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dnd session 1-12

Aug 3rd, 2016
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  1. Enter:
  2. Rhawn the Paladin (human)
  3. Nimbel the Wizard (gnome)
  4. Aaron the Rogue (human)
  5. Barde the Druid (half-elf)
  6. Anomalyst the Ranger (human)
  7.  
  8. Session 1:
  9. The protagonists reach the Violet Creek village. Fairly average, admittedly, but they did have a problem with undead raids. The village elder (and innkeeper at once) had hired them to get rid of the pack of ghouls inhabiting an abandoned village nearby. On their travel there, the party has noticed that they were being tracked. They have captured John, who had claimed he was following them as he wanted to give his female friend a proper burial. Several minutes of persuasion and intimidation later revealed that he actually wanted to hide remaining traces of murder he commited on said woman. The party has tied him up and told him to remain still (ha!). They proceeded towards the abandoned village. In the meanwhile, they had found some mysterious purple mould/moss and a ghoul slain by a single (!) wolf in the vicinity. Anyway, having reached and explored the village, the party has discovered the crime scene in a certain house as well as the ghoul nest in the watermill. As it was middle of the day, the ghouls were in hibernation and the party's sneakier members decided to infiltrate the mill. The gnome had entered the cellar and found out the pack leader, a 4-armed ghoul monstrosity. He realized the monster was constantly mumbling to himself and connected it to the woman's murder. Whilst his illusions of the killed woman confused the enraged monstrosity, the party disposed of the other ghouls in the mill. Afterwards, they went to slay it and did so after a tough combat. Having cut its head as a proof, burned all ghoul corpses and collectied crime evidence, they returned to John. John was extremely shaken and in panic, having seen what he described as "a monstrous deer with tentacles". More of the purple moss was found nearby as well. The party took John, crime victims' corpses and the ghoul's head to village. Once the justice has been done and the funeral rites have been performed, a celebration was held in the name of Violet Creek's heroes. They left the next day...
  10.  
  11. The party has gained level 2.
  12. Nimbel leaves the party.
  13. Highlight: "the silvered warhammer that I paid 100 gold pieces to have silvered"
  14.  
  15. Session 2:
  16. The party goes to met an alchemist in the village to the east, so as to ask about the purple moss. On their way, they killed one of the tentacle-animals & captured a parasite that burst out of its skull. Paladin detected its fiendish origin and confined it to a metal pot (seriously). Party reached the village but all inhabitants were barricaded, awaiting an attack of orc bandit band. After chasing away an orc scout and doing some recon, the party infiltrated the camp and managed to listen in on orc conversations, speaking of a nearby cave where they had hidden their loot; and a monster living near that cave. Then they stealthily killed some of the orcs and then engaged the rest in combat. They captured one of them and used it as a bait for a giant, hungry crocodile-like beast, called "Spirit of the River" in local folk stories. The party has bested the monster and collected its precious fangs and claws, and afterwards retrieved bandits' loot. They went back to the village and declared it's safe. They finally approached the alchemist, who told them the whole purple-moss thing seems to be tied to a recent meteor shower. Having ascertained that a diluted acid is enough to scorch the fiendish blight, they cleansed two of three meteorite impact sites. The third one was where the monsters aggregated, and a tough fight followed. Having murdered the possessed animals, the party entered a nearby cave, where a huge, bloated and misshapen body-horror of a bison dwelled. They slaughtered it and retrieved a meteorite chunk embedded into its body. They scorched and razed the entire moss-infected area to cleanse it and returned to the village to rest and finally depart for their destination, the city of Atrio.
  17.  
  18. The party has gained level 3.
  19. Highlight: GM's attack rolls against the paladin always being 19, 8 times in a row the rolls were no less than natural 19.
  20.  
  21. Session 3:
  22. Reaching Atrio and making contact with the Rynnhaus merchant guild, the party took on a quest from an extremely influential person: Mr Mildor. Though obviously they didn't get to see him face-to-face, but a clerk sent them off to the town of Milia to talk to mayor about the details of their assignment. Not going into an extremely detailed description, there was the town of Milia, three towers built by ancient elves and shining bright light at night thanks to special crystals and (recently unsealed) ruins of the ancient elves. And swarms of demonic shadows pouring out from these ruins. Getting more information about the situation from the mayor and a wizard named Rektos, the party decided they needed to obtain an extra sunlight crystal from inside the ruins and replace a shattered crystal in one of the towers. They took one of the functioning sungems and ventured into the ruins. The place was cursed due to grand desacration brought upon the place during a drow raid from centuries ago. Party has consecrated the shrines and obtained the extra sungem. During their explorations, they had found an elven woman with a child - petrified. They found a stone-to-flesh scroll in a convenient vicinity. With good intentions, they unpetrified the statue, but they realized their mistake very soon. The drow, who had a tricky idea for surviving until the ruins were unsealed, shed his illusory appearance and rushed to slaughter the party. Losing his advantage, he deployed a smoke screen and ran deeper into the ruins. In the meantime players have also retreated to heal up and then came back to finish off the drow. Avoiding his traps and baits, the party fought a tough battle and ranger's sword through skull sealed the fate of the dark elf. The party looted his magical longsword and dagger, explored the rest of the complex (finding some cracks that could perhaps lead into even deeper and older ruins) and returned to Milia. They rested and recovered, received a letter of recommendation from the mayor and travelled back to Atrio to report their success.
  23.  
  24. The party has gained level 4.
  25. Aaron's player was absent and the character was an NPC for the time.
  26. Highlight: "We consecrate the shit out of this shrine."
  27. Session lasted about 7 hours.
  28.  
  29. Session 4:
  30.  
  31. On their way to Atrio, the party has met up with Kian, a pupil of paladin's acquaintance. She joined the party. When receiving reward for the Milia ordeal, they met an influential Rynnhaus guild member called Strong-arm, a towering hulk, not one that was a dumb thug though. They were told they would get more quests soon. In the meantime, the party took up a quest of slaying an otyugh in the sewers, which was poisoning Atrio's water supply. They talked to city guard's sergeant and a wizard otyugh researcher who had wished to obtain otyugh brain samples and had a lot of information on the sewers and the otyugh in exchange. Fighting through bunch of undead and phase spiders, they reached vicinity of otyugh's lair. Now, there was one more problem in the adventure - the Cult of no Return, bunch of crazied otyugh worshipers. They decided to preemptively strike them. They have torn through first few units, but then one of the cultists raised alarm with an extremely loud sonic spell. Rest of the cultists fortified their altar chamber as the protagonists assaulted it. Things were going decently until a tamed umber hulk burst out from below to begin slaughtering the heroes. It certainly didn't help that the cult's spiritual leader - a mage - entered the battlefield as well, throwing a fireball that burned the rogue into a crisp and nearly fried the ranger as well. In the absolutely toughest fight in their lives yet, they managed to somehow survive and win. Enough said - the Cult of no Return won't be making a return anytime soon. They retreated to heal up and then went to fight the Otyugh. They had a bomb prepared - made of oil, alchemist fire, acid and nails - left within a corpse, left in a place where the cultists usually left a sacrifice. Then they took despererate measures (their first FIVE attacks missed the bomb and failed to ignite it!) to detonate the bomb. Finally the rogue hit and made it all explode. Otyugh with half of it's body blown off fell into rage and charged at the party. Despite it's piano-throwing fury, players managed to slay it. Rewards, bounties and so on... Having rested well, they went to Rynnhaus Guild House so as to receive the rest of their payment for bringing in an ancient elven gobelin. And as soon as they came there, Strong-arm had a quest of an utmost urgency for them...
  32.  
  33. Kian the Warlock (tiefling) joined the party.
  34. The party has gained 5th level.
  35. Highlight: The battle against Cult of no Return within the sewer's depths.
  36. Session lasted about 9 hours.
  37.  
  38. Session 5
  39. (Duration 7 hours -ish)
  40.  
  41. Thus began a new chapter in the lives of our merry band of adventurers. At the request of Strong-arm the strangely muscular and intelligent man the party was given the use of transportation to make their way to a frontier mining town so they could retrieve a shipment of priceless arts.
  42. Much time passed without incident,except a band of Gnol bandits met their doom at the hand of the party.
  43. When the party was within a days travel of the town they began seeing puddles of blood that was all that appear to be left of people fleeing the city.
  44. At first a man on horse, then wagons, many bolts and strange flares were found among the carnage. The killed people and horses seem to be sliced and diced, or pounded into the ground, wagons broken and split liken onto toys of uncaring children. With heavy and weary hearts the party traveled to the gates of the mining town.
  45. There the ingenious warlock Tiefling decided to scout the city using her familiar, a hawk of keen eye. She reported back, seeing the city in ruin, the main house in the center of the town seem to have holes in the roof as if from catapults.
  46. While investigating the town, party caught flashes of "shimmering" movement, the rogue followed one across the rooftops to a store, where the party was attacked by 2 invisible, ceiling walking, giant Praying Mantis looking "stalkers".
  47. Things went from bad to worse when they were ambushed outside in the streets by a group of these "Stalkers" as well as a Giant hulk and spiders spitting acid and holding webs at the party. And things would have looked grim if not for the quick thinking of the Paladin who utlised brains over brawn and decided to use one of the flares, the effect of which was nothing short of life saving for the party, the unholy creatures shy away from the light and it weakened them, hurt the weaker ones and stopped or slow down the regeneration of the bigger ones.
  48. With this knowledge the party made their way to the mining center of the town and made 3 "Mega" flares. And in a desperate gamble the party stormed the main building where the "catapults" had struck, there they were cut off and beset by an angry, and rather unlucky, brood mother of alien origins, for it seems the "catapult stones" were instead meteorites which brought with them egg spawns of the giant insectoids from the horrors of beyond.
  49. The brood mother raged and thrashed, cutting, clawing and spitting acid at the party, but with team work and faith in the Paladin the party managed to cut the beast down, cleanse the meteorite which killed the eggs and other spawns.
  50. After looting what they could the party returned carrying with them the priceless arts which they were sent to retrieve. Just before arriving back a wild manticore appeared and decided to use the Rogue as a dart board, but it too soon fell to the might of our party.
  51. After receiving the reward for the quest Strong-arm made mention of a royal wizard who was in need of capable adventurers, but since they were non available he was willing to take a chance on our illustrious party.
  52.  
  53. Sneak Peek of the next episode:
  54. Be on the look out for Dwarf wizards, and their inverse tower, filled with undead monsters, constructs and deadly trap. Not to mention rival adventuring bands vying to reach the knowledge to use it for their own evil plans.
  55.  
  56. Introducing the newly 6th level party of our merry band:
  57. Rhawn the Paladin (human) (He is awesome and a great leader, does NOT talk alot, and is not in anyway used as a Persuasion whore by the others in the party.....)
  58. Aaron the Rogue (human) (He is really good at hiding, his highlight was standing up to a Stalker single handed)
  59. Barde the Druid (half-elf) (What a pussy....., his highlight was killing the brood mother with his Moonbeam)
  60. Anomalyst the Ranger (human) (He is amazing at killing monsters who are hurt, the party is a little worried about his obsession with Acid and piano wires, he will be kept under observation)
  61. Kian the Warlock (tiefling) (The mistress of Hex and Eldritch blasts, she REALLY came into her own in this adventure and was amazing, almost as good as the Paladin in making great decisions.)
  62.  
  63.  
  64. Session 6
  65.  
  66. After recovering lost art for Strong-Arm and gaining notice by some powerful people in Atrio, the heroes were again presented with another challenge. This time they are to retrieve lost tomes of great power in the powerful dwarf's underground home. Thrukad, who has gone missing, did not leave his underground home unguarded though, so the Paladin, Ranger, Druid, Warlock, and Rogue armed and prepared themselves to undertake the quest for the lost tomes.
  67.  
  68. The five companions set out early to find the entrance to Thurkad's underground home, and spent two days in search of the hidden cavern. While traveling, a wyvern caught the rouge by surprise quickly filling his chest with a volley of poisoned needles. If it were not for the Paladin's rescue, the Rogue, may have met his end before the quest for the lost tomes really began. Not to be outdone by the Paladin, the valiant efforts of the others in the party, quickly grounded and dispatched the wyvern while the rouge recovered from his wounds.
  69.  
  70. After finding and entering Thurkad's home, the Rogue quickly made up for his earlier weakness in battle, by finding, and disarming every trap flawlessly allowing the adventurers free roam of the underground caverns of Thurkad's home. The adventurers spent some time wandering the underground halls, but their trek was not without its perils... a Gelatinous Cube, even a second mutated Cube sprouting tentacles, several Helmed Horrors, mimics, skeletal undead, and lessor monsters protected these dark halls which proved to be challenging. After dispatching or avoiding a two score of such beasts, the adventurers came across a unique creature, what seemed to be a cat chained to a pole in the center of an empty room. The cat telepathically imparted to each member of the party that it was an angelic creature being tortured by the evil and vile dwarf Thurkad! Noting signs all about these dark halls, not one of the adventurers were fooled by this evil demon, trapped as it was, the adventurers quickly destroyed the demon sending it back to its vile home plane. Finding themselves in a relatively safe room, the party barricaded themselves in and rested for the night so they might explore the entirety of the deep halls well rested.
  71.  
  72. Once the adventurers were rested, they set out once more to continue their search, the Rogue spotted an unusual statue set in an alcove of one hall. Again, he suffered from an immediate ambush by viler demons! After long battle with no less than two of the beasts, the party was battle weary once more and returned to the safety of their previous camp to rest once more.
  73.  
  74. The party is still in Thurkad's halls.
  75. Highlight: No door or trap will bar this group of adventurers!
  76. The session lasted about 8 hours.
  77.  
  78. Session 7
  79.  
  80. Still finding themselves in the dark halls of Thurkad the Arch mage’s home, the heroes continue their search for the tomes of power. The heroes happened upon Thurkad’s summoning room where he called his demonic guardians. Finding eight beasts trapped in an extra dimensional urn, the heroes thought to destroy these beasts by feeding them to one of the many mimics. Feeding the mimic, the last trapped demon attempted to burst out of the mimic’s mouth killing it Well prepared for such an event, the party quickly destroyed the demon before it could make its escape. The party continued their search of the dark halls, and found an illusionary forest in one large room. Warry to enter, the party decided to explore other unknown parts of Thurkad’s home.
  81.  
  82. Backtracking their steps to a previous juncture in the halls, the party happened upon a small band of adventurers also searching for treasure, a warrior, priest, rogue, and a monk. Not wanting to share the loot, the new arrivals set an ambush for the heroes, but the skills of our rogue spotted them in time. Unsurprised, the heroes prepared for battle. The new arrivals, skilled in the arts of battle, were able to bring our ranger too his knees, avoid the wild assault of our druid, and shake off the attacks of our paladin, and dodge the rogue’s missiles. The heroes, close to defeat and well matched, found their second wind and eventually overcame their foes. Using healing magic and resting for a short time, the party continued their search.
  83.  
  84. The heroes found a chamber filled with Helmed Horrors, which appeared to a part of Thurkad’s cleaning servants. Defeating these monsters, the hearty band of adventurers explored via magical means, the bowels of Thurkads sewers. Finding monsters, treasure, and filth, the party decided to ignites the built up methane rocking the entire complex to its core and retrieving lost treasure in the sewers.
  85.  
  86. Finding nothing else if interest and exploring every other room of Thurkad’s home, the heroes went back to the illusionary forest. Tentatively entering the strange room, the party decided to insure they wouldn’t be trapped, they removed the doors from it very hinges and bringing it along. The party was able to sense many monsters within this strange forest. The rogue, scouting out ahead, found several wolves and three humans sitting upon a bridge which spanned a river. Returning to the party and setting up an ambush, the party lured the wolves into their trap. Unsurprised, the party quickly found out that the wolves were not ordinary wolves, but lycanthropes. Their pack leader calling in many more previously unseen beats, they party was just bout overmatched by these wicked monsters. Hiding in a nearby tree, the rogue fired upon the werewolves, the ranger and warlock also fighting from a distance, began the fight at an advantage. The paladin and druid, took the brunt of the vicious attacks. Using their natural ability to heal quickly, the beasts wore down more than half the party and nearly took out the paladin, druid, and ranger. Making up for his many mistakes the previous day, the rogue made a move to provide healing magic to the paladin, who in turn did the same to the druid which turned out to be the turning point of the battle. One by one, the werewolves dropped and the pack leader, alone against the five brave companions, could not prevail. Once dispatched, the paladin wisely decided to insure each of the many werewolves were dead by whacking them with his silvered Warhammer. Battle weary, the companions decided to rest and recuperate before continuing their search. Once rested, they wisely decided to investigate exactly what they were up against in this illusionary forest. Turning invisible and sneaking ahead, the rogue took the lay of the land and finding the exit. He reported back to the party, discovering more werewolves, undead, and a large mimic in guise of gazebo on top of a hill at the edges of the forest. The group devised a plan to lure the werewolves away from the exit and sneak past them.
  87.  
  88. Once out of the illusionary forest the heroes were once again beset upon by another one of Thurkad’s many demon guardians. Defeating a graduation spider-like demon beast the party continued their search. They happened upon another of Thurkad’s servants, this time as unlikely as it may seem, did but attack, but worked a forge. Having an idea, the rogue gave the warlock a broken and unused sword, retrieved from a pile of trash, asking to have the stone golem to repair it. The golem did as it was bidden to do and quickly handed a repaired sword (though still rusted), back to the warlock. With this knowledge, the paladin did likewise, but this time with a large magical weapon simply wishing this one to be resized for use. After some time, the golem finished its work, handing back the weapon to the warlock doing exactly as instructed.
  89.  
  90. The search continues for the lost tomes of power in session 8, next week.
  91.  
  92. The party is still in Thurkad's halls.
  93. Highlight: Order of the day, let monsters kill monsters, then destroy the victors while they are wounded.
  94. The session lasted about 7.5 hours.
  95.  
  96. Session 8:
  97. The quest for the tomes of power continues…
  98.  
  99. The ragged, battle weary adventurers knew they were getting close to the wizard Thurkad’s main living chambers where they hoped to find the spell books and other magical writings the powerful wizard studied. Faced by Thurkad’s undead guardian, a very large skeletal warrior wielding a thick steal shield more akin to a large double door. In fact, that is exactly what Thurkad had in mind when placing the undead creature, using it to shield bash anyone approaching his private living quarters without permission. With luck and skill, the five adventurers were able to defeat the undead beast and gain access to Thurkad’s private living quarters, which, to no surprise, also doubled as his throne room. Searching the wizards’ private chambers, the group was able to find Thurkad’s most precious spells along with many other magical items and treasure… a lot of treasure! Thinking to take it all, the adventurers would have to first battle and defeat Thurkad’s final defender.
  100.  
  101. Still unsatisfied as to the whereabouts of Thurkad, the Rogue kept searching about for any signs or clues to what may have happened to the powerful wizard. Searching his throne, he found a hidden entrance under the large dwarven throne. Finding a spiral stair down, the party figured they found his secret exit, but to their dismay, they instead found Thurkad. The powerful wizard had attempted to become a Litch! Realizing what they were up against, the companions steeled themselves for battle once again, for the undead failed litch lunged. After a lengthy battle defeating Thurkad and his many undead minions, the adventurers had only to return to Atrio and report back. Thinking these halls safe after defeating their undead host, they made for the entrance only to be ambushed by a band of Orks including not too few shamans and even the largest and very enraged ork berserker they have ever seen! Fighting for their lives once again, the companions were finally able to defeat these monsters, but only after a close brush with death – and not for the first time in these dark halls!
  102.  
  103. Haggard and weary, the rogue sought to be sure no ore orks lurked just outside Thurkad’s halls. Going to investigate, and taking no chances, he went out invisible to see the way clear. Seeing no enemies at first, he turned back only to find a black dragon lying in wait above the entrance! Trying to outsmart the beast, the companions prepared to leave all invisible, and sneak away right under the beast’s nose! Luckily for them, the dragon was still young, and not yet wise to skilled adventurers many tricks, they were able to get away.
  104.  
  105. The party has gained level 7.
  106. Highlight: Dead monsters = treasure, but treasure usually brings bigger monsters… and Dragons…
  107. The Session lasted about 6.5 hours
  108.  
  109. Session 9
  110.  
  111. This session was canceled due to weather causing our DM to loose internet capability temporarily. The players discussed what could have been done better in past sessions, what their plans are for their characters advancement, and thought as to what type of gear they would like to obtain.
  112.  
  113. The party has not moved
  114. Highlight: "By the power of Zuse-Skull"
  115. The Session lasted 3 hours
  116.  
  117. Session 10
  118.  
  119. Shortly after returning to Atrio, and returning the powerful tomes of magic to the heroes hiring wizard, they were approached with an offer they could not refuse – an offer to purchase an entire villa some days travel away from Atrio but on a main caravan route. The problem, is that too many caravans have gone missing, and villagers have abandoned the villa. The heroes would have to first bring safety to the villa before inhabiting it.
  120. The trip to the villa was uneventful, and upon seeing the villa for the first time, it was obvious that the villa had been abandoned for many months. Cautiously approaching the main gate, the protagonists quickly realized why – the villa is inhabited by monsters. There is only one thing to do, explore the villa and destroy the monsters.
  121.  
  122. While exploring the basement of the main building in the villa, the heroes discovered an underground complex inhabited by a curious race of light grey skinned folk. The grey skinned inhabitants are a friendly lot without an ounce of cruelty in them. Meeting their king, it was easy to see why, a large puppy sat the throne bidding the heroes for help. Speaking in the voice of a 6-year-old boy, the kink quickly explained that his people were being assaulted by daemons leading his people away to die in such a way that only a 6-year-old puppy could.
  123. Knowing that these daemons are just below their newly acquired villa, the heroes had no choice but to accept.
  124.  
  125. The party has a new villa
  126. The session lasted 7 hours
  127.  
  128. Session 11
  129. Heading out on their new mission to destroy daemons for the 6-year-old puppy king that lives under their newly acquired villa, which the heroes suspect is not really a puppy, headed for the dark underground caverns away from the puppies’ kingdom. The heroes quickly determined why the puppy king is so concerned for his citizens. The caverns outside the main underground city are filled with blood, lakes of it. Worst of all, the blood lakes are filled with large arm length, Piranha like leeches. Facing daemons, vampires, and one of the vile creatures assaulting the kingdom. After hours of battle, the heroes won the day and returned to the puppy king’s domain to rest.
  130.  
  131. The party defeated one of the monsters harrowing the kingdom.
  132. The session lasted about 4 hours
  133.  
  134. Session 12
  135. After defeating the first of the four daemons, and resting for a bit in the Puppy King's kingdom, the party noticed something a bit odd. The companion's skin started turning a but grey! Not knowing what else to do, they searched the Puppy King's library for any more information about daemon kind to gain a better understanding of just what they faced. Upon defeating the vampiric daemon, the heroes noticed that they somehow absorbed some of the daemon's power and occasionally absorb the life force of their enemy! Excited and a bit weary with this new found power, and armed with a better understanding of their enemy, they set out to destroy their next foe.
  136.  
  137. Exploring the underground cavers under their new villa, the companions sought out the next daemon. Finding themselves in utter darkness such that not even a touch or night vision can penetrate, they quickly discerned that magical darkness surrounded them. Dispelling the magic, and fighting in the dark when they could not, the heroes were hard pressed to battle their hidden foes. The paladin discovered the hard way that when fighting even the lesser daemons under torchlight, they simply vanished under the brightest of the light. Only on the edge of the torchlight, were the companions able to partially see their foes.
  138.  
  139. Feeling around mostly and walking blind, the heroes relied on their Tiefling friend who could see even in the magical darkness to guide them through the impenetrable darkness.
  140.  
  141. Battling monsters and daemons, the heroes discovered the second of the four large daemons assaulting the Puppy Kingdom. Fighting mostly in the dark, the companions overcame this adversary narrowly escaping death. Upon the great daemon's defeat, the heroes realized that they no longer needed their touches to see.
  142.  
  143. Weary, the companions turned to go back to the Puppy King's Palace to rest. On the way back though, the Paladin found an undiscovered cavern, much like one the heroes seen before. Upon entering, they quickly realized that this cavern was different from the rest of the complex... It seemed as though they stepped out of the underground and right into a field and open sky. There was a dark sky and huge Moon and stars shining down upon a graveyard. taking a quick look around the Rogue saw that the undead roamed this graveyard. Not ready to battle again so soon, the Rogue and Ranger thought to return after defeating the daemons which assaulted the Puppy Kingdom, but the Paladin could not bare to leave vile undead waling the underground caverns of the companions future home. Arguing to destroy the creatures, the companions put it to a vote... and left the undead unharmed - much to the Paladin's dismay.
  144.  
  145.  
  146. The heroes gainded Level 8
  147. The heroes gained a new power - Eyes of the Night
  148. The party defeated the second of the daemons - a Dark Goat Daemon
  149. The session lasted about 7.5 hours.
  150.  
  151. Session 13
  152. Feeling revitalized and knowing the terror ahead, the heroes set out to destroy the third of the four Daemon Lords. Feeling bolstered by their freedom from relying on torchlight instead using their new found affinity to darkness to guide them through the underground caverns beneath their villa.
  153.  
  154. Exploring the underground caverns near to the Puppy Kings realm, the companions discovered another city down a side passage. Suspicious of the new city, the Rogue went in to investigate. Skulking the rooftops, he quickly realized that most of this city was only an illusion leaving a few tall buildings and a palace left to explore. After scouting around the area, the Rogue returned to the companions and relayed what he found in the new city. Most notably the inhabitants of the new city seemed to be exact copies of a small handful of individuals. The Paladin suspicious of the daemon lord of deception cast a spell to detect creatures of the Abyss only to confirm his suspicions. After some debate, the companions opted to return to this place after destroying the undead creatures discovered the day before.
  155.  
  156. Passing this mysterious cavern on, they departed to seek out the walking undead. The companions knew that they were getting close to the daemon lord of death when they began to encounter undead creatures. Battling undead and minor daemons, the companions searched strange graveyard and entered a large mausoleum believing the daemon lord of death was inhabiting. After several hours of exploration and destroying undead creatures and minor daemons, the heroes found themselves facing the daemon lord of death. Forgetting what they learned in the Puppy King’s library about this particular daemon, the Rogue made the first attack which landed a powerful blow that would have devastated lesser creatures. The daemon Lord of death simply smiled at the attack and seemed to only become stronger! Remembering the exalted holy water, the companions were given before beginning this quest, the Rogue rethought his battle tactics and relayed his plan to the rest of the companions. The Paladin feeling vindicated in destroying creatures of undeath reveled this battle fighting the daemon lord and his bone wall attacks.
  157.  
  158. Collecting the exalted holy water vials from each of the companions, the Paladin and Rogue focused on destroying the daemon lord while the rest of the party focused on destroying his minions. After an extended battle, the exalted holy water proved to be extremely effective, the daemon lord fell along with his minions. Weary, the hearos returned to the Puppy Kings palace to rest. On their way, the heroes noticed that their skin (already becoming grey like the Puppy King’s subject) became even darker. Enraged at having his appearance altered, the Paladin swore to demand answers from the Puppy King – not believing his 6-year-old, puppy, innocence for a second.
  159.  
  160. The Party still battles the Daemon Lords
  161. Highlight: don't hit a daemon which feeds on death, heal it instead and it will then find death.
  162. The session lasted about 6.5 hours
  163.  
  164. Session 13
  165. Believing that the Puppy King is hiding its true intentions by continuously lying to the companions, the Paladin charged into the Puppy King’s throne room enraged. With intentions to demand answers through fear and pain, the Paladin began “gently” interrogating the Puppy King demanding to know the way back to the surface and the villa above, previous attempts to leave the underground cavern ended in dead ends.
  166.  
  167. Not wanting to see the six-year-old Puppy King in danger, the Rogue tried to console, calm, and convince it that the Paladin was just afraid – of being trapped down here, skin changing to a dark black and wits dulling. All we wanted was to return to the surface for a bit to regain our sense of normalcy. Backing up the Paladin completely, the Ranger stood behind him while the Warlock used her telepathic mind link to also convince the Puppy King to show the companions the way out. Fearing that he companions would leave the job undone and leave the reaming Daemon Lord to harass, kill and maim his subjects, the Puppy King resisted the mental assaults and threats to his person, but the Rogue convinced it otherwise. Angered and upset, the Puppy King reluctantly showed the companions the way out. Going out to investigate, the Rogue went out to confirm the exit, but noticing that the further away he went, he experienced a hangover-like headache… After confirming the exit, Rogue returned with the good news. More determined than ever, the Paladin decided that the Puppy King should exit his kingdom and return with him to the surface. Attempting to capture and drag the Puppy King out, he attempted to tie his belt in a makeshift collar to the Puppy King, but it escaped. More upset, the Puppy King began ranting and accusing the companions of lying to it and leaving his kingdom in danger, he began to fight back in its own way. After numerous failed attempts to capture the Puppy King the companions engaged.
  168.  
  169. Torn from loyalty to the companions and his affinity to protecting children the Rogue quietly stepped out of the Puppy Kingdom and into the tunnel back to the surface – and noticed something very strange indeed! The walls in the Puppy Kingdom simmered as an illusion disturbed. Sharing this information with the companions, the Paladin was determined to capture the Puppy King in put it into a bag of holding to force it to the surface. Not willing to leave, battle was engaged. Defeating, and unfortunately killing the Puppy King, the companions left the underground kingdom and returned to the surface – all experiencing the hangover like headache, but returning to normal.
  170.  
  171. After resting up on the surface, the companions went back to defeat the last of the Daemon Lords. Devising a plan to enter the mysterious palace underground – the companions who possessed glamour armor disguised themselves as citizens of the strange place and those that didn’t to lay in wait to be admitted by the others of the companions. Once inside, the companions convened on the one of the upper levels of the mansion and began their grim work – quietly destroying goat daemon guards and servants of this house one by one. Once complete, or so they believed, they approached the last door where they thought the Daemon Lord was hiding behind… only to find out that they were deceived… finding only the true mansions lord drunk and passed out at his desk.
  172.  
  173. Frustrated and unsure what to do next, the companions set fire to the uppermost floor as well as the gardens below in an attempt to draw out the daemon lord… and were rewarded for their efforts… Facing five glabrazu’s, and lessor daemons they quickly found themselves at a disadvantage since they believed they destroyed all the lessor daemons… After defeating most of the lessor daemons and three of the glabrazu’s the daemon lord made its appearance. Almost defeated, the companions eventually were triumphant killing the daemon lord by turning its abyssal home’s fire against it.
  174.  
  175. Once destroyed, the illusion of the underground caverns cracked and shimmered. The companions found themselves lying on the floor in a small chamber outside the basement of their villa with an old man sleeping on a bed in the room. Killing and destroying the old man and dead bodies and bones strung about the floor, they claimed the villa as their own.
  176.  
  177. The companions defeated the daemon lords
  178. The party has gained level 9
  179. The companions earned the title “Puppy Slayer”
  180. The session lasted about 10.5 hours
  181.  
  182. Session 14
  183. After working to clean up, rebuild and prepare the companions's new villa for habitation, their recent excursions into the nightmarish dreams of the warlock weighed heavily upon the hearts of all after the Puppy King's death. Seeking to reconcile the Puppy King's death, the Paladin, Druid, and parties Warlock left the villa to seek to cleans their soul. Unsure of when they would return, the rogue and ranger sought the assistance of experienced adventurers knowing their adventuring days are not yet at an end and expecting more adventures to come and soon. Answering the call, several would be companions began to arrive. After only a few days, a contingent of armed guards brought the companions a written missive requesting them to seek out a recent meteorite which landed recently bringing the all too familiar demonic infection to the lands.
  184.  
  185. Gathering up the new recruits, the companions set off at once. After traveling most of the day, the rogue spotted a troupe of soldiers from a rival kingdom shadowing them. Sneaking off to see what they were up to, the rogue shadowed them. Once daylight began to fade, the companions sought out the safety of a nearby cave to camp the night. Leaving the rogue uninformed of their plans, the companions settled down down for the night leaving dangerous traps for any intruders.
  186.  
  187. The next morning, the ranger approached the troupe of soldiers shadowing them in an attempt to determine their intentions. After discovering that they meant no harm, he tried to convince them to join in their quest. Failing that, the companions regrouped and set off again to seek out the tainted meteorite.
  188.  
  189. Once finding the impact site, the companions quickly discovered that this one was more dangerous than the last one. This meteorite crash site was shrouded in a large purple fog. Finding themselves facing a large mutated eye-tyrant like creature, the companions prepared themselves for battle. defeating the creature and it's summoned lesser mutated devils, the companions searched for the meteorite so they could destroy it. Finding a trail of purple gore, they discovered an ancient draconic shrine which lead to some nearby caves. Defeating many more such creatures, they entered the cave and began their investigation as to where the meteorite was taken.
  190.  
  191. After finding and destroying a company of mutated kobalds and more of the mutated eye-tyrant type creatures, the companions found themselves sorely pressed and facing a mutated dragon! Feeling they were overreached and battle weary, they fled the caverns to find some rest and prepare themselves to face the dragon properly.
  192.  
  193. Several new adventurers joined the party
  194. The Paladin, Warlock, and Druid left the party
  195. The companions inhabit their new villa
  196. The session lasted 7.5 hours
  197.  
  198. Session 15
  199. After fleeing from the black dragon which was infected by the meteor, the companions rested and recovered back in their cave several hours from the dragon. Being refreshed and revitalized, the companions planned their attack to destroy the black dragon, planning to lure the dragon into a trap. Set out as bait, the rogue went in seeking the dragon, but only found its minions guarding his treasure horde. Keeping to the plan, the rogue hit them with a surprise attack and lead them into the trap only to run into the dragon. Highly alert, the rogue was able to dodge most of the dragon’s attacks. Barely defeating the dragon and its minions, over half the party went down yet victorious receiving a reward of a dragon’s horde of treasure.
  200.  
  201. The companions hauled their treasure back to the villa. Feeling rich, the companions contracted skilled workers to begun building an orphanage as well as seek out wizards to establish a permanent teleportation portal to the villa to establish trade routes to Atrio and the capital city of Lindia.
  202. Returning the meteor pieces to the wizard and having the many magic items apprised, the wizard informs them of another mission. They are to retrieve lore books from the Paladins of the Black Order. They are to obtain a book either by stealing it or copying it. They also receive a notice stating that there is a reward for filling a warrant for a bandit king Lizard man in the north paying out 40,000 GP.
  203.  
  204. Since both mission’s lead to the same locations, they set out to find the target of their warrant first. The companions were teleported to a small town near to where the bandit king raids.
  205.  
  206. Defeating wyverns, lizard men, gnoles, and even a five headed hydra the brave companions assaulted the bandit king’s fortifications.
  207. To their surprise, the Lizard man was truly a Rakshasa! Just about wiping out the companions. With just a thread of life, the parties priest landed the killing blow ending the deadly battle.
  208.  
  209. Highlight: death comes to us all, ... well, almost...
  210. The session lasted 11 hours
  211.  
  212. Session 16
  213.  
  214. After spending time to recover and gather their wits, the companions reached out to the local sheriff to return the stolen wagon loads of goods the bandits took, and set out to retrieve the lore books from the Paladins of the Black Order. After reaching the Black Order's compound, the companions thought it best to gather some information as to the Black Order and where they might be keeping the lore books desired.
  215.  
  216. The rogue went in on this important scouting mission while the others went into the encampment outside the Black Orders compound to speak with the locals leaving the two dwarves in the party to begin tunneling under the Black Order's walls. Without the luck of Tymora, little information was gathered, but the rogue suspected the lore books were kept safely in the main temple - so the party attempted to tunnel underneath it to sneak in.
  217.  
  218. Tymora frowned on the companions this day as they tunneled into an underground crypt and faced many "Holy" undead set to guard the deep ways of the Black Order's halls. After defeating the Holy Undead, the companions set to investigate their location within the compound.
  219.  
  220. Lady Luck apparently was focused elsewhere as the companions found themselves in a deep chapel where Black Order priests keep up their ceremonies - and spotted the ranger. Not wanting to let the ranger be captured, the rogue attacked one of the priests so as not to let the alarm sound, but another alerted the Black Order of our presence. After working together to retrieve the ranger, the party fled the Black Order's halls by way of their tunnel. Wanting to keep it a secret as best they could, the companions executed a tactical retreat back into the cavern they first found themselves in to and their tunnel. After casting spells to put stone back in it's place in the crypt to cover their tunnel, the companions escaped.
  221.  
  222. Highlights: Don't rush in without Lady Luck's blessing
  223. The session lasted 5.5 hours
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