Tuesday, August 9, 2016

Game Session 10 - Journey into the Mindspin Mountains

Loot found:

Nargrym's Steel Hand - +2 strength bonus, +5 CMD against disarm
Also can weidl large weapons
Giant subtype that can see the hand DC 15 will save or be compelled to attack as suggestion spell.

Giant's Nail Scale Mail - +2 scale mail
Giant subtype within 30ft has DC16 will save or take -4 on attack rolls
If Giant rolls 20 on saving throw, they are affected by rage spell for 1d4 rounds and are compelled to attack the armor's wearer.

Heartspit - Large +1 giant-bane longspear - can skewer opponents and if they break grapple, take 4d6 points of slashing damage to ripe free of the spear.

mwk Breastplate
3 Gold Rings for dwarven beard (150gp)
Platinum beard clasp in shape of castle sitting atop a cloud (1300gp)
Bronze abacus with hematite beads (600gp)
Large drinking Horn engraved with entwining oak leaves and silver inlays (135gp)
Ivory Measuring Rod with carved Dwarven numbers (25gp)
Obsidian statuette of a female fire giant (250gp)
Wooden box containing a set of eight bronze measuring weights (130gp)
Sack with 400 cp
Boots of the Winterlands
Clay Vase of iron stand looking like a dragon (65gp)
3 chunks of azuite (18gp)
Golden Yellow Topaz (300gp)
Small leather embossed casket 2pp
35 gp
150 sp


Summary

The party returned to Trunua as hero's once again! Now they have a following of villagers that love to hear of their explots in the far reaches of Belkzen.

With the assistance of Umlo and Ingrid, the party navigates through the mountains with no encounters. They they come to a large obilisk.

Story So Far

As a natural barrier, the Mindspin Mountains form the border between several nations. In the south, the mountains form the western border of Nirmathas and separate dark Nidal and Molthune. In the north, they form the border between Varisia and the Hold of Belkzen, Nirmathas and Nidal. The party has started going into the mountains and have found the mountains to be relatively trouble free so far.

It wasn't until they got close to Nargrym's Tomb that they then found numerous spiders and spider related traps set in the forest. Then once they found the tomb they also found it surrounded with spider webbing. A number of large and giant spiders were garding the tomb and attack the party once they are seen. Yet a few of the humanoid like creatures hide themselves inside the tomb and attacked from inside.

Zarzo summoned 3 small Fire Elementals, who were tasked with burning the webbing surrounding the entrance to the tomb. Once inside a couple of them fell down a long shaft that was filled with spider webbing, burning it as they fell to the bottom of the tomb entrance shaft. They finally landed on a couple of old corpses that they burned through, destroying the remains of something the creatures inside felt were important. Angering the inhabitants of the tomb, they then were in a more serious combat with larger humanoid spiders and a spider-like creature that was part human, part spider, part spell casting druid.

Finally they took out the creatures and found a large door with dwarven inscriptions. Once again Zarzo had some knowledge of Dwarven lore and was able to determine which of the dwarven disks were important to opening the door. And after pressing the disks the door slid open.

Inside they found Nargrym's coffin, but it was guarded by an ancient Dwarf that had long gone mad and attacked the party. The party was able to destroy him finally, but some of the also took some ability drain damage that will require a Restoration spell to remove.


GM Notes

1.Some of the spells that the creatures were casting I had to look up, should have done the research beforehand.

Tuesday, July 12, 2016

Game Session 9 - Control of Redlake Fort

Summary


The party has taken over Redlake Fort. In which they have discovered how to remove 2 haunts that were screwing up 2 parts of the Castle. Now they have the two parts of the Geode Crystals, which provide details of a trail that leads into the Mindspin Mountains. Will they go where Grensedelk wanted to go?

Loot


  • portion of cure serious wounds
  • potion of haste
  • potion of aid
  • thurderstone
  • +1 studded leather (large size)
  • mwk greataxe (large size)
  • 2 throwing axes
  • 48 gp
  • Second Half of Geode - Leads to the Tomb of Nargrym Steelhand
  • Grenseldek's Wedding dress worth 500gp in material alone
  • Javelin of Lightning
  • Scroll of Mirror Image
  • 2 Scrolls of Speak with Dead
  • wand of summon monster III (9 charges)
  • 2 javelins
  • quarterstaff
  • headband of alluring charisma +2
  • unholy symbol of Zura
  • Noble outfit in good condition worth 75gp
  • Ornate signet ring woth 45gp
  • Book of love poems written in Giant worth 25gp
  • Marble bust of a stone giant worth 100gp
  • 25ft sqaure carpet depicting two giants making love worth 125gp
  • Polished, giatn-sized drinking horn made fomr mammoths tusk woth 150gp
  • necklace made from petrified human elf ears
  • 12 framed drawings of giants worth 50gp each
  • gem encrusted scabbard for a huge falcata worth 200gp
  • bronze statue of a fierce storm giant riding a dragon worth 150gp
  • 1245gp
  • Giant Cleaver 20gp
  • 2 Composite Longbows (+6 Str)
  • 6 Quivers of 20 arrows each
  • +1 greatsword
  • +1 half plate


Umlo's Gear

+2 breast plate, +1 warhammer, 2 mwk javelins, platinum holy symbol of Gorum, 148gp, set of theives tools, 2 flasks of alchemists fire, potion of barkskin

Overview of Game Session


With the help of Ingrahild, Umlo, and Droja, the party was able to go into the Redlake Fort center and kill the last remaining Hill Giants. They also noticed a number of Ogrekin run away, cowards...


Tuesday, June 14, 2016

Game Session 8 - Enter the Red Lake Fort

Summary 

The party has entered the Red Lake Fort and found Umlo and Droja. Umlo is covered in scars from all the fighting he had done with Grizzly and Dire bears. Droja says that she knows the party and plans to help them defeat Grenseldek. But can they trust her? What is she? Come to Game Session 9 and find out if the team can kill Grenseldek and save Trunua!
___

The party loses Chenerey and Ragmor to marsh sickness, and they both had to stay at the kettle boat as Bloodtusk and Ingrid assist Belin, Samson, and Zarzo to sneak into the Red Lake Fort and kill Grenseldek. As they sneak up to the fort they find a quiet roaming patrol of a Hill Giant and 4 Twisted Nail Orcs. They are not spotted by the patrol and are able to get within 500 yards of the fort. There they see the same patrol enter the fort by a ladder that is at the front gate of the fort. The party waits a day and the same patrol comes out. They manage to kill most of the members of the patrol, but Bloodtusk is crushed by the Hill Giant that leads the patrol.

Ingrid quickly ties up the final living Orc to investigate the situation. He tells Ingrid as much as he can about the Fort and its current defenses. Informing her about how there are 3 factions within the fort. The first is the orcs, ran by General Ragmar. Then there are the ogres led by another leader. Then finally a small group of giants that are with Grenseldek, the leader of all three factions. Since the fall of Trunua Grenseldek hasn’t come out of her room all that much. So the 3 factions are now ready to kill each other for control of the fort. Ingrid kills the orc and then the party waits another 24 hours and no other patrols come out.

Finally Belin gets bored, and with his incredible swimming skills leads a group of the party to the dam that holds the river water back from re-filling the old moat that surrounds the fort. They manage to upon a couple of flood gates and let the water back into the perimeter of the fort. Which causes a number of orcs to drown. The leader of the orcs, General Krandar, is smart enough to realize that this group of adventures were the ones who killed the patrol and also opened up the damn. He decides to ask the party to help him fight the Ogres and Giants. Then he runs off to start a war with the Ogres.

The party follows the orcs into the fort to go and find Umlo, Ingrids lost brother that they heard fighting Bears earlier. They find him with a weird looking Oracle that says she will help them defeat Grenseldek.


Tuesday, May 17, 2016

Game Session 7 - The Vault of Thorns

The party completed their investigation of the Vault of Thorns.
Here the party is getting rid of the small flowers in this hallway of plants

Here Rogar's spirit is flirting with Ewigga!

The party has completed their investigation of the Vault of Thorns. There is the treasure, as well as a number of small animals that players could choose to befriend and use as a familiar. If you have skill in handle animal. Spending time in Trunua, which has so little life (plants, animals), everyone in the party has been somewhat amazed at all the things that have been seen visiting the Ghostland Marshes...

Now the party returns to the tug boat that Bloodtusk and crew have been patiently waiting for the party to return. They have been spending the past couple of days hunting and foraging. Therefore they begrudgingly award the party with a bountiful meal upon their return.

But it is a somber occasion, because they are familiar with the Redlake Fort. They warn the party that the Orcs that patrol that area are not nice. After a half-day of travel the boat stops at a point where Bloodtusk tells the party they can attempt to sneak up to the fort. Providing a rough map of the terrain and sketch of the fort. (Which GM will provide to party next game session.)

... Bloodtusk seems like such a pussy for being a Gladiator Hero, perhaps he wants to help the party out with some bloodshed...

GM Notes
1. Everything appeared to go well, no criticisms this time, unless I missed something?

Tuesday, May 3, 2016

Game Session 6 - Visit the Ghostland Marsh

Bloodtus, Coxswain, and Half-Orc Posse have had their hands full assisting the party on their way to the Ghostland Marsh's Vault of Thorns. With a Orc ambush as the site of the Thorns.

The party met a bi-polar dwarf that they were able to determine was under some kind of curse. They found a potion of cure curse in her gear that they gave her. Which then gave her sanity back to her. Now she has helped the party get to the Vault of Thorns. Where they had to fight a Marsh Giant.

Now the party has entered another dimension and the Vault of Thorns. What lies in this mysterious vault no one knows for certain...

GM Notes
1. Earl did not prepare the fight properly of the Marsh Giant, the creature had a number of special abilities that were not properly.

Tuesday, April 19, 2016

Game Session 5 - Journey to the Marshlands

Summary

The party has to deal with 3 drakes that attack the Keelboat. Once this is done Bloodtusk and Coxswain are impressed with the parties prowess. Bloodtusk gives the party a tour of the ship, but then they discover a secret passage that leeds to the bottom hidden layer of the keelboat. Here they find a stowaway that was responsible for the sabotage the crew has been having to deal with. After a brief discussion, Bloodtusk decides to let her off the boat. Finally the party find a remote outpost that appears to be in the middle of being looted...

Story So Far

The orcs attacking Trunau have been defeated, but the danger remains -- the hill giant chieftain Grenseldek (Gren sells dick) still wants the treasures of the tomb beneath Trunau. In order to protect their chosen community, the heroes must leave it and travel by riverboat through the orc-ruled Hold of Belkzen to the abandoned border fort that the giant has claimed as her lair. Yet even putting down Grensldek and her squabbling monstrous minions may not be enough to save Trunau. For the hill giant ahas sent a fateful letter, and a storm is brewing on the horizon....

Bloodtusk is having a tough time dealing with Ragmor's goating to have a fight with him. Since Bloodtusk and Coxswain (Cock swane) into a real confrontation, the party may massacre the entire crew of the boat.

Bloodtusk gives the party a tour of the ship, but then Ragmor's supernatural perception discovers a secret passage that leeds to the bottom hidden layer of the keelboat.

Here they find a stowaway that was responsible for the sabotoge the crew has been having to deal with. After a brief discussion, Bloodtusk decides to let her off the boat. In which being off the boat is very dangerous and most likely she will be captured by the roaming packs of Orcs that continuously hunt the plains of Belkezen.

Finally the party discovers the wreckage of a small human outpost that they are now starting to explore....
Here I made the mistake of drawing the bottom most 3rd level of the ship. If it hadn't been drawn, I suspect the party might not have actually tried to search the ship to see what is down there. And only a few of the crew knew about the secret part of the Keelboat.


GM Notes

1. The battle with the drakes could have gone smoother if the party knew exactly how the drakes were flying in and attack the party.
2. A discussion after the game took place in regard to PFS versus DnD. In which some had opinion that PFS is much more challenging due to its strict rules and sense of accomplishment as you level up your character.
3. Sound system was somewhat missed, so it'll probably be back at next game session.

Tuesday, April 5, 2016

Game Session 4 - River Esk - Out of the Frying Pan, into the Fire!

The party killed the Hill Giant and a few Orcs that appeared to be guarding a new hole in the side of one of the cliffs of Trunua. As the party enters the cavern they realize it is a large tomb that has been locked up for a number of years.

Once inside they see a set of walk ways that lead off to the east, west, and north. The party decided to go along the western side of the cavern since they could hear water trickling from the east.

As they went around a large opening to a murky pit below, they see a large room full of treasure and large Giant skeletons. Most of which appeared to be truly dead, except for one large skeleton that starts to move as soon as the party senses it not being actually dead. Sorzo noticed it being alive and had a small surprise round to prepare for the assault.

The party starts to fight the skeleton, as well as a small rat, that appeared to be incorporeal during combat. As the party is getting close to destroying the skeleton, two large dire wolves come around enter from the other side of the room and attack Val. Given their versus bites, they kill Val.

Behind the two dire wolves is a half-orc who appears to be an alchemist, who throws a series of bombs at the party.

But the large skeleton is upset at the wolves presence in the tomb, so he attacks one of the wolves. Then the party retreated out of the room, which then causes the half-orc, and a troll to leave the room as well. In which the half-orc yells at the troll in giant to assist him in searching for something.

The party heals up and then goes back to pursue the half-orc and troll. Which appear to have left the final room in the tomb through another access point. But the troll makes a lot of noise and causes some spiders and Gulks to attack the troll and half-orc.

The party finishes off the half-orc and loot the body. There they find a poster size note as well as a large rock. They discover that the rock is actually a 3 dimensional map of a part of the Mindspin Mountains.

The session ended as the party goes on an assignment from Halgra and the Trunua Council of Defenders meeting. Now they are on a boat that is going through the heart of Belkzen to the Ghostlight Marshlands.

GM Notes
---
1. Having Tony handle initiative sped up combat.
2. A players death has led to internal discussions regarding new player's joining the group, level progression, and loot management.