Dragon's Demand: Funny, He Doesn't Look Druish

Game Date: 4/12/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 11
System: Pathfinder
DM: Rusty

The Party:
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz Furian (Matt) - Human Sorcerer
Tanith Tularn (Thomas) - Human Cleric
Vires (Daniel) - Human Alchemist

The Session:
I missed last week's session, in which they explored more of the tomb.  They dealt with a few floor tile traps, fought a few wights, and had a difficult battle with an incorporeal wraith.  As today's session began, the party was still hurting badly, with some of them suffering from stat damage.  The first thing we wanted to do was find a place to rest.  We considered resting in the tomb, but we really wanted to head back to town instead.

We exited the tomb, and immediately saw a few flying monsters.  It wouldn't have been a difficult battle, but the party was in bad shape and we got hit early with some bad effects.  Maffei was hit with a confusion power, and Halfbeard was exhausted.  It wasn't easy, but we finally managed to finish them off.  The rest of the trip back to town was uneventful. 

In town, we rejoined Raz and healed up. We asked the town historian about the Wraith we'd fought, and she said it must have been an important person in life.  After taking care of some other various business in town, we headed back to the tomb. 

Down a few levels, we found the last room we'd yet to explore.  The final tomb featured a large tile mosaic of a black dragon.  As we entered the room, we heard the ghostly voice of Tula Belhaim.  She knew we'd defeated the wraith, which she informed us was her husband.  She thanked us for setting his spirit free, and asked us to return his wedding band to her tomb.  It took a few tries to open the sarcophagus, due to a bout of poor strength checks.  But we finally got it open.  Inside was a corpse adorned with several magic items.  The voice told us to place the ring beside the body's head, and the rest of the loot was ours. 

The magic items included a +1 keen composite bow and some arrows designed to kill dragons, which we gave to our ranger Halfbeard.  Tanith took the +3 Breastplate of Luck, which looks pretty funny on him since it was designed for a woman.  Lilith took a magic longsword.  We couldn't identify it yet, but Lilith thought she heard it speaking to her.  Having found the equipment we may need to defeat Aeteperax, we left the tomb for good.

On the road again, we encountered another fire drake.  It started the battle by blasting us with fire, and we chipped away at him with our weak attacks.  On Lilith's turn, she hit it with her new found sword, and... damn.  Turns out it's a Dragonsbane weapon called "WyrmSmite", and it certainly does a number on dragons.  The drake didn't last much longer.

Next we wanted to check out the monastery where we're eventually supposed to present Aeteperax's ransom.  As we approached, we noticed a lot of kobold tracks around.  We explored the grounds, following the paths around the buildings.  Eventually a kobold voice called out to us, speaking through a building's arrow slit.  They asked if we were here to deliver Aeteperax's treasure.  We lied and said yes (actually we gave the neutral answer "We have gold"), and they directed us to see Aeterperax's "pet human." 

Instead of following their directions, we sneaked into the building where the voices had come from, and attacked the kobolds.  They were a bit tougher than most kobolds we've fought.  Shortly into the battle, we started to hear a bell clanging in the distance.  After the battle, we exited and saw a human clanging the bell from the top of a distant building.  We wanted to shoot him, but he was well out of range.

We walked into the courtyard, and saw a human sitting on a rock.  It was Azmur Kell, Belhaim's resident druid, who we'd been tasked to find earlier in the campaign.  He told us that his pregnant wife, Rima, was a captive of Aeteperax (if it really is Aeteperax, which we doubt).  Azmur must serve the dragon for one year in order to get his wife back.  The druid wasn't confident in our ability to defeat Aeteperax, and wouldn't give us much help for fear of betraying the dragon.  Still, he gave us a little bit of information about the area and some of the enemies we might fight... or hopefully recruit.  We ended the session there.



Reminders:
There is no game next week.  We'll resume the campaign on 4/26, though our cleric won't be able to make the game.

Dragon's Demand: Halfbeard's Hellish Hickies

Game Date: 3/22/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 9
System: Pathfinder
DM: Rusty

The Party:
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz Furian (Matt) - Human Sorcerer
Vires (Daniel) - Human Alchemist

The Session:
Last session we attended the auction of Hunclay's estate.  This ended in bloodshed (like pretty much everything else we do), as four batlike grioths and a red drake attacked the auction house.  No sooner had we saved the day, then the true villain made his appearance.  Aeteperax - a centuries-dead dragon of great renown - swooped down from the sky and threatened the town.  Perching on a roof where he could be seen by all, the dracolich ordered Belhaim's citizens to fulfill a deal he had made with the late Hunclay.  We are to locate and deliver some books of great power, along with nearly 800 thousand gold.  We have two weeks to fulfill his request or he will destroy the town.

So to recap, the dragon has made his demand, and now the campaign can now truly begin.  Today's session began with an emergency meeting of the town council.  They realized that there isn't nearly enough gold in the entire town to complete the dragon's request.  We suspect that Aeteperax knows this, and is looking for an excuse to destroy the town.  Predictably, the council asked us for our help to defeat the dragon.  To help us, the sheriff reluctantly gave us his +2 Ring of Protection, which Lilith now wears.  A retired adventurer also donated a Flametongue weapon, which we are giving to Tanith.

On day 1 of our two week time limit, we set out for Tula's Tomb to see if Aeteperax's bones were still there.  We used the tunnels under our keep to avoid the spying eyes of dragons.  On the way, we tried to check on our kobold friends to see if they could provide any aid.  However, we discovered the entrance to the kobold tunnels had been destroyed, and we found no signs of life.  We continued to the tomb.

Arriving at the tomb, right off we saw the dragon bones were still there.  A fifty-foot long dragon skeleton covered the graveyard.  So if these are, indeed, the bones of Aeteperax, how could he also be out and about to terrorize the town?  There was a mound of dirt beneath the bones, with a locked door.  We already possessed the key, but before we could enter we heard a noise coming from the dragon's skull.  It was some sort of mindless chattering, full of meaningless words and psychopathic babblings. 

As we approached the skull, an amorphous mass of mouths and eyes slithered out and attacked.  In the opening round, the gibbering mouther used its babbling power, and we all failed our saving throws.  We all started the fight in a confused state.  Then the mouther grappled Halfbeard, covering him with damaging hickies.  On their turns, Raz and Lilith attacked themselves instead of the enemy.  Next round the mouther engulfed Halfbeard.

Most of our attacks were absorbed by the mouther's damage reduction, but fortunately magic was still effective.  One of Raz's missiles finally finished it off.  We healed Halfbeard as well as we could, and debated whether or not to continue on.  Well, we'd come this far, and really wanted to see what was inside the tomb.  We used the key and opened the door.  Inside there was a five foot alcove leading to a long shaft.

We used a rope to lower Lilith down into the shaft, intending to pull her up if she faced something too heinous.  Nothing immediately ate her, so we followed down the shaft.  We were in an ovoid room (which reminded me a little of the Slave 1) with two small side rooms containing sarcophagi.  Lilith detected an evil presence from one of the caskets, so we opened that one first.  We saw a child-sized body with the head of a deer skull.  The room then filled with whispering sounds, like soft whimpers or sighs.  As Lilith leaned over the body, it bit the paladin's arm, causing fatigue.

It's wasn't a long battle.  Vires critted with an attack, causing the additional effect of fire vulnerability, but that never mattered because Halfbeard finished the creature off a few seconds later.  We then thoroughly explored the tomb, finally finding a secret door at one end.  The passage led to a spiral staircase, which led us further downwards.

The next level was shaped a bit like a cow's udder.  On the floor there was a large mosaic of a red dragon, which detected as magical.  An inscription on the on the mosaic instructed us to "give the dragon her due".  We tried applying fire and gold pieces, but neither caused any reaction.  There were a few more sarcophagi in the room, one of which had a magic aura. Inside was a soldier's body, wearing a magic ring and shield.  The latter is a +1 shield with 10 acid resistance.  We haven't identified the ring yet, but we know its enchantment is related to necromancy.

Three of the side rooms contained black marble pillars, which had niches holding urns.  We felt magic coming from the pillars, but not from the urns themselves.  There was another spiral staircase on this level, leading even further down, but Halfbeard was still hurting and we didn't want to push it.  We decided to head back to town for now.

On the road back to Belhaim, we encountered an angry flame drake.  He wouldn't listen to our attempts at diplomacy, and shot toward us, blasting us with fire.  Most of us took 20 damage before we even got a turn, and it was enough to knock Raz out.  Lilith, who still hoped to get past the drake without a fight, picked up Raz and started to run.  The next round took out Vires, at which point there was no getting out of a battle.  It was a scary fight.  Maffei finally killed the drake, taking great advantage of the creature's vulnerability to cold.

We limped back to town, badly damaged but alive.  We healed up and sought out Bassy, the town historian.  She was quite impressed by everything we told her about the tomb.  We asked her how those could really be Aeteperax's bones if the dracolich was out and about.  Bassy didn't know, but she was a bit suspicious as to whether that had really been Aeteperax the previous night.  She wasn't sure, but there were subtle clues that pointed to the dragon being an illusion.  Interesting.

We took care of more business in town, buying more healing potions and such.  Lilith and Halfbeard gained a level, the ranger acquiring a dog companion. The next morning we prepared to head back to the tomb.  We ended the session there.

Reminders:
It is now day 2 of 14.  Since Tanith wasn't with us this week, we decided he spent the day studying an indecipherable book of power.  It takes 48 hours to get any useful information from this book, so he's now halfway done.  Next session it will be up to him whether he wants to join us at the tomb or keep studying the book.

I will be out next week, and James and Thomas are iffy.  There probably won't be a game, but if there is, someone please give me a recap to post here.  It doesn't need to be as detailed as my blogs. A short paragraph is fine.  I'm also iffy on 4/5, but I'll let you know as soon as I can. 

By the way, this is what goes through my head whenever I see the name Aeteperax:



Dragon's Demand: Aeteperax's Ultimatum

Game Date: 3/15/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 8
System: Pathfinder
DM: Rusty

The Party:
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz Furian (Matt) - Human Sorcerer
Tanith Tularn (Thomas) - Human Cleric
Vires (Daniel) - Human Alchemist

The Session:
Last week we finished up cataloging the wizard Hunclay's estate.  Today we went to see the Lady Origena for our reward.  She told us Hunclay's auction would be held in one month.  She also offered to contribute some money if we decided to bid on anything ourselves.  We had our eye on a couple of the spellbooks, so we looked forward to the auction.  But in the meantime, we had a month of downtime to get through.

Halfbeard acquires a +1 French Fry
Halfbeard looked for the whereabouts of the town's missing Druid, even staying in the Druid's house for a couple of days in case he came back.  The rest of us got jobs or did some minor questing.  Raz became a scribe for a cheese shop.  We were told we would be evicted from the inn soon, because the auction was likely to draw a lot of travelers to the town.  We spent some time looking around for houses to rent, but there weren't any.  It was basically pitch a tent or buy a property.

After much discussion, we decided to build a house of our own.  We bought the site of the tower Hunclay destroyed back in the first session.  This included the tunnels underneath, so we now own our very own dungeon.  We all put in some time and money into the construction, which took a good portion of the month.  The day of the auction was here in no time, and we had front row seats.

Several wealthy out-of-towners showed up for the auction.  They were big spenders, so we didn't get much.  Lilith managed to outbid Bassy, the gnome historian, and won some assorted potions.  The last bid of the night was for Hunclay's house itself.  As the auction wrapped up, we saw some dark shapes fly overhead.  Four bat-like humanoids - called Grioths - swooped down into the open-air building.  While the other auction-goers panicked and fled, we stayed and fought the creatures.

The fight was complicated by the fact that the seats were rough terrain, and climbing onto the stage required an acrobatics check.  Lilith was hit early on with a confusion effect, and spent most of the battle attacking herself.  Our shade friend Maffei did the most damage, utterly slaughtering one of the Grioths on one turn.  Raz used a plot twist card to trip one of them, and our opportunity attacks finished it off when it tried to stand up.  After the last one died, the still-confused Lilith charged Raz, taking more than half her hit points in one hit.  Raz forgave her once the confusion wore off, and the two reaffirmed their friendship by using heal spells on each other.

But before things could get too sappy, we heard a loud roar, and a red drake swooped down onto the stage.  This was a more difficult battle - that drake hit hard and often, and we were already hurting from the previous battle.  Tanith and Vires both got taken down to zero, and Halfbeard made the final blow against the drake.  After the battle, Raz tried to heal Tanith but was surprised to find she caused him more harm.  (Out-of-character note: Raz has a bloodline power that heals good-aligned creatures, but damages evil ones like Tanith.)

As we were tending to each other's wounds, we heard another roar.  Before we could say, "Not again," a huge black dragon landed on the roof of a nearby building.  Its flesh rotting like a dracolich, the monstrous dragon addressed the town in a booming voice.  It announced that it was Aeteperax, a name we recognized immediately.  This dragon was supposed to have been defeated centuries ago, and its bones were reportedly buried in Tula's Crypt.

Aeteperax claimed that Hunclay had promised him some books of power.  The dragon demanded (oh hey, I totally get the campaign's title now) that we give him the books along with 776,000 gold.  No one is allowed to leave the town until this debt has been paid.  After the dragon left, the council arranged an emergency meeting, and we ended the session there.


Dragon's Demand: Adventures in Bookkeeping

Game Date: 3/8/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 7
System: Pathfinder
DM: Rusty

The Party:
Flarin (Trevor) - Human Barbarian
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz Furian (Matt) - Human Sorcerer
Tanith Tularn (Thomas) - Human Cleric
Vires (Daniel) - Human Alchemist

Previous Session Recap:
I missed the 3/1 session.  Here's a recap, courtesy of Thomas.
Lillith was unconscious, but we saved her.  When Raz and Halfbeard came back to town, Raz was very concerned about divine light shining from her hands and Delilah spent the rest of the day comforting her.  Halfbeard and Tanith were making all haste back to the cave, but ran into an Alchemist (Vires) who basically said he blows stuff up and we said he could come along.  In the fight, Tanith stormed the giant creature, was promptly reduced to a few hitpoints, and withdrew.  This gave enough time for Daniel's character to reach Lillith and administer a potion.  However, the monster came back for Lillith.  She had to use a couple of hero points to avoid death.  Tanith made it quite foggy to try to help the party escape, but Halfbeard pays no mind to fog and shot the creature through concealment all the same, downing it.

We got several chests that are magically sealed from the cave that we think are part of Hunclay's estate.  We went to catalog things at Hunclay's mansion and were met with a few magical traps.  We are very good at finding them, but the finding is preceded by doh! and ow!  We found a servant who Tanith apparently spoke to in Infernal when greeting him instead of common, but Halfbeard convinced him to help us out.  At the top of the mansion we found an observatory with some sort of flying demonic cherub.  Because Tanith is to friendly with these things, he tried to talk to it, but it shot lightning at him.  Halfbeard and Lillith came to the rescue to down the fiend.  We still have to explore the bedroom (which the servant told us was dangerous), another room that whose door keeps shouting at us, and the cellar.  We have a few weeks before we our completion deadline for cataloging the estate, so we decided to go back and rest.  Raz was with the party throughout Hunclay's estate acting as the scribe.
Today's Session:
After resting at the inn, we continued to explore Hunclay's manor.  This time we went for the basement first.   First we found a lot of storage crates full of mundane items.  Down some other hallways we found a wine cellar, a meat freezer, a room full of magic items, a room designed to contain dangerous summoned creatures, and a workshop full of clockwork parts.  At one point Flarin used a frozen side of beef to break down a trapped door.  Perhaps a bit unconventional, but it worked.

Once we'd inventoried everything we could downstairs, we went up a couple of floors and checked out Hunclay's bedroom.  As we stood in the doorway, an enchanted bearskin rug growled at us.  Having already seen the rug last session, Lilith had prepared by bringing some bear traps.  She used Tanith's lance to push the trap into the room.  It didn't really help.  As Lilith entered the room, a large Fiendish Grizzly Bear  magically appeared on top of the rug.  For the most party Lilith soloed it while the rest of us fired at it from the hallway.  Flarin joined the melee on his turn, shortly before Raz's Magic Missile finished it off.

We continued taking inventory of Hunclay's possessions.  We found some keys that would be put to very good use for the rest of the session.  We also found a piece of paper containing dirty limericks, but the paper detected as magical.  We used some arcane trickery on it, and the words rearranged themselves to reveal Hunclay's to-do list.  Among other things, it mentioned a secret door in the clockwork lab in the basement. 

But before heading back downstairs, we tried the keys on the screaming door across the hall.  The door opened to reveal a study, where Tanith and Vires both took damage trying to open a trapped chest.  Once the study was accounted for, we went back to the clockwork room and found the secret door.  It looked like it might lead somewhere dangerous, and a few of us were low on hit points, so we went back to the inn and took care of more business in town.

Last week they'd taken some of the locked chests back to the inn, so now we used the newfound keys to open some of them.  There was a lot of gold and other treasures, but of course we're not to touch any of that as it belongs to our employers.  We also found a book written in a strange language, full of celestial images.

Now well-rested and healed up, we set out for Hunclay's secret passage.  We went down some long narrow hallways, until we found a room with a summoning circle.  Inside the circle was an "Accuser Devil", which looked like a grotesque cross between a child and a giant fly.  It spoke to Tanith telepathically in the Infernal language, pleading to be released from the circle.  It promised it would return to its home plane if released, but Tanith was skeptical.  So finally Tanith made a deal - we'd release the creature, but if it didn't immediately unsummon, we would attack.

We released the devil from its prison, and it immediately vanished.  But we still detected it in the room.  It had only turned invisible, while pretending to teleport away.  The party took a couple of shots at the Accuser's last position, but didn't have much luck hitting it.  Raz then used a scroll of Glitterdust, which blinded the devil and made it visible.  Knowing when it had been beat, the Accuser teleported away for real this time.

It wasn't long before we encountered another extraplaner prisoner.  After passing through a hall filled with arcane symbols, there was a hallway filled with bright magical light.  At the other end, an imprisoned fae creature pleaded to be released.  Her name was Maffei, and she was from the Plane of Shadow.  As such, her shadowy form was unable to pass through the magically-lit hallway. We looked all around for ways to dissipate the light, but had no luck. 

We did have a vial of magical darkness dust, but it was part of Hunlcay's estate, and we didn't want to use up any items that should be inventoried.  Finally we decided to head back to town and ask Lady Belhaim for advice.  As we started to leave, Flarin took it upon himself to use the dust, which made it dark enough to release Maffei.  She agreed to serve us until she could find a way to return to her plane.

We had now explored every room in the house except for one.  After opening a barred door, we saw a large room with a pit at one end.  On one wall, in large letters, was the name "Cthepaltangoulgi" and other words in the Abyssal language.  A voice yelled at us from the pit, at first mistaking us for Hunclay.  It turned out to be a devil that looked a bit like a minotaur.  This devil crawled out of the pit and attacked.  He had high AC and hit hard, dropping Vires early in the fight.  Luckily Lilith's smites hit hard as well, and a couple of attacks brought the devil's hit points down far enough for Raz to finish it off with a Magic Missile.  It's funny, Raz is the least damaging person on the team, but she managed to finish off all three encounters today.

Hunclay's estate now completely inventoried, we headed back to town.  We ended the session there.

Dragon's Demand: Big Bad Wolf

Game Date: 2/22/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 5
System: Pathfinder
DM: Rusty

The Party:
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz (Matt) - Human Sorcerer

The Session:
We were down two players today, so we didn't accomplish quite as much as we usually do.  Tanith spent the session consoling his sister over Erevel's death.  The rest of us were quickly presented with a new job.  We are to enter the home of the dead wizard Hunclay, deactivate any magical traps, defeat any arcane guardians, and catalog his possessions so they can be sold at auction.  We agreed to take the job, but decided not to do it right away.

Raz spent the evening identifying the magical items we'd found in the Kobold quarry.  The small box was a "Phylactery of Faithfulness", which alerts the wearer if they are about to take an action that is against their alignment or religion.  She gave it to Lilith.  One of the cloaks was a "Cloak of Resistance" (+1 to saving throws), which went to Halfbeard.  The other cloak was a "Cloak of Fangs" (+1 saving throws and a bite-based melee attack) which she kept for herself.

While Raz was doing that, Halfbeard and Lilith visited a gnome named Bassy, who was the town's historian.  They asked her about the dragon scales we'd found.  Bassy said they looked pretty new, which was worrisome news.  One of the kobolds we'd encountered mentioned serving the Great Lord Aeteprax, a dragon who had been defeated centuries ago.  If this dragon was somehow back in business, that could be a problem.  Bassy told us that Aeteprax's bones were buried at Tula's Crypt, so we might check that out at some point.  Later we informed Lady Origena of the scales, and she was also concerned.

But rather than visiting Hunclay's home or searching the tomb, this session we decided to go wolf hunting.  A couple of sessions ago we learned of a wolf pack that had been killing livestock, and (despite some reservations) we decided now was the time to take the job.  Halfbeard in the lead, we set out into the woods to track them down.  The ranger's tracking rolls started off pretty good, but quickly got worse.  Eventually it was the wolves that found us.  Despite some great perception rolls, the wolves managed to get pretty close before we saw them.  There were three total; two normal size and one extra-large dire wolf.

Lilith rushed to the front, and was promptly knocked to the ground.   She tried to get back up a couple of times during the fight, but each time she was immediately knocked back down.  She took a lot of damage, and quickly used up all her healing powers.  Once she hit zero, Raz fed her a healing potion, but she didn't stay above zero long.  Halfbeard stepped up and tanked for a couple of rounds, but soon found himself making death saves as well.  It finally came down to the dire wolf and Raz.  Just as she was about to be ripped to shreds, Raz fired off the magic missile that took the last of the creature's hit points.

The enemy finally defeated, Raz found herself alone in the forest, with two dying teammates.  She fed them the party's last two healing potions, which kept them from dying, but still didn't bring them back to consciousness.  Raz looked around and saw a cave nearby, with shallow water flowing through it.  She dragged her companions into the cave, leaving her fatigued.  Then she beheaded the dire wolf so we'd have proof of our kill.  Resting beside her friends in the soggy cave, she heard some skittering noises deeper in the tunnels, but Raz stayed where she was.  Soon she drifted off to sleep.

Halfbeard and Raz awoke several hours later.  Halfbeard had healed a couple of hit points from resting, but he was still very close to zero.  Lilith, however, had vanished.  Halfbeard sneaked through the cave passage and looked around the corner.  The tunnel ended in a chamber where he saw some chests, Lilith's prone form in one corner, and a large crablike lamprey monster.  We really wanted to help Lilith, but we didn't think we would survive a fight with Halfbeard being so close to death.

So Raz and Halfbeard headed back to town, with the intention of returning to the cave as soon as possible.  We turned in the wolf head, and used some of the reward money to buy healing potions.  Halfbeard drank enough potions to get back to full health, and we kept a few more on us to prepare for the upcoming battle.  Next we sought out Tanith to accompany us.  We ended the session there.  Next session we'll head straight back to the cave.  Hopefully that creature won't have eaten Lilith yet.

XP Rewards:
Raz, Halfbeard and Lilith each earned 1067 xp, bringing them up to 4361.


Dragon's Demand: Farewell Erevel

Game Date: 2/15/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 4
System: Pathfinder
DM: Rusty

The Party:
Erevel (Daniel) - Elf Rogue
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz (Matt) - Human Sorcerer
Tanith Tularn (Thomas) - Human Cleric

The Session:
Today we continued our exploration of the kobold caverns beneath the quarry.  We were guided by Nighttail the Glib, a kobold from a rival clan.  Erevel led the way down the next tunnel, carefully checking for traps as he went.  After turning a corner and reaching a T-junction, our Rogue encountered two kobolds. It was a bottlenecked fight, with the party crammed into a tight hallway, so only those in front experienced much of the action.  At one point Erevel fumbled, causing himself to bleed.  A quick heal check kept him from losing too much blood.

After the battle we searched the room.  There was a pool of water containing some snapping turtles, which we avoided.  We found a door to the kobold armory, where Lilith obtained a Cold Iron Masterwork Longsword.  A bit later we ran encountered an old kobold priest, who warned us about a "great scaly beast" before he died.  From his body we took a box with trailing ribbons, which detects as magical, but we haven't figured out what it does yet.

Down some more hallways we passed a dire rat enclosure.  Nighttail mentioned these rats had been bred to be extra powerful.  We took her word for it and passed on by; no sense starting any unnecessary battles.  We came to a room with a stone bridge, flanked by two pits.  We could see some holes along one wall, and knew it had to be some sort of trap.  Erevel crawled forward to look for triggers.  The holes then opened up, from which hidden kobolds used their slings against us.  Erevel dropped down beside the bridge, on the opposite side from the slingers, hanging onto the edge to avoid getting stoned.  He tried to shimmy the rest of the way across, but fell into the pit. Luckily it wasn't very deep, and eventually he managed to climb out the other side.

Meanwhile, the rest of us ran across the bridge, went around the corner, and fought the kobold slingers directly from their hiding place in a side passage.  Lilith blocked off the passage so no kobolds could escape, and the rest of us fired around her until all the kobolds were defeated.  We then went down another hole to go even deeper into the dungeon. 

The next room had two short tunnels to choose from, both opening into larger chamber.  Erevel sneaked down the left tunnel, and the rest of us followed.  From the lead, Erevel saw a kobold cleric and two skeletons, standing by a statue.  Though Lilith wanted to stick to our usual strategy - blocking off the tunnel for another bottlenecked fight - Raz got impatient and charged to the head of the party.  This brashness cost her a few hit points when the squishy sorcerer suddenly found herself tanking.  Luckily she managed to withdraw before getting too hurt.

Half the party continued fighting the skeletons in the left hallway, and the other half ran around so they could attack from the opposite tunnel.  Tanith used a fear spell on the cleric, who then fled down another hallway.  Once the skeletons were destroyed, we examined the statue.  It was an idol of "The Infernal Duke Vapula", who I don't know, but it certainly sounds like one of those Names To Run Away From Really Fast.  We beat up on the idol for a few minutes before continuing.

Nighttail requested that we not disturb the kobold nursery, which she called "The Room of the Future."  We happily obliged, and walked on by.  Down the next tunnel, Erevel found and disabled a tripwire.  The tunnel finally opened up into a room containing the cleric, three kobold guards, and their chieftain: the evil sorcerer Roaghaz.

Lilith turned in one of our Pathfinder bonus cards to give herself a super-high diplomacy check.  She told the three kobold guards that if they joined us, they would be spared when Nighttail took over the kobold clan.  While they didn't immediately rush to our side, they did spend the next round mulling it over instead of attacking us.  Meanwhile Erevel attempted to use diplomacy on the kobold cleric, but didn't have much success.

During the fight, Roaghaz used a web spell, which kept some of us (mostly Halfbeard) from moving very far into the room.  Meanwhile, the cleric used a powerful "Channel Negative Energy" power which damaged all of us, and killed his own guards.  This dropped Erevel, and Raz spent the next round trying to keep him from dying.  A couple of rounds later the cleric used the power again, killing Erevel and nearly dropping Raz.  Lilith finished off the cleric, leaving only Roaghaz.

The chieftain was tricky.  He cast Mirror Image, so our next few attacks only took out his illusions.  Then he hit Raz, Lilith, and Halfbeard with Glitterdust, blinding them for a few rounds.  His next spell fumbled, accidentally releasing a nausea-inducing Stinking Cloud.  Tanith made the final hit that finished off our foe.

Noooooooooooooo!
Looting all the bodies and searching the room yielded a fair amount of treasure.  We found 1895 gold, a Wand of Web with four charges left, a Scroll of Glitterdust, a magic cloak we still haven't identified, and a few more items.  We also found some large reptilian scales.  We considered having Erevel raised, but Halfbeard (who knew him best) told us Erevel wouldn't have wanted that.  Nighttail helped us free some human prisoners the kobolds had been holding, and we headed back to town.  We gave Erevel a decent burial and called it a day.

Our share of the gold is 461.25 gp each.  We each earned 1294 xp, bringing the survivors up to 3294.

Dragon's Demand: Party Go Down The Hole

Game Date: 2/8/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 3
System: Pathfinder
DM: Rusty

The Party:
Erevel (Daniel) - Elf Rogue
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz (Matt) - Human Sorcerer
Tanith Tularn (Thomas) - Human Cleric

The Session:
The Party
Last session we found the body of the missing wizard Hunclay, and learned that he was responsible for the destruction of the mage tower.  On the way out of the ruins, we found a pair of notched daggers on a corpse.  We immediately headed back to the treasure room so we could try them in the locks we couldn't open last week.  Success!

There were seven treasure chests.  All told they contained 18500 copper pieces, 4000 silver, 115 gold, 14 platinum, and a teak case containing 30 emeralds.  We spent a good while figuring out how to get everything back to town, made arrangements to convert the copper into silver, and deposited a lot of it in the bank.  Our quest-giver, Lady Origena Devy of Belhaim, rewarded us with an additional 500 gold.  All told, we had 1276.5 gold (2553.6 gold each) and 30 gems (6 gems each).

We poked around town, did some shopping, and collected a few more rumors.  We'd now completed enough sidequests to reach level 2.  After spending some time leveling up our characters, we turned in for the night.  The next morning we set out on our next quest, to drive the kobolds out of the local quarry.

Kobold Quarry
We approached the quarry, and saw six kobolds walking around outside near some caves.  We considered ambushing them, but instead decided to approach and ask to speak to their leader.  They told us their leader was too busy to talk to us.  Raz tried to intimidate them, but that just provoked them into attacking us.

Six kobolds shouldn't have been much of a challenge for our party, but we just sucked in this battle.  Fortunately the kobolds didn't do much damage, but we made up for it by damaging ourselves.  At one point Tanith fumbled and got tangled up in his gear.  Raz fumbled a Ray of Frost spell, giving herself an ice cream headache.  In all the chaos, two of the kobolds managed to get away.  We pursued them into the tunnels.

The Hand of God Adds Tunnels
Erevel led the way, checking for traps.  When we came to a fork, Halfbeard used his tracking skills to pick a tunnel.  At one point Erevel found a pit trap and guided us around it.  Eventually we reached a large room with a pile of vegetables and excrement in the middle.  On top of the mound was a leather sack.  At first we thought the sack was the lure for a trap, so we gave it a wide berth.  Then, in one alcove, we spotted a bound kobold. We spoke to her.

The kobold prisoner was named Nighttail the Glib and she was from a rival clan.  The sack belonged to her, and the pile of refuse was there for other kobolds to throw at her.  Seeing as we had a common enemy, Nighttail offered to help us.  She promised to give us a wand of Cure Light Wounds in exchange for our help.  She also had a pet dinosaur named Hack, who was being held in the next room.

Meeting Nighttail
As Nighttail led us through the tunnels, she mentioned that some human prisoners were being held in one of the rooms.  We'll take care of that after we defeat the kobold leader.  Down another hallway we saw a couple of kobold guards in front of a doorway.  There was a lot of straw on the floor, so Halfbeard tried to trick the guards by throwing an everburning torch at the straw at their feet.  These torches can't actually start fires, but the kobolds didn't know that, and one of them panicked and fled around the corner.  We killed the other one in short order.

 Lilith chased the one that got away, but set off a dart trap.  Once we tended to her wounds, we went around the corner and saw a hole.  Lilith climbed down first, and the rest of us followed.  In the lower room we faced a single kobold.  We finished him off, and prepared to explore the tunnels further.  We ended the session there.

Here's where we left off.

Dragon's Demand: Good Baron Sarvo Wills It

Game Date: 2/1/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 2
System: Pathfinder
DM: Rusty

The Party:
Erevel (Daniel) - Elf Rogue
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz (Matt) - Human Sorcerer
Tanith Tularn (Thomas) - Human Cleric

The Session:
Last session ended with us thwarted by a river of acidic slime.  We returned to town, rested, and spent the next morning getting to know our way around the village and collecting rumors.  We learned all the latest juicy gossip:  The baroness allowed kobolds to move into an abandoned quarry.  Dragons still live nearby, and have been stealing boars.  There are unmarked mine shafts in the hills, haunted by the ghosts of miners.  The town Druid hasn't been seen in a while, and his pregnant wife is missing.  A wolf pack has been killing livestock.  The town wizard might be a devil worshiper.

We bought some wooden boards and nails, intending to make a makeshift bridge for the acid river.  We went to see the Baroness for supplies, but spoke to his son Arnhold instead.  He wasn't extremely helpful, and might not have even been sober, but he did arrange a bit of healing for us.  Once we felt ready to press on,  and headed back to the dungeon.  First we made our way towards the room with the control lever, so we could make the ledge appear beside the acid river. 

As we approached the control room, a voice spoke to us through the door.  Just like last session, it told us it was starving.  This time, Halfbeard tossed some rations through the window, and the voice replied, "Good Baron Salvo wills it."  It wasn't the first time we'd heard this phrase, and we decided to keep it in mind this time.  This time we were not attacked this time when we used the controls.

We reached the river and used our planks to cross it.  It took some fancy footwork to cross unscathed, but eventually we all made it to the other side.  We tried to pull the boards after us, but damaged them in the attempt.  Next we walked down a long hallway.  At the end there was a small room containing illusory magic.  We heard instructions that told us to close the door behind us before using the pass phrase.  We briefly split the party, each group entering the room, closing the door, saying "Good Baron Sarvo wills it", and proceeding into the next room. 

The next room was much larger.  It contained a four-armed arcane servant, but it made no move to attack us.  There was a lever against one wall, which we later learned controlled a pit trap in the previous room.  Glad we knew the pass phrase.  We also saw a key floating in the air.  As we approached the servant, it instructed us to "present the crest for passage."  Halfbeard had found a crest in the previous session (not that the rest of the party noticed), which he now presented.  The servant stepped aside.  The floating key turned out to fit in the back of the servant.

In the next room there were several treasure chests, but we couldn't reach them because they were behind bars.  There were two slots on the floor that might have been keyholes, but none of our keys fit them.  As we pondered the situation, a ghoul came from an adjoining hallway and attacked us.  We finished it off in a round, and peered down the hallway from which it had emerged.  The hall was barricaded and filled with booby traps.

After making our way through the traps, we emerged in a cave with a low ceiling, making everyone except Halfbeard crouch.  We saw a large pile of rubble and a lot of kobold tracks.  Searching more closely, we found two kobold bodies and one crushed human.  We believed it to be the wizard Hunclay.  We found two keys on his body, so of course we tried them in the treasure room.  No dice.

As we re-entered the cave, we were attacked by three kobolds.  It was a weird battle because we were stuck single file in the hallway, and Halfbeard took most of the damage since he was stuck in front.  Raz managed to make one fall asleep, we took down another, and the final one decided to parlay.  We asked the kobold about all the rubble, and she told us the kobolds had been hired by Hunclay to destroy the mage tower.  We continued to speak with her for a while, until we felt we'd learned all she could tell us.  Then we grabbed Hunclay's body to take it back to town. 

We used some of the larger pieces of rubble to make a bridge across the acid river, and headed out of the dungeon. We will pick up the story in town next week.

Dragon's Demand: First Session

Game Date: 1/25/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 1
System: Pathfinder
DM: Rusty

The Party:
Erevel (Daniel) - Elf Rogue
Halfbeard (Cliff) - Dwarf Ranger
Lilith (James) - Tiefling Paladin
Raz (Matt) - Human Sorcerer
Tanith Tularn (Thomas) - Human Cleric

The Session:
Our party had been hired as caravan guards for a trip through the forest.  The journey was going to take three to four weeks and we would pass through several towns.  The caravan was led by a trader named Silas Gribb. During the trip, Raz became chummy with him, but Erevel suspected he was shifty.

In the town of Belhaim, Silas was arrested.  Turns out he was a wanted smuggler.  Halfbeard was also detained, but eventually cleared of charges.  Finding ourselves in a strange town without jobs, we did as all adventurers do and headed for the inn.  As we schmoozed and drank, we suddenly felt the building shake as a plot hook exploded elsewhere in town.

We joined a crowd forming around a now-destroyed Witch's Tower.  An investigation was already underway, and several kobold corpses had been found in the rubble.  Suspicions arose around a local Wizard named Hunclay, who had previously made no secret about his hatred of the tower (it blocked his view), but alas the mage could not be reached for comment.  The door to his home was trapped, and he wouldn't answer our knocks.  Meanwhile, other party members discovered a trapdoor in the tower ruins.

Quest Cards
After a bit of running around looking for clues, we were given a proper quest by the Lady Origena Devy, Baroness of Belhaim.  We were promised 500 gold if we would investigate the dungeon under the ruined tower. This being one of the more organized campaigns I've experienced, we were handed quest cards to keep track of available tasks.  Looks like most of them involve making friends in town; good thing I have high Charisma.  But that's on the back burner for now, as we have a dungeon to explore. 

We climbed through the rubble and sent our Rogue down into a large chamber.  He was immediately attacked by a pair of giant centipedes.  They didn't have a lot of hit points, so the fight only lasted about a round.  Not being a great climber, Raz faceplanted descending a measly 15-foot drop, losing half her hitpoints.  We searched the room and found a key in an iron maiden.

Exploring the underground hallways, we found several empty cells and a secret door.  The iron key opened some of the cell doors, but we all we really found was bones.  As we approached one particular door, we heard a voice calling us.  A prisoner claimed it had been ages since he'd been fed.  Of that we had no doubt - it looked like it had been years since anyone had been in these halls.  But we were very skeptical that an ordinary prisoner could have survived this long.  Lilith detected that it was an evil presence.  We opened the door and prepared for a fight.

Instead of an immediate battle, we were deluged with visions of starvation and imprisonment, powerful enough to damage us.  Otherwise the room was empty, but we found a secret door on the far wall.  This door led to a very narrow hallway.  Once through the hallway, we found a machine.  A lever on the device caused a chain to move, disappearing into the wall.  The machine's function was not immediately obvious.

A lightning elemental appeared above the machine, so we spent the next couple of rounds in battle.  Lilith delivered the killing blow, and we continued trying to figure out the machine.  We left the room, this time watching the ceiling for signs of the device's chain.  We founds some pipes and followed them, but they disappeared into another wall.  At the end of another hallway, we found a torture room.

Amidst all the horrific torture devices, a raven perched on a chair.  He introduced himself as Harzogopas, and politely requested that we donate blood.  When we refused, he vanished.  While searching the room, we were attacked by the raven, now in the form of an invisible imp.  We struck a deal with the imp, agreeing not to attack each other.  Harzo really hit it off with the similarly-aligned Tennith, agreeing to serve the Cleric since his old master is long dead.

The imp pointed out a secret door, and we followed it to a river of acidic sludge.  Through experimentation and backtracking, we discovered that the machine we'd played with earlier controlled a platform over the sludge.  Unfortunately the platform didn't help enough.  Even if we walk to the end of the platform, there's still twenty feet of sludge we have to find a way to cross if we want to see the rest of the dungeon.  We sent the imp across and he confirmed that there is a door around the corner on the other side.  We ended the session there, so we'll start with that puzzle next week.


Afterthoughts:
I missed this.  It had been more than two months since I'd gotten to play, and I was having withdrawals.  Pathfinder seems pretty interesting, though it's definitely a lot harsher than I'm used to.

Character: Raziya "Raz" Furian

This my character for the "Dragon's Demand" Pathfinder Campaign.

Name: Raziya "Raz" Furian
Race: Human (Garundi)
Class: Sorcerer (Celestial Bloodline)
Alignment: Neutral Good
Deity: Erastil (Farmers, Hunters, Tradesmen)
Age: 18
Height: 5' 7"
Weight: 160 lbs.
Eyes: Brown
Hair: White

Background:
Raz is a Sorcerer who thinks she's a Wizard.  She realized early in life that she had a knack for magic, and became a Wizard's apprentice.  But her master knew that she just didn't have a head for magical study, and failed her.  This rejection just drove her harder.  So what if she didn't quite follow the spell procedures to the letter?  A lot of her spells still worked, even if she substituted eye of salamander instead of newt.

So she continues to study Wizardly magic, skimming the magic words and fudging procedures here and there.  She prepares her spells whenever she rests, even though those preparations don't actually do anything.  She has no idea that her magic comes from within rather than from study.  She always carries her favorite spellbook, and doesn't believe she can cast spells without it.
  
Known Associates:
Erevel - Elf Rogue
Halfbeard - Dwarf Ranger
Lilith - Tiefling Paladin
Tanith Tularn - Human Cleric

Creating the character:
Like the other characters in this campaign, we rolled up the details of her background using Pathfinder's campaign guides.  We ended up with a lot of vague data and worked together to figure out what it meant.  We're still working out some of it.

Here's what we know:  Her parents are soldiers, still alive, and she has two older siblings.  She's from a kingdom that fell.  She's a failed Wizard, and once had a pariah for an acquaintance (which could easily describe some of the other party members).  Raz was once pressured or manipulated into seducing someone young.  She was once incarcerated with Tennith, and she once worked for Lilith.

She has the "attachment" drawback.  One of the DM's suggestions for the attachment was a spellbook, due to her thinking her magic comes from study.  The character concept really popped from there.  Her spellbook is basically Dumbo's feather, and I have no doubt the DM will take advantage of this in a future session (assuming she survives long enough - she's pretty squishy).

Traits: Worldly (Social), Reluctant Apprentice (Magic), Patient Optimist (Religion).

Mini: Lanin, Elf Wizard (D&D Basic Game)

LFG: The Great Mudpit Caper

Game Date: 11/9/2013
Location: The Game Keep
Campaign: Looking For A Group, Session 17
System: D&D Next / 5e Playtest
DM: Rusty

The Party:
Baer a.k.a. "Halfbeard" (Cliff) - Dwarf Fighter
Barad Stronghollow (Jeremy) - Dwarf Paladin
Demethius (James) - Human Cleric
Jared (Rob) - Elf Druid
Keyleth Siannodel (Matt) - Elf Druid
Steif Tartaus (Thomas) - Human Monk
Vikao (Daniel) - Human Ranger

The Session:
I missed the 10/26 session.  Apparently they reached a village inside a volcano.  The villagers asked our party to battle some cannibals that had been attacking the village.  They spent a good deal of last session fighting these cannibals.  They ended the session thwarted by a blocked tunnel.

Today we broke down a wall and started exploring some of the enemy tunnels.  After a few turns, the floor fell out from under us, dropping Halfbeard and Barad into a water-filled dungeon.  We went ahead and started investigating that level, slogging through chest-deep water past some old prison cells and torture devices.  Jared discovered a secret door which led to a room full of statues.

Statues... of Doom!
Of course the statues came to life and attacked us; what other reason would there be to have a room full of statues in D&D?  If I were the king of a fantasy realm, my first act would be have all sculptors put to death.  Anyway, these statues hit hard, and they were all around us.  At first we were getting creamed, until we fled the room and fought them in the doorway instead.  After that the fight was much easier, but we still used up a lot of healing resources.

Two of the statues fled through a trapdoor in the roof, but we caught up with them afterwards and destroyed them as well.  Back in the hallway and through another door, we found an enormous room filled with deep water.  The water was too murky to see anything.  It looks like the perfect place for an eventual boss fight.  We didn't want to mess with it just yet, so we picked a different hallway.

Ghouls... of Doom!
At the end of another long passage, we fought eight ghouls.  The hallway was only ten feet wide, so it was a rather structured fight.  Front fighters take out an enemy, move into the square, wash rinse repeat.  At the end of that hall we found a room with an altar, and looted a bone-handled mace.  We wanted to take a closer look at it, but we were pressured for time - our pushy Cleric was hoping to trigger another encounter before his Bless wore off.

No such luck.  We spent a good while exploring more halls, opening doors and getting very wet from the ensuing floods.  One particular blast of water swept us down some stairs, landing us in a cavern full of sand and mud pits.  The sand was very warm, and the mud pits were boiling.  We were afraid to explore too far into this cave just yet, so we headed back up the stairs.

Giant pool... of Doom!
In the next room we triggered a powerful flame trap.  Most of us were burned, some quite badly, and the damage continued due to burning oil and smoke inhalation.  Once the last of the water, smoke, and fire cleared out of the room, we sat down for an extended rest.  We ended the session there.  We believe the adjoining hallway leads back toward the giant pool room, so we'll probably head there next.

Update: I missed the 11/23 game due to it being an international geek holiday (The Day of the Doctor).  I don't know what happened, but here's where things left off, courtesy of Rusty:  "...the game ended with a mind-controlled Barad, Jaraed, and Golog fighting Damethius, Vikao, Steif, etc.  Steif briefly switched sides, but as things ended, Jaraed and the pirate wench were outright killed."  It looks like we'll be doing some Pathfinder playtesting for the next few weeks, so it might be a while before we see how things turn out.

LFG: Roc Falls, Wizard Gnome Dies

Game Date: 10/12/2013
Location: The Game Keep
Campaign: Looking For A Group, Session 15
System: D&D Next / 5e Playtest
DM: Rusty

The Party:
Baer a.k.a. "Halfbeard" (Cliff) - Dwarf Fighter
Barad Stronghollow (James, subbing for Jeremy) - Dwarf Paladin
Demethius (James) - Human Cleric
Doran of Clan Hawk (Eddie) - Human Barbarian
Jared (Cliff, subbing for Rob) - Elf Druid
Keyleth Siannodel (Matt) - Elf Druid
Steif Tartaus (Daniel, subbing for Thomas) - Human Monk
Vikao (Daniel) - Human Ranger
Woil Xurcaine (Daniel) - Gnome Wizard
Zuul the Sleep Deprived (Graham) - Half-Orc Paladin

The Session:
Braaaains... nope, none here.
When we left off last session, we had befriended some exiles from Doran's tribe, who allowed us to make camp with them.  While Zuul and Demethius were on the first watch of the night, the encampment was attacked by a group of ghoulish undead.  Since most of us had been sound asleep, it took us a round or two for us to join in the fun.  Unfortunately we didn't yet have the benefit of an extended rest, so we had to face this battle with limited resources.  Jared used Entangle for a little crowd control, and Zuul's Turn Undead caused half of the enemies to flee the area.  The rest of the deadites didn't take too long to finish off.  We watched out for an hour or so to see if any more appeared, and then went back to bed.  Good thing that won't happen again, right?

Gamer Food
A few hours later our sleep was interrupted again, this time by the sound of birds screeching.  I'm starting to call this "The Island That Never Sleeps" because we so rarely make it through an entire rest.  This time the encampment under siege from a pair of Rocs, who kept swooping down and carrying off villagers.  One went straight for Woil, the party Wizard.  At first he managed to push it away with Thunderwave, but on the next round it ate him.  As one of the lower-level party members, he had a max HP of 12.  The Roc hit him for 32 damage, swallowing the little Gnome in one gulp. (Not the healthiest diet, but at least it wasn't beef snacks in spray cheese.)  We never even had the chance to heal him.

Steif was the next to get carried off.  While flying through the air in a Roc's beak, Steif attacked the monstrous bird, finishing it off...  then suddenly finding himself plummeting to the ground.  The fall dropped him below zero hit points, but we healed him before he could share Woil's fate.  The surviving Roc decided it had eaten enough, and flew away.

We (finally) finished our rest and continued our hike.  Eventually we reached a 100-foot rope bridge.  We were concerned the bridge might not hold our weight, so we tried going across one at a time and used some of our rope to reinforce it.  As it turned out, the bridge's structural integrity wasn't the problem.  No, the real challenge was the flock of pterodactyls that attacked anyone who tried to cross.  Luckily they weren't nearly as powerful as the Rocs, and we didn't lose any more party members.

Kill it with fire!
Our guide, Vikao, joined the party as we continued on our quest.  After the bridge, we reached a plateau and started following a river.  One night, while camping by the river, we were attacked by three trolls.  Demethius and Zuul were once again on watch (we've got to stop letting them watch).  The trolls managed to knock out Demethius before he even knew they were there, and he stayed near death through much of the fight.  Having been asleep, some of the party members weren't in their armor, which is never a great thing when facing trolls.  Keyleth used her favorite fire spell against one of the trolls, and spent the rest of the battle moving the fire around.  One of the trolls quickly realized she was responsible for this burning sensation, and punished her harshly.  Though bruised and battered, Keyleth got the last laugh when her spell eventually finished him off.

Troll Soccer
Steif decapitated another troll, which is a pretty mean feat considering he was using his fists.  However, the headless troll continued to fight, and the troll-less head continued to bite anyone who came near.  Steif tried to drop-kick the troll head, but instead the head ended up chomping on the Monk's ankles.  Steif spent the next few rounds wrestling the surprisingly agile head.  As the fight continued, both head and body started to regenerate into full trolls.  Another troll's severed arm also threatened to regenerate into an additional monster, but we didn't let it get far.  There were a lot of ups and downs in this fight, but eventually we got all the trolls down long enough to finish them off with fire.  We camped again and ended the session.

Reminders:
We might not play next Saturday 10/19, as our DM is scheduled to run a game at Nashville Comic-Con.  I will not be able to make it on 10/26 or 11/2, but there might not be a game on 11/2 anyway.

LFG: Monkey Business

Game Date: 10/05/2013
Location: The Game Keep
Campaign: Looking For A Group, Session 14
System: D&D Next / 5e Playtest
DM: Rusty

The Party:
Baer "Halfbeard" (Cliff) - Dwarf Fighter
Barad Stronghollow (Jeremy) - Dwarf Paladin
Demethius the Holder of Actions (James) - Human Cleric
Doran of Clan Hawk (Eddie) - Human Barbarian
Jared (Rob) - Elf Druid
Keyleth Siannodel (Matt) - Elf Druid
Steif Tartaus the Verminslayer (James, subbing for Thomas) - Human Monk
Woil Xurcaine (Daniel) - Gnome Wizard
Zuul the Designated Punching Bag (Graham) - Half-Orc Paladin

The Session:
Keyleth's Favorite Spell
We're still exploring this island, searching for an ancient artifact in a lost city.  While on watch one day, Zuul and Demethius encountered some Aranea in the trees.  Since most of us were asleep, we started the battle at a disadvantage, complicated even further as the spider creatures fired webbing at us.  At one point Doran (who's still level 1) was taken down to 2 hit points, causing his fiancee Keyleth to lose her temper and kill his attacker.  This was the first of many times Keyleth defended her betrothed this session.  She's going to have a tough time keeping him alive until the wedding.

More resting, more wandering.  One day we encountered an aggressive tribe of apes.  One of them gave Woil a big hug. Zuul tried to scare them off with a mighty roar.  And it worked... sort of.  They apes ran off, still carrying Woil with them.  Our party chased after them, working our way over rough terrain, and dodging the rocks they threw at us.  One of Zuul's spells had the side effect of causing a loud peal of thunder.  The sound attracted the attention of a much larger ape.  It was a rough fight, but we got through it.  Woil cast the spell that finished off the big one, and we wiped out the remaining apes within a couple of rounds.

Damn dirty apes!
Later we heard the sound of something chasing something else.  We investigated just in time to see the tails of some giant lizards running by, but we didn't try to draw them into a fight.  Another night we were accosted by a bunch of monkeys.  They weren't much of a threat in battle, but they were quite annoying in that they kept trying to steal our equipment.  We wiped them out and went back to bed.  A couple of hours later, the smell of dead monkey attracted four more apes.  It wasn't a long fight, but it was yet another one where sleeping party members had to join the fight late.

Another day, we found some humanoid tracks.  We followed them to a group of neanderthals.  Zuul and Barad greeted the primitive people, who spoke in broken common.  We asked them if they knew where we could find the city we sought, and they agreed to lead us to the bridge to the city.  We followed them for a few hours.  We saw more monkeys, but we just ran past them while they threw feces at us.  That may be the first time I've used the word "feces" on this blog.  A bit further, a giant spider suddenly burst out of a mountain crag, killing one of our neanderthal guides.

Not really a squid.  This time.
We fought several giant spiders, with a cliff wall on one side and a drop-off on the other.  The spiders had the advantage of being able to climb the walls and attack us from the sides.  The best moment was when Woil, having spotted a spider climbing up the cliff below us, used a grease spell to make the spider fall to its death.  After the battle, we continued for a few more hours, when we met some exiles from Doran's tribe.  They were friendly, and allowed us to camp with them.

We ended the session there.  We're at the camp, but we haven't actually taken an extended rest yet.