Session 7 - Cried Like a Little Girl With a Skint Knee

DM: Ted
Location: Randal's, most likely
July 16, 2016
(due to the notes, Kevin was most likely not present as Tom kept having Steven shoot a bow, after the fourth shot I realized this was Steven playing as Alton)


Tom (Human male) (Kaminari "Kam" Arashi)
Kenneth (Human Male) (DuTamn)
Kevin (Halfling male) (Alton)
Steven (Blue Dragonborn male) (Aggadah Drachedandion)
Johnnie (Human male) (Kolgrand Firebeard)
Randall (Half-Orc female) (Veshna)
Ted (Human male) (A Phoenix Acolyte Named Slickback)

PREVIOUS:
The party bribes some talking forest critters with cheese. Destroy a necromancer and his undead workforce at the Olde Owl Well, picking up a sweet fireproof tent in the process. Meet Elizabeth Reed, a couatl representative of the Vigilant Lost, letting us know that we all need to accept our destiny, or we will be resigned to a life of boring ass, non-world saving adventures.
Give a banshee a comb in exchange for information instead of killing her. Clear out Wyvern Tor by slaying the orcs and ogre inside.


CURRENT:

Day 28;  177 days left; noon;  To the south of the crossroads (Ches 27, Year 498 AF)

After the orcs and the cavern search we take a trip back to the circle clearing.  Once at the clearing we start to move back to the counter clockwise.  The main road is to the west and is marked clear.  Skirt the clearing and we do not see any other creatures.

At this time DuTamn decides to join the group and get a tattoo.  The moment that DuTamn accepts the tattoo and the group the couatl appears and grants us a short rest and heals us.  The tattoo symbol is more like a shadow hunters tattoo with the infinity symbol.  The base is a 7 side polygon.

We are heading south after the round clearing we are seeing only the signs of the forest animals.  Timmy has not been to this part of the forest and he has nothing to contribute.

As we travel it stays hilly to the west but to the east there is a clearing.  At the end of the clearing there is a crypt.  There is not a path or service area to the crypt.  The crypt is not overrun as you would expect.  There are some normal tombstones that dot the ground near the crypt.  Timmy is able to tell us that this is probably a family grave for some type of elemental of dialect.  There are little flame symbols on each of the graves.  The name on the tombstones is actually Aviur.

DuTamn takes time to try to set up a stone that has fallen over.  It takes a few minutes but he is able to right the grave.

I take a trip around the crypt and Timmy is able to tell me that the dates are about 200 years old.  At the back of the crypt we see a grouping of plants that have been growing near the crypt.  They are not near any of the plaques and they appear to have been growing.
DuTamn is able to determine that by using detect evil he knows that this land is desecrated and there is evil here.  This entire area is desecrated and the though was raised that something inside the crypt might be causing the desecration.

Day 28;  177 days left; 3pm; (Ches 27, Year 498 AF)

The plan is to check the crypt for items.  We send Alton the thief to the door to check for traps on the crypt door and do not find any.
Alton opens the door after picking the lock.  The doors push into the crypt.  It is black inside the crypt and even with a torch there darkness still prevails.  There is most likely a Darkness spell in place.  As the door opens there is an arrow that fires from the darkness.  It strikes Firebeard directly in the chest.  The arrow is bone white with black feathers.  The good thing is that the arrow does not appear to be magical.
- evil; fires another arrow at Firebeard and hits him
- i cast bless and give the bonus to Slickback, Firebeard, DuTamn
- Alton; fires into the darkness and does not hear anything.  There is most likely a silence and darkness spell.
- DuTamn; holds his action until something bad happens or comes out
- Aggadah; casts thunder wave
- evil; appears all around us.  Echo voice comes from crypt and says, "KILL"
- Veshna; casts fire ball and deals minor damage
- i cast Shatter and use my channel divinity to max my thunder damage.
I manage to kill two of them
- Firebeard; runs and attacks with the special battle axe
- DuTamn; attacks and rolls a 1.  [With the 00 from the DM], DuTamn's weapon breaks.
- Aggadah; takes a step into the darkness doorway and casts thunderwave.
- evil; attacks Veshna for minor damage
- Veshna; moves the fireball and takes one out.  He then strikes with a scimitar.
- Kaminari take a movement and action to draw out my longsword and throw it to DuTamn.  He catches it
- Aggadah; cast shocking grasp and hits but does not kill
- evil; undead hits for a longsword and touches Aggadah.  He is forced to make a save and fails.  He feels really cold and now has 8 less maximum hit points.  This is most likely a level drain
- Veshna; moves his fireball and hits with staff
- i cast shatter for the last time at the three that just showed up but none of them drop
- Aggadah; casts and hits for minor damage
- Slickback; strikes but does not look like they do much damage
- DuTamn; swings longsword and hits because of my bless
- Aggadah; he casts Chill Touch and deals damage and cancels his advantage
- evil; hits Veshna and minor damage
- evil; hits Slickback with the sword and then touches him.  He misses Slickback.
- Veshna; moves fireball to nearest undead.  He then takes times to shift into an Elk.  This grants him move hit points and he decides to run.  He is hit by two of the creatures but still up.  When he shifts he looses concentration on the fireball and it dissipates.
- i strike at one with my mace and hit.  I cant move because i will risk AOO from the other zombie
- Firebeard; he hits the zombie with his magical battle axe and crits the creature
- Alton; fires a bow and hits for minor damage.
- Slickback; strikes and finally drops the ghoul creature
- Aggadah; cast Chill Touch and hits.  He makes his CON save for hitting the undead.
- evil; swings at me and misses me both times.
- Veshna; he turns around as a Elk and charges the undead near me for a critical attack.  It is enough to obliterate it.
- i strike and fell the one zombie near me then move to the next one.
- Firebeard; strikes with the axe but does not bring it down.
- evil; strikes at DuTamn for massive damage.
- i move to the last one and strike.  I don't kill it but i taunt him and hope to use my Wrath of the Storm.
At the end of the main battle I take time to cast Cure Wounds and use a Healing Kit on Aggadah.  We are about to enter the main crypt.  At we approach we can see that the magical darkness has disappeared.  In the middle of the room is an open sarcophagus.  It is empty.  DuTamn takes time to cast his Divine aspect and he is able to determine that this place is still desecrated.  As we search the crypt we find a potion in the sarcophagus.  I take time to cast Detect Magic.
- Sarcophagus
     - potion (Aggadah determines that it is a supreme healing potion
10d4+20, 119 TN (17 each)
- Main Wight
     - electrum bracelet (2 on each arm with family name Aviur), electrum bracelet (2 on each arm with family name Aviur), longsword, longbow, 5 bone arrows
     - Firebeard is able to determine that each of the bracelets are 25 EP each
     - When DuTamn and Firebeard picks up the sword it actually hurts them both.  DuTamn is going to keep my sword for the time being.  I try and it hurts me also.  Slickback is the only character that can hold it.
Slickback puts the sword into DuTamn's scabbard and puts it in the bag of holding.

We pile the bodies in the crypt and we have killed 16 zombies and one wight.  We decide to not burn then at this point so as not to alert anyone around us.  We take time to heal before we move on.

Day 28;  177 days left; twilight;

We are heading to the south to Thunder Tree.  We are a little damaged but we have cantrips and a desire to do good.  Gradually the trail is an overgrown road with overgrown buildings.  There is a stone tower with an attached building.  There is a sign that says, "Danger, plant monsters and zombies, turn back now!"  We decide to go back on the road for a mile or two and camp for the night.

Day 29;  176 days left; dawn; (Ches 28, Year 498 AF)

We start the day 2 miles from the stone tower and attached building.
Most of the building are ruins and have collapsed.  Timmy is not able to tell us anything about this town other than there is a Druid in the town.  The path is only 5 feet wide and we are single file.  The trees are about 30 feet tall and there is difficult terrain bushes on either side of the path.  We head east.  There is a path that appears to lead directly to the tower on the hill.

As we move toward the tower we follow the winding path.  Every building that we pass has damage.  We approach the closest on the side of the street and see that this was once of a merchant or tavern.  To the north we see a large building with a sign of a warhorse that is still hanging.  We all take a chance with this building and head in.
I take up the 4th place in the entrance party.
- evil; spring out of the shadows and attack Firebeard.  His DR takes the worst of the damage.
- I move out of the building and ready for their attack
- DuTamn; he manages to strike at the zombie and kills it.
- i take a move into the building and blast with my Sacred Flame
- Veshna; strikes with a 1  point of damage
- Slickback; monks out and kills the one next to him
- i manage to drop the last one with a mace attack We take the time to search the room.  I stay out back to keep watch and look out.  Aggadah is able to spot that one of the flagstones is loose.  He does not find any traps.  He is able to use my crowbar and pull the stone out.
- chest
     - 700 CP, 161 TN, 14 EP
     - we put the entire chest in the bag of holding We search the zombies and we find that they are exactly like the previous ones that we fought in the clearing.

We take a few minutes to go back and check the horse that we first passed.  The house is in much worse shape and we have to be careful as they are not safe.
- Firebeard enters the crumbling house but his DR does not protect him from the waiting pot hole
- Alton takes time when the party is preoccupied to search the house.
He manages to locate a sack under the flagstone.  We do not see this and we have no knowledge of what he finds.  Alton tells that he has a sack with 10 obsidian gems worth about 10 GP each.

We move around the path and we get to a crossroads.  There is a house that appears to be in good condition.  The doors and the walls have been reinforced and there are thick shutters on the windows.  We make the decision to send Veshna as he is our druid.  He is able to use the Druid secret knock.  A voice calls out from the other side of the door and opens the door.  He is a gaunt white bearded air genesi.  He is clearly old and he is very gaunt.  We tell him that we have come from miles around for his knowledge.  We ask for a gnomish wizard named Fluffanutta.  We ask about the Cragmaw Castle as Sildar believes that prisoners have been taken here.  He tells us that he will help us if we take out the Green Dragon that lives in the tower and at the end of this town there are a group of people with black masks.  He tells us that the dangerous plants are the stick blights that are similar to plant goblins.
- Basically, if we want to get information about the Cragmaw Castle we have to kill the dragon and the black masks.

As we are approaching the tower we all try to pool our knowledge about the dragons.  We all determine that they are large creatures and they use gas attacks.  As we approach the tower we see the corpse of two large spiders.  They appear to have been mauled and chewed on.  There is a strange and acrid smell in the air.  The ground around the tower is not passable and is not able to move.  As we move to the tower and past the spiders i cast Enhance Ability and use the Bear's Endurance to grant myself 6 HP and advantage on CON checks.
- Aggadah; cast Bardic inspiration on Firebeard, Veshna, and DuTamn which gives a bonus on attacks and saves

We get to the door and fins that it is unlocked.  We enter the cottage and see that the roof is intact.  The inside of the cottage is covered in webbing. We are a little worried at first but these webs are most likely from normal spiders.  We take time to enter the cottage as slowly as we can.

The plan is to send in Aggadah (the dragonborn) to talk to the Green Dragon.  We are really not sure what we are going to do other than fight him.  We are thinking that Aggadah will be able to talk to him and get a good bead on his condition.  We can see him and he is of Large size.  He is counting his money when we open the door.  Unfortunately he has more money that we have and our little amount of money would not even phase him.  We might be able to trade with him.  Aggadah moves into the room and fails at trying to talk
- DuTamn; casts bless on himself, Slickback, and Firebeard before moving into the room
- Firebeard; uses the action surge and attacks two times.
- Kaminari move into the doorway and cast Bless on Aggadah, Veshna, and myself then step out of the way
- Aggadah; casts Witchbolt and hit for major damage
- Veshna; cast fireball and manages to deal some minor damage
- Slickback; rocks the flurry but only hits twice
- evil; breaths gas weapon at the party.  Some of us are severely damaged and we are all suffering.  Veshna is able to survive with 1 HP because of his Orc ability.
- DuTamn; he rolls with his sword and gets a nat20 for the roll.
- i cast guiding bolt but miss
- Firebeard; he attacks but misses terribly
- Veshna; Fireball deals minor damage and he launches another flaming sphere but only manages to deal minor damage
- Slickback; strikes twice and causes a reaction in the dragon
- evil; it takes to the air and flies away.  Even with the AOO he manages to get up the tower.
- i am not able to get out of the tower before the dragon is out of range
- Alton; is able to take a final last shot at the dragon and he just misses.
We take time to move back into the tower and collect the following items.  We gather all the items on the floor and put them in the bat of holding.
- 1050 TN (150 each), 140 EP (20 Each)
- 4 goblets with moonstones 60GP each
- 2 scroll cases (normal cases)
     - "Misty Step"
     - unreadable because of Aggadah's level
- 3 gems (amber 100 GP each)
- 3 potions
     - Potion of Superior Healing for 8d4 +8 HP
     - Potion of Diminution
     - Potion of Superior Healing for 8d4 +8 HP

After we take time to get the healing done and we are able to speak with he Druid.  He said that he will be able to give us detailed information about the Cragmaw castle.  We still have the Masked humanoids to deal with but they are on our list.

IDEAS FOR SKETCH:

CRYPT IN THE CENTER OF A FIELD
CRUMBLING STONE BUILDING
PLANT COVERED BUILDINGS AND SIGN
TOWER AND COTTAGE

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