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Protection from Death Spell List
4th level - Air Walk, Death Ward, Spell Immunity
3rd level – Water Walk, Protection from Energy, Remove Curse, Remove Disease,
2nd level – Sanctuary, Augury, Resist Energy, Lesser Restoration, Calm Emotions
1st level – Identify, Obscuring Mist, Hide From Undead, Entropic Shield, Endure Elements, Remove Fear
Orisons – Detect Poison, Detect Magic, Light, Stabilize

BRING IT ON!


The giants fell to the onslaught of the group, and the magical necklace that hung around the neck of Thorsen saved his life. Shattering when the frost giant’s axe mortally wounded him, the amulet was the only thing that held his mangled corpse together and allowed for the divine powers of the god Nethys to revive him.

Having slain the giants we continued up the rope ladder to the north of the corpses, and found ourselves standing on a great precipice looking over the valley that led to the statues in which we now reside. I marveled at the outreached hand on which we stood, the hand of the mother stretching out over the side of her belly. An ambush was waiting for us.

A demonic creature, the color of long frozen ice, flew in amongst us and started speaking in some infernal tongue. It was obvious the creature had ill intent in mind from the waving of its cat-of-nine-tails type tail and its vicious claws. Its winds beating, keeping it unnaturally aloft, the creature called forth some minions, two chimeras, who surrounded the group as their master withdrew to watch from afar.

The multi-headed creatures stuck out, the dragon heads blowing cones of cold frost while the rest of the heads and claws all attack at Ignacio and Thugar. Shinigami and Thorsen attempt to stay in the hall leading palm and cast spells at the creatures as they circle around the two warriors and myself. Ignacio in his normal bravado slashed through the neck of all three heads of one of the beasts, sending the beast’s body spinning down to the valley floor. The other is brought down shortly and the chimeras master reenters the combat seeing that we are not such easy prey.

The demon shoots a ray of frost from his fingertip and manages to injure the dwarf fiercely. It then manages to skirt around the battle field with great ease. The creature affinity to cold allows it to cast walls of ice between us and the casters. Every time we manage to break through one solid wall of ice another seems to rise up. When Thugar, Ignacio and I finally manage to break through the last wall we are greeted by a cloud of fog and the sound of the spell casters moving about somewhere in the room that held the giants corpses. The beating of wings can be heard, but I can’t manage to see more than five feet in front of my face. I find my by hearing the sounds of battle and manage to heal the wounds of my fellow party members. When the mists disappear the creature can be seen chanting and then in a flash it disappears, escaping our wrath.

As we continue to search the dungeon, we come across a room filled with spider webs and find the corpses of more frost giants cocooned by what must have been some kind of giant arachnid. As I search the room a demonic looking spider, the size of an elephant, bursts forth from the web and attacks. The creature reaches out and slings Ignacio around like a sling doll. The armor is ripped from his body and torn into pieces by this creature. The knight is bit and his flesh starts to melt on his body, turning a sickly color, as if rotting at incredible speed. The dwarf is likely affected before we are able to take the giant spider down and see to their healing to stop the advanced withering of their bodies.

It is down a further stair that we find our last encounter of the day, when we run across a mighty looking frost giant in some kind of alchemical lab. While fighting this creature, his ally bursts forth from her invisibility and helps to disable us. She is a hag of unbelievable homeliness. I take a large hit from the giant as we try and fight the giants by the entrance, and we are able to defeat the pair in short order, with little problem.


Fafnir is once again awoken by that reoccurring dream that still plagues him even after so much time has passed. His fingers linger over the wrinkled skin that scars the left side of his face. He can’t help but imagine it still burning hot with the flames of the f~~~ing witch that killed his young companions and left him near deaths door so many years ago. Taking a deep breath and offering a prayer to Nethys, Fafnir raises, hearing the group packing up camp to once again travel the labyrinth that is this dungeon.

The group moves around camp slowly, the aches and wounds of, now, well-traveled adventures showing their presence. It is time to decide the course of action the group should take in order to gain these artifacts they seek and escape this dungeon. Where death lurks in every shadow, an enemy known is one easy to find, especially when that enemy is held behind bars, but little does the group know that the fey witch that so wrecked the adventuring party on their last encounter would have even more tricks up her sleeves and this time one of Fafnir’s greatest fears, flesh rendering fire.

The sound of warriors metaled shells clinking against the stone floor echoes down the extensive hallway that leads to the abode of the demon fey. The warriors are better prepared this time. The sorcerer Shinigami speaks the arcane words of his trade, and Fafnir feels the deft movements of his limbs and the flow of the great magic coursing through his body, speeding his action. The outcast dwarf Thugar is touched by Thorsen, the friend of nature, and from the druids hand a dark bark slowly engulfs the dwarf’s skin, forming a second armor for the great warrior.

The party slowly passes that threshold that imprisons the prey. The stone pillars surrounding the large plant still towering overhead, the fey creature is meeting her fate with hubris edging on insanity. The sight of this creature’s naked body burns Fafnir’s eyes and he sees Ignacio close his own unable to bear the sight. Floating in the air at the center of her prison, the dark figure laughs and with a taught summons forth a great flame elemental, blazing like a giant bonfire, blocking the passage of the knight Ignacio.

Time slows as the oxygen is sucked from the air by the great beast, and the fey creature works to stifle the room even further calling pillars of fire to burst from the floor engulfing the party. Fafnir sees a great ball of fire slam into the fey and missiles of pure magic energy slice through her body. The chanting of the sorcerer’s spells is barely audible over the roaring fire that Thorsen, Ignacio and Thugar work to quell.

This time magic was brought to fight magic, and turning Fafnir witnesses Shinigami engulfed in the torrent of his power, robes and hair blowing backwards with what looks to be the force of hurricane winds. From his hands, jets of energy shoot forth in bursts of brilliant light shredding the dark-skinned body of the creature. As the magic pierces her, the smile fades from the beasts face in a sigh that looks like relief and she sinks to the ground, dispatched.

Sweat soaked and skin ablaze, Fafnir steadies his heart as he attends to the parties’ wounds. Calling forth the divine power of his god, life flows through the wounded, charred flesh is made smooth and whole again. He moves about the room to better inspect the creature’s sanctuary, no the creature’s prison. Shinigami informs the group that the room is used as some kind of divination device, but fears the use of such great power without the proper study. The room is outlined with the skulls of men - the creature’s victims?

Not wanting to linger in a room that has caused such great pain and is imbued with some mystical power, the group backtracks to unexplored areas. The dungeon is a maze of long shifting hallways that seem to lead to more stairs in undeterminable locations. Fafnir loses his since of location many times on the journey that leads the group to the great tomb that they would enter. It must be a tomb for some great person or persons as it holds many statues depicting maidens in various states a matriarchal reverence, a recurring motif of this dungeon that is itself in the bowls of great statues depicting a maiden, mother, and crone. Many doors lead to the final resting place of these inhabitants, but thinking it improper to disturb the dead, the party continues on in search of answers.

The tomb was a welcoming sight in comparison to the blasphemous chamber that the group would enter next, a huge room depicting mosaics of the demon god of hags. Recognizing the depictions of this evil demon and seeing a great furnace in the middle of the room surrounded by cauldrons of some boiling substance was enough to raise the hair on Fafnir’s neck. The team slowly worked its way past the many doors leading out of the room towards this fifteen by fifteen foot furnace.

The brave Ignacio takes the lead, as is his brazen style, and is the first to feel the wrath of the spectral women that flies forth from this great furnace. The undead is shrouded in an evil green aura and green balls of energy project from her essence surrounding many of those in the party. Fafnir feels his stomach turn as he is engulfed in this fiery green aura, and as the fire continues to burn around him, he feels as if his very essence is somehow fading into the ethereal plane that this ghost exists on. Life is sucked from Thugar has he is touched by the necromancy of the specter, he drops to the ground fading in and out of existence. Fafnir, risking his own body and soul to the undead, pulls forth the magical staff that is perhaps the only device capable of reaching the dwarf and restoring his substance, while Ignacio manages to dance with the ghost. Timing his strikes with the incorporeal beings fading the Taldorian manages to dispatch the ghost in a burst of energy, and the dwarf is saved by the staff of healing.

Sickened by the touch of the creature and warn from the constant fighting and endless travel, the group decides to rest down one defendable hallway in order to recover. Fafnir communes with his god seeking guidance in dealing with the threats of the undead and devils that are numerous throughout these hallways. After resting, the group continues down one of the side passages out of the evil hag coven and finds a petrified forest inside an unworked tunnel.

Fearing further ambush, the group sends the dwarf, whose dark sight allows him to move stealthily among these long dead trees, to scout ahead. It is not until he reappears near the middle of the room that the lessor demon appears. She is a humanoid beast of three heads and six arms, each arm holding a weapon that gleams in the light cast by Fafnir’s magic. Fafnir knows that this creature is of the hells and pulls forth his great sword to help the dwarf in dispatching the creature that he has discovered, but the proud dwarf holds up his hand, halting his advance.

Thugar explains, “I have challenged this creature in single combat in order to gain passage to the room she protects.”

“A fool’s errand,” thinks Fafnir, but the rest of the group seems enamored with this great display of bravery and a one-on-one battle between the dwarf and the devil ensues. It is easy to see that Thugar is a master of battle tactics as he moves in and out of combat with the ambidextrous creature. The beast is not fazed by this, however, as it easily parries and strikes at the same time using its many arms. The dwarf is quickly bested, but the devil seems somewhat lawful explaining that the dwarf should live to return another day when he is better prepared to seek the treasure that lies in the room ahead. Stopped, the group is forced to return to the evil alter of the hags.

Upon entering the shrine of the hags, Thorsen’s great perception detects a crying sound, as if a small child is calling for help. Hearing nothing, the group follows the druid through a door and down a hallway in search of this victim. The way is blocked by a cave-in and the group is forced to spend an hour clearing the way in order to squeeze by.

As soon as the debris is cleared, Fafnir feels an intense heat emanating from the room ahead. The hallway exits into a huge chamber, glowing brightly due to the presence of a river of lava flowing across the center of the room. A bridge expands across the river leading to a great throne surrounded by a treasure of coins. Fafnir sees the dwarfs eyes light up and a smile light his face. Thorsen being more concerned for troubled children crosses with the dwarf to further inspect the chamber.

Thorsen finds his children in the form of small, childlike, rock creatures materializing out of the stone floor. Ignacio and Thugar immediately draw their weapons, planning to make short work of these creatures. As they bash against the rock with steel, it is the steel that chips and the weapons seem to have no effect on the rocks veined with magma. They take to bashing the creatures with wooden and leather shields having no other way to hold the little beasts off. Surrounding the party, the creatures offer a quandary, in their defense, that Fafnir cannot see how to overcome. It is now that Thorsen’s knowledge of natural things shines, the artic druid, drawing on the power of his wintery homeland calls forth great snowballs that hardens and breaks the creatures. Crumbling the rock children, the group takes in the sight of the treasure room they have entered, and a certain curious dwarf makes his way to sit on the large copper throne that rests in alcove at the head of the room.


-/-/-

I have lost track of time since we first entered that forsaken portal that set us on our mission seeking the witch Baba Yaga. Time and space seem to shift exponentially the further we venture down the path we have chosen, leaving me increasingly disorientated. While today provided some answers to the purpose of the dungeon we have entered, it has also presented the group with further unsolved puzzles and increasingly odd encounters with its inhabitants.

The strange maiden, with whom I shared a bed, has informed the group that an evil warden guards over the inhabitants of the dungeon. The maiden feels that the destruction of this warden will release her from her prison. I do not fully trust this curious creature, but the information she has given us leads us to seek out this warden in search of the golden nugget she is said to possess.

The sorcerer Shinigami, seeking further understanding of the predicament in which the group finds itself, remained in the comfortable confines of the maiden to research further. Ignacio, Thorsen, Thugar, and I headed out in search of the imprisoner in order to obtain the key we would need to once again set the walking chicken hut in motion through space. We found this warden in an unsettlingly, out of place chamber not far from the maiden’s tents.

The chamber gave the impression of a meadow. The ground was laden with flowers, the ceiling a sky, and in the center stood a women attending her livestock, a rather large bull. We learned that this woman was in fact Jadrenka, and that she was the warden of this prison of Baba Yaga. She did not seem threatening and seemed genuinely willing to help us. She informed us that she held the golden nugget that we sought, but could not part with it so easily. In order to obtain the golden nugget, we would need to gain her trust by seeking out the other key, a dragon scale. With this declaration, Jadrenka disappeared taking the pleasant surroundings with her.

The bull remained, transformed into a creature of plated metal, and blew forth a haze of green mist that held me where I stood. Try as I might, I could not will my limbs to move. I could see Thorsen similarly frozen, and the two warriors battle the creature with all their might. I have never seen two matadors make such short work of a bull half this size and made of flesh, but Ignacio brought his mighty falcata down upon the creature’s neck slicing through metal as easily as butter, thus disposing of the creature. Dropping from the creature’s neck, a key hit the floor. Having obtained a key, we now needed to find a door to open.

The room to the south of the illusionary meadow presented a puzzle beyond my wit, but I will do my best to describe the room. A large pool of water, like those seen in great cities’ bathhouses, sat at the eastern wall of the room, at the southern end stood three pedestals surrounding the entrance to a door that was locked and magically protected, and a simple silver chalice lay in an alcove set in the western wall. Thugars understanding of the culture of the region helped us discern that the basins, which sat upon the pedestals, represented some kind of fertility ritual. We would need a source of light, a source of water and a source of nourishment to gain access to the room beyond the door, but we did not have the proper keys to open the enchanted door. Stopped by the door we continued to explore the dungeons other rooms.
The key we had obtained opened a door in the maiden’s room, and when we entered we were blinded by the light. Mama always told me not to look into the eye of the sun, but that’s where the fun is. Covering our eyes, our great fortitude allowed us to venture down the stairs that lead to a room that was too bright to see in. We perceived that nothing was present in the room, so we ready ourselves for a fight.

A young boy’s voice emanated from a hole in the ground that seemed to hold the sun itself. It is often said that the gruffest of dwarves houses a heart of gold, and upon hearing this boy cry for help, Thurgar reached into the hole and pulled forth a fear inspiring creature. The young boy was naked, surrounded by an aura of blue light, and had eyes without irises or pupils. The boy touched Thurgar, draining his very life-force. With no other option, we pulled our weapons and put forth to dispatch this creature. Materializing from the air little Light Pixies, having hid in the brightness of the room, attacked Thorsen, and a battle ensued. Thurgar managed to the boy. The rest of the party took to the pixies. I slayed one with Everbloom’s Rose and Ignacio swatted with other like a bothersome nat. The boy did not present such a small threat. Having paralyzed Thurgar and Ignacio with some kind of unnatural ability, Thorsen and I had little luck in dealing with the creature and having been released from its imprisonment the boy was perfectly happy to run away down a shifting hallway.

The room to the south held a gruesome sight, and we would have added to it if not for the boundaries of this prison’s cells. The room held large pillars of stone surrounding a large plant. The bodies of giants lay about the floor staining the stone a crimson red. As I inspected the odd plant a devilish looking creature burst forth and chaos ensued.

I cannot describe what I saw. I was instantly blinded and disoriented without my sight. I felt the heat of a great fire and heard the shuffling of metal and feet. Slashing at air and plant matter to no avail I warded myself against this evil and tried to steady myself. I found Thurgar, who seemed to be the only one to have retained his sight, fighting the creature with little success. One moment he stood before me, the next I tripped over what could have only been his dead body. Preying the Nethys, I channeled his divine energy and dragged the dwarf from the room as best I could.

It was a low moment for the group as we felt our way through the corridors, hoping the creature was held by similar bonds as the other prisoners. Dragging our downed comrade and ourselves to safety, we reconnected with Shinagami and through his help mended our wounds for the battle that we would be well prepared for the next time.
- Fafnir, Disciple of Nethys


Masterwork rapier
Masterwork flute
Cloak of Resistance [Florizel]
Masterwork composite longbow
Quiver [31 arrows] (Magic)?
Potion x3 Lessor Restoration
10 Freshwater Pearls


That's a cool weapon, but I can't see it being easy to touch someone with the weapon as they run in fear from combat. If no one else uses a shield I will equip it with that weapon until we get somewhere to sell things and I think I'm going to start wielding the great sword +1. It does make my AC crap. I would have 21 AC with the +1 shield and the morning star and 18 with the greatsword. HAHA, we took the children skulls? I'm not carrying those by the way.


Hey guys, sorry for not posting anything. Had a real stressful work day and to be honest it just slipped my mind once I got home. I plan on being here next Wednesday.


Ring of Feather Fall
Scroll-Hold Person
Scroll-Resist Energy
Belt-Bladed Belt
Fire Opal x 2
220GP
27PP


Loot so far: 103gp, 70sp, 18cp
Even Gold Split: 17.17gp, 11.67sp, 3cp


It is easy to see Fafnir’s Ulfen heritage. He stands about six feet tall and possesses a muscular girth that must put him close to 200 pounds. His golden blond hair hangs down in braids and his long beard is a marvel to behold. His deep blue eyes shine from underneath a nosed helm. This natural beauty of the Ulfen people makes his gruesomely scared face all the more striking. It is a scar long healed, but the left side of his face looks to have been ravaged by an intense fire and the skin is now tight and wrinkled, though no longer pink. His furs produce a musky odor and seem to almost be a part of him, but on close observation the furs cover an armor of scale mail that is warn the familiarity of a battle hardened warrior. Dangling around his neck is a chain of silver that connects the silver wand of his deity Nethys. On his back sits his great wooden shield with the heraldry of the city of Kalsgard, and a heavy mace is worn with ease on his belt.


I was planing on a cleric of Nethys who understands the universal presence of magic in all things, but wishes to promote the beneficial aspect of magic and seeks to stamp out those who use magic for destructive or selfish purposes. He will be warded against witches because of first hand experiences with the destructive nature of magic in the wrong hands. Ill role him up and post a character sheet on myth-weavers. Just posting to try to establish party roles.