Monday, September 19, 2016

Session 18: Damsels in various forms of distress

Date: 18th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T
Bryseis - Cheryl K
Dundee - Johnny L
Gray - Omar K


After Allen, Anaris and Azool went to pursue their own agendas, Dundee lead the black cattle to Rordon Gamsay while Vilroy returned to the Horny Goat to rest.   The deal was settled and Rordon promised Dundee that he would be reunited with his friend soon while asking if Dundee is still keen to help him procure other rare cooking ingredients.   Dundee satisfied with Rordon's answer decided to head off and stroll the city.

Along the way, he encountered Gray, a halfling who combines magic with sleight of hand to perform parlour tricks.  It drew a crowd of people who watched Gray's performance, who cheered at his performance.   Impressed with the halfling, Dundee asked if Gray is interested in a business venture to go exploring in the City's sewers.   At first Gray appeared to be reluctant but when Dundee mention that there are fortune to be found dredging through the sludge itself.  Gray's eyes shone with enthusiasm and agreed to join Dundee on his mission to explore the sewers.   But first they must find the trio.

Azool and Anaris approached the light flashing in the alleyway cautiously.  As they get closer, they see Dundee at a distance with a halfling following behind.   

Allen having purchased his new items decide to return to the Horny Goat to rest.   While traveling towards the Horny Goat, he catches sight of his companions, all appearing to converge onto an alleyway.  Curious he decides to chase after them.

The party now reunited witnesses several thugs surrounding the elf woman Anaris bumped into earlier.  The elf maiden stood there defiantly blasting at the thugs that dared to approach her, some fell onto the ground writhing in pain.  Just as she was about to complete her incantation, she finds herself deafened.   Seconds later, the party witness two figures dropping in from behind her and knocking her out.   They then drag her deeper into the alleyways. 

The party rushed forward to rescue her from her assailants.  The thugs that were converging upon the elf maiden turned around to face the party.  Azool barrelled into them, greatsword drawn and was soon cleaving into them while the rest rain magic and arrows at the thugs.  When the elf maiden was dragged out of sight behind a building, Azool decided to pursue and let his companions deal with the rest of the thugs.  He rushes over and felt his shoulders bruised.  Turning around, he sees a big burly bearded man swinging his maul at him.   Azool not wanting to let the other figure get away with the maiden, disarms the big burly warrior and ran after the other figure.

The rest of the party having dispatched the thugs, closed in and tries to take out the burly warrior that Azool was previously dealing with.  Azool lunged forward and grabbed hold of the hooded figure forcing the kidnapper to drop the elf maiden on the ground   The hooded figure was slippery and escaped Azool's grapple.   The hooded figure ran and Azool swung.  His greatsword tore into the back of the hooded figure and the man yelled out in pain but continuing running.   Azool gave chase but could not catch up to the hooded figure.

Behind the rest of the party rushed onto the scene, Gray came to check if the elf maiden is still alive while the rest tried to take out the big burly warrior.  Unfortunately for the party, the alleyway is too dimly lit and the other kidnapper fled into the darkness before the rest could catch up to them.

The elf maiden grateful for the party's timely rescue introduced herself as Alerialle and she was supposed to meet her sister Azuriel in Stromford.  She informs Anaris that both of them are connected to Farren, Anaris's colleague who disappeared a year ago and that her assailants may also be after the things that Farren and Anaris has.  The party concerned about her safety brought her to the Horny Goat so one of the party members can keep an eye for her.

As the night is still young, the party decided to venture into the sewers to map it out and find the sconce key.  They are also convinced that the sewers may held additional treasures given that digging through the sludge has proven to be somewhat lucrative. 

The party this time decides to start from the entrance and explore the other passages that they have ignored.  Knowing how much of a labyrinth the sewers are, Dundee proposed that they split the party into two groups to cover more ground.  The party agrees,  the party comes to a fork,   Dundee, Anaris and Azool will venture into the passage to the left while Gray and Allen will continue forwards.

The dwarf, wizard and barbarian found a large chamber with a pool of foul smelling sewage in the center.  Bones of several humanoids are found scattered all over the chamber.  As Anaris scanned the room, he noticed tarnished coins on the ground.  As he bend down and to pick one up, a spectral hand reached from beyond the floor grab at him.  It was not long before the trio found themselves under attack by Specters.  Dundee called upon the divine power of Saint Seylias and sent the Specters fleeing into the wall.   It was not long before the Specters return to haunt the living.   The party did battle and finally dispatched the ghostly apparitions. 

Elsewhere, Gray and Allen continued down the tunnel and saw something glistening at the distance, as they get closer, they realize it was the result of the light that is being reflected on the slimy and slippery form of a ochre colored ooze that is creeping closer to them.   It took a while for the duo to realize that although the Ooze is deadly, it is also slow and clumsy.  The two then kited the Oozes and fired their arrows until the Oozes stop advancing towards them.

The party now realized that splitting up might not be the wisest decision, decided to regroup and explore another fork within the sewers together.  They followed the tunnel until it came to a dead end where the ground is dry and there are no sewage.  However the room is also filled with bones of various creatures.  As the party searched through the piles of bones that littered the room, they hear splatters and found themselves surrounded by the Oozes that Allen and Gray encountered earlier.   Backed into a corner with no place to run, Anaris and Dundee unleashed their most powerful spells while the rest sprang into action.   Within moments the oozes were no more but the party has expended all their resources.   They came to a conclusion that they could not continue exploring the sewers without first taking a rest.   Anaris used the last of his spell to conjure up a protective barrier that they could rest in while Allen went to the other fork to explore. 

Allen did not find anything fruitful there and ventured back to find the party.   Upon his return, he found a shadowy figure in his exact semblance rising up to attack him and he could not enter the protective barrier set up by Anaris.   The party saw Allen struggling on his own outside and Dundee ventured out to help only to find another shadowy figure rising out to attack him.  The dwarf quickly stepped back into the barrier.  Not wanting to watch Allen get killed on his own, Anaris dropped the barrier and true to what everyone suspected. Shadows arose from the ground beneath each party member's feet but before the shadow could lay their old dead hands on the party.  Anaris unleashed a fireball that annihilated most of the Shadowy creatures.  

With their resources expended, the party decided that they would need to return to the Horny Goat to recuperate.  The next following day, the party decides to set off to pursue their own personal agendas as well as do some shopping. 
Allen brought Gray to do some shopping with Azool following closely behind.  Allen & Gray found that the item they were looking for to be too expensive but Azool managed to snag a earthen jar from the curio shop after unsuccessfully haggling with the Gnome proprietor. 

Dundee visited Restaurant Rordon Gamsay to be reunited with his friend Dave Samgee.  He learn from Sam that their Captain of the ship they formerly served on has conversed with the Dark Elven prisoner and also killed the first mate.   Dundee then made a trip to the refugee camp and called upon the blessings of Saint Seylias to create food and water for the hungry refugees.

Anaris dragged Gibbet along and the commotion awoken Bryseis.   The Wizard & Bard traveled together with the goblin to meet Arianna Moonsong, the esteemed bard.   Arianna Moonsong initially thought that Anaris meant to introduce her to Bryseis, the Tiefling bard but as it turns out.... Anaris wanted Arianna to impart her bardic knowledge onto Gibbet the goblin.  
The half elven bard's countenance immediately soured, she reluctantly accepted her role as a mentor of Gibbet.  Bryseis empathized with the bard and the two bards later spent time conversing with each other.  Anaris left after leaving Gibbet in the care of Lady Moonsong and went to visit Mila, the halfling attendant of Lady Nadia. 

On the way back to the Horny Goat, Allen & Gray chance upon a crowd of people and decide to investigate.  They saw the body of a man whose throat has been torn out and body badly mangled.   Allen decided to find out more and followed the City Guards to the garrison to check with the Captain of the Guards.  Azool joined Gray and briefly investigated the scene before witnessing some a man paste a poster on the wall itself.  

Azool and Gray approached the poster and showing a sketch of the missing woman and promised reward for returning the missing person to the Drunken Pony.   Gray is excited by the reward itself while Azool stormed off, with many thoughts running through his head.

The party re-convene at the Horny Goat to discuss their next course of action...


Campaign logs with details can be found here.

Monday, September 12, 2016

Session 17: Shopping Around

Date: 12th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T


Vilroy and Dundee decided to ride behind the convoy and protect the cattle from the rear leaving Allen, Anaris and Azool to watch for danger at the front of the convoy.  For most of the time, Vilroy and Dundee begin praying to their respective Saints for guidance to bless the return trip to Stromford.

The journey back was just as dangerous as the journey to the village of Longfield.  Along the way the party fend off a pack of hungry Dire Wolves that tried to devour the precious black cattle the party is escorting.  In the ensuing Chaos, two of the cattle was bitten to death by the Dire Wolves. 

Following that, the party came across a group of marauding ogre and almost certainly would have lost several of the cattle if not for Allen's clever use of pass without trace that allowed them to escape the notice of the ogres. 

Next the party came across the same group of mercenaries that were patrolling the roads.  The mercenaries extorted valuables from the party and demanded to take at least two cattle off them.  Not wanting trouble and fearing that they may lose more cattle if they start another fight.  Anaris decided to negotiate with the mercenaries to accept only one cattle instead.   After sometime haggling, the mercenaries decided to accept Anaris's offer and made off with only one cattle.

Days passed by and party finally passed by the same hamlet where they encountered the Ankhegs and the City of Stromford is in sight over the horizon.   A few more hours of travel stood between the party and the safety within the stone walls of the City itself. 
But as the party got closer, the sky darkened with shadows. The party looked up and saw monstrous creatures with bat-like wings and spiked tails flying above them.  These monsters known as the Manticores circled the party's position before flying lower to taunt at the party.   The malevolent creatures unleashed the spikes at the convoy and killed off another farmer.   Azool the fearsome Barbarian could only stood by and watch.  For his strength is in melee battle and range was not his forte. 
It was down to Anaris and Allen to bring the flying monsters closer to ground.   Anaris unleashed a fireball that exploded in midair, hurting both of the flying monsters.   One of the manticores enraged by the audacity of his puny prey landed hoping to tear Anaris into pieces. 
It grossly under estimated the prowess of the Barbarian as Azool ran at it.   Swinging his greatsword left and right, Azool cleaved through the wings and body of the monster ensuring it will never again fly.   Allen and Anaris in the mean-time turn their attention to the other manticore still up in the fire and pelt it with arrows and firebolt.   The remaining manticore seeing its hunting mate taken out like that, decided that it has had enough and flew off in the distance. 

With the manticores dispatched, the party finally arrived in the City of Stromford.  The trio decided to leave Dundee and Vilroy with the herd of cattle and decide to go about their own business.  The first thing that the trio did is to sell the weapons and armors they looted from their conquests. 

Later Anaris visited the bookstore known as "Happy Fun Reads" and looked at the catalogue but did not find anything that he was looking for.  Perhaps he was looking at it wrongly?   He next approached the White Unicorn and spoke to Arianna Moonsong about the cipher he received.  Because of the way it is worded, the Bard thought Anaris is here to prank her and her deposition changed to that of a less receptive one. Although Arianna reluctantly agree to meet the person Anaris is going to recommend to her....  the party finally left the White Unicorn and decide to head out on their own.

Allen visited the Adventurer's Guild and found that it contained several items that intrigued him and went about purchasing some of it.   Anaris and Azool visited Nissa Woodbank and was introduced to her mentor, Adarion Lightspire.   The two asked what function the Arcane Crystal served.  Adarion explained to the duo that the Crystals can be used to charge arcane objects and also imbue mundane objects with magic temporarily.  Adarion also recommend that utmost care be taken with the Crystals as it is considered somewhat volatile if not handled properly.

Satisfied with the answers and the seeing that the day is coming to an end, the duo decided to return to the Horny Goat for a proper rest... but along the way they witness bright blue flashes emanating from the dark alley....



Campaign logs with details can be found here.

Session 16: Aggressive Negotiations

Date: 11th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T
Dundee - Johnny L
Vilroy - Shaun


The party unable to figure out where the "key" to the empty sconce is decides to approach the rat like creatures.   They push the crudely constructed barricade into trapped areas which weigh down the pressure plates and cause the traps to be sprung, thus getting the barricade stuck.

Anaris then slam the piton into the stone walls and casted misty step to bypass the trapped area, arriving on the other side, he is greeted by rat like humanoid who appeared to waiting to attack the whoever intruded upon their lairs, firing their crossbows.  

Anaris responded with violence by launching a fireball into the ratman that attacked him, the fireball exploded upon impact, engulfing and incinerated all of the ratman.  As he tried to explore further he is greeted by more ratman rushing to defend their lair.

Meanwhile Dundee, Azool and Allen finally made their way across the trapped area..  Dundee arrived and tried to persuade the ratmen that the Champions of the Obscene came in peace but the ratmen were not convinced having witness Anaris annihilate their cousins with a mere flick of his finger.   The ratmen finally set a condition that the party should kill Anaris to avenge the death of their kinsmen or compensate them with a reasonable amount of gold.

The party refused and hostilities returned once more when Anaris and Allen unleashed their attacks at the ratmen.  Azool refused to participate in the senseless slaughter of the ratmen for he felt it was within the ratmen's right to defend their lair.  While Dundee was hoping to gain something from the ratmen by choosing a more peaceful approach.

After several minutes of stand-off and fighting against a much superior foe, the ratmen realized they were no match and made a hasty retreat by climbing into a small crawl space that the party could not follow.  With their leads gone, the party returned to the building that was connected to the sewers and decided to search the house.

While doing so, Allen awoken the sleeping man who is startled to see him there.  A fight soon broke out and the ranger with the help of Anaris overpowered the man and knocked him unconscious.   They searched the room but find nothing of us, it was not long before the man's companions were awaken by the commotion and rushed in to investigate.  The party realized that these men might not be the "thieves" that they were looking for quickly ran back into the sewers, closing the trapdoor behind them.

Fortunately the men did not give chase.  The party knowing that they have another task at hand decided to abandon the search for the key.   They had Anaris cleaned them up before returning to the tavern.  The party regrouped with Vilroy who was looking for them earlier.   They also discovered that Zain has mysteriously vanished along with all his belongings.

Morning came a few scant hours later.   Dundee headed to the refugee camp to fetch the farmer while Anaris, Allen, Azool and Vilory went to return the Crystals to the apprentice mage.   Nissa graciously accepted the items and informed the party that her master would return a couple of days later.

The party having settled one business headed off to the South Gate to meet up with Dundee.  They then set off towards the village of Longfield by taking the southern roads.  Vilroy's heroic deeds did not go unnoticed and Saint Ardenn has grant the Paladin the ability to summon a celestial deed to his side.  Vilroy did so and called upon the celestial mount to take on the form of a giant lizard.   As it turns out, Vilroy's mount has a somewhat cantankerous deposition.

The party encountered abandoned hamlets along the way and soon found themselves attacked by Ankhegs.  After dispatching the insectoid monsters, Vilroy found a young boy hiding within one of the houses.  Worried about the boy's safety, Vilroy brought the boy along with him.   The party resume their journey towards Longfield Village and along the way met all sorts of unsavory characters, the party dispatched the bandits that tried to rob them of their possessions and made sure the bandits could not escape to do more harm.

After days of the traveling, the party finally arrived at Longfield Village and witness a raid in progression.  Gnolls from the nearby forest swept into farmlands while the farmers and their farmhands grabbed their pitchforks to defend their livestock.   Alas the brave farmers were of no match for the ferocious Gnolls as the canine humanoids tore through the farmer's ranks. 

The party charged forwards to aid, Anaris unleashed a fireball that singed the furs of the gnolls.  But that was enough to get their attention.  Several gnoll raiders turn their attention towards the party and charged at them, while the rest continue their rampage towards the black cattle that Dundee came to retrieve.

The farmers realized that they were no match for the gnolls decided to flee but most were brutally cut down by the voracious gnolls.  Azool charged into the fray and found himself in the thick of the gnolls.  Completely surrounded on all sides, Azool focus on defending himself instead of striking at the gnolls.   Meanwhile Vilroy engaged the secondary force of gnolls that came to greet the party so that Dundee can arrive to assist Azool.  Anaris and Allen stayed behind and took potshots at that gnolls that were swinging their weapons at their companions.

The tactic worked and the party eventually triumphed against the numerically superior gnolls.  The surviving farmers thanked the party for their timely arrival and invited the party to rest in the village.  Dundee mentioned to the farmers that they were here to retrieve the cattle and bring it to Rordon Gamsay who has already paid for the cattle.  The farmers nodded and asked if they could follow them to the city as much of the hinterland is no longer safe without the soldiers around to protect the people.

The party obliged and began to return to Stromford with the herd of cattle.  The return trip was also fraught with danger, within hours of leaving the village of Longfield, the party encountered a seasoned group of gnoll mercenaries who are are known as the Black Fang.   Anaris, Azool and Allen went forward to investigate while Vilroy and Dundee stayed behind to protect the cattle.

The Black Fang mercenaries launched their assault immediately as the trio got closed and soon a fight has began.  As the convoy stalled, hippogriffs hungry for some morsels of meat swooped down from the skies and tore into the cattle.    Vilroy leap into action and rushed to engaged the hippogriffs.  Meanwhile far ahead of the convoy, the trio fought a grueling battle with the Black Fang.  Azool slayed the Black Fang berserker before succumbing to his wounds, Allen and Anaris fell soon after.  Dundee had no choice but to leave Vilroy alone to defend the convoy while he ran to aid his other three companions. Using the telepathic link, Vilroy commanded his mount to retrieve the wounded Azool, while just lifting up his shield to block of the Hippogriff's claws and beak. 

With the aid of the celestial mount, Dundee finally reached Azool and resuscitated the Barbarian.  The two of them  then went after the remaining Black Fang who were already wounded from their fight with the trio earlier on.   The party eventually vanquished the Black Fang mercenaries as well as the Hippogriffs and continued on their journey back to Stromford.

Campaign logs with details can be found here.

Monday, September 5, 2016

Follower: Gibbet the Goblin

GIBBET the"Can I has Goodberries?" GOBBO

Name:   Gibbet                 Race: Goblin
Gender: Male                   Class:  ????

Str:   10                                 Int:  14
Dex:  16                                Wis:  10
Con: 14                                 Cha: 12

Size: Small          
Languages: Common, Goblin
Abilities: Darkvision 60 ft.  Nimble Escape

Favorite Party Member: None or maybe Dundee?
Special Rules Source 

Background (Outlander)
A goblin from the Blood Tree tribe, Gibbet and his tribesmen were setting up traps within the forest until they were chanced upon by the party, now known as Champions of the Obscene.  The party was victorious and only decided to keep Gibbet alive because they thought they could extract more information out of him.  However, as Gibbet was quite low in the hierarchy, he could not offer anymore information than what he already knew, despite threats from Deltus, Zain and Bryseis.

Anaris having decided that he had enough of the goblin's antics and that keeping him around to be useless decides to free Gibbet and let him go.

Gibbet fled back to his tribesman and informed Rugmak the Chieftain of the Blood Tree tribe about the party of adventurers that waylaid the goblins.   Rugmak in turn informed Maggrot about this.
Maggrot dispatched several more tribes of goblins closer to the Town of Farswell thinking that this should be enough to deal with the pesky adventurers.

The adventurers however succeeded in defending the town of Farswell from Maggrot's initial invasion.   This dismayed Maggrot and Rugmak greatly.  Maggrot stepped up the patrols within the forest in a bid to capture them and Rugmak grudging obliged.

But when more goblins turn up dead, Rugmak has decided not to risk losing his entire tribe to a bunch of adventurers.   During a chance encounter, Rugmak negotiated for a truce with the party and it was here when Gibbet once again is reunited with the party.   This time, Gibbet's task is to guide the party safely to the Green Knights Fort by avoiding the traps set by other goblins.

Even after Maggrot was ultimately defeated, Gibbet choose to remain with the party as he is often rewarded with packs of rations or berries he could gorge on.  His chieftain Rugmak does not appear to care much about Gibbet not returning to his old tribe.


Personality
Gibbet is cowardly and conniving.  He is willing to do anything as long as it keeps him alive and well fed.  The only reason why he has not turn on the Champions of Obscene even though they do not treat him with respect is because he gets a steady supply of food.  Gibbet remembers what it was like having to hunt for food and having to share with other goblins.  Whether Gibbet will come to expect more from the party remains to be seen for now....

Sunday, September 4, 2016

Session 15: Living up to their name

Date: 4th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T
Dundee - Johnny L


With Zain still meditating, Bryseis still nursing her sore throat and Vilroy praying to Saint Ardenn for guidance on the recent horrors he faced.  The rest of the Champions of the Obscene set off to finish off their personal errands in the City of Stromford.

As they are a bout to leave, they met a retainer from House Carravone to meet with Elisa Carravone.   Elisa had decided to allow the party access to the House Carravone's armory to reward their efforts in dealing with the Hobgoblins that almost succeeded in conquering the Town of Farswell and other neighboring villages.   For those that did not picked a weapon, Elisa used her personal connections and introduced the party to some tutors.

During this period of time, Azool learned that Sir Traynor has been sent to the City's fortified prison island in situated in the middle of the river within Stromford itself.  After paying a visit to the Carravone mansion, Terrence Carravone sent a retainer to accompany Azool into the prison.   There Azool found that Sir Traynor has been badly tortured and is in no condition to speak to him.   Azool wanted to dig out more information from Sir Traynor but felt the presence of the prison wardens and the Carravone retainer to be rather inconvenient.
He then later seek an audience with Terrence to inquire about the status of the "mercenaries" the party found within the wooded areas east of Stromford.   Terrence informed him that the mercenaries got away by the time his soldiers arrived.   Azool criticized the nobles of being inefficient to which Terrence retorted that they could not rush into this blindly without adequate preparation.   Azool questioning methods were brash and antagonized the Carravone nobles greatly.   Terrence having little patience left in him, bade Azool farewell and Azool left to regroup with the rest of the party.

Meanwhile, Dundee visited Restaurant Rordon Gamsay to find out what happened to his shipmate David Samgee.  Arriving just in time only to see his friend being dragged away by the City Guards.  Dundee learn from the City Guards that David has been sent to jail for owing Rordon Gamsay a thousand gold pieces and failing to pay off his debts or show up for work.  A waitress coming out of the restaurant whispered something into Rordon's ears and the halfling chef look extremely perplex.
 Dundee sensed an opportunity and asked Rordon if he could be of assistance.   Rordon pondered for a moment and came out with a list of items he needs help with.   All of the items are not so easily procured and require the party to do some legwork to retrieve.  The most crucial of all is that these ingredients must arrive in Stromford fresh and unharmed.
  1. Black Cattle from Longfield Village
  2. Live Giant Frogs 
  3. Fresh Cockatrice Eggs
Dundee then set about his business and visited the Temple district and visited the Church of Saint Seylias, there he met Noble Lady Nadia Berradine, who wept profusely in gratitude for the aid rendered by the party.  She handed him a pouch of gold and shortly after she left.   Head Priestess Leylia approached Dundee and informed him that his actions aided the Church greatly and she bestowed upon him three Charms of Saint Seylias.   Dundee then went off to find the party and get their help to retrieve Rordon's ingredient list.
Dundee himself found a cattle driver in the refugee camps while Anaris found Mister Garland, the traveling merchant the party met a month ago in Farswell.

Elsewhere in the military training grounds.  Allen spent his time training or on the trees plucking out the leaves of the tree until it was completely bare.  His behavior left several soldiers at the camp stumped, even the archery trainer wondered why Elisa introduced this weird elf to him.

Anaris exasperated by his wizard trainer lack of "useful" spells for him to learn, return to the tavern and look through the ancient scroll that his colleague given to him.  He found two scripts both which cannot be read and placed the parchment in front of a mirror to see if there is a code.  Indeed, he discovered that the smaller text is written in common which itself is a puzzle.

While traveling within the City itself, Anaris bumped into an elven woman in regal blue robes which caused some minor misunderstanding.   Anaris was accused by being a pervert for brushing into the lady's bosoms and then as a stalker for following the elf lady into a dark alley way.  Anaris finally realized that may be a purpose to all this.

Returning to the tavern later the day, he found a crumpled note stuffed into his robes, which instructed him to visit the Pleasure Palace.   Fearing this might be a trap, Anaris requested Azool to accompany him.  Allen bored of plucking leaves off a tree, followed after them while Dundee decided to rest early.

The trio visited the Pleasure Palace and found there appears to be nothing threatening within it.  All they found were voluptuous females of most races as well as some well built men wearing scant clothes.   As Azool had no preference, the parlor got him a Dwarven maiden.   Anaris asked to "loosen his muscles".   Soon they each were lead into separate rooms and given a relaxing and comfortable massage which ended an hour later.    Anaris was expecting something more and was stumped as to what all these fuss might have been.

While putting on his robes, he found another scroll case tucked into his sleeves.  Anaris walked towards the reception area and found his companions waiting for him.  As the night is still young, the trio wandered around the entertainment district and found another bard performing nearby.  The bard used her bardic magic to enhance her musical performance tremendously in a surreal manner, the crowd went wild and threw coins at the makeshift stage.   After the crowd has dispersed, Anaris approached the performer and introduced himself.  He learn that the bard is Arianna Moonsong and asked if she is interested in tutoring an apprentice.   Arianna informed Anaris she would consider it and the two exchange address of the taverns they are staying in and then parted.

While traveling back to the Horny Goat, the trio heard a scream and a young feminine voice yelling, "THIEF!" and ran forward to investigate.  Arriving at the scene, they see a cloaked figure speeding away, heading towards the canal.  The figure leap into the canal and landed on the platform and ran towards the sewer entrance that connected to the canal.   Azool and Allen gave chase.

Anaris decided to approach the victim and found that it was a young girl in her teenage years with her mules pulling a cart.  She is dressed in familiar attire from the Collegium of Magic.  The teenager broke out in tears as she feared she would be punished by her mentor.  Anaris thought that the streets could be dangerous at night and decided to escort the fledgling wizard to her residence. While his hawk familiar was dispatched to get Dundee to help them out.

After Anaris sent the poor girl home, he met up with the rest of the party outside the sewer entrance.  As they stepped into it, a warm pungent odor wafts across them.  The smell of decomposing organic matter and raw sewage assaulted their olfactory senses so much it made it so difficult to breath.   Anaris tore out rags from his old robes and wet them, the party then used the wet rags as a mask to filter out the horrible stench that permeates the sewers.



This time Allen succeeded in finding the foot prints of the thief, the party trudged through the filthy labyrinth of the City sewers following the tracks.  While following the tracks, the party also picked up several crystalline objects that pulsed with soft blue glow.   The party deduced that the thief must have dropped this while making a run.   Eventually after passing by several junctions and a trap that fire javelins at them, the party arrived at a circular stairwell that leads to the surface.  .  The stairwell is filled with iron sconces.  The party noticed something amiss and discovered that all the torches were made of iron and were welded to the sconces except for one sconce.

They investigate the sconce and found it had threads within it and there were buttons or teeth within it that acted as some form of mechanisms.  At first the party tried nudging the empty sconce but that didn't work.  They later used the empty sconce as a mold to create a key.  But that did not work either.   They then climb the stairs to the surface and found that it lead to a cellar of a residence.  Breaking into the residence, they searched the pantry, living room and found nothing that would fit into the empty sconce.  Allen climbed to the second level and found the sleeping quarters, sneaking into the rooms, he searched the tables and cupboards for anything unusual.  But all he managed to find are worker clothes and a strange leathery sheath shaped to encase a cylinder like object.

Finding nothing, the party went back to the wall section of the sconce.  There they pushed and probed but could not budge the wall which they believe to be a door.  Dundee then cast meld with stone and passed into the stonewall.  Coming to the other side, he realized there is also another empty sconce that requires a "key".  At the other side he saw a solid metal door at the end of long corridor.

Casting Meld with Stone, Dundee returned to his companions and informed them what he saw.  He proposed that he use Meld with Stone and have everyone meld through to raid the thieves hideout.  However the rest of the party was concerned that they may end up in trouble with no way to escape and thus did not take up on his suggestion.   The party continued to pull, tug, rotate, nudge the empty sconce at the stairwell to no avail for at least another hour or so.

Exasperated, it dawn on them that they might need the actual key to activate the mechanisms.  The party then backtracked to the sewers.  They found that the trapped section of the sewers to be much larger with pressure plates extending to almost section of the entire corridor.  Thinking there has to be a better way to go about doing this.  The party went back to the central chamber where all the raw sewage, refuse and debris is gathered.  While they were there, they saw something shining through the sludge and filth.

The party stuck their hands in the search through the heaps of refuse and managed to find some coins.  But while doing so, they awaken the sleeping monster that is hidden within the refuse.  It sprang out with its spiked tentacles slashing around.  It struck Azool but the barbarian stood strong and the party retaliated.   Now fully emerged from the garbage, the monster lashed out at Azool again while its massive maw opened wide and its teeth tore into Azool's thick midriff.    But the large monster is no match for the four Champions of the Obscene.   Anaris's firebolts singeing off parts of the tentacles while Azool's greatsword tore off chunks of flesh off the monster's body.

After dispatching the terribly ugly monster, the party resume digging through the refuse.  An hour passed but all the party could uncover was several coins and some gem stones.   Dundee is absolutely certain the key MUST be here somewhere and stuck his hands clawing through the muck furiously.  Another hour passed and the party uncovered even more coins and some precious stones.

This time Dundee seems to be strangely obsessed about finding the key, so much that finding the treasure does not interest him anymore.  He dug and dug and found more coins and even a filthy box.  Opening the box, the party found small figurines carved out of turquoise.   It turns out that digging through shit could be rather lucrative in Stromford.   But by then the party is covered in slimy sludge from head to toe.  Dundee's beard is wet and matted with slime and there are bits of solid faeces stuck to his beard.

Tired of digging through the disgusting muck, the party looked around while resting and found a cupboard propped up in the corner of the central chamber.  Desperate Dundee whipped out a key he found earlier in the house above and approached the cupboard cautiously with his shield drawn.  He thought to himself, this key might open this cupboard that leads to the key that would fit into the sconce!
As he draws closer, the cupboard doors fling open revealing a set of nasty teeth and pseudopod lashed out at the dwarf.     Although momentarily surprised, the four Champions are far too seasoned for this monster to prey on and wailed on it furiously.  It was not long before the mimic monster is laying dead in its own pool of purple ichor mixed with raw foul smelling sewage.

The party then gathered up decaying and rotting furniture and tied them to a bundle.  Dragging it around the sewers until they came upon the trapped area again, the party pushed the lump of wrecked furniture into the pressure plates and triggered the traps.  Javelins fired again and got stuck to the front of the improvised weighted plow.   The party continued to explore this section of the sewers and found even more traps.  This time, Dundee cast meld with stone on Allen and had the ranger go ahead to scout.  Allen walk right into the stone wall and stuck only his face out on the other side to observe.

He witness scores of hunchback humanoids with rodent like heads and they have only three toes.  The strange humanoids were squeaking among themselves.   Allen returned to the party and informed the rest what he saw.  Physically and mentally exhausted and covered in stomach churning gunk, the party stared at the stonewalls that are dripping with foul smelling liquid while blankly contemplating what their next move shall be....

Return to the sobbing apprentice mage and inform her that they only found three of the stolen items?  Or continue pursuing the miscreants to the ends of the earth?


Campaign logs with details can be found here.

Monday, August 29, 2016

Session 14: Not all Nobles are bad

Date: 28th of August

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T
Dundee - Johnny L
Vilroy - Shaun S


After spending many days in pious prayer to Saint Ardenn, Vilroy finally rejoins his companion to aid in the search for Joseph Berradine, the son of noble lady Nadia Berradine who has gone missing and was last seen at the refugee camps.

Zain is still in trance like mode meditating while Bryseis woke up with an extremely sore throat and decided to stay in tavern to rest.

The party then set off towards the nearest refugee camp to search for signs of Joseph.   Dundee & Vilroy approached the refugees and asked for Joseph's whereabouts.  While the rest stood around and watch the refugees going about their business.  Anaris spotted a scruffy looking man observing Dundee and Vilroy before slinking away into the nearby woods.   Finding him suspicious, Anaris alerted the rest of the party and they ventured into the forest to track down the suspicious man.

Allen unable to find the man's tracks then decided to track down the animals and communicate with them.   Finding a badger's tracks leading into a burrow, Allen cast speak with animals spell to commune with the small creature.   Unfortunately for Allen, the badger has been sleeping in the burrow and have not witness any "suspicious" people walking around.

Exasperated by Allen's weird and ineffective methods of finding the suspicious looking man.   Anaris, bent down and flipping over the dead leaves and scrutinize the soft soil intensely.  After about 5 minutes, he got up and pointed to north easterly direction.   Anaris then sent his hawk familiar to scout out the surroundings and within minutes located a clearing further ahead.

The party made their way there and eventually found a camp with armed men and several draft horses and wagons which they deduced to be mercenaries.   Dundee and Vilroy boldly stepped into the camp to question the men which they found to be suspicious.   The mercenaries in turn question Dundee and Vilroy's intention.  After much tongue twisting and eyeing each other cautiously, Dundee and Vilroy learn that these mercenaries opposes the current system of having nobles lord over them and they did not know the whereabouts of Joseph Berradine.

Anaris hiding within the trees made the conclusion that these may not just be mercenaries but the rebels who were raiding the supply convoys meant for the Salderian army.   Not knowing if these "mercenaries" had reinforcements hiding nearby the party decide to leave the camp.

Upon returning to Stromford, the party passed by the military training grounds and decided to report their findings to a Officer.   The officer thanked the party for the information but also cited that he required authorization before he can mobilize troops to capture the rebels or recover the lost supplies.  Anaris then dispatched his familiar to convey the same message to Carravone noble family so they can act on it.

The party continued to the second refugee camp and found another armed man named Ser Traynor looking for Joseph Berradine.  The party questioned Ser Traynor and found him to be suspicious even though he claimed to be working for the Church of the Seven Saints.  Using leading questions, they force Traynor to divulge about his intentions.   Azool's accusations eventually lead to an altercation and eventually the whole party grappled Ser Traynor down.   After stripping him of his equipment and tying him up.  Azool interrogated him but found that Traynor would not budge or sway to his side.   Deciding that they were wasting time with Ser Traynor, they decided to hand him over to the Salderian army for them to decide Ser Traynor's sentence.

While the interrogation is going on, Dundee decided to set off on his on towards the third refugee camp.  There he found that the refugees has renounced the known Gods.   Suspicious he decided to probe further and found that these refuges believed in another God which they proclaim to be more powerful than known gods.  But Dundee has other things on his mind and return to the city to revisit the restaurant where he saw his former crew, Dave Samgee at.

Arriving there, Dundee ordered a dish and asked to see the chef, as he thought that his friend would turn up.  The chef turned out to be Rordon Gamsay who accused Dundee of kidnapping his employee.   Insulted, Dundee insinuated that the dish is he was served is terrible by getting back at the obnoxious chef.

Dundee then later returned to the 3rd refugee camp and met up with his fellow party members.   The party continued their search for Joseph and learn the same things that Dundee learn earlier.   As night fell, they see the refugees setting off into the nearby woods and followed behind closely.

Coming to a hidden grotto within the forest, they see the refugees changing into robes.  These refugees informed them they are about to witness a ritual which will show the party the power of their new gods.  About several minutes later, another masked man in robes came forth along with two other followers.  With them is another refugee and Joseph being tied up.  It turns out these refugees have turn to worship something as their new god and are in fact cultists.

The party then demanded that they hand over Joseph.   The cultist reacted in hostile manner as the party's true motives are revealed.  A battle ensued and cultist encircled the party while cultist leader slit his palm and began his incantations.

Fearing that the Cultist leader would summon a Daemon into the world, the party rushed to stop him while the cultist hinder the party.   The party now fairly experienced, dispatched the cultists easily.  Allen fired an arrow that pierced the throat of the Cultist Leader.   While the cultist leader lay on the floor gasping for air, Azool stepped forward and plunged his greatsword through the torso of the cultist leader.

But as blood begin to pool around the cultist leader, glowing tendrils emerged from the wounds of the cultist leader.  It wrapped itself into an oval shape and begin to glow brightly forming a portal.

Moments later, a glowing translucent like creature resembling a polyp shimmied through and unleashed an unnatural cacophony of loud noise that pierced the eardrums of the party and they are hit with a terrible headache.  The captured refugee collapse to the floor with blood flowing out from his ear drums, eyes and nostrils. 

Recognizing the danger, Dundee unties Joseph and asks of him to flee as far as possible.  Meanwhile, Azool and Vilroy close in to engage the creature in melee combat.  The two warriors struck at the creature as hard as they could but found their attacks to be less effective as the creature de-materialize before their swords could connect with the creature and then immediately re-materialize after their blades passed through.

Both Dundee & Anaris unleashed their magics at it and found their spells sometimes passing right through.  The creature then shimmied and wave its tendrils while pulsating with light before a scintillating array of colors hit the party's vision.  Azool, Dundee and Allen are completely mesmerized by the colorful light show.   Vilroy moved to Azool to shake him out of his stupor while Anaris fought on, casting slow on the strange creature.    While this is happening, the creature struck at Vilroy with its glowing tendrils but Vilroy deflected the attack.

Allen and Dundee eventually broke out of the stupor and continued their efforts to combat the creature.  It was not long before the creature unleashed another unnatural cacophony of noise that assaulted the eardrums of the party, this brought Azool down.   Dundee called upon the divine powers of Saint Seylias to heal Azool, bringing the Barbarian back up.

The party now realize that creature's movement is severely impaired and decided to spread out.  As the alien creature slowly inched forward.   The party put as much effort as they can to dispatch the creature that is closing in.   Eventually they succeeded and the polyp like creature collapse into a glowing mess that evaporated into thin air.  By now the glow portal has flickered and shrank to a size where only a head can fit in.

Intrigued by what lies beyond the shrinking portal, Anaris sent his familiar into the portal.  The hawk zip into the portal and for a brief moment Anaris saw a landscape of lifeless grey rock with sky that is pitch black littered with glowing dots in distant space.   Several more of the alien polyp like creatures flailing their tendrils in the air, while a gigantic fish like creature swims through the pitch black skies.  Anaris could feel his hawk suffocating and immediately dismisses his familiar.

Worn out by the dangerous battle with the alien creature, the party returned to the Horny Goat to rest for the day.  Dundee discovers that his friend had not shown up to find him at all.



Campaign logs with details can be found here.

Sunday, August 21, 2016

Session 13: Scrambling for Gold

Date: 21st of August

Participants:

Anaris - Brian H
Allen - Ryan G
Azool - James T
Bryseis - Cheryl K
Dundee - Johnny L


The poorer district within the city itself.

The party now known as the Champions of Obscene finally arrives at the City of Stromford and part ways with the Carravone siblings.   Terrence the eldest of the Carravone siblings offered his thanks to the party and invited the party to his father's mansion in a couple of days.

Allen was tasked with bringing the rest to the inn while Anaris and Azool headed off to the temple district with Dundee's corpse.  After discovering the priests of Avamantos to be unsympathetic and cold and would not defy the will of Avamantos without a hefty fee to perform a raise dead ritual.

Anaris and Azool left the temple of Avamantos and came across an acolyte of Saint Seylias who tried to proselytize to them.   Anaris inquire about Saint Seylias and felt that they need to check the place out.

Seeing the acolytes of Saint Seylias to be much more compassionate for the fellow layman.  Anaris is having second thoughts about having the priest of Avamantos perform the raise dead ritual on Dundee.   The party weighing their options finally decided to pool together the gold pieces necessary to purchase a diamond worth 500 gold pieces.   At the same time also decided to visit the various artisans and vendors to get the goods and services they were looking for.

The party returned to the Temple of the Watchful to retrieve Dundee corpse before heading off to the Church of the Fallen Martyrs.  There the priestess and the clergy performed a ritual and finally brought Dundee back from the realm of the dead.

At this point, Dundee begins to question his devotion towards the unsympathetic Avamantos and felt a crisis of faith.  As the party returned to the Horny Goat to rest, a retainer from house Carravone brings them a letter, inviting the party to Carravone mansion within the City of Stromford for dinner.

The next following day, Bryseis finally dispatched some living expenses for her father and mother.  But not before dispatching three thieves who tried to steal from her.   While Dundee performed community service with the clergymen from the Church of the Fallen Martyrs.   Azool and Anaris visited the library and poured through the various books.    As the day draws to a close, the party remembered their appointment with the Earl's son and traveled to the mansion.

While enjoying the appetizers, Allen overhears a conversation between Elisa and Terrence, revealing some secrets the siblings have.   Shortly after, they are invited to the dining hall where dinner is served and is joined by the Carravone family.   The party converse with the Earl and his son while Elisa listened quietly.  But it was not long before the party talked about inappropriate and overly personal issues that embarrassed the Earl.   Bryseis shook her head at her party members and apologize for their lack of manners.   However it was already too late, Earl Darren and his son had enough and decided to leave the dining hall.   Elisa politely apologized for her father and brother before she too retreated from the dining hall.

Shortly after, Terrence returned with a chest full of gold for the party and bade them farewell.   The party returned to the inn and count their reward.  The next day as they were heading towards the adventurer's guild they witness a worried old lady whom they met earlier at the Church of the Fallen Martyrs.   Anaris approached her and was informed that her son is missing.

The party decided that this may be worth looking into and starting to make way to the refugee camps....

Campaign logs with details can be found here.

Sunday, August 14, 2016

Session 12: No plan survives contact with the enemy

Date: 14th of August

Participants:

Anaris - Brian H
Allen - Ryan G
Azool - James T
Bryseis - Cheryl K
Dundee - Johnny L


The party proposed to the town to shore up the defenses but Lieutenant Isilod informs them material to construct the palisades is in the forest which is occupied by the Goblin Horde.  Zain falls into a deep meditative coma while Vilory prayed to Saint Ardenn for guidance.

Allen, Anaris and Bryseis spoke to the townsfolk to gather what supplies they felt they might need.   Anaris's familiar returned to him carrying a note informing him that the Green Knights are now camped out near Farswell cemetery waiting for the opportune moment to strike at the Goblin Horde.

Allen then decided to scout out the forest and immediately found goblin patrol.   Outnumbered he fled back to the village to report his findings.   The party regrouped and head out to the forest north of Farswell to meet up with the Green Knight.  Together they encountered the goblin patrols and attempt to thin out the goblins as much as they can.  While doing so, they also encountered Rugmak and his tribe.

Allen and the Green Knights who were unaware of the party's dealing with Rugmak filled him with so much arrows that the goblin boss fell in one volley.   Azool immediately asked both sides to stand down in order to parley.   Fortunately for the party, the goblins were willing to parley and Dundee called upon the divine energy of Avamantos and healed Rugmak.

Rugmak provided the party with as much intelligence as he could and mentioned that he has already tried to convince other goblins desert Maggrot's army.   With the Rugmak's tribe on the party's side and the Green Knights.  They set-up ambushes and took down another of Maggrot's patrol squad.
But as the fighting went underway, some of the patrol blew their warhorns and calling reinforcements on their position.   Nearby goblin patrols that heard it immediately make a beeline towards the party.

The party with their allies focus fire on any remaining goblin forces they encountered to prevent them from fleeing before escaping back to the safety of the town.  However, some of the hobgoblins discover the dead bodies of their compatriots as the party retreated back to town.   Rugmak and Rigmork's tribe however remained in the cemetery as they felt the townfolks would remain hostile to them.   There the party regrouped and revisited their strategy to deal with Maggrot's army. 

 The party once more set off into the forest to deal with the Maggrot's army.  Allen could not find any goblins nearby.   Azool checked the forest trail for tracks and discovered that foot prints point towards the lumbercamp.  The party with the Green Knights approached the lumbercamp stealthily to avoid detection and found Maggrot has posted guards around the lumbercamp and were using it as a staging base to launch attacks on the town.

Allen crossed the river to sneak in closer but unfortunately was discovered and two squads of hobgoblins advance on his position on chasing him and one running in the direction he is approaching to cut him off.  Eventually they caught up to him and Allen was forced to run towards the direction of the town.   Meanwhile, Anaris, Azool, Dundee and Bryseis crossed the river and sneak closer towards the lumbercamp from the northside and observed.

Allen circled around and approached the goblins in the cemetery and asked Rugmak to blow his warhorn to lure the goblins out.   Rugmak did so and minutes passed but nothing happened.  Maggrot's forces did not leave the lumber camp at all.

Allen's failed attempt at sneaking into the camp alerted the goblins and they pulled all their forces to the center of the lumber camp. Maggrot did a roll call and realized many of his forces did not return from their patrols and it has been many hours.  Maggrot came to the conclusion that his forces has been waylaid and that the party could have been using the warhorns against them.   He then dispatches a small force of goblins to scout out the town.    The scouting force reports that there are no signs of defenders at the outlaying farms.  Maggrot decided against sending out patrols to ferret out the party and risk his forces getting thinned down.   He would instead strike a decisive blow and occupy the town of Farswell instead.

While Anaris, Azool, Dundee and Bryseis observed, they notice the Maggrot's army marching off towards the south.   They also discovered supply cache left behind by Maggrot's army and noticed the sword is of Corawynian craftsmanship.  The five then set fire to the supply caches and cBy then Allen regrouped with the Green Knights and had one of the rangers dispatched a familiar carrying a note to inform Terrence Caravone that the Maggrot's forces is approaching the town.

Terrence immediately mobilize all the soldiers and militias to prevent Maggrot's army from marching into the town square.  They crossed the bridge only to find Maggrot's forces had already pushed into the town from the north east.   Lieutenant Isilod with his forces held the bridge and fought against the hobgoblins that attacked them.

Allen rejoined the Green Knights forces and met up with the five other party members.  Together they rushed towards Farswell catching the battle just in time.  The Green Knights broke off from the party to aid the soldiers and militias defending Farswell.   With majority of Maggrot's forces occupied with the defenders of Farswell and the Green Knights, the party could deal with Maggrot.

Allen spotted the hooded men and recognize him as Lucas Darrowmere from the descriptions given by Rugmak and the townsfolks.   He immediately unleashed his arrows on Lucas as there is no telling what the necromancer is capable off.   Maggrot's elite guards immediately closed ranks and formed a shield wall, preventing Allen from sniping at Lucas.   The party surged forward, calling upon divine blessing of Avamantos and unleashing all forms of magic at Maggrot and his elite guards.


Maggrot's forces and the party clashed at east part of the town as the buildings around them burned.   The party put up a strong fight and just as they were gaining the upper hand.  Maggrot recalled his bugbears waiting to join the battle at the front and aid him and dispatching the pesky adventurers.

Meanwhile, the Lieutenants Isilod's soldiers were overwhelmed as hobgoblins pushed onto the bridge.  He held his own against the hobgoblins until Terrence's men at arms advance onto the bridge to reinforce his position.   One by one the town militia fell to the goblin's arrows.    The Carravone siblings commit to battle as they stood behind their men firing pistol and unleashing firebolts at hobgoblins battling their men.

After much concerted efforts, the party managed to dispatch Lucas and left him bleeding on the ground.   Maggrot and his disciplined elite guards did a number on Azool and cut him down.  The bugbears rushed towards Allen and surrounded him.  Bryseis and Anaris continue to wear down the elite guards while Dundee defended himself from the zombies summoned by Lucas.   The bugbears tore into Allen and he desperately fought to dodge each of their blows but finally fell.  

Maggrot's advance begins to falter a little as a squad of hobgoblins fell to Carravones and their soldiers.   Elisa took the opportunity to push through and come to the party's aid.  Unleashing her magic on the bugbears that are trying to encircle the remaining party members.   They make a beeline towards her and closed in.  Morningstars tore through her gown leaving bloody and messy wounds.  Terrence seeing her sister wounded, rushed in and left his men and the Green Knights to deal with Maggrot's army.

The battle raged on and Maggrot's forces took down Dundee and Anaris but not before two of Maggrot's elite guard falls in battle.   Azool was brought back by Dundee's and Bryseis healing magic and put himself between Maggrot and Bryseis.  Allen with an iron will pulled himself together despite his grievous injuries, struggled back up and unleashed his arrows at Maggrot.   Elisa unleashed her magics at Maggort but it did not seem to deter the Hobgoblin Warlord from tearing into the party.    Terrence finally reached his sister and put himself between her and the bugbears, blasting away with his pistol.

The battle raged on and Maggrot and his remaining guards focus their attention on Azool and brought the hardy barbarian down again.   Bryseis was next to fall.   As David Valorous heard the scream of his former companion, he pulled his sword out from the guts of a dying hobgoblin and ran towards the party, joining the party's desperate battle to defeat Maggrot.

The bugbears tore into Terrence but he held his position and defended Anaris and Elisa as they pelt Maggrot with their magics, finally taking down the last two of his elite guards.   Allen continued to rain arrows at Maggrot as Maggrot faced David Valorous.   The two fought for a brief moment but David was no match for Maggrot and fell in battle as well.

But this brought Allen and the trappers enough time to join the fray.  As they wore down Maggrot and his remaining squad of bugbears.   With Maggrot falling in battle, the rest of the bugbears broke and quickly fled from the field of battle.    Allen surveyed the battlefield and found that Dundee has bled out and passed from the world of living.  Azool, Bryseis and Anaris however clung on and the survivors managed to resuscitate them before they bleed out.

With the battle won, the townsfolk once again rejoiced but also lamented for the loss of several friends and neighbors.   The bloodied Terrence congratulated the party on their success in defending Farswell from being overrun and urged them to visit him in the City of Stromford when they are ready.   The battle weary party simply nodded and headed off to the tavern to rest and recover from their injuries.

Campaign logs with details can be found here.

Tuesday, August 9, 2016

Session 11: Hostile Negotiations

Date: 9th of August

Participants:
Zain - Daniel N
Anaris - Brian H
Allen - Ryan G
Azool - James T
Bryseis - Cheryl K
Dundee - Johnny L

The man with Corawynian accent proposed to Dundee that the party should join them instead.  Dundee tried to persuade the mercenaries to give up on their attempt to forcefully bring the Nobles away by luring them with promise of a gold mine elsewhere.  The mercenaries distrustful of Dundee asked of him to come closer to give them a map of the gold mine.  Anaris followed behind but is watched closely by the rest of the mercenary guards.  The situation is growing tense.

Meanwhile Vilroy is gripped with paralysis as the voice speaks to him.  He kneels down immediately and prays to Saint Ardenn to repel the voice speaking in infernal.

Azool woke up to find his companions have already left without him.  Green Knight Jack, informs Azool that his companions have only left an hour earlier.  Without hestiation, Azool ran after the party and is quickly on the forest trail to catch up with the rest of the party.

Dundee attempt to convince the mercenaries to leave was not taken kindly, as he drew out his Hammer "Benevolence", the mercenaries struck at him.  The situation has escalated into a fight, the Carravones unsure who to trust decided not to commit to the battle first.  Immediately, the slicked hair man with the Corawynian accent, whispered melodic incantations and soon the leader of mercenaries felt his movements quickened.  He rode forward with swift brutal slashes with his greatsword almost cuts down Allen.  The battle begins in earnest as Anaris blasted his spells at the mercenaries but did little to halt their advance.

The battle flow against the party as one by one they fell.  Dundee fell to the slick haired man while Zain was cut down by the mercenary leader.  At this point, the severely wounded Allen ran towards the Nobles and yelled at them to help.   The Nobles seeing the Green Knight aiding the party decided that the party was perhaps trustworthy and committed to the battle.   Retainers serving the Carravones surged forward to engage the mercenaries.  Just then, Azool arrived at the field of battle and cleaved his way through the rear of the second mercenary group.  Holding the second group long enough while the first group is being dispatched by the remaining party members and the retainers of House Carravone.

The tide of the battle eventually turned, even the mercenaries reinforcements did nothing to change the outcome as one by one their commander officers fell in battle.  The remaining mercenaries and their bandit allies surrendered to the party and the Nobles.   Azool interrogated the mercenaries and discovered that many of these were actually Salderian Soldiers who deserted the army and turned to banditry.  He then coerced them into surrendering to the party and turn the deserters over into the Noble's custody.

As the battle came to a close.  The party along with the Green Knight introduced themselves and stated their purpose.  The nobles introduced themselves as Terrence & Elisa Carravone.   Their father is Earl Darren Carravone who is currently making preparations to move their troops to the western border of Salderia to deal with the Freeland Separatist.

The party earning the slight trust of the Carravone siblings are then invited to stay for the night to rest up before setting off to Farswells.   The party is invited to dinner and as the Nobles asked to know more about the party, Bryseis sings a ballad depicting their adventure so far.  Intrigued, Terrence Carravone asked Bryseis what their party name is and she informed him that they are known as the Champions of the Obscene.  The young nobleman arches his eyebrow in incredulity.  As the night wore on, Dundee retreats to his chambers, Zain remains meditating in his room and Bryseis continues making small talk with the Nobles.  Anaris and Azool finds the library and spends sometime in it browsing through the books.

Morning arises and the party along with House Carravone's retainers and soldiers began to march towards Farswell.  At the sight of such a large group of armed men, the goblins setting up ambushes along the trail simply fled in terror.   A few days later, the party arrived back in the town of Farswell to discover that the outlying farms has been sacked and several of the farmers, soldiers and constables have been slain while defending the town.   The party is then informed that the goblin horde raided the town several times and have now taken over the lumber camp that is situated north east of the town.

Allen decides to set off and scout out the goblin horde's strength and discovers that the goblins vastly outnumber the party and their newfound allies.  He returns to the party in Farswell and informs them while looking up the townsfolk to see if he can procure more aid to deal with the goblin and is joined by Bryseis.  They catch up with Alep Coppertink who revealed that he has invented something from the remains of his automaton and presents the party with the Shock Gauntlet.

Meanwhile, the rest of the party discuss their option and prepare to take on the goblin horde lead by Maggrot.

Campaign logs with details can be found here.

Sunday, August 7, 2016

Session 10: Whose side are you on?

Date: 7th of August

Participants:
Zain - Daniel N
Anaris - Brian H
Allen - Ryan G
Bryseis - Cheryl K
Dundee - Johnny L
Vilroy - Shaun S



After resting up, the party sets off to seek the aid of Noble House Carravone in order to face the threat posed by Maggrot's goblin horde with exception of Azool. The Barbarian having expended too much energy in the fight earlier on fell into a deep sleep and none of the party members could wake him up.    Seeing that he is in the company of the Green Knights, the party felt that he should be in a safe spot and so decided to take off first.  Accompanying the party is Larson Macgee, a Green Knight who will guide the party to the Carravone's Summer Retreat in Forest Calden.

After several hours of traveling, the party sensed not so subtle foot steps approaching their position and readied themselves.  Dundee & Anaris weaved protective magic over themselves and their allies while the rest took defensive position.   It was not long before they found themselves surrounded by Bugbear Assassins dispatched by Maggrot to bring the party in.   The party has been encircled by the bugbears.

As the bugbear leader sized the party up, he barked at them and attempt to intimidate the party into submission.  But the party would have none of it and returned with witty retorts.  This incensed the bugbear leader who commanded his henchmen to singled out specific party members, especially Anaris & Allen, who were responsible for the most of casualties sustained by Maggrot's goblin horde.

The battle began in earnest and Anaris was the first to fall, followed by Larson, Gibbet and eventually Zain.  All the while, Vilroy stood his ground while keeping the bugbear leader focused on him.  The battle grew more desparate and both Dundee and Bryseis channel their divine and musical magic to heal their allies which slowly turned the tide of the battle.   Vilroy called upon the divine might of Saint Ardenn and struck a fatal blow to the bugbear leader and Allen ignoring the bugbears wailing on him finished off the leader with an arrow to the head.   Eventually the bugbears lost the moral and began to flee from battle.  One was not so lucky and was captured by the party.  The party interrogated him for a brief moment before deciding that the bugbear would be more of a hindrance and at the behest of Vilroy and Dundee.  They decided to tie the surviving bugbear to a tree.

Seeing as the Carravone's Summer retreat is not too far, the party decides to push on despite their injuries.   As they got nearer to their destination, they began to hear sounds of fighting in the distance.
After some preliminary scouting done by Zain and Allen, the party arrived to intervene.  Their presence drove off the goblins.   After witnessing the armed men finishing off a defenseless hobgoblin lying on the ground they grew suspicious of armed men and began questioning them.

The armed men claimed to be working for Carravones but could produce no proof and became agitated when questioned.  The leader of the armed men eventually left with their wounded in anger while the party continued down the trail towards the Summer Retreat.

The party arrived and expected to find armed retainers of the House Carravone guarding the entrance.  But what they found was more of the armed men who is now having a stand-off with what appeared to be the Carravone siblings and their retainers.   Making the presence known, the party wanted both the Carravones and the armed men to cease the stand-off.   When it was apparent that the armed men would not comply, the party requested them to leave.

This turn into a shouting match where the leader of the armed men and his companion a slick haired men with thick Corawynian accent to hurl insults at the party.  Bryseis relished in hurling insults back at the armed men while Vilroy tried to be a voice of reason.  Dundee participated by being patronizing to the armed men.   This continued until the armed men that the party met earlier has caught up with them.    The party having expended much of their energy fighting the bugbears earlier proposed to the armed men that they should settle this mano-a-mano, instead of senseless blood shed.

Secretly, the party was buying time and hoped that Azool will wake up from his slumber and rejoin the party.   Meanwhile, the armed men considers the party's proposal....


Campaign logs with details can be found here.

Monday, August 1, 2016

Session 9: Deadly Meal

Date: 31st of July

Participants:
Zain - Daniel N
Anaris - Brian H
Azool - James T
Allen - Ryan G
Dundee - Johnny L
Vilroy - Shaun S



Dundee in search of adventure and fortune has found himself in the Empire of Salderia.  After helping the villagers of Fishale, Dundee traveled south and found himself accosted by highwaymen.  Fleeing from them, Dundee ran into the forest and spend several days trying to find his way to the nearest settlement.

But it was not long before he crossed path with the goblins that have taken over the forest.  As Dundee was trudging through the forest, he found the floor giving way and fell into a pit.  Caught by surprised he let out a loud scream before landing on his bottoms.   As he picked himself up, Dundee could hear foot steps around him and they seem to be approaching fast. 

Elsewhere, the party that split up several days ago has heard a scream coming from the north side. Intrigued, Zain, Azool & Gibbet approached cautiously.   Dibbler and Bryseis trailed off and did not follow as closely.    While Vilroy charged forward with Allen and Anaris following closely behind.  

It turns out that the trap was intended for the "Heroes of Farswell" and as Dundee climbed out of the trap.  He found himself surrounded by several goblins and hobgoblins that formed the patrol that is out looking for the party.   At first the goblin patrol thought Dundee might be the Dwarf that they are looking for but Dundee managed to convinced them that he is not the dwarf they are looking for.

The goblins seeing Vilroy charging into the clearing, threaten them to cooperate and come with them to see their Warlord Maggrot.  But neither Dundee nor the party cooperated and a fight broke out with Dundee taking the side of the party.   Outmatched, the party swiftly defeated the goblin patrol with the remaining goblin chieftain surrendering before the might of the party.

The party bounded and gagged the goblin chieftain before tossing him into the pit along with the corpses of his patrol members ensuring that they would not bring reinforcements.

Dundee decided that there is strength in numbers and decided to tag along with the party.   The party sensing that he is a priest and they are in need of a someone who wield divine magic accepted him.   Together they traveled for days towards Fort Calen and was beset by dangerous monsters in the forest.   Unfortunately for the monsters, the party was too well armed and quickly dispatched the otherwise deadly monsters with quick succession.

At last the party arrived at Fort Calen but found it deserted.  Upon investigation,  they found that a several dead bodies some wearing the uniform of the Green Knights and the remaining are those of the goblins.   They concluded that a battle must have occurred between the Green Knights and goblins.   While searching the place, a few within the party with keen hearing sensed some shuffling of foot steps within the main fort and went forth to investigate. 

Dundee stepped into the Fort and found a Hobgoblin who has his blade at the neck of a badly wounded Green Knight.   The Hobgoblin demanded to know how many of the party there is but Dundee would not answer.  Vilroy stepped in to join Dundee but found a edge of a blade at his neck. A hobgoblin stepped out from behind the furniture and placed his sword at Vilory's neck.   From the second level of the main building the hobgoblins stormed out and surround the rest of the party outside.

The hobgoblin that is still holding the Green Knight hostage demanded the party to surrender their valuables.  While Dundee was trying to buy the party time.  Vilroy took a risk and used his divine powers to command the hobgoblin to drop his weapon.     The goblins immediately attacked and the party reacted accordingly, Vilroy and Dundee stepped out of the danger and avoided the slashing blades.   Azool strode forward and cleaved his great sword into a hobgoblin almost ending its life.

In the courtyard several hobgoblins unleashed their arrows at Allen as he ducked while firing his arrows back at the hobgoblin.   While Zain and Anaris sprang into action.

Back inside, Dundee advanced forward and gave the hobgoblin a tight slap across the face before he could pick up his longsword.  As his palm connected with the hobgoblin's face, he channeled divine magic into it and necrotic magic stripped away the flesh that is on the hobgoblin face.  The hobgoblin fell onto the ground writhing in agonizing pain before succumbing to his injuries. 

As Allen disappeared into the building, the remaining hobgoblins on the battlements leap down to close in on Anaris.  Zain stepped beside Anaris to help defend his companion.  As the fighting died down inside both Vilroy and Azool stepped out and dispatched the remaining hobgoblins.   Just as the fight ended, several more Green Knights appeared to have returned to their Fort.  


After some exchange the party explained to the Green Knights that they were here to seek their aid.  The Green Knights agreed as the goblins have always been a threat to the travelers and the forest.   However pointed out that their strength is low and suggested the party seek out Carravones, a noble family that is currently residing in their summer retreat South East of the Fort.   The Green Knights also cited that they would need time to clean up the place, bury their dead and leave a message for other Green Knights on patrol.    The party decided to help the remaining Green Knight tidy up the place and take the opportunity to rest up before venturing further.


Campaign logs with details can be found here.

Monday, July 25, 2016

Session 8: An unlikely deal

Date: 24th of July

Participants:
Bryseis - Cheryl K
Zain - Daniel N
Azool - James T
Dibbler - Johnny L


Dibbler a gnome wizard who has been cast out of the artisan guild travels to Farswell to visit his distant relative Alep Coppertink.  Unfortunately he is unaware that the forest is teeming with goblins this time and ran into a patrol of them late in the night.

Dibbler manages to trick the goblins into thinking that he is on their side and they went in pursuit of the "Heroes of Farswell" who have thwart the goblin's plan to invade Farswell numerous times.  To demonstrate his abilities, Dibbler cast a light spell that illuminated himself and the goblins.   The goblins picked up the trail of the heroes and made their way towards the party.

The party while resting picked up on a distant light approaching their campsite.  Azool, Zain and Bry readied themselves and prepared for what is coming while the rest appeared to be too exhausted to get up and defend themselves.   Zain used his superb concentration to help the party appear less conspicuous but Azool did not manage to find a hiding spot in time.

As the goblins near the party's campsite, they charged into battle with their shortbows as Dibbler has convinced them they would be more accurate firing into point blank range.   The goblins spotting Azool unleashed their arrows at him.   Azool and Bry sprang into action and tangled with the goblins while Zain ran towards Dibbler and is convinced the gnome is of ill intent for conspiring with the goblins.

After some time, the party emerged victorious.  The misunderstanding between Dibbler and the party was also cleared.  Dibbler decided to tag along as there were safety in numbers.

The party soon came across more Goblins, this time the goblins did something unexpected.  The leader of the goblin introduced himself as Rugmak, a boss of a tribe of goblins and suggested that the party strike a deal with them.   At first the party was uncooperative and grilled the goblin for information.  As a show of trust and perhaps under threat of imminent death, the Rugmak spilled the beans about the goblin invasion.

It was headed by Maggrot, a self styled general that "united" several goblins and hobgoblins into a single cohesive fighting force.  At his side is an enigmatic human known as Lucas serving as Maggrot's advisor.    Rugmak's tribe was pressed into service and he did not fancy losing his life or risking his tribe by facing the "Heroes of Farswell" who already slain many of the goblins that got in their way.

Rugmak's deal was that if the party helped him rescue his tribesmen from the Giant Spiders in the eastern part of the forest, he will sabotage Maggrot's invasion by swaying other goblins bosses to his side.   The party after some thought reluctantly agreed to aid the Rugmak and traveled towards the giant spider's lair.

The party arrived at the lair and found it heavily webbed.  They set about exploring and cutting open the silken cocoons only to find swarms of spider crawling out.  It was not long before the Giant Spiders descended on the party to defend their lair.   The party fought a grueling battle as they were not coordinated as a unit.  Each party member fought a giant spider on his and her own.   Just as the party was gaining the upper hand.  A humanoid bearing arachnid like features climbed down from the webs and descended on the party.  Azool in a rage slew on of the giant spiders and turned to face the spider like humanoid.


First to fall was Bryseis , Dibbler fought valiantly and held his own for a while against a giant spider but at last his magical defenses failed and he too fell in battle.    The goblins that came with the party tried to fight off the spiders but was not terribly successful at it.  One of the Spiders leap onto the goblin and tearing the small humanoid apart.
Azool consumed with rage was not able to aid his fallen comrades.   And eventually he fell to the strange creature as its poison coursed through his veins but not before he grievously wounded the creature.   Zain being the last one alive, quickly ran towards Bryseis and fed her a healing potion before he was overwhelmed by the remaining spiders.

Bryseis climbed back up and realize that the party needed her magic more than her sword arm.  Weaved magical healing power into Azool.   Azool sprang back up in action and inflicted a crippling blow on the spider like humanoid.   The creature not wanting to die tried to flee but Azool cut it down before it had the chance to do so.  Bryseis eventually revived Dibbler and the party combined their efforts to bring down the last of the giant spiders.

The party was successful at last but found that many of the goblins that they came to rescue was already infested with spiderlings and there was no hope for them.   With only a handful of goblins rescued, the party quickly retreated back to the goblin village to recuperate.

The party eventually set off towards Fort Calen to enlist the help of the Green Knights to fight against Maggrot's horde.  Before they left, the party demanded Rugmak to send on of his own to guide them through the forest.  Gibbet the goblin that the original party has met before was "volunteered" for the mission.  

Gibbet proved his usefulness as he guided the party and avoided many of the traps set by the goblins as well as patrols from other goblin tribes.  The party staying true to their mission avoided unnecessary attention where they could until they were set upon by a plant like creature that rose from the undergrowth to consume them.

The party fought desperately to put down the creature but it was relentless.  It engulfed Zain as the party tried to free him from it.  Azool using his greatsword cleave a blow that weakened the creature's grip on Zain.  Taking the opportunity, Zain struggle and broke free from the creature's grip.    Still the plant like creature fought on, ignoring Dibbler's as he blasted bolts of fire at it.

Zain got right back up and struck at the plant like creature.  It spun around and slammed two of its vines into Zain, felling him in two strokes.  Meanwhile, Bryseis deftly struck at creature all this time and shouted words of encouragement to Azool as he continue hacking at the creature wildly.

Despite enduring several blows that would have decapitate several goblins, the plant like creature remain standing and kept mauling at the party.   Dibbler decided to take a risk and weaved his magic to cast Tasha's Hideous Laughter at the creature.   At first he doubt whether it would work.  But the creature keel over and the leaves and roots of the creature started to twitch.

Azool took the opportunity and kept wailing on the creature.  It got back up only to be hit by another Tasha's Hideous Laughter from Bryseis.   The party kept this on until the plant like creature was no more.  All that remains was bits of plant matter, bark, roots and vines that is scattered all over the place.


Campaign logs with details can be found here.

Sunday, July 17, 2016

Session 7: Lets not aggro the goblins

Date: 17th of July

Participants:
Allen Write - Ryan G
Anaris - Brian H
Bryseis - Cheryl K
Zain - Daniel N
Vilroy - Shaun S
Azool - James T


Following the victory of repelling the goblin invasion.  The town celebrates the victory over the goblin forces.   The party was well rewarded for their effort.   Zain however informs the rest of the party as well as the Lt Isilod that the goblins that they repelled were only the vanguard and there is a much larger goblin force.

Lt Isilod surmises that there must be a figure head driving these goblins and propose that they take the fight to the goblin horde.   Aware the combined strength of his platoon and the party may not be enough to take on the goblin horde.  Lt Isilod requested the party to travel north to Fort Calen and seek the Green Knight's aid on dealing with the goblins.

After some negotiations and with the promise of a probable reward, the party agrees to aid the Salderian Army further.   David Valorous the fighter of the party realizes that adventuring is not suitable for him as the risks outweighs the rewards and opt to remain in the Salderian Army.  Where promise of stable income is at least guaranteed. 

Vilroy a pious Paladin in the service of Saint Ardenn, has heard of a growing goblin army that threatens the downtrodden peasants.  Strode into town to lend his assistance.   He quickly found his way into the town center and encountered the party and Lt Isilod.  The party strange behavior put off Vilroy and he is beginning to wonder if the party were truly the heroes that they claim they are.

After much exhaustive communication with the party, Vilroy has come to the conclusion that he has no choice but to work together with the motley crew that formed the Heroes of Farswell.

Meanwhile, Deltus remains in Farswell to assist Reverend Anthony in performing funeral rites for those who fallen in battle while defending Farswell.

The party together with Vilroy then set off towards the north to seek help from the Green Knights.  It was not long before they came into view of Farswell Cemetery again.  At the distance, they spotted three goblins trying to set fire to a wooden cabin.  Hearing pleas of help, Vilroy valiantly rides his horse forward to rescue the innocent trapped in the cabin.

As the party approach behind him, they realize the goblins has set a trap for them and the battle begins.   Elsewhere, Azool a Barbarian from the plains traveling through Salderia heartlands finds himself behind several goblins that were preparing to spring an ambush on the party.  He charges forward and decapitates one of the goblins and cleaving in half the other goblin.

It was not long before the party defeat the goblin and driving them away.  One goblin remained trapped with the caretaker of the cemetery and wounding him in the process.  The party attempts to force their way into the building.   Azool, hearing the commotion, leaps out from the thick undergrowth and unsuccessfully tried to jump into the wooden cabin.  Allen leaning down from his horse, fires an arrow at the goblin but unfortunately struck the caretaker.  Vilroy quickly rushed forward pushing past the goblin and calling upon his divine power, lays his hand on the old man and healing him of his injuries.

The remaining goblin pleads the party to spare him but Allen finished off the goblin although Vilroy protested against treating the goblin in such an unlawful manner.  Disagreeing with Allen's approach, Vilroy confronted Allen.   But Allen paid him no heed which lead to the Ranger and Paladin scuffling with each other.   Anaris later intervene and requested that they cool their heads and save their energy for fighting the goblins.

After which the party along with Vilroy turn their attention to Azool.  A dark-skinned human from the plains.  The party tried to discern Azool's purpose, but Azool nonchalantly stated that it did not matter as long as their goals are in alignment.   Realizing that there is strength in numbers, the party and Vilroy reluctantly agreed and the party continue their journey towards Fort Calen.

The newly formed party then came across Farswell Saltmine and decided to do a brief investigation.  Tying their horses to the trees, they ventured into the Saltmine and decided not to go too far.   The party found a small aclove and thought it would be safe to catch a breather.

Unfortunately, a goblin patrol is nearby and chanced upon the horses outside and ventured into the Saltmines to flush out the party.   The party attempt to hide behind the crates and barrles within the Saltmine but Azool, not having bathed for weeks carried a strong odour gave away his position.  The goblins surge forward and the party quickly sprang into action to dispatch as many goblins as they can.  However two goblins managed to flee and blew the whistle on the party's position.

The party tried to collapse the Saltmine entrance but found that they ran out of time.  Turning around they see a large group of goblins numbering around twenty hot on their heels.   Allen had earlier on checked for tracks and determined that there might be at least sixty goblins around the vicinity.

The party realized that even though the goblins were too weak to defeat them, the situation could quickly turn ugly if they stayed to fight the goblins.  As more would come.

Running at full speed, the party stepped into traps laid by the goblins.  Here they are ambushed by another group of goblins with another twenty goblins closing in from behind.    Unwilling to be dragged into a protracted battle, the party tactically charged into one side of the goblin and then making a run for it.

After some time, the party lost track of their goblin pursuers.  But just when they thought they were safe, they ran into another goblin patrol that has been searching for them.  The party decided to dispatched the goblins.   What may have been an easy fight turned into a dangerous encounter as the earlier goblins has worn down the party.  Vilroy fought courageously but the goblins penetrated his defenses and he fell in battle.  Both Zain and Anaris was brought near the brink of death, while Azool was moderately wounded.   Even thought the party defeated the goblins, they could not survive another battle.  And the goblin patrol leader blew his warhorn before Allen took him out with his arrows.

Battered and bleeding, the party hastily retreated and found a quiet spot.  Hide themselves among the thick undergrowth and covered themselves in leaves just to catch a breather.  Meanwhile, the goblins are out there searching for tracks of the party.....



Campaign logs with details can be found here.