This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.

Friday, September 15, 2023

Meet 55, Adv 11, 5/27/23

I had taken the summer off on doing these updates for a bit and seriously contemplated stopping the write ups entirely. But my group expressed a desire for me to continue them so here I am again - updating this blog for now. Thanks for those who were looking for an update and still following along.

Follows:

The Forget me not flowers were a bit wilted today so Shim forced himself through the front of the cave and collected a few more for the party, plaiting them once more into a ring for us to use and hold – a few were also stacked up by the cave entrance in case we lost ours. From there we fired off another light spell and made our way through the caves.

Eventually we came to the room with the cliffs and pits and Connal and Shim went across at first without issue. Once there , Shim kept watch as Grendel crossed. Finally it was Eoghan’s turn and the ranger slipped off and fell to the floor below, 20’ down. Luckily he missed the jagged spars down there. Already in a shitty mood from poor sleep, he begrudgingly waited there, slowly making his way to the other side when the light allowed him to.

It was a bit after 9 before everyone was on the other side and we helped Eoghan up. Healing potions were dispensed and a few spells before we opted to move on. We came to the cloaker room, seeing them dead. The room also didn’t have that cold or dark sensation to it, more testament to the dead horrors. From there we moved on – the passages went off and the ceiling already at 30’ in places, grew taller – there were also places where the walls looked scraped as if something big had forced its way through here.

Eventually we came to an area where the passage beyond was cavernous – 60’ x 90’, with a 35’ ceiling in places. A passage was on the far side and the place was poorly lit with patches of spectral looking purple and blue glowing soft flames – except for a 40’ diameter patch of darkness.

We were discussing plans and options and getting a bit loud about when the gloom spoke to us, “Enough! By my father! It’s been 3 years and you’re the first things I’ve been able to speak to, might as well come in.”

Lovely.

We took our time and asked the voice to drop the darkness –revealing a 12’ tall, 35’ long shredded winged and scarred up dragon. Identified itself as Gorthak the Hunter, 23rd scion of his father Lord Emberwine. He was charged and quested to hunt down the stealers of the Desmondian Key (Yurshin and company) and kill them all. On completion he could then return home. He killed 3 of them before one escaped and he’s been stuck here ever since. His father is not a forgiving soul and with no way to leave, he could tell the last is still alive so Gorthak’s been waiting.

He demanded to know how we got in, got Darius and Eoghan confused, and then when no answers were forthcoming, it went to combat. Sparks were struck in the back of Gorthak’s throat and he unleashed a breath on the party. Battle was joined and it was time.

Slings were slung and spears were stabbed. Grendel and Connal were front and center while Eoghan took pot shots with his crossbow. A wild elf was summoned and she was immediately smacked with a tail and knocked down. Connal swapped to fists and drew in closer and we poured on the attacks. The monk took a bad barrage of claw swipes and bites.

We tried to target Gorthak’s last good eye, eventually getting a decent enough blow that he was momentarily blinded and then charged forward to crush the group – who ran out of the way and he slammed into the wall instead. Inhaling and striking sparks, Shim held off his summon to the right time and fired off a summon spell – getting a wild elf – to appear right inside the dragon’s mouth – and it was immolated, taking the entirety of the blasting breath.

It turned and followed the group, biting and clawing, but eventually the badly neglected Gorthak fell over and was dead. We harvested some vials of blood, and one of its teeth. It had a pathetically small horde of coins and some crystals that we took and then went on to the next chamber. It was here we found the remains of Benson’s group, and we bagged them up, putting the magical items in the last bag. From there we went to the last chamber and using the Desmondian Key, unlocked the diamond and took it out.

It was a large 20 sided faceted stone of the utmost clarity and color. There were spells scribed on every surface and more spells scribed on the inside of the stone on each surface. It was ridiculously complex. Shim tried a Read magic on it and was overwhelmed, knocked out for 4 hours after bleeding from his eyes, nose, ears, and gums. When he would awake he was unable to even comprehend the difficulty of the spell in question but was haunted by two images – what appeared to be a mountain somewhere in Rand lifting up and exploding – the shock wave reaching his view and obliterating everything. And what seemed to be 3 women of various ages at a loom, undoing a large section of work they were weaving.

We went back to the boat and rowed back to Nobleton and the Last Standing Ranch. Greeted by Rhygar and a number of the staff, we went to the Lodge where Benson motioned us to  stay and tell our tale for now. We regaled everyone of our adventure and the fight with Gorthak. Darius and Rhygar came to an understanding for now and made up. Eventually we met with Benson and after giving him his companion’s remains, he went over the items we had found.

Amulet of Dogs – a large bronze disk and necklace with canine symbols on it – When worn dogs are automatically friendly with wearer. 2/day for 2 minutes, can talk with 1 dog. Also, when wearing, gives a +4 to listening and allows listening checks when sleeping. Eoghan took this

Terrain Boots – High soft boots, sturdy and dwarven design – wearer can walk on any surface without falling through. Water, fire, webs, rope, lava. If run and jump, can get the benefit of a jump spell up to 2/day. Grendel took these.

Spell Cleave – Hand Axe, blued steel – midnight blank handle, red crystals running through shaft. Weapon is +1 to hit and damage – and if a spell targets the wielder, they may give up their next “to hit” to cut the spell and kill it – Any one spell that target’s wielder. If it’s an AOE spell, effects against the wielder are divided in half power (half if fail, no dam if save). Darius took this.

Ring of Protection +3 – Gold and silver band with strands of mithril running through the join lines. +3 to AC and +3 to all saves. Cannot be combined with any other Ring of Protection. Won’t work if AC is above “20”. Shim took this.

Dagger of Sharpness - Dagger +2, and it Criticals on a 16. Shiny steel blade with a woven wire handle. If used to sunder/parry – does double damage vs other weapon. Connal took this.

Nightmare Shroud - Hooded cloak that appears to be well made homespun from the outside but the inside it dark material and soft. If worn offers a +5 to hide in shadows, covers entire face in smoky billowing vapors, and the wearer’s eyes are a pair of red orbs; makes identifying the wearer impossible, also deepens their voice. In addition, gives a +3 on Will Saves. Connal took this.

Bracer of the Instant Bow – Boiled leather bracer with symbols of Uller, Norse god of the hunt on it. If the wielder of the bracer was to thrust his/her arm forward, a Quickdrawed bow appears and loads it with an arrow if any are available on wielder’s person. If wielder gets Multiple shots, allows a first shot BEFORE initiative is rolled, other shots go later in initiative order.  This ability counts for 1st round like that. Subsequent rounds do not get the 1st shot before initiative, but the bow after that round is considered +1 to hit. Bow also radiates light as intense as a lantern for 20 minutes/day – divided however the wielder wants. Eoghan took this.

Lightning Bottle - Gnomish Markings on it and harvest labeled from the vessel Thunder Kick. Thick walled glass bottle with 4 lightning bolts within. Cap can be opened and lightning shot at target. 60’ for 5d6 Damage (half if saved). Bottle is pretty much unbreakable (save at DC: 2) while lighting is in bottle. Shim took this for now.

Bleakwinter – Scimitar of white steel with blued edge and marking running down the fuller. Icing Fire Scimitar. +1, +3 vs fire creatures. Blue fire runs around the blade, light like a candle – 5’ radius. Wielder gets a +4 save vs any ice or fire spell. Wilhelm took this.

Half League Bracer – Leather bracer with slots for 4 stones – each is cracked. When loaded with mana stones – can open a Bifrost portal that will teleport up to 10 people (if all 4 stones are present) 3 miles away. Each use of the Bracer has a chance of weakening a manastone – making it slowly less effective. Eoghan took this for now. We would need to figure out how to get manastones at some point.

An array of magic and treasures like this we had never seen before. Benson let us know that Ygraine was getting better and would be ready to travel in a few days tops. We went over a plan to sneak into Wendover and decided to go in as if we were Grymerians. Crossing by boat and clad in different items than before – we hoped to get in there and then find our stuff and leave before we were seen or discovered. There was a main floor, a second floor with tiny windows, the 1st basement where all the offices and storage rooms and some work rooms were, and the 2nd basement where the cells and main alchemy lab was – now flooded. We suspected the brewery portion was on the main floor and that left either the 2nd floor for our stuff or the 1st basement. We’d discuss it more on the morrow. For now, we were going to rest and get some sleep after finalizing our plans.

Plantmonth the 30th, 6 PM.

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