Game Date: 4/29/2017
Location: The Game Keep
Campaign: OAWYM, Session 27
Module: Scourge of the Slave Lords
System: D&D 5e
DM: Rusty
The Party:
Byzun (Gary) - Human Sorcerer
Halfbeard (Cliff) - Dwarf Fighter
Robb (Daniel) - Human Rogue
Val Ravensword (Matt) - Orc Paladin
Xevrick (Graham) - Elf Mystic
The Session:
Last week we finally met Hassan Gold, a.k.a. Geoff the Bard, Werewolf/McGuffin. Our mission was to either cure his lycanthropy or finish him off. We thought we'd cured him last week, but a rules clarification revealed that he's still cursed. Shortly after meeting him we were attacked by an innkeeper couple, and Geoff sided with them. We were confused as to whether Geoff was attacking us of his own volition.
So today started with the fight. The innkeepers were a couple of pushovers, with Byzun and Halfbeard each dropping one on their first turns. As they died, they reverted into their true forms - Jackalweres. We weren't out of the woods, though. Geoff continued to fight us, and some howls outside turned out to be reinforcements - two wargs and six wolves.
It still wasn't a tough fight. Val and Halfbeard took out most of the wolves, while the rest of the party worked over Geoff. When everything was finally defeated, we kept Geoff alive for questioning. We asked him if we could help cure him. He told us that he needed 10,000 gold to pay a Sphinx for a cure, but he also said he wanted to keep the gold and stay a werewolf.
We found a trapdoor behind the bar, which hid a chest containing gold, silver, copper, a map tube, and a potion of sending. There wasn't nearly 10,000 gold in the chest, unfortunately. We considered just killing Geoff and getting on with our lives, but we still weren't quite ready to give up on curing him. We had to decide whether to head for the Sphinx and try to reach a deal, or head back to the Elf Village and see if they could cure lycanthropy.
The Sphinx was closer, so we headed that way. We took all of Geoff's possessions, and force marched him naked to the Sphinx's ruins. As we neared the site, we saw a lot of activity. Many people were working on rebuilding the ruins. We marched into the area and asked to be taken to the Sphinx. The Sphinx's servants gave us a place to stay for the night, and the next morning they led us up the steps of the main pyramid.
We offered our services in exchange for a cure. The Sphinx offered us a quest and a riddle, or perhaps the riddle was part of the quest, or perhaps the quest was to answer a riddle... the details were fuzzy. We did learn that failure meant we would become the Sphinx's servants. We discussed our options at length. Did we really want to help this creature? We'd seen signs of Graz'zt around the site, and we didn't want to help anyone evil.
After we spent lots of time talking, Halfbeard got bored and said, "Gimme the riddle already". The rest of us joined him, because we're that kind of team. The Sphinx told us that in order to prepare for the quest, we had to willingly submit to a ritual. That turned out to be the Sphinx's betrayal - the ritual turned out to be a geas which compelled us to leave the ruins and forget everything we'd seen there.
We found ourselves traveling back to the Elf Village, not quite sure what had happened to Geoff, but pretty sure we'd killed him. At least, we convinced ourselves that it was the most likely thing that had happened, since Geoff was no longer with us, and the geas kept us from wanting to go back to find out more. We decided it was time to leave the island and find Dame Gold.
We'd heard Dame Gold had been kidnapped. We decided to use the potion of sending to find her. We waited until we reached the docks, then we sent this message: "We found Hassan. We had to kill him. What is your location and status? Is a rescue possible?" She replied, telling us the name of the city and her captors. She was being held in Suderham, a hidden city ruled by the Iron Circle. We knew the general location, but we would have to search for it when we got there.
We booked a ship, and disembarked in a rowboat near a small coastal town. We're wanted fugitives, so we had to be careful. Robb searched around the seedier areas for contacts, looking for ways to find Suderham. He learned there was a path south of town, rumored to lead to the hidden city. But because of the slave trade, you needed special permission to leave through the South gate.
We discussed several options. Fly over the wall. Tunnel under it. Forge some papers. Pretend to be slaves. Take a rowboat farther down the coast and work our way back to the path. We finally decided to wait until late night and use a Passwall spell to leave town. There may be further discussion, but so far that looks like the plan we'll put into action when we play again next week.
Saturday, April 29, 2017
Saturday, April 22, 2017
OAWYM: Mystic Spiral
Game Date: 4/22/2017
Location: The Game Keep
Campaign: OAWYM, Session 26
Module: Scourge of the Slave Lords
System: D&D 5e
DM: Rusty
The Party:
Halfbeard (Cliff) - Dwarf Fighter
Robb (Daniel) - Human Rogue
Val Ravensword (Matt) - Orc Paladin
Xevrick (Graham) - Elf Mystic
The Session:
Today we continued our exploration of a dungeon we found by accident. We finished a long rest in a small room, and Robb unlocked the next door we found. It opened into a large room. There was a shallow creek running across the floor, a throne in one corner, and a troll. The troll was trying to find a way to reach a hole in the ceiling. We could see part of a rope which had broken under the troll's weight.
A few sessions ago we had a bad experience with trolls, but this time we only faced one. We rushed him. On the troll's turn, he did a large amount of damage to Halfbeard, but we managed to take the troll down in just over one round.
After the battle, we examined the throne. It looked like it was encrusted with jewels, but they turned out to be colored glass and semi-precious stones. There were some ashes in the seat. Val chopped off a piece of the troll and tossed it onto the throne, and it burst into flames. We decided not to sit in it.
There was another door on the back wall, locked with a complex wheel mechanism. It wasn't too complex for the party rogue, and we looked into the next room. It was an octagonal chamber, containing a huge throne and eight connected cylinders. Seven of the cylinders were broken, but the remaining one held the body of an elf.
We freed the elf, who was still alive but couldn't remember how he got there. His name was Xevrick, and he spoke to us using telepathy. We examined the room while Xevrick tried to remember his past. We learned that the room was designed to harness the power of psionics, and it had something to do with the demon lord Graz'zt.
We decided to leave the dungeon through the hole in the previous room's ceiling. We used a telekinesis spell and the broken rope to get everybody out. We made our way to the nearby Elf village. Once there, Xevrick met up with the village elder/historian, and caught up on some history. It turned out Xevrick had been put into suspended animation over 6,000 years ago.
While Xevrick took a trip down memory lane, the rest of us traded with the elves and updated our equipment. This village had a lot of uncommon items in stock, and some decent prices to boot. We'll have to remember to stop back by every once in a while, assuming we ever come back to this island once we complete our sidequest. We spent about two weeks of downtime in the elf village before we continued our trip.
We traveled for a few days in miserable rainy weather. Eventually we saw a sign that said "Wayfarer's Rest", and a bit later on we found an inn. The owners were a very nice couple, and they went out of their way to make us feel welcome. Despite their hospitality, we were suspicious. This was not a well-traveled road; how in the world did they stay in business? Before we could talk too much about it, we heard howls outside.
Val accompanied the bartender to close the gate. Shortly thereafter, a traveling bard banged on the gate, and we let him in. He introduced himself as the Jeffrey the Troubadour, but after we talked for a while we discovered the he was, in fact, Hassan Gold. To recap - twelve session ago, Dame Gold hired us to find her brother Hassan, and deliver him a potion to cure his lycanthropy. Failing that, we were to kill him. We've long since lost that potion, so we knew we were on an assassination mission.
We asked Hassan about his lycanthropy, and he showed us his bite. However, he claimed he'd managed to keep the disease at bay so far. Xevrick has the ability to cure diseases, which he promptly used on Hassan. A bit anti-climactic, but we'd been off the rails for a while so it was nice to actually accomplish something. Now cured, Hassan started asking us about Dame Gold. We began to explain that she'd been kidnapped, when the owners attacked us.
The barmaid used some sort of gaze attack, and Hassan cast slow on us. Note, we're not 100% sure who's on whose side, but we're pretty sure the gaze put Hassan under the barmaid's control, and that's why he's suddenly turned on us. But we can't take anything for granted. We ended the session there, ready to roll initiative.
Location: The Game Keep
Campaign: OAWYM, Session 26
Module: Scourge of the Slave Lords
System: D&D 5e
DM: Rusty
The Party:
Halfbeard (Cliff) - Dwarf Fighter
Robb (Daniel) - Human Rogue
Val Ravensword (Matt) - Orc Paladin
Xevrick (Graham) - Elf Mystic
The Session:
Today we continued our exploration of a dungeon we found by accident. We finished a long rest in a small room, and Robb unlocked the next door we found. It opened into a large room. There was a shallow creek running across the floor, a throne in one corner, and a troll. The troll was trying to find a way to reach a hole in the ceiling. We could see part of a rope which had broken under the troll's weight.
After the battle, we examined the throne. It looked like it was encrusted with jewels, but they turned out to be colored glass and semi-precious stones. There were some ashes in the seat. Val chopped off a piece of the troll and tossed it onto the throne, and it burst into flames. We decided not to sit in it.
There was another door on the back wall, locked with a complex wheel mechanism. It wasn't too complex for the party rogue, and we looked into the next room. It was an octagonal chamber, containing a huge throne and eight connected cylinders. Seven of the cylinders were broken, but the remaining one held the body of an elf.
We freed the elf, who was still alive but couldn't remember how he got there. His name was Xevrick, and he spoke to us using telepathy. We examined the room while Xevrick tried to remember his past. We learned that the room was designed to harness the power of psionics, and it had something to do with the demon lord Graz'zt.
We decided to leave the dungeon through the hole in the previous room's ceiling. We used a telekinesis spell and the broken rope to get everybody out. We made our way to the nearby Elf village. Once there, Xevrick met up with the village elder/historian, and caught up on some history. It turned out Xevrick had been put into suspended animation over 6,000 years ago.
While Xevrick took a trip down memory lane, the rest of us traded with the elves and updated our equipment. This village had a lot of uncommon items in stock, and some decent prices to boot. We'll have to remember to stop back by every once in a while, assuming we ever come back to this island once we complete our sidequest. We spent about two weeks of downtime in the elf village before we continued our trip.
We traveled for a few days in miserable rainy weather. Eventually we saw a sign that said "Wayfarer's Rest", and a bit later on we found an inn. The owners were a very nice couple, and they went out of their way to make us feel welcome. Despite their hospitality, we were suspicious. This was not a well-traveled road; how in the world did they stay in business? Before we could talk too much about it, we heard howls outside.
Val accompanied the bartender to close the gate. Shortly thereafter, a traveling bard banged on the gate, and we let him in. He introduced himself as the Jeffrey the Troubadour, but after we talked for a while we discovered the he was, in fact, Hassan Gold. To recap - twelve session ago, Dame Gold hired us to find her brother Hassan, and deliver him a potion to cure his lycanthropy. Failing that, we were to kill him. We've long since lost that potion, so we knew we were on an assassination mission.
We asked Hassan about his lycanthropy, and he showed us his bite. However, he claimed he'd managed to keep the disease at bay so far. Xevrick has the ability to cure diseases, which he promptly used on Hassan. A bit anti-climactic, but we'd been off the rails for a while so it was nice to actually accomplish something. Now cured, Hassan started asking us about Dame Gold. We began to explain that she'd been kidnapped, when the owners attacked us.
The barmaid used some sort of gaze attack, and Hassan cast slow on us. Note, we're not 100% sure who's on whose side, but we're pretty sure the gaze put Hassan under the barmaid's control, and that's why he's suddenly turned on us. But we can't take anything for granted. We ended the session there, ready to roll initiative.
Subscribe to:
Posts (Atom)