Post by thedungeonmaster on Jun 8, 2009 2:15:52 GMT 8
This following excerpt is based on a D&D session that took place on 6th June 2009 from 1600hrs until about 0600hrs the next day.
The party of 6 comprises of Tas'sadar - Genasi Warlord (played by Marcus); Mobius – Human Wizard (played by Edmund); Romean – Elven Cleric (played by Mark); Gond Oremighty - Goliath Fighter (played by Eugene); Ashin – Drow Sorcerer (played by Weide); and Arthus – Dragonborn Paladin (played by Yide).
The session continues with the PCs who had just entered the Green Tankard Tavern at Loudwater.
Do note that although the Nentir Vale is a generic location, it has been embedded into the continent of Faerun of the Forgotten Realms campaign setting.
Barrow of the Ogre King
Gond, Tas’sadar, Romean and Mobius enter the Green Tankard Tavern and notice Ashin sitting at a corner. The drow is accompanied by a dragonborn. After hearty embraces exchanged between the group, thus Arthus is introduced – a dragon paladin of Bahamut.
Mobius approaches Curuvar and learns the truth behind the Horn Totem. There is a Skull Totem still within the Barrow of the Ogre King. As Mobius is speaking to Curuvar, Gond and the rest sit at the corner gulping down their ale. Just then, a man – Sunsteen, is attacked by his spellscarred curse as blue flame courses through his leg. Gond attempts to put out the flame by splashing the man’s legs with his mug of ale, just as Tas’sadar grabs a cloak from a nearby male patron to rush over and put out the flames. Mobius, perturbed by what happens, prepares to cast a spell.
But before Gond can do anything to worsen the situation, the man recovers himself and introduces himself.
Subsequently, the party also learns of the troubles that plague the town – The Lady of the Shadows Gang. And it seems that the Loudwater Patrol are bribed by the Lady of the Shadows.
However, the PCs proceed to the Barrow of the Ogre King.
At the entrance of the barrow, Tas’sadar falls through a false floor pit only and the rest of the party escape unscathed.
Encounter 1 – Slaughter Pit
The party enters a chamber with statues of dwarves where goblins are gathering. A battle breaks out as the party engages the goblins. And Tas’sadar falls into another false floor pit again, where dogs surround him and attack him. The party manage to vanquish the foes without much difficulty and discover a Stepping Disk with Davek letters on it. Based on historical knowledge, the PCs realise that this has been used by the Ammarindar dwarves in ancient times to use it as a form of teleportation portal.
Gond jumps onto it and disappears, as Mobius looks at the series of events with jaws wide open. And Ashin along but nothing happens. Gond ends up in a silvery realm of nothingness and reappears back into the chamber again. The PCs decide to keep the disk and carry on with the journey
Encounter 2 – Contested Hallway
The PCs deal with zombies and goblins in this tight corridor. The battle is over in a jiffy.
Encounter 3 - Upper Catacomb
The PCs enter the cavern and find that there are tomb tainted hobgoblins and another goblin hexer. A battle breaks out and it seems that there is another Stepping Disk and the goblin manages to activate it as another goblin warrior appears at the disk.
High Shaman Sancossug
In the final encounter, the PCs meet up with Sancossug. The PCs realise that the ritual is a sham and that Sancossug could be delusional. A battle breaks out, but they realise that the goblin shaman is powerful. Defeating Sancossug, the PCs recover the Skull Totem and proceed back to Loudwater and look for Curuvar at the Green Tankard Tavern.
Back at Loudwater
Curuvar is impressed with the PCs but does not reveal much information. Meanwhile, talks of the Lady of the Shadows go on in the tavern. Sunsteen approaches the PCs and takes them to the Lair of Shadows at the Run-down Tenement. However, Ashin transforms into a bird and flies to the hideout. He sets the entrance of the lair on fire and remains aloof when the rest of the party arrive to find that it is on fire. However, the fire is put out eventually. As the crowd surrounds the scene, Ashin transforms into a bird again and flies into the skies and notices a dwarf – Zark, behaving suspiciously. The party decide to keep track of Zark.
As the PCs await for Zark, they also notice a tiefling enter Starra’s Knives and the PCs also decide to keep watch on the tiefling as Marshal Laval points out to the PCs that the tiefling is a representative from the Lady of the Shadows gang. Mobius and Romean enter the shop and overhear the tiefling demanding payment from the proprietor of the shop. As the tiefling is about to leave, Tas’sadar, waiting outside, bumps into him. A fight breaks out as Gond punches the tiefling. The tiefling flicks out a knife and attacks Gond. Romean comes out and attempts to kick the tiefling [even clerics have their limits]. Mobius attempts to cast a magic missile at the tiefling as Tas’sadar rallies the crowd around to watch the fight. However, the Loudwater Patrol arrived on time to stop the fight. The PCs are about to place the PCs under arrest when Sunsteen appears and helps the PCs out of the sticky situation. The tiefling then goes away as both sides glare at each other angrily.
The PCs continue to track Zark and eventually track him down at the Green Tankard Tavern and agrees to help Zark unload some cargoes [and to Zark’s horror, the boat had been floating away from the docks as Tas’sadar had intentionally uncoiled the rope which secured the boat to the dock].
In the evening, when the PCs meet up with Zark at the dock, the dwarf requests the PCs to transport some cargoes out of the town. The PCs drop some of the barrels and find children in the barrel, gagged and boud up, with tears streaking down their faces. The anger in Mobius lights up clearly on his face, as the wizard suddenly realizes that he has a soft spot for small children… [not a la Michael Jackson]. The dwarf attempts to run away but gets caught. He is brought back to the Green Tankard Tavern and the PCs meet the Head of the Loudwater Patrol – Captain Harrowleaf. He places Zark under arrest and agrees to let the PCs have Zark back to assist them to deal with the bandits of Zelbross. But he requests that the PCs deal with the Lady of the Shadows first.
Lair of Shadows
As, the party decides to deal with the Lady of the Shadows, Arthus bids farewell, claiming he has stepped out of alignment and intends to purify himself in the temple of the good Gods.
The PCs deal with the Lady of the Shadows in the rundown tenements of Loudwater; and emerge victorious. They discover four tiles with runes on them, which is used for teleportation purposes. They also realise that the Lady of the Shadows gang is also involved in the smuggling of the children.
Snakefolk of Najara
By then, the PCs are hailed as heroes of Loudwater. As promised, Captain Harrowleaf hands back Zark to the PCs, but requests that Zark be kept alive for punishment.
The PCs are given free stays at the Green Tankard Tavern and horses for transport to the hideout of the Zelbross bandits. The PCs put Zark through a torturous interrogation at the docks and demand the truth out of him. However, eventually the PCs manage to get the necessary information from Zark and hands him back to Captain Harrowleaf.
The next morning as the PCs prepare their journey to Zelbross, Ashin left the party without any note again. Used to such disappearing acts, the rest of the party continue their journey to Zelbross. Along the journey, they are ambushed by hobgoblin bandits, but they manage to deal with them.
The PCs eventually arrive at Zelbross and come across the ruins of a temple to Tyr. At the temple, for once, the party is split in combat and it gets worse as a Greenscale Marsh Mystic – a representative from Najara, appears behind Mobius and Romean; and casts a spell that transforms the land they stand upon into swamplands… However, the PCs manage to vanquish the enemies and discover more children held captive and realise that the children are sold for 25 gp, and that this is not the first such transaction. Mobius’ anger lights up in his face again as he feels enraged about the atrocities committed to the children.
The Loudwater adventures end as the PCs proceed back to Loudwater with the children and news that this is not the first incident.
DM's afterword
It has been one helluva session as usual, this time, even more funny with antics from the PCs, how the PCs haggle over prices of amber gems and arguments over free ale and etc.
I am looking forward to the next session when the PCs will be pitted against realm monsters designed to put them to their tests...
The party of 6 comprises of Tas'sadar - Genasi Warlord (played by Marcus); Mobius – Human Wizard (played by Edmund); Romean – Elven Cleric (played by Mark); Gond Oremighty - Goliath Fighter (played by Eugene); Ashin – Drow Sorcerer (played by Weide); and Arthus – Dragonborn Paladin (played by Yide).
The session continues with the PCs who had just entered the Green Tankard Tavern at Loudwater.
Do note that although the Nentir Vale is a generic location, it has been embedded into the continent of Faerun of the Forgotten Realms campaign setting.
Barrow of the Ogre King
Gond, Tas’sadar, Romean and Mobius enter the Green Tankard Tavern and notice Ashin sitting at a corner. The drow is accompanied by a dragonborn. After hearty embraces exchanged between the group, thus Arthus is introduced – a dragon paladin of Bahamut.
Mobius approaches Curuvar and learns the truth behind the Horn Totem. There is a Skull Totem still within the Barrow of the Ogre King. As Mobius is speaking to Curuvar, Gond and the rest sit at the corner gulping down their ale. Just then, a man – Sunsteen, is attacked by his spellscarred curse as blue flame courses through his leg. Gond attempts to put out the flame by splashing the man’s legs with his mug of ale, just as Tas’sadar grabs a cloak from a nearby male patron to rush over and put out the flames. Mobius, perturbed by what happens, prepares to cast a spell.
But before Gond can do anything to worsen the situation, the man recovers himself and introduces himself.
Subsequently, the party also learns of the troubles that plague the town – The Lady of the Shadows Gang. And it seems that the Loudwater Patrol are bribed by the Lady of the Shadows.
However, the PCs proceed to the Barrow of the Ogre King.
At the entrance of the barrow, Tas’sadar falls through a false floor pit only and the rest of the party escape unscathed.
Encounter 1 – Slaughter Pit
The party enters a chamber with statues of dwarves where goblins are gathering. A battle breaks out as the party engages the goblins. And Tas’sadar falls into another false floor pit again, where dogs surround him and attack him. The party manage to vanquish the foes without much difficulty and discover a Stepping Disk with Davek letters on it. Based on historical knowledge, the PCs realise that this has been used by the Ammarindar dwarves in ancient times to use it as a form of teleportation portal.
Gond jumps onto it and disappears, as Mobius looks at the series of events with jaws wide open. And Ashin along but nothing happens. Gond ends up in a silvery realm of nothingness and reappears back into the chamber again. The PCs decide to keep the disk and carry on with the journey
Encounter 2 – Contested Hallway
The PCs deal with zombies and goblins in this tight corridor. The battle is over in a jiffy.
Encounter 3 - Upper Catacomb
The PCs enter the cavern and find that there are tomb tainted hobgoblins and another goblin hexer. A battle breaks out and it seems that there is another Stepping Disk and the goblin manages to activate it as another goblin warrior appears at the disk.
High Shaman Sancossug
In the final encounter, the PCs meet up with Sancossug. The PCs realise that the ritual is a sham and that Sancossug could be delusional. A battle breaks out, but they realise that the goblin shaman is powerful. Defeating Sancossug, the PCs recover the Skull Totem and proceed back to Loudwater and look for Curuvar at the Green Tankard Tavern.
Back at Loudwater
Curuvar is impressed with the PCs but does not reveal much information. Meanwhile, talks of the Lady of the Shadows go on in the tavern. Sunsteen approaches the PCs and takes them to the Lair of Shadows at the Run-down Tenement. However, Ashin transforms into a bird and flies to the hideout. He sets the entrance of the lair on fire and remains aloof when the rest of the party arrive to find that it is on fire. However, the fire is put out eventually. As the crowd surrounds the scene, Ashin transforms into a bird again and flies into the skies and notices a dwarf – Zark, behaving suspiciously. The party decide to keep track of Zark.
As the PCs await for Zark, they also notice a tiefling enter Starra’s Knives and the PCs also decide to keep watch on the tiefling as Marshal Laval points out to the PCs that the tiefling is a representative from the Lady of the Shadows gang. Mobius and Romean enter the shop and overhear the tiefling demanding payment from the proprietor of the shop. As the tiefling is about to leave, Tas’sadar, waiting outside, bumps into him. A fight breaks out as Gond punches the tiefling. The tiefling flicks out a knife and attacks Gond. Romean comes out and attempts to kick the tiefling [even clerics have their limits]. Mobius attempts to cast a magic missile at the tiefling as Tas’sadar rallies the crowd around to watch the fight. However, the Loudwater Patrol arrived on time to stop the fight. The PCs are about to place the PCs under arrest when Sunsteen appears and helps the PCs out of the sticky situation. The tiefling then goes away as both sides glare at each other angrily.
The PCs continue to track Zark and eventually track him down at the Green Tankard Tavern and agrees to help Zark unload some cargoes [and to Zark’s horror, the boat had been floating away from the docks as Tas’sadar had intentionally uncoiled the rope which secured the boat to the dock].
In the evening, when the PCs meet up with Zark at the dock, the dwarf requests the PCs to transport some cargoes out of the town. The PCs drop some of the barrels and find children in the barrel, gagged and boud up, with tears streaking down their faces. The anger in Mobius lights up clearly on his face, as the wizard suddenly realizes that he has a soft spot for small children… [not a la Michael Jackson]. The dwarf attempts to run away but gets caught. He is brought back to the Green Tankard Tavern and the PCs meet the Head of the Loudwater Patrol – Captain Harrowleaf. He places Zark under arrest and agrees to let the PCs have Zark back to assist them to deal with the bandits of Zelbross. But he requests that the PCs deal with the Lady of the Shadows first.
Lair of Shadows
As, the party decides to deal with the Lady of the Shadows, Arthus bids farewell, claiming he has stepped out of alignment and intends to purify himself in the temple of the good Gods.
The PCs deal with the Lady of the Shadows in the rundown tenements of Loudwater; and emerge victorious. They discover four tiles with runes on them, which is used for teleportation purposes. They also realise that the Lady of the Shadows gang is also involved in the smuggling of the children.
Snakefolk of Najara
By then, the PCs are hailed as heroes of Loudwater. As promised, Captain Harrowleaf hands back Zark to the PCs, but requests that Zark be kept alive for punishment.
The PCs are given free stays at the Green Tankard Tavern and horses for transport to the hideout of the Zelbross bandits. The PCs put Zark through a torturous interrogation at the docks and demand the truth out of him. However, eventually the PCs manage to get the necessary information from Zark and hands him back to Captain Harrowleaf.
The next morning as the PCs prepare their journey to Zelbross, Ashin left the party without any note again. Used to such disappearing acts, the rest of the party continue their journey to Zelbross. Along the journey, they are ambushed by hobgoblin bandits, but they manage to deal with them.
The PCs eventually arrive at Zelbross and come across the ruins of a temple to Tyr. At the temple, for once, the party is split in combat and it gets worse as a Greenscale Marsh Mystic – a representative from Najara, appears behind Mobius and Romean; and casts a spell that transforms the land they stand upon into swamplands… However, the PCs manage to vanquish the enemies and discover more children held captive and realise that the children are sold for 25 gp, and that this is not the first such transaction. Mobius’ anger lights up in his face again as he feels enraged about the atrocities committed to the children.
The Loudwater adventures end as the PCs proceed back to Loudwater with the children and news that this is not the first incident.
DM's afterword
It has been one helluva session as usual, this time, even more funny with antics from the PCs, how the PCs haggle over prices of amber gems and arguments over free ale and etc.
I am looking forward to the next session when the PCs will be pitted against realm monsters designed to put them to their tests...