Poortown

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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Do you smell Bacon?

(I arrived a bit late so some of the backstory may be lacking – and my notes weren’t as good as last time. Send me any embellishments I should include)

The keep and our stalwart heroes were surrounded by a group of 30 “pig faced humanoids”. Removing the rock holding up the portcullis in an effort to slow their assault proved useful. Olin arrived from Artemis with a elven companion by the name of Ellis. Zog also arrived at the keep at this time, leading a ragtag group of about 120 Balanians. Some such as Mog and Bog accompanied Zog as the advance scouts. Suspiciously missing were Dog and Hog, the seldom spoke of cousins. Anyway, all 3 groups engaged the piggies. Zog’s crew did well although some such as Mog were lost. RIP Mog, RIP. Olin and Ellis also dispatched their fair share while Olin attempted stealth upon the main pack of Orcs. A number were able to lift the portcullis and make their way into the keep. Ramahut, Benn and
Jenar were able to defeat those inside.

The orcs turned out to be a caravan of some sort and had a huge chest of loot with them, which will be detailed separately. Upon cleaning up the bodies properly, the Balanians made camp within the walls of the keep and began preparations and repairs.

At this point the party decided to return and tackle the gargoyles. Carefully putting the the Balanians on guard, in case the ’goyles decided to attack easier targets, we returned to the aviary and examined the statues again. In attempting to break one of them they all came to life and attacked the party. The battle was fierce with the combatants splitting their attention amongst the 3 gargoyles. they were difficult to bring down. One of the more dramatic moments was when, Zog, using his boots-of-leaping-and-effeminate-dancing, leapt over a gargoyle and attacked it from behind. Grabbing hold in a bear-hug, he flung himself and the gargoyle out the window. It grasped at the ledge outside as Zog dangled from its feet. Jenar and Rahmahut attempted a rescue with the 10 foot pole, but it was not to be. Zog plunged to the ground. The gargoyle died, but Zog landed well enough to survive the day.


Treasure obtained:
From Orcs:

  • 2000CP, 5000SP, 1000 GP
  • 4 gems (1a amethyst 50gp, 1b tormaline 100gp, 1c ruby 100gp, 1d quartz 25gp)
  • 1e pendant 70gp, 1f starstone bangle 1000gp, 1g signit ring 60gp, 1h silver chain 80gp, 1i diamond tiara 500gp
  • 1j potion that constantly changes colour (polymorph)
  • 1k potion that is pale green (healing)
  • 1l Jet Black Vibrating sword (+1 long sword) taken by Ellis
  • 1m Wood Wand (coloured red to white) taken by Genar
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the Return to the Keep

Additional provisioning was done in Artemis. Bob Researcherson is the sage.
Olin is ill and was left behind, he may catch up with us. Zog is retrieving the Balanians still.

4 flasks of holy water were bought at 25 gp apiece. also bought were a map case, crowbar, 10 foot pole, 2 flint and steel, 1 garlic (3 cloves), 1 hammer, 1 ink and quill pen, 1 lantern, 1 steel mirror, 40 oil, 1 paper, 1 silk rope and grappling hook, 1 shovel, iron spikes (10), torches (16), 2 weeks provisions.

2 hirelings were obtained by Benn: A Magic User Darnon and Garhack the fighter.
We returned to the tower and forced the portcullis up, shoving boulders underneath to keep it open. We entered the front hall. The interior is strangely undilapidated unlike the exterior. In the great hall there is a ghost who tries to sit on the main throne, but is repulsed. An attempt to pry up the throne failed and infuriated the ghost. Communication was attempted but he speaks a tongue unlike anything we’ve ever heard before. We moved on.

The armoury contained standard weapons of no special import and one magical shield which was acquired by Jenar. It sports the sigil common to tapestries around this keep. The adjacent room contained a horde of skeletons and zombies. They were defeated handily however using up 2 of our holy waters.

Further in we found a trapped corridor. Darnon and Garhack were crushed by falling rocks along with Benn. Darnon and Garhack died. They were buried properly in a funeral pyre (outside the keep, no rising from the grave thank you). Last rites were administered by Ramahut Kinslayer who apparently is multi-denominational.

After much discussion it was decided that we were not going to “go back”, and we returned to the keep. We were a lot more careful from this point on, with the fighter and paladin up front, ready to attack and/or Turn Undead, and the elf in the back with a oil bomb ready to throw into the room if anything appeared.

Next we found the sleeping quarters / barracks. Going up one flight of stairs there we encountered a prison with undead chained in manacles. Ramahut turned undead and they literally tore themselves to pieces trying to get away. Adjacent was a office which a secret drawer contained a journal.

The journal is written in some unknown language. The language itself is magical as if each word is infused with some small amount of magical power. Jenar used read magic to decipher it. It was written by the commander of the keep. He writes of concerns of mutiny and suspected his first lieutenant. This keep is a frontier outpost established by a (nation?) from the east. They were under strict orders not to cross the mountains (to the west) unprovoked. No indication of why everyone was undead (I presume, no mention from Basil).

Proceeding onto the parapet, we found a hidden key. Returning to the barracks, we noticed a secret closet with 200 gp, 2 vials of blue liquid and 2 magic scrolls. We then used the key to open the other door and ascend up the tower. At the top was a aviary that shows no signs of recent use. 3 statues (about 3-4 feet high) of scary mean looking bird-like creatures are around the periphery. Sprinkling holy water on one of them prompted a nightmarish scream to be heard (but it did not emanate from the statue).

And it ended there, with the 3 of them wracking their brains trying to figure out how to deal with the gargoyle birds and survive. Perhaps one or both of their legionnaires may arrive at an opportune moment…

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Missing Session Reports

From the end of Matt’s DM’ing, through Rob of the West’s DM’ing and then Basil there have been no session reports until Morry joined and set up Obsidian Portal site.

Thanks Morry!

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Blight Ho!
In which our heroes head into the wilderness

When we last saw our brave heroes, they were finishing up a day of shopping in the city of Artemis. In order to secure a 10% share of Flint & Steel, they formed a company of their own, called The League, Fellowship & Brotherhood Sworn to Discover all that is Unknown, Unconquered and Hidden. They went to a local magistrate’s office to have the Charter of their new corporation drawn up and notarized. After a much longer than normal wait, a clerk appeared, demanding that they follow her deep into the underbelly of the scary municipal offices. In a small office, deep underground, the party learned that an edict had just been passed down:

“All adventurers who wish to form a Chartered Exploration Corporation must pay Despicably Corpulent amounts of cash to the local government, to pay for damages to public and otherwise insured property that may or may not have been set on fire and urinated upon. So there.”

Their charter signed, and them much poorer than they thought they had been, our heroes made their way back into the streets of Artemis. On the way out, Olin’s sharp ears heard a soft voice saying “Ok, we can repeal that edict now, we got enough to pay for Poortown.” And another voice responding, “But didn’t we just spend as much as they gave us to push the edict through the Senate in the space of 2 hours?” To which the first voice replied, “Shut up,” then more quietly, “I hate you.”

The party spent their last night in Artemis back at the Cocoon Hotel. Ramahut fell into a deep sleep, finding himself once again in the pearl-palace dreamscape. But instead of following the silver carpet into the throne room, Ramahut elected to sit for 8 hours in the ante-chamber, wondering what the Platinum Dragon might want from him this time – after all, it didn’t go well the last time he dreamed of this place.

In the morning, the party enjoyed a traditional Balanian breakfast of fried otter tails, pond scum and broiled goat’s udder. The crazy cat lady did not make a repeat performance. Despite her absence, however, when our heroes went to the stable to collect Smokey and their new horses, they once again noticed fresh humanoid tracks in the bear’s stall.

The hardy company saddled up, and proceeded to ride through the streets of Artemis, across the river and into the lower merchant quarter, where the offices of Flint & Steel are located. As soon as they entered the borderline slum district, Halflings dressed in vibrantly colored clown costumes began to march out of alleyways and doors, all to the beat of a loud bass drum. When 50 Halfling clowns had gathered around the party, they began to sing:

Oompa Loompa, Ramabut Whelp! Never around when his partners need help.
Oompa Loompa, Ramabut Whelp! Answering peril with a sonorous yelp!
__
His only thought is collecting tongues,
And dancing in the blood of the unarmed ones.
__
He may not be brave, but he’s very kind,
Leading friends to their death from the very behind!
__
Ramahut barely kept his rage in check. Zog was singing along and clapping his hands, and even Smokey could tell that fun was being had – he marched along with a big bear grin to the sound of the drum beat. When the performance ended, the Halflings lined up beside the road, and Zog handed each one a few coppers for their performance.

At Flint & Steel, Fundo Draconia met the party, thrilled that they were ready to begin. “The sooner you get into that mine and sort out the problem, the sooner we can all go back to making money!” Fundo led the party out the city gates along a cart track to a small train station. The train arrived, circled a loop of track, and stopped. Billibub, a dwarf, and the train’s engineer, helped the party secure their horses in the rear car, and made sure they were all comfortable in the passenger car.

The train set off, and Fundo rode back to Artemis, bidding the party a happy farewell.

Zubair and Ramahut, neglecting to notice the sign forbidding passengers from entering the engine, went forward to speak to Billibub. Zubair asked some questions about the workings of the steam locomotive, finding that it was not, in fact magical, but worked by burning coal to heat water, creating steam, etc. etc. You all know how a bloody steam engine works, and if you don’t, I’m sure there’s a Wikipedia article about it.

Ramahut pulled a lever, and the train ground to a halt. Billibub, clearly not impressed, ordered Ramahut back into the passenger car. While Billibub worked diligently to get the train moving again, Zubair asked about what was happening at the mine. He learned that the last few crews who went down into the mine have not returned, and a few survivors of previous crews refuse to talk about what they saw. Zubair retired to the passenger car, none the wiser about what the party should expect down in the mine.

After a short while, the train came to a halt once again. Out the window the party could see they were in a channel that had been blasted out of bedrock, 10 feet high on either side to create a level train track. Billibub came back into the passenger car, announcing that there seems to have been a small rockslide that is now blocking the track. He asked the party if they would mind helping him clear the rocks so they could get underway.

Everyone pitched in, even Ramahut. But no sooner than he had bent to the task of lifting a small boulder, a crossbow bolt whistled by his ear. He whipped around, only to take another bolt full in the chest! Quickly shaking off his injury, Ramahut climbed the rock wall, to find two Halfling thieves firing crossbow bolts down on the party. “I’ll kill you you clowns!” But the Halflings jumped down into the channel to fight.

Two more bolts were fired from the other side of the track, and two more Halflings leapt into battle. The heroes quickly dispatched their would be robbers, and cleared the rubble, making way for the train.

An hour later, the train pulled into the miner’s camp. Benn asked to see the foreman. Billibub lead the party to a large tent, where the camp foreman, a burly dwarf named Gruff McBuff, was working out. Gruff shirtlessly re-iterated what Zubair had already learned from Billibub, along with brief directions through the mine to the other side. And the party set off for the mine, with Gruff’s well wishes – “I hope you don’t DIE” – fresh in their hearts.

In the mines, a sunrod was attached to Smokey. The party walked east down a short tunnel, which opened into a large chamber with a pillar in its center. There were 3 additional tunnels branching from this room, one to the south, one to the east, and one to the north, and of course, back to the west, the way they had just come. The northern tunnel was blocked by a recent cave-in, and two sounds could be heard: calls for help from behind the fallen rocks, and the sound of eating from the southern tunnel.

Feeling hungry, I guess, the party decided to follow the sounds of eating before they tried to rescue the trapped workers. Heartless bastards, every last one of them. For all they knew men could have been bleeding out behind those rocks!

Heading south, the sunrod’s light revealed a smaller room, with an enormous pile of dwarven corpses being fed on by 6 scary zombies. 2 corruption corpses, 2 rotwing zombies, and 2 zombie hulks. Like, zoinks, Scoob!

Zubair cast web on the room, immobilizing the zombies, and allowing Smokey and others to block the exit. Midway through the battle, a crippling blow was delivered to Smokey, and the bear went down. Much to everyone’s shock, there on the stone floor, where Smokey the bear had just been standing, lay a human boy!

Soon after that, the fight was over, Olin discovered a secret door. Benn went in to find a locked iron chest.

But wait – the 2 zombie hulks were getting up again! The horror! By this time, Smokey the … boy? had been stabilized and healed, and had run back to Zog who was minding the horses. While Zubair, Olin, and Ramahut fought the still apparently undead hulks, Benn’s greed got the better of him and he stayed in the secret room, trying desperately to unlock the chest, and presumably slink away with whatever was inside, never to be heard from again. At the last moment, however, Benn’s conscience kicked into gear, and he opened the chest, collected 500 gp, and a 500 gp diamond, and joined the fight. He even told the rest of the party about what he found. What a great guy!

Taking a short rest – “help, help! We’re still stuck in here!” – the party learn that Smokey doesn’t speak common, and seems somewhat attached to Zog, though he looks sort of uncomfortable in his human form. He also looks completely naked, and though they gave him a crossbow, they didn’t give him any clothes. We can only assume that every last one of them is a skeevy pedophile.

FINALLY, the party returned to help the trapped miners. Zog and Smokey, who worked clumsily in his human form, began to dig out the cave-in. Meanwhile, from the eastern tunnel, a corruption corpse and a rotwing zombie appeared! They were killed quickly, but then another pair appeared at the end of the hallway.

Completely going against everything he believed in, Ramahut rushed down the hall toward the zombies, and barely missed falling through a false floor pit trap with a 20 foot drop and poisoned spikes at the bottom. Oh well, the DM can’t win them all.

Most of the party successfully jump over the pit trap, leaving the 2 bear people to dig out the cave-in. No sooner were these two zombies killed, than another 2 appeared. Zubair cast light so they could find the spawn point and go home, for the little men inside their heads were tired after 6 hours of gaming. But alas! What they saw was another room, with a strange stone doorway that seemed to suck light into it. Over it was carved a symbol that kinda looked like this: C:= (if you rotate that clockwise).

On either side of the doorframe, were two pale humanoids with strange, black tribal markings, and black armor. They look kinda mean.

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Aftermath

As you guys will remember, you ran into the Ritual of the Avatar ceremony just as it was beginning but were able to rescue most of the captives before any major harm befell them and you slayed both Thoth-Amon and the mysterious cloaked figure (Gorigaaz) who seemed to be leading the ritual from above.

While your big battle was raging, Lincoln, Zubair and Klodok were occupied elsewhere. At first they were repelled the sparse reinforcements that came to repel your interruption of the ceremony. At some point Klodok (the Minotaur Ranger that Sandy’s nephew was playing) sensed the captive Minotaur villagers that he was intent on rescuing. So he then led the trio off to release those captives.

Since a Gnoll was sacrificed during the ritual of the Avatar, the tribe of Gnolls that had been storming the encampment became enthralled to Thoth-Amon. At that point they stopped battling the goblinoids guarding the perimeter of the camp and a large mass of the thralls started tearing back to the ritual site. But luckily for you Thoth-Amon was slain before they arrived. Once they regained their own will, most of these monsters were quite disoriented, with some of the goblinoids having lost days or weeks of their memories. The Gnolls however were mostly just enraged at having their wills subverted and they tended to start slaughtering the now disorganized goblinoids.

With the guards abandoning their posts, Lincoln and Zubair were able to sneak into the largest tent and managed to grab some gold statues, a few magic items and some interesting looking scrolls before the hyena cackles of the Gnoll tribe over-running the camp warned them away. While Zubair elected to regroup with the main party Lincoln split off to join Klodok to help him defend the Minotaur villagers from any raving Gnolls or Goblins.
The magic items and loot that Zubair brought back to the party was already accounted for in my earlier post about the rewards from the last session.

So, I would say that we aren’t exactly at an extended rest point in the story, what with all of the PO’d gnolls running around. So, keep your character sheets from the end of the last session. Maybe the gnoll war tribe will encounter up the one gnoll that was present when Thoth-Amon was slain and wouldn’t see us as targets for revenge.

I would envision that the six of us would have regrouped at the base of the cliff side and we would need to determine if we want try to reason or fight our way through a bunch of gnolls, or try to hide and wait it out, or find another exit from the area.

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Toth-Amon Defeated

You had the tools, you had the talent, you neutronized Thoth-Amon. You know what that means? A complete particle reversal.

Here is a summary of your XP rewards and loot from Thoth-Amon’s camp.

Total XP value of all hostile monsters that were slain or surrendered: 4000 XP

Thwarted the Ritual of the Avatar and plans of the Baphomet cultists: Major Quest reward: 1200 XP

Rescued most of the druids: Minor Quest reward: 200 XP

Rescued most of monster race captives, without killing any of them: Minor Quest reward: 200 XP

Total XP: 5400, 900 XP per each PC, raising each of your total XP to 7150.

Loot:
Level 4 Heavy Battleforged Shield (Arm/Offhand)
Level 5 Bloodthread Cloak (Cloth Armour)
Level 5 Girdle of the Oxen (Waist)
Level 6 Dynamic “Short Sword” (Dynamic weapon’s power is that they can transform into any weapon)
Level 6 Goblin Stompers (Boots)
Level 7 Amulet of Resolution (Neck)
Level 8 Brooch of No Regrets (Neck)

2 x Potion of Healing
1 x Elixer of Dragonbreath – Fire

Precious Gems and Golden Idols to Baphomet worth 1800 GP.


I could make up some information that you are able to glean while ransacking the camp, but I should consult our new DM Robert first.

Cheers all. It’s been really fun DM’ing for you. I’m really looking forward to being able to focus in on playing one character with you again.

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Yenol

The party continued making their way across the Linvale. As the twilight approached the party noticed rising smoke and a the dim glow of camp fires to the north. Sending their stealthiest members, Lincoln & Klodok, to investigate, they learned that a large war party of Gnolls were camped there. After consulting the religious knowledge of Ramahut, the party reasoned that as followers of Yeenoghu, the gnolls were likely to be coming to oppose the cultists of Baphomet that had taken up residence in Yenol.

Not wanting to risk a dangerous encounter with vicious and typically un-reasonable sorts, the gnolls were avoided. The party took a rest, but departed in the early hours of the night, hoping to reach Yenol just before daybreak. Finding a route that skirted the edge of the swamplands the surround Yenol, the party was making good progress until they started to get bogged down by some thicker undergrowth. Before too long, the party was somewhat separated, and they came under attack by a cohort of Vine Horrors and Shambling Mounds. Luckily these monsters were dispatched before anyone was consumed by a Mound. After hacking it to bits, they discovered the remains of a Hobgoblin that had been wearing a +2 Meliorating Plate Armour, which was claimed by and re-adjusted to fit Greebal.

Despite this delay, thanks to the mountaineering skills of Eglath, the party was able to make their way up into hills and find a safe vantage point to oversee Yenol just as dawn was breaking. While this was a safe vantage point, there was not a great amount of detail to the observations that could be made from here, expect to see that their was a large encampment of tents scattered amongst the ruins of Yenol, some penned off areas for domesticated wolves and boars and off to the north the smoke from the Gnoll war band could be seen.

Needing more information for the party, Olin risked the trek to another hill that was closer to danger. He was able to avoid detection coming and going and he was able to notice many interesting happenings. He saw a large tent decorated with red sashes in the centre of the encampment, from which a large minotaur emerged. This minotaur was gesturing and giving commands to hobgoblins and a couple other minotaurs. The hobgoblin commanders were rushing off to marshall a defense of Yenol from the approaching Gnolls; with most of the encampment’s forces mobilizing towards the Gnolls. The two subordinate minotaurs each led a gang of goblins to bring forth from a couple different tents the druids and other kidnappees from an assortment of races. All of the prisoners appeared to be moving as if shackled to one another. The prisoners were being led off from the encampment towards the nearby steep cliffs that site beside where the river sweeps down a waterfall.

Deciding that prompt action was required Olin returned. Then the party left to find a parthway through the mountains to the area Olin saw the druids being taken. Along the way they were attacked by some goblins who were overheard saying “We must hurry, the ritual is starting early.” These goblins were easily dispatched and a quick search of their bodies revealed a Venomous Whetstone and a bag of rubies worth 300 GP.

By following the telltale signs of large bonfires being set, the party was able to make their way to where the ritual is to take place. Klodok, Lincoln and Zubair attacked from afar, and pulled off the sentries guarding the ritual and the remaining party members were able to approach the site….

XP rewards (per PC) for this session are: 225 for the first combat, 175 for the for second and 100 XP for miscellaneous problem solving, for a total of 500 XP, bringing the total to 6250.

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On to Toth-Amon

A few sessions are undocumented, one DM’ed by Rob of the West involved getting out of Poortown, and a second one a last minute session run by Sandy that took us to the Feywild. We know have Matt DM’ing

Upon returning from their excursion into the feywild pocket universe, Benn, Ramahut, Olin, Eglath and Zubair are encountered by Zog, Lincoln, and Klodok who inform them that many days passed during their absence, even though their perception was that less than a day had passed.

Zog and Lincoln had been searching the area where they disappeared for signs that they had been killed or captured. During this searching they have encountered Klodok, a young minotaur ranger, whose village was recently ransacked by Baphomet cultists and prisoners were kidnapped. After some introductions and relating their recent experiences, Zog informs them that the ritual sacrifice of the druids to Baphomet is expected to happen in the evening of the day after the next.

So the party of Zog, Lincoln, Zubair, Klodok, Ramahut, Eglath, Olin and Benn set off back to Luusi’s cabin to retrieve Greebal and make final preparations before making their way to Yenol. En route to Luusi’s cabin the party is beset by a large contingent of Hobgoblin’s led by a glaive-wielding boar-riding Fleshcarver. After failing to convince that they were also followers of Baphomet, a battle ensued. The scope of the battle was so large that Zog, Benn, Ramahut and Klodok are fighting one group of the ’gobs, including the leader, while the other heroes face off against other opponents off screen.

After a fiece, closely fought battle, that saw Ramahut nearly get washed away, the party vanquishes the gobs, claims the Fleshcarver’s magic glaive and amulet, finds some gold and magic ritual components strapped to the boar and reaches Level 5!

After feasting on roast boar the party reached Luusi’s cabin where they took an extended rest and set out for Yenol in the morning. After consulting a map of the Numerian Valley, the party opts to take a fairly route that skirts to the north edge of the swamplands that are west of Yenol.

After travelling for several hours the party spotted some wolf-mounted riders patrolling the valley. Spoiling for a fight, they raised their standard up high and Zog attempted some Belanian music. The wolves keen hearing easily recognized this music to be a threat and the riders charged in to attack the party with maximum prejudice. Again, Zog, Benn, Ramahut and Klodok dealt with one contingent, while the others dispatched the rest. This was relatively simple encounter for the party, which earned them 200 XP.

Perhaps more importantly, they were able to intimidate a Hobgoblin into surrender, at which point they tortured him for information on Yenol and the ritual. From this interrogation, and Benn’s own limited grasp of the region’s History, they were able to glean that Yenol was a mill-town, built to take advantage of the river flowing down from the peaks above. But some kindof dispute arose and the residents tore apart the town and each-other. And for the ritual, they learned that it will be a great blood-letting and the blood will be drawn from the sacrifices by Baphomet himself! At which point he expired.

And for that last little social/intelligence gathering encounter would be worth 50 XP. So, in total the party should be at 5750 XP.

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