Dungeons & Dragons 5th Edition Campaign

DnD Session Update 8-4-15
Choices before you

As the orcs stood up both you and they were surprised to see the other. A word in orc then a few words in common leads to you attempting to “befriend” these blockade makers. Trying to talk about Xul-Jarak as a place in common with these orcs fails when Pholstus casts a spell and then Captain Furthak casts an attack spell upon them. The battle turns one of several times as more orcs including a leader type appear across the river and bark out orders. As more orcs fall, the leader now stuck in a web spell throws an object he rips from a belt he is holding, directly into the river before him. Moments later a large water elemental rises from the river and moves to attack Starbreaker. Another spell that obscures vision for all separates you from the orcs across the river as the last orcs fall near you. Pholstus being in touch with water roots as a genasi, convinces the water elemental to break from the orc commands which he seems to do as he moves into the cloud disappearing from your sight.

Dismissing the spells shows your enemy moving away from this area, an orc at your feet is still breathing, you tie him up. Starbreaker thinks about following the retreating orcs to battle further but decides to remain close. A few potions of healing and some papers are found along with the sweep of a detect magic by Captain Furthak finds no evidence of the elemental in the water running past but he does notice an aura of magic buried in the grass nearby and finds a bag. He looks within and sees it to be larger on the inside than the outside. With too few Doctor Who fans at the table, any reference would be wasted on most so none are made. The papers, one being a map indicating the location of Xul-Jarak and the other possessing the image of the Hall of Beating Drums. A symbol of strength among the orcs tribes and also a location within Xul-Jarak. Captain Furthak has knowledge of this place and remembers some of its design .

You get the caravan moving again and make good time as you enter the forest that borders the western edge of the high road before nightfall. Once night does approach, the caravan makes camp along the road in the middle of the darkened woods. The canopy overhead is dense enough to keep any moonlight at bay. The captive orc is awake so you try to get some info out of him. It seems that this orc band brought captives from Mulmaster to Xul-Jarak . Claiming that one was the king of Mulmaster with several other important humans were given to Big Lux for a ceremony of sacrifice. He indicates they were there 2 days ago with these captives. He also claims that the ceremony will summon Gruumsh to Toril where he will rule all orcs and all lands. He also has a crude map you assume is of within Xul-Jarak but Captain Furthak does not recognize it though it does seem familiar to him.

The caravan rest on an east –west road with the party camped on the west end. During the night before you could benefit from a full rest, fires and attacks on the caravan occur on the east edge. Many awake and rush to the east to assist as some notice movement in the trees bordering the caravan. Then a group of orcs moves in on the west end and make straight for the captive orc you have. A rescue of him is successful for a few moments before you bring him down along with more orcs. The orcs move off before the entire party can make its way from the opposite side of the caravan. Starbreaker did assist those from the caravan as did Pholstus with his magical power to bring water to quench a fire that was burning on a wagon.

A discussion of what path to follow comes alive. The argument between heading straight for the orc fortification to rescue Mulmaster captives and stop whatever ceremony is to be performed or to keep your promise and get these three caravans out of danger and to Mulmaster. You have not had a full rest as it was disrupted, Captian Furthak and Pick did ransack several wagons looking for “payment compensation” for not getting more money for this task and you are in a dark forest in the middle of the night. You decide to…

DnD Session Update 7-28-14
On the road to Mulmaster

Information gathered:
-Reward collected from constable
-You stock up on holy water and purchase needed supplies from the Trading Post
-Fort Dalton was burned to the ground by attacking orcs, no survivors
-Captain Scalling Badaxe is not in town abd has not been seen for a while
-Ezrin the druid has disappeared from his grove outside Elmwood, any news of him is welcome
-From Calaphast, Lady Anorah, dock hands and those at Stillwater you learn the lighthouse is out of commission, the ferry is not running, trade routes along the roads and water are disrupted by evil attacks and rumors, fewer ships are stopping at Elmwood, caravans are camped out here fearing attck if they head out into the wilds, Calaphast does not know the runes very well on the teleportation circle, monsters are moving down from the mountains to the east into the Mulmaster area, game is leaving the area and heading south, the woods are filled with darkness to the east.
-Mulmaster has had a power shift that now has allowed refugees from Zhentil Keep to create a shanty town outside its walls to now adding a wall around this shanty town including it in the city itself.
-Mulmaster has become a more dangerous place to visit for all
-It is suggested that you seek out the Harpers for assistance. There is a secret presence of the Harpers in Mulmaster that Calaphast gives you directions to finding.

You are awoken in the middle of the night by sounds of townsfolk running and yelling. Starbreaker pays no attention and keeps reading his book while the rest of the party enter combat with invading orcs who have set fire to a home and are attacking a caravan and it’s horses. A fierce battle takes place that destroys the orcs but also take the lives of several townsfolk including a small child. A piece of parchment found on the leader orc has the words written in orcish Xul-Jurak. You find out this is the name for an ancient fortification in the hills southeast of Mulmaster

You offer to escort and protect the 3 caravans that are laid up here. Promising toget them to Mulmaster safely. You head out a day later after completing your dealings. First day you make it close to the bridge over the River Lis. During your second day of travel you notice a crude blockade across the path to the ford across the River Dalton. Stealthily moving up with the aid of magic, you make it to the obstruction. As you do, you startle several orcs who move out of the tall grass near the water’s edge bordering the ford. You then…

DnD Session Update 7-21-15 Part 2
Finally out of your bad mushroom trip

The iron chest. Pick checks it out and finds no trap. Finds no lock either. Placing the chest on the ground outside the ship and using Mage Hand, Furthak flips the top open. Out floats a legless figure with a heavy Scottish accent and introduces himself as Whisper. You learn from him that the ship was used by a band of adventurers and traveled the multi-planes in it. He describes a duel massed ship with large mechanical wings out each side that fold away when stored. The last ditch effort of the then captain was to dive the ship head first straight into a high level water priest and Remorhaz, taking out the enemy and damaging the ship. He explains that the sphere provides an air bubble around the ship and well as powering the ship for inter-dimensional travel. He also confirms the gorgon blood. To keep the evil forces from gaining access to the planar traveling sphere, it was removed from the ship and hidden. You are told that while in its regeneration mode, the 3’ sphere looks like a large crystal. You describe the crystal you had in your possession recently and Whisper agrees that it could have been Toads. The ship had been brought though a portal into this demi-plane in an effort to stop the elemental powers from entering the Prime Material Plane. The portal was destroyed as were the enemy but a second portal leading to the underdark of the planet Toril remains. You also learn the this demi-plane was once frozen and covered with ice and snow.

Whisper claims the ship to be his (kinda) and wants to offer someone the chance to be made captain of the Brightstar. Knowledge, power, riches (if you want to seek them) and a darn nice ship are what is at stake. So all agree to take on the challenge against one another for control of the ship. A challenge of paths is set before you. Each must follow his or her own path without leaving the play field and without colliding with another player. You are given several options to lay your path before you and be the last player standing. There will be rewards based on how long each of you last. Starbreaker is the first to go. The game lasts for many moves before a final path is set which takes out Sariel, Pholstus, Pick and Bruennor all at once leaving Furthak remaining and the victory. Or should I say Captain Furthak!

You ask about protective magics aboard the ship. Whisper says something about the wizard Almore and how he was unpredictable and not so bright. But he knew of no other magical protections around. But he tells you he believes he has been in that chest for more than 20 years and does not know all that has taken place in recent times.

Deciding to investigate down into the deepest portion of the ship, Starbreaker jumps down into the lower holds and then realizes he cannot see in the dark. Once light is provided, the group makes its way to the lowest part of the ship. The second hold has turned barrels and crates whose contents has spilled onto the floor. Iron ore and opals lie about the place. Bruenor has the vision of a mighty iron ore hammer and grabs a piece of ore just the right size to be worked into such a weapon. Pick makes room in his pack for opals by throwing away a chain shirt. Sariel makes room for the chain shirt to be worn as armor as it betters her armor class. Down in the lowest hold you find the floor is littered with coins.

You find:
500 gp
780 sp
1360 ep
10 large Balista Bolts for the ballista on deck

As you finish filling your containers with treasure, you hear footfalls on the deck above you. Arca is the first to get up there to discover Quaggoths have boarded the ship as she runs into one at the bottom of the stairscoming down fromt eh main deck. Battle ensues in cramped quarters. Bruenor decides to grab one of the large balista bolts from below and throwit at the enemy. Not too effective until he grabs another and charges using it like a lance. He strikes and as he does, a lightning bolt streaks forth from the bolt hitting the Quaggoth and causing saving throws to be made as well as Bruenor taking damage. Two additional Quaggoths drop into the battle through the open hatch above. Damage from frenzied foes is taken as damage is dealt out until the enemy falls. Healing is passed around and you decided to rest once you see the area clear in the cavern where the ship rests.

During the long rest, flying creatures are seen in the perpetual daylight of the demi-plane. Growls, screeches and cries are heard far off in the distance. Once the rest is complete a view off of the edge of this leather like platform gives you a better prospective of where you are situated. Sitting some 300 feet above the forest floor below you can see a river winding its way around with scattered structures placed around. Rocky edges to this cap you stand upon could be climbed to make your way down. Bruenor tries to speak to and then charm one of the flying creatures. It makes its saving throw so the leathery 8’ wing spanned creature with big teeth flies off.

The pool of water that lies atop this cap is of very clear looking liquid. The brave Furthak drinks a bit ans finds it to have healing abilities. Collecting some you nd up with (6) potions of superior healing.

When it is time to move out you find giant mushroom stalks positioned on either side of the small cave opening that give climbing access to the ledge from the cavern floor out in the large river cavern. Back in the large cavern brings the fear of running into more Quaggoth’s. Deciding to make for the river you move back though the mushroom forest. Just short of the river a shreiker sounds of as you approached. Leaving that behind you as you quickly move along the river. Traveling more than an hour brings you to a sharp turn to the right in the river with the cavern splitting. The cavern ahead and the cavern following the river. Near the split you find 3 warn paths in the stone that meet. Following the left most leads to the cavern wall and a carved set of steps leading up to a doorway in the stone. Looking closer you see a large arch carved in the stone above this opening along with unfinished or damaged decorative carvings all across this wall. You examine the paths and find deep gnome tracks and a trap on the third step of the stairs.

Up the stairs and into the carved stone passage leads you to a round room with a stone circle on the floor within the room. Arcana checks reveal nothing until Sariel give her best shot and discovers a way to activate the circle. With a conjuration aura there is one way to find out where a teleportation circle will take you, step into it. You are now suddenly standing in a forest of trees and it is near dusk.

A short distance away you can make out a figure within in a small circle of standing stones. Bruenor approaches first and greets the figure. A cloaked human turns and introduces himself as Calaphast. This is his druidic grove and you come to find you are just outside of Elmwood. Calaphast is interested in hearing about your adventures as he adventured in year past. You tell him a quick version of where you had gone and where you ended up. You did see a similar set of magical runes here by this circle as you had seen near the cavern circle. Calaphast describes the evil at work recently around the Mulmaster area. Elemental evil is expanding its presence here in the Moonsea. The fort and lighthouse were attacked with the fort being destroyed. Groups of orcs and ogres have been seen moving freely and people have been reported missing. The Zhentarium has a more permanent base here as they have been allowed to build a walled fortification connected to the walls of Mulmaster itself. This troubles Calaphast. He says with the Zhents and evil temples taking hold here, travel and trading is down and that affects all here in Elmwood as it does in all of the southern Moonsea area. This evil must be dealt with and Mulmaster must not fall to the power of the Zhentarium.

So let me know what you intend to do here in Elmwood. Stock up on items, rest, get more information? You are welcome to rest here with Calaphast if you wish. Captain Scalling is not in town at this time. Neither he nor the ferry boat have been seen lately and are feared to have been captured or killed.

DnD Session Update 7-21-15 Part 1
Discoveries In Between

A quick once over of what you have found in the 2 aft cabins:
-Log Books
-Log Books labeled “Captain’s Eyes Only”
-Leather bound Spell Books
-Iron Chest
-Drawings on paper
-Framed Artwork
Closer examination and searching will need time.

Checking out the log books you find an encyclopedia of volumes. Some are labeled with dates, some labeled with names, one is labeled Manual of Bodily Health. All of the books that have “Captain’s Eyes Only” noted on them, you cannot open. As you skim through the pages of the remaining books, you find mention of this ship, The Brightstar" referred to as “Vessel of Planes” and a “Transdimesional Vehicle” also a “Spelljammer”. It appears to have been owned by a group of adventurers who traveled to many ports and locations. You come across some sketches that look familiar, one is the elemental earth symbol. As you read more detail in this section you discover mention of The Temple of Elemental Evil, Elemental Nodes, Elemental Princes along with mention of a temple near Greyhawk where this group defeated elemental priests. Notes of The Elder Elemental Eye and a large complex within a volcano containing all 4 elemental temples. Notes of them expanding to other worlds and building temples and establishing recruiting for the Elemental Princes. Another note about one temple will destroy the others to gain ultimate power and blessings from their prince. A side note mentions “temples must never unite”. One of the last entries is also containing notes on the Water Priests and an Elemental node or demi-plane of water and ice that they were planning on taking the Brightstar to and attempt to defeat the Water Temple and Water Priests. You also find information on The Brightstar being enhanced by a sentient sphere referred to as “Toads”, powering the dimensional rifts, lightning ram, air pocket among other things. Mention of the hull and all wooden exterior having been bonded with gorgon blood for protection against teleportation and scrying. There is more but much time would be needed to research these volumes.

You find earlier notes on an entrance found to the demi-plane the water priests have converted to water and ice is oddly connected to two planes at once. The main gate is connected to the"Elemental Planes" or “Elemental Chaos” while a secondary connection to the Prime Material Plane is feared to be on Toril. This means the Elemental Apocalypse has planted roots in the Forgotten Realms. Any temple on this demi-plane must be destroyed. If the elemental forces have gained access to Toril, they will each build a new temple and recruit followers and try to beat the other temples to bringing their Elemental Princes to the Prime Material Plane.

There is a drawing of what appears to be this this ship labeled “Brightstar”. 2 full masts and sails along with huge extended wings out each side of the ship with cloth filling them in. At the bow is a single mast protruding straight forward with a metal cap upon it. A label reads “Lightning Ram”. A label reads “Trans-dimensional Light Orb” on another drawing showing a wooden pedestal with a huge clear sphere resting upon it. Within the sphere you see swirling mists and colors. Another sketch shows the same pedestal but a large crystal is resting upon it. A note under it reads “State of Recharging”. The artwork is a very large painting of a group of adventurers standing and posing on the deck the Brightstar while the ship is in dock. A city scene beyond the dock shows signs and shops and towers. A label notes “Sharn”. Nothing is within the framing as you check it out.

Here are the spells you find in the spell books, there were torn out pages in these books you notice. Also there is a list of scrolls. Each of these is on its own scroll. I gave you the DC and Attack Bonus for each (they may not need them).

Spells in Spell Books:
Silent Image
Arcane Lock
Cloud of Daggers
Misty Step
Snilloc’s Snowball Swarm
Spider Climb
Erupting Earth
Flame Arrows
Stinking Cloud
Dimension Door
Hallucinatory Terrain
Stone Shape
Cone of Cold
Conjure Elemental
Transmute Rock

Spells on Scrolls:
*Mending DC13 +5
*Alarm DC13 +5
*Identify DC13 +5
*Tenser’s Floating Disk DC13 +5
*Knock DC13 +5
*Phantom Steed DC15 +7

o Pholstus does find some scrolls he likes: *Find Traps
*Prayer of Healing
*Spiritual Weapon DC13 +5
*Speak With Dead
*Guardian of Faith DC15 +7

Starbreaker did his searching on the creature’s remains and found several large ballista sized bolts wedged into the body. Burnt and charred pieces of bones are also found. More and more evidence of this being a battle between the ship and creature. More wood, cloth and bones are contained in the pile of debris under the ship. Though the ship does rest upon a portion that you cannot search.

Nobody has touched the Iron Chest.

DnD Session Update 7-14-15
Out of the cavern and into the...

Standing in the dark and foreboding cavern where two of your party have nearly meet their ends, you debate on what to do next. Low on hit points and spells, should you try to endure another encounter with the Quaggoth’s or wait to be caught in another Ettercap web? No, the decision is made to seek out the tracks you had been following and continue to find their beginning. So Sariel stealthily seeks her swords from the battle grounds where she had dropped them while some healing is being done back in the party. Once back the group makes its way back to the last spot the tracks were known to be. Sariel and Bruenor search and find the tracks and prepare to continue making your way through the dense mushroom forest. Pick decided to stay on the ground this time.

Howling and other sounds can be heard off in the distance echoing around the cavern as you make your way. Suddenly you come upon two more of the floating gas eye balls resembling a Beholder. Skirting around them by a wide margin you seem to elude any encounter with them. A bit further you move and you can see a stone wall ahead of you. Natural stone so you assume it is the cavern wall. Shortly before reaching the edge of the forest nearest the wall you are startled by a Shreiker sounding off as you approach. Bruenor follows the tracks out of the forest right up to the stone where he can see a narrow stone ledge climbing up and to the right along the cavern wall face. The rest of the party climbs onto the ledge single file and starts making their way up the path. Being in a hurry with enemy not far from you and a Shreiker signaling your location, the ledge becomes more difficult than you expected. Numerous dexterity checks and strength checks are made and failed causing many to start the climb over while Duergan starts tying a rope around several party members to aid and stop anyone from falling. It still ends up being quite a challenge but Sariel makes it to the top where she had begun seeing a light source further up the stone wall as she rounded a corner. Finding a small hole in the stone Sariel moves in with Pick close behind before everyone reaches this point to make sure it is safe.

Once all are in you find yourselves standing on a stone ledge high above a large natural cavern with a hole in the ceiling some 40’ off the floor near the center with daylight shining through it. Along with the light, there is also a large ship keel protruding into this cavern through that hole in the ceiling. It rests with its bow buried in the remains of a large skeletal creature on the cavern floor. It appears the masts have been broken off along with something wooden sheared off down the side of the hull running a good part of the length of what you can see. A rocky slope leads to a rubble and stone covered floor of this cavern as you make your way down and closer to the center of this 200’ diameter cavern. As ou near the ship you come around and can see the decks with access openings to the hold. The hull seems intact just the broken off extremities assumed to have been removed when it entered the opening in the ceiling. The skeletal remains is very large and once identified as the remains of a Remorhaze, a creature Starbreaker knows, you deduce that if the creature had been alive at the time the ship came to rest here, it would not have survived.

Starbreaker makes his way up through the remains and climbs onto the ship itself. He surprisingly “falls” onto the deck. He discovers that gravity holds him as if the ship were positioned level to the world and that he can walk normally even though the ship rests at a sharp angle. As more party members make their way aboard, Starbreaker moved up the ship towards the part of the ship still outside this cavern and in the open blue skies above the opening. Once he gets to the highest point he can see a 50’ radius around starting at the opening, a flat, smooth, leather looking surface. A small pool of water is half way to what seems to be an edge or end to this surface that looks to just drop away. He can see farther beyond, several hundred feet away, a similar shaped and topped structure like the one he is above. Dense forest can also be seen in all directions further below this elevation.

The ship’s hold is open and you can see the lower decks as you peer down. A ballista is positioned at the stern. As some move down below decks, Duergan searches the remains in the cavern. He finds wooden parts to the ship, a piece of the ship with some writing on it and large pieces of cloth. He can make out the words written in common as Brightstar. A quick knowledge check from Pick notes a pirate ship on the Moonsea was rumored to carry that name.

The man deck has a door at each end that enters the fore and aft chambers. The fore chamber is a storage room with debris scattered about. The aft chamber is the captain’s quarters with bedding, furniture and shelves. All appear to be empty. The lower decks contain a disarray of furniture, barrels and misc. debris. You notice wooden boxed-in structures running along the length of the interior on the outside wall or hull on this deck as well. Another deck below the second appears to have more debris and another hold access which seems to make for a very deep vessel. This is all viewed by Furthak through the eyes of his familiar. You decided to take a long rest in these two rooms. No encounters are had during your rest so hit points and spells along with magic items charges are regained.

Searching now, you concentrate on the three doors on the second level. As Pick approaches the aft door on that deck, a dark solid circle on that door produces a pair small mechanical creatures that attack him. A battle begins as more of these mechanical creatures move out this black hole as soon as one is destroyed in combat. This goes on for some time. They seem to have immunities and resistances especially to piercing and slashing weapons. That makes for an attempt for some to help equip others with blunt weapons. Much damage is taken and dealt during this fight as you reach a point where Duergan decides enough is enough and tries to plug the black hole with is body but in his attempt to reach the door, he is tripped up and falls short. Sometime after that additional creatures stop entering combat and you see the black hole fade away ending the battle. Pick picks the locked lock on this door and enters to find a large wooden circular pedestal supporting what was a 3’ diameter sphere upon it. The sphere is now broken but is made of what looks like clear glass. Nothing is within the broken sphere you can see. The pedestal has the name Brightstar carved in it on three spots around its surface. The walls are adorn with hundreds of names carved in common of words and names, some you recognize and most you do not. Several that stand out are Mulmaster, Skullport, Suzail, Baldur’s Gate, Greyhawk, Sigil, Haven, Tyr, Gloamnull and the City of Brass along with numerous more.

A short rest later Pick now approaches the aft doors, the right one first. Right is always right a clever rogue once said. When he attempts to pick the lock on this door, a streak of lightning shoots forth and forces saving throws to be made. Furthak does not make his save and takes full damage. Pick now gets the lock open and finds a room of bunks, a chest and book shelves containing books. (More info on this later) Discovering another magic ward on the left door, Furthak warns everyone. A plan to trigger it from a distance with mage hand works as a fireball blasts them room. Pick opens this lock to find a room with a desk and more shelves containing more books, papers and other items. (More on this later too) This leaves the lower decks unsearched but waiting…

DnD Session Update 7-7-15
Surviving the underdark

After resting in the alcove on the “safe” side of the river running through this underground cavern, magic items that have been identified are exchanged so each can benefit the party best. All are now 2nd level. Pholstus the water Genasi having a swim speed, gets a rope across the river to make it easier for the remaining members to cross. Magical light is created for those who do not have darkvision.

You make your way back to the remains of the bodies you had found in the clearing within the mushroom forest to search them. You find nothing of interest but decide to follow their tracks back the way they had come. Bruenor using his survival skills identifies the tracks among numerous tracks here. Moving out into the forest the narrow paths force you to travel single file as you decide to split the party and travel adjacent to each other. Pick takes advantage of his Ring of Jumping and travels along the tops of the mushroom caps above the party.

Following the tracks you make your way for some distance when you come upon two floating large spheres with a single eye and numerous eye stalks on top. Stunning the party for a moment by taking no actions, Brinnell then lets an arrow fly right into one of the spheres only to watch it explode into a radius cloud of gas. Several saving throws are made but no ill effect. When the other sphere is struck it too bursts into a gas cloud forcing additional saves. Moving further ahead not far along you are startled by the wailing and shrieking sounds suddenly coming from a mushroom before you. It lasts for several rounds echoing throughout the cavern before it subsides. One good strike into this shrieking mushroom’s stalk is not enough to take it down. Several moments later you notice sounds of movement approaching you.

Medium sized creatures full covered with fur you identify as Quaggoth’s move in to attack. As combat take place you notice one of the creatures is slightly different and has the ability to cast magic as it enlarges one of its kind to large size as it then attacks causing more damage on a hit then it had. Damage being dealt is starting to add up but when you approach the spell caster it cast Mirror Image and now hides within several copies of itself for protection. A howl from one of the remaining enemy is answered from a distance from you. You are victorious after many rounds. But are more awaiting the feel of your blades?

Much time is wasted debating on what to do next as movement is noticed not far from you. Pick is atop the shrooms again and has advantage on several shots as the enemy moves into attack. More Quaggoths! Another spellcaster is among them and uses his powers to enhance his warriors to attack you. Much damage is dealt but much damage is taken. Pholstus deals out heals as Brinnell deals out both damage and healing. Starbreaker with is new abilities battle away as Furthak regains a spell with his Pearl of Power. By the time the enemy has fallen, more howls are heard some distance away, Sariel has used his last +1 arrow and hit points are down.

Moving towards the river now, you reach the edge of the more rocky surface bordering the waterway where the mushrooms do not grow. Deciding to leave this open area along the river you head back into the forest to seek out the tracks you had been following. Once you find them you decided to rest to gain back hit points and spells. During your rest all are awakened as an Ettercap send a blast of spider webs at Sariel. All enter combat, except those without darkvision, as two additional Ettercaps join the fray. Arca is knocked out and carried away while Pick follows as they disappear towards the river through a web covered area. Two of the enemy fall, as more hit points are lost by you. Making your way through the webbed area to try to find Arca and Pick, Brinnell breaks through the wall of web and challenges the remaining Ettercap who runs off down the river’s edge. You find Pick has made some death saves and Arca is unconscious and stuck in a web. You free them, stabilize them and now stand at the edge of a river running through a forest in a seemingly occupied and dangerous subterranean cavern, low on hit points, out of arcane spells with two of the party members out of commission. Will you survive?

DnD Session Update 6-23-15
Look out below!!!

After checking to make sure the exit above is impassable, you decided to rest but not before placing marbles and strings with bells to act as an alarm system if anything approaches. Once the rest is complete you choose a direction of one way or the other. After only 40 feet down the stone passage you can see an end. Closer examination reveals the wall at the end to differ from the stone surrounding you. A brick like wall of stone stands before you but there is something more to this wall. Investigating more you can make out the shapes of letters in the pattern of brick shapes. Several “E’s” and a “P” and an “H” enough to make out the word “PUSH” so the impatient Bruenor does just that, he pushes. That is when the floor drops out below you and everyone starts to fall and slide down the slope. All but Furthak who makes a fantastic Dex. check and stays on his feet but for only a moment as Brinnell grabs for him on the way down the slope knocking Furthak off his feet as the party slides down a hole. A 20’ drop opens into a 30’ free fall, below that into a larger cavern that drops you into moving water.

Athletic checks are made and failed as each of you tries to make for the shore of this whirlpool of water at the edge of a fast moving underground river. A large curved alcove with the swirling water imitating its shape just off the fast moving channel is where you find safety. A sandy and rocky area cut off from what seems to be a much larger cavern beyond the river. You can sense the vastness of the cavern. Brinnell lost grip of her great axe but caught a glimpse of it at the bottom of the swirling water. Pick jumps out and offers to use the potion of water breathing and swim down to reclaim the great axe. He also finds some armor and weapons along with the great axe. The armor is mithral chainmail being worn by a dead dwarf. A warhammer and handaxe are found as well. You also realize that Arca the dwarf you saved from the orcs is here seeking vengeance against the orcs as well as pay you a debt for saving her.

As you attempt to use a rope and swim to across the river, you find the current too much for Pick to beat. He does see large mushrooms growing on the opposite side further down the cavern as he is taken by the flow of water some 120 feet downstream. One with a better strength does make it across with a rope for the others to take their time a pull themselves to the opposite side. Once all there Sariel notices numerous tracks from small to large including some tracks that could only be make by undead and checks out what appeared as a branch by the water that turns out to be a bow. As you ready yourselves to move out, (2) rust monsters come out of the forest and attracted by your metal. The fight with them leaves Brinnell’s great axe slightly weakened. Deciding to move closer to the area Pick saw the mushrooms, you decided to follow what tracks you could see as you enter the mushroom forest. Vision is obscured somewhat from the density of the 15’ to 30’ tall mushrooms. The bases are like trees trunks. You still had not seen the other side of this cavern before you became surrounded by this underground forest.

Not too far along this bleak path you come upon a clearing some 30’ across. A small round fire pit is located in the center of this circle. You identify dried mushroom stems being used as firewood sometime in the past maybe several weeks. Brinnell notices movement beyond the circle as dwarf sized skeletons move towards you. As you move into position you notice more skeletons along with a pair of bodies lying on the ground at the feet of some of the undead. The bodies appear to have grievous gashes and blood. Battle ensues with the skeletons as you realize blunt weapons do double damage to the enemy. Sariel shoots arrows from a distance, Arca using her warhammer swings away while Furthak runs out of spells. But Bruenor the druid decided to turn into a bear and attack while Pick decided to mount Bruenor and attack from there. Several rounds into battle a large sized undead minotaur enters the combat swinging a huge great axe. The fighters move up closer to the undead minotaur along with the bear. Skeletons are dropping as the wizard drops. Huge damage from the minotaur’s great axe takes out Bruenor from bear form while Pick makes an amazing leap from the diminishing bear and lands safely near the fallen wizard Furthak to try to help him. You are in awe of his leap. The bear reappears and enters combat once again. Once the wizard is healed by Brinnell, more skeletons fall as does the undead minotaur. Pick practices leaping over his enemy and attacks. As the last Skeleton falls the battle is over.

Wanting a long rest to get spells and healing, you make your way on a leaping bear across the river back to the alcove of rock next to the swirling water. You attempt to attune with magic items during your rest.

Treasure you found on the dead bodies:
(M)Potion of Greater Healing (4d4+4)
Bag containing 75 gp
(M)Wand of Magic Detection
(M)Oil of Sharpness

Other items:
Mithral Chainmail Dwarven sized (Brinnell wearing)
Undead Minotaur’s great axe (Brinnell’s damaged great axe is somehow inside Pick’s back pack)
(M)Warhammer +1
(M)Long Bow

From Before:

(M)= radiates magic

DnD Session Update 6-16-15
From the daylight to darkness

Rested and ready you decide to stray from the coastline and make for the wooded area east of the inlet. Having the kobold leader Muruke tagging along with Bruenor, tied and gagged as you set off to find an ogre. Trees are more plentiful here as well as more grasses and foliage. The open area you move through contains a couple old stone walls you pass. Once you reach the forest you position yourselves some 50 feet in and start making your way south towards the river Dalton.

An hour or more travel into the forest, Furthak’s weasel scout is startled by numerous foot falls coming from ahead. Moments later a dozen or more deer run across your path heading deeper into the woods. You follow the tracks back to the forest edge as the weasel climbs a tree. The view you have is of a gentle slope leading down to the water’s edge some 300 yards away. Between you and the water are a stone tower bridge structure, 30 or so tents and a partial stone wall arching from the forest edge out into the open area. The stone wall seems to surround an ancient graveyard where a band of orcs have made camp outside of. The stone structure is connected to a center support out in the river but no bridge continues beyond it. Moving closer to see, you confirm it to be orcs as you see a few near the tents and a couple on the tower. You discover 2 bodies hanging upside down on the opposite side of the stone wall from you. Making your way closer, you find 2 dwarf bodies beaten and left for dead. One is so mutilated it appears to have suffered a gruesome death. The other Bruenor uses an illusion while dragging her over the wall to heal her. As you are doing this, the orcs and now an ogre are busy near the river as a small ship docks to the center support of the collapsed bridge you also notice a bright light at the bow of the ship. You think this may be Gig Lux.

Arca is the dwarfs name and she and her brother were attacked in the forest by a large group of orcs. The 2 were dragged here and beaten. Arca has little strength but vows to avenge her brother’s death. So deciding to move towards the tents Duergan leads the run as you search the area looking for orcs, treasure and trouble. Near the center of the tents is a slightly wider tent with a rack of spears nearby. You also see the makings of a bonfire with a stack of fresh meat ready for cooking. With no orcs to be found you head towards the bridge side of the tents. As you ready for attack you see a dragon like creature jump from the top of the tower to the group near the water. You identify it as a wyvern, but also see that it has a saddle and harness on its back. The ogre now possesses the bright light you noticed on the ship as it docked. He brings it to the wyvern and wraps it up in the packs at the wyverns back. The wyvern seems to notice you and alerts the ogre but not before you can get in a surprise round.

Starbreaker is hard into melee taking more damage than any. Pick and Furthak making ranged attacks deal out damage too. Pick uses one of the well crafted arrows to find it adds to his ability to hit and to damage on his strike. Pholstus heals damage and dishes out his own with his Sacred Flame. Duergan wades into battle as Bruenor whips and pulls the enemy towards him after he creates an entangling area. How brave! Pholstus also commands the ogre to sleep which takes him out of the battle only until his mount, the wyvern, flies off with him in claw away from the fight. As the melee continues the ship, which you identify as Captain Scalling’s ship, moves away out into open water.

Orcs fall and the wyvern, ogre and ship move away. You notice more orcs that had been in the tower running south down the river’s edge escaping away from you. Duergan go back to check on Arca as Pick and Furthak enter the tower. One from below and one from above. Inside you find a staircase leading from roof to ground floor. A large chest is within but Pick searches the area and finds a secret hatch in the corner of the floor leading down into darkness. The chest is bravely opened by the wizard who finds numerous weapons inside. Pick finds a stairway leading down to a landing where he finds items of interest. Potions, armor, a pearl and scroll case. While checking out the items, you also taste the other potion you had previously to discover it to be a potion of fire breath. Wanting to check out the underground staircase, Pick runs back up to Arca to ask her to join. She accepts as you wait for Pick to return with Arca you identify the remaining items. Pick returns with a set of dwarf sized breast plate.

You make your way down the stairs some 30’ and come to a stone passage. Walls, floors and ceiling are of stone. Those with darkvision see the passage heads out 60’ in either direction. You then hear a loud slam echo from above like stone on stone.

-Potion of Water breathing
-Potion of Hill Giant Strength
-Potion of Heroism
-(2) Potions of Healing
-Elven Chain
-A pearl
-Scroll of spells
Feather Fall
Charm Person
Silent Image
Ice Knife

No money is found with the orcs.
DnD Session Update 6-9-15
In search of Muruke

While waiting for Captain Scalling to return, you try to decide what to do with the magically glowing crystal and the (4) tattooed kobold captives. You charm the spellcaster and find out that this group was supposed to meet up with their clan leader Muruke and the clan several hours down the coastline to the east. There they were supposed to present the crystal to Muruke. Muruke in turn you find is supposed to present it to Big Lux, an ogre. And it seems Big Lux is in charge of orcs. Also the tattoos are of some ancient mark referring to earth. There is mention of robbed ones, water priests, a temple and The Chained One.

Once the Captain does return you ask him what he thinks you should do with the crystal and captives. Should the crystal be left here or go with the captain? Should the captives go with the captain or be extinguished here? You decided to bury the wrapped magically glowing crystal in one of the dug out holes on the grounds of the lighthouse, while Captain Scalling will take the captives back to the constable in Elmwood. Sariel notices the same tattoo on Captain Scalling that is on the kobolds. Sariel asks the captain about his interesting tattoo and the captain says “Oh, I got that when I was young. You know how it is.” So you rest the gain back hit points.

No encounters during your rest so you head off towards the east in search of a clan of kobolds. They are supposed to be 4 or 5 hours walk along the coast away. Several hours later you notice (4) figures moving towards you some ¾ miles down the beach. There being minimal cover here, some members move up the sand dune while some remain on the beach. As those on the beach move closer they see reactions from the figures and a horn being blown. The figures regroup and start moving towards you at a faster pace. As both groups get closer to each other, the members on the dune move closer too. As you near, an arrow shot is fired and battle begins. Bruenor casts entanglement on several kobolds and traps them. Combat moves quickly but one of the trapped kobolds does blow a horn again. Moments later numerous kobolds come over the rise and enter the melee. Another entangle spell holds more kobolds as swords and arrows fly.

When the battle ends, most of the kobolds are dead. (2) remain, one being a robed kobold who never got the chance to cast his close range attacks. Deciding to give the lone kobold a weapon and kill him in a fair fight, he runs off over the dune rise and nearly gets away. Sariel flies an arrow and drops him. You tie up the robed kobold and find out he is supposed to meet Big Lux at the old bridge to the east along the water’s edge. You rest the night, have no encounters and find the remains of the dead kobolds partly consumed. The ranger identifies the tracks left as an owl bear. Once readied, you march off to the east in search of an ogre named Big Lux.

DnD Session Update 6-2-15 Part Two
Off to the lighthouse

All of your travels have led you to Elmwood. A pair of Dwarves, an Elf, a Goliath and a Gnome. Clerics, a Ranger, a Monk and a Bard respectively. Brinnell, Duergan, Sariel, Starbreaker and Wilhelm have found themselves standing in Still Water Inn where Brinnell needs some food. Making brief exchanges and greetings is interrupted by two human males rushing in and claiming that the lighthouse has been attacked and possible lost or destroyed. You learn that kobolds are to blame for this supposed attack. Speaking with them Brinnell decides to seek out the constable to inform him. Thoyan is surprised to hear of such an attack and you come to find the town has only a volunteer militia. So Brinnell offers his services to go to this lighthouse and investigate. Thoyan offers 25gp per person who goes and returns from this investigation providing you bring back proof of an attack. Brinnell returns to the Inn with the shipmen and informs all of the offer from the constable. This newly formed band of adventurers has its first gig.

You are introduced to the ship’s captain, Captain ScallingBadaxe. A gruff old sea dog who tells tales of adventure on the sea of Falling Stars years ago. He transports you beyond Lis where you meet him to the far side of the bay opposite the lighthouse on the peninsula. By the time you reach your destination, dusk has settled as Captain Scalling agrees to watch for your signal as he drops you off and makes back to more open waters.

The length of the peninsula is comprised of large sand dunes. You are told the lighthouse sits on the western edge of the peninsula so you make your way along the dune just below the rise with Willem scouting the path ahead. Tracks are found as you get closer to your destination. These tracks are identified as kobold tracks leading from water’s edge up the rise and over the dune and down the other side about a half mile from the lighthouse. You decide to follow the dune to its end and approach from there. Once the lighthouse is in view in the full moon light, you move closer. Sariel and Starbreaker move stealthily as the rest approach the ring of clearing around the stone structure. Once closer you can make out several dark patches in the grassy area surrounding the 35 foot tall dwarven make tower. No light has been seen from its top up to this point. Duergan moves out into the clearing closer to one of the dark circles. He finds it to be a pit dug out of the earth with branches and timbers lying over it. He quietly shifts a timber allowing his access into the pit. It is shallow by a good vantage point. A path leading towards the west is visible at the base of the structure where two kobolds can now be seen on the opposite side of the clearing from you. Brinnell is ready for combat and fires off a shot and the kobolds, battle begins. Kobolds with swords and winged kobolds make their way from the tower as the combat ensues. At the top of the tower are crossbow wielding kobolds that Willem takes out with a sleep spell. Starbreaker puts the moves on as Duergan swings at kobolds. As kobold fall a spell casting kobold appears at the top of the lighthouse casting his magical attacks at you. As Brinnell and Duergan make their way up the stairs within the tower to battle the spellcaster, more kobold drop by the hands of Starbreaker, Sariel and Willem.

Once the battle is over, you take prisoners and tie up the sleeping kobolds. Bolts, pouches, potions and dead bodies are found. In one of the dug pits are the remains of the light house personnel. You investigate the path leading down to the docks where you find the light house keeper’s home belonging to Elmar. He was one of the dead found. You also find a package wrapped up in cloth. It is a large brightly glowing crystal bringing the brightness of day when exposed. Wilhelm offers a Charm Person spell to get information from a kobold about the attack and the tattoos the kobolds possess.


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