The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

Equipment Sheet | Adventure Map | Fairhill Map | Obsidian Portal | Campaign Journal


Joined by newfound companions, Janna sets off in search of Eralion’s keep and his supposedly unguarded treasure. But Janna is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion — forces willing to stop at nothing to obtain...The Wizard’s Amulet.

XP:

200 Ad Hoc scene with sherrif and knights
200 yapper ambush
200 yapper pack priest
100 Jerrid's journal
200 Wolf-Spider
100 Saving three footmen
200 RP scene with Janna
400 Vortigern Ambush
300 Did not loose amulet
50 buried family
100 Jerrid's Journal
100 Scene with Baran and Lauriel
100 Scene with Shandril
100 Scene with Lannet
50 Voril and Marketplace
50 Samduc and Lannet
50 Crooked Cockatrice Inn
200 Loot Tracker
100 Jerrids Journal
100 Janna diplomacy with Lauriel
100 Vhillish Deputized
100 Jerrid's Journal
400 Bandits
200 Gnoll Incense
100 Jerrid's Journal
300 Spiders
100 RP Lannet
400 Damien spreadsheet help
400 Stirges (Thimbleweed)
100 Tracking the wizard
600 Mr. Bojangles
200 Recovered the prismatic gem.
200 Jerrids Journal

Rat Witches 400
Crooktooth Snivels & Geetch 300
Stirges 300
Yandarll 400

Criminals of Crimmor 200
Iindriarog's Hut 50
Agents of the Golden Palms 400
Ad Hoc RP Bonus 150

Fairhill Scenes - 135
Janna letter to Lilia, Feriblan research - 135
Herl/Gethrame intel - 135
Keep Stakeout/Reconnaisance - 135

--Level 4--

Parlay - 265
Plan of Attack - 265
Spiders - 265
Orcs - 265
Nazalgub - 400 XP
3 Acolytes - 300 XP
Skeleys - 200
Lots of Orcs - 400 XP
3 ghasts - 265
Tavik - 135
Ogre - 135
RP with Herl, Firean, Cullen - 200
Caryatid Columns Encounter - 800
Vortigern - 200
Wizard's Study - 285
Lesser Priest & Minions - 400

Initiative:

[dice=Sam]1d20+10[/dice]
[dice=Damien]1d20+2[/dice]
[dice=Leoven]1d20+1[/dice]
[dice=Astor]1d20+4[/dice]
[dice=Vhillish]1d20+3[/dice]
[dice=Janna]1d20+2[/dice]
[dice=Kevezyat]1d20+2[/dice]
[dice=Jerrid]1d20+5[/dice]

Perception:

[dice=Jerrid]1d20+14[/dice]
[dice=Janna]1d20+1[/dice]
[dice=Vhillish]1d20+5[/dice]
[dice=Leoven]1d20+4[/dice]
[dice=Damien]1d20+7[/dice]
[dice=Kevezyat]1d20+3[/dice]
[dice=Samduc]1d20+9[/dice]

Fort Saves:

[dice=Jerrid]1d20+3[/dice]
[dice=Sam]1d20+2[/dice]
[dice=Leo]1d20+6[/dice]
[dice=Kev]1d20+7[/dice]
[dice=Vhillish]1d20+5[/dice]
[dice=Damien]1d20+2[/dice]
[dice=Astor]1d20+6[/dice]
[dice=Janna]1d20+1[/dice]
[dice=Lannet]1d20+3[/dice]

Night Watches:

8-11 : Vhillish, Leovan
11-2 : Kevezyat, Samduc
2-5 : Jerrid, Astor
5-8 : Janna, Damien


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Reme is a large port city on the eastern coast of an Inland Sea. The tradeway — a merchant road — runs directly east from Reme to the city of Bard’s Gate and on towards the forest kingdoms of the east. North of the tradeway, and running parallel to it, lay the Stoneheart Mountains. South of the tradeway, and also parallel to it, is the river Greywash. The vale between the river and the mountains through which the tradeway runs is verdant green and dotted with pine forests, though the forests have mostly been cleared back from the road. Fairhill lies just north of the tradeway about 6 days march from Reme, approximately half way from Reme to Bard’s Gate. Hawks and falcons are a common sight, as are larger eagles. The vale is plentiful with game.