Sunday, December 19, 2010

12/19/10 game notes

12/19/10

Going down the stairs we came to a four way intersection.  At the bottom we came across a pair of invisible wolves with an invisible beast master with a heavy crossbow.  After dropping the wolves the vampire escaped as a mist.  Later in combat we encountered four humanoids which appeared as though they were local to west crown.

After destroying the spawn we followed the vampire in to his lair where we discovered him and two other vampires.  With sunburst we destroyed one, an exploding spike destroyed a second and the sarcophagus, and third was caught before he could run off.  

We found a room with many burned scrolls.  A second room had various treaty and documents.  Collection worth around 250g

We found an artifact called the morrowfall.  Easivra a sun god from the past.  It emits daylight as per spell.  By uttering the name it can cast at will several spells etc.  Loot to come later by next game.

Xp 7300. Total 53,165

Soulsmite gauntlets mic 136
Crystal anchor of alertness mic155
Scroll of plane shift
Crystal echoblade mic 49
Heart seeking amulet mic 110
The scionitrix mic 119 
Adamantine dagger
Gem worth 200g
Oil of greater magic weapon +5
Scroll of sunbeam
Third eye of freedom - mic 141
Gloves of object reading 

+1 fame point west crown

Friday, December 17, 2010

game on 12-19

I will be available to play sun the 19th please let Troy know if Its game on

Wednesday, December 15, 2010

Next Game

Next Game is January 9th unless peoples schedules change. 

Sunday, December 12, 2010

12/12/10


12/12/10

Heading down one of the halls we came to a trap that returned us to the aquarium room.  After passing the trap we came to a t intersection.  An inscription reads "who can go forward without knowing from whence they came."

After checking these hallways we returned to the aquarium room to go to the double doors.  Beyond is an armory with various plumage.  In this room it appears that someone has recently entered and burned there way through the doors.  We came across a stair leading down below.  The downstairs appears to be a maze due to the fog.

In a tavern area we came upon broken furniture And wine bottles.  Red was attacked by a strength draining displaced beast and the ranger was then attacked by a ghoul.  White collected some of the essence from the displacer beast.  After killing the ghoul we hear a gong as well as the sounds of moaning etc.

After following a secret hallway we came to a room on the 2nd basement.  The room is full of broken ship models.  Small sized up to 7'.  The frigate is named 'pride of the dead' which has an odd orange sail.  The ship title is a backhanded slap at bad pirates.  All of the ships titles and names seem to be necromantic in nature.

The sail appears to be of a diving nature.  Scroll is breath of life.  The dye on the scroll is magical.  The ink is a wondrous item.  Made from rare plant pulp.  After studying the ship we are overwhelmed as we feel the room move as if on a boat and the smell of salt air.

Further inspection brought us back to the first basement level where we came across an iron door magically sealed.  Using the keys from the hidden cache we entered the room where there was a summoning circle with three hellcats and a red iron door carved with a demonic face.  After defeating the hellcats we searched the desk in the room.  We also located a secret door in the other room.   The desk is covered in ancient runes.  They are ancient aslant.  The runes are the alphabet.  Only certain runes are worn.  We were able to decipher a phrase: behold the amber arca.  The desk moves aside with a stairwell behind leading into darkness. 

Sunday, December 5, 2010

12/05/10 game notes

12/5/10

To the west is a courtyard. We are attacked by five imps and a will 'o wisp. Destroyed four imps, the other imp and wisp got away.

The metal of the dais in the courtyard is made from some metal construct and has runes that create a field of greater invisibility.

One of the symbols on the dais is the same as the symbol for the red planet akiton.

On the other side of the courtyard is the council chamber.

The mural on the ceiling is a nightscape. The will o wisp returned and in trying to open the door fog and webs fill up the area. We continue through the room above the courtyard across a rickety bridge. The bridge collapsed when the fighter crossed. In the following room a water elemental rose from the floor and started a vortex that bludgeoned the party.

We walked through the following room which eventually returning to the Front entry. We then went back to the aquarium room to check the double doors.

Wednesday, December 1, 2010

Game Sunday (120510)?

I just found out that the family business that I needed to attend on Sunday has been canceled. If you guys want to play Sunday I can make it.

later
Aaron

Sunday, November 28, 2010

PC Generator

Here is a link to the PC generator I found. It seems to cover a lot, but someone who knows the system should probably take a look at it. I just started pressing buttons until a character came out.

http://pcgen.sourceforge.net/01_overview.php

11/28/2010 Entering the lodge

11/28/10

After splitting up the loot we returned home to rest. We decided to take Reggie to the massacre house for interrogation. On discussing our plans we heard bells warning of flooding.

Upon returning to massacre house we found the doors open and steam billowing forth. Red and ferns went searching around to review the location. The location is extremely hot and steam reducing vision to minimal.

While interpreting Reggie he advised they were coming to talk about a job to attack us. Panlamin works for salisfer. Reggie works for the rustachas family.

We decided to return Reggie to his neighborhood. Gorby will follow Reggie to panlamin. We then returned to the temple of arisen and met with ailyn. Ailyn mentioned at the viravaxian relic is defending a bat like undead demon lord. The amber arc a is a vault deep in the basement. Ailyn cast non detection on fenris and syf and guidance on each of us.

We went forth to delvehaven. We climbed over the wall to enter. The courtyard had multiple traps summoning a resilient sphere and a swarm of insects. We made it through (cesare was trapped in one for a moment before we dispelled it. Upon entering we came to the kitchen of the lodge. Upon entering the central area red was assaulted by a shadowy triceratops skeleton. After fighting the skeleton a swarm of spiders as well as a large spider appeared. The spider cocooned jarl and swarmed over most of the group. The triceratops was destroyed and absorbed in to the rangers undead bane. The dragon then destroyed the spider and we dispersed the swarm.

We continued on to a library. We felt spooked in the area and it was determined that the books are the source of unease. It could have been the presence of a specific individual or just the reverence of those who researched the books previously. We took all 7 books, valued at 7000 gold.

Near the front entry there was one painting left alone. There were two individuals over a slain triceratops.

Saturday, November 27, 2010

Items recovered from encounter with Mercs

Items recovered from encounter with six mercs:

Reginald's (Human) belongings:
Masterwork Longsword, Masterwork Light Crossbow, 3 Masterwork Daggers, Wand of Cure Light Wounds (10 Charges), Wand of Magic Weapon (10 Charges), Potion of Lesser Restoration, (4) Antitoxin
Mogral's (Dwarf) belongings:
+1 Spell-storing warhammer, +1 Breastplate armor with armor spikes, Scroll of Animate Dead, Wand of Ray of Enfeeblement (10 Charges, CL8), Masterwork Artisan's tools (Weaponsmithing & Armorsmithing),Masterwork Heavy Crossbow, (20) Crossbow Bolts
Nevas's (Elf) belongings:
+2 Darkwood Bow, Mithral Shirt, Masterwork Longsword, (4) Masterwork Daggers, Amulet of Natural Armor +1, Belt of Incredible Dexterity +2, Cloak of Elven Kind, Ring of Protection +1

Darkwood: This rare magic wood is as hard as normal wood but very light.
Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type.
HP/inch 10 Hardness 5 Cost: To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item

Belt of Incredible Dexterity Aura moderate transmutation; CL 8th Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
DESCRIPTION: This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6.
Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Cloak of Elvenkind Aura faint illusion; CL 3rd  Slot shoulders; Price 2,500 gp; Weight 1 lb.
DESCRIPTION: When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.
Captain Ladybird's (Merfolk-kin) belongings:
+2 Rapier, Bracers of Armor +2, Ring of Climbing, (2) Feather Tokens (anchors), Feather token (whip), Feather Token (fan), Scarab of Protection (4 uses)

Scarab of Protection
Aura strong abjuration and necromancy; CL 18th Slot neck; Price 38,000 gp; Weight —

DESCRIPTION:
This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.
The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
Upon absorbing 12 such attacks (only 4 left), the scarab turns to powder and is destroyed.

Friday, November 26, 2010

keeping our enemies close?

does anybody else find the resurrection of Jim to be a matter of concern? the whole two voice thing is kinda freeky don't ya think?

Monday, November 22, 2010

A new tool for initiate etc.

I found an app on my phone that I think I'm going to use to help keep track of spells and effects. It's specifically for initiative and I could set it up to have everyone's names as well as effects that happen. For example:

This would be an example of a standard list. I would click "next" and it would cycle to whomever was next on the list (in this case it would have a yellow highlight at top of the round and then it would move to Mark, etc.)

Travis - 12
Don - 15
Todd - 13
Aaron - 17
Tony - 5
Mark - 22
Top of the Round - 41

I could then add on an effect:
Haste - 13 (assuming Todd cast) 7 rounds

This would then count down each round as it came to the initiative of haste. Nothing crazy required..it's already there.

I don't want to take over Don's role as initiative tracker but this would help keep track of spells that are active and their durations (How long is someone stunned, paralyzed, knocked out, etc.) as well as when we need to make saves for poison. It would make it easier for us to remember things like spiritual weapon, Acid Arrow, etc.

I plan to use it for my spell effects and thought I'd let you know in case you want me to add things to the list as we go.

Sunday, November 21, 2010

11/21/2010

11/21/2010

Started off following the tieflings to Jim’s body. When we arrived Jim was very much alive and seemed to have black flames surrounding him. Prior to leaving, he told us that the Drovenge house is our enemy. On our way back we noticed that some buildings were vandalized with whitewash.

We returned to the seamstress to collect her body. We cast gentle repose to keep her body composed.

We returned to the cove where we came upon 6 mercs. Upon moving up the hill an obscuring mist covered the stone building and discover a boat on the water. A flying dwarf with a bleeding warhammer, an elven archer, a regal sorcerer, a bard, a huge barbarian fighter and a female caster. The archer and the barbarian ran away. Reggie also attempted to get away.

Xp: 2250 total: 44,795

Monday, November 15, 2010

Going to War

There has been an outrage of the first order commited in Westcrown recently. House Rufano has come under attack. Our top enforcer slain, our Head attacked along with several prominant members! Outrage I say!! We must go to the mattresses, we must recruit fighters, we must use every resource at our command to reveal the devious bastards. We must then crush them in such a way that the message rings out through not only Westcrown, but through all of Cheliax and beyond: Attack Ruffano and risk a ten fold retribution!!
So says Syf Rufano ranger of Westcrown.

shopping list

Here's a listof magic items that Syf has compiled and hopes that Gorby can locate in his dealings as a Rufano agent.
1.Cloak of the Manta Ray
2.Ring of Water breathing
3.Ring of Water Walking
4.+2 or higher breastplate
5.something to raise wisdom
The catch is all these items must be taint free.

Sunday, November 14, 2010

11/14/2010


11/14/2010

Started off at home at the start of a heavy storm. Family mother told us about a cousin Cesare Cain who would take us out to the cove. On our way to the dock we noticed that our neighborhood is in much better shape than those around us. the other neighborhoods were in disrepair and were falling down even with the heavy rain. We met our new cousin Cesare. The trip to cutlass cove was very bumpy and resulted in the boat being slammed down on the beachhead. There are two buildings battoned down. There’s a stone building with markings around the door. After swimming we located a shining light (approximately 6” above the water) and 5’ square of light. Upon opening it three shadowy creatures attack the group. We were able to command one of the shadows to distract the first one. Red was eventually able to open the locker inside and take the contents.

Contains 6 sets of false identity to show . +2 to bluff + fame points against datary, nobles, hellknights, etc.

4 potions (Gaseous form.) 6 potions Cure moderate. 6 potions lesser restoration. Thin wooden folio under potions. Several scrolls/sheets of parchment. Wand of restoration 15 charges. Key ring around one of the potion bottles. Folio: Clauraudience/Clairvoyance CL 10, Dispel Magic (CL 10), Erase (CL10), Sunburst CL10, True Seeing CL10, piece of parchment.

Stone building appears to be used by tieflings. A week ago (during the party) there was a \group of four individuals who went in to the building. They usually stay around for a day or so and usually arrive at sunset.

Entering in to the stone building we took a tunnel dug out of the sand. After creeping down the tunnel we came across a cave with 4 individuals, 3 wearing costumes made to look like a mantis. Woman is in red leather armor. Mantis theme is on the armor. Wields dual blades. Red continued on and found 3 red cloaked individuals. Upon returning to our neighborhood (on the edge) we were assaulted by 3 individuals from rooftop. They appear to be of the same “Mantis Cult” that we spotted in the cave. We killed one individual who exploded and destroyed all of his belongings. When we return home we found that someone fired an attack at our “mom.” When the tieflings return they tell us that Jim’s dead and will show us their body.


Xp: 1100 Total - 42,545

Wednesday, November 10, 2010

A point to note..

So I got to thinking about it after mentioning to Aaron that the notes are filtered through my perspective.

I considered that it would be helpful if you guys would drop by and make a post for the notes just to make a comment about something you'd want clarified or something that you thought was important to be added. That way if I say something like "White took the Crux out to sea and dropped it into the ocean" then maybe Don states "Don't forget that we weighted that thing down so that it would sink to the bottom."

Psychologically this would also help me make sure that I got the notes done earlier in the week since I'd know that people were going to be looking at them later. ;)

Sunday, November 7, 2010

Game notes 11/7/2010


11/6/2011

Aaron joined us to play the monk. After discussion to recap history we started back in the monastery.

The sister brought the urn of Coriana. We returned back to our apartments where we used the grave candle for Coriana.

Where is the hidden cache? Cutlass cove. It is there and not there but it is through there you will find.

It can only be found with a Wayfinder and liriam’s lyrics. Cugney’s wedding. Wayfinder is a magic compass.

How do we enter Delvehaven safely? Recover what I hid through the wave door.

Do you know the location of loremaster liriam.? I believe he’s trapped in Delvehaven. She believes that he was trapped inside with the paranoid bisby.

What haunts Delv @ night? A vampire’s children.

How do we interpret liriam’s lyrics to locate the hidden cache? The poem’s meter and construction are unusual. Every 12th line has an extra syllable. Pulled out of the poem and written in order elsewhere it creates “the wave door.” This describes how you can activate the cache in Cutlass cove. Wayfinder light locates the wave door. Black sand beach on NE shore of wart rock. The smallest of the 3 islands that shelter cutlass cove from water. 300’ ne of the beach.

We’ve heard that the wererats are still attacking in other areas of the city.

Upon reaching the ruins we set up to be ready to negotiate with the dusk market. At the market there’s half a dozen minotaur’s and a group of 8 humanoids. They’re very plain looking and in grey clothes. Traded items at the dusk market for a +6 wisdom (tainted) headband and +6 charisma headband (White and Jarl.) Taint for white – Healed by negative energy (double damage from positive energy.) Jarl’s granted darkvision but causes him to become shaken.

After leaving we started heading back to our home when we were attacked by 3 werewolves and 3 wererats.

Wayfinder +2 survival and can be commanded to cast light at caster level 5. +2 Perception. 1/day expeditious retreat (CL5). 1/day levitate (CL5) (Red)

Next order of business: Cutlass Cove.

XP: 600 (total 41,445)

Saturday, November 6, 2010

Game notes 10/31

10/31/2001

We spoke with Captain Aiger Ghaelfin through the grave candles. He advised that Delvehaven was sealed due to a civil war and they sealed it with powerful guards and wards to protect it. The cache was confirmed as Coriana would know the location and was expected to return at a later time to retake Delv. Coriana was killed and burned and her ashes are being held by the Sisters of Eisith.

We received a bouquet of flowers from Chammady Drovenge. As referenced from the previous notes Chammady is a rep for the council of thieves and was related to the nightmares being stolen. The note indicated she was watching us and bet on us to make some cash.

We decided to return to the inn and rest. At the inn we met several folk. Elwell Lymer is a "scary lookin guy." He seems to give off both evil/good outsider. He scavenges the ruins for lost valuables. We also met two workers. They have all recently been questioned about us by "the guild in the ruins." One of the workers mentions that a lot of bodies have been found up near the massacre house (the location of the sisters.)

We hired a worker to take us north of the Massacrehouse. He identified that there is undead in the ruins. We came upon 6 large lumbering undead which appear to be under someone's control. These brutes were quick on their feet and exploded in negative energy when they died.

Massacre house is a hexagonal building. Heavy stone walls with doors fitted with a narrow sliding window. The building was once a crematorium. Sisters of Eisith believe through the protection of their faith that they could become Erinyes in their future. It is said that nobody has ever entered the monastery uninvited and survived. The majority of what we encounter will not be members of the sisterhood and there are at least three other organizations within the ruins that are opponents of the monastery.

xp: 1200 (Total: 38,085.)

We approached one of two wagons heading in the direction of the monastery. The wagon was half a dozen or so gnomes. The leader is Gurbo Flintwhistle who mentiones they've recently traded a dozen urns from an old building in the ruins (to the sisters.) He offers to hide two of us in the wagon and the rest are left to their own devices to sneak in. The sisters are monks and can be ID'd by their blood red silk habbits and their bladed scarves. They also use infernal throwing stars some of which have a bladed claw. The entry is located straight into the crematorium. There's a central stairway leading down or a door from the side for entry. A large chamber at the bottom of the stairs that he has never been in (later determined to be the library.) One of the traders they worked with had glowing red eyes (Possibly scary guy?) Sometimes the sisterhood resolves issues within the ruins. The gnomes provided bull's strength to all four party members, invis to white, and expeditious retreat to the group.

Upon entering the monastery we encountered one of the sisters and a large fire elemental (in the furnace.) Fenris tore the sister to pieces and the elemental went back into the furnace to leave us alone.

Proceeding on we came to the top of the stair case where we defeated two more of the sisters. The central stair leads down some 80' to the library of urns. Thousands of urns adorn the shelves in this area. We came across the final 3 sisters as well as an Erinye. The erinye eventually teleported away while two of the monks were killed. The final monk was left alive to show us where the urn for Coriana is located.

Saturday, October 30, 2010

Tomorrow

Todd can't play tomorrow but I spoke with Marc and he is for playing as am I so game on tomorrow.

Saturday, October 23, 2010

Game Notes 10/17

After a long break we were able to start things up again.

The group decided to return to the C.O.W.s to bring them the Crux. After some time Red was able to solve the puzzle-box and look upon the treasures inside. Inside the head we found a leather portfolio (embossed with "D" for Delvehaven.) The portfolio contained accounting ledgers dated 4674-4676 (while under House Thrune.) On the top paper, Delvehaven treasure indicated as near or in westcrown in a hidden cache. There was a parchment showing the names/descriptions/fate of several various pathfinders. Also a poem cipher called "Cugney's Wedding." Someone believed the poem was actually a map to the treasure cache and Dargantu appeared to have been close to breaking the code before he was stopped. Also in the crux were 3 scrolls (Heal, Scrying, Remove Curse), 2 wands (Death Ward (10 Charges) Break Enchantment (10 Charges), and a silver box engraved with dancing skeletons (which contains 4 stub candles which appear to allow a "speak with dead effect. When used the smoke coalesces into the the soul of the dead. Called "Grave Candles".) After all the rest of this treasure a head rolled out.

The head is Khazrae Kuelata. She came out screaming about Molock collecting Dargantu's soul. She's been headless for over a thousand years and has been in the crux for well over 60. Prior to cruxtime she was in Delvehaven as an ornament on one of the shelves. We eventually stuffed her back in the crux (which we have yet to decide what to do with.)

One of the pathfinders was identified in the parchment as being petrified and broken into pieces. It was noted that a higher house (Lucca) had the pieces to his body and the only person we could come up with from this long-gone house was Rance Lucca (who runs a bloodsport in the SouthWest of Rigo Cader..near the ruins.) We met with Rance who agreed to allow us inspection of a Bust of the pathfinder in exchange for Fenris competing in his annual event at the Devil Drome. Fenris fought against Manrithor Thrax (the summoner.) In the Drome the group was caged at one end and provided various magics to help Fenris fight off fiendish bears and lemures. Eventually it was determined that Manrithor was cheating and we finished him off (he escaped through the use of a contingency.)

Upon returning from the fight it has now been 7 days since the mayor's party.

Loot found from Mantrithor: Last year's cup (worth 1000 gold), 500g of diamond dust, This year's cup (presumably worth the same), and (Scrolls?) of Haste and Stinking Cloud.

+1 Fame point for Westcrown

XP: 1320 (Total: 36,885)

Friday, October 22, 2010

Game post

Coming tonight. This week has zipped past and I forgot I didn't get a chance to post on Sunday.

Also, I'm in town this weekend so I'm there for sure.

Tuesday, October 5, 2010

Sunday October 10th

Travis is gone in Florida this weekend.  Don has offered to run a low level one day game involving some of the people that have been attracted to your district in Westcrown.  Please respond if you will make it.

Wednesday, September 29, 2010

Adventures in the Print Shop

After returning home from the Knot with the Crux, we took some much needed time to rest and recuperate. 3 days for Red, Fenris, and Syf, an extra day for White and Jarl. On the day White and Jarl rested, the rest took care of some family business. Gorby came to us and said he had some things he would like for us to move for him. He doesn't remember where he acquired them, but there are things he didn't remember from the party. He had a wand of toungues(12chg), wand of spectral hand(5chg), 10 scrolls of alter self(5th lvl), 6 silver metallic candellabras (for magic ceremonies) and a crystal of adaption greater(pg 24-25 mic).
A decision was also made to dispose of the items we got from the mayor's. All of them. Trade for other items where possible.
Red got in touch with the three Tieflings we have shadowing Jim. They gave us info on businesses looking to move into the neighborhood and we decided to wait 'til Jarl was on his feet and let him deal with them for the family. They also reported suspicious activity at a local printers. As a reward we outfitted them in good clothes, masterwork weapons and armor and set them up with a 500gp fund to operate from.
Syf, Red and Fenris then went to investigate. Suspicions were confirmed and a battle ensued. Defeated were 4 bearded devils. 10 slave workers were freed and a plot to establish a permanent gate to somewhere thwarted. The devils bore the symbol of the Rasdovain Family.
Tomorrow we shall meet the CoWs and turn over the Crux.
1000xp

Sunday, September 26, 2010

Game 9/26

Todd's sick. I'm going to take this opportunity to try to get some work caught up.

See ya all next week then?

Notes 9/19/10

Sorry for the long delay.

Upon heading through the passage we found a pool of blood to one direction and a door the other. Further investigation lead us to a room filled with chains and a red-glowing pit. The bone devil returned and attacked the party, attempting to knock them into the pit. Red was recovered and the devil was stunned and Fenris knocked it into the pit. The red haze disappeared with the entire structure shaking and an ominous laughter resounding throughout.

After this we came to a circular room. With some testing we were able to determine that these rooms are cylindrical (eternally) and connect with each other through a variety of doors. We were able to determine that these doors were controlled by magical means that whenever passing through caused a new set of doors to open. The center also caused the doors to swap. In our investigation we found other chambers and stairwells leading to "Arachnophobia", "Ophidiophobia", and "Observation." Overall we used "find the path" to locate the crux.

In the room with the crux we encountered an "Outcast King" and his two bearded devil pets. These creatures came straight out of the muck to assault us. Through the resources of the melee we were able to dispatch the king. Upon opening the chest with the Crux, red's "Shadow" decided to assault us. While we wounded her greatly (cost her a hero point) she eventually was able to get away. We came across three doors in search of her: one with a book, one with a glaive, and one with a pentagram. When thinking of home and walking through the book...we find ourselves back in White's apartment.

Sunday, September 19, 2010

Experience End of Part Two

Everyone earned 6920 exp, which I'll make an even 7000.  Great Job Guys. 

Recovered: +1 Keen Longsword, +2 Defending Longsword, +1 Cold Iron Battleaxe, Wand Cure Light Wounds CL5 33 charges, Ring of Feather Falling, and a Minor Crown of Blasting. 

Papers: Long outdated investment papers, lists of debts, and various notes on blackmail victims--while once totaling nearly 120,00gp in value, these papers are now worthless thanks to the passage of time and the deaths of most involved.

Books: Andoren Philosophy (200gp), Illustrated scenic journey through Osirion  (230gp), 3 Volumes on the teachings of a spirit naga entitled Libra malifactum (400gp), A spellbook with ten 1st level, ten 2nd level, seven 3rd level, and three 4th level spells of the players choice. (can only choose from the Pathfinder players, Pathfinder Advanced Handbook, spell compendium, or the 2 Wizards of the coast Complete Arcane series.

A scroll of Contagion CL9 was hidden in the spine of the spellbook.  1300gp, Ivory box with a carved lid depicting an army of golems destroying a city wall.  The box is worth 800gp and it held a golembane scarab and a Wand of Rusting Grasp with 7 charges. 

The Chelish Crux measures 6 inches in diameter, each face carved with a different rune.

Again great job and enjoy the experience, there is more now that we are dividing by 5 instead of six.

Tuesday, September 14, 2010

Sunday September 19th

If everyone is available to play, our poker game got cancelled this month.  I've spoken with Tony and both he and I are available.  Please let me know as soon as possible so we can plan for the weekend.  Just post a comment on here so everyone gets the same messages.

Sunday, September 12, 2010

9/12/2010

9/12/2010

We returned to the library to rest. During our rest 6 medium size quill monkeys attacked. We eventually are able to kill them all. We retreated to the entry hall where the dogs and the caster were raised and assaulted us. we destroyed them and continued for an 18 hour total rest. After resting we returned to the stairwell room and went down the hallway. Through this area there appears to be a wailing coming from deeper in the knot. Found wand of dispel magic – 10 charges (Jarl.) Amulet of tears (red) (MIC p70.) 3 charges/day. HP last 10min. 1/12 - 2/18 - 3/24 temp hp. (Red) Gloves of fortunate striking (Syf). Reroll an attack roll before determining if ability it succeeded. MIC P105/106. Sandals of sprinting p131 MIC. Activate: +30’ enhancement to landspeed until next round. Swift action. 3x / day. We came upon a devil by the name of Xasmir locked in one of the cells. Darkantoveed locked him into the chamber. Former mayor of westcrown. Xasmir was his majordomo at the time. We broke through the lock, removed the dimensional anchor, and then destroyed him. Third eye of freedom. Activate to trigger freedom of movement 1rd. 1x/ day. MIC p141. (Jarl.) Found some windows that appear to look somewhere in hell. We entered a room with churning water and 3 water ghouls and a water ghast leap out of the water and attack red. Pouch 52s, gold ring engraged “My dearest Jabe” 100g, glove with 4 amethyst (100g each), Wand of Levitate (8Ch) , scowling silver mask 200g (all a little high.) White gained command of two of the water ghouls. Red was levitated and moved down the passage beyond the churning water room. At the end there is a steep descent and red heard a soft melodious voice singing/chanting.

Action die left: All of group 1x, Tony 4x

9/12/2010

9/12/2010

We returned to the library to rest. During our rest 6 medium size quill monkeys attacked. We eventually are able to kill them all. We retreated to the entry hall where the dogs and the caster were raised and assaulted us. we destroyed them and continued for an 18 hour total rest. After resting we returned to the stairwell room and went down the hallway. Through this area there appears to be a wailing coming from deeper in the knot. Found wand of dispel magic – 10 charges (Jarl.) Amulet of tears (red) (MIC p70.) 3 charges/day. HP last 10min. 1/12 - 2/18 - 3/24 temp hp. (Red) Gloves of fortunate striking (Syf). Reroll an attack roll before determining if ability it succeeded. MIC P105/106. Sandals of sprinting p131 MIC. Activate: +30’ enhancement to landspeed until next round. Swift action. 3x / day. We came upon a devil by the name of Xasmir locked in one of the cells. Darkantoveed locked him into the chamber. Former mayor of westcrown. Xasmir was his majordomo at the time. We broke through the lock, removed the dimensional anchor, and then destroyed him. Third eye of freedom. Activate to trigger freedom of movement 1rd. 1x/ day. MIC p141. (Jarl.) Found some windows that appear to look somewhere in hell. We entered a room with churning water and 3 water ghouls and a water ghast leap out of the water and attack red. Pouch 52s, gold ring engraged “My dearest Jabe” 100g, glove with 4 amethyst (100g each), Wand of Levitate (8Ch) , scowling silver mask 200g (all a little high.) White gained command of two of the water ghouls. Red was levitated and moved down the passage beyond the churning water room. At the end there is a steep descent and red heard a soft melodious voice singing/chanting.

Action die left: All of group 1x, Tony 4x

Saturday, September 11, 2010

off topic

So I was re-watching the first Iron Man movie and noticed something.

All the evil fuckers in the movie were bald. Intentionally bald.

Tuesday, September 7, 2010

09-12-10

I should be able to play this sunday.

Sunday, September 5, 2010

9/5/2010

Beginning of the knot. All Xp from this point.

===============================================================

9/5/2010

Upon entering the asmodean knot, White failed his save. In the entry there is a corpse that appears to have tried to claw out of the entry. He also has a scroll in hand and a hewards handy haversack. Pearl of power (2) Scroll: Chill touch, command undead, ray of exhaustion, vampiric touch, false life.

On the note we found possible passwords to get into the vault:

Venderbaxis

Vlenderaxits

Vlenkervandis

Vledervaddus

“Hope one of them works to open the vault.”

Upon entering the first room the whispers continued and the sound of howling begins. Floors are polished black stone whiel the walls are wood. First book on the shelves “methods of torture for entertainment.” Four evil hounds came out of the darkness. Eventually all four creatures are destroyed. After spending some time healing and searching the books a bone devil popped and assaulted Tony. Eventually the bone devil teleported away. Part way through the fight a female devilish woman appeared. She seems to have similar abilities as red. She departed as well. As we proceeded up we drug one of the wolfish creatures on to the landing. In addition we arcane marked each landing slightly different to provide a guide back to the beginning. The 4th landing leads to a secret door where we are all attacked by shadows. Red touched one of the mirrors\ which summoned multiple shadows. The bone devil returned and summoned another bone devil. One of the devils threw the ranger out into the stairwell which caused syf to eventually fall on a landing. The stairwell is some kind of closed infinite loop. The 2nd bone devil eventually disappeared. The original bone devil eventually gated away.

Sunday, August 29, 2010

Game notes 8/29/2010

8/29/2010

Upon searching the doorways it is determined that the trap summons a bone devil which attacked Red. Throughout the combat the bone devil eventually took both of the tieflings and dropped them outside. Red located a stash of very expensive wine (200g/bottle.) A secret door opened up into a long narrow hallway. Part way in the hall there’s a glyphed area. Eventualy found mayors bedroom. Found Mayor’s write for legal trespassing. Red found in the closet two separate disguises. One is recognized as the maggot infested hell knight that was with the female hell knight. Found mayor’s cache of 750pp. In mayor’s room we came through a portal. The ranger and the sorc lost all of their belongings. Eventually we found the attic. After searching around we located a secret door that lead us to the asmodean knot.

Xp: 1800

Friday, August 27, 2010

Sunday's Menu


Trish is making po boys for Sunday's game! Woo Hoo.  I'm hungry already!

Wednesday, August 25, 2010

Upcoming Game Days

If anyone has any conflicts with these dates please respond.

Next Game: 08/29/10 

Its been awhile:)

After that: 09/05/10, 09/12/10

The poker league that Don, Tony, and I play in starts back up on 09/19/10 so we'll be off that week.

09/26/10 I'm available to play.

Also a reminder that ICON at LLCC is the weekend of Friday September 10th through Sunday September 12th.  I'll be running a Mutants and Masterminds D20 on Saturday the 11th. 

Tuesday, August 24, 2010

Game notes 8/8/12

After leaving the play we are in the prestigious position behind the actor's carriage. During the cornucopia due to our fame we all receive +3 to social interaction skills. Due to good luck we receive a garment bag worth 250g and a dwarf provides a mini keg which enhances weapon hardness by +1 (if used over time.) Note provided from COW reminding us not to refer to the mansion as Aberan's Folly. To keep our eyes and ears open for information about the Asmodean Knot. There's word that a family or house may have put a contract on us. Right a swe arrive at the mansion it starts to rain. Mayor's mansion is nearly a castle with iron gargoyles watching over. Building walls are stone and iron with horsehair plaster. Ceilings are about 10' high and windows are shuttered and locked. Rich decoration and furnishings are on display throughout the manor. Crystals mounted where flames would normally be in candelabras. If you touch the 2nd base it turns the light off and the first turns them on. Fire places light on their own. We met General Vourne and other dignitaries. Commander of the Gemcrown Bay Imperial Fleet. Majordomo Crosael Simiin Rasdovain. Mayor was interested in speaking with Ms. Drovenge (she is rather hot.) Eirtein Oberigo, Sascar Tilernos, Actors: Visbaronetess delour Aulamaxa. Director: Robahl Nonon. Starlet Calseinica Nymmis. While he's talking to Ms Drovenge and she compliments him on the lights the mayor states he is increasingly frustrated with phantoms and gremlins. The fireplaces have been acting up as well. General Vourne constantly mistakes white as the servant. Sascar Tilernos says "She's very concerned for the boy. She knows he lives in a secret room in an attick. HIs affliction makes him susceptible to sunburns that make him terrible to look upon. Eirtein (bald guy) talks to the sorceror that he's heard good things about the family and that they've been wrong; there is life off the island. He encourages the sorc to look him up later in the party (he's been here before and may know a point of interest.)

White got lost and went wandering into an office. In searching there is a report on the desk that a 2nd thorough search of the house they have not found Sian and they can not find the maid. Also found several poems. There's something familiar about the poetry. General Vourne is a sucker for military history. Red found the Mayor and an unknown individual watching a show of 2 devils ravishing a woman. IN searching around, red found 2 potions, 2 scrolls, and 2 wands. (as well as 750pp.) Potions: Lesser restoration, Remove disease. Scrolls: Divine (asmodean) Dispel magic (CL7) Remove Curse (CL5) Wands: Cure serious wounds 3d8+5, 18ch. Wand of restoration 11 ch.

In searching the servants quarter we found 750pp more and a +1 magic weapon.

At the end we stopped in the servants bedroom on the 4th floor. We were heading to the end of the hall way from the platform.

Tuesday, August 10, 2010

A partner for Jim?

Want to know what you guys would think about retiring the Monk into a partnership with Jim the Ogre (thus letting her keep gaining levels equal to the group). 

It would eliminate some confusion and let Todd's main character stand out more.  As it is now, I just feel like Todd gets extra rolls, (make a perception check...ok Todd made it with two characters).  I haven't really noticed any roleplaying or difference in characterization in everyone's interactions. 

The other benefit to this would be the party having a trusted member keeping an eye on the homefront, that member would always only be a "Gorby" away if you needed help and could be called on if you expected a particularly difficult encounter or if someone extra showed up for a Sunday session.

Let me know your thoughts.

Jandri Rufano Human Monk.

Saturday, August 7, 2010

Fenris

the only things I currently have on me is the shift weave,the eternal wand and the tanglefoot ring. Currently the shift weave is a nobles outfit.

Friday, August 6, 2010

Just Wondering

Syf was wondering what our over all goal is. What are we seeking to accomplish? Overthrow of the Thrice Damned House of Thrune? Secession of Westcrown? What? Just like to know what kind of agenda, if any we are pursuing. Is it a family agenda, or 6 individual agendas we hope mesh in the end?

Sunday, August 1, 2010

8/1/2010 Game notes


8/1/2010

We visited the Nollman family gathering. Jarl charmed one of the kids at the meeting who told us about the others at the meeting. Three guards came out. One of the guards was recognized as a local master of the bastard sword and the other two are likely two of his apprentices. An old man at the table (who speaks very slowly) addresses us that we were the topic of discussion prior to us showing. In discussion with the old man we advised that we had expanded “Jim’s” territory. This created some anger amongst the Nollman’s. Lt. Stalarnon was mentioned and they mentined no, find Talarnos (A9). Old man offers a trade agreement 50 years of defined lines and use of mining tools as allowing us to further expand our territory slightly. After the agreement we went on our way back to the island. Upon returning to the island Red got caught by a devil. There are a total of three with flaming bows. DM1 went invisible. 2/3 split up away from the paladin. Eventually 2/3 disappeared as well. Upon returning to the play we saw the three devils on stage with three entangled people. There were three riddles that needed to be answered. On the 2nd question Thesing had the wrong answer and the 2nd entangled person is consumed. The 3rd answer let him pass through w/o losing his soul. Eventually the play concludes and the troupe all survives. The mayor invites all back to the manor for the cornucopia.

Xp: 600

Jandri+1

After an intense argument with her brother, Jandri allowed him to buy her some new clothes.
Important gear that she will have on her will be Braces of Armor +2, Amulet of Natural Armor +2, Ring of Protection +2 and a Cloak of Resistance +2. She will also have a potion of Haste and a Cure Moderate +3. She will put in the bag of holding 4 Cure light +5. Her weapons will include +1 Kamas.

Jarl

Jarl will be wearing his mithril shirt underneath his robes. An amulet of natural armor +2, Headband of Resistance: Fortitude, and a Cloak of Resistance +2. He will have displayed a scroll case that will contain Spell Turning, Mirror Image and Invisiblitly Sphere. He will have the wands, Searing Weapon, Mage Armor, Dispel Magic, Lightning, and Searing Weapon. From his belt will dangle a dagger +1, a dagger +1 adamantine, and a pouch with Dust of Illusion. Across his back will be a Cold Iron shortspear +1 and mithril crossbow. He will also carry his Staff of Energies. Other miscellaneous items will include the Bag of Holding, which will contain 2 Cure Light +2, Cure Moderate +3, 3 Bless, a scroll of Mage Armor.

Saturday, July 31, 2010

White




Quick review of how White appears and his inventory.

As previously mentioned I've grown a bit more .. distinguished over the last few months. My horns are more pronounced, my skin is extremely pale, and there's a bit more of a reddish glint in my eye.

As you can see I've done myself up in a nice coat with some "flair." Underneath the frills however I wear a light chain shirt for protection and strapped to my back is a heavy shield made of wood. At my side is a magical morning star and a light crossbow. Adorning my right hand there is a simple silver band engraved along the inside reads "An investment in knowledge pays the best interest."

More important than the physical protection and weapons however are the scrolls, wands, and potions that I carry. Most prominent is my holy symbol to Aroden (which I like to light up from time to time to remind the populace that there are still those of us who follow the old god.) Strapped to my belt I have a couple of wands including Cure Serious (12 charges), Cure Moderate (50 charges) and lesser vigor (50 charges.) In a scroll case I carry scrolls of Heal, Find the Path, Blade Barrier, Invisibilty purge, and Shield of Faith. In a leather potion bandoleer I have potions of Owl's Wisdom, Bless, Cure serious, See invis, True strike, Neutralize poison, Eagle's Splendor, and Blink. In a travel bag I have 3 tanglefoot bags, a metamagic rod (silence, lesser), some incense (of meditation), and a couple of books. This bag also carries a small amount of travel rations, a water canteen and a few standard adventuring supplies.

In addition I carry a gem of luck and a golden dragon's scale. These items are not worn but rather carried for future use.

Thursday, July 29, 2010

Beer


our newest business man is in the form of a dwarf who has nothing but a recipe for the finest beer you have ever tasted. He has set up and has two sons that will help brew and deliver the product, only available in Rufano bussinesses, also claims to have a recipe for whiskey.

Wednesday, July 28, 2010

PROOF

Tim: There he is!


King Arthur: Where?

Tim: There!

King Arthur: What? Behind the rabbit?

Tim: It *is* the rabbit!

King Arthur: You silly sod!

Tim: What?

King Arthur: You got us all worked up!

Tim: Well, that's no ordinary rabbit.

King Arthur: Ohh.

Tim: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!

Sir Robin: You tit! I soiled my armor I was so scared!

Tim: Look, that rabbit's got a vicious streak a mile wide! It's a killer!

Sir Galahad: Get stuffed!

Tim: He'll do you up a treat, mate.

Sir Galahad: Oh, yeah?

Sir Robin: You manky Scots git!

Tim: I'm warning you!

Sir Robin: What's he do? Nibble your bum?

Tim: He's got huge, sharp... er... He can leap about. Look at the bones!

King Arthur: Go on, Bors. Chop his head off!

Sir Bors: Right! Silly little bleeder. One rabbit stew comin' right up!

[after Bors is killed by the killer rabbit]

Tim: I *warned* you, but did you listen to me? Oh, no, you *knew*, didn't you? Oh, it's just a harmless little *bunny*, isn't it?

what she's wearing tonight

Ok. Syf is wearing her new climbing boots with a +1 adamantine dagger in the right boot and a +1 cold iron dagger in the left. She has Surestrike(+1 longsword +10 to confirm) strapped to her back along with a mwk lt. crossbow and 20 bolts. in a light pack she carries the Dust of Dryness, 3 oil od keen, 3 cure serious, 1 remove disease, a 1/2 qt. flask of spiced rum, and 2 sunrods. Tied to the outside of the pack are 3 tanglefoot bags. She wears a +1 chain shirt with a light fortification crystal. Around her waist: +2 Belt of Giant Strength, 2 short swords +2, and a Bag of Boulders. In her belt pouch are 2 oil of keen, 2 cure serious, a Ring of the North Star, a sunrod, a +1 luck gem, a Rhombus crystal(+1 to luck +10 to appraise), a 5000gp gem and 350 in gold. Syf wears a +2 ring of protection, a Ring of Throwing, and a scale of the golden dragon Astarathian as an amulet tha gives her +2 to natural armor. She wears a rustic, wooden symbol of Erastil.
This is her basic walk-around-town garb. She adds other items as needed for adventuring.

Sunday, July 25, 2010

7/25/2010 Notes

7/25/2010

Upon returning to the house there was a message for Syf on a bronze card. It stated: “Your increased business interests have caught Aspis attention. If you are interested I can make introductions. –Thesing”
Our cousin brought up that there will be a house gathering (starting tonight and tomorrow) which Missepe, Vitaron, and Nolmon would all be represented.
Our ogre has returned and is keeping his role as security.
We returned to the CoW to get some potions and perhaps a wand or two. We introduce the pathfinders. She seems on edge upon meeting Graff. Picked up some alchemy items and a couple of wands. We found out that Aspis is related to the Aspis corp. They are the largest merchant union in the world.
The group went to the Nollman’s section of town. We went in to the gem cutters area. The building was built in such a way to appeal to both tall and short folk. A Halfling has on an apparatus that has metal pincers to hold tools, focus light, and a variety of lenses. Name of the building is NMan’s. There was some back and forth but eventually he came across as being interested in swapping allegiance. Sveard Nollman (Human) indicates we need to talk to his father Bryce (who runs the mining operation.) The hafling is named Waterleaf. Upon meeting Bryce he indicates there are two problems with mining. 1) landsharks and umber hulks as well as 2) some sort of underdark race. The paladin provided Bryce with 5lb of the stone taken from the ruined monastery.
Upon returning to our area we found the ogre (Jim) flying admonishing someone inside. Ogre hands us a bag containing 1200g and used some of the rest of it to grease the wheels. Jim speaks with a bit more devilish tongue and everywhere he walks there’s sizzling and a dark noxious smoke. Ogre convinced someone back to doing business with us.
Everyone took a nap and saw a woman in a summoning type circle. We’re uncertain as to if she’s seeing us or we’re seeing her. We hear her say “asmodian knot.” All character’s receive +1 skill point to a knowledge skill. Two women approach the monk on the ferry. They appear to be islanders. They travelled to the Rufano neighborhood and purchased a home. Evelyn Drovenge and Dorene Drovenge are their names. Dorene’s aunt has shared the monk’s religion (Irori.) Our ferry has most of the houses heading to the party. Someone from arvanxi carriage dropped out of a hole in the bottom of the carriage and went to the Ici family (C5) and tossed something inside the carriage then returning to his own. A number of families are meeting with the Salisfer house (A4). During the ride we meet up with all but Missepe (from the brokerage) on the ferry ride. Upon reaching the island we determine the hell knights are inspecting everyone and there are iron golems guarding. The hell knights have a star of bleeding lashes. They carry heavy maces and whips. They are identified as the order of the scourge. Their phrase is “without culpability chaos reigns.” We are let in to the play in the second group. Eventually we are approached by male and female staff for food and drink. The person introducing the play is Robahl Nonon. The devil on stage is real and has not been summoned. During the play several individuals move closer to others or to the exits. The devil is the bailiff of the court. There are also additional devils located in the audience. We took a skiff away from the island back to where the Nollman family would gather.
Xp: 500

Wednesday, July 21, 2010

The newest addition to Rufano Village

I'd like to take a moment to introduce you to Necland Russwill.

Necland is an associate of Gorby from a long time ago (most likely even before we were born.) Necland is a gnome who has devoted his life to the understanding of various languages. He has made it a point to learn as many of the local languages as possible in order to act as a translator whenever possible. He stands a slight bit shorter than Gorby but his most readily apparent feature are the horns adorning his head, branding him as a having some small amount of tiefling heritage.

Necland 's abilities are strictly in the verbal understanding of language as he has not yet mastered the written form of communication. None the less he should be a valuable asset as we've found recently that there are quite a few languages that we know very little about.

Notes 7/18/10


7/18/2010
Upon returning to the dock there is a shell-boat available. We noticed a luminescence in the water which later inspection (from Red) turned out to be a Genie. (In the form of a female water giant.) When we landed at the island with the order of the burning earth we found all of the half-dragons asleep. Proceeding to the 2nd building we found the (very large) dragon in the middle of some kind of arcane incantations. (Renewing his spells to bind the patron dragon further in the water.) After severely injuring the dragon with a con-draining blow he blew away the top of his tower and dove into the water (to heal the drain and his wounds.) During this time he called out to Kiera (the Genie) to aid him. The monk made a deal to complete a wish for her (effects unknown.)

At this point the paladin and Scar went down into the water and found an ancient great wyrm gold dragon bound by magic. While they destroyed the bindings the rest of the group fought the dragon and eventually succeeded through the use of entanglement, silences, and a charmed half dragon who could get through the creatures damage reduction. Once the bands were destroyed and the half black half green dragon was defeated the genie returned to the monk and they disappeared for the monk to fulfill his bargain. The great wyrm (Astarathian) erupted from the lake and bathed the island in fire, destroying all buildings and the "abominations" with the exception of the charmed half who helped destroy the father. The group was called forth as "Heroes of the Golden Scale" and were each presented with a gem and a dragon scale. The gems located in the tunnel leading to the water ripped from the earth and embedded themselves to the hide of the dragon, as does much of the treasure horde.

Astarathian explained that he had been imprisoned for slightly longer than two years. Scar is eventually pulled to the great wyrm and becomes fused with the paladin and thus granting him the half-dragon template (and his entry to the dragon disciple prestige class.)

Xp: 3200 (6th level)

Treasure:
Each individual received a 5000gp gem, a "good-luck gem" and a golden scale.
Gem - Bearer receives good luck. You and every good creature in a 120' radius get +1 luck on saving throws and luck score. This works for a random rolled number of days (paladin's is perm.)
Scale - Acts as an amulet of natural armor +2

Additional treasure was random rolled and will appear in the next post.

Sunday, July 11, 2010

Game Notes 7/11/2010


7/11/2010

Upon questioning the dragons they explain to us that this is a dragon turtle breeding ground. The ruins are from a forgotten age. The “Keepers of the Burning Earth” are located in the monastery. Two buildings, one for the children and one for the master. Two of the dragonkin jumped ship. A few minutes after docking at the monastery a small group of dragonkin approached. A few halfdragons escorted us toward the monastery to be presented to the master to discuss our claim of ownership. Architecture appears that it would not burn. Greenish tint. Inside the building the rooms appear to be catacomb like. In center of monastery appears a half dragon/half giant. Also appears large pockets of various debris. 1st/2nd stories appear to be strong, just the upper portion appears ruined. Throughout the ruins there’s conversation and low thumps and hums on the ground. Toward center of the island there is some sort of steam geyser. After discussion of ownership of goods the half giant went toward building with the master. Upon returning he will only speak with our own half dragon. Dragon granted that we could take some of the green stone (no more than the paladins weight) and that we can keep our goods. The half giant indicates there is a place called “titanium falls”. The underground river leads out to a lake. Elf escaped from deep stone and was then captured by the halfdragons. Elf appears to be a sorc and he agrees to act as help back in our neighborhood. Elf’s name is Graff.

On the way back to westcrown several flying humanoids (half dragon.) the half giant and several others came chasing after us. #1 flew away with a ruptured spleen. #3 was killed and #6 got killed on the way out. 2,4, and 5 escaped.

Loot: Ogre had a 5,000gp gem. 1,000g misc. Gems.

12 potions available.

Letter from Ecardian (with the council) to Crusher (the half dragon) regarding the loot and allowing him to skim off the top of the agreement with Atharvox.

The paladin returned to westcrown to collect scartis. The group holed up in the caves. Upon returning the paladin saw a large shape off outside of the caves moving. Appeared to be some kind of humanoid type creature.

We continued down into the cave and down to the lower level again. Ended with the group heading back to meet with the dragon.

Xp: 1100

Loot distribution

(party) 3x Large roll of fine silk 500g each
(party) 2x Barrels of alchemists fire (Can be broken down to 12 alch fire each.)
--Jarl 1x Staff of energies (Sorc) – Adds Acid Splash, Burning Hands, magic missile, ray of frost, shocking grasp
--Jarl 1x Wand of searing weapon (30 charges) 1 min/lvl (3 min) +1d6 acid dmg
(party) 1x Masterwork Comp Longbow (+3 str)
Syf- 1x Rhombocrystal (+5 comp bonus to appraise gems/jewels.) +1 luck score
(party) 1x Mask of cutting flesh +2 fort vs fort saves, add’l if follower of Zon-Kuthon (2d4+2 force lash.) Also can command to change from mask to leather cap.
(party) 1x Flask of the reaper (1/day +5 alch bonus to poison saves / hide checks 1 hr. Add’l effects if follower of Norberger +5 move silent, search, slight of hand 1 hour) 1/day can pour acid as per acid flask.
(party) 1x Barbed pentacle of asmodius (+1 deflection, add’l effects if worshipper of Asmodeus May use own blood to increase dc of written spells +1 and acts as holy symbol)
(1x party 1x red) 2x Ring of Throwing (Increases range of throwing 50%) (1 to red, other left open.)
--Fenris 1x Tanglefoot ring (3x per day as if tanglefoot bag. DC18 Luck to save use)
(party) 1x Scholar’s ring (Use – read magic)
(party) 1x Ring of the north star (glows when facing north)
Given to Graff 1x Ring of canine control (DC 11+Cha+Luck bonus vs canines)

Quite the Haul

Ring of Canine Control: A ring of canine control casts charm animal on command. However, the charm animal spell only works on dogs, wolves, dire wolves, foxes, and similar canine animals. The Will save DC against this effect is 11+ the wearer’s Cha and Luck modifiers. (Similar rings attuned to felines, serpents, whales, equines or other categories also exist, but make up only 10% of all such rings.)


Faint enchantment; CL 1st, Forge Ring, charm animal; Price: 1,800 gp.




Ring of the North Star: A ring of the north star always has a single quartz gem mounted in a square setting. As a standard action the wearer may focus on the quartz, which then glows slightly. The glow focuses on one section of the ring like a tiny star, showing the direction of North.


Faint divination; CL 1st, Forge Ring, know direction; Price: 900 gp.


Scholar’s Ring: These simple rings are generally made from gold wire and greenish glass that forms a tiny pair of spectacles. Anyone wearing a scholar’s ring can speak a command word to read magical writings as if under the effects of a read magic spell.


Faint divination; CL 1st; Forge Ring, read magic; Price: 900 gp.


Tanglefoot Ring: When its command word is spoken, a tanglefoot ring fires a blob of adhesive as a ranged touch attack (with a range increment of 10 feet). On a successful attack the blob bursts open, entangling the target with goo which becomes tough and resilient upon exposure to air.


An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a the effect of a tanglefoot ring. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot ring does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the goo immediately. 3XDAY Luck Check DC 18 to keep use.


Faint conjuration; CL 1st; Forge Ring, entangle; Price: 1,800 gp.


(2) Ring of Throwing: A character wearing a ring of throwing increases the range increment of everything he throws by 50%.


Faint transmutation; CL 1st; Forge Ring, mage hand; Price: 1,250 gp.


Barbed Pentacle of Asmodeus


Aura faint abjuration; CL 1st Slot neck; Price 3,000 gp; Weight 1 lb.


This iron disk is inscribed with an inverted pentagram, decorated around its outer edge with tiny metal barbs (facing slightly forward so as to not snag if worn outside clothing), and hangs from an iron chain. When worn visibly, it provides a +1 deflection bonus on AC.


If Asmodeus is your patron, the pentacle counts as a holy symbol. By holding it and speaking a command word, you may use charm person once per day. If you squeeze the pentacle so its barbs draw your blood (1 point of damage), you may use that blood as ink, writing with a quill or even your finger for up to 1 hour; the blood-ink dries instantly on the writing surface so it never smudges, and if used as part of a magical spell you cast which requires or is augmented by writing (such as magic circle against evil or sepia snake sigil), the DC of that spell increases by +1.


Requirements Craft Wondrous Item, charm person, inflict minor wounds, shield of faith; Cost 1,500 gp, 120 XP



Flask of the Reaper


Aura faint transmutation; CL 3rd Slot none; Price 3,800 gp; Weight —


This metal container looks like a hip flask for carrying alcoholic drinks except it is barely larger than a potion vial. The side of the flask may be blank or have a personalized decoration, but the screw-on stopper usually bears a mark like a shield or perhaps a featureless mask. Once per day, you can drink from it and gain a +5 alchemical bonus on Fortitude saving throws against poison and a +5 competence bonus on Hide checks for 1 hour. If Norgorber is your patron, in addition to the above ability, once per day you may drink from the flask to gain a +5 competence bonus on Move Silently, Search, or Sleight of Hand checks. Once per day, you can pour acid from the flask (equivalent in volume to a standard acid flask).


Requirements Craft Wondrous Item, acid splash, resistance, creator must have at least 5 ranks in Hide, Move Silently, Search, and Sleight of Hand; Cost 1,900 gp, 152 XP


Mask of Cutting Flesh


Aura faint abjuration; CL 3rd Slot mask; Price 3,000 gp; Weight 1 lb.


This black leather mask is studded with bits of bone and metal, with smooth-sewn holes for eyes, mouth, and nostrils; it laces in the back with long straps and covers the entire face, leaving only the ears and back of the head exposed. When worn, you gain a +2 resistance bonus on Fortitude saving throws. If Zon-Kuthon is your patron, once per day you can whisper a command word to lash out at a target within 100 feet, slashing them with an invisible blade of force for 2d4+2 points of force damage. As a free action, you can will the mask to unlace, reshape itself into a leather cap on top of your head, or hide itself within your shirt or helm.


Requirements Craft Wondrous Item, animate rope, magic missile, resistance; Cost 1,500 gp, 120 XP


Rhombocrystal


Aura faint evocation; CL 1st Slot none; Price 2,250 gp; Weight —


This jewel-like lens slowly changes colors over time. Most owners set it in a metal fixture on a chain and carry it as a pendant, monocle, or loupe. It acts as a magnifying glass and gives you a +5 competence bonus on Appraise checks involving gems and crystals. It also provides a +1 Bonus to your Luck score.

Requirements Craft Wondrous Item, divine favor, creator must have 5 ranks in Appraise; Cost 1,125 gp, 90 XP


Masterwork Composite Longboy Strength 16 (+3)


Wand of Searing Weapon. 30 Charges


Searing Weapon School Transmutation


Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action


Range: Touch Target: Weapon touched


Duration: One minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)


Searing weapon gives a weapon an enhancement that deals and additional +1d6 acid damage on each successful strike. This spell fails if cast upon a weapon that already deals additional damage of some elemental type. It cannot be cast on a natural weapon or a collection of ammunition, though it can be cast on a ranged weapon, imbuing all missiles fired from the weapon the additional damage for the spell's duration.


Staff of Energies (Sorcerer)


A staff of energies is always made of a decorative wood with striking color, such as mahogany, bloodwood, cherry, or rosewood. The wood is carved into a smooth, twisting column and stained and polished to a warm glowing finish. These staffs are most often carried by monster hunters, who want to make sure they always have access to at least one spell a foe either isn’t resistant against, or has a particular weakness to. A staff of energies gives its wielder the additional spells known acid splash, burning hands, magic missile, ray of frost and shocking grasp.


Weak varied; CL 1st; Create Staff, acid splash, burning hands,magic missile, ray of frost, shocking grasp; Price 1,375 gp.


(2) Barrels of Alchemist Fire: If one barrell is used all at once 10d6 Fire Damage, 5d6 second round. If separated out, it will provide 12 Vials of Alchemist Fire. 600 GP Each


(3) Large Rolls of Fine Silks (500 gp each)

Saturday, July 10, 2010

somebody forgot

I think someone forgot to post our loot from the fight on the dock. Troy?

Sunday, July 4, 2010

7/4/2010 Game notes

7/4/2010

On way to the caves we encountered a will’o wisp and some wights clawing from the ground. From atop the ridge a graveknight attacks. Multiple rounds of attacks create negative levels on various party members. One wight was destroyed. The graveknight charged off after slamming the monk and ranger with a large 2h mace. Eventually the wights went away.

XP: 200

We continued on to Amapus to rest and get rid of the negative levels. Villagers tell of increased lizardfolk activity. House rule: If you go to the village first, no luck check to the caves.

Additional house rule: When using a wand and the use magic device the character can continue to use that wand for a number of uses up to the ranks in Use Magic Device.

Upon getting to the cave area there are piles of refuse outside each blocking the caves. Discovered 3 passages. Left, Right, and Up. Up is a small crawl space. Located a drain in the middle of the cave (natural.) Near the drain there appears to be a moveable section of stone. Red spotted a trap that would fill water in the cave. Upon moving the stone there’s a spiral stair leading to a more heated environment. After about 25’ there’s an opening. A dozen or so lizardfolk across stone and beach and water. Two distinct shapes on the water where some of the lizardfolk are. Appears to be a shell converted to barge. There appear to be multiple cages on the barges.

Lizard folk appear to be partial to half dragon. Killed multiple of the blue, one yellow, and the red/blue dragons gave up. The green one escaped.

Xp: 600

Loot to be posted later.

Monday, June 28, 2010

Next Game July 4th 2010

If everyone is available, game on.  I don't have to work Monday the 5th so if we want to get a long game in I'm cool with that.  Just let me know.