Game progress

Ankhanu
Council of Darkness
Ankhanu
Council of Darkness
Joined: 4:06 PM - Aug 12, 2006

6:57 PM - Sep 04, 2012 #1

In the first three sessions, the heroes were hired to investigate mysterious loss and killings of various livestock around the community of Sandpoint. With the fear that the killings could move on to people, mayor Kendra Deverin had offered up a 1000GP reward for the hero(es) responsible for driving off whatever was causing the problems. With only a single black fang left behind in a cow corpse and an inkling that a local cave, often used as a lair by monsters, might house whatever it is, they set off.
After defeating some goblins laired in the cave, a reefclaw and some skeletons, picking up some magic gear in the process, the heroes found the cause of the problem, a rather young black dragon, "Black Fang".

The dragon put up a fight to protect its growing horde and home, but, with the help of a powerful magic sword, and some luck, the heroes were able to give the beast pause, letting it know that the people of Sandpoint would no offer easy treasure nor meals. Black Fang, badly bloodied by the encounter, fled the region.

Upon returning to Sandpoint, Mayor Deverin congratulated the heroes and gave them their reward. The heroes left home seeking glory, and found it...

But what does the future hold for Sandpoint and the heroes?

2840XP
In Real Life ?, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy.

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Ankhanu
Council of Darkness
Ankhanu
Council of Darkness
Joined: 4:06 PM - Aug 12, 2006

1:28 AM - Sep 06, 2012 #2

Enjoying their new fame, the heroes have been spending some time in the Red Dragon Inn, swapping tales of adventure and gold with other adventurers, including one of the members of the Pathfinder Society, Venture-Captain Sheila Heidmarch who is passing through Sandpoint. The following morning, she approaches the group during breakfast and offers them the opportunity to explore a newly discovered Thasallonian ruin in Lurkwood, northeast of Riddleport, and get in the good graces of the Society. The group, eager for adventure accept.

Taking a two day sea voyage up the coast to Riddleport, the group disembarks for Lurkwood in search of the ruin. In a grove deep in the forest they find the ruin, and are greeted by an ancient illusion, commanding them to pay homage to the great Runelord of the land, Xanderghul (the runelord of Pride). Marisiel was able to placate the spirit, appealing to the greatness of Lord Xanderghul; this caused the apparition to smile and vanish, leaving behind a seven-pointed Thasallonian medallion. Taking the medallion, the group explores the ruins deeper, to find that a goblin clan (the Rockwhelp clan) is setting an ambush for them along an ancient crumbling road; but Marisiel's keen senses prevent them from surprising the group.
The Rockwhelps are led by a chief wearing another seven-pointed medallion, named Hork, riding a loyal wolf, and attack the group, screaming as only goblins can. The group kill a few goblins, and eventually kill Hork. Seeing their chief killed, the remaining goblins attempt to flee, many being cut down as they turn.

The group finish exploring the ruin, finding only the husks of crumbling buildings and roadways, the medallions the only prize for their hard efforts. They return to Sandpoint and are praised by Venture-Captain Heidmarch for retrieving the medallions, earning Society brownie points along the way.

470XP
In Real Life ?, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy.

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Ankhanu
Council of Darkness
Ankhanu
Council of Darkness
Joined: 4:06 PM - Aug 12, 2006

3:40 AM - Sep 13, 2012 #3

Ameiko Kaijitsu, proprietor of The Rusty Dragon, has been hearing tales of traveler being attacked outside of town by one of the local goblin tribes, but it's not one of the usual suspects! Instead, it's a small tribe that normally stays out of the humanoids' way, sticking near their home between Mosswood and the Tors. She thinks it would be a good idea to check on what's changed with the often overlooked tribe to cause them to become so bold.
The group volunteer to investigate, and a gnomish bard, named Fidget, who had been singing moments before for the patrons of the inn approaches the group, interested in joining them on this investigation. Ameiko says that the goblins have been striking groups up to 2 wagons and 5 people or so in size on the road near the north-western edge of Mosswood, ~4 miles out of town.

They leave the Rusty Dragon, reaching the Tors within an hour, and within 20 minutes find evidence of a goblin scuffle, with tracks leading south into the woods. After about 45 minutes of searching, they spot a small shack at the mouth of a cave. Marisiel advances and finds a goblin and goblin dog in the hut. Reporting her finding and getting in position back near the hut, the others advance; Kyra wasn't quiet enough and caught the goblin's attention! The goblin and goblin dog were joined by two others that were waiting in the cave entrance. Before the group was able to kill the defenders, Marisiel was dropped out of the fight by one of the goblin dogs, both she and Keysoni's familiar, Apple, being infected with rashes by the dogs.

Kyra healed the group's wounds (and infections) as they prepared to enter the goblin's lair in the cave.


214XP
In Real Life ?, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy.

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Ankhanu
Council of Darkness
Ankhanu
Council of Darkness
Joined: 4:06 PM - Aug 12, 2006

1:31 AM - Oct 25, 2012 #4

Down the ladder, the goblin lair appeared to be a semi-natural cave formation, somewhat worked over seemingly by goblin tools. They bypassed some traps in the entrance and moved in, slaughtering goblins as they found them. One of the rooms was a shrine, with an adjacent alchemy lab... the shrine was to Norgorber, a god of secrets, poisons, thievery and assassination; an unusual deity for goblins to worship!

Their shaman killed, the group moved on to the sleeping/living quarters of the goblin lair. Merisiel tried to sneak in, but was spotted. A goblin wearing a bone crown beckoned them to enter, and do so quietly, some urgency in his voice. The fearful, eager goblin chief pleaded with them for help dealing with a large creature who had moved in and taken over the tribe, subjugating the goblins... the likely cause of the clan venturing forth to harass the Sandpoint travelers. With the promise of "shinies", the group agrees to help, if the goblins also promise to forsake attacking the travelers.

They move towards the throne room, Merisiel using her invisibility potion to sneak in and strike the first blow! She entered, spotting rubble indicative of a cave-in in the southeast corner, and a pile of treasures in the northwest... and an angry looking hobgoblin with six goblin guards in the southwest, in front of a goblin throne. With Merisiel's attack, the battle is met, but when the hobgoblin, Grumb, is killed, the remaining goblin guards flee, released from their servitude to the brutish master.

The goblin chief, Dirtnail, slinks in with his guards, intending to pay the group their promised reward, but Keysoni and Merisiel are already pawing through the treasure pile! This angers Dirtnail, and he tells them to stop and get away from the pile; while Merisiel stops, ready to move away, Keysoni refuses and continues searching through the pile as the guards approach. With the threat of attack imminent, and Keysoni continuing to ignore the angry goblins, Valaros steps forward, and convinces the goblins to stand down, and Keysoni to step away. When they finally comply, Dirtnail moves to the pile and pulls out two sacks of treasure, giving it to the heroes to uphold his end of the deal, and tells them to leave, their welcome clearly worn out.

Valaros grabs Grumb's body (and weapons) and the group leaves. Returning to town, they're greeted with appreciation, and, though no reward had been promised, Ameiko serves the group with free meals for a couple days to come.

Grumb had been wearing an unusual amulet that radiated Enchantment magic. Ameiko is able to identify it as being of Thassalonian origin, no one is sure what it is.
Merisiel pockets the amulet.

634XP
In Real Life ?, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy.

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Ankhanu
Council of Darkness
Ankhanu
Council of Darkness
Joined: 4:06 PM - Aug 12, 2006

2:51 AM - Oct 25, 2012 #5

Fall is moving in over the region; the nights are getting cold, the dark is coming sooner. It's been a couple weeks since the Spidercrush encounter, and the group have been hearing recent murmurs of unusual sounds and shambling forms in the woods at night near settlements along the Lost Coast Road, east of Sandpoint. Keysoni, while doing her elfy druid thing in the woods, had also seen an unusual, shambling, humanoid form in the woods two days prior. An acolyte of Sarenrae, in the Rusty Dragon during the conversation, adds that another acolyte had been sent to that area to investigate the events three days ago, and hasn't been seen since. He offers that if the group were to investigate, he would do what he can to see that they are rewarded by the High Priestess at the Catherdral. With thoughts of grave robbing and rewards on their mind, the group agrees, and heads out later that afternoon to investigate.

About 3miles out of town, they notice an old overgrown path off the Lost Coast Road, leading into the woods. Valaros, in a feat of Rangerly greatness, identifies that booted feet have been passing through the area recently, trampling vegetation and snapping branches.
Following the path, it gradually widens into a 20' wide road way, rather old, but well compacted, keeping vegetation growth sparse. The old road leads in to a run down, overgrown cemetery with five crypts near the center, surrounded by broken headstones.
They cautiously begin investigating the area. Merisiel notices that several graves throughout the cemetery seem to have disturbed earth, with foot prints leading to and from them. They checked the large central tomb, finding it seemingly unaccessed, the thick dust on the floor and sarcophagi being undisturbed. They close the tomb and turn their attention to the graves. Valaros begins digging one of the disturbed graves, using his shield. After some time, he impacts flesh... and a hand raises from the earth! Valaros steps back and a zombie pulls itself from the grave! They quickly dispatch this zombie, but ten more rise from graves throughout the cemetery! With some difficulty, the group manage to dispatch the zombies...

Though the zombies were surprisingly fresh looking for corpses over 200 years old (they must have been magically preserved), they see no signs of the missing acolyte...
In Real Life ?, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy.

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Ankhanu
Council of Darkness
Ankhanu
Council of Darkness
Joined: 4:06 PM - Aug 12, 2006

2:09 AM - Oct 31, 2012 #6

They continue to search the cemetery, checking the smaller crypts.
Checking the northwestern crypt, belonging to one Viktor Korounch, they find there has been some activity within in recent times. Valaros shifts the lid of the sarcophagus, finding a relatively undisturbed skeleton in fine robes; he closes it back over. Merisiel checks the crypt to the east, Helen Plast, it seems untouched. They check the Korounch crypt more closely, Valaros finds that below the sarcophagus seems hollow; Merisiel finds that the dust is slightly shifted on the east side of the sarcophagus, and finds a trigger plate. Pushing the plate, the sarcophagus shifts revealing stairs below, into an unlit space.

Merisiel sneaks down, by the light of Valaros' hooded lantern, finding a hallway with ten alcoves with a basic sarcophagus in each. The name plates on the sarcophagi list various Lieutenants. They all enter the lower crypt, Merisiel and Fidget noting that the lower section appears about 100-150 years younger than the upper crypt. Fidget recalls that near the fall of the old settlement there had been a minor civil war involving the local military and the forces of an usurping wizard, and this crypt may be related to this period.
Merisiel finds a well build and concealed pressure plate 5x10' across the hall near the double door at the southern end. Jicha detects minor evocation magic on each of the sarcophagi. Merisiel and Keysoni jump across the pressure plate, but Jicha trips up in her attempt, triggering the trap. Simultaneously, the doors of each sarcophagus slides open, revealing skeletons in each! The group manage to defeat the skeletons with minor injuries, and continue on to the double doors.

Opening the doors, they find a large chamber with decorative columns in the corners, a large incense censure near the door, a central ornate sarcophagus on the south wall, flanked by two sarcophagi that are less ornately decorated. Evocation can be detected on the sarcophagi and a general field of abjuration can be felt in the room. Near the western sarcohagus, they can see a body in robes dedicated to Sarenrae! Merisiel enters, slowly moving towards the body, checking for traps as she goes. As she passes the censure, suddenly the sarcophagus lids fall aside, two skeletons in breastplates with fine longswords emerge from the flanking sarcophagi, and a mummy wearing ornate bangles and a medalion rises from the central one, it looks at the group and states, "You have disturbed Lamaresh!! You must perish!" The skeletons launch their attack!

The battle with the skeletal champions and mummy goes poorly, with Merisiel being cursed by the mummy, and she and Valaros being paralyzed with fear! Things are looking bad until Fidget realized that while mummies are generally tough, they are vulnerable to fire! Between their jars of alchemist fire, a positive energy charge and Keysoni's magic stone attacks, the undead creatures are heavily eroded. Though Merisiel and Apple were knocked unconscious, the group is successful defeating the monsters.

They investigate the room, finding a magic fan in the central sarcophagus. The dead acolyte of Sarenrae was looted by Merisiel when the others weren't looking, but she noticed that he was somewhat more pallid than most bodies. The others take a look and it's determined that the body's been exsanguinated! There is a precise cut in the throat where the blood was removed, but there is no blood on the floor... What looks to be burned blood is found on the edge of the censure, and it may have been used in the creation or maintenance of the mummy, but certainly less than a full body's worth of blood.
Unsure of the situation, and badly hurt, the group take the body and return to the Sandpoint cathedral. Though distressed by the news they bring, the high priestess cures Merisiel's mummy rot, and gives them an Amulet of Natural Armor (+1) as reward for their daring, to keep them safe.

1250XP
Level Up!
In Real Life ?, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy.

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Ankhanu
Council of Darkness
Ankhanu
Council of Darkness
Joined: 4:06 PM - Aug 12, 2006

7:16 PM - Mar 11, 2013 #7

Having returned Lamaresh to death, and returned the body of the acolyte of Sarenrae to the clergy in Sandpoint, the group found themselves with some down time. After a few days of rest, Keysoni, Kyra and Fidget plan a trek to visit the Twilight Academy in Galduria, and the others accompany them for a change of scenery. Following a week or so in Galduria and learning about the Academy, they return to Sandpoint.
Nearing the end of their journey, the group is suddenly beset by a camp of barbarians (Shoanti by the looks of them), complete with camp fire, appearing on the road behind them! Both groups seem bewildered by this turn of events, the barbarians seemingly plucked unawares from their home, and the heroes suddenly met with confused barbarians¬Ö confused barbarians tends to lead to angry, raging barbarians. The barbarians jumped to their feet and drew their weapons, yelling in their language; one, who looked like he may be a chief, or the like, demanded to know, in broken Common, why the heroes had used their evil magics to bring them there. They tried to convince them they were not responsible, but they were unsuccessful, and the barbarians attacked their assumed assailants.

The struggle with the Bear Claw clan was pitched, but the heroes managed to (barely) triumph. The battle done, and the bodies removed from the road, the heroes limp back to Sandpoint.

? XP
In Real Life ?, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy.

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