Evils of Land Bound to Darkness

Red Dragon…no problem

As our party continued its exploration of the mines, we encountered a door with a riddle written in ancient drarven. Rathe and Reagor were able to puzzle out the words and along with Bruce the group is able to figure out that it is a message possibly explaining how to deal with something we may soon encounter. As we continue we find a flame blocking our path. Rathe wards himself with a protection from fire spell and walks through but the fire still burns him and he feels it continuing to burn him no matter what protections or healing spells he tries. Realizing that this is what the message on the door was trying to warn us against, I follow the instructions, by pushing my dagger into the flame and slicing it across my palm. At that all the fire funnels from the pathway into the dagger then into my palm burning me with living flame but the continuing fire that was surrounding Rathe fades as well. Rathe is able to heal himself but he can’t heal me. I focus in concentration and realize that this wasn’t just a flame trap but some kind of living flame and realize that it is going to take some research to figure out how to heal myself of this wound. As we pass through the pathway the fire reignites behind us.

As we continue we encounter a dwarven statue and after searching the area we are pretty sure that it is going to animate once we pass by it but we have to continue our search and just as we expected it animates and tries to destroy us. The three of us are able to deal with the animated statue and with its destruction send the ancient dwarven spirit that was powering it back to its resting place. As it crumbles to ashes a whole underneath reveals a path. The group lowers me down on a rope and I realize that this is the way we need to go. I place hand and foot holds and knot the rope to help the others make the climb but unfortunately Rathe falls several stories down and has to heal himself before we can continue.

After exploring a few more rooms we find a room protected by two monsters of force. This encounter proves difficult as each time we try to enter the room to deal with the they blast us with a concussive wave either knocking us from the room or knocking us into a wall. Finally we are able to destroy both monsters and enter the doorway that they were guarding.

Here we find nine puzzle rooms each yielding 1000 gold as we solve the puzzles. The 10th room is much more difficult. It takes all of our combined brain power and Bruce is the hero of the day who finally figures out the last piece of the puzzle and as we solve the puzzle we find a large treasure.

From there we retrace our footsteps and continue to explore. We find a path that leads us to hundreds of kobalds and realize that we have to deal with them to properly claim the mines but we need to rest and regain our spells before trying to take on so many. As we explore the last path we encounter a red dragon that the kobalds have been worshipping. Rushing into the fray before we can talk ourselves out of it we charge the dragon. Bruce tries to polymorph it into something harmless but it shakes off the effects so Rathe dispells several of its magical protections and both he and I rob it of a great deal of its strength. We follow this up with massive attacks, hurting it badly. As we surround it, it realizes that it is outmatched and takes flight and runs away rather than face its death. From here we catalogue our treasure(s), and decide to rest and plan how to best deal with those kobalds with the time we have left before the army or the wizards get to the mine.

Reagor Personal actions:
Greater Mighty Wallup (last through all encounters), Corrosive Grasp and Chill Touch (one touch per level each, lasts through all three encounters), Shocking Grasp (draven statue only)
Ray of Enfeeblement x2 (force monster, dragon)
Haste, Mirror Image, Sound Lance (dragon)
Gave Rathe a Scroll of Haste to add to his spellbook.

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LootJuly022013

Total Party loot is 42964.5 gold. So with 5 people each person should get 8592 gold and 9 silver.

Total value: 5200 gold sell value

Gold (1200 gp) 100%
1200 gp (worth 1200 gp)

Art objects (5000 gp) 80%
jeweled electrum ring (worth 5000 gp)

Total value: 7375 gold sell value.
Gold (1500 gp)
1500 gp (worth 1500 gp)

Gems (500 gp)
chalcedony (worth 30 gp)
deep blue spinel (worth 400 gp)
freshwater pearl (worth 14 gp)
malachite (worth 6 gp)
rock crystal (clear quartz) (worth 50 gp)

Weapons (10600 gp) 50% 5300
2 (1) Quarterstaff (worth 10600 gp)

Scrolls (150 gp) sell value 75 gold
Scroll of 1 arcane spells (worth 150 gp)
blindness/deafness (level 2, worth 150 gp)

Total sell value is 9103.

Gold (3200 gp)
3200 gp (worth 3200 gp)
null (worth 0 gp)

Gems (12 gp)
moss agate (worth 12 gp)

Art objects (2210 gp) 1768
carved bone statuette (worth 10 gp)
fire opal pendant on a fine gold chain (worth 1200 gp)
large well-done wool tapestry (worth 100 gp)
sapphire pendant on gold chain (worth 900 gp)

Potions and Oils (600 gp) 300 gold
Potion of Barkskin +2 (worth 300 gp)
Potion of Darkvision (worth 300 gp)

Rings (2500 gp) 1250
Ring of Climbing (worth 2500 gp)

Scrolls (175 gp) 88 gold
Scroll of 2 divine spells (worth 175 gp)
entangle (level 1, worth 25 gp)
bears endurance (level 2, worth 150 gp)

Wands (1920 gp) 960 gold
Wand of Burning hands (31 charges, cl 1th, worth 465 gp)
Wand of Magic missile (5 charges, cl 5th, worth 375 gp)
Wand of Shatter (12 charges, cl 6th, worth 1080 gp)

Wondrous items (6150 gp) 3075 gold
Necklace of fireballs type V (worth 6150 gp)

Total sell value is 28661.5

Gold (12000 gp)
12000 gp (worth 12000 gp)

Gems (1579 gp)
2 banded agate (worth 22 gp, 11 gp each)
carnelian (worth 50 gp)
emerald (worth 1200 gp)
hematite (worth 10 gp)
lapis lazuli (worth 13 gp)
malachite (worth 8 gp)
obsidian (worth 7 gp)
pink pearl (worth 110 gp)
red garnet (worth 80 gp)
red spinel (worth 70 gp)
rhodochrosite (worth 9 gp)

Art objects (7400 gp)
2 sapphire pendant on gold chain (worth 3200 gp, 1600 gp each)
carvet harp of excotic wood with ivory inlay and zircon gems (worth 500 gp)
fire opal pendant on a fine gold chain (worth 1800 gp)
old masterpiece painting (worth 1200 gp)
solid gold idol (10 lb.) (worth 700 gp)

Armor and Shields (4175 gp)
+2 Studded leather (worth 4175 gp)

Potions and Oils (500 gp)
2 Oil of Bless weapon (worth 200 gp, 100 gp each)
Potion of Cure moderate wounds (worth 300 gp)

Scrolls (975 gp)
Scroll of 3 arcane spells (worth 200 gp)
invisibility (level 2, worth 150 gp)
shocking grasp (level 1, worth 25 gp)
protection from chaos/evil/good/law (level 1, worth 25 gp)
Scroll of 3 arcane spells (worth 325 gp)
enlarge person (level 1, worth 25 gp)
see invisibility (level 2, worth 150 gp)
invisibility (level 2, worth 150 gp)
Scroll of 3 arcane spells (worth 450 gp)
darkvision (level 2, worth 150 gp)
invisibility (level 2, worth 150 gp)
cats grace (level 2, worth 150 gp)

Wondrous items (9000 gp)
Bracers of armor +3 (worth 9000 gp)

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DivineFuryandDarkMines

Feel free to write you own for exp. I just wanted to have something here for a couple of new players.

The party avoids the orcs and returns to the town to drop the boy off. After to talking to a random soldier and learning that for some reason not much has been going on here in town. Other then the east mines have been overrun by monsters and the general getting a team together to take back the mines. Also trade with the northern gnomes hasn’t been coming in late lately.

Talking with the general the party finds how the wizard council has reduced his forces by 25% to help the main town defend/rebuild also money has been reduced greatly and has such he has little money in reserve to help the cause along. So he lets them know that if they can go ahead of his force to the mines and stake claim by clearing them out. This would allow them to divert money to the prince and help him reclaim his throne. Also along the way they found that a merchant cavern has been hit by orcs and the only survivor is a Halfling rogue. With the lost of all his friends he ask to join the party. So the party moves on and camps for the night not to faraway. During the first watch RATH MULDUL notices some weird. Their seems to be a duplicate of himself walking right towards him. The new rogue realizes this is aleax and is often sent down from a god to kill one that his angry it. Has such is completely immune to all attacks, but those from the victim. So the party helps in other ways the Halfling attempts to tie a rope around the mob. The Halfling somehow with help of fighter gets the rope around and after 3 round as the mob hog tied on the ground. This doesn’t stop it from continue to fire beams from it eyes. This beams are really hurting RATH MULDUL. Right has it gets tied up both beams hit RATH MULDUL. This forces him to use his close Wounds to stay up and kicking. Already have inflicted damage with a fire bolt and one hit with his great sword. He pulls out all the stops and inflicts a major damage with arcane fury kill the aleax. After its death some of the blue energy goes into RATH MULDUL. Granting him +2 perfection bonus to ac, +1 init bonus, +2 wisdom.

The party rest for the night it goes on with out any more encounters. The party gets to mines and the rogue says why don’t I go check it out and stay about a min behind me. The explore a bit find a cleared out mine office and continue on to a point where they find that the mine find a spot where they believe some of the kobolds are getting in. They follow it and comes to a very well done stonework. The rogue waits for the party before moving forward. The fighter in the lead feels a blast of air come out at her, but she do nimble for it and moves forward. After looking the rogue finds and disable the wind trap. They notice that the wind was going though the wall and the rogue looks and almost loses his head has a axe just swings by him. After a couple of tries he able to disable the axe and they look down and don’t see any a bottom. The party moves on and rogue looking for traps sees something strange has he turns around. He notices that he missed something on the door. So he tries to disable the trap, but finds it very hard and on the third try the trap goes off. Sending lightning down the hallway hurting the party. He continues to try and gets it.

Listen RATH MULDUL and party members continue to hear voices and RATH MULDUL believes that they are scared/panic. So in dragonesse his talks to them trying to get them to drop their arms. They response with their god with punish the outsiders. The fighter moves in though the door manages to get hit once with a arrow and sees 4 kobolds she moves and kills one. The party moves into the room with RATH MULDUL being the last he does a whirling blade and finishes off all 4 of the kobolds.

That ends this weeks adventure.

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10000 Orcs..ok 20 Orcs! and the destruction of Rathe's hometown

Thanks to the long memory of the elves we are able to figure out exactly whose tower we ran into in the woods. Apparently the Elven Wizard Amok who hasn’t been heard from in over 800 years once stayed there. His life time work of trying to stop the negative energy plane from impeding upon this plane might hold some clues as to ways to stop the magic decline that seems to be coming, or at least help us figure out what to do about this damned fog. Hopefully he is behind that door and he can answer our questions, but if not maybe there will at least be something to help us figure out the next step. Fore all we know he may be trapped or hurt back there so with little prompting the group decides to go back and investigate. Besides, how much trouble can two little golems be. (Could be famous last words!)
Upon reaching the tower and the lab room we begin to prepare ourselves to defeat the golem guardians. The Magus and the Slayer come up with a plan to try to bind them so we instead of destroying Amok’s guardians, we can simply let him know they are trussed up at his door, and if he is no where to be found, perhaps we can sell them to the elven village to be repurposed as village guardians. So Rathe buffs himself appropriately, casts bless upon our group, the Magus gives the three of us who are fighter types enlargement and access to a fighter feat, and I cast fist of stone on myself along with balor’s nimbus in preparation for grappling with one of the golems so the rest of the group can quickly bind the other golem. Because the slayer asked ahead of time I prepared a magic weapon spell for him, so after casting that, I cast combust on my fist in preparation then we move into combat. Elanna and the Slayer both move in to restrain one Golem while Rathe casts Curse to lower its ability to fight back. The Slayer succeeds in tripping his target but when he moves in to apply a set of manacles they shatter against the golems magical defenses. The golem shrugs off Rathe’s curse spell, and Elanna delivers a mighty blow. My first strike from against the golem ignites him in flame and blows him into chunks of rock before I can even think about moving in to grapple him. Looks like we may have over prepared. As I turn to move in to assist with the other golem I see there is nothing left but rock chips as Rathe, Elanna, and the Slayer quickly bring it down. With the golems dealt with we search the rest of the room and find a collection of very magical books on a set of shelves. Next we move to the door and the Slayer tells us that it is warded with two fire and an electric ward. Both Rathe and the Magus try to dispel the magic on the door and one of them is able to bring down one of the three wards. Rathe casts a protection from energy spell on me to ensure the remaining fire doesn’t kill me. The wards fire is not enough to get through Rathe’s shield and we search the room beyond the door and find a journal written by Amok himself. I scan it and realize that it is going to take some serious time to digest so I put it in my bag and we begin to search the rest of the tower. Realizing that that will take a lot of time, we all begin our individual tasks and agree to stay for a few days. Rathe and I work to descipher the journal, the Magus begins crafting a monk’s belt for me, while Elanna, the Slayer, and the druid search the tower.
No one really finds anything of interest in the tower so Rathe and I explain to the group that Amok figured out a way to stop the negative energy plane from spilling into our plane even more but realized that he life span wasn’t long enough to get it done so he traveled to a specific place put himself in a type of stasis and begin the ritual casting that would get it done. Unfortunately the magical decline that would allow the negative energy plane to spill over is happening 30 years faster than his calculations said it would. So we decide that after we drop off the boy in the mountains we will travel to where we think he is to either help him or alert him that things are not going according to his plan. I decide to take the books along so he can have them at his disposal (or the three arcane casters in our group can learn enough to perhaps pick up where he left off). After a quick stop at the elven village to sell the remains of the golems we travel to the next cache. On the way we see a Force Dragon flying above us, which is both amazing and odd. Typically they don’t reside in this plane and he wasn’t just here but looking intent on going somewhere and fast. Deciding that its above our heads and ability to influence, we decide to continue on. The first cache we find all the weapons are pretty warped and rusted and the room feels like the inside of an oven. We find a door leading deeper into the cavern, but its really hot to the touch. Rathe protects himself from the flames and goes further to investigate and the rest of us back away from the intense heat. After a short while he comes back to join us telling us that after a short downward slope he finds a pool of lava traveling underneath the cache. As we confer we decide this is another instance of the weakening of the barriers between the planes because it sounds like he found an entrance to the elemental plane of fire down there. We continue on but the next Cache we get to looks like someone beat us to it and all the weapons are missing so we continue on. Rathe tells us that soon we will make it to his hometown and that from there we will get a boat to help us get to the mountains more quickly. When we get to his town, we are met with death and devastation. The place is in ruins and not a soul is left alive. It looks like a huge battle was fought here and magical detection shows that a great evil magic was done in this place. It looks like an artifact was sacrificed here in some kind of epic spell and and miles of fire and devastation rained down for miles around. As to be expected Rathe is upset by this and he comes to the conclusion that whoever is looking for this boy must have figured out that he was connected to him and came here looking for him and the boy, and when the town wouldn’t/couldn’t give us up they were destroyed for it. I think his assumption maybe a little off the mark, but regardless I think staying here is a bad idea and as it seems the boats would take days to repair, we decide to start off again on foot. While we are making our way we spot a group of orcs dragging elven slaves about a mile away.
Already upset over the destruction of his home Rathe decides that he wants to vent his anger on the orcs, whom he thinks likely had something to do with his town being destroyed, and he has a soft spot in his heart for elves. I don’t want to see anyone enslaved, and I have a soft spot in my heart for killing orcs so I’m all for it. As we move to try to catch the orcs, they spot us and send a scouting party to try to stop us. Twenty Orcs on twenty wolves vs the five of us. Well at least it will be interesting! Rathe is able to drop a couple of fireballs into them before putting away his wand and starting to buff himself, but unfortunately none of the rest of our caster’s have prepared any spells to help kill them before they get here. Ellana pulls her bow and puts several arrows into a few wolves still on fire from the fireball, dropping them and slowing the orcs from reaching us. The Magus gifts three of us with Enlargement and access to a Fighter Feat, and casts Haste to aide us in the battle, and I surround myself in Death Armor, casts Fist of Stone, Chill Touch, Combust, and Corrosive Grasp and smile as five wolves carrying orcs surround me. A fan of flame erupts from my body burning all as they attack. A look to my right shows Ellana in her element as she swipes her blade through the air cutting, slicing, and piercing several wolves and orcs with every swing, and a look to my left shows the Slayer also surrounded by a set of wolfs carrying orcs, several of which he already has on the ground knocked into one another with orcs and wolves trying to unentangle themselves from one another. Rathe enspells his blade and launches it hitting several of the opponents facing Elanna as well as several of the orcs and wolves still coming into the battle, killing several of them who were unlucky enough to still be smoldering from his fireball. Taking full advantage of the added speed gifted to me by the Magus, I land 4 powerful blows on multiple targets and watch one catch on fire and die, and the power of the chill touch, corrosive grasp, and fire from my kama begins to decrease the enemy both in number and desire to continue standing before me. I pay for hurting them so badly as four attacks land on me but my death armor sends negative energy coursing through them and some fall dead in their tracks. More hurt than I like to think about I yell for Rathe and he says he will get to me as soon as he is done healing the Slayer. At this point all the wolves are fighting on terrain covered in grease thanks to the Magus and consequently some of them are missing or falling as often as not when they try to attack us. A glance in the Slayer’s dirction shows him working a fighting withdrawal in my direction. Some of his opponents are already down and he puts down two more of mine but even with the healing assistance from Rathe the crushing number of orcs is too much and he succumbs to blow falling to his death. Realizing the same could just as easily happen to me I switch tactics and begin fighting defensively, landing another set of blows this time delivering a shocking grasp along with the chill touch and corrosive grasp, but missing a few blows as well as I concentrate on parrying and stepping out of the way of my opponents. Rathe’s heal helps and I get hit less but still feel the numbers are stacked against me so I summon an illusion of 6 more copies of myself to confuse my opponents and give them more to worry about. At this point all the surviving orcs and wolves that had been fighting both me and the slayer have surrounded me but Allana, Rathe, and the Magus are moving in to assist. I continue punhing, kicking, headbutting, and anything else I can think of to dodge the spears and mighty maws of the wolves, the magus gets off a ray of fire, while Allana begins slicing and dicing, but ultimately it’s a cone of acid from Rathe that delivers the killing blow to the a three sets of wolves and their riders. The last orc sees he is outclassed and outnumbered, his mount dead, he begins running as fast as he can trying to get away. Allana yells for one of the casters to pepper him with a magic missile or something, but I decide that having one alive to question isn’t a bad idea so I use my Monk’s gift, not to mention the haste spell from the Magus and I’m on top of the orc before he gets very far. I successfully engage him in a grapple, knock him unconscious, and have him tied up by the time the rest of the group catches up to me.
Realizing that while I have the size and the ability to beat the orc to unconsciousness again and again, perhaps Rathe or our charismatic Magus would be more apt at questioning the orc, so I leave with Allana to bury our fallen hero, and collect any treasure the orcs had on them. We agree to do all of this as fast as possible knowing that we still have to catch the rest of the orcs, but hoping that any information we get from our captive will help prepare us for what we might have in store.

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LootJune182013

Note: Don’t know how you are going to get the copper back 1000 pounds of copper is a bit much to take and is only 500 gold so.

Total value: 47374 gp). Sell value would be 44564 / 5=8912.8 gold. per person.

Gold (8700 gp)
15000 sp (worth 1500 gp)
50000 cp (worth 500 gp)
6700 gp (worth 6700 gp)

Gems (7424 gp)
2 alexandrite (worth 1000 gp, 500 gp each)
2 amber (worth 180 gp, 90 gp each)
2 banded agate (worth 16 gp, 8 gp each)
2 emerald (worth 2000 gp, 1000 gp each)
2 hematite (worth 14 gp, 7 gp each)
2 obsidian (worth 16 gp, 8 gp each)
2 onyx (worth 160 gp, 80 gp each)
black pearl (worth 400 gp)
blue star sapphire (worth 1100 gp)
brown-green garnet (worth 80 gp)
carnelian (worth 40 gp)
chalcedony (worth 60 gp)
chrysoberyl (worth 90 gp)
citrine (worth 70 gp)
eye agate (worth 9 gp)
golden yellow topaz (worth 500 gp)
jasper (worth 20 gp)
lapis lazuli (worth 8 gp)
moonstone (worth 60 gp)
red garnet (worth 130 gp)
sard (worth 30 gp)
sardonyx (worth 20 gp)
silver pearl (worth 110 gp)
turquoise tiger eye (worth 11 gp)
while opal (worth 1300 gp)

Art objects (21000 gp)
a string of small pink pearls (necklace) (worth 1000 gp)
brass mug with jade inlays (worth 200 gp)
carvet harp of excotic wood with ivory inlay and zircon gems (worth 600 gp)
gold and ruby ring (worth 9000 gp)
jeweled electrum ring (worth 4000 gp)
jeweled gold crown (worth 6000 gp)
silver-plated steel longsword with jet jewel in hilt (worth 200 gp)

Mundane items (1395 gp)
2 disguise kit (worth 100 gp, 50 gp each)
good lock (worth 80 gp)
masterwork Longsword (worth 315 gp)
masterwork musical instrument (worth 100 gp)
small masterwork composite Longbow (+4 strength bonus) (worth 800 gp)

Potions and Oils (1250 gp)
Potion of Cats grace (worth 300 gp)
Potion of Cure moderate wounds (worth 300 gp)
Potion of Endure elements (worth 50 gp)
Potion of Invisibility (worth 300 gp)
Potion of Lesser restoration (worth 300 gp)

Rings (2000 gp)
Ring of Protection +1 (worth 2000 gp)

Scrolls (975 gp)
Scroll of 1 arcane spells (worth 150 gp)
scorching ray (level 2, worth 150 gp)
Scroll of 1 arcane spells (worth 25 gp)
detect undead (level 1, worth 25 gp)
Scroll of 1 arcane spells (worth 25 gp)
holf portal (level 1, worth 25 gp)
Scroll of 1 divine spells (worth 150 gp)
calm emotions (level 2, worth 150 gp)
Scroll of 2 arcane spells (worth 50 gp)
floating disk (level 1, worth 25 gp)
erase (level 1, worth 25 gp)
Scroll of 2 divine spells (worth 175 gp)
sound burst (level 2, worth 150 gp)
longstrider (level 1, worth 25 gp)
Scroll of 2 divine spells (worth 200 gp)
bless water (level 1, worth 50 gp)
cats grace (level 2, worth 150 gp)
Scroll of 3 arcane spells (worth 200 gp)
erase (level 1, worth 25 gp)
sleep (level 1, worth 25 gp)
obscure object (level 2, worth 150 gp)

Wands (630 gp)
Wand of Cure light wounds (42 charges, cl 1th, worth 630 gp), design indicates wands function

Wondrous items (4000 gp)
Nolzur’s marvelous pigments (worth 4000 gp)

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evil monks, holy relics, and invisible towers...oh my

After returning back to the elven village we spend some time recovering and then ventured back to finish clearing out the mausoleum. In the first new room we come to we find a beautiful painting of a beautiful elven woman on the ceiling and Rath and I are able to determine that it is likely a portal designed to take whoever passes through it to another location. Realizing there is no way to be sure that it isn’t a one way trip we decide to not try going through. Perhaps once we have teleport and or plane shift abilities we can come back and see if it goes somewhere interesting. As we continue our exploration we find basic rooms to include dining room, kitchen, and a spiral stairwell that leads down. Though I’ve already warded myself with Mage Armor, Jeremy offers to enhance me further and as his spell of heroics is cast I feel the knowledge of using Improved Natural Attack flow into my mind. Eventually we come to a large room with a Zenthri investigating what appears to be a throne. Upon seeing us he walks in our direction and greets us asking what brings us to this crypt. Some fast talking from our Occult Slayer and Ultimate Magus cause him to reveal that he is here hunting for a relic and that we have already killed two of his companions. We come to the realization that he is quite evil and something deep within me feels compelled to stop him but my teachings tell me that he has broken no laws and that the care of good vs. evil should not be my concern. As I’m pondering this the Magus proclaims that the relic that the zenthri has found should be returned to the Wizard’s Council and approaches the Zenthri trying to take it. This provokes the Zenthri into attacking and I realize that though I thought he was a cleric his fighting style looks all to familiar as he launches an unarmed strike which then starts to cause black energy to flow into the Magus weakening him and depleting him of life force. During the conversation I had already conjured the electricity of a shocking grasp into my fist, cast fist of stone, sonic weapon, and mirror image and moved into Rath’s protection from evil circle in case things turned bad but before I could move in for an attack the Slayer and Fighter flank the Zenthri and attack. Our opponent proves himself more than capable launching into a barrage of strikes that leave both of them severely weakened and hurt. Jeremy castes enlarge on the slayer and then hastens the group, while Rathe summons a hammer of clerical energy to smite our foe, which the evil monk/cleric complete evades. Bruce tries launching flames at our foe but misses, and the negative energy sapping both of our primary fighters makes them much less effecitive. The slayer does manage to trip him and launch a successful attack and while he is down I launch a ray of enfeeblement severely hurting his ability to hit us. Jeremy realizing that few of us can penetrate our opponents armor manages to dispel the ring of shielding that the evil monk is using. Rath and Bruce together manage to heal both the fighter and the slayer while Bruce’s wolf, the slayer, and I begin slowly widdling down our opponent. Three shocking grasp enabled strikes later along with several barrages of magic missile and powerful attacks from the slayer and the Monk collapses to his death. A search of his body and the room uncovers a several magic items and a very valuable gem, along with the relic which we give to Rath for further study and safe keeping. My spell list nearly exhausted when the group suggest we go back to town and try to do something about the negative energy impact that 3 of our group suffer from I agree completely.
With the assistance of Rath, those in the group who needed it were able to overcome the negative energy attacks and after a day of rest we return to the graveyard hopping to finish off this threat. To our surprise we find that the only thing left is treasure rooms. After more dealings with our purple magic item crafter/sales person we move to the first cache on the map. There we find several MW crafted sets of armor and weapons before moving towards the next cache.
Enroute we find an invisible tower and after some exploration find an unlocked door and let ourselves in. On the second floor we find a very well equipped library and magic lab with a door leading to somewhere. When I approached the door two columns shape themselves into golems and move as if to block my path. Deciding that we don’t need a fight we decide to leave the tower after calling loudly and leaving a note to try to get the attention of anyone behind that door. Before we get to the next cache we stop at an elven village that Rath and Bruce are familiar with and there the village elders are able to tell us about a 900 year old wizard known as Amok who was doing research to lessen the impact of the negative material plane on our world. But he hasn’t been seen or heard of in hundreds of years. Realizing that either he may be in trouble or dead we decide that we should go back to the tower and investigate further. If he is in trouble I would very much like to help him, it feels like the right thing to do. Also I am sure there is so much he can teach me. If unfortunately he has died in his research, there is an entire magic tower that needs a new wizard to call it home….

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Question

Wondering if you guys would be interested and trying to play on a saturday/sunday like full day say 10:00am to like 6:00pm. I’m more of morning person plus this free you up to do whatever you want during the night.

If interested let me know thinking on the June 22 or June 29?

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Note to Spellcasters

Steven, after next weeks session feel free to remove this, I’m putting it here because I’m not sure if anyone would actually check comments and I don’t have email addresses for the two new people.

The blue individual who we bought our magic items from was fully stocked with scrolls. Any spell that you wanted to pay scroll price for you could buy the scroll and if you make the appropriate rolls learn that spell from the scroll. Also the three of us are able to share spells and translate them into our own spellbooks at a cost and a roll as well. We can discuss this next game but now if you all can afford it those that haste, fireball, etc spells that we talked about are almost at hand…(at least for one of us, the other two of us are still mastering casting 2nd level spells).

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Graveyard anyone?

With thoughts of how I intend to incorporate my new circlet to further enhance blend between martial and arcane disciplines, I finish my meal trying to seek peace and tranquility and quiet the ever raging chaos going on just below the surface. All the deep breathing and meditation in the world will only take you so far so when Alanna asks me if I’m interested in taking a walk after dinner I’m happy to go after her. Along the way perhaps because her boredom is getting the better of her she stops a street urchin and shows him a gold coin in hopes of bating him into giving her information. Seeing her intent and realizing that is probably more money than that kid has ever seen at one time I try to grab it and replace it with a silver making a mental note to give her the coin back along with a lesson on how t not upset local economies or get boys in trouble for coming home with ludicrous stories and getting accused and likely beaten for stealing, or have said little boy go off and get into all kinds of trouble that he could never have afforded previously, or have fathers going off to spend a night in a bar or worse after taking a little kids gold coin. Being faster than me she quickly gets her coin back and gives me a glare that says mind my own business and askes the kid if there is anything odd going on in town, anything interesting to do, or anything worthy of her time. At the question I quickly expect him to prattle on for minutes about things that a kid would find interesting, wasting both her time and her gold coin, but instead he mentions the possibility that the local cemetery might be haunted. Thanking him for the information she gives him the gold and we return to the inn. She fills the rest of the group in on what she finds out and we put to a vote whether its worth checking out or if we need to proceed on our mission. Thanks to the addition of two new people to our group, (a very unlikely pair including a spellcaster who after talking with I learn that he is working on mastering the art of combining sorcerous and wizard magic and a fighter type whose distrust for magic users borders on passion, obsession, or hatred and gives me the feeling that I might want to watch my back), the vote looks like we may be going to the graveyard. In order to make sure we aren’t wasting our time Alana takes a trip out there that night and comes back to report that it is as eerie as we heard and confirms that the side mission is more than just kids rumors. I really don’t mind, even the few days I’ve been here the boredom has started to set in, and while discussing the eerie fog with the village historian and the other casters and learning that the book of Corellon might have more information on the last time the fog was here but that he didn’t have the book and suggested that there might be one in the city, has kept my mind busy, along with pouring over scrolls, I have felt a pull to be physically doing something. The one moment where my amusement overcame my boredom was when I watched the magus try to hustle a master merchant whose career involved creating and selling magical gear. And to my amusement he managed to convince the fellow to give him a wand and several curative potions at cost. He definitely has a gift of persuasion.
Once we arrive at the graveyard we find a beautiful elven woman playing a hand held harp and she greets us and asks why we are in the cemetery. We tell her that we have heard rumors about strange things going on here and she assures us that that is not the case. She tells us that she is here to honor the dead and that aside from a few skeletons that she has killed, nothing seems to be out of the ordinary. We thank her for the information and proceed to investigate the crypt she told us that the skeletons came from. After hours of searching we find a lever that drains the water out of a pool and reveals a stairway down. At the bottom of the stairs we find a laboratory and paths off to the right and left. Upon taking the left path we find a plaque that says here lies the betrayed and once we go into the room to further investigate we run into some kind of guardian zombie.
Showing no fear Alana runs into the room sword but her strike misses. The mage slayer is into the room right behind her and his flail strikes the monster getting its attention. Already covered in Mage Armor and Death Armor, I move in and use my circlet to swiftly cast Combust and deliver a mighty blow and the Zombie ignites in flames. As magic missiles and other damaging spells come flying into the room from Rath and our Magus I think this fight will end quickly. At the moment the Zombie strikes both the Mage Slayer and I with devastating blows causing both damage and diminishing our strength. After receiving three such strikes I feel so weak and hurt that I consider retreating to the back and hoping my range spells are powerful enough to help bring him down. Thankfully Rath sees my predicament and castes two healing spells keeping me in the fight enabling me add corrosive grasp to my attacks and continue hammering into him. The Magus fires at the zombie weakening him greatly, covers the ground at its feet and uses a web to entangle him with the wall, thus making him a much easier and less lethal target and together the group is able to destroy it. A casting of lesser restoration from both Bruce and Rath help elevate the Mage Slayer and I from the ranks of pathetic weakling to perhaps commoner. As the group opens the next door and we see two metallic appearing golems, I tell the group that I have range spells left but that if we decided to retreat and come back here more prepared and healed up I wouldn’t think any less of the group. Heeding my advice we all agree to leave the crypt all but one of us quickly fall under the sway of enticing music entrancing us once we get back upstairs.
The Mageslayer is able to shrug off the effect and moves to attack the singing woman but before he can act she puts him under the effect of a suggestion that he shouldn’t attack her but instead leave her alone. As we all stand helpless she moves to the Magus the one of us she feels is most appetizing and starts draining his charisma. I snap out of my trance, use my circlet to summon a blade of force and launch magic missiles at her. Stealing his life essence causes the Magus to wake up from his trance and sees that the rest of the group is helpless so he moves away from her putting us all in his blast area and cast a weakened burning hands. She manages to pull more of his essence as he moves away but the flames manage to wake everyone in the group. While incredibly deadly when taking the life force form one person at a time the apparition is horribly overwhelmed as we all surround her flanking her from four sides. As she begins to start another song, Rath casts silence on himself and while this does prevent the rest of us from casting spells, it cripples her abilities and between Rath’s and Alana’s sword work, the Slayers flail, and my enspelled strikes, she is quickly destroyed, leaving nothing behind.
After we retire back to the village we heal our wounds, and Rath and Alana purchase a rod of bodily restoration (cost is 3100, I think we may have assumed an incorrect purchase price of 5100), and between the rod healing the slayer and I of our strength damage and Rath and Bruce healing the Magus of his charisma damage in two days we are ready to go back into the fray. I am able to tell the group that the metallic golems we will be facing are immune to all magic but that the armor that is fused to them in their construction is fullplate and very vulnerable to rust. The Wizard realizing his offensive spells will be useless he instead turns to augmenting the rest of the group. He casts enlarge on Alana, the Slayer and I, and enables each of us to temporarily retain and use a unique fighter ability. As knowledge of weapon specialization settles my mind, and Bruce casts bull’s strength on both me and Alana, we charge into the room to face our foes. I decide to grapple one of the large golems to enable the rest of the group to kill the other as quickly as possible. After landing a solid blow I use my scorpian’s strike to pull it into a grapple but fail to do any further damage. It then manages to escape my grapple and land a mighty blow on me. In return I launch back in and this time grapple it and entangle it into a pin where I hold it helpless, powerless to escape and slowly do damage to it. While I’m keeping my foe busy, the wizard has used a net to make the other golem easier to hit, and the slayer after three attempts has tripped it onto the ground and sundered its armor, making it even easier prey. The rest of the group quickly destroy him then turn to the golem that I am facing. I release it from the pin I had been maintaining and we are able to finish him off as well. Behind the golems we find a door, and in the room we find two gems worth 5,000 gold each, a headband, a rod, and a robe, each of which emanate magic to those of us able to detect it.

Added by the DM.
each person gets 3292 gold from the below items and the two 5000 gems.

HEADBAND OF
CONSCIOUS EFFORT
Price (Item Level): 2,000 gp (6th)
Body Slot: Head
Caster Level: 6th
Aura: Moderate; (DC 18) transmutation
Activation: Immediate (mental)
Weight: —
The front of this delicate golden headband is set
with an array of three matched tiger’s-eye gems
that seem to glow with inner fire.
While wearing a headband of conscious effort,
you can attempt a Concentration check instead of a required Fortitude saving
throw once per day.
Prerequisites: Craft Wondrous Item,
Combat Casting, bears endurance.

ROBE OF
RETALIATION

Price (Item Level): 6,500 gp (10th)
Body Slot: Body
Caster Level: 7th
Aura: Moderate; (DC 18) evocation
Activation: Immediate (command)
Weight: 2 lb.
An image of a solar eclipse with a blazing
corona can be seen on the back of this heavy
red robe.
A robe of retaliation allows you to react
to attacks with a burst of magical
power. If you are struck by a creature
wielding a melee weapon or a natural
weapon, you can activate the robe and
sacrifice an arcane spell of 1st level or
higher to deal damage to your attacker
equal to ld6 points per level of the spell
sacrificed. This ability functions three
times per day.
Prerequisites: Craft Wondrous Item,
fire shield.
Cost to Create: 3,250 gp, 260 XP, 7 days

ROD OF
UNDEAD MASTERY
Price (Item Level): 10,000 gp (12th)
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Activation: —
Weight: 3 lb.
Rod of sure striking
Rod of reversal
This metal rod is fashioned to resem­
ble a stack of miniature skulls.
While holding a rod of undead
mastery, you can control twice as
many Hit Dice of undead as you
normally could. For instance,
if you can normally control 12
HD of undead, you can control
24 HD of undead while holding
the rod.
Prerequisites: Craft Rod,
desecrate.
Cost to Create: 5,000 gp, 400

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Loot

I’m putting this hear because I don’t know if anyone will go to the comments section looking for it. This is just a cut and paste of the email I sent to the group.

Hello all,
Its possible I copied down emails wrong so please respond to this and let me know you got it. Also feel free to tell me what items you want. I will also post it on the website.
If we sold everything each person would get a 16953 gp share.

The number off to the side is what each item would be worth if we sold it. Now we have to figure out how we are going to really divy everything up.

The group found:
500 gold (divide evenly)
2 gems worth 100 gold each (divide evenly)
4 doses of centipede poison (I will hold until DM tells us how much we can get for this or the right situation arises where we figure out how to “properly” use it.)
armor worth 500 gp (divide evenly)

Magic Items
4 2 Chainshirts (worth 2125 each)
2 +2 sets of Fullplate (worth 2825 each)
6 +2 Great Axes (worth 4160 each)
2 Pair of Slippers of Springing and Jumping +10 speed and +5 jump (worth 2750 each)
4 +2 Rings of Protection (worth 4000 each) (likely each one of us would take one)
1 Belt of Health (
2 Con) (worth 2000)
1 Amulet of Natural Armor (+2 AC) (worth 4000)

I am interested in a ring. Steven confirmed that you cannot transfer an enchantment from one item to another so I remove my request for any of the axes and and since I already have an amulet I’d like the belt of health. I think Kyle needs the slippers of springing and jumping. I’m not “taking” the things I said I’m interested in, I know this isn’t first come first serve. Once I hear everyone’s preferences, if more people want things than we have things to split, we can roll for it next time we are all there.

-Darryl

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