ASEO's Campaign 2002-present


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Session 16 Part II: GW1 Legion of Gold: Subaquatic Labratory (TSR)

With only two unopened doors remaining, the party moves to the next door down the wall. The next room contains shelves filled with bottles, flasks, and containers of all sizes and shapes. Boxes stacked in the center of the room contain strange equipment. Several strange devices lie on a table along one wall. Thaleles moves to investigate the items on the table while the other party members start checking out the various shelves. None of the devices on the table seem particularly interesting to Thaleles, except for a box that begins to click as he approaches it. The closer he gets, the louder the ticking gets. He calls Larissa over to see what he has found and she notices that it doesn’t tick because of her proximity, just Thaleles. She thinks this might be something to keep since it lets her detect Thaleles’s location. Her interest in the item increases when it also seems to detect Ghorn, but no other party members.

The party finds another of the tubes containing the yellow liquid, as well as another can of healing pink glue and a tube containing a green liquid. They also find several bottles and packets of random pills. After thoroughly ransacking the room, Larissa carrying the ticking device follows the party out of the room and to the final unexplored door.

Opening the final door, the party finds a room with two large tables in the center and several large workbenches lining the walls. Laid out on these tables and benches is the party’s gear along with various measuring instruments. Several illustrations of different articles of armor, weapons, and equipment also lay next to the items. Small tags have been attached to each item. The party notices that one table contains all of their enchanted items all of which are heavily detailed in the various sketches and drawings. The party takes the time to re-equip and re-arm themselves. Larissa also casts ‘Comprehend Languages’ and begins to take another look at some of the things the party has collected. The clicking box is apparently a Rad Detector, and the tubes of yellow liquid are Rad remover. There is some discussion on the value of removing Rads if they let Thaleles and Ghorn be detected by the machine. Just as the party is about to not use their Rad Removers, Ghorn scratches off a scale that has formed near the spot where he was injected with the syringe in the first combat the party had as they came out of their vats. The scale also causes the Rad Detector to click, and Thaleles begins to panic. He grabs one of the tubes of Rad Remover and pushes it against his skin like the instructions, which Larissa had translated, directed. Almost instantly the tube empties of fluid, and the Rad Detector quits clicking when pointed at Thaleles. Looking closer at Ghorn Larissa sees that a scaly pattern seems to be forming just beneath his skin. She quickly recommends that he use the other tube of Rad Remover, which he does. Still the scaly pattern remains. Larissa notes to check on it in more detail later. The Pink healing goo is something called Rubber Flesh. While the party is a bit repulsed by the thought of spraying the flesh of a Rubber into their own wounds, they can’t deny its healing attributes. Larissa decides to check to see if there are any more references to Rubbers through out the domed complex. Perhaps they are a creature that can be domesticated. What a great advance that would be for the healing arts. Once everyone is ready the party leaves the room and takes the windowed door that leads to the tube connecting this dome with the main living dome.

Moving down the tube, the party comes to a side tube leading to another small dome. Just as the party is about to turn the corner and head to this other dome, two creatures come around the corner toward the party. One creature moves along the floor next to each side of the tube. Both have flat square bases from which a low buzzing can be heard. Standing on this base is what bay be a thorax, or a torso of a black cylindrical shape. Ghorn is quick to slam his ax into the beast before it can attack. Moltar follows up with his own attack, causing devastating damage and rupturing the creature’s upper section, which explodes in a cloud of dust. Larissa stops the others from joining the assault. As the dust clears, Linton notices that it seems to be being drawn into the lower portion of the other creature. When the creatures make no offensive moves. Thaleles and Ghorn tip the other creature over and realize that it is some sort of machine. Apparently the bristles around the base coupled with a suction help keep the domed complex clean. Ghorn and Moltar carefully position the machine they “killed” so that the damage isn’t readily apparent, and the party heads down the side tube. The remaining machine continues to move down the tube away from the party.

The tube ends in a door that leads to the dome beyond. Opening the door, the party finds themselves looking over a two-story dome filled with large aquariums. The floor in front of them is metal grate through which they can see the lower level of the dome. 10 aquariums ring the walls of the dome on each level, with a large two-story aquarium standing in the center of the room. A set of metal stairs next to the central tank leads down to the lower level.

Thaleles and Ghorn move toward the dark central tank and take the stairs down to the lower level. There amidst the tanks along the walls they see a metal cabinet. Ghorn walks over and opens the cabinet while Thaleles peers into the dark waters of the central tank. In the cabinet Ghorn finds a jar of pills, and a flat packet of pills, each sealed in their own individual compartment. Pressing his face against the glass to see better into the tank’s darkened waters, Thaleles thinks he sees a bit of movement. He warns Ghorn and makes a break for the top of the stairs. Just as he reaches the top two mutated half-hammerhead shark, half human beings leap from the dark water. The Sharkman near Thaleles tries to bite him. When it misses, it focuses its stare at him, and suddenly Larissa’s Rad Detector makes a brief, but loud series of clicks. Ghorn turns to face the other Sharkman who is on the stairs, blocking his retreat. Now armed with his own weapons, Ghorn is a formidable foe, and he advances and attacks with a vengeance. The Sharkman staggers from the blow, but turns and bites Ghorn with its razor sharp teeth. Moltar and Linton move in to help Thaleles. The Sharkman’s rubbery hide seems to lesson blows with blunt weapons, so Thaleles drops the hammer he had continued to carry and draws a short sword. Again Larissa’s Rad Detector goes off. Linton fires a crossbow bolt and hits the Sharkman fighting Thaleles sending into a wild rage. Having tasted Ghorn’s blood, the other Sharkman also goes berserk. Moltar moves in and delivers a ferocious slash to the Sharkman he and Thaleles are facing. Thaleles dodges another bite from the creature then drives both of his swords into its body then kicked the body off his swords and into the dark tank where it sinks out of site. Ghorn suffers another bite, and Larissa’s Rad Detector sounds again. Ghorn is forced to give a little ground, but that just allows Thaleles to move in behind the creature and lop off its head. The party takes a quick inventory of their wounds, administers several sprays of Rubber Flesh and then retreats out of the room. Larissa notices that Moltar now seems to set of the Rad Detector, but in no way near the amount that Ghorn and Thalales had.

The party then heads back through the main dome keeping their eyes open for any of the men they have been encountering through the complex. Moltar makes a sweep of the kitchen area searching for a power cylinder for his “C”-shaped weapon, but to no avail.

The Party moves past the ruptures dome and to the dome at the end of the tube where they had previously met with an explosive mishap. None of the party are ready to re-equip with the explosive spear guns yet, so they leave the remaining two alone as then continue to explore the lower portion of the dome. Moving through the room with the strange skintight black suits, masks and fins, the party passes through a door that leads to a larger chamber. This white tiled room has two exits leading out into the lake. One is a large set of double doors that retract along the outside of the dome, the other is a small side room that has a door leading into it, then a second door which leads out into the lake. In the center of the room is a massive cylindrical vehicle covered with clear yet rigid bubbles and strange mechanical devices. Six legs support the device, and the front also supports two pincer-like appendages. An open hatch on the side of the vehicle beckons the party to investigate. Peering into the vehicle Moltar finds that it can hold at least 12 people. There is an apparent control area with a two seats for drivers. The myriad of control knobs, switches and levers is enough a deterrent to keep Moltar from messing with them. A latter inside the machine leads to a bubble on top from which a tube extends. A single seat hangs from the bubble and seems to rotate with the bubble above. Larissa finds a box inside that contains a can of Rubber Flesh as well as some bandages and some other medical looking equipment. She reminds herself to check out the contents, which she dumps into her pack, when she can cast her ‘Comprehend Languages’ spell again. In the back of the vehicle is another small chamber that has a door leading into it, as well as a door that leads out of the vehicle. Finding nothing else of interest and deciding not to “Fire the puppy up and go for a spin”, the party moves back to the stairs leading to the upper portion of this dome.

Knowing that a man in green had previously emerged from the door at the top of the stairs and blown a hole through Molar’s chest with one of the triangular weapons, the party thoroughly prepares for combat before they move on the door. The party moves to the door an opens it with a red card. The clear dome allows a 360-degree view of the surrounding waters. Extending out of the top of the dome is a long, crystalline column. On the end of the column is a two-meter parabolic reflector. The room itself is contains for a long row of consoles and two featureless metal boxes. Suspended from the device on the top of the dome is a contoured chair with a variety of blinking lights on one of the armrests, and a lever of some sort on the other. A man in a green jumpsuit is seated in the chair. A second man in a red jumpsuit is pulling a power cylinder out of a holder on one consol and placing it in his “C”-shaped weapon.

Moltar wastes no time and puts an arrow clear through the chest of the man in green. The arrow hits with such force that it blasts out of the man’s back and embeds itself in the back of the chair. The man in green stands up leaving a sparking trail of wires leading from the hole in his back to the arrow imbedded in the chair. He moves with an awkward jerkiness. He draws the triangular weapon from his belt and waves it around erratically. Ghorn and Moltar rush the man while Linton fires his crossbow at the man in red. Larissa moves in for support. The man in green squeezes of a poorly aimed shot that comes nowhere near any of his intended targets. Ghorn and Thaleles’s combined attacks then quickly and messily cut him down. The man in red fires a beam of light at Moltar just missing him. Moltar drops his bow and charges the remaining foe. Linton also rushes in and soon the man is surrounded. He gets one more shot off before he too falls to the party’s assault.

Following the battle Moltar scoops up all power cylinders as well as the weapons. The party then begins to do a through search of the facility. Finding no more enemies about, they settle down and wait for the Druid to come out of his vet. Larissa uses the time to cast ‘Comprehend Languages’ many times and begins to piece together s bit of history about this underwater complex. Ghorn returns to the surface to let all the others in the valley know that everything is under control, and that the party will be back in a while.

ASEO out


Session 17

Chapter 10: Strange Happenings and a Prelude to War

The current Persons of Note are as follows

The Lords
Lord Ran De Blathos: Male Human Cleric 1 (Luck& Healing)/Barbarian 1
Lord Kag: Male Half Orc Monk 3
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 2

The Henchmen
Falin of Moonbreak Forest: Male Elf Ranger 1
Jen Po: Female Human Unwilling Sorcerer 1
Meegoo: Male Kobold Expert 1 (Scout) Henchman/Mascot/Pet?
Pvt Deodantus: Male Human Warrior 1/Fighter 1/Barbarian 1
Pvt Jan: Male Human Warrior 1
Pvt Leovild: Male Human Warrior 1
Pvt Angsten: Male Human Warrior 1
Pvt Theobald: Male Human Warrior 1
Lt Rodrick: Male Human Fighter 2

The Mercenaries
Smokey Blackbeard: Male Human Warrior 1
Chauncy Feather: Male Human Warrior 1
Tom Woodbow: Male Human Warrior 1
“Whitie” the Horseman: Male Human Warrior 1
Marcus Bowman: Male Human Warrior 1/Fighter 1

The Commoners
Jo’len Greenleaf: Male Elf Commoner 1/Rogue 1/Fighter 1
Shelly Villerns : Female Human Commoner 1/Cleric 2 (Madness & Random Domain: Currently Ocean)
Sarah Marholdt: Female Human Commoner 1/Warmage2
Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 2
Erky Timbers: Male Gnome Fighter 1/Cleric 2 (Pelor: Sun & Healing)
Rat Boy: Male Slitheren Rogue 1

The Snowreach Rangers
Linton: Male Halfling Ranger 1/Rogue 4
Larissa: Female Human Ranger 1/Cleric (Healing & Luck) 4
Thaleles: Male Elf Ranger 1/Fighter 3
Moltar: Male Half-Elf Rogue 2/(MC)Ranger 2
Ghorn: Male Half-Orc Ranger 5
Nyther: Male Half-Elf Ranger 3/ Cleric (Healing &Animal) 1

The Rangers are eventually met in the vale by a fellow Ranger named Umberto who tells of a group of heroes that has been granted a charter to form a kingdom on the north side of the Snowreach Mountains. He tells them that it was this group of heroes that freed him from a jail cell in the castle of Gryphon’s Rock and that these heroes have defeated the Hobgoblin Bandits and their Death Cult, clearing the keep for resettlement. The heroes also have several families of settlers with them and are beginning to forge out a new realm.
Umberto is very respected among the Snowreach Rangers and several of them decide to travel back to Gryphon Rock with him for various reasons.

The settlers move through the pass and are then directed into the courtyard of Gryphon Rock. They are housed in the castle and spend the first couple of weeks cleaning the place up. The Rangers arrive and offer their services to the Lords of Gryphon Rock. They are then tasked with patrolling the local area and hunting. Once the Castle is cleaned up, the settlers begin to spend the mornings in the castle rebuilding it best that they can. In the afternoons the labor moves to the ruins of the village at the base of the hill on which the castle sits.

Slowly rubble filled basements are cleared, foundations recovered and new structures constructed. This all does not go without incident however. A young Griffon, The one that troubled the party on their first trip through the pass, is seen eying the livestock the settlers have brought. Several times it is chased away with a volley of arrows from the mercenaries or men-at-arms. Additionally, in the basement of what must have once been an inn or tavern, three settlers were attacked by two zombies that had apparently been trapped under some fallen debris. The settlers managed to survive the confrontation, but a valuable lesson was learned. Nowhere is safe.

Keep a weapon about you and keep the guards posted. In the same basement a map was found on the corpse of what looked to be a cleric of a very minor deity of invention. The map shows the location of a temple/monastery of the sect.

While the construction in the town is going on the last of the winter snows melt. A caravan of imperial guardsmen come through the pass. They are escorting a wagon cage in which is a Halfling. All questions about the caravan are abruptly answered with “None of your business!” The guards carry an imperial letter of transit and spend one night in the shadow of Gryphon Rock before heading north into the interior of the frontier.

A letter arrives one night, delivered by a bat, it is from Vickram the Black, who evidently doesn’t know about the fall of the keep. The letters mentions his plans to cooperate with members of a Dragon Cult that are working on corrupting a magical pool with the goal of creating a larger pool with properties similar to the Black Pool in the basement of the keep. They then want to use the pool to create a Dracolich. Vickram seems to have plans to take control of the Dracolich after its creation. Additionally, he mentions narrowing his search for a necromantic artifact of great power called “The Flower That Does Not Bloom” to an area that looks to fall within the heroes newly claimed realm.

The settlers manage to get their first crop in the ground as spring dawns. Then the Kobolds show up…

Meegoo has been absent for several days. Just after planting their first crops, the settlers of the new kingdom are challenged to a battle of conquest by the Kobolds from Meegoo's tribe. "To the victor go the spoils" The battle is to be waged in the near by hilly region so as not to damage any of the possible spoils (little does the party know that the Kobold noncombatants are the Kobold spoils should the kobolds lose, and that the expect to be assimilated into the victorious tribe. By running battles this way, Kobolds have found that they are able to develop a dominant tribe without despoiling the "contested turf".)

ASEO Out


Session 18: War

Slowly the characters are being converted to D&D 3.5 rules

The party recognizes the threat the Kobolds present, and that they could have easily swept into town and left it in ruins. Kag and Rand begin negotiations with the Kobolds through Meegoo. Antiqueas is absent from the proceedings, having locked himself in one of the subterranean vaults to pour through the volumes of text that the death cultists had accumulated. When He is sent for he replies, ¡§Leave me bee until there is sweet death to be dealt¡¨.

Several of the Rangers scout the area around the Kobold encampment and they estimate there are around 50 Kobold Warriors and easily that many non-combatants. Additionally, the Kobolds seem to have a fair stable of Dire Weasels.

The evening before the battle, which is scheduled to begin just after Dawn, but while the shadow of the SnowReach range still fall across the New Realm, The Kobolds leave the shelter of the grove where they had been encamped. They move into the rolling hills where the battle will be fought and settle down.
From the safety of the castle, the Lords watch the campfires of the Kobolds and prepare for the upcoming battle in their own ways.

The Following individuals are selected to defend the town from the Kobold army.

The Lords
Lord Ran De Blathos: Male Human Cleric 1 (Luck& Healing)/Barbarian 1
Lord Kag: Male Half Orc Monk 3
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 2

The Henchmen
Meegoo: Male Kobold Expert (Scout) 1/Ranger 1 Henchman/Mascot/Pet?
Pvt Deodantus: Male Human Warrior 1/Fighter 1/Barbarian 1

The Mercenary
Marcus Bowman: Male Human Warrior 1/Fighter 2

The Commoners
Jo¡¦len Greenleaf: Male Elf Commoner 1/Rogue 1/Fighter 1
Shelly Villerns: Female Human Commoner 1/Cleric 2 (Madness & Random Domain: Currently Law)
Sarah Marholdt: Female Human Commoner 1/Warmage2
Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 2

The Snowreach Rangers
Linton: Male Halfling Ranger 1/Rogue 4
Larissa: Female Human Ranger 1/Cleric (Healing & Luck) 4
Thaleles: Male Elf Ranger 1/Fighter 3
Moltar: Male Half-Elf Rogue 2/Ranger 2
Ghorn: Male Half-Orc Ranger 5

Lt Rodrick and the remaining Men-at-Arms, as well as the Mercenaries guard the castle and the settlers.

In the morning the assembled defense force moves out to take the field of battle. They take up a position on either side of a low hill and look across at their Kobold foes. The Kobolds are set up in several small groups of 5-10 individuals. The Kobold non-combatants sit on a hill behind the Kobold Warriors line, chanting and yelling encouragement to their troops. Then with a wild scream, one that even Antiqueas had to admire, the Kobolds charged.

Several Kobold archers moved to advantageous positions on ridges between the two forces. From these vantage points they showered arrows on the Heroes forces. Larissa and Ghorn return fire, and Shelly begins to augment the heroes¡¦ forces with defensive spells.

As the Kobolds near the party¡¦s position, they release a wave of Dire Weasels that slam into the heroes with devastating force. The heroes left flank is forced to retreat to the relative safety of the hill top, and are only able to do that because Thaleles and Rand fully engage several Dire Weasels that bounded into his position. In the face of the Weasels assault Linton, Antiqueas, Meegoo also move to the hilltop.

The Heroes begin to pick off some of the Kobold archers. Deodantus, Kag, Heleren and Moltar hold the right flank, but Heleren is swarmed by several Dire Weasels and eventually dragged down. As the nearby heroes move to his aid they are each engaged by the remaining Dire Weasels and some of the Kobolds who have made it to the Heroes' lines.

From the hilltop the Heroes' Archers continue to rain death on the advancing Kobolds. Larissa helps further by following Shelly¡¦s lead and casting 'Bless'. Antiqueas picks of a kobold with a Screaming Skull (his version of 'Magic Missile').

One group of Kobolds approaches a small stand of trees in the middle of the battlefield. There they uncover a large pit that had been covered with camouflage netting. The throw a sack into the pit and then out from the pit climbs an Ogre.
Larissa casts 'Bane' on the approaching Kobold forces. Moltar fires his triangular weapon at the approaching Ogre and burns a good-sized hole in the creatures shoulder. Antiqueas follows this up with a 'Magic Missile' and becomes the new target of the Ogre's aggression.

The Ogre advances and swings his large club at Antiqueas, missing by the narrowest margin. The club slams into the ground and creates a small crater. Had the club hit, there is no doubt that Antiqueas would have been reduced to a not so tasty jelly.

With the new threat, Deodantus realizes that he must slay the remaining Dire Weasels he is fighting if he is going to be able to help against the Ogre who seems on the verge of mashing many of the less armored Heroes. This sends him into a furious frenzy and the two Dire Weasels he is fighting quickly turn into gruesome giant stoles.
As he Thaleles and Rand fight a retreat to a defendable slope of the hill, Antiqueas casts 'Cause Fear' on the Ogre and with a yellow trickle the beast begins to back off.

The battle continues to rage on as the Ogre retreats. The remaining Dire Weasels are eventually slain, but a new threat assaults the Heroes; Dire Kobolds, and two Kobold Shaman.
The Shaman pepper the Heroes with their own spells, 'Magic Missile', 'Flare', 'Daze'.

The Heroes Archers concentrate their fire on the spell casters and soon the Shaman and their acolytes resemble pincushions.
The Dire Kobolds press the assault begun by the Dire Weasels and the Heroes are forced to gather for a last stand on their hilltop.

Several Kobolds begin to climb the hill and the party has their hands¡¦ full repulsing the attack. As the Heroes fight desperately for their lives they see the Ogre shake off the spell. Fortunately, the beast doesn't return to the fray, but instead moves over and begins to shake down the Kobold Noncombatants for anything they have that might be of value. After seeing one or two of their fellows reduced to paste, the Kobold noncombatants begin to turn over their goods.

The Heroes try several times to get to Heleren and pull his body back into their ranks, but each time they are repulsed. Finally, with Jo'len severely wounded, Rand just barely able to stand, and Thaleles not much more than a walking corpse, the tide of battle begins to turn in the Heroes favor.

Larissa is able to break through the Kobolds collapsing lines and heal Heleren ant then drag him back to safety. At the same time, a few Kobolds who were climbing the steeper portions of the hill manage to reach the top and break through the Heroes lines.

Antiqueas raises one of the fallen Kobolds as a Skeleton and directs it to fight against the Kobolds.

The Kobolds amidst the party begin to inflict serious damage on the unarmored party members. One of these foes attacks Antiqueas and causes him to topple off the hill, breaking his arm in the fall and rendering him unconscious.

Sarah lashes out with her magic and leaves one of the attackers a frozen corpse. Another finds himself staring cross-eyed at the magically guided crossbow bolt that is protruding from his forehead. Meegoo is forced to use his crossbow as a club and manages to shatter it and one of the Dire Kobolds heads with a mighty swing.

As the remaining Kobolds are slain, Linton moves down to check on Antiqueas' condition. Finding him in bad condition Linton manages to successfully stabilize his condition until such time as one of the Clerics is able to come to his aid.
With all the enemy Kobolds dispatched, Antiqueas' Skeleton turns its attention on the remaining Kobold Meegoo. Meegoo is forced to run from the Skeleton until Antiqueas is revived and able to regain control over it.

Seeing their warriors all slain, the noncombatant kobolds pick up what belongings the Ogre left them and begin to ramble across the battlefield kicking and spitting on the bodies of their fallen warriors. As the Kobold noncombatants near the Heroes they begin to grovel and kowtow to the victors. Then they pick up their belongings and start to head toward the village with the apparent goal of settling down. Meegoo explains that they Kobolds are now part of the Heroes tribe now.

Before the other Heroes react, Antiqueas speaks to the Kobolds in Draconic, and then he and Meegoo lead the hoard up to the castle and down into the basement where Antiqueas has set up shop. Antiqueas roughs up the Kobolds some to show them their place, appoints Meegoo their leader and sets them to various tasks in the Dungeons, the purpose of which only he knows.

Following the Battle the Ogre is nowhere to be seen, Ghorn suggests creating a group to track the beast, but that is a story that will have to wait for another day.

Following the battle the following characters gain a level

The Lords
Lord Ran De Blathos: Male Human Cleric (Luck& Healing)/Barbarian 2
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 3

The Henchmen
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 2/Barbarian 1, and is promoted to Sergeant of the Guard

The Snowreach Rangers
Moltar: Male Half-Elf Rogue 3/Ranger 2

The following is an excerpt from the journal of Antiqueas Sprye:

ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ

Day of the Battle: Well, today is the day we sank to the level of a sniveling Kobold. My "allies" have decided it best to fight the kobolds (which I was against) on their own terms (which I was also against). But alas, there we were on the field of battle. I tried to tell everyone to get up on the rock, as it is a much more defensible position, but I'll be damned if the vast majority of our "army" didn't stay on the ground. I had to laugh a little when I saw everyone backed up against the rock trying to back pedal to the top. All in all I suppose they handled themselves well enough, though...except the dwarf. Oh how I wish he would have perished, the whistle would be mine, no questions asked, but instead I am forced to wheel and deal with him for it. At any rate, the looks on everyone's faces were priceless when that big dumb ogre came stomping out. I figured I'd wait until the last second to save their miserable lives. As much as I'd like to see them all following me as part of my skeletal army, I suppose I need them for now. Anyway, as the battle went on, my cohorts evidently missed a kobold, who obviously snuck up behind me and sapped me.
Everything went black...oh the sweet darkness. I was almost there...almost there....

ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ¾ƒ

Seeing his master, Lord Antiqueas, writing in a journal, Meegoo gives it a try.

ƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒ

mE haVe shinY h3lmet. M4ster give m3 shiNy's. Me he@d k0bold, ruN UnD3R-towN liKe masTer. Me likes sh0o+ things. Me tHinks me wilL practice More at sHoO+ing thIngs. Katz ta$te go0d.

ƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒØƒ

ASEO out


Session 19: Part I The Forge of Fury (WotC)

Chapter 11: To Reclaim What Is His

Heleren Vochek enlists the aid of some of the other heroes in town to help him track down an old Dwarven forge site that his ancestors were Forge Masters of a couple of generations back. Seems that his Great Grandfather had stalled an Orcish assault on the site for long enough to allow his Great Grandmother and his young Grandfather and a few other families to escape. When his Great Grandmother fled she took with her a map to the site so that one day a member of the Vochek line could reclaim the site. This map was passed to Heleren from his father after hearing of Heleren’s exploits in the Sunless Citadel. Heleren’s father tells his son that should he reclaim the site the members of the Forge Clans who once dwelled there may be recalled and the site reoccupied. To this end the Lords of the New Realm agree to grant a charter to Heleren allowing him to recruit an adventuring band and go off in search of the site, in return for his pledge of loyalty and fealty of the Dwarven Forge population to the New Realm

The party that sallies forth is composed of:

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 2
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 3
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2
Shelly Villerns: Female Human Commoner 1/Cleric 2 (Madness & Random Domain: Currently Healing)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 2/Barbarian 1

The Lords decide to send Antiqueas as their representative on the expedition, and to monitor its success. Antiqueas has his own motives, to include gaining possession of a magical whistle he has heard that Heleren found during his previous adventure.

Antiqueas has heard rumors that this whistle radiates necromantic magic and that may be the reason why he came out in support of granting the adventuring charter.
Lord Kag, and Lord Rand have become a bit concerned by their fellow Lord’s sudden interest in the expedition and have decided to send Sgt Deodantus along to keep an eye on Antiqueas.

Meegoo eagerly follows Lord Antiqueas, with who’s backing he has be given ruler ship over the Kobolds that are dwelling in the castle’s basement.

Moltar and Linton go as guides to lead the party to the site and add some extra skills to the group.

Shelly Villerns just follows the party out of town, and they add her name to the charter as an after thought when it becomes apparent that she will be traveling with them.

Two other figures also follow in the shadow of Lord Antiqueas. He has animated a Skeleton of one of the Hobgoblin Bandits, and fortified its bones with magic. The other figure is also the body of one of the fallen Hobgoblins. Its corpse shambles after the party as a Zombie. Apparently Lord Antiqueas has been busy studying many of the texts that the party had found in the possession of the Castle’s former owners.

Forge of Fury (Wizards of the Coast)

With the help of the rangers, the party is able to come to a spot overlooking a natural monument called Stone Tooth after about a week of travel.

According to Heleren’s map, the forge site is located underground near Stone Tooth. The party makes note of an old road carved in the stone switching back and forth, leading up into the base of the jutting spire of stone. A small trail of smoke also rises from the region…evidently the party is not alone here.

ASEO out


Session 19 Part II

Sgt Deodantus Reports:

Lords Kag and Rand, after a week of travel we found the forge site. Me moved in on the location and found it to be occupied be Orcs. We dispatched two Orc sentries and then forced our advance into the complex before the defenders were able to close the doors leading to the place. Had those doors been closed we would have been in a bad spot since the main entry is well fortified.

Once inside we nearly lost Lord Antiqueas’ pet Kobold who nearly fell to his death crossing a rope suspension bridge in the complex’s entry that spans a very deep crevasse (yet another effective barrier to an assault, were it cut our advance would have come to a stop). Fortunately for the poor thing, it managed to catch hold of the first ledge it impacted on its descent, other wise it would have surely plummeted to its death. Lord Antiqueas showed no emotion at the near demise of his underling and I’m sure had the creature died Lord Antiqueas only thought would have been on the effort worth the expense of animating its body.

We ventured deeper into the complex and entered an area of worked caverns that clearly were inhabited by the Orcs. Here we happened on a local tribal couple that the Orcs had captured and imprisoned. We freed them and showed them to the exit. The young man enquired about us, and our purpose here and Lord Antiqueas informed them of the founding of the new realm. They bid us thanks and left on their way.

The Orcs have amasses some degree of booty taken from the local tribal clans by the look of it. It is stored through out the complex. We fought a dozen more Orcs and their leader, a large ogre and his two Dire Wolves. Lord Antiqueas has no problem animating undead and has now done it on several occasions to replace his undead minions that were slain (again) in the combat with the Orcs and Ogre.

ASEO out


Session 20 The Forge of Fury (WotC)

The Party is:

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 2
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 3
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2
Shelly Villerns: Female Human Commoner 1/ Fighter 1/Cleric 2 (Madness & Random Domain: Currently Protection)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 2/Barbarian 1

Sgt Deodantus Reports:

Lords Kag and Rand,

We have rested after our battle with the Orcs and now continue to explore the area. We found one area where the Orcs had deliberately blocked access to a hallway. Since this was the one unexplored region left, we tore down the barricade and ventured into the hallway beyond. The hall proved to be further blocked by an old portcullis, the gaps between the bars stuffed with rags. We were able to lift it and pass into a large chamber beyond. There was a broad natural stairway leading deeper into the complex in the middle of the chamber. Additionally there was a door at either end of the chamber. Some burned Orc corpses near the northern door roused our suspicion, so Lord Antiqueas sent his Skeletal minion to try the door. In a whish of fiery gas, the Skeleton was vaporized, and I must confess, that Lord Antiqueas’ total disregard for life and using the bodies of the dead is not without its merits.

With the north door exposed for the trap it was, we moved to the southern door. We opened this door and engaged in combat with an Orc Shaman and her assistants. While we were fighting we were also attacked from the rear by vile creatures called Stirges. These blood sucking bat-like creatures left Lord Antiqueas weakened but the rest of us managed to keep clear of them. We also managed to slay the Orc Shaman and the assistants and found a secret passageway back to the main complex.

The Dwarves who lived here were skillful masons and have left several secret passageways and cunning traps behind. There is a statue that breathes a toxic gas as well as several secret passageways that link areas key in the defense of the main door. Having seen several of these now, I will be keeping my eyes open for both traps and secret doors. We have also found a couple of weapons that bear the mark of the Vochek clan smiths. They are truly of the highest quality, and I believe that one rapier that we found may even hold an enchantment.
Having fully explored the entry level of the complex we passed down the great stairs into a more natural area of caves. At one point a small stream crossed our path. The fresh water would be of great value should the place ever be besieged.
We moved to follow the stream and found a natural chimney where the Stirges roost once again we were attacked, but were able to repulse the critters. We did find the remains of a Dwarf who had succumbed to the wretched beasts, but were unable to tell if he was any relation to Heleren.
We decided to backtrack so as to not have to pass the Stirge roost. Following the original path we emerged on a ledge about 40 feet above the floor of a large natural chamber bisected by the stream we had been following if my guess is right. Once again, we were attacked by Stirges. These vile creatures seem to not like the smoke from the torches. Perhaps when we have time we can set a fire in their roost and smoke them out.


Session 21 The Forge of Fury (WotC)

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 2
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 3
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2/Fighter 1
Shelly Villerns: Female Human Commoner 1/ Fighter 1/Cleric 2(Madness & Random Domain: Currently Protection)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 2/Barbarian 1

Sgt Deodantus Reports:

Lord Antiqueas was severely injured by the Stirges. He was however able to cast a spell that restored his health, and in fact left him looking healthier than he has ever been. Moltar, Shelly and the Kobold are all worse for wear due to the encounter with the Stirges.
While we need to rest, we determined that this chamber, with its proximity to the Stirge roost would be a less than optimum place to do so.
Linton has determined that some sort of large reptile has been using the southern end of the chamber and the stream there as an underwater entrance to this area. This left us with two other unexplored exits from the chamber and we chose to venture through the northern most of the two.
Linton served as the advanced scout as we entered the next chamber. He encountered a foul smelling reptilian humanoid and combat ensued. Apparently a second creature opened a portcullis and released a large brown bear into our ranks before joining the combat himself. While we easily dispatched the first of the lizard men (and I use the name loosely, since while I have heard of various types of reptilian humanoids, this was my first encounter with any save the Kobolds), the bear tore into our ranks with a ruthlessness I have yet to encounter. Linton was savagely mauled, Moltar was viscously wounded, and even I was forced to retreat in the face of the bears assault. Then, in an act of heroics the likes of which I’ve never before seen, Shelly (you may remember her from around town and as one of the settlers who ventured with me into the Sunless Citadel…she is a bit…eccentric at times) charged into the fray to pull Linton from the bears clutches and heal him, returning a large mass of his internal organs to their proper location, inside of his body. No sooner had she stopped him from passing through death’s door, then the bear turned its full fury upon her. She was laid low in a spray of blood and gore. Seeing one of our fellows slain we redoubled our effort and pressed our attack. I must admit that I lost control and because of my rage at the time I do not fully recall what transpired, but suffice to say that the bear and its reptilian handlers were most viciously cut to pieces.
We were then forced to retreat back to the upper level and into the Orc witch’s room to recuperate and decide what our next course of action would be.
While we rested for nearly a day and even then many of us were to injured to press on. As we were resting, Lord Antiqueas’ Kobold helped keep watch by peering through the keyhole in the witch’s door and watching the large room beyond. It was during one of his watches that he reported seeing torchlight. Then several people apparently from one of the local indigenous tribes entered the chamber. We watched them for a while, then when it became apparent that they were looking for someone and were preparing to open the trapped door on the far end of the hall we made our presence known and cautioned them about opening the door.
Accompanying the locals were the couple who we had freed a couple days earlier. Along with them was a man who is evidently holy to them. This man explained that the couple we had rescued where the eldest children of two warring tribes that had been captured when they went to be secretly married. With their union the two tribes will be able to put aside their feud. With our rescue of the couple the Holy man was able to marry the two and end the feud. When her heard the story of the rescue, he gathered some warriors from each tribe and came looking for us.
We introduced ourselves and told him of our mission here. He mentioned seeing the resemblance between Heleren and his grandfather (which spoke volumes about his age). Seeing our poor condition he offered to call on the power of the old faith to help us. We readily accepted his aid and he was able to heal our wounds. He was also able to call on his powers and found that Shelly’s soul wished to return to the mortal world. He said that he could facilitate this, but that her current body was in to poor a condition to be reclaimed by her spirit. He said that he could call on the forces of nature to summon forth a body for her, but that the choice was beyond his control. We allowed him to proceed based on Shelly’s desire to return. I can only assume that the spell went as planned, but the result may further shatter Shelly’s already cracked sanity.
Sirs, she has returned to life…in the body of a Gnoll.
At first she seemed to not notice her transformation and it wasn’t until she stood and saw her old body that she looked down at her new form. She slowly examined her arms and clawed hands. Then she began to laugh. My Lords I must admit that it was the most horrid laughter I have ever heard and it quite unnerved the tribal warriors accompanying the Druid.
Shelly looked at the ceiling, but I’m sure her vision bored through the very earth above us and was focused on the heavens. Shaking her clawed hands above her head she barked, “Is this the best you can do!?! Am I ever your pawn! So be it then I shall play your game to the finish!” She then let out an inhuman howl (Which I guess is understandable no that she is no longer human). She then unceremoniously went over to her human body and reclaimed her weapons, armor and gear. I have placed her body in the care of the Druid and entrusted him with its proper care. Lord Antiqueas had been eying it, and I could not bear the thought of seeing her corpse animated as one of his minions.
The tribal warriors have agreed to guard this entry level while we head back below. We decided to give Shelly some time to familiarize herself with her new form, and she spent some time in meditation. The Druid has said he will send some emissaries to Gryphon Rock to meet with you. I am therefore entrusting this account of our journey so far with the Druid to be delivered to you so that you will know of our status journey, and prepare the Villerns Family for their daughter’s condition.
Now that we have recovered we will once again explore the lower levels of this complex.

Respectfully,
Sergeant Deodantus

Contributor

This thread is supported by the followers of the Prince of Redhand.


Richard Pett wrote:
This thread is supported by the followers of the Prince of Redhand.

Touché ;-)

ASEO out


Session 21.5 The Forge of Fury (WotC)

Sgt Deodantus Reports:

My Lords,
We ventured back down the staircase to the lower level and back to the location of our battle with the reptile men and the Bear. The corpses were gone, but there were not any new threats present. Exploring further we found a long tunnel that led out of the mountain. This appears to be the tunnel the Orcs dug in ages past to infiltrate the complex. We attempted to collapse the tunnel, but found that it would require more than our lone efforts. The fortification or elimination of this entry point is essential for the security of the complex.
In another side cave we found the skeletal remains of two Dwarves. Linton managed to stir up a fungal cloud while examining the corpses, and came away choking and coughing, but clutching an exquisite rune engraved Bastard sword, that bares the mark of the Vochek clan. Fortunately none of the rest of us were in the area of the spore cloud since it seems to have had a detrimental effect on Linton.
Next we entered a cavern so large that it was hard to see across. Patches of crystals in the walls reflected our torchlight giving the impression of stars in the night sky. Large mushrooms and fungi cover the floor of the cavern and we carefully skirted its walls looking for an exit.
What we came upon at one end of the cavern was a series of maybe three-dozen stone sepulchers resting on a wide shelf. These were apparently meant to be the resting places for members of the Vochek clan, but only three were used. Heleren spent some time among the crypts in reverence to his ancestors, then we moved off to explore further.
Continuing to skirt the wall of the large cavern, we found a side passage that we opted to explore. Entering this passage we heard the sound of rushing water and indeed a stream, possibly the one we had encountered before, rushed through the chamber to fall through a large sinkhole at one end. Near the sinkhole we found some stairs that descended further into the complex.
We climbed down the stairs and emerged in a chamber next to the waterfall caused by the stream falling through the sinkhole. From this natural chamber we found three other exits. There are two doors in the East wall, and a passageway to the south. The stream also flows through a low hole in the south wall.
The doors both proved to be swollen shut from the moisture and we had to force them open. The southern door on the wall led to an empty row of three rooms. The northern door proved more difficult to open, and had the look that force had been attempted to open it in the past. When we were finally able to open the door we found that it led to a serried of storerooms. The contents were all fouled and rotten. As we were about to leave the series of chambers an oozy, grey blob attacked us. The blob moved of its own accord and was highly corrosive to any weapons we struck it with. Several of our weapons were rendered useless through the encounter, but we were able to cause the blob to lose its form and melt on the floor.
Left with only the passage on the southern side of the chamber we moved in that direction. We found that another stream merged with the one that came from the waterfall. We crossed a dwarven bridge over the new stream. In the chamber on the other side of the stream, we found a short set of stairs leading to a flooded area. Linton began to enter the water, but found it to be too deep. Once again, the undead under Lord Antiqueas’ command proved their worth. His newest skeleton, that of an Orc that was apparently killed by the fire trap up in the large chamber that contained the stairway leading down to the second level, was commanded to enter the water and carry a torch into the darkness so that we could judge the depth of the water, and the extent of the area. There proved to be three chambers, which were probably used as storage like the similar rooms we had found. The water proved to be about chest height.
In the back of the last chamber we were able to make out another skeleton lying on top of some rotting sacks. Lord Antiqueas directed his skeleton to retrieve the other skeleton. When this was done, the other skeleton proved to be that of an Orc. In a rotting pouch on its belt we found two potion vials. Lord Antiqueas has taken possession of them until such time as he can properly identify their contents.
Finding no outlet in the flooded rooms, we followed the path of the new stream leading upstream. The stream and path diverged at a sharp curve, but rejoined on the far side. As we entered a new natural chamber complete with massive stalactites and stalagmites we were attacked by one of the larger stalagmites that spoke to us and said that we must pay the price for our intrusion into its realm. We quickly darted for the far end of the cavern and the creature made a few halfhearted attacks against us with a single long tenticle. It managed to hit Meegoo and wrap the tentacle around. Meegoo instantly went limp, and it was only through our quick attacks that we were able to sever the tentacle and free Meegoo’s limp form. We then all rushed for the far end of the chamber as the creature deployed 6 more tentacles.
Then we found our mistake. At the far end of the cavern we found what had once been a dwarven cellblock. A short hall led to three cells and no other exit. In the last of the cells we found the skeleton of a dwarf in corroded armor. In a pouch on the corpse we found a large Iron key and a few coins. Unfortunately, this failed to help us at all with our current predicament of being now forced to pass back by an irate stone tentacled creature.
Shelly and Lord Antiqueas tried a variety of ranged spells on the creature, but they all proved ineffective. Likewise, we found that the creature’s tough skin made it all but invulnerable to our various missile attacks. We only succeeded in further irritating the creature. Lord Antiqueas hit upon the idea to negotiate with the creature. The creature demanded one of us as a food payment for the rest of us to cross safely back through its domain.
Once again, I must confess that Lord Antiqueas’ complete disregard for life saved us. He arranged for all of us to walk through the Roper’s domain one at a time. The Roper could then take the last person to cross. We all proceeded through the area threatened by the Roper, leaving only Lord Antiqueas’ Zombie minion behind. Once we were all safely out of the Roper’s reach, Lord Antiqueas called the Zombie to him. The Roper easily picked it up as a snack, and we rapidly left the area.
Lord Antiqueas is already looking for a new corpse to animate. The disposability of an animated corpse, whether a skeleton or a zombie, is something that has saved our lives at least twice now.

ASEO out


Hey gang...just a question...I'm new to the whole D&D on the 'net. Heavy PC user but just got back in the D&D saddle.

So...on to the question...How are you recording your notes for the Journal? By hand? PC?

Thanks!

Live or die, you decide...


I sit down after the session (the sooner the better) but the length of time between the session and the writing of the journal is inversly proportional to the lenght of the journal.

I usually type it up, but if it is an official playtest, I take notes and record round-by-round action by hand and then type it in later.

ASEO out


Session 22 The Forge of Fury (WotC)

The Party is:

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 3
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 4
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2/Fighter 1
Shelly Villerns: Female Gnoll Commoner 1/Fighter 1/Cleric 1 (Madness & Random Domain: Currently Death)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 3/Barbarian 1

Sgt Deodantus Reports:

My Lords,
After escaping from the Roper, we were able to backtrack and decided to rest in the abandoned storerooms. Meegoo eventually recovered from his weakened state enough to move around. Shelly also went into one of her trances and when she came out she began to mumble about how all life is suffering (She’s changed random domains to Suffering).
Having recovered we headed back upstairs to the large cavern that we had previously partially explored. This time we continued our trek around the cavern and discovered a door set into the wall at the east end. While we were working on opening the door we were attacked by two tentacled creatures that emerged from a nearby rockslide. Moltar drew forth a curved metal device, which he pointed at the creatures, Gricks he called them, and fired several beams of light at them. When the beams contacted one of the Gricks, the creature was blown apart in a great spray of gore. I managed to dispatch the other one with a strong stab through it’s middle. This ray-shooting device of Moltar’s is very impressive. You may remember him using a similar device against the Ogre in our battle with the Kobald tribe.
Speaking of Kobolds, Meegoo, despite his size and habit of eating rats raw, is quite a remarkable creature. His ability to follow Lord Antiqueas’ orders may make him just the leader that the Kobolds need to keep them out of the village. He is easily impressed by the most minor trinkets that we give him for good behavior and I believe he is striving to be helpful and demonstrate his capabilities. He fancies himself quite the warrior.
Anyway, Linton managed to open the door, apparently with a key he had… Lord Antiqueas used his last piece of onyx to animate the Grick I killed and its corpse now accompanies us. Lord Antiqueas has made it very clear that should we come across any onyx, that he lays claim to the stones. Having seen the necromantic power of the stone, I must truly say that I would not feel comfortable carrying the stuff myself and thus he is more than welcome to it.
We descended a stairway beyond the door. The stairs opened up into an octagonal chamber about 30 feet across. The floor was inlaid with cracked blue tiles and the walls were of marble. This is always what I had expected dwarven engineering to be like. A large ironbound door stood on the northeast and northwest wall. Three bronze statues around ten feet in heights stood on the east, west, and north walls. Each was a dwarf armed for battle with the northern statue armed with a battleaxe in each hand, and the other two each armed with an axe and shield. Above the room soared a fine domed ceiling. From beyond the room we could hear the ringing of a hammer on an anvil. Apparently there was someone else here, perhaps the remnants of Heleren’s clan…or their ghosts.
Linton carefully began to search the room and the statues which he I was glad he did. On one of the statues he noticed a line around one of the arms, which made him believe that the arm moved. Linton left the room and Lord Antiqueas ordered his skeletal minion to open the northeast door. When the Skeleton did this, the arms of the statues on either side of the door swung down and their axes smashed the Skeleton to splinters. Once again, I’m glad that it was Lord Antiqueas’ Skeleton and not a living party member who set off the trap.
Linton reentered the room and was able to find a secret door on the east wall that was apparently the real exit from the room. A short flight of stairs led up to a door that Linton checked and then opened.
The door opened to reveal a mighty dwarven hall, fully 100 feet in length and 50 feet wide, lined with ten great pillars carved into fantastic images—giants and dragons straining to support the massive vaulted ceiling, thirty feet above. Torches in wall sconces ten feet above the floor lit the area shining light on a mighty throne that sat at the far end of the chamber. The walls had once been covered with tiled pictures, but these had long since been smashed and defaced. There was a small fire burning before the throne, and a half dozen packs and sleeping rolls spread out near the throne. Five exits led from the room, two doors to the north, two to the south and one behind the throne. The hammering seemed to come from behind the southern door nearest the throne.
As we took in the scene a voice rang out of the room telling us to turn around and leave, and that we would not get a second warning. Heleren declared that this was his hall and he had no intention of leaving. He then strode into the hall and was attacked by three Giant Gray Dwarves that became visible when they attacked him. Of course we all rushed to his aid and were able to defeat the Duergar even though a fourth Duergar appeared and joined the fray. We then looted their bodies searching for some clue on from where they had come, but we failed to gain any useful information. Heleren traded his dented breastplate for the chain mail armor off one of the less gory corpses, and Lord Antiqueas reminded us that any onyx was his. We didn’t find any onyx. But if we had I have no doubt that the Duergar who’s head I had removed would now be accompanying us in some undead state. Lord Antiqueas has also asked us to be more careful in not mutilating our enemies as we fight them. He has pointed out several vulnerable places where we should strike to cause “glorious massive blood lose”, but limit damage to mussels and bones so that his “beautiful children can function to their highest potential.” Sometimes he kind of creeps me out. At least the Zombie Grick hasn’t started to stink bad yet.
After scouring the room we opted to start with the door on the south wall closest to the door we had entered the hall from. Shelly and Molter entered the room and there was a huge commotion. I heard Shelly bark “Die Table! And by the time I got there most of the room’s furniture was in splinters. Moltar backed up Shelly’s claim that the table attacked them. I hope her madness isn’t spreading. I shall monitor Moltar for further signs. As we left what was once a kitchen and storeroom, I tried to comfort Shelly as we left the kitchen telling her it was OK, that the “table” was gone and that it wouldn’t hurt her any more. She growled at me.
We proceeded north across the hall and found a door upon which was inscribed a dire warning in Orcish. Heleren translated it as “Behind this door the Maker of Death waits.” Lord Antiqueas insisted that we open the door at once.
Apparently this room was once a shrine to the dwarven gods. The walls were carved in their dour images, and a low stone alter stood at the west end of the room. Stone benches lay scattered on the floor amidst a scattering of dried bones.
Atop the altar, arms folded over his chest lay the corpse of an old dwarven warrior in half-plate armor. More bones lay scattered around the altar’s base, and the leathery remains of an Orc in half-plate armor crouched at the foot of the altar. I swear I heard Lord Antiqueas mutter, “I’m home”.
Then the desiccated Orc leapt to attack, and two large skeletons rose from the scattered bones and picked up large bronze maces. Moltar quickly drew forth his curved ray weapon and went about blasting the large skeletons, but their limited frames made them hard targets to hit. With his covering fire, which eventually vaporized one of the Skeletons, we were all able to retreat out of the room. When our foes failed to follow us we were able to regroup and plan a better attack. Shelly led the way and screamed for the undead to flee before her. I think I could hear the undead laughing…So on to plan B. We rushed the room and were able to quickly overwhelm the remaining skeleton only to find that the crusty Orc was nowhere in site. Lord Antiqueas approached the altar and the creature leapt out from behind it and nearly ripped his head off. Fortunately Lord Antiqueas is fairly nimble and able to sprint quite rapidly when he hitches his robes up. Moltar stopped the creature’s advance with a blast of his ray slinger and Shelly and I were able to move in and flank the Wight (which is what Lord Antiqueas pronounced it as later). Moltar fired a couple more blasts but missed. Then Shelly and I laid into our foul foe but were unable to breach its armor. What happened next I find hard to explain.
Meegoo apparently dropped his spear as he tried to defend Lord Antiqueas from the Wight and, in an attempt to catch his falling spear evidently ended up kicking his foot into the falling spear sending it hurling upward right into the bottom of the Wight’s chin. The force of Meegoo’s inadvertent kick sent the point of the spear clear through the Wight’s head from which it erupted with a spray of clotted brain tissue and shattered scull that showered down upon us all. As we all stood dumbfounded, the Wight dropped to the floor and Meegoo clapped his hands like a child who is having fun at a party.
We tried to clean up best we could. I saw Shelly licking the globs of gore from her face. After I had finished vomiting in the corner I had to admit that she is taking to this whole “Gnoll” thing quite well.
I believe that Lord Antiqueas gave Meegoo one of the Wight’s mummified eyeballs to wear on a string around his neck. Lord Antiqueas also discovered a tattered scroll, which he placed in one of the tubes at his waste. We also found a sack of silver coins.
Heleren discovered that the dwarven corpse was that of his great grandfather, and after paying proper respects and consecrating the room best he could, adorned himself in his clan’s ancestral armor and swore before the gathering of dwarven gods represented by the carvings in the shrine to drive the evil from this hold and reclaim the site for his clan.

ASEO out


Session 23 The Forge of Fury (WotC)

The Party is:

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 3
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 4
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2/Fighter 1
Shelly Villerns: Female Gnoll Commoner 1/Fighter 1/Cleric 2 (Madness & Random Domain: Currently Suffering)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 3/Barbarian 1

Sgt Deodantus continues to report:

We decided that since there was evidently someone else in the complex, that we would pile all the Duergar bodies by the door to the old dwarven temple. Hopefully anyone else entering the area will blame the Duergar’s deaths on the beasts from behind the door.
Leaving the temple area, we proceeded to the second door on the north wall. Beyond this door we found a courtyard-like chamber containing a well and having a hallway leading off to the east and west. As we entered the area we were able to hear a strange babbling sound. Lord Antiqueas seemed to recognize the sound and carefully made his way to the rear of the party. While he did so, from the east hall cane a floating figure cloaked in swirling shadows and babbling insanely.
I must admit that I can’t accurately describe what happened next because the apparition evidently bewitched me in some way. When I came back to my senses, Lord Antiqueas was questioning Shelly about her ability to command the undead to flee and from where she gained such power. Heleren, who was also evidently bewitched, as was apparently everyone except Shelly and Lord Antiqueas, began asking where the babbling apparition had gone and when Lord Antiqueas pointed to a nearby wall Heleren unwisely took off after the restless spirit and entered the room into which he surmised the spirit had fled. Strangely, the room he entered, off the eastern hallway, was evidently once living quarters, and while it had evidently been unused in many decades, was still in fairly good shape, complete with a bed, desk and chair as well as some tapestries on the walls, and a large carpet on the floor.
The next thing I know, Heleren is rolling around on the floor of the chamber all wrapped up in the rug screaming that it is trying to kill him. We rushed to his aid, but he had become so tangled in the carpet that we were forced to use our weapons to cut him free, and with Heleren flopping around so, it almost seemed that the rug was alive. Only after his thrashing had rendered him unconscious were we able to free him. Shelly was able to heal him and he continued to claim that the rug attacked him. First the “table”, now a “rug” surely something has addled my friend’s brains.
No sooner had we pulled Heleren back to his feet, then the babbling apparition reappeared from one of the walls, and once again I was apparently bewitched. When I came back to my senses I felt a coldness in my chest and had a throbbing headache. Heleren was already asking where the spirit had gone, and this time I was with him. Moltar stood in the door and refused to let us hunt the apparition, which Shelly had evidently once again sent away. I think Lord Antiqueas secretly covets her power over the undead, including his creations. We had to wait quite a while before the Zombie Grick would come out from under the bed where it had taken shelter. Heleren is acting very strangely and almost childlike. Apparently both he and I were touched by the Allip, as Lord Antiqueas calls it, and it has befuddled our brains to some extent. It seems unaffected by any of Lord Antiqueas’s current spells and Shelly says she is feeling drained. Moltar suggested that we return to the old dwarven temple room and rest there to regain our strength, so that is what we did.
We rested for quite a long time. During the time we rested, the hammering sound stopped for around eight or nine hours, then restarted. Shelly went into her trance like state again and evidently being in this chamber of the dwarven gods has had some effect on her because she has taken to speaking with a dwarven accent and smells faintly of earth. (She’s picked up the Earth Domain)
Shelly then proceeded to heal Heleren to the best of her abilities. We then left the room and found that several pieces of equipment that the Duergar had left in the room were now missing. We re entered the realm of the Allip, and it once again emerged from a wall to assault us. With a word Lord Antiqueas sent a glowing magical skull (Antiqueas’ version of ‘Magic Missile’) at the apparition and with a shriek of pain, the spirit fled. Now that we know how to harm it perhaps we will be able to slay it should it appear again.
Further exploration of the area reviled several rooms that served as living quarters, some perhaps for a small family, some evidently meant to be an opulent dwelling for a single individual.
We did come across a very curious situation as we opened the door to one room. The room was once a library, bookshelves stood against the walls and piles of books rested on reading tables. The room smelled of old parchment and dust. What was strange was that a slender very attractive woman of medium height, with long black hair sat in a chair at one of the tables. I admit that she is by far the most beautiful woman I have ever seen. From the glossy blackness of her hair, to the icy blue depths of her eyes the rosy plumpness of her lips, her voluptuous…Um…well anyway. She said her name was Idalla, and that she was once an adventurer that came to this place with her friends. They confronted a wizard in a level below this, and the rest of her party was slain, the wizard evidently took a liking to her, and cast a spell on her, trapping her in this room to do research for him. The Wizard has not been back to the room for a very long time, and she has been stuck here in what she calls a stasis state that prevents her from leaving the room or aging, or needing rest or sustenance. In speaking with her, it appears that she has been in this room for over 50 years, but she looks no older than her early twenties. She says that to break her spell, she must be given permission to leave the room by the lord of the site. Since Heleren is the rightful heir to the site we decided that he might be able to break the spell.
Heleren made a very noble pronouncement, “I Heleren Vochek, of the clan Vochek, Master’s of the forge, and rightful heir to this Hold due herby grant you permission to leave your confinement in this chamber.”
With that Idalla strode out of the chamber. We asked her if she wanted to travel with us, but she said that she had to be going, and she cautioned us that, “Not everyone is what they appear to be.” With that, she gave Heleren a kiss of thanks, and then vanished in a puff of acrid smoke, leaving behind only the smell of brimstone. Heleren swooned a bit from the kiss of such a lovely woman, but soon regained his composure and we explored the now vacated library.
In a side room off the Library we found a scroll which Lord Antiqueas quickly claimed, a sack of coins and a few small gems, including a piece of onyx that was also greedily claimed by Lord Antiqueas. I have no doubt that at the soonest opportunity more of the walking dead will be accompanying us.
Having thoroughly explored this residential wing of the complex we retraced our steps back to the throne room and ventured through the door behind the throne. We found a series of rooms that had been recently abandoned by their inhabitants, and by the look of things I’d guess that there had been Duergar in here. From the back most of these rooms we found a secret passage that led to another secret door that came out by Idalla’s Library, and a second passage that ended on a ledge overlooking a great sinkhole leading down into the depths of the earth. From the west Shelly says that a couple of streams are flowing into the hole, and from the amount of spray in the air and the thunderous noise I have no doubt that what she says is true. Being a Gnoll has apparently increased her vision. She like Heleren and Meegoo can now see her way in complete darkness. Over the din of the falls we can just make out the continued sound of hammer on anvil coming from the west. At the edge of the shelf lies a chain ladder that like the water falling into the hole is enveloped by the darkness below us.

ASEO out


Session 24 The Forge of Fury (WotC)

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 2
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 4
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2/Fighter 2
Shelly Villerns: Female Gnoll Commoner 1/Fighter 1/Cleric 2 (Madness & Random Domain: Currently Earth)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 3/Barbarian 1

Sgt Deodantus continues to report:

Linton descended the chain ladder and found himself in a damp area of natural cavern at the base of the waterfall. In the mud he detected the footprints of a fairly large reptilian creature and immediately crawled back up to our position.
However, in his climb he noticed that there was another opening around the cavern wall where the stream flowed forth that seemed to be the source of the hammering.
Lord Antiqueas cast a spell on Linton that allowed him to effortlessly move along the cavern walls. Linton moved around and timing his blows with the distance ringing hammering, pounded in a piton and tied a rope off to it so that we all could get across.
Once we were all across, we were able to creep up to the forge site. There we saw several of the Grey Dwarves, like the ones we had encountered earlier, working at a couple of forges. We immediately sprang upon them and were able to cut one down before they became invisible. We readied for their assault and when it came they had increased size and evidently one of them was a spell caster because we were confronted with a ‘Flaming Sphere’ like the one I encountered when fighting Belak in the sunless grove.
We were able to defeat these foes, but Heleren was gravely injured and required nearly the full extent of Shelly’s healing to recover. Many of the others also suffered wounds so we decided to rest here before going on. (Shelly gains the Slime Domain)
Now it seemed that our sole remaining route was down the chain ladder, so it was there that we ventured. We emerged in the cave as Linton had done before and found that to the north a path followed the stream as it descended further to join up with another stream which had carved a bed through the stone about fifteen feet lower than the path we were on.
Spanning this new stream was a dwarf-built bridge that we crossed. On the other side we found our selves standing on a flagstone floor that followed the stream upstream. This then crossed back over the before mentioned steam by way of a second dwarven bridge. This bridge unlike the one we had crossed previously was in a sorry state of repair and looked as if the very rock it was built with was dissolving slowly. To the east of the bridge was a large underground lake and the path seemed to continue around the lake’s southern edge.
Shelly ventured out on the bridge and to all our horror it collapsed beneath her weight, plunging her into the water. The swiftly moving current swept her away from us before we could react. We chased the stream back along its shore to a place where it disappeared into the rock and found no sign of Shelly. We took a moment to once again mourn her passing.
We then retraced our steps back to the collapsed bridge. Moltar was able to cross the gap, and I began to cross as well. It was just then that we were attacked by a Dragon. Its scales were black as night and it spat acid upon us as it burst from the water and landed on the ledge. Having once before encountered a dragon, and that one being white and about the size of a well fed barn cat, I was intimidated by this beast. It was the size of a horse and has a vicious set of fangs and razor sharp claws. It buffeted us with great strokes from its wings peppering us with small stoned and debris. The Dragon nearly landed on Lord Antiqueas, and were it nor for his rapid retreat, I have no doubt that he would have tasted what he calls “Sweet Death”. Linton and Heleren rushed into the fray and I also joined in with my sword. The beast fought savagely and we were all injured. Moltar made a fantastic leap back across the gap, fireing his triangular weapon at the Dragon as he came. His ray hit the creature and damaged its shoulder. Moltar then closed the circle around the creature and we all moved in for the kill. The Dragon was injured, and with no route of escape it became a frenzy of teeth and claws. With a spit of acid, which ate away my helmet, it tried to leap into the air only to be brought down by out combined blows. With the Dragon slain and our healer gone, we passed around the few healing potions we had and collapsed to the ground.
I can not say how long we lay there, but eventually we recovered and explored the lake area. On a small island in the middle of the lake we found the Dragon’s hoard. Among the treasure there was a great Dwarven Was axe bearing the mark of Heleren’s clan, inscribed with runes naming it the birthright of the head of the Vochek clan, and thus Heleren’s ancestral weapon, forged by his forefathers and lost when the Forge site fell. Fitting now that we found it and it is back in the hands of a Vochek.
It was while we were sorting the treasure that we heard our names being called. As we listened we were able to discern that it was Shelly calling us. Perhaps she had come to haunt us for failing her, or maybe this was yet another of the cruelties that the gods have seen fit to visit upon her, but she was definitely out there and looking for us.
We all stood frozen barely daring to even exhale a breath, fearing that the sounds of our heartbeats might draw her to our living bodies.
Then the silence was shattered when Lord Antiqueas blurted out. “Come forth to me you who have finally embraced death! Come to me and serve me in death!”
Before we could collectively tackle him and shut his mouth, a reply echoed from the lakeshore. “I’ll serve your frigg’n head on gods be damned platter you faithless spawn of a grave robbing hunchback!” “Now get your asses over here ‘cause I’m not about to get back in that water” “You have any idea how bad a wet Gnoll smells?”
And so it was that Shelly returned to us.
It seems that while she was swept away by the current, and battered against the stone walls of the stream, she had managed to struggle out of her gear and then the stream had emerged from the tunnel at a point where she was immediately plucked out of the rushing water by the Roper. So it seems she that she had, as the saying goes, “Emerged from the frying pan only to land in something worse.”
This is where things got interesting. Weakened by the Roper’s toxin, she was able to remain conscious and informed the roper that we planned to come back and exterminate it, and that since we knew where it was we would be able to bide our time and strike when and how we wanted. She then offered the Roper an alternative.
If it released her, she would ensure that we didn’t attack it. Furthermore, we would bring it livestock to keep it fed on delicacies from the sunlit world. In return it could remain where it was and would help us in guarding the prison cells with permission to eat any prisoner that should be kept there and escape. The Roper agreed to these conditions and released her. It took some time for her to recover and make her way back to where she had left us. There she found the Dragon’s corpse and since our corpses were not there as well had surmised that at least Lord Antiqueas had survived. Then seeing our light on the island had called out to us.


Session 25 The Forge of Fury (WotC)

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 2
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 4
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2/Fighter 2
Shelly Villerns: Female Gnoll Commoner 1/Fighter 1/Cleric 2 (Madness & Random Domain: Currently Plant)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 3/Barbarian 1

Sgt Deodantus continues to report:

And thus my Lords, we were reunited. It was then that we pondered a few lose ends. There was still the natural chimney in which the Stirges were nesting, the Babbling Spirit haunting the area north of the great hall, and the rock fall behind which we believed there to be a Troglodyte den.
We proceeded to return to the tribal folk who were waiting for us on the entry level, and with them had a great feast of celebration. They aided us in hauling firewood down to the Stirg roost and then smoking the filthy creatures out. We then blocked the holes ontop of the mountain from where the smoke was exiting so as to keep the Stirges from returning. With that out of the way we rested and regained our strength. Over the period of the next three days, Heleren and I experimented with the dwarven forges and began to make a Dragon Scale shield out of the hide of the Black Dragon. Linton and Moltar kept watch on the Troglodyte den.
Following the smoking out of the Stirges, Moltar had entered the lair by crawling submerged through the stream and under the rock fall, but had been ambushed by apparently a huge swarm (from his telling) of Troglodytes, and was forced to retreat. As soon as we are fully rested this will be our next conquest.
Shelly has helped us recover, but has been plagued by bouts of erratic behavior, and she spent one entire day doing nothing but play practical jokes. Thankfully this has passed. However, today she spent most of the morning preaching to me on the exaltations of plants. Fortunately there are not any plants in the complex or I have no doubt she would have become so entranced in her conversations with them that she would have been unable to aid us in or cleansing of the Troglodytes.

Heleren Vochek: Male Dwarf Expert (Blacksmith) 1/Fighter 3
Lord Antiqueas Sprye: Male Human Wizard (Necromancer) 4
Meegoo: Male Kobold Expert (Scout) 1/Ranger 2/Fighter 2
Shelly Villerns: Female Gnoll Commoner 1/Fighter 1/Cleric 3 (Madness & Random Domain: Currently Plant)
Linton: Male Halfling Ranger 1/Rogue 4
Moltar: Male Half-Elf Rogue 3/Ranger 2
Sgt Deodantus: Male Human Warrior 1/Fighter 3/Barbarian 1

Once we had all rested, we decided that we had better clean out those Troglodytes for good. We ventured back down to their lair. Because they all have dark vision, Heleren, Meegoo, and Shelly entered first. I can not suppose what happened next, but there was a loud rumbling sound and the entrance was suddenly blocked by a large amount of rubble. Linton attempted to move the rubble, but found that it was unstable and since the entrance was underwater; impractical.
Lord Antiqueas commanded his Zombie Grick to move through the rock and it was able to do so since it has no bones. Once the beast was gone we realized that we didn’t know what it would do when it got through the rubble. I was glad to be rid of the smelly thing and secretly hoped that Heleren and Shelly would put the thing down for good.
Still, we were separated from our comrades, who were now alone in the Troglodyte den.
Linton then had an idea. We had seen a stream exiting another cave and flowing down a great sinkhole elsewhere in the complex. If this was the same stream, perhaps we could follow it up stream and rescue our friends.
We rushed through the caves to the sinkhole and then found where the stream entered the cavern through a narrow passage we had overlooked before. As we moved through the passage we could hear the sounds of combat ahead.
We moved to aid our friends, but came to deep hole filled with water over 20 feet wide, and of an unknown depth that blocked the passage. We hurriedly doubled back to take a side passage we had passed earlier. The passage turned out to be a dead end cave, but before we could leave, Linton was snatched up in the tongue of a large Subterranean Lizard. We attacked the beast, but it had a good position and we didn’t want to hit Linton. Only when it had pulled Linton fully into it’s mouth did we abandon all caution and assaulted the beast with all we had. Fortunately, we were able to slay the beast and rescue Linton.
Once the beast was dead, we noticed that it was chained by one of its back legs to a post in the rear of the cave. Next to the post were two old chests.
We would have left the chests, but at that moment we heard some splashing in the hole back in the hallway. It turned out to be Shelly, who had heard our combat and had come rushing to our aid. I helped her out of the water, and she told us that she, Heleren and Meegoo had been ambushed by Troglodytes who had caved the passageway in behind them. They had defeated their foes when they heard us fighting.
Linton opened the chests and we found them full of silver coins and there was a potion flask in each one as well. We asked her the whereabouts of Heleren and Meegoo, since they were absent.
She said that when she had left them, they were examining a crude mud and stick door they had found in the side of the cave beyond the large water-filled hole. Just then we heard Heleren bellow a war cry and the sound of combat being joined.
We charged back to the hole and without a thought shelly leapt in. When she got to the other side, doing the dog paddle, I threw her a rope, which she tied off around a stalagmite. She then rushed off into the darkness.
Moltar crossed next, with his everburning torch. This gave us light on the far side. We then all crossed with the exception of Lord Antiqueas who had waited until he was the last to cross. He then seemed more concerned about his belongings getting wet than Heleren and Meegoo, so we left him and went to their aid.
When we found them, they were in a fight with several Troglodytes. We arrived just in time to see Meegoo dispatch one with a single blow. Evidently, with proper training and tutelage, Kobolds can become quite proficient warriors. We should watch the Kobolds now dwelling in the in the dungeons of Gryphon Rock more closely to either recruit from their numbers, or remove any emerging threats.
With our entrance into the battle, the remaining Troglodytes fell back for a final battle. They made a final stand with their Chief and his pet Large Subterranean Lizard. Before I could warn Heleren, he charged, and was caught by the Lizard’s tongue. The Chief vanished, and reappeared to deliver a wicked blow to Shelly. She barked and responded in kind and Moltar moved in and flanked the Leader before he could vanish again.
Shelly and Moltar took on the chief, while Linton and Meegoo assaulted the remaining Troglodyte Warriors. I concentrated my efforts on saving Heleren.
Again I witnessed the Meegoo’s skill at arms. Wielding his scimitar with both hands, he severed one Troglodyte’s head. He then attacked the Lizard with such savagery, that I doubt he really needed my help fighting the creature. Between the two of us, it was dead before it pulled Heleren into its mouth. Moltar slew the chief, and the other Troglodyers quickly followed their leader into the underworld.
We looted the area, and examined several small side caves that the Troglodytes had been dwelling in. I heard Meegoo’s laughter coming from one such side cave and entered to find him playing a wicked game with a dozen Troglodyte Hatchlings. The would throw one up in the air to impale it on the stalactites on the cavern ceiling, and then attempt to catch the corpse as it slid free in his mouth where he would then eat the creature. Several of the Hatchlings were still impaled on the ceiling when I entered. I promptly cuffed Meegoo and went about the task of dispatching the remaining Hatchlings in as quick and merciful manner as I could. It was then that Meegoo grabbed one of the Hatchlings and threw it at me. I instinctively reacted and sliced the incoming Hatchling in two. For my effort I was showered with the Hatchling’s entrails, something that quite amused Meegoo. Before I could respond he fled the room laughing hysterically.
With the Troglodytes removed, we left the area and conferred with Lord Antiqueas on the best method for removing the Babbling Spirit. He led the assault on the creature, which appeared where we had encountered it before. Our enchanted weapons definitely damaged the creature, when we made contact, and his Screaming Skulls never miss, and wounded the apparition severely. Shelly then called forth the power of what ever deity watched upon her and summoned forth a magical floating Battle Axe which stalked the Spirit and eventually caused it to dissipate. The Spirit is gone, but when I walk those halls, I could almost swear that I can still hear it.
With the Forge Site secure, Lord Antiqueas, Meegoo Shelly and Lord Antiqueas’ two undead minions are returning to Gryphon Rock along with some of the local warriors. Pleas pass word to Heleren Father, Gerhard Vochek, in Tir Feldar that the Forge has been reclaimed and that the Vochek Clan may return. Linton will be staying for a bit to further explore the complex searching for any secret doors and passageways we may have missed. I will remain here with Heleren and some of the remaining tribes men to work on the forge and see that all is in good repair for the return of the Vochek clan. Moltar has announced that he is returning to the Snowreach Rangers to try to recharge his Light Weapons.

For now, that concludes our adventures here.
Faithfully,
Sergeant Deodantus

ASEO out


Unfortunately this campaign ended here because I got deployed to Iraq.
By the time I returned, my players had moved or were deployed themselves.

So is the life of a military gamer.

ASEO out

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