Sunday, March 18, 2012

SESSION 6 - Pipe Dreams

The party had successfully infiltrated the Lotus Dragons' secret hideout despite the deadly ambush awaiting them. After spending some time exploring the circular domed chambers surrounding the flooded cavern, the group realized that they were woefully low on resources. They required someplace safe to recuperate before besieging the remainder of the complex. Though they may have discovered a possible exit from the hideout through the trapdoors in the ceilings of the domed chambers, somebody (I cannot remember who) at some point raised the notion of retiring to the great pipe that was used to fill the entry cavern with water. It was some distance above the surface of the water and just wide enough to accommodate a person (or a Tumblebelly).

Perhaps the party did not wish to leave the dungeon that they had gone through such a gauntlet to get into. But, whatever the rationale, love for the idea began to spread like a warm, fluffy, bacony fire. The adventurers could not clamber up that pipe fast enough. The hiding place was brilliant in its simplicity. It was out of the way, relatively dry, nobody would ever look for them there in a million years, and -- best of all -- if some idiot were to turn the water valve on, they would just get spit out into the pool below. The latter part might actually be fun.

The companions slept amazingly soundly in their cylindrical womb. When they awoke one by one, they found that they didn't wish to leave. However, the pull of finding, torturing, humiliating, and then killing Vanthus called to them. They began to drop into the pool below the pipe, but then came to a nasty realization. Members of the Lotus Dragons guild could not find whoever it was that invaded their headquarters, but they certainly found their handiwork. The dead bodies everywhere put the complex on high alert and another ambush was waiting for the heroes as they emerged from the pipe. Crossbow bolts flew from every direction and a large, black wolf was in the western passage to replace the guard crocodile.

Another great battle ensued, but while most of the group sought refuge through the secret door just beyond the blood-thirsty canine, Cosimo remembered the illusory wall to the north of the pool. He swam very otter-like to the lip of the observation room and climbed up. The guild thieves stationed there were not expecting an attack coming from that way, but when they recovered from the surprise, they had the swashbuckler outnumbered three-to-one. Meanwhile, the rest of the group had to fight their way through the wolf and another ambush awaiting them past the secret door.

Cosimo held on as best he could, using every trick of swordplay that he knew to keep his ememies occupied. He even managed to drop one before his friends arrived at the proper door into the room. The party quickly dispatched any thieves they could find. However, they knew that there were some guards unaccounted for. But where did they run off to? Did they escape up one of the ladders in the domed rooms? Everyone had a sinking feeling that there was much more to the thieves' base than the ambush cavern and the corridor encircling it... now, where is that secret door?

DM Notes: Quotes of the session...

"You hear a delicious pot pie."
"One thing about this plan..." - referring to sleeping in the pipe.

Thursday, March 8, 2012

SESSION 5 - Into the (Lotus) Dragons' Lair

After freeing themselves from the death trap beneath Parrot Island (and developing an even rosier opinion of Vanthus Vanderboren), the heroes were ready to use the clues they found on Penkus' bloated corpse to track down the nefarious Lotus Dragons Guild. The first of these leads pointed towards the Taxidermists' Guildhall in the Sunrise District.

Reggie and Erdos decided to go buy a big fish and take it to the guildhall to have it stuffed while they investigated the place (which they assumed to be a front of some kind for the Lotus Dragons). There they encountered a well-dressed fellow with a gold tooth who agreed to have the aquatic critter mounted for them. Meanwhile, Mez (Drogg's psi-crystal sidekick) sneaked into the back rooms trying to find something interesting and/or suspicious. When the two heroes left the premises, the taxidermist discovered Mez. Luckily the tiny construct was able to slip beneath a side door of the building and disappear into an alley before he was captured. Unfortunately, the espionage yielded little in the way of clues.

Later, the group split up and began exploring the various abandoned, boarded-up buildings around the vicinity of the guildhall. The taxidermy shop was one of the only structures that did not appear condemned surrounding a desolate court called Dead Dog Plaza. Drogg managed to find a hidden, locked trapdoor in the floor of one of the buildings, but he did not have much opportunity to investigate further since Thada had called out an alarm... her snooping had uncovered trouble!

Three thugs cornered her as she came out of one of the abandoned buildings (it does tend to raise quite a racket when she "opens" a door). She was doing quite well in fighting them off single-handedly for a while, but her friends arrived before the situation got too ugly. Erdos managed to bandage one of the wounded attackers before he bled to death and take the fellow prisoner. The heroes took him to the nearby church of Pelor. Kera, the canon of the church, called upon the divine power of The Sun Father to make it impossible to speak an untruth in the holy sanctuary. Then the party began to question the captured thug.

The interrogation revealed some useful bits of information including a description of the woman who was supposedly the head of the Lotus Dragons. They also found out that Vanthus indeed has been working with them and spending time now and then in the secret guild chambers beneath Dead Dog Plaza. When asked how to get into the secret chambers, the man told them, "down the well."

So back to the plaza the group went, and there they found the lonely, partially-crumbled old well that the thug had spoken of. The heroes secured a rope and descended into darkness. Down below they found a large cavern half-filled with water. But someone was watching them. Before they were able to swim for the nearby shore, they heard whistling through the air and realized that they were being fired upon!

Cosimo (the most able swimmer) reached the edge of the water first and tried to find refuge down a curving passage out of the cavern. But suddenly he was confronted by the next little trap of the well -- a ferocious crocodile. The heroes had to choose between being a pincushion for poisoned crossbow bolts or being lunch for a monstrous reptile. Soon the others made it out of the water and helped the swashbuckler dispatch the creature. Then they were able to escape the crossbows further down the passage. But the well had a third trap for them...

The cavern suddenly began to fill with water. Luckily, the prisoner was able to give them some instructions on how to escape the passage through a hidden panel about five feet up the wall. Quickly the companions found the secret door and exited the watery death pit. They then found themselves in a corridor of fitted stone blocks -- the halls of the Lotus Dragons' lair, no doubt. The corridor led to a circular domed chamber with a trapdoor in the ceiling. Climbing up the convenient ladder provided, Drogg realized that the trapdoor most likely opened into one of the old abandoned buildings around the plaza above.

After continuing their exploration, they discovered an observation room that had a one-way illusionary wall that looked out over the well cavern. Several more thugs were there and a bloody battle was fought. In the end, the heroes were victorious. The room was where the crossbows were being fired from and also where the mechanism was located for flooding the cavern. Clearly these were no ordinary thieves. This guild was powerful and well-funded to have such elaborate defenses. Funding which probably came from the Vanderboren family vault!

DM Notes: Very tough session. The players were quite clever throughout, however, and the results could have been much worse. The quote of the session had to be "go, go, celestial porpoise!"

Thursday, February 9, 2012

SESSION 4 - Escape the Smugglers' Tunnels

After managing to survive the perils of the death trap beneath Parrot Island, the adventurers focused their efforts to finding some way out of the horrid smugglers' hideout. The party had explored every non-flooded avenue available to them, but the submerged passageways to the west beckoned malevolently. The shallower areas were very slippery and riddled with needle-sharp urchin spines. Beyond that, the footing dropped off to depths of perhaps twelve feet or more in places.

Drogg and Cosimo (the party's resident sea otter) swam out through the natural tunnels hoping to find some route of escape. They managed to locate a section of the hideout separated from the rest but constructed once again of worked stone blocks. There they found a disease-bloated body clutching a rolled-up piece of parchment. On it was written the last testament of a dying man and a rather damning testimony of Vanthus Vanderboren's character (but that's okay... we didn't like him anyway).

The author of the note -- the presumed bloated corpse -- was called Penkus. He was a partner of Vanthus and helped to get him accepted into some kind of mysterious guild. Vanthus repaid him by trapping him in these very tunnels with the intent of replacing him in the organization. The note also revealed a possible location of this guild (and the hated Vanthus)... beneath the Taxidermist Guildhall in Sunrise District. Along with this vital information, the group also uncovered some valuable treasure (including a wand and a magical gemstone). But the primary concern was still escape.

Cosimo saved the day (and perhaps much more) when he discovered a submerged exit tunnel that led out into Sasserine Harbor. Most could not hope to swim as well as he, so he swam out through the tunnel and then climbed up to the clearing on Parrot Island to reopen the stone trap door. Shortly thereafter, the others were free, as well.

DM Notes: Most of the rest of the session was spent shopping and running various errands. Some of the magical items identified at the temple to Wee Jas in the Noble District. Up next is perhaps a plan to infiltrate the Taxidermist Guildhall.

Next session: Friday, February 10th at 6:30 p.m.

Friday, January 20, 2012

SESSION 3 - Beneath Parrot Island

After some clever problem-solving, the party is able decipher the strange lines of text from the parchment and use them to activate the central pillar (which is actually a huge combination lock). As the chamber rumbles, five hidden alcoves are revealed each containing many chests and coffers. The Vanderboren family treasure is discovered! Or is it...

Lavinia investigates and learns to her dismay that most of the containers have been plundered. While a few coins, gems, and other valuables have been left untouched, the vast majority of the treasure is gone. She soon learns that her estranged brother, Vanthus, has been by to visit the vault several times over three weeks. It is hard for her to imagine how he could not be responsible for the theft. On the bright side, her parents' documents, ledgers, and journals were unmolested. Included in these papers are IOU's that have yet to be collected upon. These, combined with the money that was not taken, should be enough to keep Lavinia's head above water for a while at least.

Once again, the heroes have come through for her, and she is very grateful. She happily pays the adventurers their first month's wages in advance and asks yet another task from them. Despite recent events, Lavinia still hopes Vanthus is not beyond redemption. She asks for the group to track down her brother so that she has one last chance to bring him back to his senses. It may be futile, but they were once extremely close and clearly she still loves him. She says that his last known whereabouts was in the Azure District, and she suggests that they start their search there.

After asking around at some of the seeder joints about town, Reggie, Cosimo, and Erdos learn that Vanthus has indeed been seen in the area recently. He has been in the company of a woman named Brissa (who has also seen some troubles with the law, but is now known as something of an artist). However, neither of them have been spotted in the district for a few days. Meanwhile, Thada and Drogg keep a watch on Castle Teraknian in case Vanthus decides to come back to the vault to finish the job.

As the crew in the Azure District expand their search to include the mysterious Brissa, they are approached by a grimy half-elf named Shefton. For some coin, he shares the information that he knows where Vanthus is hiding -- a collection of old, abandoned smuggler's tunnels beneath Parrot Island. Apparently, Shefton was asked to help him set up some new nefarious operation there.

The party rows to the island and follows a overgrown trail to a small clearing where they manage to locate a hidden trapdoor. Beneath this is a shaft heading down into the bowels of the island. Once they climb down, the rope is cut and the trapdoor is sealed by none other than Vanthus himself. Though the villain has to eat a couple William Tell-esque shots from Cosimo's crossbow, the heroes suddenly find themselves trapped in the pitch-black, undead-infested tunnels below Parrot Island.


DM Notes: Lots of fun tonight (despite a rather severe mistake on my part regarding the Turning Undead rules). The group has successfully attained the 2nd-level of experience after dispatching a very resilient undead fiend and his minions. Where the group seems to excel the most, however, is in skill tests. At the most critical moments in the story, the party members always seem to make a pivotal skill check and it helps to keep them on the right track. Plus, the group did a really great job in figuring out the vault puzzle.

Here's how I'm officially covering up the undead turning snafu: when Erdos first turned a gang of ravenous zombie pirates in the smuggler's tunnels, he himself closed the distance to smash them with his mace and their fear was broken. The second time Erdos turned a pack of undead, Thada was the member of the party to attack the cowering creatures and (slight rewrite of history) they remained filled with terror so the companions were able to chop them to tiny bits. Sound good?

But it is clear to me, that this is a great group of players that work very well together and that have created a very fun party of characters. And perhaps the best part of it all, in my view, is that every single participant in this campaign has done their part and truly contributed in a critical way to the success of the adventure. Well done everybody! You all definitely deserve to advance to level 2!

We have not settled on the next session, but that will likely be decided through e-mail over the next few days.


Solving the comination lock puzzle = 120 xp.
Defeating 3 undead horrors = 180 xp.
Dispatching 2 more undead nasties = 120 xp.
Destroying the evil boss of the undead and 2 of his minions = 300 xp.

Grand Total (first 3 sessions) = 1170... 2nd-level!!!

Sunday, January 15, 2012

SESSION 2 - Raid of The Blue Nixie

Our heroes put their plan into action with the "obvious boat" making its way to the port side of the ship, while the cleverly dubbed "sneaky boat" approaches from starboard. The obvious crew (Drogg and Thada) makes sure to be as annoying and visible as possible, while the others (Reggie, Cosimo, and Erdos) drift skulkily into position to climb up the ropes dangling over the railing.

While the elf remains with the boat, Reggie and Cosimo manage to make their way below decks thanks to the guards being distracted and annoyed. There they find many cages in the hold, each containing an exotic animal. Reggie busies himself with releasing a number of monkeys and parrots, but soon the pair are discovered by a smuggler and Cosimo is forced to face him in a deadly duel. Though wounded twice, Cosimo is victorious and the unfortunate sailor falls against one of the larger cages (which contains a large, spider-like creature that quickly begins to pull the dead body through the bars... eegh).

Parrots and monkeys are now flapping and leaping all over the ship. The crew becomes alerted to the situation and immediately tries to recapture some of the critters. Erdos, Thada, and Drogg then take the opportunity to get themselves aboard the boat. On the main deck chaos reigns as smugglers emerge from their quarters to deal with the animal (and adventurer) populations. Soon fighting erupts and the heroes are faced with a crew of armed men and their chief, the aforementioned Soller Vark.



Five of Vark's men are killed, two of them surrender, and Vark himself is frozen nearly solid by several repeated blasts of Drogg's cold ray. Shortly thereafter the Blue Nixie is secured. While the prisoners are placed in the brig, Erdos occupies himself with trying to prevent some of the sailors from bleeding to death. Some cannot be helped, but Vark manages to survive (just barely). The new crew then sails the Nixie towards the Azure District where they plan on turning over the criminals and what remains of the animals to the authorities.

Lavinia is overjoyed with the group's success. Not only did she have her ship back in one piece, but the heroes were also able to recover the lost harbormaster fees and Verik Vanderboren's signet ring. The ring was found with a roll of parchment containing five rather strange lines of text, in perhaps some kind of riddle or code. She happily pays each member of the party what she promised, plus she asks if they will stay in service to her family for a generous one-hundred gold coins every month. The adventurers agree and do not have to wait long to learn of their next task.

With her father's signet ring, Lavinia now has access to her family's vault beneath Castle Teraknian. To truly reverse the fortunes of her estate, she needs the valuables contained there. However, many of the noble families in Sasserine notoriously guard their vaults with traps and other fiendish measures. She is hoping that her new employees can accompany her to the vault just as personal bodyguards in case anything unexpected occurs. Which everyone expects.
Her concerns were well-founded. While the ring easily gains them passage through the outer vault door, beyond there is a domed chamber of green marble that is guarded by a metallic creation forged to appear as a venomous serpent. The creature proves virtually impervious to almost all attempts to harm it and it nearly kills both Erdos and Cosimo. However, the companions surround the beast and finally manage to wear the thing down. The most telling blow comes from Thada and moments later, it collapses with its metal skin ruptured.

After the harrowing melee, the party catch their breaths and then try to find some way out of the marble chamber. Erdos's keen elven eyes manage to detect a ingeniously disguised switch, and soon he has unveiled the entry into the next part of the vault.

Within the next chamber is a central pillar decorated with many vertical groves. Where this column meets the ceiling, there is an eight-pointed star (or four, two-pointed stars conjoined). Seven of the arms of the star are black, but the eighth (the one pointing towards the entrance) is red. On the surrounding walls of the octagonal-shaped room are elaborate sculptures of fantastic monsters, each with different numbers of bejeweled eyes...

DM Notes: A perilous second session put the adventurers to the test in more ways than just combat. There was some excellent skill usage (including some great Hide, Move Silently, Bluff, Tumble, Search, and Heal checks). The group also needed to use some cleverness and were faced with some difficult choices. They also needed to overcome a crew of smugglers (though outnumbered) and defeat a guardian that possessed both Damage Reduction and Spell Resistance. Things looked bad at times, but they pulled through.

The party earned 330 xp for killing or capturing the smugglers and 120 xp for destroying the iron cobra. They also upgraded some of their equipment and secured gainful employment from a noble family of Sasserine. Not a bad day's work. But now they are faced with a curious puzzle.

Sunday, January 8, 2012

SESSION 1 - The Vanderboren Estate

The Cast and Crew:

1. Cosimo Zazello, swashbuckler and part-time whaler. Full-time bastard. Likes to swim (Steve).

2. Reginald Tumblebelly, spellthief and former scion to the Tumblebelly chain of quality inns. Really doesn't like to swim (Isaac).

3. Thada Dam Pata, sword-swinging fighter, but also dresses very nicely sometimes (Dierdra).

4. Drogg, psychic flying monkey. Do you really need to know more? Would rather not dress at all (Matt).

5. Erdos, elven cleric of the sun god, Pelor (John).

The Story Thus Far:

In the tropical port city of Sasserine, five unacquainted adventurers are summoned by a mysterious letter to the manor of Lavinia Vanderboren. She has recently become the head of her noble family due to the tragic deaths of both of her parents. While waiting to meet the noble lady, the group crosses paths with The Jade Ravens, an adventuring band in the employ of the Vanderborens. Apparently, they are on their way south to the city of Cauldron on a mission from Lavinia. Upon meeting the lovely Lady Vanderboren, the group learns that her family is in a desperate situation due to her parents departing unexpectedly without first settling various financial issues.


What she asks of the adventurers is to find out what has become of her parent's ship, The Blue Nixie. It has been siezed by one of the Harbormaster's men, a fellow named Soller Vark. Lavinia paid the necessary dues on the ship, but now the money has disappeared, as well. She suspects the worst. In addition, Lavinia cannot access her family's vault since it can only be opened with the use of her father's signet ring. She hopes the ring can also be found on the ship. The Vanderboren Estate could be in deep trouble if something is not done quickly.

That night, the party decides to investigate pier five where the Nixie is supposedly kept. Suspiciously, it is not where Lavinia said it would be, but moored one-hundred feet out from the end of the dock. Men are visible moving about on deck. At a nearby inn, the new companions begin to forge a plan to get aboard the ship...

DM Notes: A fun first session. Quite a colorful and interesting group of party members. The next session (and the implementation of the party's fantastic plan) is scheduled for Sunday, January 15th at 9:30 a.m. I'm trying to think of what the quote of the day was, but I'm coming up empty except for multiple uses of the phrase "psychic flying monkey." Can anyone beat that?