Monday, February 28, 2011

Session 14

When last we left off, our intrepid party had defeated the bandits who had come to Oleg’s, with two escaping to presumably return to their master. What would we do next? Explore the region more, or leave for a confrontation with the Stag Lord himself?

We began this session with the continuation of this discussion. Then Sella suggested she explore her oracle capabilities for the first time to see if she could provide further guidance for us. We agreed that this was an excellent idea. For two days, Sella fasted and prepared for the ceremony with Ix ably assisting her in the identification and preparation of the necessary ritualistic components. She then sequestered herself and began her meditation, which would last for three days. All this while Elsbeth stood vigil at her door until Sella let her know in a now barely audible voice that she had returned from her visions.

After a quick fortifying draught provided by brother Lothar, Elsbeth was able to relay her revelations over her first meal in five days. It began with a vision of Oleg’s, now surrounded by a dozen or so other buildings and increased fortifications. In the center of this town stood a stone plinth, which she approached. On it were carved words to commemorate the defeat of the Stag Lord. Tried to read more to see if she could discover more details of this battle, but the words blurred and became illegible. She then heard the sound of far off thunder. She turned around and saw the horizon dominated by huge, dark brooding clouds of an approaching storm. It was then that the strange music began. http://www.youtube.com/watch?v=DKbPUzhWeeI Sella’s vision was suddenly drawn across a great distance towards this storm. She stood amidst the raging storm at the base of a hill. Atop this hill she saw the ruins of a castle and suddenly appearing in the flashes of lightning was the imposing figure of a monstrous man with a stag’s skull for a face, antlers growing from his head and a great bow in his hands…

After Sella conveyed her prophecies to the group, we consulted with Oleg to discover when thunderstorms began in this area. Oleg informed the group that in a couple of weeks the storms should begin. We then decided to do some more exploring of some nearby hilled areas, return to Oleg’s to re-provision, and then begin our trek to the Stag Lord’s fortress.

The exploration was largely uneventful. We came across a group of kobolds from our allied tribe. They had just killed a large elk and were preparing to return home. We noticed that a number of their group lay dead on the field of battle. Dervil and Kiril tried valiantly to convince them of the worthiness of respecting the bodies and memories of their fallen, but in the end their efforts were in vain as the kobolds did not seem capable of grasping this concept.

Next we discovered a lightning struck tree that resembled a claw. Kiril reminded us of a map with a tree such as this drawn on it which we found on a body at the bottom of spider’s lair. Sure enough, buried near the base of this tree was a yew wand of burning hands, a book of spells, a +1 dagger and a fine leather cloak. Ix was very happy.

We returned to Oleg’s having successfully explored five hexes, re-provisioned ourselves, and set out for the Stag Lord’s fort. We reached our destination. It was indeed perched high atop a hill next to a lake. The skies started to fill with dark threatening clouds. The captured leader of the last group of bandits to attack Oleg’s had told us of a possible secret passage into/out of the fort, so we decided to have Kiril and Elsbeth scout for an entrance under the cover of dark. On approaching the fort and leaving the path, skeletal hands sprouted from the ground and began to dig their way out. Kiril spoke the secret pass phrase and the skeletons returned to their graves. The two then skulked closer to the fort… and then both rolled 3’s on their stealth. A guard on the wall noticed them and that’s where we called it for the night.

How will Kiril and Elsbeth handle their being discovered? We’ll find out next time!

Tuesday, February 1, 2011

Session 11, 12 and 13


Again, long interval between posts. I just don't have the time that I used to w/ this new job. "Sigh" RL getting in the way of gaming. These will just basically be brief recaps of the highlights.

Session 11
Not much to report here due to a dearth of notes and the long break... Basically, Durvil arrives as we're searching the caves and helps us confront the ghast. A nasty beastie that takes the entire party's cooperation to take down. But down he does come and as a prize Brother Lothar is rewarded w/ a stack of beer recipes and the paperwork that proves the Pitaxians have no claim on the village.

Unfortunately Becher has the ghoul fever. We bring him back to Railford on the off chance that maybe we can find something to heal him. Once back we're confronted by Dallard Fritch and his bully boys. A big ol fight breaks out in the brewery we dish out a beating to the boys and they skedaddle.

We also remember that the beer has healing property. So back we go, grab it and viola! Becher is healed. And for a reward, Brother Lothar is given a stack of some of the breweries most famous (and infamous) recipes!

Session 12
Our journey back to the temple of Erastul was non-eventful. Once there we are administered to by J'Hod, the high priest to Erastul here in the wilderness. A couple of guardsmen find us and inform us that the bandits have come back to the trading post and are again demanding tribute. We head that way in the hopes that we can avert the attack.

Oleg tells us that the bandits will return by the end of the month, expecting full tribute. But as it turns out we've got some time to both fortify the trading post as well as do a bit of exploring.

Off we go, and wander, unknowingly into Tusk Gutter's territory. An ugly fight breaks out but we kill the beast and collect the head for the bounty. In the pig's lair we find 300 gp, some Master Work leather, and a magic longsword (+2) w/ a red gem in the pommel. This of course goes to our lone "knight", Sir Durvil.

After this we run into a gentleman (literally) named Harley. He's a suspicious one out here in the wilderness and sets everyone's nerves on edge. He recognizes Durvil's device which indicates that he's at least partially literate in heraldry...A sign of nobility? He stays w/ us the night and talks about the thasilenes (cats that hunt in packs) as well as the ghost-haunted bridge.

The next morning he takes his leave. Strange...

That following evening a werewolf attacks. We defeat it and it turns out to be a female! Not Harley as we all thought. We tie her up and...

Session 13
....Question her the next morning. Turns out she's actually hunting Harley. He's some kind of uber-werewolf capable of creating other werewolves at will. This young girl, named Tara, was the lone survivor of her village, which was decimated by Harley. She's now on a mission to capture and slay the master werewolf. And by doing so, she'll hopefully lift the awful curse.

She's penitent and we set her free to hunt the evil Harley.

Time to return to the trading post in order to prepare for the bandits.

Some preparations occur (not really much of any planing actually) leading up to our confrontation w/ the bandits, who are led by Doven of Nisserock and Falgrim Sneed, a particularly nasty couple of individuals.

We know how many are coming due to a visit from Percival, but only 3 appear at the gate! Where are the rest. As the fight breaks out chaos ensues and the other bandits turn up on the walls and w/in the fort itself. Guess they arrived the previous night and snuck in.

Nevertheless, we win the day. But not w/out a few knocks and scrapes. (Brother Lothar goes down...of course.)

Out of this we garner:
  • MW Chain Shirt
  • +1 Rapier
  • Cure Serious Potion
  • Silver Amulet of the Stag Lord
  • 2x Earing (130gp ea.)
  • 28 gp
  • 2 pp
  • MW Plate
  • Great Sword
  • Ring of Protection +2
  • Silver Amulet of the Stag Lord
  • 15 gp
  • 1 pp

531 EXP
7004 Total