Posted: Tue Nov 13, 2018 5:50 pm Post subject: Trying to get back to Lendore Island
The group remains sidetracked in their attempt to get back to Lendore Island and free Peylae, the last of the true line of the Duke of Kroten, and overthrow Nebub.
Tathar Surion, Priest of Sehanine, and Morwen Alcerin remained at the Pholtus temple in Midmeadow while the rest of the group went on a side trek for the temple. Breymeer was geased by the temple leaders after being resurrected.
Breymeer's mission was to recover a holy sword carried by one of the church paladins who was now feared lost along with his companions. They were lost in the area of White Plume Mountain.
The group sent with Breymeer included:
Breymeer, 6th level male human (suel blooded) ranger, Captain of the Restenford Rangers.
Relmak, 4th level male 1/2 orc priest (Kord), Henchman to Breymeer.
Isiaweil, 4th level male half-elf ranger from Lendore Island, associate ranger to the Restenford Rangers.
Lexington Krupps, 4th level human male mage.
Mandellay Muffintops (AKA Speck), 7th level male halfling thief.
Markus, 4th level fighter/4th level cleric (Kord) half-elf male from Lendore Island.
Stahl, 2th level male human paladin (Pholtus) from Midmeadow.
Ergon, 2th level male human paladin (Pholtus) from Midmeadow.
Jandre, 4th level specialty priest (Pholtus) from Midmeadow.
Droget, 2nd level human male fighter from Midmeadow.
Those from Midmeadow were assigned by the church to accompany the group. Jandre was the church's leader among the group.
The group traveled through the badlands along the south side of the Rift. A random encounter with some hill giants was the demise of Relmak as he was crushed by a boulder.
In short, the group me Thingizzard, the Witch. She told the group the sword they seek is now in possession of another witch. Their friends were ambushed at the Dead Gnoll's Socket and the holy sword stolen. The thieves, in turn, met their fate in the swamp and the other witch recovered the sword.
Thingizzard offers the group a bargain. The group is told to go into White Plume Mountain and recover four weapons of power to trade for their holy sword. Also, Thingizzard was interested in the recovery of her sister and her cauldron. If the group could complete the quest, a trade for the holy sword could be arranged.
Figuring the witches were too powerful, the group decided to delve into White Plume Mountain.
Last edited by Sheepdog on Sat Jan 05, 2019 9:37 pm; edited 1 time in total
Posted: Tue Nov 13, 2018 6:50 pm Post subject: Into White Plume Mountain
I used several additions of White Plume Mountain and Return to White Plume Mountain to create this adventure for the group. The first level was essentially the same. The lower level from Return to White Plume Mountain was adjusted to fit my needs.
The group made it into the mountain and were able to complete the first riddle and move past the sphinx. They came to the flooded chamber and encountered a water (sea) hag. Droget fell victim to the hag and was pulled into the water and cut to ribbons.
The group didn't take kindly to this and were able to slay the hag. Unfortunately in their haste, they did not consider that this was Thingizzard's sister. Breymeer beheaded the beast and has much to fear from Thingizzard.
The group next encountered the spinning cylinder. Speck attempted to negotiate it and was surprised when Burket set it ablaze with a flaming arrow. Speck, nearly dead, made it out but was taken prisoner by Burket and Snarla.
The group came to his rescue and defeated the duo though Breymeer was bit by Snarla in the process.
The room contained a few prisoners (AKA help in the form of more PCs).
Gustaf, 2nd level human male Paladin (St. Cuthbert), his lacky Digwin, 0 level human male, and Seeler, 2nd level dwarven male fighter, joined the group. The Pholtus followers were none too happy to see a St. Cuthbert paladin. They refused to aid each other directly.
They continued on to the huge flooded cavern with the magical shell. Suspecting a trap, they retreated at the sounds of chittering.
They moved again past the sphinx successfully, this time going west.
Speck scouted ahead and got greedy. He was surprised by the ghouls and paralyzed. He fell face down in the water and drown.
The party defeated the ghouls and thought of a solid plan to get by the frictionless room using ghoul corpses dumped in the trenches and wooden doors to span the trenches.
They next encountered Sir Bluto and the river boat crew. They defeated this group; killing half and taking the other half as less-than-willing help. They had no love of the party but did wish for escape.
The party moved on to the multi-tiered chamber. The manticores were quickly dispatched with a series of web spells and coordinated attacks. Many of the other creatures were bypassed other than the sea lions. A broken glass wall brought them into battle and Breymeer was nearly lost. In his anger, his cloak transformed him into a bear. Markus and Breymeer were able to slay the sea lions.
The party moved on and encountered Qesnef. The party parlayed with him and won him over to their aid. Lexington Krupps was not on board with this and nearly attacked Qesnef on his own until Breymeer threatened to dispatch Lexington on the spot. The mage quickly submitted but remained very paranoid of Qesnef. Qesnef the halfling changed into a half-ogre. The group is suspicious of him and suspects his true nature though they are not sure what he is. They do believe him to be powerful.
In addition, the party recovered Blackrazer.
The party moved east and encountered the flesh golems. They answered correctly and the golem joined the group only to be sacraficed in the next encounter with the mud geisers and Clenmilr.
Using Qesnef's ability to fly, the group was able to get by the mud geisers. Seeler was almost lost but Qesnef saved him from a boiling fate. They uncovered and battled Clenmilr at the entrance to his lair. Using a silence spell and some quick actions, Markus, Isiaweil and a few others were able to defeat the vampire. Entering his lair, they destroyed his coffin. Clenmilr slipped away in gaseous form. His status is unknown. Markus and Isiaweil were drained a bit during the encounter.
The party recovered Whelm.
The party took one of their man rests. I rolled a random encounter with wights so as the group passed by the previously inanimate corpes in room #5, they came to life and battled the group. No one perished but some energy was drained.
During the battle, the uneasy cohesiveness of the group finally failed. Gustaf and Sir Bluto came to blows as Sir Bluto and his men were backing away from the encounter. Gustaf could not appreciate their perceived cowardliness.
Sir Bluto got the better of Gustaf before he and his men were held by a hold person spell.
It was one of the two encounters with the undead that Markus learned not to use Blackrazer against the undead.
Finally, they moved into the lair of the giant crab.
Isiaweil got too brave and charged the creature while others flanked it. The creature made quick work of the half-elf, clipping off his head and one of his arms.
The shock of it caught the party off guard. They made a desperate assault on the poor creature and slew it without further causalties.
They recovered Wave.
The group began to make its way back to the entrance.
Posted: Tue Feb 05, 2019 5:38 pm Post subject: Exit, Nope, on to level 2
The party felt somewhat confident they were going to be able to exit the mountain but knew they were one weapon of power short.
At the entrance, they encountered the sphinx and an elderly human male.
The man, calling himself Nix, told them he unfortunately could not let them pass.
The party anticipated the man was more powerful than he appeared and they did not test him.
Nix advised his brother, Nox, had come under some type of mind control and now believed himself to be Keraptis.
Nox (Keraptis) was battling some type of enemy Nix referred to as Mossmutter. Mossmutter also appeared to believe itself to be Keraptis.
Nix explained where to find the valve to drain the first level of water. Once the water was drained, the party quickly located the hidden door that led deeper into the mountain.
Nix also offered to bring back one of their fallen comrades if the party wished. They voted for their meat shield Isiaweil, the fallen half-elf ranger. Isiaweil was suddenly returned to the party intact and healthy.
The party encountered Nox (Keraptis) in the indoctrination chamber overlooking the heart of the volcano. They volunteered to join his forces against the false Keraptis.
To ensure their loyalty, Nox mentally bound Markus to his will.
With the gnomes showing the party the way, they safely bi-passed the burning golems.
The gnomes pointed the way and the party traveled on alone. They moved north through several iron covered rooms with destroyed doors.
They explored one side room and recovered a cauldron they believed to be the one stolen from Thingizzard. They seized it and Breymeer hoped it would be enough to appease the witch knowing it was he who had slain her sister-witch in the level above.
Moving past a large hole in the floor that led to the unknown, the party encountered a large, though destroyed, mechanical device. They assumed it had something to do with the hole but left it for later examination.
The party encountered the first of the fungus hulks. They moved into melee with confidence but nearly lost Breymeer in the initial moments. They defeated the hulks but realized they were moving into dangerous territory.
The party moved into the mushroom and fungus gardens where they encountered the skin puppets. They quickly defeated the first conclave of a dozen puppets using a combination of web spells and fire.
With luck, they moved in the correct direction and encountered Mossmutter surrounded by dozens of skin puppets, an oversized full plate armored gnome with an ice sword and a fungus hulk.
The battle was long and fierce. Ergon and Seeler fled back to get aid from Nox. They met gnomes enroute to aid them (Nox sent them when he saw the party (through Markus' eyes) doing well against Mossmutter).
The party had convinced an invisibly and flying ogre-mage to fly in and snatch the gnome while the party attacked.
A fireball destroyed the skin puppets. Qesnef made his move.
The party was unprepared for the spell power of their enemy.
A lightning bolt felled Lexington Krups but Markus was able to save him at death's door.
Qesnef was eaten by Mossmutter and died inside the 50' towering plant creature.
Markus took Blackrazer to hand. Quickly overtaken by the intelligent blade, Markus charged in to battle the gnome in attempt to gain its soul for Blackrazer.
Markus was quickly in dire straights trying to fight the incredibly talented gnome with the ice blade.
Mossmutter placed a prismatic wall at the entrance to the chamber. Isiaweil went blind.
A recovering Lexington, brought to consciousness previously by the warrior/priest Markus, was able to dispel part of the flashing wall using a magic wand. He created a cone of cold directed at the wall.
The magic partially defeated the wall. Unfortunately, Markus was caught in the blast as well. The gnome put Markus down as the cone of cold washed over him. Markus was slain.
Sir Bluto, Breymeer, Gustaf (flying via spell) and Stahl engaged in the fight while Jandre attempted to assist with his clerical powers.
They attempted to breach the wall through the quickly opening and closing hole created by the missing color of the prismatic wall. They attempted to time it right and jump through the temporarily appearing hole. Stahl stumbled and was immediately slain by the power of the wall.
Sir Bluto also died quickly in the battle that followed.
Breymeer was quickly beaten down. Facing death, Breymeer used his bear cloak to transform into a bear.
Mossmutter attempted to breath spores on Breymeer but he was able to spare himself. All party members had the aid of cloths tied over their mouths and noses.
Gustaf went down but was saved before death settled upon him.
A back up unit of gnomes arrived in time to blast Mossmutter with spells including a lightning bolt.
The enemy was finally defeated. The party lost Markus, Stahl and the NPCs Qesnef and Sir Bluto, along with about a dozen of Nox's gnomes.
Ergon and Seeler never made it back to Nox as they encountered the burning golem and dared not face it.
The party recovered the plate armor from the gnome and Ergon was able to fit into it.
The party also recovered Frostrazer.
With Breymeer, Isiaweil, Lexington, Ergon, Jandre, Gustaf and Seeler remaining, along with two of Sir Bluto's henchmen, the party returned to Nox.
Nox commanded them to place the four weapons of power before him and then retire and rest.
The party hesitated and the burning golems rose from the burning pits. The entire party is severely weakened. Gustof remains unconscious.
The standoff continues until the next tabletop session.
Posted: Sun Feb 10, 2019 8:31 pm Post subject: Final assault
Wisdom prevails and the party places the weapons of power down before Nox.
Nox allows them to regroup and rest. They take advantage of the situation. The party spends two days recovering under the umbrella of Nox's protection.
Once recovered, the party has a meeting with Nox again. Nox tells them he would like them to investigate down the hole on the north end of his area of control though Nox was not certain what force caused him to make this request.
Joining the group was Ek, a 2nd level male drow elf mage/theif, Cholakk and a 2nd level male hill dwarf fighter/priest. Ek was an underling to the drow elf hunters under Nox's command. Cholakk was their servant.
With all four weapons of power, now in the hands of the party, the group calculated how to get down the hole. They find the hole dark after the first 60'.
They attempted to lower the second to last of Sir Bluto's henchman with a torch and lantern with continual light cast upon it. The lantern dismisses the darkness revealing magma below with a small ledge around it. The hole is 240 feet deep.
A blade cuts across the hole severing the rope and depositing the henchman into the magma below. Lucky for the henchman, he died from the fall before burning up.
The party next lowered the cable down the hole with a make-shift gondola engineered from one of the rusty doors recovered from the room. The blade again shot across the hole but this time shattered upon the cable.
The party returned to Nox who decided to join the group.
Isiaweil, using the fly spell storing ring, was the first down. Finding the palm prints and placing his hands upon them, he was transported to the fane.
Once he arrived at the fane, he froze up and held his ground without moving.
The party quickly got down the hole, activated the transport and arrived at the fane with Isiaweil.
The ghost of the lost druid appeared and confronted the party. Nox claimed to be Keraptis but the druid dismissed him as an imposter. Nox, believing himself to be Keraptis, attacked the druid.
The party, seeing the obelisk with the images of the four weapons of power chiseled into it, made their move.
Placing the weapons of power into the obelisk, the party watched the baby Keraptis arrive and then immediately get slain and torn apart by the druid of the fane who identified it as the real Keraptis.
The fane begins to collapse as the party escapes. There were several tense moments while the party attempted to climb up the hole with haste. Nox promised Isiawiel a wish if the ranger flew him to safety. Isiaweil took him up on the offer.
The party escaped the mountain. Isiaweil used his wish to bring Markus back from death. Ek was abandoned by his fellow drow elves. He joined the party for lack of better options at this time.
Having recovered the cauldron and defeated Keraptis, the party returned to the Great Swamp in attempts to make a trade with Thingizzard for the holy sword.
The party was apprehensive to enter the Great Swamp. One night, while camped nearby, a troupe of trolls presented itself to the group. Instead of a fight, the party was encouraged to follow them into the swamp. They did.
Once into the swamp some distance, the trolls abandoned the party to their fate.
In the morning, the party realized the swamp had changed and they were lost. They kept getting a fleeting glimpse of a peasant girl in a dress darting away from them in the swamp.
They attempted to follow but unfortunately lost the last of Sir Bluto's henchman to the bog. The henchman fell through the bog and was suddenly overcome by a mummy The party nearly dropped the cauldron down into the bog as well.
Finally, they came upon a small island of soil that held a small wooden cabin surrounded by skulls set upon spears as a make-shift fence.
The group soon met a young girl, identified as Thingizzard, through the parlay. A second, massive hag, was also encountered though she did not identify herself. The party gave much respect to the witches and handed over the cauldren and relayed their story of what occurred in the mountain.
Much to their surprise, the large hag handed over the holy sword the party sought.
The party was able to exit the swamp and return to Midmeadow victorious.
The party now hopes to return to Lendore Island and continue their quest to recovery Peylae and defeat Nebub.
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