Poortown

Run Away!
In which our heroes take the running tour of the dungeon

To be written.

Party kills master orc, but has darkness dropped on them while pursuing the rest. They run! Right into a hobgoblin lair… and more hilarity ensues.

Monsters Killed: 1 Orc (1HD), 2 Beserkers (1HD), 3 Centipedes (1HD)
Treasure found: Onyx Cup of the Devan’ku (1000gp), 3 incense (?gp), gold saucer (40gp), Mahogany box (1400gp), Gold incense burner (400gp), large black opal (1000gp)

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Welcome Master!
In which Ramahut once again gets the party into a pickle

While Raxtash is off killing Zombies, the stalwart party decides to do what they Ramahut promised and get all the gold in Kresnak’s dungeon. And possibly pick up a rather important arrow:

Arrow of Demon Slaying that he always kept close at hand in his lab when working on portal research. It is described as a finely crafted arrow with a silver tip, a white spruce shaft, and feathered with the feathers of a Succubus. It can be used but once and if it hits its target, the target is slain in the material plane, or gravely wounded if on their home plane.

Along the way they defeat (with varying degrees of apprehension) the albino 4 armed apes (grillons?) and stumble into a room “decorated” with a very large lodestone. while trying to avoid being pulled into the magnetic field and stuck to it and forcing the far door, they are surprised by 9 orcs.

Treasure obtained:
blue Quartz 70 gp, Chrysopraised 50 gp, Amber w/dragonfly 500gp, Moonstone 100gp, white opal (cat skull) 750 gp, bejeweled dagger prised from the lodestone: 1000gp.

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Zombies? What Zombies?
What do you do AFTER unleashing the Apocalypse?

Summary TBD

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Creepy, Creepy
Deathcult crypts aren't nice

Summary TBD

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The Mountain Crypt
whereupon we discover that burning is not always the answer

Summary
Shrian finds in his research word of a crypt buried in the mountains that contains powerful magics and wealth. He convinces the party to head up the mountain. The meet old Zeke who claims he came here from Draconia, a place they’ve never heard of. He talks of an evil place up the mountain.

When arriving at the crypt they find a snow covered cemetery with some weird other-worldly sound emanating from somewhere. After some searching they find a plant choked tunnel down. Shiran lowers a torch and the plant whips a tentacle at it. He promptly pours oil down the pit and lights it on fire. The plant burns and the sound stops… 20 minutes later all hell breaks loose as the undead rise from their graves. The party runs back over a ridge and Glimnig casts a illusion spell to make them look like a rock. They watch as 10,000 undead go roaming past.

More creepty stuff happens…

Players
Kasia – Rho – Cleric of Alexandria – Level 3
Sandy – Shiran – Magic-User – Level 6
Paul – Ramahut Kinslayer – Paladin – Level 6
Basil – Glimnig – Gnome – Level 1
Morry – Jenar – Elf – Level 5

Hirelings
Glendor the Fourth – Fighter – Level 2

Encountered
6 zombies – 6 × 2 HD x 100 = 1200 XP

Treasure
none

Experience
1200 / 6 = 200 xp (210 xp @ 5%, 220 xp @ 10%)

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Gelatinous Slam
A 10' jello is dangerous

Campaign Date – Sometime in September

Summary (Expedition C)
A second foray is made deeper into Kresnak’s. After dispatching a troll at the entrance, the party come upon a ghoul lair and their loot. Then then surprise a goblin party examining a fountain. Glimnig uses his illusion to scare them off. The fountain is examine and determine to be valuable but extremely heavy. A passage end in a secret door that opens on another passage. A large room contains a gelatinous cube that slam Rho and breaks her arm. After spotting a figure with a torch in the distance who leaves on sight of them, the party decides to retreat to safety.

Players
Kasia – Rho – Cleric of Alexandria – Level 2
Sandy – Shiran – Magic-User – Level 6
Paul – Ramahut Kinslayer – Paladin – Level 6
Basil – Glimnig – Gnome – Level 1
Morry – Jenar – Elf – Level 5

Hirelings
Glendor the Fourth – Fighter – Level 2
Pendor (Halfling) – Fighter – Level 1

Encountered
1 troll – 6 HD x 100 = 600 XP
4 ghouls – 4 × 2 HD x 100 = 800 XP
11 goblins (driven off) – 11 × 1 HD x 100 = 1100 XP
1 gelatinous cube – 4 HD x 100 = 400 XP

Treasure
8000 cp
1000 ep
3000 gp
ring (40 gp)
crown (1300 gp)
Troll head

Experience
6820 / 5 = 1364 xp (1432 xp @ 5%, 1500 xp @ 10%)

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Into Kresnak's Keep
Monkeys don't like fire.

Campaign Date – Sometime in August

Summary (Expedition B)
Lapoi decides to move on. It is decided to found a University in New Balania. A first foray is made into Kresnak’s keep. Albino apes are driven off and an evil sword obtained. After much debate, a black widow spider is taken down; but only a measly 94 coppers found.

Players
Kasia – Rho – Cleric of Alexandria – Level 2
Sandy – Shiran – Magic-User – Level 6
Paul – Ramahut Kinslayer – Paladin – Level 6
Basil – Glimnig – Gnome – Level 1
Morry – Jenar – Elf – Level 5

Hirelings
5 Light Foot (Leather & Short Sword) – Mihajlo, Branko, Vlastimir, Dragulin, Slaven

Encountered
6 Albino Apes (1 killed, 5 driven off) – 6 × 4 HD x 100 = 2400 XP
1 Black Widow Spider – 3 HD x 100 = 300 XP

Treasure
94 cp
Magic Sword +1, Chaotic
Potion Viscous Red
Scroll – Cleric – Find Traps, Speak with the Dead
Scroll – Ward Undead

Experience
2400 / 5 = 480 xp (504 xp @ 5%, 528 xp @ 10%)

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Bowls of the Earth
Body of a bear, head of an Owl!

Campaign Date – sometime in July
Summary (Expedition A)
Explored hilly country just north of suspected location of Kresnak’s keep. Encountered family of giants; negotiations broke down, smoked them out. Found tunnels leading deep into the earth – dispatched a couple of Bowls. Fenzig fell to the giant’s stones.

Players
Kasia – Rho – Cleric of Alexandria – Level 1
Sandy – Shiran – Magic-User – Level 6
Paul – Ramahut Kinslayer – Paladin – Level 5
Basil – Glimnig – Gnome – Level 1
Morry – Jenar – Elf – Level 5

Henchmen
Fenzig (KIA) – Elf – Level 3
Lapoi – Elf – Level 2

Hirelings
5 Light Foot (Leather & Short Sword) – Mihajlo, Branko, Vlastimir, Dragulin, Slaven

Encountered (Hex 1214)
7 Hill Giants, 2 Young Giants – Killed, one young giant (Grodo) captured. (8HD x 100 xp x 7 = 5600 xp)
3 Bowls (Owl Bears) – Killed (5HD x 100 xp x 3 = 1500 xp)
30 Men (15 on foot, 15 mounted, one leader) – Avoided

Treasure
5000 gp, 4000 sp, 6000 cp
Potion (like mercury), Potion (clear with wisps), Scroll w/ Treasure Map, Scroll w/ 4 MU Spells.

Experience
5600 + 1500 + 5000 + 400 + 60 = 12560 / 6 = 2093 xp. With 10% bonus = 2302 xp. For Lapoi = 1046 xp.

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the Search for Zog
where you learn: some people are better off left for dead

7 weeks have passed since the defeat of the underthing. 7 weeks of reflection. 7 weeks of wonder. Zog has been gone for a long time, no word can be found. Jenar inquired both in Artemis and with the Elves. Benn, Jenar, Ramahut decide an answer must be found, so they set off. Having learned from prior adventures, this time they bring along some help. Henchmen are hired, as are 5 hirelings (henchmen get half shares of gold and XP, hirelings just are paid, no matter what gold you gain). They are:

  • Lappoy the loyal, a 2nd Level Elf (5 hp, AC 3, detect magic, ventriloquism, invisible) has +1 sheild
  • Fencig the fickle, a 3rd level Elf (9 hp, AC 4, read magic, light, detect invisible)
  • Cleric Tassit Servant of Brūūn
  • Moog? (need to find details)
  • and the 5 hirelings are: Pook, Tok, Vort, Gorm and Stuk.

As an added bonus, Smokey the Werebear joined us as well.

Scouts had previously followed the trail of Zog to a cave to the south that “smelled of fish”. We travelled south by horse for one and a half days, finding the cave marked by the scouts. (On the way we encountered a giant throwing boulders, but chose not to engage it). Entering, we immediately encountered a body of water. 3 swam ahead to see if there was an exit, and there was, the cave switched back to a second chamber behind us, but access was only underneath the water. We all swam, soaking our bows and crossbows, rendering them innoperable.

Upon exiting the water, the path forked and we took the right path due to the Werebear’s insistence that the right “smelled of fish”. Which in fairness it did. We found a large chamber strewn with discarded and broken items (pots, clothing, weapons and so on) along with other garbage. An ancient corpse, too old to be Zog, lay in the far end, with 5 magic scrolls still good in his sachel. They were (later) determined to be part water, lower water, and 3 breathe water spells. There was nothing else of interest in the room.

Returning to the fork and heading left, into which water was trickling, we came upon a smaller chamber, really just a widening of the corridor. 6 pairs of eyes met us from the far end, and attacked due to us invading their lair. 6 giant rats lined up 3 astride, which was the widest we could disperse. We made short work of them and were lucky to find 2 gems.

Later we find another lake, which drains out a vertical hole in the far wall. This hole leads to a vertical drop into another lake. We secure a line, climb down, and find a “beach” from which to continue. The only exit from there is a river leading due east. One of the crystals is tugging, but faintly, as if there is much distance between us and its destination. Nearly ready to go swimming, Benn uses his innate river senses to tell us that we cannot swim this river. Instead we hatch an alternate plan, as our Light spell was nearing its halfway point.

We returned to the surface, sent 3 of our men back to the keep to obtain pitch, water-tight leathers (to keep our bows in while underwater), provisions and more rope. On their travels they encountered an Ogre who took a swipe at them, but they rode by quickly and only took one hit.

Meanwhile, at base camp, we cut down trees, hauled them into the bottom cave of the river, and used our remaining rope to build 2 rafts capable of bearing 7 people each. Since we were 13 strong, this was enough. Since it was 3 days to obtain and return with the supplies, the Elves identified all the scrolls using read magic. Completing the rafts we set off down the river. A crocodile attacked one of our rafts, but Jenar Webbed it and, unable to swim (swiftly) the river quickly took us beyond its reach.

The river ride was longer than any had guessed. 2 days of travel by swift river, underground, to the Northeast brought us to a huge underground chamber. Which would have been pitch black except for what seemed a small hole in the ceiling, but the chamber, being so large, dwarfed the mansion sized hole.

The lake in this chamber though was not deep. In it swam pale, nearly albino fish-men, who seemed oblivious to us. Sailing into the chamber eventually brought us to another “beach”, where two fish-men stood, again ignoring us, and staring deep into the waters. They reeked of evil.

The crystal was pulling again at the center of the lake (as always) at some glowing structure. Using the part water spell, a 10’ wide path was made, and the party entered. The egyptians followed, and the israelites… Oh wait wrong story. We followed the path, 2 astride, down to the temple. There we found Zog. A Zog who was not quite a zombie, not quite a ghost. He was decidedly worse.

We attempted parley, but to no avail. The cleric and the paladin were obviously underpowered to turn undead Zog. Four fishmen joined in the combat, and were soon defeated, but it became painfully obvious that only magical weapons could hurt this echo of Zog. Zog attacked Ramahut and missed. Eventually Benn makes a run for the crystal planting spot, some of the henchmen follow. Zog attacks Benn in defense and hits. 2 levels drained. Benn fights again, and again Zog hits for 2 more levels drained. Ramahut uses flametongue to defeat Spectre Zog before Benn
lost all life.

The temple begins to rise to the surface, eventually pushing through the hole we saw from below. 3 of the hirelings who fled, Vort, Gorm and Stuk, died in the chamber below as it deformed and flooded. When it reaches the surface we enter and find Zog’s corpse, bloated and rotted. We take some of his kilt to show we found him, and burn his body. We were far far east, between Lake Benn and Lake Zog, and use the crystals to return to the keep.

Some of the henchmen returned to the cave mouth to retrieve the horses and found it was now a river mouth, no longer an entrance.

We returned home, and the mystery of Zog disappearance has been solved, but Benn has paid a terrible price. Will he continue adventuring? Seek magical recovery? Go on a monster hunt? Or retire and become Steward of the Blue Dragon Keep?

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Dragonslayers!
I can't believe we survived.

Well, we did it – the Dragon is dead. I had thought that Ramahut’s plan to engage the beast would have led to our deaths (and it did for poor Olin), but the rest of us managed to take down the beast.

The loot!

The loot!

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