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Thursday, May 9, 2013

Irendi

The name of the post is the name of the campaign.  It is being ran by my friend Sarah.  It's her first time running a campaign for us and first time ever, I think.  The names of all her NPCs are based loosely on Disney films, anime, and cartoons.  Her naming convention leads to a lot of eyes rolling and laughter, but the fact remains that it is a good game.  The genre is D&D 3.5 and I am playing a cleric of Hiteh.  I wasn't very familiar with this pantheon, but it is interesting.

The Story so far... a summary.

We started out in our adventuring group of four being sent into a Sunken Fortress to find and rescue if possible a previous group that had gone to the fortress to recover a white apple.  My group consisted of a dwarf named Malechite, an elf named Stonedrake, a human named Renault, and me, a human cleric of Hiteh named Chance.  Malechite is a fighter, Stonedrake a warlock and Renault is a rogue.

On our way to the fortress, we encountered some twig things, and defeated them quite easily, but rested afterwards before finishing our jaunt towards the fortress.  When we arrive, we come across two giant pillars with a crevasse between them.  At the bottom of the crevasse, we face a dire rat on an outcropping.  From there we see the sunken fortress in ill repair.  The fortress has a large wooden door while the attached tower is broken with no door.  We search the tower first so we don't have to worry about surprises and find a secret door and 3 wooden doors. --E--

We open the secret door first, my party members being eager and come face to face with three skeletons.  While they rush forward and surround one of the skeletons, I turn undead and destroy two.  We entered the next door, going in a clockwise fashion around the tower, and find a door with the face of a dragon upon it.  We push it open and find four gems, blue, light green, pink, and purple, fist-sized with the blue gem screaming.  The gems fit nicely into the belt pouch.  We discover a plate trap and jump over it and find a gold dragon statuette of red-veined marble ten feet tall.  We hear the dragon's voice saying in common: "We come at night without being fetched, we disappear by day without being stolen."  I notice the statue looks like it is actually speaking.  We enter the room behind the statue and see more marble statues of plate-mailed elves and see tracks with claw-like nails head into a floor pit.  The pit is about twenty feet deep with rat bones laying on the floor and blades protruding towards the sky.  The elf discovers a hidden passage behind one of the elf statues next to an empty alcove.  We end up jumping the pit and enter a room with a 9' x 20' sarcophagus.  A quasit is watching over the sarcophagus and when we ask what he is doing says that the binding was broken, his watch over the Dragon Priest done, he flees across the pit and out of the room.  We interpret his words to mean the thing in the sarcophagus isn't bound there anymore.  We open the sarcophagus and find what looks like a troll.  We defeat the almost troll, it didn't need fire or acid to kill, and search the sarcophagus.  We find 220 sp, 50 gp, and 4 scrolls.  The scrolls were all divine and had the following spells written upon them.  One of command, one of cure light wounds, one of inflict light wounds and one of magic stone.  We rest by the sarcophagus to regain our energy for the trek back to the tower. --E--

After recovering our strength, we left the room using the secret passage that the elf discovered and bypassed the pit trap.  We then discovered another pit, which only appeared when the rogue, almost falling on it,  accidentally discovered a weird looking stone in the wall which he pressed and the floor slid open, in the antechamber and found one of the party members from the previous excursion.  We rescue him from the pit and he then joins our party to help find and rescue the others.  His name is Fugalsang and he is an illusionist.  We depart from the tower's last door and find a hallway with doors.  Behind the first door, on the left, lays a room with an iron keg in it.  Completely sealed, with a tap to drain its contents, but the tap will not open.  I use a piton from my climbing kit to punch a hole into the iron keg.  Water drains from the keg in a manner not becoming of water and we face a water mephit.  After destroying the water mephit we search the keg and find five small sapphires.  We leave and enter the room across the hall by opening the door on the right and find a room filled with rocks and rubble.  We continue down the hallway to the third room with a floor covered in caltrops and a barricade with goblin sounds coming from behind. --E--

The goblins should have been chanting,"Blah, blah, black sheep.  How far can you leap? Now it doesn't matter.  I've gone up the ladder.  Hop and jump like we said, you'll end up getting deep.  We'll cut out your bladder and watch you bleed until we're ready to feed and eat until we're dead," but were not chanting.

***Here it gets a little disconnected and my notes get iffy and don't make much sense***

Jafar was looking for us.
Three people of original party left.
Divine Scroll of Faerie Fire. --E--

Opening magic chest.
Slightly glowing.
Fighting Bugbear and 2 dire rats.
Bugbear named Balsak.
Black Pug
White Bull Mastiff
Spotted Chihuahua
Staying in room with Dragon Shrine --E--
In 2nd to last room.
Received 2 scrolls
- entangle
-slow poison
In last room
Enter Cavern - glowing fungus
See Jafar -
Wand of Entanglement (13 charges)

****The dogs refer to a doorway that healed us, but changed us into dogs****

We arrive in Kider, the city, after receiving our payment for recovering the white apple and finding out what happened to the last party.  We purchase some equipment and magic gear after selling our loot and reward in the marketplace.  We stay at the Shield and Shingle in East Gate part of town where we entered Kider.  We are told not to go to South Spur if we value our purse and temples are located in Ford North.  Westhill is for enchantments and arcane musings, while Silverhill is Nobility and Chatter Street Market is where we sold our wares and found our dwarven master smith, her name is Shooma.

When we entered Kider, there was an old lady at the East Gate and she looked like a beggar.  I gave her 23sp and 7cp.  I was warned of "Dreamers who hear whispers from the Speaker."  Whatever it meant, only the old lady knows.  We hear rumors in the Shield and Shingle of the Belltower being infested with rats, that the former owner, Tooloo, is no more and the new owner, Cheesus, may be a wererat.  Warned about missing people in South Spur with lots of blood, but no bodies.  We here tell of the laughing ghost of Westhill.  We stay the night at the Shield and Shingle, although we here that the Stony Gaze Tavern is a better tavern, but not an inn.  We receive a writ from the guards allowing us to have non-peace-bonded weapons.  I have a meeting with High Priest Forgrim in the morning. --E--

There is a little more, but I will continue after our next game.  Until then, safe gaming and have fun.

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