Sunday, December 21, 2014

Orathian Bjomolf

Orathian Bjomolf wandered away from his home at the young age of nine while following a white wolf cub. Lost and alone Orathian and Ghost was, over the years, raised by the kindness of an community of northlanders learning how to tan hide and craft leather goods. Starting as a warrior, training with many of other boys, his love of nature and his survival instincts however continually led him and his animal companion into the wilds of Midguard where many others feared to go.

Over the next ten years Orathien watched Ghost grow to become a cunning hunter and steadfast companion. This however never sat well with most of the local people who each year either hoped the wolf would run off or be killed by the folly of one of the gods.

His hand at leathercraft and animal handing earned him a reasonable honest wage and everything was well until one of the villagers took it upon himself to frame Ghost for killing his live stock. It was an obvious lie, but it was all that was needed to get the majority of people to support the claim that Ghost was a threat.

That was earlier this winter, now nineteen, Orathien has abandoned the path of common warrior to becoming a pack lord druid. Now with his companion Ghost, and his new friends, Orathien travels headlong bravely to their destiny.

Review 12/20/2014 (Ruins, Horses, Nargenstal)

It was only an ogre. 
A short time after the Spring Gathering, where agreements are met and feuds are settled our new group of travelers met up at a central meeting landmark. Our ppurpose was to travel to Nargenstal and retrieve two horses each; the fruition of deals brokered two seasons ago. We come together not as strangers but as acquaintances having seeing each other before maybe once or twice a season.  

Vorware Undhin, a trickster of Loki. Elisa Berit, the lovely Bard. Draco Morn, expert fighter. Arnum Stormcloak, cleric of Thor. Orathian Bjomolf a pack lord Durid.

Together as we traveled closer to Nargenstal, exchanging stories of the Ice-Spiders with its blood that won’t freeze and who’s venom freezes its victims we come to a crossroads equidistant from Nargenstal to the south east and some ruins to the south west. We decide to boldly stride head-long to unknown dangers and the smell of cooking horses.
First Orog kill and fist to fall. 

At the ruins we encounter three orogs and an ogre who have managed to escape with some horses (our horses) from Nargenstal (which we later learned is sacked). Thanks to Draco, who felled the original orog, Elisa who with her bow dropped the other two orogs, while Arnum put the ferocious ogre down staining the ruins with its blood.

Gathering what resources we could: 1 large sets of hide armor, 4 large javelins, 3 set of half plate, 3 great axes, 20 normal javelins, 3 composite short bows str +2, 120 arrows, and some silver that we immediately split up we camped.

The day was late so we dumped the bodies into the sea and rested before our full day travel to Nargenstal. On the road we discover evidence that Nargenstal has been sacked. Leaving our 5-7 horses in a couple of near-by hovels we scout further, Orathian sending his wolf Ghost out to great effect.

Soon we came across an old man named Ottur. Ottur is a man in his 40s who was over joyed at seeing anything other than the creatures that sacked his home. He described the reaving raiders as
Felled two Orogs with her amazing archery skill. 
mixed races who killed the men and took the women and children who are held up in the Great Barn. They seemed to be led by a giant or ogre, 'tall as a house' Ottur claimed, and was aided by dragon-kin (kobolds). Two days ago the Moss Back Reavers came but also with a mysterious ‘hunter’ who was looking for something.

He mentions two cowards from Nargenstal, Svakia a human ‘singer’ and Duminac a dwarf; but he was out looking for his lost pigs. We told him of the hovels back up the path and to heed the care of our horses until our return, to which he happily agreed.

After a half hour of scouting we conclude Nargenstal was a community of 40-50 individuals, fishermen and such. There was the Great Barn and a place called the Frost Maiden where the giant/ogre sees over 3 troll-kins, and the kobolds.

We begin next session with a wet offensive coming in through Valfish Bay Bitches!

Tuesday, December 16, 2014

Beginnings

Thor sat at the end of his feast table, alone in his great hall. He stared out into the void, peering at the brilliant, distant, countless points of light he knew to be other worlds. His ears strained, concentrating on the rush of Midgard's oceans as they roared against and over the scales of Auroborous at the world's edges. Midgard was the world closest to his own, Asgard, and in many ways was the most important to him.
     "Stop your brooding, Lord of Thunder." Sif  set a huge flagon before the moody countenance of her husband.  "I shall not apologize for my words and you would be wise to heed them"
     Thor reached for the flagon of ambrosia, and Sif could see the storms recede from his eyes. "My brother is misunderstood by those that love him, so I understand your mistrust. What you, and father, and all the others fail to see is this: Loki does as he must. It is his nature, he can not be other than Loki. For all the trouble he causes the rest of us, he is as strong as any against our enemies, and has taught us as much about the monsters of the universe as he has exposed us to them. He too is a son of  Wotan, and I believe he is right this time."
     Sif drank from her husbands cup and considered her words carefully. "You will do as you see fit Thor, and you have my blessings and hope that all works to your favor. But remember this, your brothers interests are not the same as your own, so tread carefully and mind his tricky nature."

Saturday, October 25, 2014

Notes from game session 8/30 & 9/20

Forgive the auto correct errors. Pasted from my IPad.

Digging in the dirt
We start the night with some random  (nemonic vestment) rolls found in the mansion & add 50gp from the Dark Sphere. Zandu sends a massage to Jolistina father saying he is available to discuss the events of his daughters death.

Tony & Rob see some Grey Maidens on the street. They have a memorable flashback with a lanky individual & some undead. The women turning ashen and collapsing as they come into the area of the lanky man. Rob grabs a maiden and asks if he knows her. She disregards his questions and thanks him for admiring her form and trying to help. We head back to citadel vulshnic and rest for the night.  Tony, Rob,& James are plagued with nightmares. Though the rest of us sleep uneasy.

We are awaken by members of pharasma there is an uprising in the grey's and they need assistance. We meet with Crasida and she lets us know Roth's lair has been found. She give Rob his family Crest on a tabard and says go get them!

We head towards the church and see a see of bones in an large area of what looks like eternal night.  We are ambushed by some flying creatures and battle ensues.
We eliminate the both burbling & a BODAK and head into the crypts below.

We run into an undead Minotaur of blood & 3 manananggal ( WTF) a female torso with wings...it's Horrific! We fight our way through a few epic battles and eventually end up eliminating a magic jared Rolth. We discover that someone is controlling the caster known as Rolth. There could be more "Roth's" out there.


We save some females from becoming Gray maidens and will split up loot next game. We get 6,000xp.

The Hospice of the blessed maiden

After splitting treasure we head back to citadel vulshnic. The burning of body's has filled the air with a foul Black smoke. We come across a group of guards auguring about a group of grey maidens. The maidens had killed over 100 people and some guards want to take action. One of the guards breaks off and heads towards Crasidas office / James and Butch follow. The rest of us stay to talk to the anger guards.   Crasida arrives and cuts the conversation short.  

After a brief conversation with the guard that broke off James does some remote viewing and watches him search Crasidas offices. On Crasidas request we bring him to her for some lighthearted questioning with broken teeth and his ears filled with wax we leave him to be handled by Crasidas men as we head to the war room to plan.

She asks us to check the hospice. Rolths hand in the grey maiden project and now the maidens turning on citizens we need to find out what is happening their.

We also find out that old Corvosa has been quarantined. And all the wooden bridges have have been destroyed. 

After we rest we head to the church of Abadar. The church has been locked down since last night as a group of undead had attacked. The outside sick outside. With a chime of opening we enter the main chamber and find 6 ghoul like (corpulent) undead and a necromancer. Battle ensues.

After a ruff combat we eliminate the ghouls but the necromancer was never seen and managed to escape by the end.
 We meet with Ebesco and return complete the deal we had with them (see Rats note). Ishani went to the Hospice and has not been heard from since.


We start next game heading to the hospice to finish this horrific situation. 

Friday, September 19, 2014

Rolth's War Treasure from the Grays



















6 Alchemist Fire
(2) Amulet of Natural Armor +1
Cloak of Resistance +1 with a Resist Energy Fire 10 (Spell Storing)
Cloak of Resistance +1
(2) Potions of invisibility
+2 Spiked Chain emblazoned with the symbol of Zon Kuthon
Masterwork Full Plate
(3) Potions of Cure Moderate Wounds (2D8+5)
Belt of Mighty Constitution +2
Cloak of Resistance +2 with a Resist Energy Fire 20 (Spell Storing)
Goggles of Night
Headband of Vast Intelligence +2 One Skill
Potion of Displacement
Robe of Bones (New and unused)
Crystal for Magic Jar (100gp)
Onyx Gems (300gp)
7000 Gold  700 Platinum
+2 Restful Chainmail
Price +4,500 gp; Slot none; CL 5th; Weight —; Aura faint necromancy
DESCRIPTION
A suit of restful armor permits the wearer to reduce the amount of uninterrupted sleep or rest she needs from 8 hours to 2 hours, and the wearer does not become fatigued by sleeping in this armor. She recovers hit points and ability damage and endures diseases, poisons, or other afflictions as if she had slept through the night in a comfortable bed, awakening refreshed. Additional rest time in this armor does not confer extra healing (as would be gained with complete bed rest), nor can the wearer benefit from the armor's effect more than once per day.

CONSTRUCTION REQUIREMENTS:Cost 2,250 gp; Feats Craft Magic Arms and Armor; Spells Nap Stack (Advanced Players Guide)


Friday, August 29, 2014

Review from a few game sessions

3/22 Rats!

After review and collecting 50gp from the dark sphere, we pick up at citadel vulshnic. We are paid 2,000 gp for saving 700 people from the false cure.
We start up the next session after a day of rest.

I give grau a box contains gifts for his sister and her children. He decides not to give me grief due to my statcher.

Meeting with Crasida and her friend Erie's we are are surprised she was not dangled up in the grey maidens service. We notice her pupils are oddly shaped and the color is off. She is also nervous and seems unsettled. We discover her to be a wear rat and her people work in the sewers of Korvosa.

Craseda asks us a personal favor to aid her in preventing a war between the people of Korvosa and a rouge member of her race Gehrig Ripperclaws. 
We are to try to reason with him if not eliminate the threat of war. As payment we will be allowed to keep the "spoils of war"!

We learn some of the dangers of the sewer including, shrieking eels, snakes worthy of initiative, rats with disease. And goblins. We agree and split up to do some shopping and preparation for the encounter.

Heading to the church of Abadar we meet Ebesco a priest/banker. We negotiate a future service to return any Abadar items from the Greys to the church. In exchange for a wand of versatile weapon. We agree leaving my account as collateral and head to the sewer to kill some ROUS's!

Heading into the tunel we stumble across a goblin trap wher the majority of the group fall into a sewer stream and alert the goblins as several of us are then lit on fire for our trouble. We are then set upon  by a group of dire rats ( called it), combat insuues.

Soon shriekers cry out causing goblins and rats to "move on" and causing deafness to some of the group. Moving to the new hole in the wall rob notices what looks like a trumpet. As he moves in a foursome of wear rats ambush him but there bad luck cause two of them to critically fumble. The battle continues.

After a grueling battle which included explosions, DP's & even an Auburn we are we're successful in defeating Gurigs and his clan of 7 wear rats.

We get the wagon and load up a shit load of weapons and armor, potions and other misc magical items.

We earn 4300XP SAVING 400 lives. We start next session at the citadel meeting with Craseda and Erie to report the evenings encounter.   


4/19 The depths do Direction? (Not sure that's correct)


After reporting the evening events to Craseda we agree to investigate the sunken ship location looking for any clues to help identify whose ship it was?

Erie the wear rat is able to get us water breathing potions. She delivers them to our home, but she seems nervouse. Sending Marc's raven and the pseudo dragon Majenco they locate some Harpy's on a roof nearby watching our "area". We decide to head out & and are assaulted by a undead genie, a gargoyle & a white haired half elf. After several hairy rounds of combat we are destroy the undead and the harpies. But the gargoyle and half elf fled.

Heading into the river we find come across some kind of large shark "guarding the area" we are able to run it off after a couple rounds of poking it.

After searching around we find the ship broken into a couple pieces. We search the smaller section first and discover a swarm of shrieking eels. After James takes some con damage we find nothing of interest and decide to search the larger section. With a combined effort we force open a hatch and enter. 

We find a plague doctor corpse, I take his mask as evidence. I search his body and find a brass holy symbol of urgathoa goddess of disease.

Another swarm of shirking eels hits James again. And we head back out to enter through the second hatch. After a few failed attempts I grit my teeth and ( with a nat 20) rip it open from frustration.

Inside we find a larger than average magical shark which is evil as shit, as well the one we chased off previously, now know as the raper shark? As we enter combat a door opens and ( Yvicca) also known as SHD or shit head dick, a sea hag of sorts drops a fairy fire on us all.

As the round starts I am quickly bitten & snatched up in the jaws of the dire shark. I feebly stab it as it takes me away into the side of the ship.
As Yvicca weakens James it's up to Rob. He steps up and delivers a critical blow to the raper shark which will eventually kill it.

The dire shark travels 60' away and pins me preparing to swallow me hole. I feebly try to escape but all seems lost at this point. 
With the skill of an academy wizard, our witch cast a spectral hand delivering a ghoul touch to the dire shark paralysing it in place! 

The paladin and ranger double up on Yvicca and deal some nasty blows. Including a crit allowing the paladin to grapple the target. James steps up and smacks   
Yvicca. 

Free from the dire shark I dish out a ku-dey-gra killing the dire shark with one massive blow! Marc deals out some much needed Healing as I was A round away from certain death with  20HP.

Back at the Hag she fails to curse the paladin as the rest of the group pound her for another round. They can't quite drop her as she is able to flee. Unfortunately she flees right towards me. After she stabs me a couple times with her spear I am able to drive my bastered sword straight through her chest, wallering out the hole as I move it around.

Searching the ship the group finds papers to a group called B-7. One is titled to R.Davaulus with owner ship of ship and cargo noted as specimens. We find several deaths head coffers. +2 bracers of armor, +1 short spear, a wand of cure mod with 25 charges. Also is a +2 belt of Dex and a "broken" cloak of resistance +1. Marc & James fail the save & pick up a little plague for themselves. We also get a round of random rolls.

We get 2,900xp and will report back to Craseda next next week then try to hit the Greys. Again.


05/31. The vanishing virtuoso


The group rests at the citadel for a couple days while we await our wizard to finish his academy buisness. On his way into the citadel Zandu comes across a women pleading for the guards to help her find her lost brother. he takes the bait & decides to engage her in conversation. 

Her brother Roaun the ocorinist is missing. After getting the details Zandu offers to investigate the situation and let her know what he is able to uncover.

At breakfast zandu lets the party know of the whinny gate bitch. & since we have the rest of the day open we decide to accompany him to investigate.   

Based on the clues given closed up house & a foul smell. we assume vampires.
We head to Carawin manor to investigate the situation, weary of vampire activity.

We arrive on the scene to find the doors locked and windows closed up. opening the door we find a several dead bodies and three couples dancing around obviously undead!

BODAKS!! hit everyone with gaze attacks and several people "gain" negative levels. Harrow points must be used to avoid a couple fatalities. Then some fiery swirls of some kind fly in and hit us with more negative levels catching several people on fire. BY the end of round one  4 of us are messed up in the street while Tony and Rob try to hold them off. AT one point one of the creatures tries to force it's way into there lungs but is unsucsessful. By the second round everyone manages to escape, or so we thought.

A mere two round away from the house, just off the grounds the Dread white Gargoyle ( Also known as dick weed guzzler) that had attacked us previously springs his ambush! we are able to put it down in a round. We mark the estate walls with Plague warnings and hurry to the church of pharasema. 

 After getting a restoration & deathward we decide to rest at the perfume factory and head back in the morning for a raid at Dawn. Butch summons a Hound archon before bed to strike up a deal for help in the upcoming combat. Argil is pleased with the group and agrees to help ( even without us giving him a magical weapon or set of armor).   

after spelling up we assault the house again. With the aid of the hound archons we manage to handle the house of horrer. The climax of the battle was when the Archons surrounded and killed Jolistina. 
We gain 5,200 XP and save 500 lives. Will start next session looting the house & looking for clues.


Thursday, March 20, 2014

The Secret Study

Bordana looked out from her secret room at Majenko who delighted at playing with the children orphaned by the plague and taken in by the Pharisma clergy. While Majenko was busy eluding children, he was also keeping watch, not just to make sure she was not disturbed but that her secret study remained a secret. 

Adding to Bordana's negligible faith in Korvosa’s monarchy, now she believed her very life may be in danger. While gaining a relative surge in prestige in the church, due to current circumstances, the knowledge of how to remove disease and to be able to scribe that process upon a scroll makes her a threat to those who engineered these events.

It was why she prayed in private and would keep her scribing talents secret to all but her most trusted friends- each of whom she did not wish anything ill to befall them on her account. Nevertheless Bordana’s resolve was only elevated to heights that would call her to face her fears.

Returning to her writing table she regarded the magical armor and shield outfit from their last trek into the disease ridden city and the magical mace that bore a mysterious brand low on the handle. In the past Bordana feared the gruesomeness that came with melee combat, however with a true magic weapon that is about to change.

Discarding her original kilted studded leather armor, while it was enchanted it was very identifying to her, as was her crossbow. Stone faced, she began removing the scarves, ribbons, and gold hoops; all of her Varisian tells and looked out toward Maienko. He would play a part in saving Korvosa too if only to augment her subtle masquerade.

New outfit, new weapon, companion… her thoughts returned to the tense and emotional battle with the vampires. Her mind raced with horrific realism. It was after their victory when Bordana learned that everyone had a part in that battle, but while it was going on Bordana believed it was only her and Steeter fighting against damnation. It was the closest to certain death- no an eternity of damnation- she had ever been. 

She looked down at the mace, took it up and blessed it. She would brand her enemies with this fine mace, vow to aid her allies in combat, and dispense Pharisma's judgement.

“Alive or dead, you will answer!”