Sunday, April 17, 2011

Bitching Up A Storm

Who doesn't love to bitch about the people they must interact with daily? Now, you can share your stories with like-minded people on my new FB page Memorable Work Moments. Meant to be comedic, this page is pretty much for anyone who wants to share a WTF moment that maybe they don't want to share on their personal Walls for whatever reason.

Saturday, April 16, 2011

Campaign Notes DL 1-8

Title: Of Gods & Men
PC Level: 7th

Taking place immediately after The Test, the PCs are preparing to head north to Tresvka and locate the neutral-aligned Promise Flame icon. The alchemist, Fane, asks them to stay a few moments longer in the city and speak with some members of the Solamnic resistance movement. He leads the group to a nearby warehouse where half a dozen young men and women are eager to hear about the gods, and Kiri-Jolith in particular, from Gundar.

The cleric provides what information he has and assures the assembled people that, not only did the gods never leave, but that they would help defeat the armies of the Dark Queen if only the people had faith. Gunthar used his medallion of faith holy symbol to magically create more symbols for these newly christened clerics. The leader of the Resistance, also inside the warehouse, briefed the PCs about her group (this woman is Lucinda and she was one of the members rescued by the PCs in Thelgaard in module DL 1-4). Originally, a few citizens of central Solamnia heard of the encroaching armies and decided to form an organization to combat it. Unfortunately, no one knew just what to do or how to do it. After her brush with death in Thelgaard, Lucinda knew someone had to step forward and take command of these like-minded people.

Now, every community from Solanthus to Vingaard Keep was in contact with one another (via hidden message points hidden under specially-marked rocks in each settlement). She has many competent members gathering information about the Dragonarmy with precision reconnaissance. She tells the PCs that if an emergency arises and they need manpower, she can gather a small but potent force to assist them. She is deeply grateful for the group's assistance up until now but requests that Deedra be left in Solanthus. Residents who disapprove of Resistance activities (i.e. those people who don't believe in dragons or the threat of the evil armies) are apt to harass the group's movements but they'll be less likely to do so when a minotaur accompanies important transports. Deedra agrees to help but vows to meet up with the PCs before too long.

Now down to Gunthar, Beam, and Sir Plaxus, the adventurers receive supplies from Lucinda (foodstuffs, a cart and 3 horses). She asks one more thing of the group--look in on her acquaintances at Castle di Caela, which is halfway between Solanthus and Tresvka. The di Caela matriarch usually shops in Solanthus but hasn't been seen in over two weeks. One the PCs check in (hopefully discovering the family is well), they should report back using the message spot in Tresvka.

After 5-6- hours, the PCs come within sight of Castle di Caela and investigate two unusually large haystacks. They are ambushed by two owlbear skeletons waiting inside the haystacks but dispatch them without difficulty. Once at the castle, they notice that the ground level is all that is left of the building, which clearly appears to have had more levels above it (but now only bit of wall remain). Inside, as twilight falls, the PCs discover and slay skeletons and a handful of other zombie-like undead (cadavers from the Dread Codex). A few piles of neatly-stacked stones (removed, apparently, from the upper level walls) lie in the castle's former barracks. Outside, one of the horses whinnies in pain. The PCs rush to the scene and see a humanoid flee around a corner. The monster climbs the outside wall without difficulty and Gunthar uses his turn undead power on it successfully. Beam climbs the wall behind the thing and is treated to its hissing, fanged visage before it becomes gaseous and floats into the castle's lower level.

Beam believes the creature to be a vampire and the group returns inside to find it (after a brief discussion of retreating to rest which is pooh-poohed in favor of pushing on). One last room needs to be explored and this one houses a coffin and a fireplace facade. The group destroys the coffin and discovers a staircase beneath the faux fireplace. A chamber at the bottom has a table with a diary and some jewelry atop it. Gunthar moves to the table when two armored figures emerge from the shadows and attack. Gunthar and Plaxus engage them while Beam prepares spells behind. Unfortunately, the vampire (in this case, the woman is a vampire spawn) creeps out from a hiding spot behind more neatly-stacked rocks in the room and attacks the wizard.

As when battling the owlbear skeletons earlier, Beam uses his rod of the python to good effect in this battle while Gunthar turns the undead with his Kiri-Jolith divine power. The vampire spawn is slain here and staked for later disposal into the sunlight. Gunthar and Plaxus move into a nearby chamber and discover a pile of bodies, mostly human but some dwarven (the latter presumed to be excavators). In the meantime, Beam peruses the diary of the di Caela patriarch (Richard) who notes at the diary's end that the family was excavating beneath the castle for a new wine cellar when they discovered a man-made seal and broke it. At this point, Beam believes that a ("super") vampire still lurks in the area (or something worse).

After walking through another tunnel, the PCs emerge into a gigantic chamber wherein skeletons labor to rebuild the castle they are deconstructing from the surface. Gunthar recalls that one of the early di Caelas (Semmitt) was a vampire and, for some reason, could not be slain at the time. Instead, he was sealed into a crypt of his own making (for he was quite old at the time). This tale is pre-Cataclysm.

Inside the chamber, the skeletons are goaded into attacking by the PCs. Beam levitates Gunthar and he destroys all of their number with the turning power of Kiri-Jolith. The group then investigates the new foundation of the castle (which is empty) and soon discovers a seal centrally located in the massive chamber. It read in Solamnic, "Here lies Semmitt di Caela" which only confirms the group's fears that somewhere around them lurks the ancient vampire. The group moves to the doorway back into the tunnels and Beam finds that the entrance is laced with magical runes but that they are malfunctioning. He asks the group to move just into the tunnel and reform the door from the blocks that were cast to the side upon breaching the chamber. As he turns to explain the spell he wants to try on the entrance, he notes that another person has joined the group in the tunnel--Semmitt di Caela!

Gunthar takes the first blow (in this case a touch) which sucks physical energy from his form. A furious melee ensues. Beam backs away and recalls his python (who is a short distance away guarding the staked vampire spawn) while Semmitt uses the clerical power of Chemosh to cast a shatter spell on Gunthar's holy symbol and destroys it so he cannot turn the vampire. Plaxus ineffectually tries to stake the vampire. Soon, the evil creature assumes gaseous form and retreats after Beam's python grapples it. The PCs regroup and Beam casts a modified hold portal spell on the entranceway in an attempt to restore whatever magic kept the vampire in the chamber. The spell works but Beam is not sure how long the jury-rigged magic will hold.

The group retreats to the surface, disposes of the vampire spawn into the sunlight, and rests (also creating a new holy symbol from the one Plaxus possesses). After spells are used to bolster the PCs, they return to the crypt-chamber but Semmitt has also had time to plan. He has taken refuge in a nook near the ceiling (some 100 feet above the floor) and gives the PCs one chance to simply leave him in peace. They refuse and the vampire begins the attack by successfully casting silence on the wizard. He then drops a darkness ball in the group's midst. Gunthar summons a celestial eagle to take the fight to the vampire. But just before he can attempt to turn the evil undead creature, Semmitt once again shatters the cleric's holy symbol.

In a fit of anger, Gunthar leaps from his eagle into the vampire's hole an grapples with it. The two tumble out of the hiding place and hurtle toward the ground. The vampire manages to shapechange into a giant dire bat and break the grapple on the way down. Gunthar grabs for the bat's feet but misses. The cleric lands with a loud smash and is knocked unconscious, now mortally wounded. Beam, though silenced from traditional spellcasting, is able to use an innate power to inflict fiery bursts upon the vampire while his python attacks from behind. Plaxus, meanwhile, has discovered the vampire's coffin and is destroying it. The vampire finally falls to the constant attacks but is not finished for good as it can heal very quickly from most injuries. Beam grabs a stake after trying to unsuccessfully stabilize Gunthar and sticks it into Semmitt's breast. Plaxus tries to stabilize the cleric as well but without effect.

In a final desperate gamble (Gunthar now reaching -10 hit points), Plaxus tries to use the healing power of Kiri-Jolith to save his friend (for while Plaxus was teaching Gunthar about knighthood since they met, so too has the cleric been teaching the knight about divine matters). To everyone's relief, a healing cantrip is granted and the cleric is saved. The PCs then move the vampire's staked form up into the sunlight, giving the di Caela a final farewell, and see to their friend's recovery.

Wednesday, April 13, 2011

Campaign Notes: DL 1-7

Title: The Test
PC Level: 6th

After the events of The Cursed of Kiri-Jolith, the party makes its way to the bottom of the Garnet Mountains and into Solanthus after a few hours walk. While the group is not batted entry into the city, Sir Plaxus is made the butt of several jokes by the guards (apparently, the city overthrew its knightly rule a decade before and has no love for that organization). Inquiries as to the location of the alchemist (where Beam is supposed to make contact about his Test of High Sorcery on this day) yield surprisingly exact results (although the questionees do not seem like they want to give a minotaur wrong directions and still be in the same area!).

Alchemist Tibias Fane greets the group warmly at his shop and, once Beam identifies himself, leads the group to the back room. Deedra shakes with an unknown fear and cannot go into the room, leaving Beam to take the test with Sir Plaxus and Gundar (i.e. Deedra's player could not make it for this session).

A ring of smooth stones in the "stock room" flashes with magical power when Beam speaks the words provided by Fane. In the next instant, the group finds itself amidst a similar stone circle but is now inside a different room. A young woman soon enters and, after getting Beam's name, escorts the PCs to the library where they are to await Mortran, Beam's administrator for the Test. Several wizards of all three orders are preparing war-packs and speaking excitedly amongst themselves while a single Red Robe lies dozing at a distant table.

The Red Robe is Navek and, upon being awakened, informs the group that the other wizards of the Tower of Wayreth here have learned that the Dragonarmy has acquired all three Promise Flame icons and they are preparing a strike force to take them from the clutches of evil. The party scoffs at this news since they already have possession of the good-aligned icon. However, when Mortran arrives in the room and confirms Navek's news, he examines the PC's icon and, finding it to be cracked, breaks it with little pressure. There is no time to wonder at this as the Mortran lays out the Test.

Mortran warns the non-Wizards that taking the Test is just as hazardous to them as it is to Beam, costing many Wizards their lives. All understand and agree to begin. A doorway is opened in the corner of the library and the PCs walk through to emerge outside at a familiar locale. Here is where the group encountered the horax outside of Thelgaard (see the beginning of module DL 1-4). Now, Beam has a second chance to save the girl who previously died. Or does he? As the PCs move to protect the farmhouse occupants from the large vermin attack, the girl (although saved from the horax by Beam this time) falls into a sinkhole. She is dragged off by another horax as Beam reaches the hole.

The group descends into the passage and soon arrives at an underground lake where wide flat stones are arranged at differing intervals, jutting from the surface. On the ceiling are stalactites of varying girths, three of which have great holes in their sides to accommodate space within. The group makes plans to cross on the stones and investigate the holes but this proves difficult as stepping on any of the stones causes them to levitate upward! Gundar and Beam split up while Sir Plaxus watches from shore (his armor being too heavy and cumbersome to allow for stone jumping). Beam successfully picks the stalactite where the girl has been taken but the horax who snatched her waits within. The wizard manages to defeat the vermin and rescue the girl. When this occurs, a magical portal opens on shore.

Through the portal, the girl vanishes and the PCs find themselves back at Ironrock inside the orphanage they grew up in. This is one of the rest areas provided by the Test and the group takes full advantage of it. A visit from the smithy of Ironrock yields a clue (although the group doesn't realize it yet) to the next part of the Test. He brings a new blend of peach green tea for the PCs to try and then departs. At the end of 8 hours, another portal whisks the group outside of a cave on a small hill.

A centaur lays with a sickly centaur youngling and he pleads for the PC's assistance. A Black Robed wizard poisoned the youngling and the cave entrance (wherein the wizard lairs and undoubtedly has an antidote) is too small to accommodate the creature's size. The wizard was slain when the centaur tortured him for the antidote's location. Inside the cave mouth is a solid stone wall on which are arranged gemstones of different colors in a horizontal line. The center gem, triangular and clear, is where Beam centers a color spray and that causes the wall to open. A maze is next, in which an ogre mage attacks the group but is easily dispatched. At the end of the maze is an door but only Beam makes it through before a wall of flame erupts within the doorway. Inside, the wizard finds a balance atop a stone dais. On one end sits a green vial atop a pile of steel pieces. On the other end sits an orange vial atop a stack of gemstones. After a few attempts to remove the steel and gems (and subsequent arrow traps being sprung), Beam decides to grab both liquid-filled vials after Gundar remembers the smithy visiting with peach green tea (and shouting this information through the doorway). The balance ends are too far apart for Beam to reach so he uses mage hand to grab both vials. The flame wall outside the chamber dissipates and the PCs successfully use both liquids to cure the centaur youngling.

The centaur then says he will watch over the group as it rests from its trial. After the rest, what feels like an earthquake rocks the area. The centaur vanishes and the group experiences a magical flash that leaves them back in the library of the Tower of Wayreth. Navek, the dozing Red Robe, still reclines at a table but now a spear has permanently transfixed the man to that spot! An explosion echoes down the hallway outside the room. The PCs rush out to find a human Dragonarmy warrior, a bozak draconian, and an ugly draconian type they have not yet encountered (proto-baaz). A brief fight ends the enemy threat and the PCs follow the smell of burnt flesh up a flight of stairs. A White Robe meets them at the top but he has been mostly melted into the wall, a sooty haze around his corpse on the wall and floor.

A white portal stands open in the room and, somehow still alive, the White Robe (who is recognized as Mortran) rasps, "Must...close...portal...other side...battle..."

Ghostly draconic hands appear to be physically holding open the gateway from the other side. The PCs dutifully jump through to find two proto-baaz flanking a priest of Takhisis. The ghostly dragon hands are coming from an orb sitting next to the evil priest. After an intense battle, the PCs smash the orb and close the portal, leaving themselves unable, at the moment, to return to the Tower. The group step out of the edge of the treeline they are in to see a great valley before them. On the other side is a mountain on which can barely be seen a cave opening. To their right, a battle is occurring between the Wayreth wizards and Dragonarmy forces. The PCs wisely decide to check out the cave.

Inside, 2 proto-baaz are dispatched and the group finds supplies and a man-made staircase going up. The upper level here appears to be a dead end in a wide chamber but the PCs are suddenly attacked by magical bolts from overhead, revealing that a hidden passage or chamber can be accessed. Trial and error reveals a staircase to this hidden level and a Black Robe is confronted. Before the PCs can slay him, the evil wizard uses the magic of nearby burning braziers to capture each adventurer within swirling bubbles of force. The Black Robe pulls off his hood to reveal--Zurias, Beam's father! Presumed dead after the events of module DL 1-5, the man thanks Beam for being so gullible and allowing him to trade the real Promise Flame icon for a fake while the young wizard was unconscious in his arms.

Zurias does indeed have all three icons, as feared by the Wayreth Wizards, and is intent on destroying them in a magical ritual, thus robbing Solamnia of hope during the next push of the Dragonarmy. One at a time, the PCs notice a flaw in the force bubble around their persons and are able to stab the slight opening with a weapon to disrupt the field. As Zurias moves to bring reinforcements to him, the PCs manage to subdue him and...

...find themselves back in the stock room of Fane's alchemist shop in Solanthus! A very not-dead Mortran greets them as well and informs Beam that he has passed the Test of High Sorcery. The wizard is given a white robe and a rod of the python. But the Test has not left Beam untouched. Because of his overriding concern for others, Beam now has a facial tic on one side and his hair has turned totally white. All in all, small prices to pay for a step forward in magical knowledge. Beam tries to learn from Mortran what Zurias meant at the Sage Academy when the older wizard said he had to give Beam up for the magic. Mortran says only Zurias knows as the details of every wizard's Test are their's alone to share.

Inside the shop, Deedra greets the group warmly and plans are made as to where to journey next. The neutral Promise Flame icon is supposedly the closest so that seems like a natural next step.

Contrary to Popular Belief...

...I'm still around! Feeling a little nostalgic for the old blogging life tonight so decided to stop in and post an update. Oh, life, yo...