Showing posts with label Night 4. Show all posts
Showing posts with label Night 4. Show all posts

Friday, February 26, 2010

Siege of Bordrin's Watch - Night 4

----------------------------

Active members of the "Deathbringers" adventuring party:

Lucas - Goliath Barbarian
Untiln Ow - Kalashtar Cleric
Zah'rie - Human Warlock
Zephel - Shadar-kai Swordmage


Guest members:

Harann - Dragonborn Fighter

----------------------------

Active Quests:

(*Success*) Main Quest: Siege! Do your part to prepare for the impending siege by completing assignments. Upon assignment completion or changed situations, report back for new assignments.

(*Failed*) Minor Quest: Evacuation! Travel to the Monestary of the Sundered Chain; warn of the impending siege and evacuate the monks and paladins.

(*Success*) Minor Quest: Invasion! Follow the trail of the Farstriders and determine their fate. Locate The Nexus and secure it by any means.

(*Success*) Minor Quest: The Enemy Cometh! Assist the militias in defending Bordrin's Watch; use talents to turn the tide of battle to your favor.

----------------------------

After a short rest, the party decided to cautiously reopen the secret hatch to The Nexus. A quick billow of hot steam shot out with a hiss; spilling down into the hatch, the sunlight reflected off the water revealing that the entire room was still full of boiling hot water. Just to be safe, the party resealed the hatch and set out for Bordrin's Watch.

Ascertaining their general position was easy; visible were The Vents to the east and Overlook to the northeast. The Nexus was located almost directly underneath the headwaters of the Elsir River, at the eastern base of The Hammer, one of the three major peaks in the region. Heading north by northwest the party soon caught The Dwarfroad, which they took the rest of the way west to Bordrin's Watch.

Arriving to once again see Bordrin's Watch was a relief; it still stood. The party was greeted immediately at the rear gate by Durkik Forgeheart. The party recounted all that had happened: The Farstriders had found The Nexus complex, but had been slain by Tusk's troops. The Nexus had been found and secured by way of a mechanism built for that exact purpose; Kalad had been slain but not before slowing the enemy enough to buy the party time to successfully secure The Nexus and escape; A massive orog, an accompanying shadar-kai warlock, and many orcs and orogs had all either been slain by the sword or succumbed to the boiling geothermal waters.

Durkik lamented the loss of Kalad, but praised his name as his sacrifice may have tipped the tides of war to the favor of peoples of the Elsir Vale. By description only, scouts confirmed that it was Tusk and his shadar-kai mistress, Myrissa that were slain in The Nexus chamber. Durkik revealed that Tusk's horde had recently mobilized and would soon be within sight of Bordrin's Watch. Word of what had transpired in The Nexus had likely also reached the enemy and they were on their way to make their attack.

Durkik delegated command of his troops to the adventurers; they were to serve during the siege as his lieutenants. A horn bellowed and bells began to ring around the keep; the standing watch doubled and the mercenaries and sell swords were marshaled into their positions. Last minute preparations were made while the enemy horde funneled up into the pass. Bullroarer, having scouted the terrain but a day earlier, reported to Durkik and the adventurers the possible and most likely paths that the enemy forces would attempt to exploit. Party members and those troops delegated to them spoke to groups of troops to uplift their spirits; some of the ancient wards on the walls and gate doors were temporarily bolstered; supplies were checked for defects and moved into siege position.

The enemy entered artillery and arrow range, and the forces of Bordrin's Watch made good of the high ground and opened fire first. Almost immediately a volley or arrows returned and rained down atop the battlements of the keep. Blake and few clerics from Brindol saw to the wounds of those caught by arrow fire. The adventurers and their crews helped sight in the artillery for maximum effect, assisted artillery crews to more rapidly fire, and to apply temporary magic enchants to the artillery's ammunition to better sway the battle to their favor.

The horde's casualties were nearly impossible to quantify, but they kept coming. Eventually they made it up to the massive gate of the keep; all manner of magic and weapon fire were exchanged at the walls of the keep. Artillery continued firing at the ranks further to the back while orog siege weaponry returned fire with massive boulders. Beena and a group of sharpshooters sniped through arrow slits at the enemies below. The horde managed to get a crude battering ram to the gate and began attempt to breach it.

The adventurers and their crews made busy tending to the wounds of those caught by the massive firefight, shouting powerful and demoralizing words from the the top of the battlements down to the enemy below, and channeling power to amplify the potency of spells cast by the battlemages. Rock and some other stout dwarfs set to buttressing the gate doors. Multiple cauldrons of boiling oil were poured upon the enemy horde, particularly those that were attempting to break open the gate doors.

By this time a particularly perceptive orc shouted "We is all gonna die!!", then he turned and ran. An orog commanding officer intercepted him and ordered him back to the front line, to which the orc replied "But boss, we is gettin all shot up!". The orog officer replied by decapitating the orc right on the spot. While such an act isn't unheard of and normally would discourage cowardice, it instead of inspired mutiny. A couple nearby orcs leapt upon the orog and killed him instantly.

Soon the entire force was fleeing; attempts to have the troops stand their ground was met with the same violence the orog commanding officer received. All this while the forces of Bordrin's Watch continued to rain death, both magical and mundane, upon the horde. As they ran, the dwarfs and their allies let out victorious shouts; horns sounded and resounded through the pass. Once again, the orcish hordes were reminded of why they stay clear of Bordrin's Watch and the Elsir Vale that it guards.

The day had been won and there was much rejoicing. Durkik released all the mercenary companies to return to Overlook for payment, while Bordrin's Watch remained at 150% normal garrison. It was pointed out by someone that of the original "Skillz dat Killz" party, only one member remained. In light of this and all they had been through together the party unanimously decided to rename the adventuring party; they were now to be known as the "Deathbringers".

The party returned to Overlook; the city celebrated all those that were present at the siege of Bordrin's Watch, particularly the Deathbringers. The party was more than satisfactorily compensated for their services, and was once again offered a moment of rest from the perils they had faced. The city as a whole rejoiced the victory and its populace rested content with the belief that they were now safe. But what was a dark creeper doing with orc forces? What could be discovered about the key he was carrying? There also was the sending stone recovered from the body of Jen. There was more happening here than just a centuries old blood feud between dwarfs and orcs.

----------------------------

Loot Drops:

Bastard Sword w/Arcane Bonds +1 -


















Leather Armor w/Irrefutable Armor +2 -


















Greataxe w/Staggering Weapon +2 -


















Couters of Second Chances (Heroic Tier) -


















Warded Vambraces (Heroic Tier) -


















Ironskin Belt (Heroic Tier) -




















----------------------------

Great job everyone; another campaign completed!

Sunday, January 10, 2010

Rescue at Rivenroar - Night 4

----------------------------

Adventurers:

Beena - Elf Ranger
Blake The Luminescent - Deva Cleric
Bullroarer - Threequarterling Warden
Gigantor - Goliath Barbarian
Lucas - Goliath Barbarian
Rock Shroomslayer - Dwarf Warlord

----------------------------

Active Quests:

Main Quest: Rescue! Ascertain the fate of the following and escort any survivors back to Brindol.
  1. Jalissa (Status: Unknown)
  2. Sertanian (Status: Unknown)
  3. Thurann (Status: Unknown)
  4. Mirtala (Status: Unknown)
  5. Zerriska (Status: Alive, Freed, Awaiting escort to Brindol)
  6. Adronsius (Status: Unknown)
  7. Kartenix (Status: Unknown)
Minor Quest: Treasure! Recover any and all of the following town treasures:
  1. Ornate, gilded dragoncrest helm (Status: Not yet recovered)
  2. Ceremonial platinum longsword (Status: Not yet recovered)
  3. Set of 3 shields, each with Red Hand insignia, each with a charred hole near the center (Status: Not yet recovered)
  4. Set of iron gauntlets with extensive filigree (Status: Not yet recovered)
  5. Heraldic battle standard depicting two hands clasped in a handshake (Status: Not yet recovered)

----------------------------

Cleared Rooms:
  1. Chamber of Flame Unbound
  2. Goblin Warren
  3. Mushroom Chamber
  4. Portal Room
  5. Von Urstadt Crypt

----------------------------

Ready to move on, our adventurers moved east. Besides its small size, this room's only other distinct feature was some floor etchings on north side of the room. The major etchings were a triangle set into a larger circle. Standing in the center of the etchings was an elderly woman.

As they approached the woman turned to meet their gaze. Cautiously the party hailed the woman before approaching too closely. It was Zerriska, the crone of Brindol who had been taken captive. After having threatened to use her magic on her captors, they imprisoned her in a sort of arcane cell. The arcane etchings caused an invisible wall of force to surround the circle, from the floor to the ceiling.

Not actually possessing magic powers, she was not able to determine how the trap could be disabled. Our adventurers did not notice any switches or other means to shut off the invisible field that kept her; they then turned their attention to the field of force itself and began to probe for weaknesses.

Initial attempts to deactivate the arcane cell proved ineffective; actually touching the barrier not only caused the object touching it to be strongly forced outward, contact with a body part caused significant pain. Beena was the first to notice that the barrier did occasionally flicker for less than a second, but nothing useful came of it.

So after a few weapons were forcefully repelled into the walls of the room (some with the heroes still holding them), and more than a few bruises, it was Lucas who had the bright idea to start breaking up the floor. One floor piece broken up caused an obvious effect as the frequency of it's visible flickerings increased and were longer. After 2 more of the squares were broken up, the arcane cell had been permanently deactivated.

Zerriska, instead of thanking her rescuers, was more than a little rude to them, repeatedly querying them as to when she would be taken back to Brindol. After a few minutes of unfriendly conversation, she agreed to wait in the first room of Rivenroar.

Before the party moved deeper into the castle, however, she did agree to try and gather some mushrooms from the room below which could then be brewed up into something useful for the party. She picked some slumberspores successfully without disturbing them.

Retracing steps back west through the makeshift goblin barracks and into the hallway directly above the mushroom chamber (the hallway with the pits), the adventures cut west and through another double doorway. The room was lit, but the source of the light was initially unknown. Walking just a little ways south in the room revealed the image of a grim castle set in a swamp somewhere far away.

It appeared to be a portal, but any object that passed through it would pass straight through and arrive on the other side. After a few moments of examining, something began to come through the image; the portal was still active on the other side!

The form that came through was an amorphous mass of tinged yellow goo - an ochre jelly! It immediately lashed out at the party, eager for its next meal. Fighting the ochre jelly proved less effective than expected as, despite the damage inflicted to it, it showed no signs of having been injured or weakened.

While the fight with the lone ochre jelly raged on, two specters materialized and engaged the party from behind. While a couple of party members turned onto the specters, the rest focused on the jelly. The unexpected happened when the ochre jelly split into two. To complicate their lives further, the specters disappeared when attacked and showed up just moments later in an even more advantageous position.

The party had sustained considerable damage, but the damage sustained by the attacking monsters was greater. The two separate ochre jellies, when slain, were reduced to small pools of tinged yellow muck. The specters, finally at rest, dematerialized with a spine-tingling shriek. Another touchdown for the visiting team.

Satisfied that it was safe to move on, the party headed through the west doors in the portal room; on the other side was a hairpin hallway which turned north, then east. This hallway dumped right into a new room, this one with burial alcoves set into the walls.

Immediately upon entering the room, double doors on the north side of the room opened, seemingly all by themselves. Not more than 2 seconds later, the darkness in the room was pierced by bright light. Two creatures resembling scorpions magically appeared; their bodies appeared to be volcanic rock, each segment connected by small highlights of molten magma. Things were heating up for our adventurers.

Eager to investigate the open doors, Bullroarer and Gigantor ran past the magma claws to find 2 gnomes holding the doors open. The gnomes shut the doors to defend themselves but were cut down only moments later.

The magma claws engaged the party by spewing magma to first immobilize party members, then claw at them. Impressive to behold, but ultimately not a match for a party of six adventurers, the magma claws only lasted briefly in combat. Upon death, the parts of the magma claws that were volcanic rock fell to the ground while the creamy magma center spilled onto the stone tiles. Within a half of a minute, this magma cooled and the room darkened again.

One gnome was slain outright; the other was knocked unconscious altogether and set against a wall. Considering the room now safe to explore, some began to explore the alcoves, while others examined the inscriptions on the walls and ceiling. An inscription on the east wall read "Hail Von Urstadts! Ascend with Glory!” while a dust covered fresco on the western wall depicts knights riding pegasi into the clouds. After a few minutes of admiring these features of the room, the gnome who had been knocked out came to silently, and quickly made an escape into the east hallway(rope tying fail).

After a few minutes of searching the alcoves, the party found an unusual mace, 80gp, and a small valuable gem worth about 100gp. The mace was curious, and had to be passed around the party until finally Rock successfully identified it as possessing the Holy Healer's Weapon enchant. Blake was eager to give it a spin and no one contested it.

----------------------------

Where did that gnome run off to?
How many more things do you have to kill to finally get some answers?
Am I remembering all these details close to how it happened? Please let me know so I can fix it if needed.
Did you know that picking shrooms isn't all that Zerriska is good at?