole bunch of rooms in our haste to follow the cleric. We should check those before going to far in any new direction.
Also it seems odd that we didn't find any coins in the magic user's room. We should probably search that better. Maybe there is a trap door under the ape's cage.
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Post by agesilaus on Oct 13, 2010 13:38:27 GMT -5
Coming a bit late to the party, sorry. If the evil cleric's platemail will fit Paavo, he should consider wearing it. If not, perhaps Randall should. Either way, sending it back with Trommer et al doesn't make sense to me. With Reese and the other erstwhile tax collectors hovering about, we'll never see it again. Perhaps before we explore further -- given those of us remaining behind are outnumbered by beasties to the tune of about 2 to 1 -- we should return to Feldspar's statuary and re-animate Marcus' petrified colleague using the Stone to Flesh scroll I passed to Colby. I'd think the formerly stone statue'd be grateful enough to help us out. Plus he might know something Marcus doesn't. Also, what will become of Trommer's armor? Is it being carried with him? Or might one of the stay-behind fighters currently wearing chainmail use it?
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Post by Ginger on Oct 13, 2010 16:10:06 GMT -5
The logic for giving Trommer the magic plate is that he'll be running through the woods without any armor, and will thus be highly vulnerable. In magic plate, his AC will be 2 instead of 10 (plus a shield and any DEX).
I presume the zombies are down the hallway the cleric was fleeing towards, since he needed backup.
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Post by venger on Oct 13, 2010 21:53:25 GMT -5
Paavo stands a gape, momentarily speechless. "Don't you think you should have mentioned this earlier? Where exactly are they excavating? Any idea what they are looking for?" Marcus shrugs. "Didn't come up. Ever since Feldspar found the sundial, he and Petrides set the zombies to digging out more of the ruin. They're harmless for the most part. As for what they're looking for, I have no idea, treasure maybe? From what I gather this was once some ancient city." Before donning the cleric's armor Paavo will scan all of the cleric's items for higher levels of evil than the palpable evil that permeates this place. The amulet feels evil to Paavo.
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Post by agesilaus on Oct 14, 2010 19:40:08 GMT -5
Finnious scratches his head. "Hey, Marcus, check it out. You been down here for a while, charmed to be sure -- but you expect us to believe you don't have any idea what Petrides and Co. are looking for in the ruins? You don't strike me as mind-bogglingly imperceptive, so what gives?"
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Post by venger on Oct 14, 2010 21:02:48 GMT -5
In the time he's been here, Marcus overheard the wizard Feldspar ask the mask/sundial many strange and obscure questions (the details of which are written in his notes) on a variety of topics including: sorcery, alchemy, astronomy, geography, an ancient civilization called Hah-Tak-Kah (which he pronounces phonetically) and a number of the ancient ruins, ancient magicks and ancient artifacts thereof.
He spent little to no time with Petrides and has no idea what the cleric was planning aside from the looting/burning of places of Lawful worship, searching for documents or records of some kind.
Also, asking too many questions is what got his predecessor turned to stone.
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Post by Ginger on Oct 14, 2010 23:29:24 GMT -5
Did Marcus spend any time with the zombies? Are they aware of his presence and/or instructed to follow his directions?
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Post by venger on Oct 15, 2010 7:35:06 GMT -5
Did Marcus spend any time with the zombies? Are they aware of his presence and/or instructed to follow his directions? He isn't sure if you're kidding at first. They ignore each other -- he was strongly advised not to interfere with them or make any sudden movements around them.
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Post by agesilaus on Oct 16, 2010 9:16:29 GMT -5
OK. Guess Colby and I should have a closer look at Feldspar's notes...once we search Petrides' private rooms and reanimate Marcus' former colleague. I'll also remind Marcus that we're like neither Feldspar nor Petrides, and that we've taken care of both of them rather neatly without suffering major casualties. I'll point out that Friedrich pretty much single-handedly took out the orc chief and his retainers (I'll tactfully refrain from mentioning that the rest of us were all hors de combat) and as a team we can handle anything. That's to be meant both as a reassurance and a thinly-veiled threat. So anything else that comes to mind, he should feel free to sound off and/or ask questions.
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Post by venger on Oct 16, 2010 10:12:26 GMT -5
So anything else that comes to mind, he should feel free to sound off and/or ask questions. He doesn't seem particularly impressed with orc-killing, but he takes your meaning to heart. Sounding off: "Nothing but trouble will come of leaving Petrides alive. He is dangerously insane or insanely dangerous, take your pick. Also, he and Feldspar answer to what I imagine are some pretty scary people, who will probably come looking for whoever is responsible for foiling their efforts..." Querying: "Why are you down here again, anyway?"
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Post by Wolfgar on Oct 17, 2010 12:53:40 GMT -5
"Father Thomas sensed a great evil down here while he was a prisoner of the orcs. We are looking to destroy it. We are also looking for treasure to help rebuild the church."
"While it is good to capture Petrides, I don't think he is the source of all of the evil that permeates this place. Clearly much of this predates him. We will need to explore the ruins further to see if we can locate a focal point to the evil to destroy."
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Post by agesilaus on Oct 18, 2010 14:49:38 GMT -5
Fin shrugs. "I take your point on Petrie-dish or whatever his name is and his friends. It is what it is or we'll burn that bridge when we get there -- choose your preferred cliche. In terms of what we're doing down here, no disrespect to Paavo of course but some of us just enjoy kicking ass and taking names. Beats making cabinets for a living. How about you? How did you run afoul of the recently-deceased Feldspar?"
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Post by venger on Oct 18, 2010 19:27:14 GMT -5
Marcus relates a backstory that seems not at all improvised. The son of a minor noble in the Great Barony of Falworth, his family fell on hard times and his estates were confiscated by the wicked Sheriff. Putting all that behind him, he ventured out into the world as a sellsword. He was getting pretty good at it (see ruby belt) when he ran into Feldspar, and the next thing he knew he was pulling guard duty in this hellhole.
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Post by venger on Dec 12, 2010 23:43:57 GMT -5
And we're back...
finnious: 5198/10198 paavo: 10651 friedrich: 11834 trommer: 9592 colby: -1025 (10861)
No levels gained.
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Post by Wolfgar on Dec 13, 2010 9:50:14 GMT -5
Lots of good rolling playing this session (which means not so much experience).
We spent much of this session disappointing everyone we know.
First Father Mikkel asked us repeatedly to put to rest the shade of Damned John O’Crewet and end the evil plaguing Dunder Downs. We told him that it didn't seem to be harming anyone and just give it a wide berth. In time we would be back to check it out once we had a cleric. But currently we don't do undead.
We then headed for Cinderham on the Moors with a family of pilgrims. Once in Cinderham we learned more about the Abbot who had gone crazy after supposedly receiving the bones of Red Tam from the group of demi-humans we met at the Vernal House. We were shown the bones and interviewed the Abbot to no effect. He did plead for us to go the Vernal House in one apparent moment of lucidness. We decided we would go talk to the Abbot of Devonshire first to see if he had any suggestions.
So off to Devonshire. On the way we ran into 3 more fey folk who warned us against looking for Red Tam's bones. We assured them that that was the last thing we were doing because Cinderham already has them. (Missed a great chance to reference the scene from Monty Python's Holy Grail where the French knights claim to have the grail (its very nice, now go away).) They may have let slip that the real bones are at Dunder Downs. They can't help Friedrich's shadow problem.
We make it to Devonshire where we meet with Abbot Bryce and Sir Malleous (sp?) of the Witch (which?) Hammer. Sir Malleous is a holy warrior sent by the Bishop of Aldagmor. He and his 12 peerless men finished the job we started at the Warlock Stone. (If we had another 7 men I am sure we would have had no problems mopping up the place.) The Abbot lays into us about how troubling it was to lose Brother Lewis and that we didn't give him last rites or bury him properly. We show them the gauntlet but no one is able to destroy it. We ask about the situation in Cinderham. They say it is no concern of ours. They will handle it since it is Church business.
We then go to see Lord Sherlane. We get a warm welcome there. He tells that he thought we did well. He offers to train Finnious. We explain that he self-trained. We discuss prophecies. He will make us copies of some notes he has on them. We give him Feldspar's notes to copy. In exchange he gives us Knock. We also purchase 8 aliquots of spell ink. He gives us back the silver chest that radiates good. They were unable to open it. We decide to bring it with us to Willowsby in order to ask the Mask how to open it. He lets us stay in his guest rooms for the night.
Finnious and Colby are summoned by the local crime boss. They owe 900 gp in dues for all of the treasure we have found. They are unable to produce it immediately. They have 3 days to get it. We mistakenly calculate that we can make it to the orc caves and back in time.
The next morning we head off to Willowsby and make it to the outskirts of town. The following morning we enter Willowsby. We take rooms at the Hungry Halfling. The druid of the grove comes to town to give us a tongue lashing. We tell him we are getting to it, all in good time. We meet with the Sheriff. More disappointment. We learn that Marcus has returned to the orc caves and is joined by Randall and Mortimer.
We head to the caves with the silver box. We find Marcus and company. He has already asked the mask a question today. He shows us all the nice stuff he has found including a dancing dagger. We determine our mistake in terms of days. Finnious heads off by himself (invisible) with our various jewelry and gems to pay his dues.
We take Randall and Mortimer to investigate the lake. While on the lake we are attacked by a giant octopus. Colby is dragged under after we wound it severely. After several fraught minutes he is able to kill it before running out of breath.
On the island we find a shaft leading down. At the base of the shaft we are attacked by the gibbering mound. Friedrich takes the brunt of the damage but eventually kills it. Who knew Mr. Trommer carried beeswax?
Two hours of searching reveals 6 secret doors. We start investigating. The first appears to lead to an empty room. We will look again later for secret doors. The second reveals a series of rooms. In one we find a corpse with a golden bowl, a potion and a scroll tube. Assuming that everything is clerical down here we ask Randall to take a look. Unfortunately it is cursed and he is transformed into a slug. At least he still remembers who he is. Colby elects to carry the slug in his backpack. Maybe Randall's girlfriend can dispel the magic.
Another room reveals a temple. After placing the golden bowl on the altar and attempting to remove it 2 stone statues come to life and attack us. Eventually we figure out which of our magic weapons we can use against them.
That is where we leave off. We figure by the time we return with Randall to Willowsby and get the curse removed then Finnious will be back from Devonshire.
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