
Varian |

My mother-in-law is in the hospital and not expected to do well. I will be traveling for a few days with unknown internet access... Please feel free to bot me as necessary. Thanks and sorry for the inconvenience.

Zed Ulmin |

Oh btw guys, and Zed would have told you this in game at some point, I have an ability called Liberty's Blessing. Essentially if somebody is suffering from an effect that required a save, I can touch them and allow them to try the save again every round for a minute or until they remove the effect. Just in case I miss the condition on somebody

DM Bloodgargler |

One hag (the one who was in melee with Zed), is clearly dead. The one hit by Varian is down, but it is not immediately clear if she is dead.
The only old witch remaining was uninjured by Corum's fireball, put Lyrralt and Braxton to sleep, and left everyone's line of sight until she was tagged by a nauseating bomb from Gromsch.
This old witch is 30 feet west of P,4
the child witch Tilda, is glued to the spot 30 feet west of Q,3
I will place Gromsch at Q,10... you had the movement to spare, and that puts you within striking distance you would have required for the tanglefoot throw.

Varian |

Varian will check the downed witch and assure that she is unconscious at least and not faking it.
heal: 1d20 + 4 ⇒ (20) + 4 = 24
If she is truly unconscious, he will move toward the sounds of continuing conflict (40' move). If she is faking it (staggered, or not even at 0 hp), he'll stay for another action next round.

Zed Ulmin |

I massively appreciate "clear things up" posts, thanks!

DM Bloodgargler |

Anytime.
Corum... you are up, and 75 feet away from the last old hag. She is nauseated from the stink bomb (Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn)
for a couple more rounds
That is nasty for a fleeing witch...

DM Bloodgargler |

feel free to sense motive at any time.
This is essentially the beginning, and this adventure's version of a quest giver.
He knows pretty much everything that is going on, and since he is one "bad guy" against other badguys, your trust in him should be within that context... (but a good sense motive really helps)
The new NBC show blacklist stole my idea....

DM Bloodgargler |

20 minutes to kill before raiding the covert coven boarding house a few buildings to the west. Possible options...
Last minute probing of Doyle...
Find out what the arcane eggheads (Bimnil and Marcotte) have determined Doyle's magic possessions to be...
Talk with Gromsch... (you were around to hear the Drulsk the half-orc bodyguard here, had sent Gromsch a message asking for his help... but does not remember sending it)
Fast forward, buff, and go...

DM Bloodgargler |

My fault... I learned something. I should have steered you toward talking to Mayor Doyle earlier. I was letting you run around getting confused and overwhelmed for too long.
If this were a face-to-face game, it would be a lot easier to tuck away information that is not yet useful.
I'm ready to get moving though. I think your goals, and obstacles, and nature of your foes are starting to become clearer.
The companion adventure to this is starting to move along, and I am hoping the two groups can intersect. Maybe switch up teams for balance, terrain, efficacy against certain foes, or maybe even playstyle.

Zed Ulmin |

I'm still here, just feeling a little lost under the sea of information, and I never have time to go back and read through it all

DM Bloodgargler |

I figured the confusion would be most disruptive for Zed since his character would want to be able to grasp the whole situation.
The main thing is...
the most prized artifacts are portals (the cubes) to a type of demiplane.
1)The Barracks (7 days there = 1 day here)
2)The Academy (7 days here = 1 day there) (it is supposedly underneath this village)
3)The Library (contains most of the prized arcane research)
The several "evil" factions were using the people of this village to lure people here who could help them unlock the fourth, and most prized demiplane.
Mayor Doyle kept the factions working together, but when he went down... and the derro responsible for wiping memories died, it became every evil faction for themselves.
The evil factions you know of
The Derro ... they make the Ugothol shapeshifters
The duergar mercenaries AKA the Cruel Citadel
The Crone and her cronies
Magnus Horth the Enlightened (or the Returned) He has the Library, and Mayor Doyle does not like him.

Zed Ulmin |

Happily accepts 'hugz'
College has been cracking down on me lately and I didn't have the time to read some of the longer posts.

Zed Ulmin |

Ninja'd.
Ok. Big picture understood, thank you. What is the little picture we are working on right now?

Zed Ulmin |

I've really been missing this game. Lots of fun characters and a compelling story. Let's see if we can get things rolling!

Varian |

sounds like the plan...

DM Bloodgargler |

The top of the roof is edged with wrought iron fencing... perfect for a grappling hook if sturdy enough.
Will just need climb and stealth checks from Zed and Sunny.
Unless someone does my homework while I sleep, I will not be on much tomorrow, but will post the map of "first contact" with the hag house once I get the rolls in gameplay.

Varian |

ah! glad to hear you are still with us.... I was beginning to worry. Can we get a recap of our current situation, then?

DM Bloodgargler |

You went to the boarding house to...
A)rid the village of a house full of witches
B)Find and deal with the Crone (#1 witch).. or at least find out where she is.
When you arrived, Zed and Sunny came across an old hag doing arcane crafting. The others fought witches of madness who had bound extraplanar beings to themselves (synthesist/witches)
In addition to various permanent illusions, much of the floor was a pit.
Under the pit (and hidden from above with arcane darkness) is a pool of goop. (which Gromsch had previously determined to have the primary property of reducing the will of those who consume or have extended contact with it.
The stone creature is apparently tasked with maintaining and protecting this area... including a "structure" which houses dozens of (likely) unconscious people. He has said they store the memories of the Crone. Many many lifetimes of memories which can be "accessed" by the Crone.

Varian |

awesome - thanks for the recap!

Zed Ulmin |

*Sigh* I suppose there's no hope that this thread is still alive. Does anybody know how to mark a campaign as inactive? I want to get this off my campaign page.

Varian |

It would be nice if we were up again - I thought we were just on an unannounced hiatus for the holidays, but it's not looking good, is it?

Zed Ulmin |

Well if this game ever gets moving again I would appreciate a PM from somebody. Thanks in advance.