Cavorting with Chaos

Greenest in Flames
HotDQ ep. 1

XP for session:
Everyone: +164xp
Cathexis, Dewd, Tony, Bin: +383xp

Finn Frogsbottom, who revealed himself to be part of a secret organization (one of many on the continent Aridon) concerned with maintaining the political balance of the land in the interests of commerce and trade, tasked the adventurers to investigate a series of bandit raids in the interlocking region of hills and ravines that make up the eastern lands of Faveria known as the Greenfields. Specifically, they were to travel in disguise as guards for a merchant caravan travelling through the region until they reached the village of Greenest, largest of the settlements in the Greenfields.

Upon arriving the adventurers found the village engulfed in flames and beseiged by a blue dragon and hordes of Kobold and human raiders. Saving a family from six kobolds they discovered that most of the town had retreated to the keep on the central hill. After trying in vein to draw the dragon away from the village, the Paladin Cathexis rejoined his party to save more villagers from the raiders and eventually taking them to the safety of the keep where Bin had already arrived with the first villagers they had met.

Once in the keep the Tarbaw Nighthill, Governer of Greenest, and Escobert the Red, Castellan of the keep, introduced themselves to the party. Here the adventurers discovered that the town came under siege just before sunset, but that although the keep was surrounded by the enemy soon after the gate was closed, the raiders had since made no attempts to advance on the keep nor to attack the people inside. Meanwhile you noticed that the destruction in the town did not seem random. Few structures had been set on fire. Rather, the flames came from burning piles of hay or stacks of lumber. The raiders also seemed more interested in looting the homes than demolishing them, as if searching for something.

The Governer, fearing for the safety of those villagers who had not made it to the keep asked the adventurers to do what they could to help. Using a secret tunnel in the dungeon of the keep the adventurers made their way to an exit from the hill disguised as a drainage pipe. They were nearly spotted exiting the tunnel by a party of kobolds and humans passing by, hunting for villagers hiding in the bushes beside the creek. The rougue’s sharp eye gave the adventurers a chance to hide successfully and depart after the search party had passed.
Having seen a fire being kindled at the back of the Temple to Transa Melia (formerly Chauntea) snuck up to the back of the temple using the creek and bushes as cover. From there they staged a daring rescue of the villagers and temple priest who were inside. In the process they took the cultist in charge of the miscreants outside of the Temple prisoner. When questioned he refused to say anything other than that he served the Dragon Queen and that their raids would pave the way for her glorious return. As the adventurers and Governer Nighthill finished their interrogation the sound of thunder striking incredibly close and stone cracking and falling resounded throuout the keep. When the adventurers made their way outside they saw…

Taking out the Trash
Or, triggering traps for fun and profit...

After discovering two new playmates in the sarcophagi of the ancient dungeon, our hearty adventurers proceeded to release a Flesh Golem from its long slumber and get repeatedly zapped by the Dragon statue trap that started the whole thing. Eventually they figured out the could just lean a coffin lid against the statue to stop the current from zapping them. Then they argued with the ghost of a particularly grumpy mage King who just wanted them to leave him alone. Having made short work of the Golem, all were a bit surprised that the bug swarms they released from a pile in a storage room were so difficult to handle. After searching a bit more they found a library. The mage king had indicated there might be such a place and if they were looking for information about the shard that would be a better place to look than his final resting place (jeesh, take a hint guys). Among the many wondrous tomes (and their cleverly ingenious game mechanic) were rat swarms, and a book detailing how to banish the stone forever, in theory. The recipe requires the skull of a dead mage king, the hand of a rogue who died heroically, an iron chain, a glass sphere, and a brass lock. Having found all but the skull the characters were headed back to bother Donatus the Mage King yet again. Considering how rude the were the last time, I doubt very much he’s in the mood to do them any favors.

The paths of the ancestors
Sunrise in a cave, scaling the ancient way, a deal with the the dragon

-Surrounded by the assembled forces of the Black Brotherhood, the Cult of Chaos and recruited evil creatures from the island, Ray ushered you to a secret exit in the back of the caves. He sent his brother, Ray-ray, to guide you and the tribe’s mothers, children and those not fit to fight. to a new location in the hills where they could be safe while Ray and the remaining neandethal men and women stayed behind to delay the Brotherhood et al.

Jespre returned just ahead of the brotherhood with word that they were coming, but it was too late to do anything. he did give you vital inmtel on the brotherhood however. They are a dark band of mercenary adventurers the Cult has hired to coordinate the search for you and to stop you at all costs. Crimar, the head Cultist on the Island is giving them orders and has made all of the cults resources, manpower and alliances on the island available to them . Crimar has also placed a bounty on your heads promising favored staus in when the cult revives M’org and the Kopru overlords.

The Brotherhood are ruthless and at least as experienced as you are. Their reputation precedes them. Iyanedri is their leader. She is a human warrior of great power and mystery. Some say she is a dark paladin, others that her weapons and armor are so enchanted as to bring the strongest of her foes to their knees in fear. Whether these stories are true or not, she has earned her reputation as a master of strategy and warfare even before forming the Brotherhood.

Tick is a halfling beast master. He commands a menagerie of creatures including an enormous cave troll on whose shoulders he sometimes rides into battle. They say he is half mad, and abandoned the natural caution of his kind at birth. Others say is only part halfling, that a feral druid or posessed forest spirit raped his mother and that he killed her during his birth,. Regardless, he is as unpredictable and ferpcious as any beast he commands. THey say doesn’t just hide behind his beasts but is expert with a dagger and shortsword, sneaking behind foes distracted by his animals to deliver terrifying cuts, expertly placed.

Loathstro is mage, though beyond this liitle seems to be certain about him. Some say he is hum,an, others claim his mother was a dark elf or other fey spirit. He is consumed by magic and advancing his personal knowledge of it. They say he has no other agenda than this. Then again, the feats he has committed as one of the black brotherhood would seem to indicate a soul so ambivalent to the sanctity of life as to be almost pure evil. He never engages in hand to hand combat, but don’t underestimate one like him. He undoubtedly protects himself thoroughly.

Cannar is nearly the size of a giant some say. THey claim that either he is part giant or he was the runt of some giant’s litter. He wields a massive two handed maul nearly as long as he is tall. It has devastating effects on the defenses of his opponents, shattering shields and crushing armor as if they were made of tin.

Kivvin is the marksman of the group. He wields a bow of dark polished wood, said to be harvested from the roots an underdark stone tree. He shoots it unerringly and seems to have a knack, whether from skill or magic, for finding opponents’ waek spots and knocking back even the largest opponents with it. He is swift as the wind and nearly as silent.

As you ran through the caves, Rarray guiding each step, you were glad to have a guide. You would have been lost in moments otherwise. As a result you nearly avoided encountering any dangers, unfortunately a certain Sleen-toe got too close to a Roper which took its toll on the neanderthals before you, Ray-ray and the warriors could dewstroy it. There was no time to mourn and so you continued on to safety at the other end.

Emerging into the daylight you parted ways with the neanderthals and only Ray-ray remained to guide you to the path to the central plateau where the volcano and hopefully the subject of your visions and the creepy skies is centered. Characters in the party with affinity to arcane and natural magic can see the disturbancesd in the sky at night are getting worse and now a giant vortex is forming above the plateau.

You made camp beside the trail with the mountain at your back that night and were set upon almost immediately by 10 “ancestors” (zombies), two of them giants. The encounter was short and sweet making the DM wonder what I have to do to scare you guys.

The next day Ray-ray led you to a village of humans at the confluence of two branches of the river. The village’s holy person, Khivya, seemed to anticipate your arrival and your news of the visions of what is happening in Tanaroa were confirmed by her. She gave you each an “Ancestor Amulet”, a piece of black, glasslike rock bund in fibres from some jungle plant. She promised that once you found the stairs to the bridge across the chasm downstream, you would need these as the path of the ancients is guarded by all the souls that died long ago in the revolt against the Kopru.

You were relieved when you reached the top of the path of the ancients because you could hear the sounds of rattling bones underneath the overgrowan vines on the hil as you passed by, but the amulets seemed to keep them at bay., Jespre in the form of a song bird spotted a nest of pteranodons on the far side of the bridge and you were discussing how to deal with them when you turned the corner to the near side of the bridge and saw an enormous green dragon waiting for you.

The dragon did not kill you outright but instead grilled you about your purpose. He revealed that the Cult had attempted to recruit him to their cause but had neglected to mention reviving the Kopru. The Dragon decided perhaps it would be better to let you succeed than to stand in your way, and even distracted the pteranodons as you crossed the bridge. He is clearly evil, but does not relish the thought of being anyone’s slave again.

Now you are on the other side. The dragon and the pteranodons are long gone. Ahead of you is a wide expanse of grasslands with the occasional grove of trees. The plateau is roughly 30 miles wide and 3000’ above the bottom of the river canyons that surround it. It slopes gently upward to the center where another massive ridge of mountains juts up so high that soon the trees and grass give way to bare rock, and even snow and ice. It is the middle of summer now. For there to be snow, these peaks must be very high. They appear to be about 10 miles away North of your current position. All else is bare grassland save a grove of trees a few miles ENE and another grove much further to the NW.

A long day's journey ends in pain.
How the party got cornered.

The party set out with their stalwart Rakasta guide and friend Bashira the Hunter. All that is except for Jespre and Tyllane and Arcturus, who stayed behind to gather information on the cult’s activities. They were hoping to make the shore and the mouth of the river valley that would lead them to the central plateau where they think the ancient Temple of the Kopru must be. Unfortunately they barely made it onto the track before being beset by a pair of ogres with fighting on their little minds. You defeated one, but the other got away. One had a parchment wadded in a pouch that had a message indicating that someone named Crimar had put a bounty on your head and promising that the first being to bring him your heads would be greatly rewarded. It seems that the Cult, knowing of your presence on the island, is going to find many allies to stand between you and your goal, let alone your life!

At midday you all took a break to cool off and catch your breath. The heat and the humidity in the Jungle were too much for the heavily armored party members. The break was briefly disturbed by more of those thundering lizards you saw on your first night on the island. You stayed quiet and hid long enough for them to go on their way. Good thing too. These ones had big teeth.

The rest of the afternoon went well and you found a large boulder wide enough at the top for you to strike camp above the jungle floor and to see anyone coming down the path. As the sun began to set two strange creatures, like raccoons with loose flaps of skin on their sides and a long tail, came down the path. Bashira knew of their kind and assured the party they were no danger. After some initial fear that the Rakasta might eat them they agreed to take you to their village in the trees to rest for the night. While there you heard there might be another way through the mountains and convinvced the Chief to lend you a guide to show you the way to the Neanderthals who might know the exact path.

Something I forgot to tell you all is that the lights in the sky that night were dancing more intensely than before. seemed particularly concerned, as though there was something more behind these lights that only he could see.

The next day your trip to the Neanderthal camp was uneventful. Ray, the leader of the Neanderthals agreed to ssend you with a guide to find the secret way to the central plateau. Kisa, your phanaton guide and Bashira would leave back to their home in the morning. That night you all slept well until just before dawn everyone was awakend by a loud scream from one of the neanderthals standing guard outside. When everone rushed out to see what it was, you could only see the dark shape of the neanderthals body, crumpled and broken like he had fallen from a great height, some distance from the cave entrance. As the sun began to peek over the horizon and gently light the sky you saw other figures in the darkness. The Cult had found you.

In the dim light of the bizarre night sky and the breaking dawn you saw several men, if they could be called that, like the cult preists and adepts you encountered in the Caves of Chaos, chanting quietly. There were many huge lizard men, now outfitted with Black and red armor and the insignia of the cult. A Huge and brutal looking man stood near the front spinning a giant battle axe in his hands grinning at you as if to dare you to fight. A tall thin man with just a hint of the features of an elf stood with an ornate compound bow that seemed to crackle with purple light as he pulled back the string. In the back you could see a man in a mage’s robes chanting and casting some spell. A halfling, disheveled, scarred and surprosongly muscular for his kind, was holding a chain attached to a large creature, the size of an ogre but with a longer, uglier face and warty skin. Finally, behind him was a woman, the leader perhaps, in full plate, enameled in black. She spoke, warning you to come out and surrender in 24 hours or they would enter the cave with reinforcements and take you by force and skin the Neanderthals alive. She then pointed just above the cave mouth and warned you against any thoughts of trying to run for it. Above the cave sat perched on the rocks three bulky figures with wings. You would have sworn they were statues until the began to move, flexing their wings and claws.

Ray quickly told everyone to go back in the cave. When you got in there the mothers, children and elderly were packing what few possesions they had and going deeper into the maze of caves they called home. Ray told you to leave with them. He and the men and women who could, would stay to defend the caves while you escaped through the secret tunnels to an exit far from here. They would delay the soldiers as long as they could but you would have to hurry.

Now what? Are there dangers lurking in the caves? what lies at the other end of these passages. Where will you run when you reach it? We shal see…

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

Adventure Log

Jerad- feel free to change, fill in, or link to any thing here.

session 1

session 2

session 3

Pillaging tribes coming from caves.
[[:Caves of Chaos]] – long canyon 10 – 15 miles, formed when Content Not Found: Gruumsh was defeated, his eye split into several Shards and on part landed here.

Rooms: 17, 18, 19, 20, 21, 22, 25, 28, 29

session 4
70 xp
Jamie – Tikka
John – Sling Toe
Chris – Mathis
David L. – GM
Jerad – Content Not Found: Morris

Room 30:
Wand, gold, electrum.
Room 31:
7 electrum, 7 copper.
__ [[:Big Moma]] (Hobgoblin) mentioned Cultist making them do it.
__ The caves are rumored to have the “[[:Eye of Gruumsh]]”.
Room 27:
Secret Door – 27 electrum, Armorments, Boxs, Armor & Wepons, Scalemail Armor. 3 Hobgoblins.
__ Tikka – 6 daggers.
__ Content Not Found: Morris – 14 silvered Arrows.
__ Mathis – 200+ arrows, long sword.
__ Sling Toe – Halbeard, Platemail Armor.
Room 26:
Palets, clothes on walls. 5 Hobgoblins.
Room 24:
Human Prisoners chained to wall, NW corner of room is a ring of keys.
__ Found Old PCs! DEAD! (Content Not Found: Ziggy_, [[:Dude!]], Content Not Found: Wydin_, [[:Boy Erik]], Content Not Found: Gune).
__ 2 Hobgoblins, 10 silver.
__ One shoves hot spear into Sling Toe.
__ Content Not Found: Morris starts to unlock Prisoners.
__ Prisoners are from Traveling Caravan –
__ – [[:Finn Frogbottom]] ( High Merchent ) (from: HobbinDwarf )
__ – Content Not Found: Anara Frogbottom (wife)
__ – Content Not Found: Eddie (guard)
__ – Content Not Found: Paul (guard)
__ – Content Not Found: Ishra ( Orc )
__ – _____ (rabid Knoll)

Rooms: 24, 26, 27, 30, 31.

session 5
Jamie – Bree
David L. – GM
David M. – Dude…
Chris – Mathis
Jerad M. – Content Not Found: Morris
John – Noob
Jeanine – Kes

Raids are happening more frequently, especially toward the end of the Lunar Cycle ( Full Moon ).
Big Mama ( Hobgoblin ) thought we were there to wipe them out for some kind of Cult.
Meet Kobold troop who wants us to kill Orcs.
Meet new party members at Greyfields Tavern.
Meet Kobold in the woods in the morning.
Party enters caves on top left.
Room B7:
3 Orcs, Dude… Sleep 1 Orc, Dude… kills 1 Orc, Mathis falls DEAD. Dude… and Content Not Found: Morris_ run out onto ledge to escape. Noob and Bree hide in cave then escape. Content Not Found: Morris_ falls off ledge after unconcious and survives ( Healing Potions broke on way down and heals Content Not Found: Morris )!
Room B8:
4 Orcs.
Room B10:
6 Orcs.
Get the Dwarven Fighter Kes and go to Mountian again.
FORREST: We wait in woods and range attack the roving guards.
__ Round 1: 3 Orcs DEAD.
__ Round 2: 2 Orcs DEAD, 5 electrum, 1 silver.
__ Position bodies to indicate Kobolds killed the Orcs.
__ 9 Orcs come out and down the mountain. 1 Orc is caught in the Hunter Trap, now one Orc has limp. We run back to town!
__ Comeback next day and fight 6 Orcs in the Woods. 6 Orcs DEAD.

Rooms: B, 7, 8, 10.

session 6
David L. – GM
Jamie M. – Madric
David M. – Dude…
Chris F. – Rathis
Jerad M. – Content Not Found: Morris
John S. – Sling Toe
Jeanine F. – Kes

Next Day.
Start in Town.
Pick up Madric.
Heading back to Caves via side route.
1400: Discover interconnected ledges on left side of Caves.
1500: Killed 2 Orcs at upper Cave entrance.
Room C14:
7 Orcs, 3 Orc babies.
__ Dude… CRIT Orc in crotch!
__ Beemu (NPC) takes Orc babies to the Kobolds.
Room C15:
5 Orcs, 12 copper, 33 silver.
Room C16:
Orc (on steroids), 2 Orogs, 2 Ivory Bracelets etched with gold (25g), Copper Bowl with silver inlay (3g), 10 gold, Orc Leader armor (250g), Silver Belt with gold buckle (10g), 15 gold, Magical Hand Axe (spider inscribed)(+1), Food sacks, Alcohol drink Flasks.
SLEEP 8hrs, disturbed @2hrs, 1 Orc killed, Magic Axe tossed over cliff by Sling Toe fighting Orc.
Room C13 @00:01 :
Chest with- Short Bow, 20 arrows, 2 daggers, 6 gold, 20 silver, 2 long swords, Secret Door to room B12.
Room B12:
5 Orcs,
END in middle of Fight!

Rooms: C, 13, 14, 15, 16, B, 12

session 7
David L. – GM
Jamie M. – Madric
David M. – Dude…
John S. – Sling Toe
Jerad M. – Content Not Found: Morris

BEGIN, middle of Fight.
Room B13:
5 Orcs, 6 gold.
__ Orcs killed by Sling Toe, Beemu, Dude…
__ Sling Toe finds Orc Leaders: Magic Shield (____)(+2AC), ____, Amethyst Key (20g).
Room B12:
Dude… moved Tapestry to find room:
Room 12 Tapestry: 2 Chainmail armor, 4 Long swords, locked Chest (DC15, 0g), 205 copper, 386 silver, 81 electrum, 13 gold, Clay Jar with Runes (Draconic) with Phosphorescent Blue liquid(Potion of Healing), Letter from Vukoen to Orc Leader (in orc) with instructions to Orcs on raiding times.
T intersection with door, opened to find Rotting Meat.
Room B9:
table, fire place.
Room B10:
sleeping pallets, center fire, 10 electrum, 5 Orcs.
__ Beemu kills 1.
__ Dude… kills 1 with 4 Magic Missiles!
Room B11:
Storage. Rotting meat, 3 Shields, 17 Spears, 3 Great Axe, Light Crossbow, 60 Bolts.
Outside Tree:
Madric finds 13 gold in burnt out tree.
2 DAYS LATER (equipment put on consignment)
Area G:
Shun Caves.
Area H:
Room H35:
3 Bugbears,
END at Start of Battle!

Rooms: C, 10, 11, 12, 12t, 13, G, H, 35.

session 8
David L. – GM
Jamie M. – Madric
David M. – Dude…
John S. – Sling Toe
Jerad M. – Content Not Found: Morris
Dennis S. – Arcturus

Room H35:
Adventuring Party rushed in killing Bugbears.
__ Meet Arcturus hiding under the bed.
__ Arcturus joins group, His former Party was killed and cooked up by Bugbears (which Content Not Found: Morris ate!).
Room H36:
open door to find Bugbears kissing! Eeewww.
__ Dude… kills Biggie Bugbear with Ray of Frost.
__ Content Not Found: Morris smacks other Biggie Bugbear with Quarter Staff.
__ Treasure: 6 pieces of Silk (20s each), 2 flasks of liquid (Peppermint Tea?)(Healing Potion), key,
big Chest: 462 silver, Ivory Statue of Content Not Found: HRUGGEK (10p, 200s).
__ Secret Door to Room I 43 (Intersection).
Room I 43:
9 Glow Beetles.
__ Sling Toe – kills 5
__ Arcturus – kills 2
__ Content Not Found: Morris – kills 1
__ Adventuring Party goes through Magic Door to star shaped Intersection and gets trapped so we can not go back.
__ A CURSE is disorienting us.
__ We go Straight (West).
__ Another Intersection, right, left, Straight.
__ Then Y Intersection, Right, left.
Room I 44:
7 Fire Beetles.
__ 5 days of Glow Organs.
__ Another Y Intersection, Right, left.
__ 4 way Intersection, Right, left, straight.
__ Y Intersection, Right, left.
__ Then, Right Right, Right, Left; back to original Intersection.
__ Dude… finds CURSED Magic Secret Door and all gets back to room H36.
Room H37:
Beemu uses Dude…’s Key from Bugbear.
Treasure: stack of Leather (30g), dried Herbs, 3 barrels Ale, 1 Wine keg, 20 pints Oil,
Shield (+1, Gnomish, religious icon emblazed on it ____ [Gnome Deity], Bearer knows which way goes up, Quirk: Bearer hears shield grumbling and 1 time a month says something interesting).
__ We go back opposite way of cave mouth.
__ Content Not Found: Morris accidentally rolls Barrel into Beemu (10 dam) then heals Beemu and Sling Toe.
Room H39:
5 Bugbears.
__ Content Not Found: Morris kills 1 that Dude… Melf arrowed.
__ Beemu kills 1.
__ Sling Toe Whirlwinds 2.
__ Dude… froze foot of 1.
__ Treasure: 15 gold, food, drink, ring of Keys.
Room H40:
door barred and chained, soiled straw and bucket.
Chained Up:
__ Content Not Found: Liam_ & _Content Not Found: Sonya (2 Common Humans, AC11, HP7, Str13, Dex12).
__ Content Not Found: Shara_ & _Content Not Found: Vindel (Elves, AC12, HP5, Dex15).
__ Content Not Found: Frzz Knerck Cuzen (Kobold).
__ [[:Kerck]) & Content Not Found: MePug (Kobolds)(RAN).
__ Content Not Found: McAren (Dwarf, AC17, HP8, Str13).
__ Content Not Found: Gleep (Goblin, AC11)(RAN).
__ Now we go back the way we came.
Room H41:
door barred and chained.
__ Content Not Found: Ragnar (Human).
__ 3 Hobgoblins.
__ 1 Knowle.
__ 1 Content Not Found: Bugbear (part of the [[: Bugbear Revolt!]]).
Room H38:
10 Bugbears, 3 Welps.

Rooms: H, 35, 36, 37, 38, 39, 40, 41, I, 43, 44.

session 9
David L. – GM
David M. – Dude…
Jamie M. – Madric
Dennis S. – Arcturus
John S. – Sling Toe

Content Not Found: Beemu_ Quit! Went away with what he thought was a Healing Potion but was a Potion of Illusion. Content Not Found: Beemu_ is part of a [[:Mercenary Group]].
Party fights [[:Dire Rat]] and Content Not Found: Owlbear.
Content Not Found: Shara
(NPC) joins group.

session 10
David L. – GM
John S. – Sling Toe
David M. – Dude…
Jamie M. – [[:Je’spre’]]
Jerad M. – Content Not Found: Morris

Room G32:
main cave room, bones.
Room G34:
Owlbear cave.
Room G33:
algae pool.
__ Sling Toe and Content Not Found: Morris probe pool, 2 Grey Ooze attack!
__ Sling Toe collapses 1 Ooze and the other disappears.
Start out of caves and see black and red robed Humans / Orcs marching into the Valley wall.
Random Encounter; Valley:
3 Orc, 1 Content Not Found: Cultist, in woods and open fields.
__ Dude… takes out 2 Orcs with Melf Acid Arrow.
__ Content Not Found: Cultist surrenders, heals [[:Je’spre’]].
__ Content Not Found: Cultist come back from Kobold.
__ Content Not Found: Cultist questioned on the [[:Eye of Gruumsh]].
Room J46:
get to hidden passage in cliff 75 feet up, 3 Knolls.
__ Sling Toe kills 1.
__ Content Not Found: Morris kills 1.
__ Content Not Found: Shara kills 1.
__ Treasure: 6 electrum, 16 silver, 45 copper.
Room J47:
5 Knolls.
__ Treasure: Skins, Pelts, barrel of water, 5 electrum, 5 silver, 54 copper.
Room J48:
Ornate Long Sword in red scabbard (for Sling Toe), 60 bolts, rations, 1 barrel potent Dwarven Ale (78 pints left!)(Intoxicated for 1d4 hours, Sober DC=13+1 ea/cup).
Room J49:
12 Knolls, Sling Toe & Dude… Kill ALL!
__ Treasure: 12 gold, 30 electrum, 60 silver.

Rooms: G, 33, J, 46, 47, 48, 49.

session 11
140 XP
David L. – GM
John S. – Sling Toe
David M. – Dude…
Jamie M. – [[:Je’spre’]]
Jerad M. – Content Not Found: Morris
Dennis S. – Arcturus (only 64 XP)

Room J50:
fire in hearth, 6 Knolls, 3 Welps.
__ [[:Je’spre’]] magically Entangles Knolls.
__ Sling Toe takes out Pack Lord.
__ Content Not Found: Shara falls!
__ Treasure: from:
____ loose Flagstone: 10 gold, 16 electrum, 157 silver, 200 copper.
____ Pack Lord: wearing 2 silver armbands (30s ea), 20 gold.
____ Knolls: 5 silver necklaces (20s ea), 20 electrum.
____ Secret Door: see CORRIDOR.
____ Chimney: ?.
Human Skeleton with, rotted leather, rusted sword, Elven Boots (go to Content Not Found: Morris!
__ Purse: 12 gems (5g ea).
Room K63:
Giant Gelatinous Cube!
__ Sling Toe CRITS! Cube.
__ Arcturus appears in Cube and gets Birthed from the [[:Gelatinous Cube]].
__ Cube takes Content Not Found: Shara_ down.
[[:Gelatinous Cube]] Treasure: 6 platinum, 6 gold, 7 electrum, 7 silver, 6 copper.
Room K62:
6 _Content Not Found: Sarcophagus
, of the [[:Old Gods]], [[:God of the Dead]].
__ 1: Desiccated body = Content Not Found: Undead_ = _Content Not Found: Wight with 2 long swords and a bow.
____ Hidden compartment in Crypt: Scroll of Protection from Undead, Silver Dagger (50g).
__ 2: Bones, with gold and ruby Ring (8000g)( [[:Je’spre’]] has it!).
__ 3: Bones, with rotted black and red robes ( Content Not Found: Gruumsh?, [[:Cult of Chaos]]).
__ 4: Bones.
__ 5: Bones.
__ 6: Bones.

Rooms: J, 50, K, 62, 63.

session 12
83 XP
David L. – GM
Jerad M. – Content Not Found: Morris_ / _Content Not Found: Prig (10 XP)
Jamie M. – [[:Je’spre’]]
John S. – Sling Toe
David M. – Du…de (
10 XP)
Dennis S. – Guest Appearance!

Room K62:
Content Not Found: Prig pops up from one of the Crypts. Trapped by Cultists, tells group about Undead patrols and where he came in at.
Room K60:
Tapestries depicting cruel acts.
__ Content Not Found: Prig tears down, stabs, Holy Waters, and burns.
__ Du…de sees decorative magic symbols in tapestries.
__ on top of Table [[:Je’spre’]] finds a highly polished Steel Mirror (5g).
__ [[:Je’spre’]] also collects Silk bed linens (100g).
Room K61:
sounds like metal working coming from room. Torcher Room with rack and Iron Madien.
__ Du…de puts out Fire Pit.
__ 3 Content Not Found: Cultist / Dark Acolytes.
____ Du…de Ray of Frost 1 Acolyte to death!
__ under Futon, 135 silver, bracelet (200s).
__ Acolyte calls for help.
__ Du…de, Content Not Found: Shara, Sling Toe, takes black and red robes and Symbol of None from dead Acolytes.
__ 3 Undead show up.
____ Content Not Found: Shara orders Undead back to entrance.
__ Content Not Found: Zombie_ patrols every 5 minutes.
60 XP.
Room K64:
Locked cell with dreary small female, _Content Not Found: Medusa
, claims she is being heald as a sacrifice for the cultist.
__ everybody starts talking about weather or not to kill the Content Not Found: Medusa in Front of her!
__ When they start trying to recall lore about Content Not Found: Medusa_, Content Not Found: Morris_ Fumbles and believes the best way to deal with Content Not Found: Medusa is to have a ‘staring’ contest.
__ Content Not Found: Medusa_ turns Content Not Found: Morris_ to stone! In exchange for cure we escort Content Not Found: Medusa to secret door to escape caves.
__ 5 uses left of [[: De-stoning Liquid]].
__ Content Not Found: Morris cured.
23 XP.
Room K54:
Grand Chamber: glowing Brushers, table, 5 Humans in black robes.
__ Cultist have Symbol of Burning Spiral.
__ Cultist take lots of thigh shots!
Red Caves with black veins, groaning coming from down the way.
Room K53:
8 Content Not Found: Zombie with decayed red and black robes.
__ As Du…de goes back and fourth from room 53 to room 54 Content Not Found: Prig walks into room and does Turn Undead (10XP).
__ Content Not Found: Prig_ and Sling Toe clean up Content Not Found: Zombie.
Room K52:
Throne with 4 large red Gems (
___), on east and west walls are rusty Content Not Found: Skeletons, and a Dais (raised platform).
__ Du…de ties rope to 6 Content Not Found: Skeletons_ along Right wall, as soon as he steps onto Dais, Content Not Found: Skeletons_ come alive! All the Content Not Found: Skeletons go after Du…de (
__ [[:Je’spre’]] transforms into large Cat and goes to help Du…de.
__ Du…de uses Scroll of Protection from Undead.
End in Middle of COMBAT!…

Rooms: K, 52, 53, 54, 60, 61, 62, 64.


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