Aelford

The Siege of Aelford
Our intrepid adventurers hold off and defeat an army of warmongering Goblins and Hobgoblins, saving the town of Aelford in the process.
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Attack of the Telepathic brain
Whilst trying to uncover the secrets of Aelford's haunted brewery, and the fate of it's current Brewmaster, the party digs a little too deep and is captured by a telepathic "Brain in a jar"
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Underground City: Escape from the Brain
The party escapes the brain and kills a giant zombie. Twice.
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Underground City 2
The party explores the Underground City, while Bree and Aurin make unbreakable contracts with shady characters. 13/09/2009

Items/loot
Healer’s Brooch +1 – Shalenior
2 Tiefling Tablets (One with a gold edging)
13 gold coins
6 silver
Part of a Warhammer (Quest Item)

Fully rested after slaying the giant zombie, the party once again stumbles their way through the depths of the underground city, seeking out the evil brain in the ancient colosseum. Unfortunately, Arg-barg stubs his toe on the crumbling stairs, and a drop of his blood is enough to awaken a Blood Elemental. The Blood Elemental split in two when bloodied, which was a neat trick. Alas, when felled, the enemy bore no loot! After discovering nothing more than giant empty rooms and a few organic mushroom farms, the party comes across a shady character in the disguised as a human.

In exchange for a map of the underground city, “Shady Guy” wants us to be his errand boy. He explains that he has been watching Bree for a while and gives her part of a warhammer and explains that we must travel to Kaldash, and convince some Dwarves to give us the 3rd piece of the weapon. This must be done within 3 months. Shady Guy also tells us not to kill the brain on the way out, as he is ”...The only decent conversation I get down here.”

Thinking we are are leaving with only one unbreakable contract for our troubles, a second encounter with the telepathic brain traps Aurin in a promise to return…or else.

It is also discovered that the Paladin cannot swim very well.

The party finally breathe fresh air, and procure the help of some dwarves to hide their exit. Taelden sends an owl toward the shining lights of Aelford, letting the townsfolk know of our fates, and warning them not to go near the old brewery!

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The Fellowship of the Halfling
Encumbered with the 1st piece of the Ancient artifact, the Halfling leads the party back to Aelford. Meanwhile, Lady Cailin wakes from her slumber, and is clearly pissed. 12/10/09
HeroXPGold
Arg-Barg4,640?
Aurin4,675?
Bree??
Catgirl??
Shalenior4,775?
Taelden4,875?

Items/Loot: Nil

From the diary of Aurin Aurellius

The surface, escape!
We finally made it to the surface. I suppose we had some help, from the mysterious stranger we encountered in the underground city. He gave us an artifact of some sort – (rubbish if you ask me – it’s not even a whole weapon!) and practically commanded us to carry it to some place even I haven’t heard of before. I don’t trust him.

We encountered our captor on the way out, but I will not scribe our… arrangement, to paper.

Battle, and victory!
I record this now as the others recover from battle. The city is practically within our sights, and we are set upon by the prisoners that were held in the castle cells! We killed the large one, but the caster escaped us in a grey mist. They wanted the artifact – it must be important. We continue on now with an escort from the city.

Arrival in Aelford
We finally arrived in Aelford, and recieved a ‘warm’ welcome from Lady Cailin. She has a temper, thankfully directed at Shalenior. We gave her the information we had, and a meeting has been called for noon tomorrow. We can rest, heal, and prepare.

We went to the temple for healing potions and the interfering priests couldn’t help themselves! They had mystical advice – gibberish – for us. Still, they have been right before – perhaps I will heed this advice… for now.

We sought out the dragonkin trader Lisjsks, who would be most interested in our discovery. We were right – he could barely conceal his need to claim this ancient city and its secrets. I managed to ‘encourage’ him to join us in council. Once in council, he will be putty in my hands! I think I might be able to use this to my advantage!

A strange thing… Arg-Barg came back from the tavern, he seemed sad and even sober – if barely. Odd.

A new day, and the Council
Success! At the council we discussed many things, but I have nothing to fear from the brain any longer! I convinced the council that the ancient city must remain sealed, and none should enter. In exchange for providing the resources for clearing out the dangerous inhabitants, the dragonkin shall be granted access to the ancient city, to do as they wish! Forewarned of the danger, they will destroy the brain!

The mundane matters of the sickness, the seige and our dissappearance afterwards – I relayed truthfully. Things did not proceed as I expected, however.

The dwarves were poleaxed when we showed them what we returned with. We told them everything we knew of it, and this so-called quest to unite the three parts of this warhammer.

We must leave immediately – it is decided. We planned our journey to Bluenell falls and provisioned for our party plus three dwarven companions. I have convinced the fellowship to avoid populated areas. That should keep us away from Tosca.

The Portal of Pernicious Peril!!
Those damned Eladrin, and that fool Abunnair! As if we needed anything else to do, the elves are opening the portal. Apparently they have it all figured out, and Taelden will be part of it. They don’t care about Aelford or humans, just their precious portal. I’ll bring some militia with me to watch… and wait for anything I don’t like. I admit this magic sounds intriguing, even if it is elvish magic.

END OF DIARY ENTRIES

Taelden and Aurin assisted with the opening of the portal, which was successful. Taelden comes out nearly senseless, and Aurin witnesses some sort of sacrifice taking place, performed by Abunnair himself! The militia are barely concious, but word is sent to the city for assistance.

It appears the sacrifices were crucial to opening the portal, and Abunnair was heard muttering about raising them later. Could it be that they were willing victims? Is this some sort of necromancy?

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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
HeroXPGold
Arg-Barg4,990172.50
Aurin5,075863
Bree5,075273
Winter4,675273
Shalenior5,125268
Taelden5,275263

Items/loot
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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Shadowshield and theft!
A sorcerer walks into a bar...
Totals at end of this session:
HeroXPGold
Arg-Barg569056.5
Aurin5775747
Bree5775157
Winter5375157
Shalenior5825152
Taelden5975147


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

Items/Equipment
None


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
<insert>

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.

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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:
HeroXPGold
Arg-Blarg664087.5
Aurin6625778
Bree6625188
Shalenior6675152
Taelden6825178
Scales655061


Expenses

Items/loot
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.

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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
Velvet1.5Bolts52.53156.0052.50315.00
Nuts8Barrels2448003.28244.00800.00
Cotton3Bolts752403.20240.00768.00
Uncommon furs1Crates1001601.60160.00256.00
Flour5Barrels5321000.19100.0018.80
Dye9Barrels900360.040.000.00
Wheat flour10Barrels532200.040.000.00
Wheat Grain12Barrels700120.020.000.00
TOTAL896.57757.79

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.

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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 clich├ęd 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.

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