Wednesday, September 28, 2011

Session #19: Dickwolves!

The session started a bit late due to the map download - always going to happen with a new adventure. Maybe I can start bringing the server up early so people can download the map before start time.

The party headed into Whitebough Forest, and immediately found something unusual about it. The forest was shrouded in fog, a weather phenomenon that Nirreh & Elaureth, both residents of Whitebough, found anomalous for the area. They also felt themselves being watched as they moved through the forest...and eventually they discovered why, as they spotted a party of elves hidden among the trees, watching them, appearing to be waiting for something. When they outed the elves, they immediately went into combat. This didn't prove to be a very difficult encounter - the elves were routed, and the worst damage of the encounter was (again) levied upon Pieter, who wandered ahead of the party and was caught by a pair of elf scouts. Elaureth, Thomnall & Pieter were also hoisted up by snare traps the elves had placed. They had apparently been looking to rob the party.

Moving on, the party followed Elaureth's directions to Silvershade, where he was revealed to be an exile from the community by the eladrin guards who refused the party entry. They offered their help with Silvershade's problems, and were reluctantly allowed in - Elaureth, however, was made to wait outside. He asked Nirreh to show his raven's feather to the village's leader, Lady Wandalyssa Harpsong, and she agreed.

Heading into the village, the party met with Wandalyssa and the organizer of the village's guard patrols, Fruian Greensleeves. They found out from her that Whitebough Forest was under terror from a plague which specifically targeted fey creatures (as opposed to Cairnmoor's zombie plague, which could not affect beings of fey origin). She said that her people may have a way to cure Cairnmoor's plague, but would require the party's help first. When Nirreh showed her the raven's feather, Wandalyssa discovered that Elaureth had accompanied them - she seemed visibly shocked by the feather's state, and explained that the feather had turned blood-red when the village's founder, Princess Inastara Silvershade, had been killed. Elaureth had killed her, saying it had been for her own good, and he had been exiled for doing so. It was then that Elaureth entered the village, and Wandalyssa threatened to kill him if he did not leave immediately.

The tension was broken by the arrival of a heavy fog which greatly impaired the party's ability to see; Wandalyssa & Fruian left to attend to the village's defenses when this happened. From the fog, werewolves attacked the party, making sure to bite every fey-origin member of the party. After they had accomplished this, the werewolves used the fog to execute hit-and-run attacks: they would hide in the fog and regenerate while waiting for one of the party to become isolated, then focus their attacks on the isolated target, attempting to bring it down. This proved an effective and a daunting strategy, leaving the targeted party member nearly knocked out of the fight on several occasions.

Little by little, the party managed to isolate the werewolves and kill them off, winning the battle of attrition. Wandalyssa & Fruian then returned, impressed to see what the party had managed to accomplish. Unfortunately, the werewolves' attacks had infected Elaureth & Ilivarra with the moon frenzy plague; Ilivarra removed hers immediately, and managed to cure Elaureth of his plague during the party's extended rest at the end of the session. Wandalyssa explained that the fog was being created by Volaz, a former eladrin druid resident of Whitebough who had left on a journey, and only recently returned - his return had coincided with the return of the plague, curiously enough. She asked the party to find and eliminate Volaz's pack, then went off to attend to the people of the village. Fruian did the same, but not before asking the party to recover an ancient sword known as Moonclaw from the tomb of Princess Inastara - it was the weapon of one of her personal guards, and had been buried with that guard at the time of his death.

Elaureth, too, had a task to ask of the party - though he was hesitant to allow the party to enter Inastara's tomb, he permitted it on the condition they check what had happened to Inastara. His raven's feather indicated she was still alive, and he had to know why this was. The party agreed to do this, and we ended the session with an extended rest in Silvershade.

Though the werewolf encounter took up most of the session, it was probably the most detailed encounter strategically the party has gone up against so far - the werewolves used very effective tactics which put a significant stress on the party's ability to fight, forcing the party to develop a cohesive strategy: draw the werewolves out, then pick one and focus it down. With the heavy fog still shrouding the air, the party is sure to have more tactical encounters to follow.

Remember, guys - we are doing an extra session this week on Saturday, October 1st! We will start at 12 noon Pacific/2 PM Central and end at 3 PM Pacific/5 PM Central (or whenever you guys would like to stop). See you there! Additionally, I still need backstories from Baril & Pixie!

Wednesday, September 21, 2011

Session #18: The Emissary

The session started an hour early this week because (at least at the time) Traver had to work on Wednesday nights. I am unsure whether or not we will need to continue this, get back to me on this please Traver. If we don't, then I'll leave it up to you guys to decide whether we want to stick with this time period or go back to the original. On to the recap.

We began with the party fighting the glowing zombies. They managed to defeat them rather easily by funneling them all through the doorway. A few party members were hit with things that caused plague contamination before, but none of them were contaminated - more on that later. After defeating the zombies, the party gathered the gold they could find in the last clerical room, and then unlocked the mayor's office. Inside they found Mayor Lundgrave having a conversation with himself - one side in his own voice, one side in an entirely different voice. Three dread guardians stood guard, freshly dead reanimated humanoids clad in heavy armor. The party attacked, and quickly found that Lundgrave had been possessed by a being known as Rahzintel, who referred to himself as "the Emissary".

The battle did not prove terribly difficult - Elaureth took most of the damage, and Malthus was knocked unconscious, but the enemies were unable to do much to the party. The worst hits the party took were from Rahzintel's possession of Thomnall, which led to Elaureth being severely bloodied and Malthus being knocked unconscious. The dread guardians fell, one by one, and Rahzintel was eventually defeated. Before he dispersed into nothingness, he warned the party that a "dark tide" was coming, and it would drown all of them...

The party found that Lundgrave's soul had died with Rahzintel, and returned to the Misty Morning Inn with his body. They were provided with several rewards - gold from Halpern for dealing with Lundgrave; a +1 magic weapon, armor or amulet of protection from Geoffrey Black for rescuing Halpern; and free rooms from Torrin McCarver for recovering food supplies for them. They then retired to their rooms for the night.

The next morning, the party was met by Smolkin, who asked them to undertake a task he had been given by a noble patron; he introduced himself as an adventurers' herald, and stated that he needed to get the job done. Malthus refused to hear the proposal - Smolkin asked him to leave the room, then explained that he needed the party to recover the Silver Mask of Kas from the Amberforge Vault. When asked if he wanted them to steal it, he stated that word out of Amberforge indicated that the vault had been lost; he suggested they offer to clear the vault out and ask for the mask as a reward. Smolkin added (DM's note: this is retcon and was not explained during the session) that, as a former resident of Amberforge, he knew of the nature of the ruling clan, the Amberforges, warning the party to be wary of their shrewdness and trickery. The party agreed; Smolkin provided them with an address on where to find him in Falconia when they had the mask, and asked them to refer to themselves as the "Blacksword Band" so that the noble patron would not know that the job had been given to a new adventuring company.

After Smolkin departed, the High Priestess of Pelor who had been attending to healing the wounded in the inn, Adra, came to them and told them that she had discovered that creatures of fey origin, such as elves, eladrin & drow, were immune to the plague. This led her to believe they may have some sort of cure, and she asked them to head to Whitebough Forest and the community of Silvershade to try and find it. They agreed to this as well, though Ilivarra was hesitant to agree to head into elf territory.

Finally, the party ran into a wounded soldier riding a winded horse along the road heading out of Cairnmoor toward their destinations. The warrior's back had been littered with orcish arrows, and when the party healed him he revealed that he had been sent as a runner to seek reinforcements for Orcbane Keep, which had come under siege by a combined force of orcs and giants. The party noted this, and returned the soldier to the Misty Morning Inn. There they were met by Elaureth, whose blood-red raven's feather had turned black - he said that he would accompany them, though he wished to head to Silvershade first.

So, with options on the table, the party has determined that they shall head for Silvershade first - Amberforge and Orcbane Keep await soon after. Malthus has left the party, as he considers his oath of service to Lucas Black sacred. Elaureth has joined, though he seems to have personal reasons for wanting to return to Silvershade.

Some out-of-game notes: we will figure out what time we'll be doing next Wednesday's session soon, and I'll let everyone know as soon as I do. There will be no extra session on Saturday as Pixie will be busy; we'll look at doing one next week. Finally, about tonight's session - I realize that I lost some of you with the set-up for the three adventures I've given you to choose from. I take responsibility for that - looking back on my notes I strayed from what I had planned out in many cases; that's fine when the players do it by accident, but when I do it myself it can complicate things unnecessarily. Hopefully it didn't spoil the session (or even the campaign) for anyone, and we can get right back to the good times next week =) See everyone then!

Monday, September 19, 2011

A Clarification on Wishlists

Something I forgot to say about the wishlists, which I will go ahead and say now. Due to the rate at which magic items are meant to be given out, you will not receive everything on your wishlist - rather I will use the wishlists to have a selection of options which your characters would benefit from. Most likely, you will receive 1 item from each category - the other & wondrous slot items you may not end up getting any of, but you will get at least a +2 armor, weapon & neck slot. Thanks!

Session #17: Haughty Eladrin & Ominous Hounds

Our Saturday session did not have Sal present, but since we are unlikely to get the chance to do a makeup next week, we went ahead and played it.

The session started off right away with the encounter against the wights. This encounter did not prove to be particularly difficult in terms of the damage output, but the fact that the wights took healing surges from the characters every time their attacks hit may become a serious problem later on. The situation was alleviated by the arrival of an eladrin in dark plate armor who began cutting through the wights. Before long, the wights were defeated.

The party then met the eladrin, a blackguard by the name of Elaureth. He was highly condescending toward the drow in the party, and somewhat condescending to the party themselves, referring to them as "rabble" at one point. Malthus & Ilivarra have developed a healthy & righteous dislike for Elaureth, but Pieter managed to maintain cooperation for the time being. The party, now with Elaureth in tow, headed to the next room over and found the key to the office they could not enter before. Before entering that office, however, they decided to explore the rooms in the eastern wing. There, they were met by a number of dread protectors, and a pair of spectral hounds known as hounds of ill omen.

This encounter proved much more difficult, though the party did manage to attain a strategic advantage by using the stairs. During the encounter, Nirreh was cursed by the howl of one of the hounds of ill omen; this curse has the effect of causing Nirreh to take 3 psychic damage every time she makes an attack which does not hit any target. This did not come into play during this encounter, however.

After defeating the hounds and the protectors, the party continued to explore, checking the furthest room east, which the monsters had emerged from, and the room next to it - they found gold within both rooms. In the final room, they found a number of glowing zombies - we stopped here to allow everyone present to level their characters to Level 5. Sal, contact me when you can to discuss Nirreh's experience.

See everyone Wednesday at the usual time! We most likely will not have access to the DDI tools; I've made a point of saving all the information I'm going to need to run the next session, and I have everyone's level 5 sheets saved (including Nirreh's for when she levels) as PDFs. I have everyone's money but Sal's, and everyone's wishlist but Andrew's - Andrew if you don't get your wishlist to me by tonight, I won't be able to give you any rewards, you need to do it immediately!

Thursday, September 15, 2011

Thomnall's Backstory

Full Name: Thomnall
Height: 6'2"
Weight: 220 lb.
Age: 25
Eye Color: Brown
Hair Color: Brown
Skin Color: Slight tan
Body Build: Solid
Distinguishing Feature(s): Keeps clean-shaven; keeps hair cut short; wears a necklace with a quartz wolf head pendant, a symbol of the noble Falconian House Wolfswift

Thomnall was born in the village of Windknell, a small hamlet on the borderlands to the east of Kinderwood. Thomnall is the oldest son of a fairly large family - he has a two younger brothers, Wallace (9) and Wiley (15), and a younger sister, Niamh (12; pronounced "knee-a-mah"). His mother died giving birth to Wallace, but his father Caden managed to provide well enough for the family. Thomnall was trained as a paladin by an order of paladins who maintained a small temple in Windknell. Known as the Wildguards, these paladins came from a number of different denominations, and though they all worshipped their respective gods in their own way, their order held no specific denomination. They had banded together to protect small hamlets such as Windknell from the dangers of the wilderness, especially those coming from the borderlands. Thomnall's training with the Wildguards left him with a respect for many gods, but a dedication to none.

A year after Thomnall's training was finished, he was sent on a short mission to some of the outlying farmsteads to aid ailing families there. From them, he discovered that orcish raiding parties had become very active in the area. He feared that they might have designs on Windknell, and when he returned from his mission, his fears were confirmed. The Wildguards, outmatched by the orcs, had been killed defending the village; the village itself had been razed, and most of its people lay dead. Thomnall was fortunate, as his family managed to escape mostly unharmed to Orcbane Keep - tragically, Wiley was not so fortunate, and Thomnall arrived at Orcbane Keep to find the rest of his family grieving.

With their livelihood burnt to the ground by the orcs, Thomnall's family headed to Falconia to try and find a way to get by. As the lone surviving member of the Wildguards, Thomnall spent his late teenage years and early twenties serving the people of the borderlands and the various small hamlets as best he could. The rest of his family was fortunate - due to his father Caden's former military service to the noble House Wolfswift, they were able to find work as an instructor and lodging in barracks maintained by the Wolfswifts.

In recent times, Thomnall has found that the hamlets and villages he has spent his time helping have either been abandoned to the wilderness or negotiated for protection from larger settlements nearby. With his way of life disappearing, Thomnall decided to put his skills to use as a mercenary - to this end, he has joined the Black Wolves as one of their newest recruits.

The necklace Thomnall wears is a keepsake from his father, given to him as a boy shortly after Caden retired from the military to support his budding family. His well-kept appearance is a holdover from his days as a recruit for the Wildguards - one of their tenets was that in the grizzled wilderness, they should always maintain the good habits expected in more civilized regions.

Elaureth's Backstory

(Note: Elaureth is a new character I plan on playing in the campaign; he will take the place of Malthus, and will be introduced most likely during the next session.)
Full Name: Elaureth Ravenlost
Height: 6'0"
Weight: 180 lb.
Age: 306
Eye Color: Black
Hair Color: White
Skin Color: Pale
Body Build: Solid
Distinguishing Feature(s): Keeps his ears covered with his hair; carries a raven's feather attached to the clasp of his cloak

Elaureth was born in Illuvanath, the Celestial City, a beacon of light in the Feywild known for its astronomers and its famous observatories built into the spires of some of the tallest buildings in the Feywild. Illuvanath is ruled by Vanathir, a member of the Summer Queen's Court known in Illuvanath as the "Ember King". Elaureth was a member of House Moonstride, a lesser noble house in Illuvanath. His father, Panendithas Moonstride, was one of the city's greatest astronomers, and his mother, Hollyatris Moonstride, one of its finest courtiers. They groomed Elaureth for a proper upbringing, and saw to it that he was trained as a Paladin of Corellon when he showed an acumen for battle. His older brother Elben, meanwhile, was groomed to become the next ruler of House Moonstride, and already had a stellar reputation in Vanathir's court.

The course of Elaureth's life was laid out before him, and he followed it diligently - at least until he met Princess Inastara of House Silvershade. Inastara, a daughter of Vanathir, was the considered the most beautiful of the women in Vanathir's court, and a very powerful one at that, considering her status as next in line to rule Illuvanath. House Moonstride was considered to have been granted a great honor when Elaureth was selected to serve as part of Inastara's personal guard. He took this honor quite seriously, and before long Elaureth began to harbor feelings for Inastara. These feelings made things quite complicated for him when Inastara, seeking an escape from the destiny set before her, declared that she was leaving Illuvanath, House Silvershade, and all her life behind. Most of her personal guard refused to follow, save for Elaureth & four others. 

When Elaureth told his parents of his intent to leave with Inastara, they banished him from their house and stripped him of his family name. The procession set forth from Illuvanath and headed to the Fey Gardens, the primary link between the Feywild and Titania. When they arrived in Titania, they found no home in the Wildwood; after a long journey, what was left of Inastara's host settled in Whitebough Forest, establishing the community of Silvershade.

In Silvershade, the eladrin of Inastara's host lived in harmony with the local elves. Though some of the elves wanted nothing to do with the eladrin to the point of hostility, most were welcoming, and the community flourished with Inastara as its leader. Elaureth served faithfully in her personal guard for many decades. One by one, Inastara's personal guard fell to age or to disease, until finally only Elaureth and one other, Lady Wandalyssa Harpsong, remained. These two were at Inastara's side during one of her walks through the snow-covered trees when they were met by the Prince of Frost, a powerful archfey & lord of the Winter Fey. Inastara died that day in the forest; Elaureth & Wandalyssa do not speak of what happened that fateful day, but the incident led to Elaureth being exiled permanently from Silvershade by Wandalyssa, who became the community's new leader. 
His love for Inastara ultimately unrequited, Elaureth sunk into the depths of despair. He renounced Corellon, and took on the path of the blackguard, living as a hermit in Whitebough Forest. He made a point of building his domicile very near to the tomb in which Princess Inastara and her host had been buried, so that he could stand guard over her still. Elaureth spent many years surviving alone in the forest, and seldom stirred but to chase away would-be defilers of his mistress's tomb. 

One day, Elaureth was awoken by the sound of the tomb door slamming shut. He rushed outside to find a robed figure disappearing into the mists. Furious, he swore revenge against those who would disturb his mistress's sleep, and began tracking the robed figure. His search eventually led him to Cairnmoor, cloaked in mist and silent but for the low discord of deathly moans...

Elaureth is a detached, stern, and fierce individual. He is single-minded in his pursuit of his goals, and only furthers other causes when they provide some benefit to his own. Elaureth carries with him a raven's feather, a magical object which can be attuned to a person, and turns blood red when that person dies. The feather is attuned to Inastara, a holdover from his days as part of her personal guard, and blood red in color. He keeps his elven ears covered with his hair, something considered a taboo among those of elven descent, as a sign of his exile and a sign to others to keep their distance. Elaureth adopted the family name "Ravenlost" after Inastara's death; the name signifies the new deity he began to worship when he abandoned Corellon, the Raven Queen, and also what he sees himself as: a raven in flight, lost and far from home. Though he is curious about what has happened to the noble house of his birth, he has no interest in returning with his task left undone.

Example Wishlist

Weapon 1: +2 Vicious Greatspear (Common)
Weapon 2: +2 Vanguard Greatspear (Uncommon)
Weapon 3: +2 Frost Greatspear (Uncommon)

Armor 1: +2 Black Iron Plate Armor (Common)
Armor 2: +2 Meliorating Plate Armor (Uncommon)
Armor 3: +2 Verve Plate Armor (Uncommon)

Neck 1: +2 Amulet of Protection (Common)
Neck 2: +2 Badge of the Berserker (Uncommon)

Other 1: Boots of Quickness (Feet Slot, Common)
Other 2: Horned Helm (Head Slot, Uncommon)

Wondrous 1: Jade Horse (Uncommon)
Wondrous 2: Horn of Summons (Uncommon)

Wishlist Tryouts

I've decided to give gear wishlists a try. Basically what this means is that you as the players will get to put together a "wishlist" of the gear your character would like to receive in treasure hoards. Here are the criteria I've decided on for these wishlists:

  • Choose items in five different categories: weapons, armor, neck slot items, other slot items (hands, feet, head, etc.) & wondrous slot items.
  • All items chosen should be in the 5 to 10 level range. These lists will last until your character reaches level 7.
  • For weapons, you need to choose 3 options - at least one of these should be common quality.
  • For armor, you need to choose 3 options - at least one of these should be common quality.
  • For neck slot items, you need to choose 2 options - one of these should be common quality.
  • For other slot items, you need to choose 2 options - one of these should be common quality.
  • For wondrous items, you need to choose 2 options - these can be common or uncommon quality.
  • Do not put any rares, artifacts, or other unusual-quality items on your wishlist; common- and uncommon-quality items only please. Rares and artifacts are special rewards to be given out at the DM's discretion.
  • For other slot items, please stick to the following slots: arms, feet, hands, head, ring & waist. More unusual item slots like tattoos, boons & other such things will be given out at the DM's discretion, if at all.
  • If a chosen item is too unusual, too overpowered, or otherwise inappropriate, I will contact you and advise you to change it.
That should be all the criteria necessary. Please get your wishlists to me ASAP - I will post an example wishlist for my character Elaureth shortly to be used as a guide for the desired format.

Remember, I still need your backstories! Additionally, we are still on for the extra session this week, from noon-3 PM Pacific/2-5 PM Central. See you guys there!

Session #16: The Trapped Bedroom

This ended up being a very short session as we started late and had to end early.

After taking their extended rest, the party woke up to find that Malthus was no longer suffering the effects of the zombie plague. They headed upstairs and checked out the next room down from the storage room they ended on last session. They could hear a conversation in this room, but the room's lock proved to foil any attempts they made to open it, as it was white-hot to the touch and melted the lockpick Pieter tried to use on it. They decided to continue exploring.

Reaching the end of the hall, they heard noise behind them, and a voice cried out to begin searching for intruders. They scrambled to a nearby door, finding it locked - they managed to unlock it, and got themselves inside quickly. They found a rather lavish single-person bedroom, clearly the quarters of some important person. On the desk, they found a diary - as soon as they opened it, the many traps in the room sprung to life. The diary made an attack against the party, but missed; the desk turned into an object mimic; and the armoire in the room flung open, releasing a trio of ravenous ghouls.

This encounter lasted the majority of the session, and the party found themselves tested. The ghouls hit hard, and the object mimic tied up Ilivarra for the duration of the encounter, eventually sending her into negative hit points. The party managed to take the ghouls down one-by-one, however, and eventually defeated the object mimic shortly after it knocked Ilivarra out. They recovered, but the encounter took a hefty toll in healing surges.

After resting, the party decided to explore the adjacent room, having discerned that this was the trapped bedroom that Halpern had warned them about earlier. Immediately upon opening the door, however, they were cornered by a number of wights, and Thomnall was struck with a grave bolt which left him stuck in the doorway. We stopped here for the night.

Two things to remember, guys - 1) our subscription is going to run out soon (this Monday), so please get your money ready! My PayPal account is ready and when you guys are ready to send your money, let me know. 2) We are going to be starting up a 2nd session on Saturday afternoons every other week, from 12-3 PM Pacific time/2-5 PM Central time. We will not be doing this extra session next week, so as not to give everyone a D&D overload. There's more to cover, but I'll handle that in the following post.

Wednesday, September 7, 2011

Session #15: BOOMER!

Pixie arrived late to this session, I had him RBA until he arrived as we were mid-battle at the end of the last session.

The party wrapped up the combat with the zombies, and continued exploring the southern area. After checking a couple clerical rooms, the party found the town hall's mess hall - along with Constable Halpern, who was being attacked by a ghoul. The party had to fix the controls to the holding cell Halpern & the ghoul were inside - but the controls hit Pieter with a nasty shock which left him bloodied and with no healing surges left. The party fixed the controls, dealt with the ghoul, and found out from Halpern that Lundgrave had allowed the plague to be spread in the town. He asked them to deal with Lundgrave, and lead them to his office, where they could find a key to Lundgrave's bedroom, within which they'd need to find a key to his office.

Inside Halpern's office, they found a single glowing zombie, which they initially had Malthus sneak past to acquire the key. Halpern left the party, telling them that Lundgrave, a paranoid man, maintained two identical bedrooms - one trapped, and one normal. The normal one contained the key they needed, and their hint as to which was which was that the right room would have bedsheets the same color as those found in the clerical staff's bedrooms. After Halpern left, the party decided they wanted to loot his office, so they fought the glowing zombie within - Thomnall ended up being infected with the zombie plague, but Ilivarra quickly cleansed it from him. There was a lot of RPing done in this section, as Malthus was less than pleased he'd snuck past the zombie just for the group to decide they would just kill it anyway.

With the 1st floor fully explored, the party decided to head the 2nd floor after they had found a stairwell leading down into a cellar from which an innumerable chorus of moans emerged. On the 2nd floor, they fought more glowing zombies in a supply room - Malthus was infected with the zombie plague, and many of the food supplies in the room may have been infected. The party gathered what looked safe, and decided to extended rest, as night had fallen. We ended the session there, though we still need to attend to Malthus' disease Endurance check...

Some after-session notes: I never gave out experience for the glowing zombie encounter in the supply room, so as a "reward" for reading this, grant your characters 100 experience points. See you guys next week! Remember, we will be setting up our yearlong subscription on Monday the 19th, so have your money for that ready!

One last thing: I need backstories from Traver, Pixie & Baril still!