Monday, February 28, 2011

Sunday, February 27, 2011

Notes 2/27/11


2/27/11

Heading through the narrow passage to the west we burned away a swarm of spiders.  The following room had multiple niches where there were sphinx like statues.  Emerging from the northern niche two wooden sphinx emerged to attack.  We located a secret door to the south.  The wizard attempted to speak to the sphinx in Terran and while they seemed to react they continued to attack the party.

In the room to the south we came across three chokers in a pile of refuse.  We found various coin etc. Totaling around 200g.  Potions on the shelves are identified as bless x3, clairvoyance, see invisibility, and cure light wounds x7.  Continuing on we came to a scriptorium.  The southern wall has a large plaque depicting nethys.  The rogue disappeared upon activation. The wizard opened the doorway and the barbarian went through and found the rogue in the other room.  The gas continued to cause the barbarian quite a bit of confusion.  

On the way back to the caravan we were attacked by a group of stirges.  These were put to sleep and destroyed.  Approaching the Pesh fields a large scorpion attacked the group.   A larger (huge) scorpion then rushed forward to eat the smaller and we backed away from the  encounter to continue to the caravan.

Xp:1070

Sunday, February 20, 2011

2/20/11 game notes

2/20/11

Eventually the Druid, barbarian, monk, returned to the camp.  They were beat up but the caravan healed them.  The priest returned to the caravan a few hours later but he found himself in the cave in pale mountain.  He returned to the monastery after spending the day traveling across the desert.

Father z provided us two cure light potions as well as a tanglefoot bag each.  We also purchased three nets from Alma.

When returning to the bridge we found 3 gnolls guarding the bridge.  At the bridge there is now a ten foot stone that was not here before and it radiates transmutation magic.  We dispatched the three gnolls on the near side of the bridge.  The monk and barbarian swam across the water while the rogue crawled across the wet bridge.  The gnolls here are all from a similar tribe but are not related to the gnolls in the village.  Across the river we located the possessions of Lum.  

Upon reaching the shrine there is a path leading up into the rock.  We pushed toward the shrine.  To the west we know there are buried ruins.  Inside the breeze carries the stench of decay.  Off to the side there were areas filled with thorny vegetation.  After an initial scout of the shrine we continued up the path into the rock wall.  Along the path we found two harpy and a gnoll.    The harpies and gnoll were dispatched and we located lum in one of the caves.

In one cave we found three chests.  Several barrels with wine, liquor.    Each chest contains 500 gold, Bag of diamond dust, Arcane scroll sleep (1) Arcane wand rope trick 3rd 16 charges.  Goggles of minute seeing.  +1 scythe.  Arcane scroll detect secret doors (1) See invisibility potion.

We returned to the shrine into the temple interior.  Under a flagstone we find a copper mask symbol of nethys.  30g.  Wand of open/close 14 32 tarnished silver.  Golden pectoral worth 1300-1400g.  While locating these objects large spiders crawled along the walls and ceiling and attacked.  The spiders produced a venom that reduced strength.  The spiders were slaughtered and we continued to an off room.  Leading down a stone stair we came across a room with pharoahs and a babboon headed statue.  There are three arches leading out of the room.  To the left is an alabaster altar which has a base carved of bulls.

The pillars have writings that appear to be some sort of ancient magical writing.  A hermit found behind a sealed door handed a punch dagger to the rogue.  In searching the cavern behind the sealed door we found where the miasma vapor source.  The barbarian and wizard entered where the barbarian became confused.  In leaving the area we came to a narrow passageway and the barbarian knocked himself out.  We used a rope trick to rest for 3 hours.

Saturday, February 19, 2011

Review 02/13/11

The Caravan was getting settled and the rest of the party met with Almah to plot a course for the next couple days. Almah knew that the region held dangers beyond the gnolls that occupied Kelmarane and Ebin (Aaron) concurred. He said nothing to the merchant princess but his time spent acclimating himself to the region told him that many things were out of balance. Almah charged the group with exploring the immediate area and provided a rough map of the region to navigate by. Before leaving the party identified a couple additional items that had been recovered, the mithril tube was identified as a Chime of Opening with four charges remaining and the ring was identified as a Ring of Swimming. Takser (Travis) stayed behind under the care of Zastoran to deal with a disease he had acquired when dealing with the molds. The party decided to head North into the Pesh fields and then East, across the Falls fed river and to the Old Shrine which is said to have once been a shrine to Nethys. While the general region is only some 16 to 20 square miles, the party took its time and tried to learn as much as they could from the land. Sagramor and Ebin spotted some strange looking canine creatures that Ebin used his skills to befriend and using divine magic, speak with where he learned of many threats from above, which Ebin took to mean flying creatures. He determined they were much more intelligent than an average dog. It would not be too much later that the party would be grateful for Ebin’s new canine friendship.




As the party headed into the Pesh (similar to poppy) fields they came to a rise in the land that they heard sounds of battle occurring from the other side. They saw a group of four gnolls battling two flying creatures, later identified as Harpies. At that moment one of the Harpies began to sing, its song captivating both Thel (Todd) and Malhar (Don), drawing them into the fray against the gnolls. One of the gnolls failed his save and turned against the others. The battle was tough and the Harpies soon found themselves under attack from Sagramor’s (Tony) rays of fire and Lum’s (Marc) crossbow. A critical hit was scored, fatiguing one of the Hag’s! At that point the two dogs appeared next to Ebin, alerting him to a new group of hard charging gnolls that would be entering the fray. It was at this point that a heretofore unknown ability of the dogs manifested and one dog transported itself and Ebin into the air, seemingly as if teleported, for an attack on the hags, while the other used its ability to “teleport” the grouping back to the ground. All party members soon freed themselves from the charming song of the Harpy and the new group of gnolls was faced and defeated, Ebin’s mountain lion and Malhar’s rage turning the tide as the Hags flew away in defeat. The party gathered themselves and decided to keep going with their scouting mission. Heading deeper into the Pesh fields, the party saw a line of gems that lay in a line, an emerald, a pearl, and a ruby. There were a lot of tracks and Ebin commented on the general lack of natural fauna (and Troy learned his error in the process). It was then when a large, crude, wooden totem to Lamashtu was found, a dead elf’s body fallen at the base of the totem, the elf’s arms and hands still nailed to the totem. Inside the mouth of the elf Lum detected magic. Malhar reached into the dead elf’s mouth and removed a magical skeleton key.




The party now decided to head east out of the Pesh field and across the river. At first the party could not find a bridge or pass across the river and spent some time walking north and south until they found a grouping of trees that had been placed across the river with poles on each side of the river, a rope strung tautly across for people to hold onto as they crossed the wet slippery trees. Sure enough Sagramor fell into the swift moving waters, Malhar using the Ring of Swimming, dove in the water and saved Sagramor from being swept too far down river. The rest of the party made it across and waited as the Barbarian and Priest made their way back. Now across the river the party headed north to scout the old shrine. Unfortunately for the party, it seems they discovered where the Harpies fled to, and one of their kind, along with some ten fully charmed gnolls charged from the rocky regions around the shrine. The Harpy this time kept to strategic strikes with her mace in fly by attacks while the charmed gnolls wreaked havoc and damage. Sagramor fell first, the primary target of the Harpies fly by attacks, for he had hurt her before with rays of fire. Lum fell next and Thel soon after. The Harpy first swooped down grabbing up the unconscious form of Sagramor. To Ebin’s horror he heard the distinct sound of something falling in the water. Soon after the Harpy dove down snatching up Lum and headed north away from the river. The gnolls fell but when the dust cleared Ebin and his Lion stood alone, carrying Thel back to the Caravan where he found a badly wounded Malhar as well. Lum and Sagramor are missing when we next pick up the game

Thursday, February 17, 2011

2/13 Game notes?

I don't suppose anyone has anything to post?

Friday, February 11, 2011

2/13/11

Sorry for the late notice but I'm actually going to be out of town this weekend. I won't be back until Tuesday. I'm on for next weekend though.

Thursday, February 10, 2011

1/30/11 game notes

1/30/11

Coming down the stairs we came upon a mold infested lab.  Starting across the lab a mold creature came from the beakers and attacked lum.  The creature burst into the room, mold scattering everywhere.

Searching the door on the other side of the lab we discovered a crypt.  The crypt had a variety of skeletons of invaders and followers.  We located multiple magic items.  A brooch of shielding, +1 dagger and +1 dagger, and a holy symbol as well as a scroll of sleep.

Returning to the courtyard we found a magical aura.  In the courtyard we uncovered a weapon.  The weapon is called "tempest" and is featured in the bass relief.  It changes forms.

In the north cloister there is an image depicting the Templars of the five winds.  Kardswann, pazhvann, vardishal, zayifid, and davashuum.  Kard wields an axe and Davao wields a staff.  Vardishal has been previously seen with a scimitar.  

In another room we came to a statue of vardishal and when turning the statue it opens to a stair leading to the second level.

Leading to the choir loft we encountered a group of pugwampi and their king.

With the death of the king the monastery appears to be cleared.

Breastplate+1, war hammer +1, phylactery, ring, potion of enlarge person scroll of true strike, potion of blur.

43g, fine silver bowl 75g, and magic mithril tube about 1' in length. 150g of gold dust and fragments.

Xp:350

We return to the caravan where we are tended to by father z for the burning sensation.

Thursday, February 3, 2011

Ebin Alhozrod (Aaron)

While the party explored the further reaches of the Monastary of St. Vardishal Ebin explored some of the countryside, becoming in "tune" with his surroundings.  This is some of what you learned.

Death comes swiftly to the foolish and the weak in the shadow of the Brazen Peaks. Ravenous lions, patient jackals, deadly snakes, stubborn birds, and scorpions grown to monstrous sizes stalk those reaches, beasts that see travelers as just another flavor of prey. As if the dangers of the natural world weren’t enough, rocs, ankhegs, griffins, and other strange beasts inhabit the land, endlessly scouring the region for ways to sate their monstrous hungers. And giving cruel thought to deadly savagery, tribes of gnolls, gargoyles, and harpies also claim territories among the hills, exacting lethal punishment upon all trespassers.  Pictures shown are of an Ankheg and a Griffin.


Father Zastoran first lesson for Lum (Marc)

The Personal Physician and Spiritual Advisor for the Merchant Princess Almah for several years has you decipher this scroll. This is his first lesson for you in the faith of Nethys.  The scroll itself is a mixuter of languages, riddles, mathematical equations, and clues.  During this time he shares with Lum that he is homesick for the “golden shores of Katapesh”.
Scroll: Few understand the mysteries of the All-Seeing Eye, for their path is one of madness. Worshiping Nethys, a god driven to court destruction by his own dire knowledge, the priests skirt insanity as they pierce the veils of ignorance sheltering humanity from secrets the mind cannot fathom. Even the sect’s patriarchs cannot truly understand the depths of their god’s desires, nor do they wish to.  They leave such questions to the Nethysian Seers, prophets driven to gibbering dementia by the visions burned into their minds. To unlock the inner depths of magic is to risk one’s soul.           —The Lore Scrolls of Muayid’im
After Lum's success at deciphering the scroll Zastoran shares spellcraft lore for the following spell.  He came across it while researching the parties "condition" at Lum's request.  Zastoran sees where this spell could be a help and a hindarance to the party but believes you should know its out there.  Further he believes that the original author of the spell, if found, could help all of you learn more about your condition.  The book this spell was found in was traded to him by a wandering priest of Sarenrae named Zayifid.  Should you run into him during your travels he may be able to tell you from where he got the book.
Reveal True Shape
School Divination; Level Brd 2, Clr 2, Drd 2, Sor/Wiz 2


Casting Time 1 standard action Components V, S, M (a pinch of rare herbs worth 100 gp)


Range Close (25 ft. + 5 ft./2 levels) Target One creature Duration 1 round/level


Saving Throw Will negates; Spell Resistance Yes


You reveal the true form of a magically disguised or transformed creature, whether the target’s transformation is physical (such as polymorph) or illusory (such as disguise self). The spell does not force the creature into its true form, but rather creates a perfect illusion of the creature’s true form that overlaps it and hides the disguised form completely, making the true form visible to all observers. For the duration of the spell, if the target changes shape or uses illusion to disguise its appearance, observers can still see its true form, though once the spell runs out any illusions or shape changes made by the target in the meantime immediately take effect. This spell does not reveal invisible creatures, overcome effects such as blur and displacement, or penetrate mundane disguises.

He uses a minor illusion to show you what the priest looked like: