TOZ's SCAP 2.0 - Harder, Better, Faster, Stronger!


Campaign Journals

Grand Lodge

Having started my second full-on Shackled City campaign, incorporating elements posted here on the forums and theRPGenius, I am posting the game logs for perusal by my players and forum-goers alike. This already promises to be just as awesome as my first game, with double the players. Without further ado, the party composition.

Kipe, Human Fighter
Amras, Elf Fighter
Julian, Draconic-template Changling Druid
Qainam, Human Cleric
Wiglid, Halfling Rogue
Ti'al, Catfolk Monk
Zokaze, Lizardfolk Warlock
Winessa, Halfling Rogue

Game One – Beginnings 01/09/2010

The campaign begins with the words 'Roll Initiative'. The party is traveling to Cauldron as caravan guards, and are attacked by hillfolk bandits.

Round One

Bandits take out the horses legs, causing them to go down. Ti'al jumps off the caravan and searches for what threw the bolos, shouting a warning. Finding the bandits, she strikes the nearest one. Amras then jumps to the other side and shoots into the mass of bandits with his bow, burying the arrow into one bandits shoulder. Julian draws his weapon and shield and gathers his wits, waiting for an enemy to step forward. Qainum mounts an offense and smacks a bandit with his mace. The lead driver on the caravan goes down from a bandit attack. Kipe stumbles jumping off the caravan and misses his swing at the nearest bandit. Zokaze moves to engage the bandits closest to his wagon.

Round Two

Ti'al then chooses to use her kung-fu and kills the bandit that she previously injured. Amras finishes the bandit injured bandit with a well-placed arrow, before making a quick count of those closest to him, counting at least 20 more enemies. Julian then attacks the nearest bandit and causes a severe gash. Qainum clambers over the wagon to heal the mortally wounded driver. The bandits return blows and hit Kipe and Qainum, but missing Zokaze. The lizardman struck at the bandit a second time but not killing it. Kipe again missed his target, being woozy.

Round 3

Ti'al turns to a new target, hitting them hard. Amras then drops his bow and draws his sword, catching his opponent with a great swipe of his courtblade, sending a head flying. Julian then chooses to attack the previously injured bandit, carving a gruesome slash in the bandit again, killing him. Qainum then chooses to cure the caravan driver, reviving the man from the brink of death. Winessa then makes a surprise attack from beneath the wagon, causing the nearby bandit to stagger. The hillfolk then counter attack and while moving provoke attacks from the party. They attempt to strike Amras, but miss, and manage to strike Julian. A couple of bandits begin hacking at the door to the carriage between them. The second rogue, Wiglid, then begins looking for a leader of the bandits. Once determining that there is no apparent leader he chooses to rush forward and backstab one of the pair at the carriage. Zokaze then chooses attack, ripping th bandits throat out. Kipe finally sucessfully hits his first opponent.

Round Four

Ti'al attacks a second time, killing another bandit, as bodies build up around her. Amras then presses the attack on the bandit that he wounded, killing him as brutally as the last. He then picks up his bow and stows it away. Julian chooses to taunt the bandit, shifting into a komodo dragon, snapping with powerful jaws and drawing astonishment from the other hillfolk. Qainum chooses to cast a spell to aid his teammates strikes. Winessa then throws a dart at the previously injured bandit, helped by Qainums magic. Wiglid then chooses to then attack again doing damage to the partner of the previous one that stepped back. The bandits back away but not all avoiding damage as they provoke attacks from the party. Zokaze swings at one Bandit, but misses. Julian also misses his swing at another bandit. Zokaze does damage via his eldritch blast, burning them they retreat. Kipe kills his bandit and turns to face the other bandits that are fleeing.

Round 5

Ti'al chooses to chase after, hissing at the fleeing bandits, doing flurry damage to two other bandits as they move away. Amras then fumbles but maintains his grip. Julian chooses to chase after as well, carrying his target to the ground and clawing him to death, growling over the body before shifting back to human. Qainum chooses to head back to the end of the Caravan, to help heal the other party members. Winessa bickers with her partner Wiglid, about getting back into hiding while Wiglid continues to attack the fleeing bandit, leaving the bandit with an crossbow bolt in his rear. The bandits disappear into the jungle and the party leaves them to search the bodies.

Out of Combat --

Amras regards Zokaze with suspicion, having recognized the nature of his magic. Julian walks back to the road while healing his wounds. The halfings continue arguing about getting back into the wagon and hide. Julian and the caravan master interupt, asking if they are stowaways. The caravan master chooses let them slide, and the rest of the party seem to have developed an interest in the two halfings. Amras chooses to see if the horses can be healed by the cleric and argues with Ti'al, who wants to cook it. They continue to argue while she asks the caravan master if she can eat the horse. The caravan master refuses to deal with the pair, walking away to check on the lady, Celeste, that occupies the carriage.

The party then hears hoof-beats in the distance. Julian climbs up onto the wagon, to see if he can see anything in the distance. Wiglid moves into the foliage at the side of the road, remaining hidden as a lone rider comes into to view. Sarcem Delasharn, high priest of St. Cuthbert in Cauldron, reins in and asks if they need any help. The priest tells them that he is on his way to Sasserine for a temple dedication after conversing with Qainum about why he traveling alone. He professes faith that Cuthbert will see to his safety, and invites Qainum to meet with Jenya at the temple in Cauldron. The caravan then rearranges itself and packs up to move on towards Cauldron. Taking several hours to reach Cauldron amongst much talking and bickering back and forth, the frazzled caravan leader parts ways happily for a while as they pass by the roadside inn The Lucky Monkey.

Amras offers to help Celeste into the building, but she refuses to leave the carriage. The innkeeper is Orin Marsh, who Amras asks about local news. He’s informed that there hasn’t been anything new going on, unless he hadn't heard about the kidnappings in town. He mentions that an orphanage had been hit and that there were no suspects at the time. Orin then explains about the previous kidnappings where a number of people have just disappeared out of their beds. All the kidnappings end up happing at night and have been going on a couple of months.

After leaving The Lucky Monkey, they arrive at Cauldron and pay their way into the city, then discuss where they are going. Amras asks where Celeste is headed, and is told that she’s going to the Coy Nixie, on the other side of the town. The party chooses to stay at the popular inn called The Lucky Morkoth. Amras meets up with a friend from the guard, Skylar Krewis, and converses about what’s been going on in the city, with the kidnappings. Finding out that this has been happening on a weekly basis he is informed that the church of St. Cuthbert is going to be trying to find the culprits. Qainum goes to the church of St. Cuthbert, while the remaining party members remain in the inn and get settled in for the night.

Qainum encounters a man holding a person wearing the symbol of St. Cuthbert against the wall of an alley. When told to shove off he casts enlarge person on himself as the people draw swords and back away. Qainum approaches the two people and they attempt to strike at him. Driving one thug off and capturing the other, he speaks with Rufus before being interrupted by a member of the Last Laugh, named Jil, who informs the clerics to leave the children be.

Session ends with Qainum offered thanks and lodging by Jenya, and an inquiry if he knows of a group of brave souls willing to investigate the kidnappings in the name of the church.

Grand Lodge

Game Two – Chapter One – 01/16/2009

The players confer with Jenya, asking questions and gathering information regarding the kidnappings and where they would like to start their investigation. The party then decides to head to the Lantern Street Orphanage to begin their investigation. They arrive there with little issues thanks to the guidance of Rufas.

Knocking on the door they are greeted by the headmistress. They introduce themselves as agents of the church investigating the kidnappings. She lets them into the orphanage and allows free reign of the building. The party set to inspecting all areas of the children’s rooms, windows and floors. Finding nothing, they move to investigating the staff quarters.

Ti’al detects the scent of makeup on a pillow, leading the party to question the half-orc Patch. Qainum detects Patch’s thoughts and manages to weasel out the information from Patch that he had been hiding. They learn he was tasked from the Last Laugh to keep an eye on Terrem, one of the abducted children. With the halflings dressed up as children as a disguise, the party decides to go and investigate Geleves Locks and the locksmith that created the locks for the orphanage.

While interrogating the gnome proprietor they discover a man that was hiding on the upper balcony. He attempted to attack Amras as the elf snuck into the back of the shop. With the battle that ensued the party manages to capture the man while Wiglid and Winessa watch from the upper windows. The party then interrogates the proprietor about whether or not he knows the thing that was hidden. Winessa makes her way upstairs to investigate the upstairs of the shop but doesn’t find anything unusual. Keygan mentions that there is a hidden door underneath the stairs and then relates that he has been blackmailed into helping the kidnappers. He relates everything he knows about the group, and how they have his familiar hostage.

The party spent a short time interrogating the skulk and preparing for the trip down into the dungeon to see what may be happening with the children. As they move down into dungeon they find a darkened room where giggling and birdsound come from the very walls around them. As they investigate the room Kipe is attacked as he steps through an open doorway. He and Winessa manage to kill one while the other runs off towards a tunnel in the corner of the room. The party continues exploring and working through the traps on the doors, managing to disarm some of the traps and unlock some doors, although the rogues do take some injuries from undetected traps.

The session ends with the party paused in the dungeon. Next session is scheduled for 2/13/2010.

Grand Lodge

Game Three – Chapter One – 02/13/2009

The party resumed exploring the secret passages, avoiding the traps on the gear doors and a pit trap. Deciding to travel through the tunnels after finding the secret doors lead them in circles, they encountered a dark creeper. Amras immediately pounced and restrained the midget, beginning an interrogation. The creeper seemed confused by the rude awakening, but told the party he only answers to his master.

The master soon appeared, a dark stalker named Yuathyb, and demanded to know what the party wanted. They learned that he came to research the magic of the gnomes but fell under a curse. It seemed to be the same curse that befell the gnomes long ago. They were told that the skulks come from underneath the city. The skulks had been taking many people, although Yuathyb did not participate in the kidnappings.

They were told to leave unless they can kill the “flying brain” (a Grell) that took one of his "children". The party then decided to attempt it. Forewarned of its presence, they defeated the creature handily. The dark stalker accepts their proof and gives them the key to the elevator before showing them on their map where the party needs to go. As he guides them to the secret door, they are told of Kazmojen, and the slave market he runs. They pass dark creepers guarding the passages inside invisibility spheres along with some sort of construct.

Left alone at the elevator door, they prepared for battle. Amras tossed in a thunderstone as the door rolled open. Ti’al rushed in, attacking and killing one of the hobgoblins. Qainam entered the room followed by Kipe, who killed the second hobgoblin easily. Having cleared the platform, they choose to head down. The walls turned to malachite as they descend. They find themselves 200 feet lower with only one door to proceed through.

As they entered the room they were struck speechless by the large statue that dominated the hall. Cages were hung in front and behind the statue. When they begin to explore, the statue attacked them; it appeared to be a construct and was finally identified as an earth elemental. They began a counter attack against the elemental with Julian slicing off the crystal protrusion it was striking with. Unfortunately, it merely grew another limb. Qainum cast Enlarge Person on Kipe, who then shattered the elemental with a massive blow. This was just in time for an ogre to enter the room, remarking about adding more carrion to his larder. The fight did not go well for him, as he was disarmed of his filthy falchion and killed by Ti’al.

The party discovered a chest and some treasure after searching the ogre’s filthy hideout. As they proceeded through the secret door, Zokaze instinctively attacked the statue standing in the center of the hall. This alerted the hobgobin guards in the room and melee ensued. The chains on the statue retaliated against Zokaze, and gave the party a difficult time as their weapons were less effective. Finally besting the construct, they then explored the room.

Checking the barred doors, they found it opens into natural caverns that disappear into darkness. Amras suggested they bar the door again before a beholder floats up out of the Underdark. They moved through the opposite doors and encounter more guards. As the fighters charge and the archers take aim, the guards attempt to dump them into a pit trap. No one was caught, but found themselves on the opposite side from the guards. More guards entered the fray and a short, bloody melee was quickly ended.

Exploring the nearby rooms they found sleeping quarters, only one of which seemed occupied. Zokaze blasted open the iron chest inside, but only found average items. The party did take the sets of manacles they found. Then they moved on through the double doors the guards were standing by.

They found Kazmojen engaged in negotiations with a customer for the purchase of the four children kidnapped from the orphanage. The party declared they wished to purchase the children, to the irritation of Pyllrak, the first buyer. As they continued to argue, with Kazmojen watching on, Amras felt something coming.

The party was stunned by the appearance of a beholder from thin air, bellowing at Kazmojen that he had taken the wrong captive. The slaver was quick to offer up Terrem to "Master Orbius", while the party suggested that they could be of service returning the boy. The monster turned his gaze on them before closing his central eye, belittling them as inferior beings that could not be trusted. As they pleaded with the beholder, they were subjected to humiliation by its eye rays. Zokaze was flung against the wall for referring to it as "Orbius" instead of "Master Orbius", and Ti'al was slowed by another eye ray. The beholder brooked no argument, but gave the party and Kazmojen bags of platinum as a buyoff, and charmed Terrem into joining him. Then the two disappeared as ubruptly as it had appeared.

With the departure of the beholder, Pyllrak stepped forward and withdrew his purchase in a fury, berating Kazmojen for the unprofessionalism of his bazaar, before storming from the room to his quarters. He ignored Qainum's attempts to calm him. Having no other contenders, the party resumed negotiations, expanding to all other captives he had. The slaver made an offer of one thousand gold for all eleven of his current stock. The party demanded to see the goods before accepting the terms. Kazmojen sent guards to fetch them, and the session ended with the captives being arranged in a lineup for inspection.

Next session: 2/20/2010

Grand Lodge

Game Four – Chapter One - 02/20/2010

The game resumed in the dungeon with the party preparing to attack Kazmojen, Prickles, and the 10 hobgoblin guards. The party engaged in conversation with Kazmojen about the condition of the slaves to distract him.

Ti’al made the first move, grappling the slaver. The party then attacked the hobgoblin guards. Amras and Qainum handled the guards while Julian and Zokaze met the advance of Prickles the howler. Wiglid assisted Ti'al with subduing Kazmojen. Winessa took a savaging from the howler before it was felled. Wiglid dropped Kazmojen with a sneak attack, only to have the slaver rise from the dead next round. The rest of the party, having finished the guards, helped to subdue and capture him.

The party conversed briefly with the slaves. Wiglid threatened one particularly rowdy captive. They were interrupted be the slaver Pyllrak entering the room followed by two fleshy blobs, ranting about his ransacked belongings. Realizing the situation, he fled towards the door out of the fortress.

Amras destroyed the lemures handily, which allowed Julian to scout ahead and attempt to stop the slaver from fleeing. Seeing no sign of the fleeing man, he paused. Qainam chose to continue the pursuit, activated See Invisibility, and spotted the gnome attempting to flee through the double doors. Despite being attacked the gnome continued to try and escape, as Qainum and Amras found their attacks less than effective. Qainum manages to grapple Pyllrak and take him captive. The party decided to head back up towards the surface.

As they entered Jzadirune, they were attacked by the remaining skulks, and managed to kill all but two before the enemy fled. The party traveled back through the tunnels and gained passage from the Dark Stalker.

Nothing more occured in Jzadriune, although the party learned from Falandar that Keygan felt the death of his familiar, causing him to become distraught. The party sent the half-elves to inform the town guard and orphanage before they headed to the church with the freed prisoners in tow.

They arrived at the church where they informed Jenya of their adventure, before the captain of the militia, Lord Terson Skellerang and the headmistress of the orphanage were shown in. The headmistress answered the questions of the party members before the captain of the militia arrived and joined the conversation.

The captain then informed the party that the mayor would be informed and debriefed about their results. He began to send guards to arrest Keygan for his role in the kidnappngs, to the objections of the party. Jenya stepped in, offering to have the church care for Ghelve and his punishment. The captain relented, and left, taking the captive slavers to the town prison. The party was promised to be allowed at the interrogation.

The party then inquired about an expert to consult on the strange capabilites of their captives. They were directed to Professor Jasper Drundlesput, one of the rescued captives. They received dismissive answers and asked if there was someone at the academy that might know more. They were then directed to Fetor Abradius.

Taking a trip to the Academy they manage to meet with the man and get some more information, learning that Kazmojen sounds to be half-troll, and Pyllrak part fiend. It was then that Qainum and Amras revealed the symbol that Qainum saw on Amras' face via See Invisibility. Fetor asked Amras why he bore the Carcerian Sign in surprise, and explains a few details of Carceri. He agrees to meet with Amras again to better explore the mystery.

The party then retires for the night, and the session ends.

Next session: 1/6/2010

Grand Lodge

Game Five – Chapter One - Wrap Up - 03/06/2010

Due to playstyle differences, Winessa and Wiglid's players leave the game. Winessa falls sick, having contracted an illness in the dungeon. The church takes them in for the time being.

The party resumed the night at the inn. Amras conversed with another militia man and gathered some information regarding the Last Laugh minting their own coins and there being wandering skulks going through the city. As the night progressed, no one fetched them for the interrogation, and the party turned in for the night.

In the morning, Qainum ran into Keygan in the halls of the church. A short conversation ended with the locksmith led away in tears. The party then arrived to collect him and moved on to check with the town guard. Learning that the interrogation would not occur until noon, they moved on to Skie’s Treasury to purchase new equipment.

Amras and Skie bantered back and forth for a moment as she harangued him about his patronage, and was introduced to the rest of the party. Ti’al and Julian bargained back and forth for armor and clothing. Zokaze made an easy purchase of a color spray wand. Amras inquired about mithral chain and was directed to check with the blacksmiths. Julian then inquired about enchantments on weapons. Unable to afford the expense, he was recommended an oil for temporary uses.

They traveled to the blacksmith Gurzenarn’s shop to inquire after a mithral shirt that Amras had been pining for for months. The smith greeted the party and informed Amras that he was in luck. After trying on the piece to see it needed only some slight adjustments, Amras agreed to return in two days for it. They then visited the general store where Amras found a masterwork bow. They heard a tale from the proprietor that the baboons in the forest were acting unnatural, along with the storekeeps usual tale about the night he lost his leg to the Crater Lake Morkoth. After finishing their business there they returned to the inn, grabbed a bite to eat, and headed over to the barracks complex for the interrogation of the prisoners.

The party was escorted into the inner chambers of the town jail. They met Professor Abradius in the chamber they were left in. It turned out that the guard had requested magical assistance from him. Once Kazmojen had been wheeled in, restrained on a dolly, a guard lieutenant began to question him. The slaver refused to talk, and the lieutenant signaled to Fetor.

After a quick spell, the professor walked into sight of the captive and began conversing with him. Kazmojen demanded the guard leave before speaking, and then opened up somewhat. The party learned that all of the other slaves had been sold, to various parties from the Underdark. Fetor also learned of Master Orbius, but would say no more for fear of his life. He suggested asking the party if Fetor felt like dying soon.

The party was then asked about this other person, but refused to speak at first. Fetor asked the lieutenant to take the captive away while he spoke with the party. Finally alone, they explained the appearance of the beholder. Fetor was quite troubled, reasoning that by the description Ti’al gave of the beholder ‘popping’ in he had magical assistance, either by item or underling. He agreed with the party’s view that there was more to it than just the beholder, as Kazmojen had obliquely mentioned.

The discussion was interrupted by the return of the lieutenant and Captain Skellerang. The party was then asked directly what they were hiding. Fetor recommended informing the captain, and the lieutenant was asked to leave. Skellerang agreed that the news is a problem, but not one that can be solved at the moment. He then expressed his intent to execute the captives for their crimes. Julian objected, wanting more information to possibly track down the missing victims. The captain relents and promises to have as much information from Pyllrak and Kazmojen as possible before the party leaves the prison. He informed them that the mayor would have a brief time to meet with them that evening.

They then decided to look up the half-elven pair but weren’t able to find them before their meeting with the mayor. They arrived and found themselves waiting for a quarter of an hour before the captain escorted them upstairs. Along the way, he inquired if they have a name they can be announced as. After a comical list of suggestions, the captain suggested he just call them ‘the group.’

Shown into a well-appointed study, the party was greeted by the Lord Mayor Severen Navalant. He offered his thanks for their assistance in stopping the kidnappings, and apologized for not having a reward to offer the group. He made mention of possibly offering the deed to one of the repossessed homes of unrescued victims to them, once it was sorted out who was returned and who was not. The party inquired about the new taxes they had heard about, and learned they were to fund a ‘Magical Threats Agency’ to handle unusual circumstances such as the skulks. The mayor thanked them again for coming, and becoming another adventuring group of Cauldron along with the Stormblades. The party was then introduced to Lord Alahind Vhalantru, who rather drunkenly expressed his own admiration for adventuring groups. He offered the party an invitation to dinner at his house that weekend, and if they would be participating in the Drink Down The Flood contest. Amras and Julian recalled that Lord Vhalantru was the reigning champion for the last several years.

After their meeting with the mayor and Vhalantru they headed over to the academy to talk with Fetor again about the cursed mark on Amras’s forehead. The only new information that they found out is that the mark seems to indicate some demonic blood/ancestry, and that it was naturally invisible. But there seemed to be no negative effect on him. The party returned to the inn to discuss their plans for what they wanted to try and accomplish the next day, ultimately deciding that they would like to head back down to Jzadirune to finish exploring the ruins.

Nest Session: 3/20/2010

Grand Lodge

Game Six - Chapter One - Wrap Up Continued - 03/20/2010

Highlight Reel Style

- After a few days of relaxing and gearing up, the gang headed back down to clear the rest of the dungeon. Most of the rooms turn out to be empty and abandoned.

- Amras tries his skill at disarming the gear doors, much to the amusement of the party. Especially when he opens one door that they can bypass through the tunnels.

- The party checks in with Yuathyb, the dark stalker, to find him fading further away. They also encounter the remnants of the skulk group and slaughter them.

- Managing to open the enclave latrine, Amras was overcome by the 70 year old funk, throwing up on Kipe. Kipe's reflexes failed him and he was caught with his mouth open. This prompted him to return in kind, and Amras' reflexes failed him just as his stomach did. The party returned to the kitchen so that Julian could create enough water for them to clean up.

- The party found a fountain room covered in webbing with a dead skulk cocooned over the fountain. Zokaze blasted the webbing preemptively, but the spider was hidden in the fountain. The party managed to dispatch the spider and its smaller offspring with minimal trouble, and gained an ioun stone and key from the corpse.

- Using the keys they found, the party began opening more doors. In one room they found the corpse of a carrion crawler the skulks had used to store their treasure.

- Finding a theatre, they began to explore the stage when an illusion began to play. Due to the decay of the magic, the play was unintelligible, so the continued exploring. Kipe opened a trapdoor in the stage, and was dragged under by the choker hidden beneath. Seeing the door slam shut, Amras commented that the stage was all clear. The rest of the party then rushed to aid Kipe, with a group effort wrenching the door open. Kipe managed to gain the upper hand on the grapple with the choker, and lift it out of its hiding place. Amras proceeded to cut it in half.

- Finding a chest with an empty cage in one room, they deduce that Keygan's familiar was kept here. On investigating closer, they found that the chest was a mimic, and thanks to a comprehend languages spell, befriended it. Feeding it dead skulks, they learned that the skulks had fed the familiar to it. The party then 'hired' it to be packmule and garbage disposal.

- Descending further to the Malachite Fortress, they quickly moved through the rest of the rooms, finding treasure behind secret doors. In Kazmojen's hidden treasury, they encountered another mimic, less friendly than the one with them. It was quickly dispatched and the room ransacked. Among the treasure they found a letter from Kingfisher Sendings admonishing Kazmojen to be more circumspect in his operation.

- The last rooms to be explored were the prison cells. The corpse of a goblin in the entry hall had them proceeding carefully when the halls ahead were blocked off. Stone claws began to attack from either side of the hall, stumping the party until Kipe realized the walls were illusion. The constructs were quickly dismantled, and the party began to head to the surface again.

Next Session: 4/03/2010

Grand Lodge

Game Seven - Chapter One - Wrap Up Continued - 4/03/2010

Highlight Reel Style

- The party makes the trek up out of the dungeon, employing their pet mimic 'Chesty' to transport the spoils of their adventure. The first stop was at the church, getting directions to Coryston Pike’s home. Qainum blundered in his attempt to console Keygan with the cage that held his familiar, earning him a bloody nose and vocal tirade from the locksmith.

- They stopped by Skie’s treasury to sell some of their magic items and then moved on to the general store to unload their common items as well.

- Upon stopping at Coryston’s home they deliver the cane to her, much to her surprise and relief. An exchange of information with Pike netted them an invite to come back should they need anything at all.

- They then chose to head to the Academy to get a spell book unlocked. The meeting with a gnome alchemist allowed them access to the spells, and to hear more information about the Vanishing. They decided they needed more information, and return to the church.

- Jenya had strong words for Quianum about his interaction with Keygan. She commanded him, upon the pain of severe beatings, to stay away from Keygan. The rest of the party talked to Keygan but find little more than they had already known.

- They then chose to go back and talk to Skie about the magic items they sold. They treated her to dinner at the Tipped Tankard, and warned about the Vanishing. Zokaze ordered a whole chicken, stating that “You call it feathers, I call it fiber”

- The Stormblades then entered the bar, and the party quickly rose to the bait. After a brief battle that left the nobles out cold, the guards arrived to take the party in.

- Ti'al argued against the incarceration, but eventually acquiesced to avoid trouble. Another patron of the bar who got involved is taken in with them.

- The dwarven jailer greets Amras and the young girl by name. The party is placed in a group cell with Artus Shemwick, a local cook and drunkard.

- After a few hours, the jailer returned with Coryston, who had come to bail out her daughter. She paid the bail for the party as well, but excluded Amras, as he reminded her of her ex-husband. The party then returns to her house for the night.

Next Session: 4/17/2010

Grand Lodge

Game Eight - Chapter Two - 4/17/2010

The session starts with the majority of the party at the house of Coryston Pike. They spent the night there getting comfortably settled into the house while Amras was sitting in the jail. In the morning Amras meets up with the rest of the party after bringing bagels from the local bakery and coffee from St. Arbucks. They discuss over breakfast what their plans should be - whether they want to use the day before their dinner with Lord Valantru.

After some discussion the party heads to Skie's shop. They ask for a scroll to divine the past of the note to Kazmojen, but are turned away. They check with Jenya next, mocking Rufus along the way. Jenya suggests that only the High Priestess of Wee Jas would be capable of what they ask. The party wanted to see if they could scry into the past but were informed that Saracen would be the only person she knew of that would be able to perform the spell. As he is in Sasserine she directs the stable master to saddle horses for a trip to Kingfisher Hollow. They arrive at the sending office within Cauldron, and the poor confused kid tells them that he doesn't know anything at all. He seems to get more confused as time goes by. They don't really find out anything before they head back to the church.

They saddle up on the borrowed the horses and head out to Kingfisher Hollow along with their packed lunch. They head through the north gate and after a few hours of travel they follow along the river with inter party banter flowing between the party members. Amras feels rejuvenated by being outside the city even though they shortly were heading through the nearby plantations. They pass by Alec Tercival, the paladin of St. Cuthbert pulling a cart for a farmer. They converse back and forth with Alec about the goings on between Kingfisher Hollow and Cauldron. They don't really find out anything new but seem overly concerned with helping the paladin. They exchange further pleasantries with Alec for a few miles more. They show him the note but don't really get any more information, but doesn't seem as though he can do much to help the party. They do learn about the Demonskar ball and Alec asked them if they too were invited.

They arrive into the town, with a flourish, and are largely ignored. The gang decides to call themselves the Cadre. The group stables their horses at the way inn and leave on foot for the sending centre. This one has more people and officers to help them. They pursue their leads and explain how they came into possession of the note. They find out that the office can't disclose their clients but don't find out much more information than they already knew. They attempted to bluff that they would ruin their livelihood but the party couldn't keep up the bluff. They find out all the information that they can and stay the night at the inn. They find out that the only strange thing that they found out was that there were some missing people from the outlying farms around the same time as the kidnappings in Cauldron. They then head over to the Sheriffs home and talk to him about the kidnappings as well. The sheriff seems very lackadaisical about the disappearances. The sheriff wanted to know why they wanted to know, the party loosely explains who they are as the sheriff scratched out a list of missing people, the Sheriff writes out a list for the party. None of the names look familiar.

They opt to spend the night at the inn waking up refreshed and rejuvenated from their rest. They then collect their horses from the stable and head back to Cauldron, slightly disappointed that they didn't find anything. Upon their return they are splattered by the first drops of rain accompanied by cheers from the city. The city comes alive as they set up stuff for the festival. They kill the time before dinner cleaning up and preparing for the group. They arrive at dinner slightly early and they are greeted by a half-Orc guard. He sends the steward for Lord Vhalantru, who appears quickly. He seems to be partially drunk as usual. They trade banter back and forth with Valuntru while they gather more information. They are informed that there is a mercenary guard to augment the city militia from new threats towards Cauldron. The mercenary group is led by the Blue Duke. They examine the portraits and mention and talk about some of the more notable groups. They are greeted by the Lady Celeste before Vhalantru ushers them off towards the dining room. The banter is free flowing between the party members as they eat dinner.

They decide from dinner that they should talk with the remaining priest of Pelor, wanting to find out more information about the missing priest. They then head back towards the Church to get more information. They don't learn anything new and when they try and offer help they pretty well get shot down. though he does accept Quainums offer of being his proxy with the council. The party does some shopping and getting themselves equipped. As they are going into their drinking contest they are interrupted by Rufus who frantically tells them that Jenya needs them urgently. When they arrive at the church they find Jenya disheveled and completely upset about the missing Sarcem. They head out to the Lucky Monkey at full speed, noticing that they are watched by the local baboon populations. They arrive there and find the gate is ajar. They enter the building to find bodies in the yard. Checking that they were dead they choose to head indoors. They think that it sounds like party is going on from the sounds that they hear filtering through the broken windows.

They enter the room and begin taking out the people that were drinking in the common room. The battle ensues and they clear out the room before searching the rest of he ground floor for steps leading downstairs. They head to the dining hall before checking the kitchen. They hear noises in the private dining booths. They prep the color spray wand to hit the people inside. They bind and gag the "couple" before moving forward. They open a curtain and see a hallway leading towards the rear of the inn, then find the dining hall and move towards the door on the other side that presumably leads to the kitchen. On the other side of the door they hear grunts and someone speaking Orcish. They formulate their battle plan and then rush through the door.

They battle Tongue-eater and his group of Baboons. They manage to kill the group and work their way through the treasure found in the room and decide to leave he majority of the gold and paintings until after they have cleared the entire inn. They clear out the basement though they bypass a frozen and wood shaped door. The party then interrogates Tongueater to find out information. They then converse through the door. Once they get the door open they exchange information about what happened from Shensen, the survivor of the battle. The party finds only two other survivors, the inkeepers wife and son along with the bodies of the remaining people. They do take the gold/paintings/statuary as well as the unconscious bandits to be tried by the Courts of Cauldron.

Next Session: 5/01/2010

Grand Lodge

Game Eight - Chapter Two - 05/01/2010

The group decides to take the offenders back to the city to face judgement. However before they get back to town they notice that the bushes were disturbed and the cart tracks that were on the road veered off the road then back onto the road after the party passed.

They are interrogated by the guard on the way in, dropping off the majority of the prisoners at the jail before heading to the church. They converse with Jenya then head out to try and find Fettor in order interrogate the werebaboon. They find no trace of him after traipsing to the many taverns. They checked the library and his room. They then head back to the Pike's place and rest for the evening.

In the morning they spend time chatting with Abby, the cook that the Pike's employ and get some gossip about the town. They eat breakfast then head to Skie's shop to pick up Amras's armor. They then head to the school and chat with the gnome professor, finding out that Fettor heads out periodically and doesn't return for several days. The party then decide to gear up at the Pike's home, stop by the church to let her know - though they are delayed by Falinder (frack), getting a gift of elven boots. They are met by a priestess as Jenya was conferring with Star of Justice - and he sending to the bishop.

They spend the day searching but find nothing, Amras is approached during the drinking contest and given a note to meet someone at the lakeside pavilion who can help them find out more about the entrance - for a price. The party formulates a plan to shadow Amras so nothing horrible should happen to him. The remainder of the party chooses to hide in the grove of trees to the left of the meeting place. They learn of the entrance to the lava tube, then the party decides to head there that night. Lera lights a hooded lantern before they enter the tunnel, with the party examining the hallway as they go.

they reach a plateau with cages and a winch and a door to the left/right? And knock loudly causing the two men inside to sound the alarm. The party prepares to defend themselves. They destroy the two guards and get the keys, they then decide how they would like proceed. They decide to leave Chesty to mimic the wall and set anyone that attempts to set off the alarm as Julian flies people across the chasm. As they land there, they notice nobody on the eerie beach. They explore the shack with Lera trying to disable the trap - causing a wall to collapse. they continue exploring.

They travel through the area until they get to a large dark room where they are examining tools where magic devices would have been made. Amras senses something within the room, moving forward with caution. They run into a Slaad within the cavern and pummel it repeatedly. They kill the Slaad, then find s cloak of Arachnidia, with 150platinum, 3 gems, and masterwork loot.

Next Session: 5/15/2010

Grand Lodge

Massive catchup post follows.

On leaving the chamber with the slaad a running battle ensued when the party noticed someone darting across the hall. Arrows began to fire from the southern wall as they went to pursue. A pitched battle occurred once they passed the arrow slits, and Amras was nearly slain by a phantasmal killer spell from a Halfling, who promptly fled. Ti’al nearly became a pincushion thanks to a trap left by the rogue they had first spotted.

Choosing the spellcaster as a higher priority, the party rapidly moved through a number of joined rooms, encountering rogue archers along the way. After determining the halfling had entered a web-draped cavern, the party set fire to the webbing, following the steadily burning line. A number of spiders were handily dispatched before the party was attacked by ettercaps. After that incident, they found the halfling in the lair of a harpoon spider. Ti’al grappled the caster to death, while the rest of the party dealt with the spider.

It was about this time that Zokaze and Lyra noticed light approaching from behind them. The rest of the thugs had arrived, led by Triel and a freed Tongueater. The party quickly put to use the cloak of arachnidia they had just found to web the entrance, delaying the battle for a short time while they regrouped. The thugs began to burn through the web, incurring minor burns, and once the web was clear the fight started again. Ti’al and Amras took turns holding the gap as the enemy moved forward one at a time. Triel managed to shatter Amras’ courtblade, reducing him to a weeping girl. Ultimately, the party dispatched the thugs and Triel as well, then regrouped to lick wounds and mend Amras’ courtblade.

On moving out of the caverns back into the ruins, they found they had mostly cleared it of defenders. They explored some traps and located the wizard’s room, finding his diary along with a wand, as well as Triel’s room and a sheet of parchment that seemed to be the cleric’s thinking pad, containing many references to ‘Cagewrights’ and ‘the Smoking Eye’. Moving through to find more natural caverns, the party dispatched a host of undead, including a T-Rex skeleton and the last cult member, an undead gnoll.

Having located nearly all the wands, the party declared mission accomplished and headed to the surface. Sadly, they discovered that Chesty the Mimic had died in battle with Tongueater. After a discussion on if a mimic could be raised, they returned to the temple and spent the rest of the night fighting the flood via the wands.

As they were enjoying the rest of the festival, they received their invitations to the Demonskar Ball. In-between Ti’al beating Zokaze in the Drink Down The Flood contest and losing to Lord Drinks-A-Lot Vhalantru, they procured dance and etiquette lessons as well as costumes, including the Demonlord Nabthathoron costume for Zokaze. Lyra convinced her illusions professor to spruce up the party’s coach with demon-themed illusions to complement the costumes.

The Demonskar Ball went down with the party performing remarkably well in a high society function, despite Amras eating like a pig. Numerous Cauldron elite were present, including the high priests of the churches as well as all of the nobility. The Stormblades made their appearance, discreetly scuffling with the party during the dance. Ti’al pulled off an impromptu performance of the Song of Heaven with no training, merely imitating Annah Taskerhill’s performance, and tied the competition. By the end of the night, the party was awarded the Star of Valour.

On their ride home, the party noticed numerous Last Laugh members lining the street in wait for them. Amras chose to charge right into the midst of things, which played right into their hands. Before the rest of the party knew what was happening, the assassin Jil paralyzed Amras with a Death Attack and transported him out of the battle, while the rest of the thieves fled.

Amras was carted into a hideout, where a blacktoothed halfling proceeded to encourage him to share all the party’s secrets. Despite the torture, Amras managed not to tell what his own secrets were, just everyone else’s. After the torturer was finished, Jil sent him away and Amras was brought face to eyes with the beholder Orbius once more. A brief conversation between Jil and the monster ended with Amras having his arm cut off for a snack and then turned to stone by an eye ray.

The party moved quickly, asking Jenya to use the Star of Justice to divine Amras’ location. After meeting with Artus, they had the information they needed. A quick search found the Striders, who they requested aid from. After a brief discussion on how to enter, Julian wildshaped and opened the second story window of the warehouse. The party ended up in the torture room, and moved through the warehouse, handily dispatching the guards on duty. One managed to get outside the warehouse and drink a potion of invisibility to escape.

On finding Amras the Statue, they carted him back to the temple to discuss how to heal him. It was then that they met the Bishop Regidin, just arrived from Sasserine to take over the leadership of the church from Jenya. On further discussion, the bishop determined he could restore Amras to flesh, and the Striders noted that they could procure a regenerate scroll to finish the job. After a few days of high alert, the party managed to do just that.

More to follow.

Grand Lodge

The party spent a few weeks searching high and low for clues about their enemies, to no avail. Just when they were beginning to get complacent again, they were surprised by an umber hulk, which began causing havoc in town. Thanks to Qainum’s protective aura, the confusing gaze was no trouble to the party, and the monster was dispatched handily. Poking around the warehouse rubble indicated that someone had summoned the beast, but nothing more was learned.

That evening, the Lady Celeste approached the party with an invitation to the Cusp of Sunrise. A quick day of shopping garnered them appropriate attire, and they were admitted without complaint. Some time was spent socializing with Lord Vhalantru, before they noticed Celeste escorting an elderly dwarf into the private rooms. On her beckoning they followed.

Once in private, Celeste introduced the party to Davked Splintershield, who had a business proposal for them. The old dwarf explained that he had been cursed by his wife with her dying breath for driving their son away, and that he was wasting away. The only cure for his curse, despite the best effort of his clan’s priests and wizards, was to make peace with his estranged son Zenith. Unfortunately, Zenith had gone to make war in the Underdark years ago, and not been heard of since. Divinations indicated he still lived, at a place named Bhal-Hamtugn. After agreeing on payment, the party accepted the mission.

The first task was to find an entrance to the Underdark, as the elevator to the Malachite Fortress had been sealed in stone. Celeste provided them a map to the home of a hermit named Crazy Jared. Horses were readied, and the journey went smoothly. Until they arrived to find Jared under attack by the red dragon Gottrod.

The party was dismayed at the prospect of facing a dragon, and discussed the possibility they had the wrong hut. Unfortunately, the crazy guy talking to the dragon was who they needed to see, and so they had to fight. After nearly getting Jared crisped by dragon fire, the party managed to topple Gottrod, nearly losing Qainum in the process. A hurried conversation with Jared confirmed that he WAS crazy, but also knew the way to Bhal-Hamtugn. He drew them a map and the party got away from his mad hatter kingdom.

A minor speedbump involving raptors later, they arrived at the Pit of Seven Jaws. Like all good parties, they marched down the ramp into the ice breath of the cryohydra the pit was named for. Then they slaughtered it and prepared for the trip into the Underdark.

The first foray did not go well. A third of the way there, a pair of behirs attacked and nearly ate Ti’al and Lyra. They quickly returned to the surface and argued for going back to town. Deciding time was of the essence, they rested and returned to the passage. Carrion crawlers were disposing of the bodies, but the party managed to bypass them.

The drow further down were not so easily bypassed. A pitched battle involving webs and fighters failing Fort saves ensued. After mopping up, they finally arrived at their destination. And were greeted by the ferryman.

Luckily, Qainum could communicate with the kuotoan, and the party learned how completely insane kuotoans are. On reaching the far side of the lake, an honor guard was drawn up, with the head priest greeting them and declaring their arrival foretold. With very bad feelings about it, the party followed the cleric into the temple.

Interesting frescos and statues greeted them, but more importantly the erynies sitting bored on the staute of Blipdoolpoolp fell over laughing as soon as she saw Qainum. The party was hurried past the devil and into a passage beyond the temple, opening into a wide cavern. Led across a bridge to the dais, they came face to face with Zenith Splintersheild, bearing the Carcerian Sign and completely devoid of sanity.

The session paused as the scarred head of Dhorlot the black dragon loomed over Zenith’s throne, commenting on the smell of dragonflesh from the trophies the party took from Gottrod’s corpse.

Next Session: 2 Oct 2010

Grand Lodge

Kinda lost track of things with my month-long trip out to California. Let's see what I can remember about the last few sessions.

- A brief interlude with Zenith determined that not only was he crazy, he had no interest in going with them. The overwhelming odds against the party had them backpedaling out of there, and trying to figure out what to do.

- The consensus was to either talk with the dragon, or the eryines. They chose the devil instead of Dhorlot, and after a lot of beating around the bush, they realized destroying the statue would free her to aid them. Ti'al pummeled it into rubble, starting a full scale war with the kuotoans.

- Bringing the fight to the cavern, they mowed down the lesser guards on their way to Zenith. Dhorlot made use of the caverns waterways, blasting the party with acid. Ti'al managed to grapple the dwarf, and Dhorlot, seeing them decimating the kuotoans, decided not to test his luck, escaping through the tunnels. The party did the same, hightailing it out of the temple before the horde could descend on them.

- Keeping Zenith 'sedated' with the help of blunt objects, the party was ambushed by another drow warband. Apparently the rest of the group they had encountered before, with one of the first group having been raised as an undead. Amras was unable to match with the enemy fighters, falling to relentless attacks.

- The party dragged themselves out of the Underdark and back to town, narrowly avoiding a wandering T-Rex. Uncertain they wanted to hand the dwarf over to a lower security group, they left him tied up in their cellar and went to meet with Celeste. They were dismayed to learn that she had left on a private emergency, instead being met by Lord Vhalantru and the Blue Duke. After deciding they would rather handle escorting the dwarf, and receiving aid in resurrecting Amras, they returned home to find that Zenith had been mysteriously abducted.

- A rather unhappy circuit of the town later, talking to Jenya and Skie about possible ways to magically track down the dwarf, they were forced to inform Lord Vhalantru. With Amras raised, the party took time to rest and recuperate from the ordeals.

Probably missing a few things. More later.


Possible spoiler for TriOmegaZero's players:

Spoiler:
I assume Qainam/Qainum/Quainum is the ghaele eladrin?

Grand Lodge

That's correct. And it is no spoiler now. The players figured it out after awhile, and Aushanna spilled the beans to the characters on their way to see Zenith. :)

For the rest of the forum, Qainum is an undercover ghaele eladrin (azata in PF) posing as a cleric of St. Cuthbert. He is working with the Lady Celeste (also a ghaele) to learn more about the Cagewrights.

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