Shattered Star: Bribing Your Way To Victory

Game Date: 7/19/2014
Location: The Game Cave
Campaign: Shattered Star, Session 1
System: Pathfinder
DM: Rusty

The Party:
Bjertha Brawlbaker (Matt) - Dwarf Fighter
Bugg (Daniel) - Goblin Alchemist
Toad the Toad Summoner (James) - Human Barbarian/Wizard
Henric Slidell (Thomas) - Human Oracle

The Session:
We each received a letter summoning us to Heidmarch Manor in the city of Magnimar.  We were to meet with Sheila Heidmarch of the Pathfinder Society, who had a proposition for us. Upon arrival, Sheila greeted us, and asked us to wait in the library while she tended to other matters.  To give us something to do while we waited, she gave us a puzzle box to figure out.

This "Pandora Box" had runes etched on some of its stone sides.  One side had runes that spelled out "CRUEL", but the letters could be rearranged.  Bjertha tried changing the word to "LUCRE", and the lid popped open.  Two Pugwampi (dog-faced gremlins) suddenly appeared, and started tearing up the library.  We tried to restrain them.

The Pugwampi weren't very powerful - their attacks did 1d2 minus 4 damage, so we weren't very scared.  But they did manage to damage Toad's weapon.  During the battle, Henric noticed some treasure was in the box, including three garnets, a scalloped ring, and a silver dagger.  (I wonder what would have been in the box if we'd spelled "ULCER".)  He stuffed everything in his pockets while the rest of us dealt with the gremlins.

We killed one of the pugwampi, and knocked the other out.  As we were tying up the survivor, Sheila came back into the room.  She was pleased that we had passed her test, and briefed us on our mission.  There was a missing informant named Natalia, who is connected to a gang called the Sczarni.  Rumor has it that she recently found a rare artifact, then disappeared.

It's possible Natalia wanted to keep the artifact for herself, and ran off with it.  Or perhaps the artifact had magic powers and disintegrated her.  Maybe someone else killed her and took the artifact.  It's our mission to find out.  Our party will receive 500 gold if we return the artifact.  If we also return Natalia alive, we'll get an extra 500.  And if possible, we're to try not to out Natalia as an informant.

Sheila also gave us a lead.  A fortune teller called The Amazing Zograthy had a business over on the poor side of town.  We headed for the docks, where we paid a kid some copper for directions to Zograthy.  We finally reached the seer's shop, and paid him 20 gold to tell us what he knew.  He told us that many people have been disappearing.  The Sczarni is also looking for Natalia, and there's rumors that she had gone mad.  Natalia had also been seen hanging out with a faction called the Tower Girls.

Once we'd learned all we could from Zograthy, we started looking for other people to ask.  Henric failed a diplomacy check and got mugged.  As he tried to flee his attackers, we tried out a card game mechanic that used skill checks to flee.  It was a pretty interesting game style, though it didn't work out very well for us today.  The muggers caught up to Henric and beat the crap out of him.  When the rest of us tried to help him, we got arrested by the town watch.

The guards took us back to police HQ to sort things out.  Eventually they let us go, and we stopped by the Heidmarch Manor.  We left a few of our valuables behind this time so we'd have less to steal, and all wore cloaks so we would look more impoverished.  We headed back to the slums to follow our next lead.  We met with Fenster the Blight, the disease-ridden landlord for the Tower Girls.  He required a bit of bribery before he would talk at all, and he still wants more before he'll tell us anything useful.  This is shaping up to be an expensive quest. 

We ended the session there. It's hard to say whether we'll acquiesce to his demands next week, or try threatening him.  Perhaps we'll find a third option.

Character: Bjertha Brawlbaker

This my character for the "Shattered Star" Pathfinder Campaign.

Name: Bjertha Brawlbaker
Race: Dwarf
Class: Fighter (Armormaster)
Alignment: Neutral Good
Deity: Gorum
Age: 53
Height: 4'4"
Weight: 199 lbs
Eyes: Brown
Hair: Ruddy Brown






Rolled Background Details:
Homeland: Underground.  Janderhoff, Mindspin Mountains.
Parents: Both living, artisans.
Siblings: Two older, one younger.
Social Standing: Born middle class. 
Romance:  Bjertha has had several significant relationships, but they always fail.
Early Life: Bjertha was bullied on the street.  She was influenced by a mercenary.
Moral conflict: Bjertha told a lie to a gangster, because of jealousy.  She has mixed feelings about it.

Traits and Flaws:
Veteran of Battle (Religion) - +1 Initiative, If can act on surprise round, can draw weapon as free actionDefender of Society (Social, Shattered Star) - +1 AC

Known Associates:
Bugg (Daniel) - Goblin Alchemist, and Bjertha's hunting companion
Toad the Toad Summoner (James) - Human Barbarian/Wizard
Henric Slidell (Thomas) - Human Oracle, and drug dealer
Sneax (Cliff) - Sylvan Rogue

Mini - Dwarf Shieldmaiden (Dungeons of Dread #33)

Dragon's Demand: The Final Chapter

Game Date: 7/5/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 16
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 a session,during which they followed a tunnel out of the monastery, rescued the Druid's wife, closed the Dark Portal, and fought a tree-like, charisma-draining Yangethe (which nearly killed them).  The session ended right as a large, green dragon made his appearance. 


Which meant today we jumped straight into battle with the final boss.  This dragon had a high AC and an impressive reach.  On the bright side, his defense against ranged touch attacks was pretty low... but his spell resistance still kept Raz from landing any of her best spells.

As the fight began, one of us played a Pathfinder plot card that summoned a Sea Hag... who didn't really affect the battle. On the dragon's first turn, he hit most of the party with some highly damaging acid breath.  Then he flew away through a hole in the roof so he could recharge his breath weapon.  We did a bit of healing while we waited for it to come back.  The Druid used this time to buff his wife with acid resistance.

When the dragon returned, Halfbeard let loose an Arrow of Dragonslaying, which he'd been saving for a while.  It did an extra 50 points of damage.  Good start!  The Druid cast entangle to keep the dragon from flying off again.  Tanith, Lilith, and Maffei boxed the monster in, taking lots of damage while using their best remaining attacks.  Tanith went down at one point, but stayed alive.  It was Halfbeard who finally took the dragon down, with a pair of Dragonsbane arrows.  

Our quest now over, we wrapped things up quickly.  The final battle felt a little bit anticlimactic, given how some of the previous bosses nearly killed us.  But then, we had prepared for this fight with all our anti-dragon arrows, so I'll chalk it up to good planning.


Coming Up:
Next week we start working on a new campaign, "Shattered Star".  Our characters are in various states of completion.  Here's what we know so far:
Bjertha (Matt) - Dwarf Fighter
Bugg (Daniel) - Goblin Alchemist
Toad the Toad Summoner (James) - Human Barbarian/Wizard
? (Thomas) - Drug-dealing Cleric
? (Cliff) - Possibly a Rogue or Rogue/Wizard


Dragon's Demand: Are You My Mummy?

Game Date: 5/31/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 14
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:
When we left off, our party had just finished taking out Aeteperax's fourth lieutenant, a giant grioth.  Hurting from battle, we headed to the naga's room to rest.  During the night, we heard the sound of a large creature leaving the grounds, and returning an hour later.  It's hard to say for sure since our room had no windows, but we're pretty sure it was Aeteperax.  Or at least the dragon impersonating him.

We interrogated both of our prisoners - Thaena the now-blind naga, and Pentosh the nearly-dead alchemist.  We asked about the whereabouts of the druid's wife.  Apparently Aeteperax keeps her in his cave, which isn't far from here.  We learned that the naga had an unrequited crush on the dragon, but unfortunately for her Aeteperax is too obsessed with the "Dark Window" to notice Thaena.  We asked what the Window was, but she couldn't be more specific.

We visited our druid frenemy Azmur for more information.  He didn't know much more about the Dark Window, except that it was connected to the "Dark Tapestry", a term we'd heard before.  He did, however, offer to lead us to where it might be.  But first we headed to the monastery's kitchen to see if Pentosh had left any alchemy supplies that Vires could use.  We found some chemicals that, once combined with some dragon scales we'd collected, yielded five potions of acid resistance.

Continuing on to the Dark Window, we found a library that hardly had any books in it.  In one corner was a secret door, leading to a passage that circled the room before ending at a locked door.  (Crazy architects; putting the secret door on the opposite side of the room would have saved the poor monks a lot of walking.)  The door's lock was of the highest quality.  It resisted all attempts to pick it, and the door was too sturdy to force open.  We even tried knocking, but got no answer.  Though that's probably a good thing.  Eventually we turned around, resolving to explore more rooms in hope of finding a key.

Later we found a room full of metal coffins.  It wasn't what we initially thought, though.  These coffins were actually sensory deprivation tanks the monks used for meditation.  There were some rocks placed on one, which just screamed "plot related" to us.  We cleared the rocks and opened the coffin, revealing a dead human.   For once in our lives, the dead guy stayed inanimate rather than attacking us.  Azmur recognized him as one of Aeteperax's former lieutenants.

We used a Speak With Dead scroll, which allowed us to ask the corpse two questions.  First we asked what Aeteperax's real name was.  The corpse answered, "The name he used before is unimportant; he is Lord Aeteperax now."  Then we asked where the key was, and he answered, "Aeteperax never needed the key."  Well, that was a waste of a scroll.

We explored a few more rooms, and when we were satisfied that we'd seen everything in this building, we headed to the next one.  We found a prayer room, with a large mosaic in the floor.  After a bit of searching we found a trap door under a rug.  A small tunnel led to a chamber, where a mummy sat on a throne.  We tried talking to the mummy.  It said it had to test us to see if we were powerful enough to prevail.  And then it attacked us.

It was a long, difficult battle.  I wish I could say it was an epic battle, but honestly it was just teeth-grindingly frustrating.  Seriously, if more battles were like this I would quit RPGs forever.  It made D&D 4e battles look brief by comparison, but at least in 4e you feel like you're accomplishing something during the fight.  This was a curbstomp battle.  Several times I thought it might turn out to be a "hopeless boss fight", the kind you're supposed to lose for plot reasons.

I mean, sure we survived, but only because we used up a lot of party resources.  We turned in several Pathfinder plot twist cards, and Lilith had to redeem some tokens to keep from dying.  The mummy had insanely high attack rolls, generally only missing if he fumbled.  He often did enough damage per round to flat-out kill a character.  As a monk, the mummy had flurry of blows, stunning fist, damage reduction, and a few other surprises.  Most of us could barely hit him, much less actually cause real damage.

On the bright side, he was vulnerable to fire.  Twice during the battle, Raz hit him with a maximized Scorching Ray, which did a good deal of damage.  One plot twist card caused him to become exhausted, and one fumble caused him to bleed very slightly.  We critted a few times, but never could confirm because of his high AC.  One final fumble left him fatigued, and he collapsed from his own bad die roll.  His last words were, "Finish what I could not, destroy the beast, and restore honor to the monastery." Gee, thanks, now that you've depleted a lot of the resources we were saving for Aeteperax.

As he died he handed us a key.  Hopefully the key will open the door to the Dark Window, but we haven't tried it yet.  On his body we also found an Amulet of Mighty Fists, and a Belt of Giant Strength.  We heard that something big is supposed to happen in town in the morning, so we wanted to get a move on.  However, we were just too beat up to risk running into another fight, so we took an extended rest.  And that's where we ended the session.

Dragon's Demand: Mind Over Matter

Game Date: 5/17/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 13
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:
When we left off last session, we were underneath a monastery, in a room partly full of water.  Vires had just had a little exploratory swim.  As he attempted to climb out of the pool, a shark-shaped mass of water followed him to shore.  Two water elementals burst from the surface and attacked the party.  They had the ability to form vortexes, one of which sucked up Tanith and Halfbeard.  They were spun around in a vicious whirlwind, eventually bringing Tanith down to one hit point.  But we managed to kill the elementals, and got Tanith healed up.

It took a few minutes to negotiate all the pools of water in order to reach the tunnel on the other side of the room.  We made our way through a couple of harmless rooms full of statues (which didn't attack us for a change), and found a secret door.  A hallway led to a large chamber containing two large liquid-filled globes, along with the remains of a third.  There were two cabinets in the room.  The one on our end was full of satin cushions.  A note on the door read, "Herein lies safety, but know that to rely on such crutches is to fall from the path."  The cushions did not detect as magical, and we weren't sure of the purpose at first.

Lilith made her way to the opposite side of the room, to examine the other cabinet.  Meanwhile, some of the party members felt odd compulsions.  Halfbeard was overcome with the desire to approach the center globe, and attacked it until it shattered.  This released a flying tentacled Brain Ooze, which attacked the party.  Vires and Maffei were also soon dominated, and Tanith was dazed, staggered, and knocked out.

Meanwhile, Lilith opened the other cabinet.  This one's note said, "Return here what is no longer needed."  This cabinet also contained cushions, but sitting on these cushions were some pearls.  We theorized that these pearls were used to cross the room without getting dominated.  We attempted to get these pearls to some of the dominated party members.  At one point during the battle, the brain hit Raz with an mind-draining power, reducing her intelligence to 5.

Whenever a party member was forced to attack a friend, they got to make a will save to end the domination.  As we gradually regained control of the party, we gained the upper hand.  Halfbeard was particularly valuable, rolling multiple crits and giving chase when the brain finally tried to flee.  The brain flew down the hallway, too fast for us to keep up, and it looked like it was going to get away.  Luckily Halfbeard managed to finish it off with a long range shot.  After the fight, we took the far exit and explored the next tunnel.

We came to a dead end, but found another secret passage.  We passed through what looked like a training room. The tunnels finally looped around and we found ourselves on familiar ground.  We went back to some doors we'd passed up earlier, and wound up in a large room that radiated a feeling of serenity.  The corners of the room had octagonal alcoves with pillars in them, and most of the middle of the room was taken up by a shallow pool of water.  There were two Grioths in the room.

As soon as we attacked, one of the Grioths fled down a small carved tunnel.  We killed the other one pretty quickly.  Then we pursued the fleeing Grioth, but after following the tunnel for several hundred feet, we decided to go back.  The water seemed to radiate transmutation magic.  Lilith drank a little but nothing happened.  We headed back out the way we came, out of the basement and up some stairs.

In a book-filled room we encountered the last of Aeteperax's four lieutenants, a very large Grioth.  He attacked as soon as Lilith reached the top of the stairs.  It was difficult for all of us to get into the room, because the Grioth had reach and could make several opportunity attacks in a round.  He did massive amounts of damage, so getting to the top of the stairs to join the battle meant nearly dying.  He nearly killed Tanith (it was a bad day for Tanith), who had to redeem some campaign tokens to stay alive.  He lived, but was knocked down the stairs and out of the battle. 

All this danger convinced us to use our most powerful attacks.  Vires delivered the killing blow, and we tended to our wounds.  We ended the session there.

Reminder:
No game next week.  Next game should be on 5/31.

Dragon's Demand: For Whom The Bell Tolls

Game Date: 4/26/2014
Location: The Game Keep
Campaign: Dragon's Demand, Session 12
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:
Lots To Do
When left off last session, we'd just encountered Azmur the Druid at the old monastery.  Azmur couldn't help us directly because he was being forced to serve our enemy.  However, he still managed to give us a little bit of helpful information.  We have a lot of quests on the table.  We need to find and defeat (or recruit) Aeteperax's four lieutenants:  Azmur, Goladryth, Thaena, and Pentosh.  We need to learn Aeteperax's true name, since we're pretty sure it's not the real Aeteperax.  As long as we're at the monastery, we should try to figure out where all the monks went.  We also need to restore our friend Maffei to her original strength, befriend a few people and factions in Belhaim, and oh yes, if we find the time, actually defeat Aeteperax and save the town from his threats.  Should be a busy fortnight.

Earlier we'd seen someone ringing a bell, so we decided to head in that direction.  We entered one of the buildings and wandered the corridors, passing by most of the doors and looking for ways up to the bell tower.  We were walking through an area filled with sleeping cubicles, when two shadowy creatures attacked us.  They were insubstantial, making it difficult to damage them with anything but spells.  It was difficult to fight them because they could walk through walls, making positioning our party difficult.  They didn't physically damage us, but they had mass compulsion powers and the ability to drain our wisdom.

Eventually we managed to kill them, but the party was a lot stupider afterward.  We continued our search, climbing some stairs and searching more halls.  Eventually we entered an open room with a small overgrown garden, and encountered the naga Thaena.  We tried bluffing her at first, but the naga saw through our lies and turned invisible.  We really wanted to defeat her without killing her, because we thought she might have information we need.

During the fight, Thaena used a power that fascinated us, so some of us wasted a few rounds staring at her pretty scales.  Lilith really turned the fight around with a critical hit to the eyes, permanently blinding the naga.  Once Thaena was defeated, we tied her up and healed her a little so she wouldn't die.  Then we holed up in the naga's bedroom for an extended rest.  Once Thaena was awake, we questioned her, but she wasn't as helpful as we hoped.  We left her tied up and kept searching the building.

At the bottom of the stairwell to the bell tower, we were ambushed.  A human woman - Pentosh the Alchemist - led a group of bat-like grioths.  Pentosh opened the battle by throwing a bomb at us, a move she repeated several more times during the battle.  Halfbeard won initiative, and critted on his opening shot, badly damaging Pentosh and causing her CON bleed.  However, the alchemist was under multiple AC-boosting buffs, so our following attacks missed her a lot.  Raz took advantage of her never-missing magic missiles, but they didn't do a lot of damage.

But difficult as Pentosh was, the grioths were a piece of cake.  We took them out pretty quickly, finishing them off right around the time Pentosh decided she'd had enough.  She fled to another room upstairs.  We pursued, but it took a few rounds getting up that spiral staircase.  Using his boots of spider climbing to bypass the stairs, Vires was the first through the upper door.  He immediately got blasted in the face by a trap Pentosh had set.  The rest of us finally entered the room to find both Vires and Pentosh down.  Despite having survived the fighting, Pentosh had finally succumbed to Halfbeard's CON bleed.

We healed up Vires and tied up Pentosh.  We climbed the rest of the way up the bell tower, where we had a beautiful view of all the surrounding areas.  We cut the rope to the bell to make it harder for anyone else to sound the alarm, then headed back down, down, down.  Exploring the lower levels, we found a secret door leading to an oval room.  There was a pit in the center, with a two-foot wide ledge around the sides of the room.  This could have been tricky for a party so bad at acrobatics checks, but Vires still had his spider boots active, so he helped the party get around the edges.

In another room we found a pool of calm water.  Vires used a water breathing amulet to search the pool, but didn't find anything  As he climbed back out of the pool, something followed him... but that's all we know for now.  Our next session will open with that encounter.


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.