Captured yet again

Grisetta and her band of thugs have us outmatched, and we decide to flee in CHAOS. We start a panic and try to leave on our horses – we are already mounted and they are not, we see. She is after the bounty on Aurins head.

Our horses panic, we are split up, and utterly defeated. Aurin escapes to a temple which will offer some protection while he heals, but he does not know what has become of his side-kicks, until Grisetta shows up to ask him to surrender. On certain terms, with a promise that Aurins parents will pay her more than the bounty, an agreement is struck and Aurin leaves the temple (leaving a massive tip) and joins the camp of thugs where everyone is tied up.

The camp is well concealed (by some sort of magical effect) and the party is guarded overnight. Aurin sleeps in Grisetta tent, but it was unwise to do so. A small army of dwarves attacks and captures the camp, and Aurin is a whisker from death, yet again. Bree tries to save the day with her innate understandings of other short peoples. The dwarves are angry at our incompetent handling of the task we were given. Bree reminds them that the gods set us this task, for reasons unknown – but they are not impressed when she fumbles the task. Shally attempts to convince them and SPEAKS WITH THE VOICE OF AVANDRA. We are sent back on our journey.


After camping and resting with the travelling merchant and his daughter, Shally is given a doll as a gift, which she promises to keep with her always. The doll creeps her out, and seems to be watching people.

The party sets off for four uneventful days, before coming upon an abandoned village. The tracks around the village lead us through a marsh to a pass in some mountainous terrain. We travel through the pass, leaving some angry dwarves behind. The pass leads us to a valley which is in the grip of what seems like a very cold and snowy winter. The cause is probably wild dark magic. There is no cloud cover to explain the snow.

We keep following tracks left by the villagers and what we assume are their captors. We see snow drifts of up to 10 ft high. Piles of armour and bones of dead warriors reveal the site of an ancient battle between large groups. We find a frozen corpse near an unfinished protection spell drawn on the ground. Apparently the spell did not protect him from whatever was happening. The man appears to have been around 50 years old, and a parchment with instructions on how to stop a body from coming back to the dead is found nearby.

We travel onward and eventually lose the tracks, but find a large crater in the ground ahead. It is occupied by undead creatures – presumably we had found the villagers. A short battle sees us on our way back to the village – there is nothing we can do here. We find a journal from someone called “Turion”. Turion was researching some kind of large scale necrotic weapon.

When we make camp at the village, we are confronted by four furious dwarves. They are strongly opposed to the very slow and distracted pace we set towards what is a very distant place only heard of in rumours. The halfling appeals to their sense of responsibility and bravery to see that we cannot simply turn aside from the troubles of the people. The party agrees, however, that we need to make faster progress, and considers extending our travelling hours each day.

We make camp for the night and while on watch, Taelden sees the doll that was given to Shally sitting up opposite her, watching. By morning it is back with the paladin. Creepy.

We set off on the road to Tosca, still planning to circle around it to the North. It is decided that we should send Taelden to attend to some business in Tosca, while Aurin will travel around it. A list of items to attend to:

  • Magic items for purchasing: (dagger for Aurin?)
  • Send a letter from Aurin to his parents.
  • Sell remaining trade goods acquired during travels.
  • Get “Sending Stone” set in a necklace by a jeweller.
  • Meet the blacksmith recomended by Varla Vance.
  • Discover the status of the warrant for Aurin’s arrest.
  • Any more recent news?
  • Any useful trade items/goods?
  • Information on the location of Blue Nail Falls.

Our party travels for two weeks uneventfully, before coming upon a ‘satelite’ town, close to Tosca. We choose to ride through the town without stopping, noticing “Wanted” posters with a likeness of Aurin on them. A substantial reward is being offered. Aurin now has a beard, but remains cloaked and hooded while riding through the town. That answers the question about the warrant for arrest!

A street urchin almost steals the halflings purse, but is handily rebuffed by her perception. Later, the party sees the urchin getting the attention of a memorable Teifling and pointing our way. The party decides to flee the town immediately. Grisetta sees us, as we gallop the horses to leave the town.

The party finds: 13 silver 21 copper Barrel of dried apples Barrel of dried peaches!

The trouble with scaly things...
On the road again, with or without Scales... and Rumble in the River! 7th Feb 2010

After their joyous reunion with Scales and Graimwum, the party heads back to town to pick up the halfling and those pesky dwarves.

Aurin and Scales go on a tour of duty to sort out some town admin issues; they visit Brilla, then Stanton Goodman, and then some other people of import. Scales arranges to send word to Aelford and other places in an effort to recruit a new baker and priest from outside, and provide trading opportunities for the town. Scales pays runner 10g for tools plus 20g for future baker’s wages, and extra for transport costs of priest.

Satisfied that the town will be glad to see the back of us, we hit the road again… heading towards Tosca but planning to divert around it. On our first night of camping, Bree witnesses a very large dragon fly overhead, heading in the direction of Bluenail Falls. Damn dragons.

The next day, we come across a battle taking place between some humanoids (including a tough looking leader in shiny armor, and a mage of some sort), and some scaly dudes Taelden eventually successfully identifies as lizardfolk, but not before Scales mistakenly assumes they must be his own kin and charges into the fray in spite of Taelden’s heavy-handed (haha, Bigby’s Grasp, gettit?) attempts to restrain him. The lizardfolk had a bunch of eggs and littl’uns a little way away, and the humanoids looked like they came specifically looking for a fight, so we take the side of the lizardfolk and start caning the humans. While most of us were taking on the guys at the front lines, Scales was taking on the mage at the back, which sees him turned into a squirrel, burrowing into the dude’s pants and biting him, and then suddenly resuming his proper form and knocking out the mage in the process. Quite a spectacle. When it’s all over, Scales tries to make himself Lord of the lizardfolk, ripping out the mage’s throat and all that, but they prefer to choose their own leaders. So of course Scales challenges the most dominant of them to naked fisticuffs (or vice versa… doesn’t really matter!), wins, and gets his Lordship. (Tally of things Scales is Lord of = 3)

Scales takes his new lizardfolk peons and leads them off to his new kobold settlement, with the intention that they will be good protectors of his smaller scaly mates. Also he takes a bunch of leather armour with him.

The rest of the party find some neato Barkskin armour for Arghblargh, and then they set off up the road again.

After some time, the party approaches crossroads where a pile of people covered with white glueye stuff and pepper with arrows are lying piled up. One dude on top appears to be still alive but seriously injured. A rank of kobolds are unsuccessfully hiding along the road, so Taelden sends them a critically horrifying column of fire and a volley of tough talk, which succeeds in sending then pissbolting away. Aurin and Bertil give chase, Taelden and Bree show off their ranged expertise and then hang back to help Shalenior save the injured dude with splooge on his face and an arrow through his neck. With their combined knowledge And some advice from the ranger (who has much experience with arrows), they save the man (Cameron) and then head off to find his daughter Grace.

We follow the tracks of the cart that grace was reportedly hiding in, and eventually find it abandoned in the middle of the road… nearby the sound of squabbling alerts us to the location of the kolbold attackers, and we all ride off at a fast pace to bring them to justice.

Aurin gets clothes-lined by tree branches twice, before deciding to walk Palimo the rest of the way.

However, the rest of us come across a group of 25 kobolds closely gathered around a large pile of loot. Taelden, always taking initiative, draws on the special power contained within her new staff and launches a massive fireburst… 24 out of 25 kobolds (and a record 576 total damage) agreed that it was a blast, alright! Some of the surviving singed kobolds ran like the clappers, and the rest got finished off by those other party members Taelden brought along to carry stuff.

Amazingly, (by the grace of the gods) we found the little girl Grace alive under a couple of other barrels, shielded from the magical firey doom. Also we find a magical chest with a biometric locking system well ahead of its time. We return Grace and the magic chest to Cameron, who generously rewards us with a valuable pair of green sending stones. We then set to the task of rebuilding a desecrated shrine to Avandra on the side of the road.

Meanwhile – when Scales makes it back to his new-found community he figures its time to start getting some rules down on how shit is to be done in his absence. So he gets the Kobolds to whip up 2 big stones with a flat side and using the good old acid etching skills writes some stuff down.

A short summary of the contents of the stones: Lord Scales is the one true Protector of the Draconic races Lord Scales is the one true voice for the future and eventual ascension of The Draconic races The Draconic are to assist each other in all things The Draconic are to avoid humans Scallium is the holy beginning of the Draconic Rennaissance

Everyone gets 1100 XP (except Arghblargh and Aurin who got a 100XP bonus) and 250g goes into party kitty.

A Trial (adventurer style!)

24th Jan 2010

The mayor is a member of a secret cult in the village of ShadowShield. We discovered this after Taelden used her Read Object ritual to witness him murdering the village priest. We later found that he had stolen Lord Damons mysterious book – the critical bit of evidence showing Lord Damon had secret plans – and burnt it.

We had captured the mayor (also the village baker) and intended to hold him for a trial, as the villagers expected. Aurin suggested a cunning plan to perhaps learn more about the secret cult. If they were so interested in covering up their activities, perhaps they could be baited.

Not appreciating the genius plan Aurin had concocted, Argh decided to go beat up the butcher that had been giving us so much hassle.

We held the mayor prisoner in a public stock outside the Inn. We spread the rumor that the mayor was about to tell us everything about the secret cult, and posted an inattentive “guard” to keep people from talking to him. The plan was to hide nearby, and wait for other members of the cult came to murder or rescue him.

After dark, two persons unknown were detected climbing onto the roof of the inn. Our concern was that they would kill the mayor and then flee. We moved to intercept them, but they ran as soon as they saw Taelden (who wouldn’t) and we were unable to catch them. Taelden cast an explosive spell which should have hit them both as they fled, but we couldn’t find them at all. (We should have looked for bodies in the area, damn!). A house was damaged, but Aurin offered the affected family lodgings in the Manor.

Left unguarded for only a few moments, the mayor was now gone. Yet another person may have helped him escape. We followed the trail they left behind, but eventually lost it, after the escapee used a river to hide the tracks.

Without any way of pursuing the cult, we focused on recruiting and training a militia for the village. After seeking out likely candidates, recommended by Abram, a meeting was held at the Inn and Aurin delivered a speech to convince as many to join as possible.

The following villagers turned up for training the following day:
  • Abram Stevens – brash youngster
  • Brilla Brown – matronly giant woman – officer material
  • Ercas Omberton
  • Milo – halfling egomaniac, dedicated to being the best
  • Hilda – redhead, leatherworker, fallen for Aurin
  • Kier – big and brutish, gentle giant, wanted a uniform
  • Garl Leaferson – mustached
  • Mirrameek Bard – pipe smoking with acne scars
  • Hending Burrows
  • Stanton Goodman

Having fulfilled our karmic debt to train a substitute for lord Damons guards to protect the village, we were free to leave on the sixth day. We had promised to kill the spiders, so we went looking for them. During the battle, Scales and Graimwum rejoined us!

Party awarded 500xp: Either Scales or Aurin has reached level 7, so we are now all level 7. Argh Blargh had one token, for 100xp.

Party gold at end of session: 636g Gold added since looting the dragons lair: 200g each

This does not count the money spent at the Inn in ShadowShield, militia pay, or “open bar” nights.


Previous session we found the following loot, and distributed as follows:

Argh-Blargh: Diamond Scinture Sash (spend a healing surge at will, 1/day) Taelden: Mask of Slithering (daily interrupt, +2 to AC and reflex, redirect attack to adj. enemy) Unclaimed: Blood-drinker +2 bastard sword

It just keeps getting messier...

10th January 2010 Tl; dr: In a secret booby-trapped room of the recently deceased’s mansion, we find more evidence that Lord Damon was into dodgy stuff; a book on the Yuan-ti, a statues/construct thingy and a heap of armor emblazoned with the insignia of the Sun-King. Meanwhile the villagers get the wrong impression and are not happy with us slaughtering their “protectors” and looting their mushy bodies and using magic and everything else fun in the world. Scales gives them the “put up or shut up” angle, and makes himself Lord of Shadowshield. (Running tally of things Scales is “Lord” of = two) So Scales passes the book on to the village cleric so the good man can study it and communicate to the villagers this evidence that Damon was a dodgy dude who wanted a clay army of snakes. After many hilarious attempts to find Bree and Shalenior, we eventually track them (and their fragrant armour) down, and Taelden looks for a prestidigitation spell to remove tar and feathers from the poor buggers. Taelden also thwarts Arghblargh’s efforts to torch the village fields on the way back to the mansion Unbeknownst to the rest of the party, Scales has made off with a large quantity of currency, every useful item in the village not bolted down, and Aurin’s flaky kobold minion Graimwum. At least he left a note.. .“brb 2 weeks”. While the party sleeps, the village cleric is murdered, and Taelden backs up her magical evidence with tangible stuff the villagers can trust, leading them to believe that perhaps their mayor is the murderer. He is restrained and the party prepare for a trial… Meanwhile, Scales and Graimwum are leading the kobolds of the ruins to their new foresty home to the North. Graimwum poses as a high priest and inexplicably gets laid.

The Aftermath After slaying Lord Damon and his guards, Scales heads upstairs to search the rooms while the rest of the party downstairs is busy healing and looting the bodies (well, that’s a loose description…) of their foes. Scales finds a small locked room at the top of the stairs in which he finds an armoury containing weapons and armour bearing insignia (which Taelden will later identify as the insignia of the Sun King, who rules to the South East). He also finds a large chest, also emblazoned with the mark of the Sun King, containing 450g worth of silver. He neglects to inform the rest of the party about this chest, and promptly sets about hiding it on the roof.

While Scales is busy upstairs, the front doors of the mansion swing open to reveal a milling crowd of villagers. They are confronted with the grisly sight; magic users and those in league with them have slain Lord Damon (“protector of Shadowshield”) and are now looting and pillaging amongst the entrails and wreckage! Many villagers lose their breakfast, while a burly man introducing himself as Stanton Goodman lays on a hefty verbal assault. Aurin fails to soothe the meaty threat, so Scales steps in with a more intimidating proposition, succeeding to institute himself as the new Lord of Shadowshield.

When the villagers disperse, the party proceeds to thoroughly inspect the small armoury upstairs. Taelden makes good use of her extensive training in arcane, detecting an anomaly at the back of the room. Unfortunately she giddily gets ahead of herself, and accidentally locks the secret stone door. Scales throws ingenuity at the dilemma, first attempting access from the adjacent room, and then finally succeeding from the roof. He also succeeds at getting himself poisoned once he breaks into the room. Taelden impatiently bounds onto the roof and into the room, attempting to display Eladrin grace and getting herself electrocuted in the process.

Eventually she dusts herself off and floats above the electrified floor, pulls the lever that opens the secret door, and grabs the book found open on the rostrum (the one she failed to leap from). Taelden’s keen eyes also spot the chest Scales hid on the roof and but when she confronts him later he manages to convince her that electrocution can create false memories. Also in the secret room is a damaged statue/construct, which also sparked with electricity when the floor was buzzing. Coincidence? I think not…

Taelden performs Object Reading on book, gets 3 images: 1. Man who looks like Lord Damon about 10 years ago (late teens) taking book off shelf in large library 2. He’s reading book to green-hooded figures 3. Carrying book through ruins comparing writings

During this hour-long ritual, Scales hides the chest in the roof, out of sight. Aurin confronts Graimwum, who is jingling like a Morris dancer, and forces him to turn over the precious items he has looted: Diamond Cincture, Staff of the War Mage, Blood Drinker Bastard Sword and Mask of Slithering.

Aurin (who Taelden also alerted about the chest)then confronts Scales and is likewise charmed by Scales’ revelations of his troublesome history, and drops the whole chest issue in favour of this far more interesting story: Scales is the son of a powerful noble who was deposed of in a coup, so now he’s on the run from the dragonborn lands, and would likely be arrested if he were to return.

Once Taelden is done with the ritual and communicates her visions to the party, then Scales reads the book and tells us the following: History of the Yuan-ti No convenient codeword Some rituals in there, detailed creations of anathemas and abominations. Scales then takes the book to the local chapel (worships Palor) asks the cleric Geoffrey Hanson to read the book and communicate his findings to the village. Meanwhile Arghblargh and Aurin find our dishevelled horses and tend to them.

Taelden summons dwarves to help find Halfling and paladin, and gets them to hack a small hole in a hut before mad goose chase back to mansion. Taelden tracks the Halfling and Paladin out to the butcher’s place, where hollow threats are made before Taelden follows the tracks further to a tree where our tarred and feathered friends are found. She further tracks their armour to a large pile of manure. Arghblargh tries to set fire to the fields on the way back, but Taelden puts it out with acid. We all head back to the mansion for a bit of kip. While we were out of town/asleep, Scales and Graimwum set off with a wagon full of nearly every useful tool in the village, leaving a note on the door to say he’ll be back within a fortnight. They head to the ruins and Graimwum pretends to be a high priest and yet somehow gets laid. They spend days leading the kobolds to their new settlement, and should be back after a week.

The next morning we get two of the horses shod, and then head over to the chapel where we find the cleric stabbed to death roughly 14 hours prior, with green fabric threads in his fingernails and the book gone. Taelden reads the cleric’s shirt and recognises the Mayor as the murderer, but cannot reveal the magical evidence to the villagers because they don’t like magic much. So under the guise of alerting the mayor, the party heads to the bakery to see the mayor. Taelden sets up a trap designed to catch the mayor is he tries to flee, and Aurin very nearly springs this trap because he wasn’t paying attention to Taelden’s plan. Finally Aurin occupies the mayor with conversation in a corner of his bakery, leaving Arghblargh and Taelden free to search the bakery and adjoining house, where they find a ripped green hooded robe and a burnt book, showing both to the milling villagers. Pulling up the mayor’s sleeve reveals bruises consistent with Taelden’s visions, and the villagers are somewhat swayed that the mayor may be guilty of the murder. They still have no idea about the book though.

Distributed 2 barrels of flour, 1 barrel of nuts, 1 bolt of cotton, and all of the uncommon furs to the villagers in attempts to win them over. (Leaves us with dragon’s lair loot weight of 416 pounds and value of roughly 6795g)

Looks like we gotta have a trial for a week, and get this town back on their feet.

250 XP each Taelden = 9365 xp, Arghblargh = 9450 xp, Scales = ? xp, Aurin = 9250 xp, Bree = 9250 xp, Shally = 9250 xp.

There's Something about Kobolds

3rd Jan 2010

Tl; dr: Exploring the ruins, the party (well, Taelden, at least) blew all of their cooldowns wiping out an octet of kobolds in the “Mission Impossible” room, then found they had become stunt doubles for Harrison Ford whilst chasing a ninth runty kobold through the corridors. Let’s just say a giant boulder and some rather handy spikes (or spears, rather) were involved. The chase ended in a fatality of the kobold variety, and fortuitously half-led us to a giant room of highly interesting snakey statues that totally looked like they could be used for purposes other than looking pretty (anyone for an army of constructs?). We also found a drunk and suicidal kobold who readily agreed to become Aurin’s serv..cough “companion”.

So, back to the constructs… ( yes, those are the mystical ancient artifacts Lord Damon and everyone else was interested in). We found out that to activate them you have to say some stuff while waving you hands in front of their eyes in a complex fashion. Also, we found out that Lord Damon knows the magic word, but we killed him before he could tell us. But before that happened, Scales became the God of the kobolds, and we led the re-rescued villagers and a metric arseton of loot back to the village, where we proceeded to bullshit our way in and then slaughter Lord Damon and his mansion guards. Oops, we forgot to kill the spiders.

Raiders of the Lost Artifacts or There’s Something about Kobolds or Spikes, Boulders, Blades and Poison Darts: The Adventurer’s Guide to Interior Design

Our brave adventurers awoke in the dragon’s lair, feeling very levelled (six, shall we say?). They patiently waited for the barbarian to get dressed in his new armour, then set off down the corridor (leaving the drooling vacant paladin and ranger behind to… um… guard the loot?).

After a short time, Arghblargh hears a sound from the end of the corridor that sounds vaguely like a small group of small creatures. Though attempting stealth, the party blunders down the hallway like a baby elephant in a xylophone shop. Unsurprisingly, when we get to the room end of the hall there is an octet of well-prepared kobolds, all bearing a green dragon scale that marks them as ensorcelled minions of the green dragon. Time passes, the area is decorated with acid and fire, and eventually the pack is destroyed.

Then Arghblargh rounds a blind corner and sees a tiny snivelling kobold, and starts to chase it with nasty intentions. The rest of the party are not so thrilled with Arghblargh’s plans, and attempt to stop both him and the kobold, but to no avail. Boy, can this kobold run!

In our haste, we are led into a particular nasty corridor where Arghblargh promptly impales himself rather soundly in a nasty spike pit. The wily kobold then sets a giant clichéd boulder on us. Being totally distracted by the orc-kabob, Taelden in particular is too slow to notice the boulder until it has already mowed her down. With a couple of feeble “push/move” type spells and some repositioning, the boulder goes slightly off course and spares the rest of the party before lodging itself in an unseen pit faaaaaar down the corridor. Scales demonstrates resourcefulness on an all-new episode of “Spike-Pit Blitz”, when he recycles some old spiky spears and converts them into an attractive and function ladder that aids both escape from and crossing of aforementioned pit.

After damaging one of our good silk ropes and crushing the wizard and Scales’ best grappling hook, the party lose patience with the kobold, and they bring him down with a combination of magic missiles and hilarious wrestling throws.

They survive even more traps using cunning (involving minced kobold and that old “rolling around on the pressure plates trick, and finally come across yet another kobold that seems to be not interested in running away (thankfully), and instead is attempting to drink himself to death. Scales picks him up and carries him with us.

We proceed to find a room, or rather an archaeological dig full of statues of various makes and models, all appearing to be very very old and bearing partial or full serpentine appearance. Scales attempts to comprehend the language, and though most words translate fine, the grammar and context seem all wrong, and it thus sounds like garbled gibberish. Taelden performs a ritual to divine actions related to the statues, and she gets the sense than the statues can be activated somehow with a combination of spoken words and hand movements in front of the statue’s eyes. Despite best attempts by Taelden and Scales to communicate and replicate this, it fails.

After binding the kobold a little, we wake him up and ask him about the statues. He volunteers some information, and still appears to have very little interest in living. Aurin convinces him that perhaps he would prefer being a Sorcerer’s companion rather than actively embracing death. Little does he know that there’s not much difference. But now that he’s got a name (Graemwum), he might stand a chance.

One (Wo)Man’s Critical Fail is Another Man’s Critical Win

Arriving back at the digsite outside, we discovered our camp had become a concentration camp of sorts, with the previously castle-bound kobolds playing the Nazis, and the freshly recaptured workcamp villagers the Jews.

Scales saw an opportunity to capitalise on some brilliant foresight (his stone-etched claim of slaying the green dragon that previously was master of these same kobolds), and launched into a frightful pronouncement of power while the rest of the party stayed hidden.

Fortunately, the kobolds were in a critically gullible mood, such that they immediately bowed and swore fealty to their new God, Lord Scales. Taking advantage of the freshly pliable kobolds, Taelden extracted some information about the buried statues from one of the more senior mages. Subsequently, the newly appointed Lord Scales banished the kobolds to the forests of the North and telling them “don’t call us, we’ll call you”. Also he warned them not to muck around with humans (the whole, don’t let them see you, don’t leave a trace kindof thing). We then took the villagers into the dragon’s lair to get loot, and several rests and an overnighter (spent wisely by Taelden, making potions) later we were back at the gates of Shadowshield. Oh, we also bumped into a fresh digsite guard too, who we convinced that it would be a far better idea to go pillage some loot from the dragon’s lair than bolting back to town to spoil our fun.

Shadowshield Coup

After spectacularly bullshitting our way past the guards and into “Lord” Damon’s mansion, Aurin launched into a similarly stunning attempt at getting Lord Damon to drink a vial of dragon’s blood, which fortunately was subtle enough to be harmless in failure. After initially playing it nice, we broke out the big guns and slaughtered the lot, during which Taelden died twice. Note to self: don’t stand at the front door. Many twenties were rolled, and a good time was had by all. Scales decided we should best celebrate our victory by rummaging through the mansion to collect sufficient evidence to prove that Lord Damon was a corrupt warmonger preparing to amass an army and overthrow neighbouring cities. What a power junkie. Also, Taelden wants to find out what the magic word for those statue constructs was… they could come in handy one day when her palace needs painting.

XP awarded: 1500 +100 token bonus for Scales

Totals at the end of this session
  • Scales: 9115 XP
  • Taelden, Aurin, Arg Blaag: 9015 XP
  • All others 7500
Taelden’s Party Expenditures:
  • 50g for two Object Reading rituals
  • 20g for bribing kolbold mage for information
  • 400g for eight healing potions (distributed 2 each to Taelden, Scales, Aurin and Arghblargh) TOTAL 470g

PROPOSED KITTY SYSTEM Suggest that this debt is paid out of the profits of selling the goods from the dragon’s lair. Furthermore, suggest that a party “kitty” be established from the sale of these goods, such that collective party expenses (such as potions, rituals, bribes, supplies etc) can be paid directly from this kitty (saving everyone from having to do complex adjustments of their own gold constantly). Furthermore, all profits should be directed straight into the kitty, and at each time of profit the party members should all receive a well rounded and fair amount of gold “commission”. Suggest that Taelden be responsible for keeping and managing the kitty, as she has the most significant and constant party expenses in the form of rituals (especially brewing potions). Anyone wishing to purchase something unprecedented using kitty funds requires a majority of present party members to agree with this use of party funds, and notification of costs to Taelden.

Blah Blah LEWTS!
Rummaging in the dragon's lair. 6th Dec 2009

6th December 2009

We got back into the castle and wiped out metal portcullis with acid and tackled the ballistas by making them shoot each other. Following the visions obtained by Taelden scrying the dragon, we followed the corridors and found a bunch of statues that turned out to be constructs triggered by pressure sensitive plates. Also, there was another room where we had to dangle each other mission impossible style to wipe out more constructs and stuff, which totally worked. We found the dragon’s lair which had a ton of loot and mannequins and stuff, which is detailed below:

Player Items

  • Swiftpad Boots – Arghblargh
  • Cape of the Monteback – Bree
  • Gorilla Gloves – Scales
  • Bracers of Archery – Bree
  • Boots of Equilibrium -Shalenior
  • Skull Bracers – Arghblargh
  • Irrefutable Cloak +2 – Aurin
  • Hunter’s Headband – Bree
  • Mindiron Bracers – Scales
  • Resplendent Cloak – Taelden
  • Cloak of the Lion’s Mane – Arghblargh
  • Gauntlets of Arcane Might – Aurin (saving for later)

Plot items

  • Lots of nice clothes! (fine clothing free for all)
  • Small leather bound book – 3 maps sewn in. Cryptic, common language, but coded.
  • Promissory note for 1500 gold pieces – Erinor Vance
  • Property deed – E. Vance

Other items found: (Note: 1 barrel = 12 gallons)

  • Gauntlets of Arcane Might – (to be vendored)
  • 50 pounds of exotic furs = 800 gp total (50 lbs)
  • 100 pounds (1 crate) of uncommon furs = 160 gp total (100 lbs)
  • 3 bolts of cotton in good condition = 240 gp total (25 lbs each, 75 lbs total)
  • 1.5 bolts of velvet = 315 gp total (35 lbs each, 52.5 lbs total)
  • 5 barrels of flour = 20 gp per barrel, 100 gp total
  • 8 barrels of nuts = 100 gp per barrel, 800 gp total
  • 9 barrels of dye = 4 gp per barrel
  • 6 barrels of dried meat = 30 gp per gallon
  • 6 gallons(1 small barrel) of deep purple dye = 800 gp per gallon, 4800 gp total
  • 10 barrels of wheat flour = 2 gp per barrel, 20 gp total
  • 12 barrels of wheat grain = 1 gp per barrel, 12 gp total

What we actually took with us (encumberance limitations)

Item Qty Units Weight total (lbs) Value total (gp) Value per lb Amount Taken (lbs) Value of units being taken
Deep Purple Dye0.5Barrels50480096.0050.004800.00
Exotic furs0.5Crates5080016.0050.00800.00
Uncommon furs1Crates1001601.60160.00256.00
Wheat flour10Barrels532200.040.000.00
Wheat Grain12Barrels700120.020.000.00

Distributed on four horses and the players, assuming capacity of 50(lbs) per person, 100 per horse

Gold and money found:
  • 2000 gp
  • 3000 sp
  • 150 gp worth of copper

XP awarded: 690 xp each

By the end of this session, Taelden had 7515 XP. Under new rules, all players now have 7500 XP and are now level 6. Reward for being first to level 6: Recieved the boon “Ioun’s Revelation” for the duration of level.

New party gold system – all gold earned together goes into party fund. The party fund is used to pay for potions and group expenses. From now on, players will be tracking their own gold.

Teenage Dragon Autopsy
After letting Barthus slip through their fingers again a frustrated Alliance of Aelford head back to Shadowshield in a bid to earn some coin. 22/11/09
Totals at end of this session:


30g=found by scales
+ Small leather book containing: archeological Maps, letters, tallies

25g=found on dead mercanaries along with:
1x chainmail
2x leather armour
2x great axes
1x longsword
3x crossbows

Dragon Bits:
2x eyes: condition=good
1x brain: condition=good
1x Keg of Dragon blood (Arg Blarg makes sure to drink the rest of the ale before using the keg as a vessel)
1x Heart: condition=ok – 1 slash in it.

Upon arriving back in Shadowshield, the party checks in with Lord Damon, who chastises them for their lack of haste in carring out his task. Meanwhile, the Dwarves of the party, recently re-united with their sacred artifact, refuse to follow the rest of the Alliance to the north of Shadowsheild – the scene of an archaelogical dig – and the source of Lord Damon’s troubles. The rather worse-for-wear halfling decides to stay with the disgruntled dwarves(are there any other kind?), and after a night of drowning their sorrows in the bar, the rest of the party set out on horseback.

The trail ahead proves treacherous, as the party loses 2 horses to a giant spider attack. RIP seabiscuit. The group battles onward to the site, taking note of the Huge Stone Ogre that points Northward, eventually coming across a group of Lord Damon’s mercenaries supervising the dig. A Dragonborn of note stands out amoungst the group of enslaved workers, his scales a shade of pespi-blue!

Arg Blag barges on through, causing a ruckus that ends with 6 dead mercenaries and a whole bunch of freed prisoners of questionable character. The Dragonborn prisoner who lead the escape introduces himself as Scales, a Bard. The Alliance decide they could do with some help and quiz him about any useful information he found in the guard house. Aparently an unknown informat was providing information to the mercanaries as to where to dig. Scales can read the writing on some sections of the ruin, which tell tales of battle, but the language is still unknown to him. There is also the matter of a Green Dragon which has been terrifying the villagers of Shadowsheild, and has been spotted by the group. Shalenior, Scales and Aurin decide to investigate a castle on the map that may house said Dragon. Aurin hanges back as Shalenior and Scales manage to defeat some Horrible Hunting Hounds, some Stone Humaniods and escape with their lives. The keep appeared to be well protected by portcullises however, and empty.

Dragon on Dragon Action
Returning to camp, the party slumbers temporarily, and is rudely awakened by the sight of a Green Dragon circling above them! Aurin tempts the young dragon to land and attempts to negotiate a deal that involves the demise of Lord Damon. The dragon remains unmoved. Scales is meanwhile trying to subtley manovure behind the dragon and lasso it. When the dragon catch wind of this treachery, he is enraged and sets about destroying the party. The party misses the halfling’s ranged attacks, as Shalenior clumisly handles a crossbow for the first time, trying to track the dragon circling above their heads. Eventually the newest party member lassos the dragon and rides it like a mechanical bull, stabbing it in it’s head!

And what better way to celebrate than by carving up your enemy! The party test their dragon anatomy knowledge and procure the folowing valuable dragon parts:
2x eyes: condition=good
1x brain: condition=good
1x Keg of Dragon blood (Arg Blarg makes sure to drink the rest of the ale before using the keg as a vessel)
1x Heart: condition=ok – 1 slash in it.

Shadowshield and theft!
A sorcerer walks into a bar...
Totals at end of this session:

Lodging, drinks & tips:
Lost to theft: 700g


Varla Vance
After the party assisted Varla she told us of the ruins that she and her husband discovered. Perhaps tiring of endless travel, we decided to head east toward the next town, and then explore the ruins.

Varla gave Aurin a platinum peice, and wished us well on our journey to Blue Nail Falls (via Tosca, we said). She recomended a blacksmith named Charles, in the southern quarter of Tosca, who might give us a nights lodging if we needed it.

Shortly after we set off, a few party members see Varla’s cottage walking through the trees. She was far more than she seemed!

Shadowshield village
Taelden reported that she thought we were being followed, but we arrive at our destination without any trouble. We are now a days travel from where the cottage used to be. Shadowshield seems unremarkable. We are met by guards at the bridge, who appear to be seasoned fighting men, mercenaries under someone named Lord Damen. We later find that these men are resented and feared by many of the villagers here.

We choose to stay in lodgings, the single tavern in this village. We tipped the owner well – we are strangers here and wanted no trouble!

Taelden stayed cloaked and tried to remain unnoticed – this village is hostile to magic, and wouldn’t approve of her kind!

The Halfling spoke to villagers about common things, and found out some more about this town. There have been people going missing, and she hears stories of werewolves, hauntings and a Dragon! The people don’t like the militia here at all.

Shally recited the tale of our grand adventures in Aelford, with some success (and a lot of ale). The punchline was lackluster, however, so she got some pointers from the locals on how to spin a tale.

Aurin targeted a ‘person of interest’ for ‘interrogation’. She happened to be a extrmely attractive Teifling. Aurin learned her name was Grisetta, and her dagger with worn leather sheath and armour spoke of her life. She spoke of her difficulties being a Teifling, but Aurin may not have been listening at this point. Aurin continued to ‘interrogate’ the Teifling, until they retired to the hayloft in the stables. No more shall be said, but there was a great deal of speculation among the remaining party members, especially conjecture related to the Teifling horns.

Night passes – eventfully
When we woke up we found our bag of holding was missing, along with everything Aurin had with him. Grisetta was gone, and the party immediate sets about finding her. Aurin gallops to the guards on duty at the villiage entrances, and learns that the Teifling indeed left the village over an hour ago, with our belongings!

Shally has received and invitation from Lord Damen, which she decides to accept, accompanied by Taelden. We decide to split up, with Bree and Aurin chasing after Grisetta immediately, on the road to Tosca.

Lord Damen

The chase!
Shally and Taelden eventually join pursuit of the thief, hoping to catch up.

Bree tracks the path of the thief, to make sure she did not cover her trail or go off-road. An experienced rider, Aurin decides to ride with all speed to attempt to catch up with the thief as soon as possible, assuming she is likely still on the road.

Riding blindly, Aurin encounters Grisetta arguing with Barthas around a turn of the road. Unfortunately there was no hiding from them, and Aurin is quickly over-powered, falling to the ground with a crossbow bolt jutting from his back. Palimo is left to wander off, clearly spooked and slightly injured!

Bree arrives on the scene with far more caution. Forewarned by arguing voices, and the sounds of Grisetta leaving, she is able to observe the situation. It appears that Grisetta was paid by Barthas to steal from us, but all Barthas is interested in is the halflings brooch, which he does not have. Bree engages the mage in combat. Barthas holds a dagger to Aurins throat and demands the brooch Bree carries, in exchange for Aurins life. Bree continues to shoot arrows at him. Shortly after, Taelden arrives and joins the fight.

Aurin awakens in horror for the second time that day, and only barely manages to escape the grip of the mage through the use of his Robe of Contingency, which was discarded on the ground nearby. He is again quickly overcome by the attack of the mage on the party, and falls to the ground again, but this time out of immediate danger.

Shally brings Re-enforcements!
Bree and Taelden continue the battle alone, until Barthas effortlessly traverses an untraversable hill and observes the rest of our party coming to aid us. He transforms to a cloud of mist, and begins to flee at a high speed.

We do not give up the chase! Our mounted party members continue the pursuit and Bree is able to continue to fire at him (an incredible archer!) until at long last and certainly near death he escapes over a fast flowing river.

We return to the road to assemble our belongings and care for the exhausted horses. Seven hundred gold is missing, but the rest is there. In the future we will keep a closer eye on both the bag of holding and the halfling.

Barthas will not escape us again.

Shally and her Superfriends
Our mighty adventurers set out on their epic journey to the Blue Nail Falls. But first they go shopping! 25/10/09

From Enemies: 40 x Owlbear Claws
Found: Cloaks for the entire party, 50ft Silk Rope, Rusty climbling kits, Waterskins
Purchased: 5 x pack horses (75g each) , 1 pony (for the Halfling) 2x Tents (Weight: 10 lbs each). Trail Rations (1 1b per day, = 120each)
Arg-Barg purchsed some scale armor. And 20 pitchers of ale.

Unfinished business in The Grove
Still coming to their senses after helping to open the portal to the feywild, Taelden and Aurin bear witness to an altercation between Lilalhalt and Abunnair. Lilalhalt is extremely hostile toward the tripped-out Eladrin, and unleashes all hell unto him. Aurin hides behind a tree and witnesses fey-creatures escaping from the portal into Aelford, including a Satyr. Lilalhalt and Abunnair have at it, and the clearing becomes a fury of fire and magic. Aurin hastily retreats with his catch-cry ”...To the citadel!”, whilst Taelden comes to her senses long enough to grab the rituals; “Book of Traveller’s Feast”, “Create Campsite”, “Cure Diseases” and “Magic Circle” in her retreat.

Shally and h The Alliance of Aelford!
When the party eventually reunites in the town of Aelford, Aurin is served with an arrest warrant for a triple homicide. On the plus side, he received a nice cash payment of $300 from his folks. Adorned with their supplies and fashionable winter cloaks, Bree invites the party to a…well…party!
Merry-making ensues, and everyone gets suitably drunk. Arg-barg was last seen using half-lings as free-weights.
Sent off as “The Alliance of Aelford (AA)” by the Halflings of Rattlebrook, AA head North into greater Aelford, with some party members more adept at horse-riding than others. O how the sun glistens off Dwarven Beards!

Days pass…

Aurin burns an old lady
After Arg-Barg uses himself as bait in an effort to catch dinner the previous night (OwlBear – a delicacy), the party sighs in relief at the sight of a homely cottage and the promise of a home cooked meal. AA discover a nice old lady owns the cottage and they suddenly feel compelled to help out around the house. Aurin and Iada Badcutter the Dwarf are resistant. Aurin is suspicious. And foolhardy. And homicidal. He Acid Splashes her arm, and she cowers in terror.
Trying a different tack, Aurin agrees that AA should stay and help the old lady, who we discover is Mrs. Varla Vance, a widow who’s dead sons left her Song Birds to encourage travellers to help her. She invites them in for tea, recounting tales to the weary party members. She shares a rather interesting anecdote of an ancient ruin she and her husband found when they were young. The ruin was near ShadowShield – a day’s travel to the east.

Pondering Varla’s tale, the party rests for the night, considering their next move…


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