dinsdag 22 april 2014
Monthly session report: Down the dwarven forgery
The session began by Magnum waking up in an alley without any of his gear. He missed the last session, so as is customary he was held captive in some stupid place. This time local street kids had stolen his gear. Unfortunately for one of the kids, Magnums patience was not endless as he threw his hammer through the punks head trying to retrieve his geiser. Yikes! Fortunately, some local priests were willing to raise the boy for free, otherwise he would have been in a more nasty situation.
Meanwhile, Budrik, my dwarven priest of Tyr, was summoned to the town hall by Helm Dwarf-Friend for a quest. He was offered 50000 goldpieces to retrieve the holy symbol of Beorn, that is presumed to be lost in the dwarven forgeries beneath the city. Budrik seeks out a party willing to help him on this quest. By great coincidence he finds a party hanging round in a local pub who are willing to take on this quest for 40000.
The forgeries are normally closed off and guarded, but the adventurers are let in by the city guard. The temerature of the complex begin to rise the deeper they come. After some time, the group is ambushed by three fire mephits. Zull sees this as the perfect opportunity to try out his new cloud kill spell. And with much effect. All three mephits were killed on the spot. Several levels down we found a sort of anvil or table that had a faint trace of magic still lingering. Connected to the table were two empty sockets where orbs of about 10 cm could be placed. Guessing this would be the best lead to go deeper into the forgery we went looking for the orbs. The first we found in the possession of a bunch of steam mephits. It took some battle, but this one was quickly in our posession. The second was located in a water bassin we found behind a hidden staircase. A careful perception check revealed that the bassin was not empty, so we suspected that there would be water mephits living in the bassin.
Nobody particularly cared for some fresh under water combat, zo Zull summoned a large shark who had the mephits for lunch. The water mephits had the second orb, so we went back to the magic anvil. When the orbs were inserted into the sockets, the anvil table began to drop revealing a round staircase. The staircase led to a big hall, in which the temperature was even higher than in the level above. As soon as we set foot in the chamber we were attacked by 10 medium sized fire elementals. The battle that followed was long, but thanks to the protection spells cast, not too damaging. The session ended when we defeated the last fire elemental.
maandag 14 april 2014
Back from sabbatical
zondag 4 maart 2012
Pathfinder session 3: The Golden Baby
Tracking the white light
Standing in the debris of the battle, the adventurers decided that the best lead they had was the white lights. They searched the battlefield for valuable remains , and set off south again.Fighting the owlbear
After some hours on the forrest, Rupert spots a bear-like creature with small, pointy ears. Cautiously he sneaks back and informed the party. It is decided that the safest thing to do is to rid the forrest of the animl. So, Bronco and Gladwin do some massive damage, Rupert is an owlbearhat richer and there was much rejoicing.The crater
During one of his scout flights, Edgar found a big crater in the forrest. The party went and investigate it. It is clear that whatever it was, it must have made a big impact. The crater was a couple of meters deep and trees in the perimeter were knocked down.Following the wolf
The party was observed by a wolf. Rupert approached the wolf because he sensed that the wolf was trying to communicate. The wolf moved deeper into the forrest, amd the party followed. After a while they arrived at a large open spot in the forrest with a big old oak in the middle. Around the oak, a large number of animals was gathered. Amongst the animals were wolves deers, and even a unicorn. The animals were all facing something in the middle of the circleGolden baby
Upon closer investigation, the adventurers saw a baby near the base of the oak. The child was surrounded by a golden glow. Zull thought is was of etraplanar origin, but couldn't figure out which plane. Suddenly, a dryad emerged from the oak. She asked whether the adventurers were worthy to guard the baby. Rupert explained that they were as loyal as the highest bidder, and stayed loyal to them for the duration of a quest. Apparently economics had not entered the forrest in this region, as this explanation was met with stale glances.The quest
Instead, the dryad transported the party to a forrest nobody recognized. Some explorarion revealed a little village nearby. The people in the village were very friendly, and received the party for dinner. They knew nothing about faerun, its lands or cities, so we either were not on faerun anymore, or in some very remote area. After a simple meal, one of the villagers sounded alarm about a living fire in the forrest. The party went to investigate and found an unusual fire elemental. The battle almost cost Bronco's life (again), but they manage to slay the elemental. Only problem: it went out with a bang, setting a portion of the forrest on fire.Too pragmatic to guard a baby
With the forrest still ablaze, a portal appeared. Zull did not have to think long to take the portal. Rupert quickly joined him. After some hesitation(dont split the party) Bronco and Gladwin followed. The portal led back to the Dryad. She was dissappointedthe that we didnt put out the fire and deemed the party unworthy for protection of the celestial baby. Bad luck for the baby, good luck for us as we managed to grab a good load of xp.Back in Thurmaster
With no options left, we set directions for thurmaster to report to Thauster about the events.thauster warned the party that a whole lot of nasty people wanted to get their hands on the lantern, and it would be a matter of time before they would get to us. The party decided that the current best plan was to go and search for clues in ...Outstanding questions
- why did the dryad want to give the baby to the party
- who is the silent observer?
- What is the golden baby
- Who was Malnoc?
- Is anything known about Lisara's vampire family?
- What about the noble in Everlund?
dinsdag 24 januari 2012
Traveller - the last past months
Chapter 1 - Rat Hive Exodus
The Travellers are in the backwater Inchin system, in the Spinward Marches. Inchin is a poor desert planet owned by a guy named Iarl Rowri, an eccentric rich guy who bought his own planet, sure he could make a lot of money there. He has met a lot of setbacks and has not succeeded as of yet. Inchin now has a kind of totalitarian regime. Rowry apparently lives in a palace at the only town on Inchin, called Rowri's Folly by people off-planet.
Takeda Station orbits Inchin, clutered with neon signs. All the Travellers are stranded there one way or another. It used to be a mining/industrial base, but Rowri sold it to the mysterious Takeda because he needed the money. This was 15 years ago. Takeda station has the greatest bar this side of the galaxy, Murphy's Bar and Grill, completely filled with old-earth memorablia and culture. He even has a radio station that broadcasts Solomani songs (especially Creedence and Hank Williams).
Of course there is a rat problem in the cellar. The Travellers find the (radioactively mutated) pests, extend the range of the radio station and discover that Takeda Station contains a lot of scrap metal, including pieces of a huge ship called "The Galactic Dragon".
Chapter 2 - Beetlejuice
Old man Finkle is a drunk and completely broke. He loses his ship, Beetlejuice, to the Travellers in a poker game (but his pilot and stripper slash mechanic daughter keep their share). The Travellers also inherit the mortgage on the ship.
The Beetlejuice is a weird, green, 100 ton experimental ship, without jump capabilities. It is filled with non-standard tech.
In the meanwhile the only Traveller with a set goal is Max. A few years back, he received a mysterious marble of mercury-like substance through his girlfriend (later referred to as “Vril”). He researched this material at his university, far away in another sector. All his research, including the strange material, was stolen however. He traced the crime back to the Inchin system, and wants to retrieve his life's work.
Chapter 3 - Spacetruckers
Together, the Travellers launch the “Lone Star Trading Company”. Their first job entails doing some mining runs for an independent group of miners. These old geezers try to keep independent from the League of Miners and Prospectors, which slowly destroys their business. During the mining runs, the Travellers are bugged by a trader named Bachus, who owns a 500 ton far trader "Predator" and works for the League.
Chapter 4 - The Lion and the Dragon
Security Inspector Reichmann of the Inchin Police asks the Travellers check out Bachus, because he appears to deliver weapons to the Inchin resistance. They break into the Predator to discover a small ships boat inside, which could be used for smuggling runs. The Travellers engineer a makeshift tracking device with short range. They want to try to catch Bachus red-handed.
More importantly, the Travellers discover that their ship, the Beetlejuice, used to belong to an alien (Aslan) named K'syah. He discovered the ship in the system, at a dangerous place he refers to as the "Galactic Dragon". His journal claims that there are many more parts available for the ship at that location. The Travellers conclude that it must be a vessel, because Takeda station contains scrap metal belonging to a ship with the same name.
The Aslan apparently was murdered about 10 years ago, right after he hid the Beetlejuice on a Junkyard moon. It's unclear who murdered him or why, but he was very paranoid just before he was murdered, saying he was being followed because of something that had to do with the ship.
Furthermore, the Travellers discover that K'syah had a girlfriend (Pam) who might still be on the station. She should be employed at the upper section, which is off limits to lower section residents. She is the only lead who might lead the Travellers to the Galactic Dragon, to upgrade the Beetlejuice with parts that might be present there.
Chapter 5 - Deadly Choices
Bachus approaches the players in person, and asks them to make a delivery to Inchin. He has discovered the tracking device the Travellers planted on his ship. He assumes, however, it was put there by the Inchin Police. He intends to kill two birds with one stone by sending the players to make his final delivery.
At the drop-off point, the Travellers hide and wait for the “resistance” (who are plain smugglers and drifters) to pick up their shipment. They follow them into a large canyon. The smugglers inhabit a large technical facility, long since abandoned. The Travellers start their assault on the drifter’s base.
In the meanwhile, Bachus flees the system.
Chapter 6 - Assault
The Travellers continue to gain access to the facility. After defeating the drifters located there, they discover it used to belong to a cooperation named TechNet. They also find out that it's a back up power station to another facility. They follow the power traces to that second facility, deep in Inchin's dessert.
Chapter 7 - Biodome
The Travellers clear out the second abandoned TechNet facility on Inchin, which has been overtaken by insectoid predators. Their hivemother resides in the giant bio dome in the centre of the facility. They kill the aberration by flooding the dome. After that they discover the main function of the site: it's an archeological dig, a huge shaft that descends deep into Inchin. They discover that the site is meant to recover ancient artefacts. More specifically, they dug for the same strange substance that was stolen from Max by Takeda. It is reffered to as "Vril". Furthermore, they mine the computers and find an intact datalink with the Galactic Dragon, enabling them to find its current location.
They return to Takeda station and find that Bachus has fled. Instead, they are approached by a beautiful woman named Pam. She was the Aslan's girlfriend, before he got murdered by Takeda. She tells them Takeda is after them because they have information about Vril in their possession. The Travellers flee the station, accompanied by Pam. They locate the Galactic Dragon in the Inchin system, with the information they obtained in the TechNet facility, and decide to pay it a visit.
Chapter 8 - Enter the Dragon
After Baron Rowry of Inchin discoverd the presence of TechNet sites on his planet, he attacked the sites and destroyed most of them. The TechNet employees sent SOS messages, and the cooperation responded by sending their prime vessel, the Galactic Dragon. But the paranoid Rowry anticipated retaliation, and invested heavily in surface-to-space defence systems. While their mission was diplomatic, Rowry attacked the Dragon the moment it was in range. The vessel was not equipped for warfare on that scale, and was destroyed. The loss of the Dragon was the downfall of the struggling TechNet cooperation. Remaining employees were fired, the main assets were sold, and everything else was abandoned.
When the Travellers visit the Galactic Dragon, they discover it has since then become a town of sorts, home to Spacecowboys, Drifters and Pirates. It's led by a one armed Pirate named Ramsey. They trade with the locals and upgrade the Beetlejuice. Also, they hack the ships database and find out a lot more about their ship. It was an experimental TechNet ship employing the power of Vril as an alternative to normal Jump Technology.
The actual drive that is needed to jump with Vril was present in the Dragon, but it was sold to the three notorious junkers, and brought to their Junkyard moon of Elthan. Coincidentally, this was the same Junkyard where the Aslan hid the Beetlejuice, some 10 years ago. Luckily, one of the brothers visits the city, and takes some of the Travellers and Pamela to the moon to get the so-called "Fridge". With that device, the Travellers will finally be able to jump.
Chapter 9 - Takeda
On the Junkmoon of Elthan, things go horribly wrong. While Jack and Stacey are lifting the Vril drive into the spacetruck, Charles is out riding a space bike with one of the brothers. They discover a small fighter vessel, which attacks them. At the same time, Pam reveals herself to be Takeda. Obsessed by Vril technology, she attacks the Travellers on the junkmoon. Powered by Vril, her cybernetic body is capable of immense feats. Two of the brothers die in the battle, but in the end the fighter crashes into the junkyard, and Takeda is defeated with a huge amount of explosives. The Travellers flee the blazing moon, leaving the charred cybernetic remains of Takeda, but not without retrieving the piece of Vril that powered her. After returning to Dragon City, the Vril Drive is installed on the Beetlejuice, along with a gatling gun. They've defeated their opposition and are free to go where they want.
Session 10 - First Jump
When making the jump, it becomes apparent that jumpspace is fundamentaly different when using the Vril drive. Halfway the jump, the Beetljuice co-exists with another vessel for some 8 hours. The laws of physics are abandooned completely as they are able to pass through walls between the two ships. They explore the other ship, a huge, abandonned generation vessel from centuries ago. The horror ammounts to a climax as the see the shape of a huge, leather clad soldier through one of the doors. They escape the ship, and safely return from Jumpspace in the Tarsus system.
donderdag 19 januari 2012
Another Youtube treasure
Have half an hour to spare, look at the following review of Mazes and Monsters:
zaterdag 14 januari 2012
Longbow vs Crossbow
Unless he opts for the following weapon: Badass Automatic Crossbow, or even this one.
vrijdag 13 januari 2012
The first two sessions
Battle for the Caravan
After travelling for a few days, the party spotted a caravan that was under siege by a group of bandits. The adventurers quickly chose sides with the caravan and managed to fight off, actually kill, all of the attackers. During the battle, Rupert saw a figure silently observing the battle. Assuming the figure was the spellcaster of the attacking party, he attacked him with his slingstaff. The pellet stopped in mid-air and fell to the ground. The figure smiled at Rupert, waved and then dissappeared. The battle was a hard one, especially because Bronco was stunned. Fortunately, Zull came to the rescue with his pit-spell, entraping some of the attackers. When Gladwin was inspecting the battle site, he found out that his detect magic spell did not function near the wagon.The caravan consisted of three wagons and an armoured carriage. The armored carriage was made of thick oak wood, and did not have any windows. Members of the caravan included: - Lisara, a noble on her way to her uncle Flavius - Lenore, het maid - Phinneas, the personal bodyguard of Lisara. Phinneas has worked as a mercenary before he selleled down as guard with Lisara's family. - Thomas, A very cocky and cowardly member of the caravan. Easy to get in conflict with
The caravan was set up in a circle and the party spend the night there.
Ambushed
The next day, the party decided to travel south with the caravan. Several days were uneventful, until one of the party members spotted an ambush. It quickly became clear that this ambush was not staged by the same group as had attacked the caravan several days before. These were mercenaries in uniform, all had the same red skull on their breast. The adventurers decided to use stealth over strength and to ambush the ambushers. Unfortunately, Gladwin stepped on a twig, setting off the events too early. During the battle, the party was aided by a dwarven ranger, who chose sides with the party after some observation. The battle was a particularly hard one on Bronco as he was knocked out and was brought to the brink of death. Fortunately, Gladwin brought some healing potions with which Bronco was revived. All of a sudden, the woods where the party was ambushed were filled with smoke. Some investigation by Zull learned that the smoke was not magical in nature, but was some simple alchemic mixture. When the smoke cleared, the party became aware that the caravan itself was under attack, so they rushed there to help. They found the armoured carriage in flames and rushed in to stop the fire.Clearing up the mess, Gladwin realised that his detect magic spell was working in the proximity of the carriage. He mentioned this to Phinneas, and they requested an audience with Lisara. From her he learned that the magic cancelling effect was due to a magic lantern that was hanging on the carriage. It was an old family artifact, that was crafted hundreds of years ago by the wizard Malnoc. It seems like the magic item was the main target of the ambushers as the offence stopped the moment the item was stolen.
Naturally, the party offered to track the lantern to help Lisara. Zull ordered his familiar Edgar to scout for the fleeing mercenaries. With the aid of Edgar and the tracking skills of Magnum, the party soon found their trail. This trail led to an old ruin. Rupert sneaked up to the ruin. About halfway there he saw a boundary made of ash or salt. Since he doesn't have any spellcraft skills, he sneaked back to check with Zull and Gladwin where that was all about. Zull knew that these kind of barriers are commonly used to lock out outsiders, such as demons or devils. Reassured that it is not a trap, Rupert apporached the ruins once more and learned that there were about 20 mercenaries in camp. The leader of the mercenaries was clearly recognisable, a tall and exceptionally broad woman. She was accompanied by a cleric, who was carrying the holy symbol of Lathander.
Rupert decided that their best chance was to approach the opposing party in the open. He together with Zull and Magnum approached the camp with their hands above their heads. They told Chiva, the female leader of the mercenaries and Markos the human cleric of Lathander that they were escorting the caravan, and that they were searching for the magic lantern. But, that, on seeing that the mercenaries were supported by a cleric of Lathander, they realised they were fighting for the wrong side. The party and the mercenaries negotioated a trade of information. The party gave information about the caravan, the mercenaries about their mission.
It turned out that the mercenary corpse, the red company, was hunting down the caravan because Lisara killed a nobleman in the nearby city of Everlund. Chiva also told that the quiet maiden look of Lisara is just a facade. In reality, she is a vampire, kin to a family of vampires. To make matters more complex, this particularly family of vampires is known to worship demons. Thats why the mercenaries have taken the necessary precautions to lock demons out of the camp using the salt barrier.
The day after, the party helps the mercenaries in their attack on their former allies. When they arrive at the spot where they have left the caravan they find all of the caravan members murdered. The armoured carriage is searched by Bronco. He smashes the floor of the carriage and finds a double floor with a coffin underneath. Lisara is nowhere to be seen, however, the party finds a charred skeleton with a stake in its chest.
Outside, the rest of the party sees the silent observer again. He uses an area spell to kill off all of the mercenaries in one blow, with the exception of Chiva, their leader. Again, the silent observer is spotted, but unlike during the first encounter, he summons an aberation, smiles and moves away. What followed was a fierce battle with the aberation. During the battle Chiva died, leaving only the cleric of the original mercenary squat.
Outstanding questions:
- who is the silent observer?
- What is the white light
- Who was Malnoc?
- Is anything known about Lisara's vampire family?
- What about the noble in Everlund?
Update: Some corrections and additions by the DM, and with some links to Forgotten Realms lore










