(2e) Newbies to Kervasis

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garhkal
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Re: (2e) Newbies to Kervasis

Post by garhkal »

OK. So after taking a month long break from just after Origins, for the 4th weekend (as many folk were out of state and one was out of country), we finally got back together today for our 54th session. Returning was KB (who took a holiday for some family stuff out in India), Thomas, Mark Neal, Marco and David. Pat was supposed to attend, but he was Still out in NY for something. :bigthumbsup:

So we left things off with Kb's two characters (Adrik and Brugga), along with Marco's characters (Brekk and Grenmorr) up in the northern mining city, of Awagorr. As Crumbport/Jargis, had passed on, they had a month of stuff to do, while the other 2 traveled down south to meet up with the rest of the gang. Mike I's character, Moy'noq, i am not sure of, what to do with right now, as this is 3 times he's been a no show.. SO i will hold off for now, on calling him 'gone', till i hear back but till then, his pc will stay in the mage's guild in Escormian.
Since even on horse back without a card weighing him down, Crumbport and Jargis, still took 20 days of travel down south, when he met up with the rest of the group, and they've been gone for almost 9 days now, by the time Adrik and Co got done with their month training, and started their Own trek down south, via the straight route on horse back (though Brekk has to ride a DRAFT horse, the big bugger), the rest of the gang will still have, 18 or so days to wait around..

So i rolled up 2 whole encounters for the northern group to deal with, and i did one of them first off. A night time encounter with a ten pack of Crawling claws.. After some close calls, and 3 of the mounts bolting away (took them 2 hrs to corral them back up), the party of 4 (three dwarves and the gnoll) were victorious. :mrgreen:

Then i returned to Turk/Tostig/Aethlred/Willlian/Acerus/Varnhyl/Crumbport/Darthordian and Jargis.. Who got done with the big rumping with the Merrow and Sahuagin. Seeing as Turk was down in the Single digits, and most everyone else was at least half or worse for HP, and both Darthordian and Acerus were totally out of magic, while Aethlred had barely any healing left, and most of his mage spells remaining, the party wisely decided to hoof it due north, traveling the entire day before making camp. Jargis was left behind, with orders to wait to see if the enemy sent out any 'raiding parties', to follow them, and then to trail that group by half an hour.. He was also left behind under an Invisibility spell, combined with his Halfing wiles, it made him almost undetected (two of the Sahuagin though were high enough on Int, they got a roll to detect him and ONE was 1% off making it).. So i made Mike sweat it a little, as he saw the hook horrors come up via a 3rd path that the party had not seen before, and the Sahuagin by the main path. They were 6 hooks and 5 Sahuagin strong, 4 looking meaner than the bunch they fought earlier, plus one looking like the group Lieutenant (pack leader?).. 8O

As the party were having one of their meal breaks, i had Aethlred, Varnhyl, Acerus and Darthordian (Jargis would have been in that group, HAD He been with the party), make a % roll to detect the Merrow doing a 'scry' on them, via use of the spell Reflecting Pool. Varnhyl was the only one who made it, but as he's not a caster, all he got was a "Sensation of being watched".. His heckles were raised by it, and he paced around their camp, then it disappeared a few minutes later (the spell's duration ran out). Eventually they made night fall, and set up their proper camp. While this was going on, the party of Hook horrors and Sahuagin who were trailing them, got contacted by the Merrow's high priest via a Messaging spell, to let them know "the group's close to being ripe for a raid, ready up boys!" :evil: :evil:

So after some chatting, The gang put ALL of the casters down, and also Crumbport and Varnhyl went down for rest, while Turk, Tostig and Willian stayed awake. The other 2 non-casters would wake up later, to spell them...

2 hours into that watch cycle, is when the enemy hit, spoiling the caster's rest, and ruining them getting a chance to recharge their minds for new spells..
The battle was brutal, with Darthordian and Crumbport both being taken down into the negatives, and others coming close! Hell, even Aethlred took some damage (rarely does that happen!!).. However, eventually they still proved victorious even against these odds.. :D :D

While they discussed what to do now, i did a quick re-roll of the detecting of scrying, but none came close (I buggered up and DID THAT myself, and should have had the players do it, but as they moved further away, it wouldn't have mattered, as the 2nd wave would have not gotten to them in time)...

This is when i returned to the northern crew, on horse back, for their 2nd encounter. Just a Trio of Kephrinn. BUT as both Brugga and Grenmorr had no magic to strike them, the battle went WORSE for them than anticipated (i thought Adrik might have handed off his magical battle axe to Brugga, while he used flame blade or the like, but alas that didn't happen). Brugga spent most of the combat, just overbearing one of the beasties, and due to his greater strength, DID successfully manage it for a while.. BUT Grenmorr AND Brekk both got taken into the negatives, Brekk almost dying (was at the -10 round, when he got bandaged by Brugga). Some by the beasts striking them, others from them going 'boom!". Even Brugga, eventually fell into the negatives, and was halted by Adrik.. So he's now got an issue on his hand as he's down 3 of the 4, and 2 of those need a full week bed rest.. [they are only 2 days away from one of the villages, but does he wish to risk it on his own, with them all tied to their horses to try and make it there?]..


After that battle, we switched back to the southern crew.. After moving FURTHER away (traveling all night AND all the following day, not wanting to risk being anywhere near where they got hit the last time), they all finally got a decent nights rest, even with most everyone sleeping in their armor.. And this allowed the priests (minus Darthordian as he's needing bed rest) to stock up on healing spells, and they were dolled out all over... During the following day's march even further to the north, they had their 2nd encounter of the session. A pair of Dagons somewhat surprised the group, flying almost up their rear (they were just flying around looking for food).. Unfortunately for Jargis, his pony, bringing up the rear, was the target of the first one.. And since Jargis was STILL invisible, AND was also surprised, the Dagon swooped in, and smacked it with both claws, killing the hapless pony instantly.. THe party had to do something quick to try and ground it before it flew off with it's meal, but after spells and two of the group attacking it in melee, it still managed to fly away with the pony.. Dropping the invisible Jargis to the ground!

Turk ran his horse at the other one, charging it with his sword, dealing it a mighty blow, spurring IT to breath on him.. Alas the cold breath was saved by Turk, but his horse was another matter, becoming an iceical.

Eventually that one was slain, but as the other just flew off, essentially they only got 'credit' for the one defeated... So Jargis is now ponyless...

This is where we left it off for the evening.. Due to David being out of town on our next regularly scheduled weekend, we talked about getting back together Next weekend, the 27th... So here's awaiting word from the gang on that day...
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Re: (2e) Newbies to Kervasis

Post by garhkal »

Well, we had a somewhat Truncated 55th session.
We knew that Pat, who was missing last week, said he'd be ok with playing this week, while Thomas and Dave iirc, both would have been unable to play EITHER of these 2 weekends.. But alas, pat was also unable to show up, he canxed earlier this morning..
So that left Marko, KB and Mike Neal. Still have not heard any word from Mike Innaro, so i've sent him an email asking if he's officially dropping out or not....

So since both groups were mucked over, i rolled the 8 days worth of travel time for the 'southern group' (consisting of Pat - Aethlred, Willian the henchman and Tostig. Thomas - Acerus and Varnhyl. David - Turk and Darthordian, and Mike N - Crumbport and Jargis), to get back to the capital, and not one encounter did they have (it would have been a pain to have had Mike/Marko and KB try to play all of those missing folks, but thankfully there was no need to). This will be good as Darthordian AND Turk both are in need of level training.

So we re-joined our nothern group (consisting of KB's two, Adrik a 5th/5th dwarf fighter/priest with Brugga, the 2nd level battle rager. And Marko's two, Brekk, the Gnoll priest, 4th level, of Balkao. And Grenmorr the 3rd/4th level dwarf fighter/thief.)
They had a full week of bed rest to go through, after that last rumble with those Kephrinn. Luck was with them initially, as they had NO encounters, camping where they were, for the full week of bed rest.

Then they got off, finishing the trek to the village of Aldurn, which has only one more way point between it and the capital, the village of Balloch. Now in the past, a group going up via this trail, DID encounter a group of Ghouls and Ghasts, near there (though they did NOT bother tracking down where they came from), so, on the 2nd day out from that village, as the group started getting off their horses to make camp for the evening.
This group they encountered, was only 3 ghouls WITH one ghast (Not led by, which does make a difference in turning them).. Unfortunately Adrik was the only one of the party surprised, but luck was somewhat on their side, as both one of the ghouls AND the Ghast, were surprised for their opposition.
The encounter distance was 140 feet away (just shy of 50 yards). Brekk, swiftly charged in, to fight one of the 2, non-surprised Ghouls, but came to regret his hastily chosen action.

As Brekk did that, Grenmorr, closed in his full move, but was too far to do anything, and Brugga hung back, to at least tie all the horses together to the stump, of one of the few near by trees.. Though he at least did start his battle-rager war chant...

The battle went from bad to worse. After a failed turning attempt from Brekk (after I as a DM tried to give him some pointers), Brekk got paralyzed, AND got tore into by a pair of criticals from the 3 ghouls who'd surounded him. Grenmorr didn't fare much better after HE also got paralyzed and dropped to -2 by the Ghast who came to meet him at the half way point. And that was even AFTER Adrik had popped off a Bless spell specifically on Grenmorr.

Then after Brugga gravely wounded the Ghast, he too got paralyzed, when 2 of the other ghouls, LEFT the down and paralyzed Brekk, to join their Ghast ally..
This left Adrik up and at-em. He wisely took a gulp of his potion of Fire breath, two draughts worth (so he could deal 2d10+4 damage), but luck was not with him, as he rolled a measly 6hp +4, to deal 10hp of damage (5 on a successful save vs breath weapon, which the Ghast made via rolling a 18 for his save). That 10hp, though was still ok to kill a 2nd ghoul (he'd killed one the same round as Brugga got paralyzed...

This though is where it went from worse to totally shanked.. As in the following round as, adrik was reading himself to take another gulp, HE got paralyzed.. This meant that all 4 were paralyzed and 2 were already down and bleeding..

So what should have been a somewhat even battle (3x2hd +1x4hd, vs 4 pcs, one of 5th/5th level, one of 4th level, one of 3rd/4th level and a 2nd level) wound up becoming a total party wipe for our Northern band of characters..

As KB already made it known, he'd have to leave at 4pm or prior too if possible, we spent the last 48 or so minutes of the session, discussing and starting to make up their new gang of characters.

KB went with making a NEW dwarf fighter/priest (splitting the 2,500xp he starts with), of Beronna True silver, so this time he at least can turn (once he hits 5th level, as Beronna allows turning, but only at -4 levels).. He could have opted for Moradin who allows turning at no penalty, but felt his restriction on having to take part in the making of a weapon if he wishes to use it, was worse than the lessened turning... He asked about taking over one of the inactive characters (the not fully retired ones) as his primary, and making his new F/P his back up..
Marko went with a Gnoll thief (2nd level) with a halfling priest of Urolgand as his back up.

Going through my notes, only 3 characters are NOT Fully retired. I can easily bring back out Holvareth, the l4 priest of Laranii, but KB was thinking that would cause too many problems, what with the # of folk in the party who ARE bow users. Then there's Oodak, Umbrak's barbarian brother, a L4 fighter (human) and a human Peltast named Dradak Dannidov.. 3rd level.. I am waiting on word of which he wants to take..

Since this session was pulled foward a week, we have 3 weeks between now and our next session. Here's hoping everyone makes it.
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Re: (2e) Newbies to Kervasis

Post by garhkal »

OK. After last session's disasterous outing, we came back strong. Marko made up two new characters, Weex-lo, the Gnoll thief (15 Str, 18 Dex, 9 Con, 12 Int, Wis and Cha, built via point buy method, and Matthieu Brush-lake, a Halfling priest of Urogalan (13 Str, 17 Dex, 14 Con, 12 Int, 17 Wis, 11 Cha, also built via point buy).
Weex'lo, for his magical item, started off with one of my new items, a 'Toddles Skillet' (it makes up to 15 man meals a day, and once a week can produce a Heroes Feast, but it reduces its handle, by 1 inch, and it has 4 inches left). Matt got a Health belt (another of my new items. Allows the character the choice of rolling Twice for each healing spell cast on him and taking the higher, OR giving a flat out +1hp per Die of healing it grants normally, so a cure serious wounds gives a flat +2hp boost).
KB took over a retired out older character, Umbrak (though after looking he died, so i did a name change, shifted a few stats around. He has a 18/60 strength, 15 Dex, 16 Con, 7 Int, 11 Wis and 9 Cha.) and made up his own Dwarven fighter/priest of the dwarf god Berronar True-silver, Nemokk Rock-block (Str 17, Dex 13, Con 16, Int 11, Wis 17 Cha 9).
Oobarek has for his magic +1 hide armor, and a double doze potion of Berserking. he also has a Strength bow!!
While Nemokk just has a suit of +1 splint mail.

Additionally, we had a new lass, Deanne, wish to join in, but had a car accident, late Friday so couldn't show up today, but she's stoked to join in next time. She made an Elf mage (straight u), 12 Str, 17 Dex, 12 Con, 17 Int, 10 Wis and 14 Cha. Her two items she got was a +2 ring of protection and a +2 dagger...
However, this kind of got offset by the fact Mike I, is now being considered a drop out after missing over 2 months..

So we left off with Darthordian, Turk, Acerus, Aethlred, Willian, Tostig, Jargis, Crumbport and Varnhyl having to somewhat flee after their base got raided by the Merrow, then they had that run in with those 2 Dagons.
After discussing it, the gang all felt they'd better off head back home, to the capital of Pra'kova, not only to let Turk and Darthordian train up, but to re-stock, re-acquire the two lost mounts, and wait on word from their northern comrades. After making it to Vestway, Turk and Jargis replaced their mounts. And luck was on Turks side, as the town DID have one medium war horse for sale, but at 25gp over book price.
Then they headed on the 1 week trek back to the Capital. However, before they got there, they rumbled into a pair of Owlbears who had JUST moved into a grove of Trees, 3 days out from the town of Vestway. Darthordian and Acerus ALMOST lost their mounts to the beasts.. BUT they went down relatively easily...

While in Pra'kova, Turk trained to 6th as a fighter, earned +9hp with his Con bonus. Darthordian is now a 5th level priest (+6hp). After training, the party discussed going into one of the temples to learn how to make their own holy water, as well as acquire some other gear, when they met up with 4 new folk (Weex-lo, Matthieu, Oobarek and Nemokk), and decided to do a little heading out to investigate the 'burned out husk of that farming building they rested in a while back. So with 5 players (Tom, KB, Mike, Marko and Dave), they headed out each with one of their PCs (as per the house rules). Tom went with Varnhyl, Dave with Darthordian, KB with Oobarek, Marko with Matt and Mike with Jargis. Kind of the "lower level C-team'. They asked about and Moy-nok was in town (i turned Mike I's character into a DMNPC for if there's only 5 or lower CHARACTERS heading out).

So the group all set, headed out, kept to the trail out back to the town of Vestway, then headed south by south-east.. Eventually coming to the wreckage of the farm (2 buildings, one the home, one the barn) and a broken apart coral, where the farmers kept their goats and 2 pigs.. They noticed that the place looked burned down, but were unsure if it was from fire, or from acid (alchemy knowledge would have helped here), and while scouting around to try and locate tracks, the group got rumbled into by a quartet of ghouls Led by a single ghast. A patrol out from a lair, just off Lake Eyon, which is on the river Li'davik. (pronounced Lid vak).
Oobarek was first to get paralyzed, then came Varnhyl, but after several well placed magic missiles, a melf's acid arrow and some crits coming from Matt and Jargis slinging and crossbowing, the beasts soon got beaten down. 2 charges from Moy'noq's wand of frost also got used.... A risk as the party never found out how LOW on charges it was (all they knew was it was low, so 20 or less, when they identified it)..
After healing up, they headed eastward towards the lake, to not only camp, but to patrol/inspect out that way..
Late in the evening of the 2nd day from the farm, they came upon the Ghoul/Ghast lair, 5 more ghouls led by 2 more ghasts.. 2 ghouls and 1 ghast were returning from nabbing a stray donkey to eat, when the group rumbled into them. Like before Moy'noq was surprised, but no one else was.. 2 rounds into that battle, the remaining 3 ghouls/1 ghast came out of their caves.. Again Varnhyl and Oobarek got paralyzed, and this time so did Matthieu, worse, he got paralized while still on his riding horse, so IT Spooked and ran off WITH HIM On top.. However, after only the first round of fleeing, he fell off, taking him from only 1hp remaining (the ghouls that whakked on him tore into his health), into the negatives. Moy'noq, after seeing his wand crumble, (taking out 3 of the ghouls and 1 ghast though), ran off to find Matt, and managed to bandage his wounds at -6hp, so he didn't die..
The party looted the lair, getting a pair of protection scrolls, a quiver with 8 magical flight arrows and 3 magical vials.. Taste testing revealed one of the potions was an extra-healing potion, another was a pot of Kehogie's ointment. (first time iirc anyone's ever found one, so no one knew exactly what it does). The last, they couldn't identify via testing, so kept it till they get back to town to get Aethlred to ID it..

After resting up, 3 full days (after Matt succeeded in halving his bed rest period), the party did a counter-clockwise circuit around the lake (big one too), and rumbled into a six pack of hell flies.. Strange that they'd be this far south, but as they've not actually been this far east along the southern coast line, maybe they just flew into the area.. The six were munching on a killed hippogriff, 4 kept munching for the first round (they were surprised), while 2 saw the party and attacked.
Oobarek got spat at twice, and failed both, Darthordian got rammed but made his save and dex check, Jargis got rammed and failed both, Varnhyl got spat at, and many bites later, the group proved successful in dispatching the blighters.. Looting the hippogriff's body they felt, "OK we've done enough, time to head back"..
They eventually pulled back into the capital near the end of "October", Varnhyl leveled up to 4th level as a Sentinel and gained +4hp.

Then they got word from the guard, that a patrol came back in, from up north, and lost 3 of their group to a large band of roaving ghouls.. 3 of which looked dwarvish... so they knew the worst, that their northern comrades were deceased.. :wallbash: :wallbash:

This is where we left things off. Hopefully Deanna and Pat will make it next session...
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Re: (2e) Newbies to Kervasis

Post by garhkal »

SO Deanna will be making it this weekend, and a new guy, another David will also be making it. This pushes me back up to 8 players. And if another friend of Tom's shows, up (a 3rd david), that kicks us to 9..
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Re: (2e) Newbies to Kervasis

Post by garhkal »

On the good news, Deanne showed up and had a blast. However, the new david, couldn't make it. his schedule conflicts with mine, for when we game.. Here's hoping the 'other david, thomas mentioned' can make it..

So down to the nitty gritty. Session 57..
Showing up was Pat, Thomas, KB, Mike Neal, Marko, David (Halenar), and Deanne.
Deanne has an Elf Mage, Zeldon Sha'eal. 4th level, 12 Str, 17 Dex, 12 Con, 17 Int, 10 Wis and 14 Cha. Proficient in Dagger. With her Dex, Ring of Protection and the Armor spell, she's got an AC of 1. 12hp.

So with 7 players present, everyone went down to one character each, but Tostig, took the henchman Willian with the group, plus Acerus hired Moy'noq as his henchman. So that gave us 9 actual characters in the field. :bigthumbsup:

As the gang was all in town, Aethlred went to his temple, and purchased a scroll with two Tongues spells on, then they went to the temple for Peoni, and acquired a 5 pack of healing and 2 extra healing potions. Then Zeldon (being the one with the highest charisma and the only one NOT with a bow), went to the temple of Laranni, and bartered (some great role playing ensued), for 5 heroism and 1 super-heroism potions.. ALL the temple has in stock.
Tostig took the super-heroism potion, Acerus, Oobarek, Turk, Willian and Crumbport all took one of the heroism, and the healings also got doled out.. 8)

During the discussions about what to do and such, the gang regaled Deanne of KB and Marko's recent character deaths, and jokingly went on about "well, we'll see if they wish to keep it to just one death this day".... Slightly bad humor, but it did portent ill, on what was to come... :facepalm2: :b-silly: :b-silly:

Then the gang was off on the road in their caravan of horses.. a full week went by and no encounters, other than a casual passing by of a 6 man 'city-watch' group doing a patrol out to Vestway and back. The group pulled into Vestway, took a day to rest, then headed slightly off due south.. As they've been out this way several times now, they knew the route well, so didn't get lost. BUT on the morning of the 2nd day out, they encountered a new group of 4 Trapper scorpions who just got into the area. 2 of the beasts were Emaciated looking, and went straight for the horses, for nosh. The other 2, went for Acerus and Zeldon. Willian's horse got dropped directly to 0xp in the first round, while Zeldon got dropped to 0xp as well.. KO'ed in her first outing..
As the Emaciated scorpion drug off Willian's horse, he FUMBLED his free attack to hit it (as it fled), and WHAKKED HIS poor horse.. Several folk were laughing at the comicalness of it all.. Even making light that "hey, he did a mercy killing"... :b-silly:
Then the pain came. Matthieu got stung AND clawed by one of the larger/healtier beasties, and failed his poison save.. And by the time the rest of the gang got done with killing the others, he had passed away.. into that good night's sleep..

EEK.. One combat in, and Marko's lost another PC!! :grindevil:

Quickly the group OUT OF character, discussed what to do, to help him out in making a new pc, when Thomas suggested he could take over running Moy'noq for the session...

So Marko did, and was gifted one of the spare mage scrolls, of 3 lightning bolt spells the party has in 'party loot'...

Then it was back off to the coastline, 1 horse less, and 1 character less.. So willian took over using Matthieu's horse. As the gang approached the coastline, the Sahuagin and Merrow were expecting them (having done an Augury and other divinations to see when the gang would be coming).. 2 Merrow were awaiting on one of the ramps, under the cover of Invisibility with orders to get INTO the group, and wreck any mages they see, after reports came down from prior battles (from those who fled) about how nasty their casters were).. The remainder of the ambush detail, was 4 hook horrors (split into 2 groups of 2, one on the central 'up-ramp' and the eastern one, 4 regular Sahuagin warriors, and one of their two Shamans (two on the central ramp, 2 on the western one with the Shaman.

The Merrow had prepared for this, with using the Fortify spell up atop the ramps, to make it so enemies couldn't just charge in..
Like before, Jargis went ahead, scouting, but this time he was NOT invisible, just trusting in his moving silently (which unfortunately failed)... So the two Central Sahuagin, fired their spear-guns, while the two hook horrors climbed up the remaining part of the ramp to 'chase him down'. While this went on those in the other 2 areas, also came into battle.. The Merrow approached, not doing battle, even not taking a rear-shot they could have, on the warriors.. While this went on, the Shaman had used one of his four 2nd level spells, to Shark Skin up himself (a Sahuagin version of Bark skin). Then used a Protection from Good on himself.. 8O

As Jargis ran back to the others, while they let loose arrows, he got chased down, and was slain by a hook horror hitting with BOTH of his claws.. The added damage from his bite (nearly maxed out the damage) pushed him directly to -10hp damage.. :censored:

Two of the Sahuagin on the west ramp, jumped in the water, to go alert the base, while the Shaman joined the others in firing his spear-gun.. Slowly the party got beat up, but they soon had taken 3 of the hook horrors down.. That's when the Merrow came OUT of their invisibility. One Dropped Moy'noq, the other missed vs Acerus. That's when the party split up somewhat, two helping out Oobarek, and Acerus who stayed behind with the casters, to deal with the Merrow, a few others dealing with the remaining Hook horror and Sahuagin shaman.

It was here, when Oobarek, got smacked by the Shaman's spear-gun with a magical bolt, that when it blew up in his face, blinded him for a while (like a Flash-bang had gone off in his face).. He dropped to the ground, and slowly used his hands to feel around for Zeldon when he heard HER drop, after TWO more spear-gun shots (one from the lieutenant, and one from one of the regular warriors) hit her in the same round, dealing exactly 12hp of damage.. Note, as per the DMG if someone gets KO'ed, nothing happens in regards to LOSING any memorized spells, nor do they need any form of bed rest, once restored to positive HP. UNLIKE if they went into the negatives!

While this went on, 4 rounds later that is, the 'reinforcement's came up. 2 more hook horrors, 3 more regular Sahuagin, two 'upper' Sahuagin and one of their remaining lieutenants.. Two of them got instantly held by Acerus using a hold person, the Lieutenant who ran into where Acerus was, (already going at it with the Shaman), got put to sleep, by a revived Zeldon (after Oobarek poured a healing potion down her throat).. And soon the route was on.. Eventually all beasts were slain, but the party was down 2 more.. Jargis and Moy'noq.

Acerus's Prayer had already expired, the held/slepped enemy were slain, all the bodies piled up (after looting them of course, and were then set alight.. The party then started their trek, to flee back to Vestway, to regroup..

This is where we left off.

Marko's thinking of making a bard as his new back up character, while this is going on, he does have his Gnoll thief he can meet up with. Same for Mike and Crumbport the dwarf..
Deanne rolled real well, for Her back up and is thinking of making another half-elf fighter/priest of Corellon...
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Re: (2e) Newbies to Kervasis

Post by garhkal »

For note, here's a full run-down on the characters currently slain..

Skai Iron buckle, Dwarf Fighter/Thief (pc scriped death due to player drop out)
Daniel, Human Man at arms turned fighter (npc)
Damien, Human fighter (npc)
Raven Morningstar, Half/elf cleric/ranger (pc)
Chesure, Human priest of Sarajen (pc)
Henri, Human fighter (npc, former pc turned into party henchman)
Ginnea Longtooth, Gnoll Fighter, Henchman of Sha'shu).
Chomski, (Scripted death, PC) Dead by monster hunting gnomes.
Serngroot, Human fighter (barbarian) Former PC turned party NPC.
Rox, Gnoll fighter (Kb's back up)
Drex “Snot face”, Gnoll fighter (Kb's primary)
Lukian. Thomas's former primary. (PC)
Khutuktu [Scripted death for the B-team as their players were gone]
Beronaa [Scripted death for the B-team as their players were gone]
Bolormma [Scripted death for the B-team as their players were gone]
Grenmorr, dwarven fighter/thief (Marko's PC)
Brekk, Gnoll priest (Marko's PC)
Adrik, Dwarven fighter/priest (KB's PC)
Brugga dwarven battle rager. (KB's PC)
Umbrak, Clan elk, Human barbarian, (DMNPC)
Jargis Fluff bottom, Halfling Fighter-thief (Mike's PC)
Matthie, Halfing priest (Marko's PC)
Moy'noq, Elf Mage (Henchman)

So that makes 5 "Scripted deaths", 7 NPC/Henchmen, and 11 pc's. EEK.
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So. Since Mike Neal had the death of his halfling Cartographer, Jargis. he's made up a new fighter/thief, an Elf with the Huntsman kit. I will post the full stats on Saturday!
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So Cirdan Rivvikyn, the Elf fighter/thief. 1st/2nd level (as a 2,500xp build split into 2 classes). 17 Strength and Dexterity, 16 Con, 12 Int, 11 Wis, and 9 Cha. His only item of magic i rolled, was a "Bracelet of Charms with 3 charms on it"...
Well.. after an additional week's hiatus (too many folk were out of town or doing other stuff last weekend, when we'd have normally met up), we got back together this afternoon.
Returning was Patrick, playing Tostig, the 7th level human fighter (nearing the 98k mark!), who kept Willian, his Henchman (of Aethlred, a 5th level fighter). Thomas, Playing Acerus, the half elf fighter/priest (6th level fighter/6th level priest of Corellon). David playing Turk, the 6th level human fighter (freshly off leveling to 6th). Marko playing Weex-lo, his Gnoll thief (3rd level. He's making an elf or half elf ranger, for his new back up, to replace the deceased Matthieu). Mike Neal, playing Crumbport the 4th level dwarven fighter (who's making a half elf fighter/thief, huntsman kit, to replace Jargis). and Deanne, playing the elf mage, Zeldon (4th level). KB was absent, as he was attending a friends wedding..

So we left the group, battered up, fleeing back to the safety of the forestry town of Vestway. There they re-stocked, purchased food and hired a 2nd henchman (for Crumbport), a dwarf fighter, Battle-rager kit (3rd level. used the point buy method to build him up). He has a 18/00 str, 17 con, 13 dex, 7 int and wis and 9 charisma.. SO HE is very stooopid but hits hard!

After this, they headed back down, post haste.. On the 4th day down, Weex-lo, felt a 'disturbing presence', but as he's not a caster, he didn't recognize it as being scried upon. This gave the Merrow notification, the party was coming back.. So they had 2 days to prep their LAST surface battle, to 'ward off these pesky hoomans'.

As the party approached, just before they got in range (200 yards away or so), Acerus popped off 4 of his first level spells, hitting Tostig, himself Turk and Crumbport with protection from evils.

That consisted of the 6 remaining Sahuagin (3 regular warriors,a 4th level lieutenant, a 5th level chief, and a 5th level shaman), with 3 hook horror 'cannon-fodder', and 5 merrow warrior allies. The merrow were all on the far west ramp, the 3 hooks with the Lt on the middle ramp, the Shaman, chief and his 3 warriors on the east most ramp. The party came at them, on an 'oblique', facing the eastern most ramp, expecting trouble. BUT even with that, Zeldon, Tostig and Willian Still got surprised (i let the guys know they'd ONLY be surprised on a nat 1, and those 3 all rolled a 1!!). So battle was engaged. The 3 warriors, got off 1 bolt each from their spear guns, before Acerus popped off a Hold person, holding all 3 fast. The Chief ran at Tostig, and tore into him with his MASTERED Cutlass (sucks to be on the receiving end of something that can not only hit well, but dish out lots of damage!!). 8O While this was going on, the Shaman, standing further down the ramp, popped off a Prayer, centered on himself, which caught Tostig, Turk, Crumbport, Mog (the new dwarf henchman), and all his Sahuagin allies. :twisted:
As that was going on, all 3 hook horrors started rushing in, to engage (but would take an extra round to reach them), the Merrow would be doing likewise (but would take 2 rounds to get there) and the LT started shooting with his specialized Spear gun.. :blueangry:
Besides Tostig getting tore into by the chieftain, not much happened in the 'surprise/first round'.
Then all hell broke loose. Crumbport got clawed THREE TIMES by 2 separate hook horrors (one on a crit), so got hugged into a bite, and stayed in that warm embrace for 3 rounds, almost dropping from the sustained damage he took. Tostig got hit 4 more times by the chieftain, getting taken down in to the single digits! YES that low. Pat initially thought of calling for a full retreat, till Tom calmed him down, reminded Deanne she had a scroll of 3 lightning bolt spells, and succeeded in using one, almost killing the leader, AND killing 2 of the hook horrors.. :lol:
However while that was going on, Mog, the battle rager got TORE INTO by not just Merrow, but by the 3rd hook horror.. Eventually going to -28 hit points..

Code: Select all

Note, one of my house rules, is that WARRIORS can go to a negative Hp value, equal to their constitution, before they die, OR IF A BERSERKER type, DOUBLE their con)
. :bigthumbsup:
However, before he fell into the depths of death, the battle was won, and he got healed up by Acerus to at least 1hp.. Though he'd need a full week bed rest..

Eventually, our party proved successful in slaying this latest band of nasties.. However, they ALL were tore into, Tostig especially. So they grabbed up Mog, and fled half a day back to camp, rest and heal up.. Taking all of the 7 days.. Luck was with them as they had only ONE night encounter during that entire week resting.. a wandering band of 4 regular Z-throk led by a 6hd one..
They came in, on Zeldon, Crumbport and Acerus.. AND ALL but acerus got surprised (he was on the other side of camp, so didn't even notice... That's how bad things got.. :censored:
The battle was fast, furious, but didn't take that long to resolve. Poor Crumbport though, started turning INTO one of those beasties after the battle was finished, and the party started going "EEK", as they realized what was happening.. However, Mike reminded Tom about the "pot of Keohg's what-ever'.. (They Still have no damn clue what that is, and completely forgot, to ask at one of the temples, in Vestway, "HEY what is this??)..
Luck was with Crumbport, after taking one of the 3 doses in the jar, and it halted his turning... BUT man were they scared... :good:


Then the party got back to the ledge, where the ramps were, got shocked as NOTHING was there to meet them.. Figuring, luck must finally be with them, they delved downward, and into the lair.
:D
for note, the Cliff, the lair is UNDER, rises roughly 80ft up from the water, AT HIGH TIDE
So they entered the lair on the left of the 2 'entrance' stairways.. Eventually they came to several disused chambers, holding various crates of ruined/spoiled food, water, rotted clothing etc, probably the Sahuagin's storage areas for stuff they grabbed from any prisoners they had.. Then they went through a large room where they felt "Hmm, this must be the main Sahuagin resting spot", and laughed at the 'toilet' spot (a singhole going down, with many pages ripped out of someone's old book). Continuing on, they finally got to the last battle of the evening's session, the last 3 hook horrors (all higher up ones).. This battle went somewhat easier for the party, but they still took a lot of damage. So retreated off to the rooms, where all those rotted food barrels were, went further into that area, and Zeldon put up an "Alarm" spell on the corridor's entrance, to warn them, while they sleep.. :wink:


This is where we left things off. Willian earned enough to lock him in XP< till he trains to 6th as a warrior... Acerus is CLOSE TO 7th as a priest..
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So Session 59 down.. It was a some-what truncated endeavor, due to the players taking time to get things rolling, the one battle taking so long AND them not wanting to get into the last battle, with only 40 min or so left of the session..
Returning we had Tom, KB, Mike, Marko and Dave. Pat was at a wedding this weekend, and i didn't get any response from Deanne, other than "She's finishing off the work on her back up pc, and will have it to me sometime next week"..
So Tom took over playing Tostig, with Acerus. Dave took over running Willian, in addition to his Turk. KB took over running Mog, the henchman, and Mike took over running Zeldon, Deanne's mage, along with Crumbport.


So we left the gang, resting up in an out of the way cave grouping, having piled some gear up in front of the entrance, and Zeldon using an Alarm spell at the main entrance.. Then Morning came, with no interruptions. As the gang was finishing off memorizing spells (or prepping their mind in Acerus's case), two Merrow showed up, doing a patrol inside the cave system (3 total warriors, 1 shaman and 1 witch doctor). One shouted a warning while the other threw one of the 2 'hurling war-clubs he had. These 2, mixed it up attacking and backing up, drawing the party out of their rest-hole, and eventually back into the room where the three 'sink-holes' were (or as KB called one of them, a Stink hole!). The shaman, along with a third warrior, were outside, and slowly fled down back to the room where the sink holes were located, but were ahead of the other 2..

As the 2 merrow warriors, slowly fled back, luring the party to follow (which they obligingly did).. The Shaman had popped off two Protection from good spells one on himself and one on the remaining warrior, who 'held the line', even with the sink hole. Then had casted a Sanctuary on himself, and followed it by a Chant, which JUST got completed as the party slew the two that were fleeing back, and had gotten to the third warrior to engage him. While this was going on, the Witch doctor had angled himself to see the edge of the entrance spot the party came in, but would be out of sight of most of the party..

Tostig and Turk got into that merrow's face, but cause of some BAD rolls on the party's side, they failed to deal much damage to him. THEN the witch doctor scored a big hit for the enemy, with a Web-spell, set up to start at the 'entrance' and go back down the passage.. filling 8 squares (or hexes) up with sticky webs. BOTH dwarves got caught, so did Deanne and Willian. Acerus and Weex-lo didn't.

Then just as Crumbport and Mog freed themselves (due to their high strength), the witch doctor placed a Flaming sphere, right behind Tostig, catching him in its fire, AND LIGHTING up the webbing! OUCH..

By now, the 2nd part of the 'patrol group' (one last regular merrow warrior, an experienced merrow warrior, a 2nd shaman and the group's sub-chief) had come around one of the other corridor's corners, and spotted the battle. The two lower merrow, engaged Tostig and Turk with their comrade JUST as those two had felled that warrior.. And the sub-chief brought out his specialized Ogre War-bow.. BUT luck was NOT with him as he made a fumble, Tossing the bow down, into the sink hole, right in front of him.. The Shaman that came in with that group (a Shamaness), opened up with a Silence just behind Tostig, catching Acerus in its AoE, but not really doing much to the others.. Then hit Acerus with a Heat Metal, and threw one of his stink pots via his Pellet bow...
The last of the regular warriors was swift to fall, then the Sub-chief joined in the battle line with the improved warrior.. And Tostig took some nasty whaks.. He had to rotate out, letting in Acerus on the battle line, and Mog even charged in eventually. Zeldon had moved around to get sight on the warriors, and risked using a 2nd lightning bolt from her scroll, tearing INTO both of those warriors.. Then the sub-chief tore off one of the 3 magical beads on his necklace.. Dropping Weex-lo, and injuring many of the others..

Slowly but surely, the party tore down the rest of the merrow, leaving only the witch doctor and the chanting shaman, with the shamaness left.. But by this time, willian had tried charging into where the Shamaness was, FUMBLED his attack, got a nat 19 on his dex check, and slipped and fell into another sink hole, just to her side.. Luckily he rolled a 04% and managed to drop his bow, and grab the ledge, stopping himself falling to DOOOOMMMMMMMMMM...

Tostig got into the face of the Witch doctor, almost fumbled his attack, leaving Him an opening to pop off a Color spray into Tostig's face.. He failed, which was ALL the witch doctor needed, to slit the straps of his backpack, and flee.. That left Turk, Crumbport, Mog and Acerus to tear into the shamans.. They eventually fell..

Battered, bruised, and out of spells, the party Wisely retreated back to their safe hole, and even took the OGRE size body shield, the shamaness wielded (the size of a bloody door!!), with them. Not just to heal up, but also cause Weex-lo, was down to -6hp and would need 3 days of bed rest, after luckily making his System shock roll, to halve the # of days he'd need..


The leader of the Merrow is NOT VERY HAPPY, but is reluctant to send ANY more of his warriors out to fight, so is prepping the defenses of the remaining part of the lair...


So during the 3 days of bed-rest for Weex-lo, the party went through the rest of the 'Sahuagin/Hook horror' side of the lair, and did NOT Venture up to where the Merrow came from.. They gathered up all the loot, and stuck that back in their hidey hole area, for taking out later...
Then they started to scout slowly up into the Merrow's half of the underground catacomb system....

And this is where we ended it for the night. Hopefully they can complete the lair off (another storyline point completed) next sat.. Then its off for 3 weeks, as i do Cincity con...
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Re: (2e) Newbies to Kervasis

Post by garhkal »

OK, session 60 down, and man was it a bummer of a session... Due to Tom having to be down in Cincinnatti by 7 for a friends Engagement party, we played early starting at 10am vice our normal 1.. :bigthumbsup:

SO, returning we had Tom playing Acerus, the half elf fighter/priest of Corellon (6th/6th level)
Pat playing Tostig, the human fighter (7th level) with Willian the human fighter henchman (5th level)
Mike playing Crumbport, the dwarf fighter (4th level), and like with last week, he took over running Zeldon (Deanne's pc. She had work this weekend, so couldn't make it), a 4th level elf mage.
Marko playing Weex-lo the gnoll thief (3rd level)
KB running Mog (like last session), the 3rd level dwarf battle rager henchman of Crumbport
and Dave running Turk, the human fighter (6th level).
8) 8)

So that's 8 characters, with a combined level total of 39 levels.
The last bit of Merrow, consisted of 5 regular warriors (as 4+4hd monsters), 1 experienced warrior (as a 5+4 beastie), 2 fourth level witch doctors (as L4 mages), 1 shaman as a 5th level priest, 1 as a 6th level priest, and their massive brute of a leader, a 9th level warrior, with high mastery in the Halberd (a battle axe to him).
Giving the enemy roughly 53hd.. :twisted:

So we left the gang off, exploring that dead end room, ways away from where the last of the merrow had their lair. As they exited that area, their light rocks (continual light on regular rocks), illuminated a largish hallway, where a lot of large mushrooms, some even as high as 2ft, grew. But hidden amongst them were a few shriekers. Basically an alarm system for the merrow.. :facepalm:
After the party tripped the shrikers, they started planning what to do. Many drunk their heroism potions that they had left (Crumbport, Mog and Willian), while Turk drunk a super heroism potion. This boosted Turk to being equal to an 8th level warrior, Willian to a 7th, Mog to a 5th and Crumbport to a 6th.. Wary, they initially thought they'd get rushed into, but after 2 rounds no one came.. SO they then, going through the mushroom grove, approached the enemy.. THIS gave the shamans 6 rounds of prep time on their warriors. A large natural rock column split the corridor into 2 wide passages.. One to the south, and one to the north. :grindevil:
Three of the regular Merrow warriors, the 3rd shaman and the 3rd witch doctor, lay near the end of that 'opening'. While the last 2 regular warriors, the experienced one, shaman 2 and witch doctor 2 sat near the end of the northern passage way.. :hello:

I INITIALLY Thought the party would stay as a whole, approaching/rushing into one of the enemy, and i had it wrote, that if that occurred, the OTHER group, after waiting one round to wonder what went on, would try and flank them coming up their rear, TAKING 3 rounds to move around to do so..

HOWEVER this did not occur, as the party did IMO something crazy. THEY SPLIT UP into two groups of 4, one going up EACH path. Turk, Crumbport, Weex-lo and Zeldon for the north side, Tostig, Willian, Mog and Acerus on the south. Mog and Tostig held the line while Acerus hung back, with Willian to fire arrows.
Turk and Crumbport held back, with Weex-lo, to THROW HIS fire balls, the gang gathered from the slain sub-leader's necklace (that they felt the pain of last session)..

Even after talking to Marko (Weex-lo's player), and ensuring he knew what to do, THIS DID NOT HAPPEN.. :facepalm: :facepalm:

As the first thing HE did, after Zeldon used her last lightning bolt spell from the scroll, was to RUSH IN and dither around, allowing one of the warriors from the south side to come and reinforce the north side (after the bolt of lightning killed 2 of the 3 there, AND Killed the witch doctor on that side). Willian and Mog were NOT hitting the warriors on their side, neither was Tostig (man were their dice bad at first).. :censored: :censored:

That to many, was part of the main reason we almost had a TPK.. Had even ONE of those 2 FOUR HD fireballs gone off, at least 3 rounds of Turk and Crumbport being wailed on by the Improved warrior (who was engaged with Turk), would not have happened, or would have been severely lessened in the amount of damage Turk and Crumbport would have taken. As it was, that didn't happen..
Eventually the improved warrior, got 'reinforced' by one of the regular warriors from the 'south-corridor', while the other 2, stayed in their area.. Eventually THE LEADER who finally had his armor on (after 8 total rounds of putting it on himself).. ,
Weex-lo was first to fall.. 8-O

Slowly, Mog, Acerus and Tostig, along with Willian, killed off the other warriors on their side, then rushed into engage the 3rd witch doctor and their sides shaman. However that leader, man did he tear into the side Turk was on, dropping Crumbport next. Mog was instructed to rush to that side to engage things, so he took the long way around, taking 2 rounds to get engaged.. :disturbed:
THEN HE FELL to the leader, while Turk was playing patty cake with the improved warrior, and took him down to almost killing him.. :( :(

However since the regular warrior who came over to 'strengthen up' that side, stepped up to engage Turk, that allowed the wounded Merrow the chance to back off, and get some healing from the north-side shaman.. (via a scroll, as all his regular spells had gone poof)..

After dropping the shaman/witch doctor on their side of house, Willian and Tostig, engaged the other shaman, who was reading up to sling into Turk.. Even with that round of combat, both the Merrow leader and improved warrior ROLLED three 3's STRAIGHT UP (all on 3 different d20's), and the party all smacking home with their attacks, eventually Mog fell to the leader. Turk had rushed over to slay the improved warrior, who was still near the shaman, leaving the leader going "OI, who is next". THIS gave Zeldon a choice. :evilking:
Did she risk running in, to grab one of the fallen to drag away to bandage up, or rush out of sight.. While Mike pondered that, Acerus had gone into melee, to engage the leader, hoping to stop him slaying his fallen comrades... By this time, the last warriors had fallen, leaving JUST the shaman and leader.... :-?

Eventually even he got taken into the negatives, but made his constitution check to stay active. So he wisely tried to kick in Withdrawl, so he could try to heal himself. BUT as per the HR's if one's not actually engaged in melee, its a CHECK each round to see if you drop.. SO he healed himself, up, but NOT enough to kick him out of the negatives. So after his first heal, he then passed out from failing that rounds con check... :blueangry:

Slowly Willian, Tostig and Turk, killed off the last warrior and shaman, but NOT before the leader took Turk out. :facepalm2:
That left the leader, vs willian and tostig. First of them to fall, was Willian. AND THAT was even with him (and turk/crumbport and Mog having guzzled down heroism potions!) 8O 8O

Eventually even Tostig fell. That then gave Deanne a choice to make. Stay, try to use one of the beads from the necklace given to Weex-lo, OR Flee, to inform the remainder of the party, back in the capital city.. a full on 12 days away. So even IF they got readied that day and returned as soon as possible, it would be at least 22 days by the time they got back to where the bodies were... TOO far for even a peoni priest to raise dead.. :cry: :cry:

This gave me effectively a Total party kill, except for Zeldon who ran off..

Because of the almost total party wipe...
Tom is making up two new characters (along with Marko), one of which will be a human Paladin (Ghost hunter kit) as a primary. This informed the others to stay clear of bow wielders for their guys.. Not sure what he's gonna do for his back up, but after discussing things, he will be allowed to start play with two henchmen, One of which will be a human necromancer mage (LG alignment) the other an elven warrior, undead slayer kit.

Marko will be getting a talking to, (Three of the other players, feel how he's so far played, regardless of what characters he has, he's almost been a detriment to the party, Other than the time he had straight fighters, so want me to chat to him about not making up NON Fighter characters)....
I will do that chat, before he makes up his two new characters.

Mike will make up a new dwarf fighter/priest as his primary.

David will be shifting Darthordian up TO primary status, and will make up a new back up.

And Pat will shift Aethlred to his primary.. Not sure what he's going to make up for his new backup though...

Deanne is ok with Zeldon, and hopefully soon she's going to be finished with her elven ranger back up.
And KB is ok with his two characters, who were back home in the Capital....
Last edited by garhkal on Fri Oct 25, 2019 5:47 am, edited 1 time in total.
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So looking at it. Tom's making up a new primary of a human paladin, with a new back up of a mage/thief. He's gonna start with two henchmen (both 2nd level), one a ranger with the undead slayer kit, and the other a human necromancer mage.
Dave's making up another dwarf fighter, a rapid response rider
Marko's making a gnoll fighter, with a fighter/mage as his back up
Mike's making a new primary of a human priest of Laranni, with a fighter/thief (huntsman kit) as his back up.

Deanne's still not yet made her back up, and pat has good news in that there's a POSSIBILITY (if they are persuasive enough), into talking the high priest of the temple of Peoni to accompany them back to the caves, with 4 of his fellow priests, so they can use the Combine spell, to boost the high priest up, enough to where his level will be sufficient to raise dead on them (for the 'duration of how long they can be dead') BUT that's only a possibility. IF they do this, Pat's hoping to get both Tostig and Willian brought back..

Looking at it, it took Deanne 14 days to get back to the city, to alert the others of what happened, even if they were ready the following day, it would still be 29 days passing since the deaths, if they took the LAND route back.
They MAY have to rent a boat in the coastal town just to the south-west of the capital, to sail along the coast there, if they wish to be in time to raise Tostig, WIllian or anyone else.... 8O
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Re: (2e) Newbies to Kervasis

Post by garhkal »

OK. Session 61 down.
Returining was Tom who played his new paladin, Rayeth Dawn-treader, with the henchmen of Fenix, a necromancer human and Tykoa Night-watcher, an Elven Ranger with the Undead-slayer kit. David playing Darthordian his priest of Corellon. He took over playing Tostig when he got raised. KB playing Oobarek (though he died!) and he took over playing Zeldon, when Deanne had to go to work. Deanne playing Zeldon the elven mage. Mike playing Brother Quan, the human priest of Laranni. Marko plaing Ihouh, the gnoll fighter. Mike also took over playing Aethlred, due to Pat being gone.

So, we left off with Zeldon, riding into the Capital of Pra'kova, seeking out the home her comrades (Darthordian, Oobarek, Aethlred and Nemokk Rockblock a dwarven fighter priest of Berronar), resided in.
After briefing them, in a teary eye'd manner, what had befallen the rest of the party, the group swiftly got into motion.
Zeldon, Darthordian and Aethlred went to the temple of Peoni, to petition to get an audience with the high priestess, Matron Mother Wextil. While Oobarek and Nemokk, went off to the bars and pubs, to try and recruit more characters...

Eventually the gang did get a meeting with the Matron mother (think Hattie Jacques from the various Carry on Films from the UK back in the 1970s and early 80s). After great RP mostly from Deanne and Mike, they successfully convinced her to come with the party, but had a quandry as she pointed it out.. Even if she left right there and then, by the time they'd get back to where the bodies of their comrades lay, 28 days would have passed, the MAX time limit she could raise someone, IF SHE got boosted via the Combine spell, up with 4 fellow priests helping

Code: Select all

THIS IS WHY I ASKED ABOUT THAT SPELL
.

So the party thought about it and listened to her suggestion, of going via Ship, sailing along the coastline.. So Zeldon went off to the port town, barely half a day south of the capital, to negotiate for a ship, either a Coaster, or a Knarr. The Knarr would be a day or two faster, than the Coaster, and had a slightly higher Sea-worthyness, BUT wouldn't have the crew/passenger capacity the Coaster would provide..

While this was going on, Darthordian went to some of the other temples, with Aethlred and managed to recruit a Paladin and Priest of laranni, Brother Quan, and Rayeth Dawn-Seeker, to join the party.
As this was going on, Oobarek and Nemokk, were in a bar, getting into arm-wrestling competitions with a large Gnoll, Ihouh (pronounced eye-ho). Discussions were had, lots of joking (and rolling off one vs one for the arm-wrestling), and much ale drunk, and 2 more characters joined in.. They even got a human Peltast, known to the group, but who's not been hired up for a while, Dradak Dannidov.
DUE To the paladin and Priest, Darthordian had made a promise to give UP his bow, he's proficient in, and Oobarek had made a promise "I only use my bow for hunting, not combat".. So the Expectation was he would NOT use it in battle.... More on that later!

Eventually the day came, the gang all geared up, got on the boat with the Matron, and 2 of her low level lay priests (Brother Quan would provide the 3rd priest for her to Combine with, to give them 26 total days worth of someone being dead for the raise dead to get cast).. Then they sailed off.. on a 6 day trek.. Pity there wasn't a Gilligian around! :mrgreen:

Day 3 and 4, they hit heavy seas and strong winds, almost to gale force levels, and had 4 of the crew of the Coaster get swept overboard.. :cry:
Eventually they pulled in, to a cove, 4 hours to the west of where they knew the Merrow caves to be.. The gang pulled off ship, set up a base camp, asked the matron to prep 2 raise deads, while the others kept a Combine in hand.. Then Aethlred laid an invisibility on both Tykoa and Ihouh, who went over to the cove to scout out the merrow cave..
Tykoa had a strange sight greet him.. The great beast of a Merrow leader, that had defeated so many of the party, was KNEELING down to a brutish beast of a Sahuagin Shamaness, getting BERATED for what had occured.. And he saw the merrow leader, hand over several of his items, including the boots he wrote (maybe that was why he was so swift of food??)... The Shamaness then went into the water with 6 other larger sahuagin warriors, dragging the bodies out of Acerus (some what eaten), a Gnoll, and two dwarves.. So they didn't know what that meant. Was the three humans still inside? Or were they already gone..

So after reporting back to base camp, Aethlred accompanied the group to the edge of the cliff, cast a silence on the two invisible scouts, and as they went back down, to the room that Zeldon and co, had set up as a make shift camp/hidey hole.. Luck shined on them, as nothing had been Touched..

Tykoa and Ihouh, went in further, slowly, trying to follow a mental map of the place, but went a different route than the party did (they got to where they saw the mushroom field and were like "What's this", so went back and found another path).. Eventually they saw two Merrow warriors on a patrol route, checking both entrances from the lower 'Sahuagin area, into where the Merrow laired.. A little bit further up, would be where the 3 bodies of the humans and others were slain..

So they waited, saw the patrol again, and followed behind them, sufficiently that the silence didn't alert the Merrow, to find a sight, that shocked the ranger.. THICK spikes were slammed THROUGH the bodies of Tostig, Turk and Willian, and they were spread eagled into the wall, FACING the way the part, prior's incursion, came into the lair, almost like a warning.. :grindevil:
Hurriedly, they tried to pull off, and succeeded, Tostig. Both Failed badly, on Willian
Initially i thought a straight strength roll, but Tom actually thought how they were spiked to the wall, merited a Bend bars roll, but BOTH characters had % str, so had a decent, 30-35% chance of it
. So first up was Willian, However, both characters rolled, and both got well over 70%, being a total failure.. Then they came to Turk, and Tykoa came Close, but the 98% roll by Ihoih, buggered things up, to where if they kept trying, they'd rip THROUGH the throat of Turk's corpse, so if he got brought back via the raise dead, he'd have NO voice anymore... he'd be permanently mute..... EEK.. When they rolled for Tostig, both players rolled well enough to pull him off, without any problems. So at least 1 of the 3 were nabbed...

So with Tostig's body, strung between the two (so neither would get encumbered) they swiftly made their way OUT, barely getting out of there before the Patrol came back around.. They made it up to where they set up Base camp, and came the worried looks as Tom made the % roll (with Pat's permission) for Tostig to get raised.. He had a 15 con (now dropped to a 14, so lost 7hp bringing him down to 61!), giving him a 94% survival chance.. GASPS went up as the first 00 die got tossed and stopped on a 90... Then cheers and sighs of relief came as a 0 came on the other d10, making 90%.. 4 under.. Tostig was BACK from the dead.. YAY :bigthumbsup:

Now.. He'd need a full week of bed rest before he could do much of anything.. So the gang, went back down, ALL OF THEM, to that room, Piled up as much of the coinage as they had (almost 9800 coins total), into 10 large chests, Gave those chests over to the Matron, as part of the 6,000gp they owed (and YES both Darthordian and Aethlred had agreed to a Geas on them, if they were not timely in paying up), and bade a good day, and MUCH thanks to the Matron, as she left back on the coaster, leaving the gang their horses...

Then Ihouh and Tykoa, watched the merrow, learning their routine, and even scouted out a little more.
Preps were made, battle plans discussed.. And the week long rest for Tostig was over..
THEN THE Battle was on.. The gang decided to go the route that Ihouh and Tykoa had scouted, RATHER than the way Zeldon/Tostig had used before hand, to avoid the Shriekers... BUT forgot, as they had quite a few folk, the Cont light stone Tostig had, (and many would need) would announce their presence JUST as much as the Shriekers would...

The two patrol Merrow were on their Clockwise rotation, and the gang set up, Tostig on the far right, then the paladin Rayeth, then the barbarian Oobarek.. In the second rank, was Darthordian, sitting right behind Tostig, Then the big Gnoll Ihouh, then Dradak, who'd been given some of the magical Javelins that the party had kept in party loot. Brother Quan stood right behind him, followed by all 3 mages in the last row (Zeldon, Felix and Aethlred).
Darthordian had popped off a Protection from Evil on Tostig, Oobarek and Ihouh, as Rayeth had his own paladin PFE protection.. Then as soon as they saw the Merrow partrol, a Bless went up from Brother Quan, Darthordian hit Tostig with an Aid, and Oobarek stepped to the side, to let Dradak come out to hurl a Javelin, while waiting on the Merrow to close in..

Cautiously they came up, first one then the other.. Battle was enjoyned, and Rayeth and Brother Qyan got into melee on one, while Tostig got into the face of the other.. Rayeth though got shocked, when a pair of Sheaf arrows flew over his head to strike the beast he fought.. Wondering where they came from, his eyes soon set upon Oobarek... Seething, he snarled in that direction, shouting out to brother Quan "look, he's using a coward's weapon, even though we thought he gave his word he wouldn't"...

After they somewhat swiftly dispatched those 2, both brother Quan and Rayeth, got into the face of Oobarek, even getting into very heated words.. Possibilities of 'one-on-one challenges were hurled about.. OUT of game, 3 rounds had passed while they argued back and fourth, but the arguments soon halted as they saw the leader and 2 other Merrow approaching.. Well more HEARD them..

Oobarek rushed ahead, barging past brother Quan, to get into a spot to launch an arrow at the leader but he missed.. Pity, AS THE LEADER's shield rush into him, followed with his Halberd, DIDN'T.. And Oobarek realised, his error as he got TORE INTO..
Then one of the other 2 warriors, pulled a bead from his necklace (a 3hd cold -fireball- one), hurled it, damaged several of the party, and KILLED Felix the necromancer and DROPPED Zeldon into the negatives (she failed vs the 13hp of the ball)... Then the battle was on.. Soon after oobarek fell, followed by Tykoa the ranger. One of the Merrow had been slain, followed by another. BUT curses the merrow had a Shaman, who hit Tostig with a Hold person (granted power).. Brother Quan wisely pulled him back from the battle, while Rayeth and Darthordian stood their ground battling into the leader...
Slowly but surely the shaman was slain, but NOT before Aethlred tried casting BOTH of his Dispel magics on the hold of the Shaman, but failing...

Eventually though, things looked bad, after two more characters came close to falling to the leader.. But they luckily held up, via making Con checks to remain active.. Then Rayeth tried a god call, but failed.. Followed by Darthordian, and HE failed too.. Then Ihouh tried, and failed.. Luck shined though, as Brother Quan Succeeded.. And PING, all ACTIVE UP on their feet, characters, (those NOT DOWN and bleeding!), were immediately invigorated by a Flush of Holy light, bringing them all back up to Full hit points..

Then the tide of battle turned... And the leader got slain, a few rounds later...
The party, sorrowful they'd lost a few MORE of their gang, including Dradak, the henchman, who suffered taking over 30 points of damage, when he had only 8 left (so became a massive blood stain on the wall, after being hit by a CRITICAL HIT from the leader's Halberd AND a shield bash), Both of Rayeth's henchmen.. Though neither Rayeth OR Brother Quan, shed a tear over the death of Oobarek..

Taking the wounded, they grabbed what they could, and fled back to that safe room, to heal up....


This is where we left it for the day.
Man was this a long session...
Last edited by garhkal on Fri Nov 08, 2019 5:11 am, edited 1 time in total.
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Re: (2e) Newbies to Kervasis

Post by Storm11 »

Hadn’t Acerus healed his wounds before he passed out and would thus be alive?

Could you put up a current roster of PCs, henchmen, and their levels if possible. I am abit lost with whose who and Whats what with all the newcomers.

Much appreciated.

One other question. Was the high priestess 26th Level? Isn’t it one day of being dead per level for raise dead? And if she was why did she need the combine and couldn’t she just have resurrected the companions.
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Re: (2e) Newbies to Kervasis

Post by garhkal »

Storm11 wrote:Hadn’t Acerus healed his wounds before he passed out and would thus be alive?
No, he healed up some, but was still in the negatives.. so when he passed out, he was still iirc at around -6hp.. So when Zeldon fled, the leader smacked his boot into the head of everyone down, just out of spite..
Storm11 wrote: Could you put up a current roster of PCs, henchmen, and their levels if possible. I am abit lost with whose who and Whats what with all the newcomers.

Much appreciated.
Copy that.
Primaries (Pat/Tom/Mike/KB/Deanne/Marko/David)
Recently Raised - Tostig, human fighter (no kit), 7th level (currently just over 300xp shy of 100k!)
Rayeth Dawn-seeker, Human paladin (no kit), 4th
Brother Quan, Human priest of Laranni (no kit), 4th
Nemokk Rock-block, Hill dwarf fighter/priest of Beronnar Truesilver (no kit), 1st/1st (KB's back up, who with the death of Oobarek shifts up to primary).
Zeldon Sha'eal, Elf mage (no kit), 4th level
Ihouh Split-claw, Gnoll fighter (no kit), 3rd
Darthordian Darkcloak, Half elf priest of Corellon (no kit) 5th,

Back ups wrote up (some players have yet to make one. Pat/Tom/Mike/Marko. Nothing yet for Deanne or KB).
Aethlred, Half elf mage/priest of Save'k'nor (no kit), 5th mage/6th priest (though is just over 700xp SHY of hitting 6th as a mage)
Hallylk Briarwood, Half elf Thief/Mage (no kit), 2nd mage/3rd thief
Cirdan Ryvkin, Elf Fighter/Thief (Huntsman kit), 1st fighter/2nd thief
Thornalin Strong-axe, Dwarf fighter (no kit), 3rd level
Salladheen, Half elf Fighter/mage (no kit), 1st/1st.

The full list of the deceased;
Skai Iron buckle, Dwarf Fighter/Thief (pc scriped death due to player drop out)
Daniel, Human Man at arms turned fighter (npc)
Damien, Human fighter (npc)
Raven Morningstar, Half/elf cleric/ranger (pc)
Chesure, Human priest of Sarajen (pc)
Henri, Human fighter (npc, former pc turned into party henchman)
Ginnea Longtooth, Gnoll Fighter, Henchman of Sha'shu).
Chomski, (PC) Dead by monster hunting gnomes.
Serngroot, Human fighter (barbarian) Former PC turned party NPC.
Rox, Gnoll fighter (Kb's back up)
Drex “Snot face”, Gnoll fighter (Kb's primary)
Lukian. Thomas's former primary. (PC)
Khutuktu [Scripted death for the B-team as their players were gone]
Beronaa [Scripted death for the B-team as their players were gone]
Bolormma [Scripted death for the B-team as their players were gone]
Grenmorr, dwarven fighter/thief (Marko's PC)
Brekk, Gnoll priest (Marko's PC)
Adrik, Dwarven fighter/priest (KB's PC)
Brugga dwarven battle rager. (KB's PC)
Umbrak, Clan elk, Human barbarian, (DMNPC)
Jargis Fluff bottom, Halfling Fighter-thief (Mike's PC)
Matthie, Halfing priest (Marko's PC)
Moy'noq, Elf Mage (Henchman),
Mog, Dwarf fighter (Henchman)
Crumbport, Dwarf fighter (PC)
Tostig, Human fighter (PC)
Acerus, Half elf fighter/priest (PC)
Weex-lo, Gnoll thief (PC)
Turk, Human fighter (PC)
Willian, Human fighter (Henchman).
Oobarek, Clan Elk, Human Barbarian (PC)
Fenix Ryndor, Human Necromancer (Henchman)
Tykoa Night watcher, Elf Ranger (undead slayer kit, Henchman).
Dradak Dandidov, Human Peltast (henchman).

That gives 23 pcs dead, some scripted (such as with Khutuktu, Skai and the like), some after being shifted to NPC status, and 11 henchmen.

Storm11 wrote:One other question. Was the high priestess 26th Level? Isn’t it one day of being dead per level for raise dead? And if she was why did she need the combine and couldn’t she just have resurrected the companions.
Negative, She's only 10th level. BUT one of the biggest blessings Peoni grants her followers, is that when they cast the Raise dead spell, they count as DOUBLE their level, for the # of days that can pass for purposes of Raise dead. So she NEEDED at least 3 folk to assist her, to push her to 13th level, via the Combine spell, to hit the 26 days needed to bring Tostig back..

That clear things up?
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Re: (2e) Newbies to Kervasis

Post by Storm11 »

Ahhhh that’s pretty cool. Do the priests of Laranni get any other healing benefits with cure spells as well?

Thank you for the roster update. Much clearer thank you. I have an idea of where everyone is level wise and PC wise now. Much appreciated.
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Re: (2e) Newbies to Kervasis

Post by garhkal »

No, Laranni, as a combat god, has different granted powers..

The gods i use (If you've ever played harn, many will be familiar).

Balkao - god of elements. At 5th level, can ignore NATURAL weather effects, except those that hit vision (ie snow blizzards/rain). Mostly lets them move regular speed while others are slogging it.
When they hit high enough level to summon elementals, they NEVER Need fear of losing control over it, though enemy casters STILL can try to wrest control away.
Penalties - Turns undead as a paladin, and like paladins, are limited to only 10 permanent magical items (though has NO requirements for what those 10 are).

Halea - god of love, luck, merchants etc. +4 bonus to saves from the MAGE school of Enchantment charm, or priest charm sphere, though it doesn't work vs Ray of Enfeeblement, Bind, Hold person, Emotion, Fumble, Eyebight, Guards and wards, Mordekains Disjunction, Dictate, Cloak of bravery/fear, Exactation or the Minor/greater Malison spells. At 5th level, can cast 1 confusion spell/once a day, and at 4th, can cast soothing word 3 times a day +1 per level they get above 4th. HOWEVER they use D6 for HP, gives up turning of undead, gains no followers, and since all are female (no male priests allowed), MUST be married by 8th, and can't be celibate.

Laranni - Goddess of chivelry, honor in combat, and protection. Her first granted power is at 3rd level, their priests can cast a Protection from normal missiles, once a day on themselves.
At 5th, can remove fear twice a day, and at 9th gains the ablity to cast a Champions strength spell, that lasts as if cast by a priest of +4 levels for its duration.
HOWEVER, they pay for that in the inability to EVER use purely missile weapons (those which can be hurled / used in melee such as spears, hand axes or the like, are ok).

Peoni - Goddess of healing. Peoni gains quite a few powers. 3 are NOT level dependent, 3 are.
The level dependent ones are; 3rd level, can make a save vs death magic VS undead energy drain (does NOT protect vs swords of life stealing). IF save made, undead gets hit by the same energy backlash as a negative plane protection spell.
5th level, can cast remove curse once a weak
9th, when they cast Raise dead, they are considered DOUBLE their effective level for # of days someone can be dead. So if they got combined with, and boosted say +3 levels, that equates to +6 more days.

The three that are not dependent - When casting any cure wounds spell, Treat each D8 that the spell heals, as 1d4+4 instead. Cure moderate wounds though becomes d5+6 instead of d10+1.
When in combat where foes are using punching/wrestling, they never fear being KO'ed (via the % chance if using that chart), however they can STILL get knocked out if they suffer enough damage.
And lastly, Restoration is granted at 9th level (its a 5th level spell to them) vice being a 7th level spell.

HOWEVER they pay for that with
A) They only roll 1d4 for hp..
B lack of offensive weaponry (most are just ones to tie foes up, such as whip or net), and IF THEY EVER WILLINGLY kill a sentient foe, they lose ALL spell power for 1d4 weeks, from remorse, it does NOT however apply to foes, such as undead, demon or devils!

Sarajin, Good god of the barbarians, god of battle lust and strength. They gain warrior's HP, rolling d10 for hp vice d8, but this doesn't extend to them gaining a warriors Exceptional con. Gain the ranger's Animal friendship ability, and gains +1 weapon pro slot, that MUST be used to specialize in any Bow, Axe, the Spear or the Broad sword ONLY.
Also, when they hit 11th level, they can cast the Heal spell on one ally a day. (THIS CAN'T be used on themselves).
They pay for this though with, turning undead at -3 levels, and CAN'T gain the Read/write NWP till 6th level. They also have an RP penalty, in that they can't turn DOWN a one on one challenge from any sentient foe, even other barbarians.

Save'k'nor, god of knowledge, mages and seeker of wisdom.
When casting a DIVINATION spell, even a mage spell of the divination school, if they are a multi-classed priest/mage (half elf only), they are as if they were 5 levels higher for purposes of duration and any other level dependent stuff. So a 4th level priest/4th level mage, who casts the identify MAXES OUT his 90% chance to know.
At 5th level, they gain a modified version of True seeing, that can penetrate obscurements, walls of fog, illusions and invisibility. IT DOES NOT however work on showing someone displaced, phased, hidden or secret doors, those who are etheral/astral, or shape shifters.. They ca do this twice a day for 1 turn.
Lastly at 9th level, ONCE a month they can 'contact other plane' with HALF the chance of going insane!
Penalties - Similar to Halea, they roll d6 for hp. (or d3 if multi-classed). And 2nd, they can't ever turn undead, EVEN IF THEY GET AN Amulet vs undead (it just won't work in their hands).!!! EEK>

And lastly Vorka, god of Travelers and path-finders, as well as archers. THIS PUTS HIM AT ODDS WITH LARANNI, and there's an apathy between the preists hoods..
+1 weapon slot in a missile weapon, suffers only 1/2 movement penalty from terrain (overland travel that is), and even though has only MINOR access to the necromancy sphere, DOES gain reincarnation, and has a 50% chance of being able to PICK the form.
Can't turn undead, and no matter what their strength is, they gain no bonuses to hit or for damage from Strength, when in melee only. EVEN IF USING A giant strength girdle or gauntlets of ogre strength!!!
And Can't ever refuse to seak out a place thought lost (more of an RP thing)

I'll do the granted powers i use for the demi humans tomorrow..
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Re: (2e) Newbies to Kervasis

Post by garhkal »

Now on to the demi-humans.
Elves;
Corellon, always active (ie gained at 1st), +2 bonus to their Charisma towards all other elves. 5th level +2 save vs poisons, auto save vs spider poisons. 9th level, Goblinoids save at -2 vs spells cast.

Sehanine moonbow. 1st level, +2 saves vs death magics, 3rd level, infravision now goes out to 120ft, 5th level, can cast starshine 1/day, 7th level, can cast moon-bow once a day, and 9th, can cast dream once a week. Only uses d6 for hp though.

Solonor Thelandria;
1st level, gains a further +1 to hit with all bows above normal elven racial benefits. 3rd level, can speak with animals 2/day as if used the spell. 7th level, Bonus with bows becomes +2, and now extends to thrown spears. 9th level, gains a +1 to either their Con or Dex attribute. NO turning of undead.


Dwarves.
Moradin, 1st level, +2 charisma to other dwarves. 5th level +2 to hit with Warhammer. 9th level, Prayer, magic resistance of enemies does not negate, and at expiration of spell's duration all allies heal 1d3hp of damage.
Downsides, MUST have a hand in crafting any weapon they wield, but any weapon they wield is always seen as a +1 magical weapon, for WHAT it can hit.

Clangeddin, 1st level, gains Two Commands a day in addition to any taken as spells, 5th level, Can cast Strength once a day, gaining D8 as a fighter would, 9th level, Can use a triple damage axe blow once a day. Must declare before damage is rolled but can do so after hit is successful.
1 major downside, No turning of undead.

Dumathoin, 1st level, Can detect gems underground within 60' once a day for a turn. 5th level, gains one free Stone shape a day. 9th level, Gains one Stone skin as if a mage of same level, once a day.
Like clangeddin, has No turning of undead.

Beronnar True silver, 1st level, all protection spells cast as if four levels higher for all level based effects. 5th level, gets one free Detect Lie a day. 9th level, Can cast one Wall of Stone, Iron or Force spell a day.
Two down sides, 1st - Turns undead at -4 levels. 2nd - Uses d6 for HP.

And for the halflings;
Yondalla. 1st level, may cast Shield (as the mage spell) 1/day, AND it can work with metal armor. 5th level, gains the ability to bless 1/day that lasts twice as long as normal, 7th level, can create food and water once a day, and 9th level. Gains the ability to ignore 1d4 energy drains DURING THE REST of his life (DM rolls the d4 as soon as they hit 9th). Uses only d6 for hp.

Avoreen. 1st lev, can hide in shadows as a ranger, 5th level, can lay on hands like a paladin does for 1hp/level of healing, on top of their healing spells they ge. 9th level, can cast Haste on self 1/day, but has NO aging effects from it.
No turn of undead.

And lastly Urogalan, 1st lev, can do a PFE 1/day, in addition to their spells, 3rd lev, can do an invis to undead 1/day, 5th lev, PFE power becomes PFE 10ft radius. Uses d6 for hp.


So for the priests i've had.
ACTIVE - 1 Laranni, 1 Save'k'nr, 1 Berronar true silver, 1 Corellon.
Deceased - 1 Solonor, 1 Sarajin, 2 Vorka, 1 Clangeddin, 1 Corellon
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Re: (2e) Newbies to Kervasis

Post by Storm11 »

Thanks Gar. Very enlightening. Much appreciated
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Re: (2e) Newbies to Kervasis

Post by garhkal »

You're welcome...

Now the group's defeated the Merrow and Sahuagin, they've got what little's left in these cliff caves to sort out, THEN they've got to figure out what to do WITH the caves themselves!! :bigthumbsup:
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Re: (2e) Newbies to Kervasis

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Session 62 down and dusted, and this was yet another 'time over-running session..

OK, so like last time, Pat was out of town.. So returning was Tom playing his Paladin Rayeth Dawn-seeker. KB playing his dwarf Nemokk Rock-block, a fighter/priest of Beronnar true silver. Mike playing Brother Quan, and took over playing Aethlred for Pat. Dave, playing Darthordian, and took over playing Tostig for Pat. Marko playing the Gnoll fighter Ihouh, and Deanne playing the elf mage, Zeldon.

So after the brutal beating they took, finishing off the Merrow, they took off back to the safety of the lair they had made, where they kept the treasure. Both Brother Quan and Zeldon needing bed rest.. 3 days and 2 respectively. So while they rested up, Ihouh and Tostig took up the bodies of the dead, to where the Horses were camped at, where Tom's back up, Halylk Briar-wood, Dave's back up Thorhalin, a dwarf fighter, and KB's dwarf all were at, holding down the fort (so to speak). Halylk and KB's dwarf came down, to reinforce the gang, while Thorhalin stayed up top side.. Bringing the gang back up to 9 active characters.
For the first day of rest, Halylk went out scouting while invisible, and spent a good half day finishing out searching the rest of the Sahuagin area, and even got part way into the rest of the Merrow area. He got rumbled (spooked) a trio of Giant scorpions, with 5 large ones, feasting on the dead Merrow corpses. After bringing Tostig back out, they managed to pull the bodies of Willian and Turk off finally, and sent them also topside..
Eventually Zeldon got off bed-rest, and joined in Halylk in the scouting. Then the gang went out to finish off the lair.

They rumbled into the same gruop of scorpions out to get more of a meal on the corpses.. Two of the gang were surprised.. Then the scorpions came in.. Several claws and stingers flew around, some of the smaller ones, dropped down from the ceiling.. Zeldon came close to being dropped, so did some others (Darn that poison save!). BUT eventually they got defeated.. healing up somewhat, they got rumbled into by the REST of the giant and large scorpions, and two more folks came close to being smited.. However the party were successful again...
Eventually, they came across the Merrow's treasure haul, then carted it all back to their lair, then went back out the following day, after getting everyone healed up..

Then they came back out, to find a 12ft natural but deep crevice, separating one area from the other. Halylk, tried several times to get across (fell twice), but eventually made it, braced a rope around a large stalagtite, and the rest of the group slowly came across.. BUT this is where they got into it with the remaining scorpions. Aquatic ones, coming out of a large underground pond.. in two groups of 4..
However, while Halylk was surprised, 2 of the 4 got dropped by Aethlred popping off a Sleep and taking 2 out, then the other 2 got dropped by Zeldon doing the same..
As some others came across the rope, this is where the last 4 came out, only 1 got dropped... Then the fight was on.. BUT it was swift...

Finishing the lair off, they spent a while discussing what to do with all the loot, and then eventually came out, continuing their discussion..

WHILE this was all going on, a Raiding party of Hobgoblins had wrecked their Knarr on the shoals near the coast line, several miles eastward of the party, so were wet, mad and walking westward.. When the party were all finishing coming up the ramps, to the top of the cliffs.. The range was 120 yards.. YES 120 yards!! Medium range for the Hobs with their longbows.. 12 total, there. Then 6 more higher (3+1hd), which had heavy crossbows, 2 shamans and a leader..

The party was shocked.. though only 2 were surprised.. Brother Quan and Aethlred.
Slowly the party approached, due to the distance and MANY took lots of damage from how skilled and coordinated the archers of the hobs were, and by the time melee was engaged, Rayeth was almost down to 0hp. Slowly the party fell into the negatives one by one. Nemokk tried a god call, but failed. Followed by brother Quan and Rayeth.. BOTH CAME close to peeving off their god, even with sacrificing 4 magical bows, while inside the Merrow lair.. BUT slowly they also tore into the Hobgoblin ranks.. The higher level shaman was first to die in the same round 3 of the archers did.. Then the leader fell.. which prompted the lower level shaman to run away while under the cover of a Sanctuary...
Ihouh, Zeldon, Rayeth, Thorhalin, and Brother Quan all got dropped into the negatives, but the rest routed the hobs, and only 2 managed to run away, the rest fell where they stood..

This is where we left it off, with all the down into the negative folk, having gotten bandaged up and healed to at least not be under 0hp... Zeldon's ready to train up to 5th level as a mage, while Aethlred is ready to go up to 6th as a mage... No one else is close..
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Re: (2e) Newbies to Kervasis

Post by garhkal »

Session 63. So returning, we had Pat (after his holiday down south for his Sister's wedding) playing Tostig, the 7th level human fighter, and Aethlred the half elf 5th level mage//6th level priest of Save'k'Nor. Tom playing Rayeth a 4th level human paladin (Ghost hunter kit), and Halylk Briar-wood, a elven 3rd level thief//2nd level mage. David playing Darthordian, a Half elven 5th levelpriest of Corellon, and Thorhalin, a 3rd level dwarf fighter(Rapid response rider kit). Marko playing Ihouh, a 3rd level gnoll fighter. KB playing Nemokk, a dwarf 1st level fighter (getting ready to train to 2nd)//1st level priest of Berronar. And Mike playing Brother Quan, a 4th level priest of Laranni. KB is making a new female dwarf F/P of the same god (they will eventually become hubby/wife). Deanne still's not finished her back up character, while Mike's got one prepped, and so does Marko.

So we left off with 3 of the gang needing bed rest.. So after resting the night to at least get everyone healed up, they headed out side, met with the horses and wagon, and Slowly traveled northwards towards Vestway. They had One and one random encounter only, on that 7 day trek. A 4 pack of Kephrinn. The battle was brutal, as the Kephrinn's blowing up, really injured the gang. BUT they were all successful in defeating those beasts.
On the week long trek from Vestway to Pra'kova, the Capital, they had only 2 encounters with trades caravans and a city guard group, but other than some pleasantries being passed back and fourth, no time was spent n them..
Then when they pulled into the Capital, Rayeth, Brother Quan and Tostig all requested a meeting with the Paladin king, to give him a report on the completion of the lair's clear out, and what to do with it.. Rayeth really pushed to see if the crown may wish to try and build a keep, or even just a series of watch-towers over the caverns, just to help guard the southern coastline, rather than see it destroyed (or filled in), but the king will discuss it with his advisors, before making a decision on it.

So after that, Tostig took 2 weeks to train up Nemokk on his fighter side, with KB gaining +4hp. While that went on, Zeldon and Aethlred both hit the mage guild annex and trained up. Zeldon to 5th as a mage, and Aethlred to 6th.. Zeldon gained +4hp as well, but Aethlred gained the bare minimum, +1hp.... Deanne has not said yet, which 3rd level spell she wishes to learn, so we left that blank for now. Aethlred picked up Hold undead. And it came in use on the trek up north!. Zeldon, also made use of another 8 days, to copy several spells into her spellbook, from one captured from the Sahuagin witch doctors, copying Armor, Color Spray, Web, Strength and Stinking Cloud into her spell book.. Aethlred took the time while she was doing that to, go through and Identify a lot of magic items they had hauled in, not just from that lair, but what they also had in 'storage' from several prior encounters. Almost 20 total items.. I will get a full list of what went to whom, and what gear they 'sacrificed to Laranni
It took a good hr and a half, going through all the paperwork, id'ing everything, deciding who wanted it etc.. And with the costs for leveling up, all the other stuff they were trying to acquire and finishing off paying the priests of Peoni for raising Tostig, they went through a good 14,000 GOLD!!! Luckily they had lots of gear to sell off....

Then they discussed what to do now. Nemokk needs to head north anyway, to the mining city of Awagoor, to train in priest, as that's the only place with a temple to Berronar True silver. That's also where KB will pick up his back up character from. Marko's back up, will also come in, up there, so will Mike's back up.. They also wished to scout up the trail, passing through the 5 villages, before hitting the Town of Ravion, to see if they can pick up on the trail of their former comrades, who all died up that way.. Adrik, Brugga, Umbrak and Matthiew.. Rations, even with all 10 of them AND all the mounts they had, were not going to be a problem, what with both Darthoridian and Aethlred being able to cast Create food and Water, and Aethlred's Bag of Feed.. They even wised up, and started casting Blessed Watchfulness on folks, so they wouldn't have to worry about being Surprised so easily, and Nemokk also hit two of the group, each night before going to bed, with Sacred Guardian, so he'd get woke if either of them got attacked...

They passed through the first 3 villages; Helmsdale, Aldurn and Issona; stopping in each, and asking about undead, though for the most part, got no word. However, after leaving Issona, before reachig Ploktonn, what should have been a 5 day trek, they had a night time encounter on the 3rd day, with a roving group of 10 skeletons, 8 zombies and 2 of those returned mages.. Even with Blessed Watchfulness cast, One of the 2 characters who were up for the 3rd watch, were surprised.. And as we got into the rest rolling to see if they were getting woke or not, one of the RM's hit a Fireball into the midst of everyone.. The other popped a Stinking cloud off, incapacitating Rayeth, Halylk and Brother Q. 3 of the Skeletons then got disabled, being tripped up by Wyvern watches the party, very Wisely, had set up (its good having 3 priests in the party with it, as they could set out 8 of them!!)
The battle was long, and fierce, with the returned mages casting their full pelt of spells, including a lightning bolt (from the 2nd of the two, both being 5th level casters).. Ihouh got taken into the negatives, several others got nicks, and 3 spent a good chunk of the battle, retching cause of the Stinking cloud. Two of the priests and Rayeth eventually tried turn undeads, and chased off many..

This is where we left off, so as to try and not over run in time.. When we come back, on the 14th of December, we will have the icky task of going through everyone's gear for Item saves!!! Deanne should be back from her vacation (i think that's where she's at).

From the XP earned, Brother quan is also ready to train to 5th as a priest of Laranni.
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Re: (2e) Newbies to Kervasis

Post by garhkal »

Ahh.. Session 64 down. Last one before the xmas/new-years break..

So Mike and marko were out for xmas festivities with families, and Deanne hasn't got back to us.. So that left Tom playing Halylk and Rayth (i thought it had an E in between the Y and the Th, but apparently not), and took over playing Brother Quan. Pat playing Tostig and Aethlred, and took over running Zeldon. KB playing Nemokk. And David playing Darthordian and Thorharlin, and took over playing Ihouh for a while...
KB's Nemokk is locked till trained in priest, and Quan is also locked till he trains to 5th as a priest.

So we left the gang weary and battered after the battle with the Returned mages and skeletons/zombies. Item saves were rolled for by those who failed saves vs either of those 2 spells (and we had a little discussion trying to remember which was which). BUT after all was said and done, we figured out Ihouh had to save vs both, Zeldon just vs fire, and Brother Quan vs lightning.
Ihouh lost his magical Splint, Battle axe and BOTH of his magical potions. Zeldon lost a good chunk of her clothing, but more importantly her SPELL COMPONENT BELT! EEK. Good thing the rest of the session, the only spells she popped off, were ones she didn't need components for (other than Flaming Sphere, which most of the components were able to be scrounged from Aethlred and what they had in the gear of Rayth's henchman who died a few sessions back.. She's gonna have to doing a # of shopping days when they hit the big city!

Quan lost only a pair of potions (they boiled off).

So after that, they kept traveling northwood, heading to the Village of Plonkton. Just before reaching the village they got a group of 6 Orogs riding Worgs, that rumbled into the party, coming from the north by north-west of their direction. Two of the party were surprised, that was it. The rest all made it.. Protected by Blessed Watchfulness...
5 of the Orogs rode in, 1 stayed back, the leader (a longbow specialist with a high Dex and a Str bow).. He kept plinking arrows into Darthoridian, till Thorharlin charged into him. It didn't take long for 3 of the Orogs to die off, then 2 of the others managed to break off enough to toss their Spears of Fire (Similar to Javelins of Flame). Darthordian almost died, after getting dropped to -8hp.. Luckily for him Halylk bandaged his wounds in the following round..
The leader didn't take much longer to die after that, but 2 of the Worgs fled, their Morale already broken, and 2 of the Orogs got cut down trying to flee..

After resting up, they finally pulled into Plonkton, recouperated, got the leader's armor (regular Banded mail) sized up to fit Ihouh, to replace his lost magical Splint mail.. Taking a few hours and some gold. Got Zeldon some more clothing.. However they were unable to replenish the two dead horses they had (inc Halylk's) though they did have one spare riding horse he could get on.

Then they were back on the road, traveling the last leg on this trail, up to the town of Ravion. The last major stop before hitting the mining city.
This is where they got smacked into on the first night watch, by a gang of 5 ghouls led by 2 ghasts. The party had started bedding down, split their watches up, had 6 Wyvern watches out protecting the camp, and some had transitioned out of their splint or banded mail, into their 'night armor (leather/studded and such).. The Ghoul/Ghast came in as a pack, cause of being led by the smarter ones, avoiding the two Wyvern watches on their side, Rumbling into Thorharlin, Darthordian, Halylk and Ihouh. One even split off, and ran directly into Aethlred's face... He lucked out with his saves, and Rayth got into melee with that uggy, so Aethlred could back off.. Zeldon also got one in her face, but Nemokk and Halylk managed to kill them before she got Paralyzed. However Darthordian, Ihouh and Thorharlin were not so lucky.. Till Aethlred un paralyzed them (well all but Thorharlin), with a Remove paralysis spell..
The Battle was soon won, with two turn attempts that both failed (Brother Q needed a 13 but rolled an 8, Darthordian needed a 10 rolled a 5 iirc)..

They talked it over, and though Tostig was initially NOT wanting to hunt them back to their lair, Rayth, Darthordian and Brother Quan all wore his resistance down.. So they waited till the night was over, everyone healed up, and they headed out.. Tracking for almost the entire next day, reading the Ghoul's barrow nearly at nightfall.. Tostig was the ONLY one who twigged that 'something is wrong', after Having a Bad feeling about this, due to him detecting scrying (but as he's just a fighter, he didn't realize what it was, and Halylk failed his know roll to recognize it from what Tostig described...

The party prepped, Protection from Evils, a Prayer, and even an Aid got cast, Nemokk hung back with the horses, so only 9 of the 10 went in...
However, only 8 of the 9 came back out.
The party saw 3 entrances into the barrow, looking like a dried up river at one time, had worn holes into the side of the hillock. They entered the narrowest one, but eventually found out all 3 came into the same central large cavern. 8 total more Ghouls, 4 more Ghasts, and a 'heavy ghast" were in their, 3 were sent around one of the other corridors to 'flank' them, led by 2 ghasts. The party came in, formed their battle line, and things were on..

Rayth found out that that greater ghast, was something unheard of before.. IT TRIED (and almost succeeded) in turning him, speaking in broken common, and had the hated symbol of a VERY OLD evil deity, known to love undead.. In fact knowledge of their kind is very rare, cause that deity is so old, not many know he ever existed..

The battle was on, but cause of the prep spells they had, fwe folks got smacked.. Till the leader rushed in.. HE HIT hard, but luck was with the party in their saves...
Till the surprise group got around to their rear, and hit Halylk and Ihouh, who were bringing up the rear.. Halylk tried to back off and bring Ihouh with him, but Ihouh was not having any of it.. TO HIS LOSS.. He got paralyzed, and Halylk left him, to get the rest ready.. It took only 2 rounds before the 3 Ghouls, ate through the Gnoll.. And soon they too died to the party's might..
After smashing the idol (made from a prior Gnoll's skull), the party started talking about how to desanctify this unholy site, when we ended the night (as it was nearly 5.40 by now)..

We will pick it up after the new years, most likely the 11th of Jan..
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So, session 65 down. Everyone came back from a good xmas and new years, and we got the new year started..

Returning was Pat (playing Tostig, and Aethlred), Tom (playing Rayeth and Halylk), David (Playing Darthordian and Thorharlin), KB (playing Nemokk), Mike playing (Brother Q) and Deanne (playing Zeldon). The first encounter of the session included everyone. Then they reached the city of Awagoor, where Brother Q trained to 5th as a priest, while Nemokk trained to 3rd as a fighter and 2nd as a priest.
While there, Rayeth hired a henchman (Bael Deldar, a human ranger, with the Justifier kit), Thorharlin hired a henchman (Thordana, a dwarf fighter), and both KB and Deanne brought in their back up characters into the group (Deanne's back up is a half elf fighter/priest of Corellon, while KB's is his characters wife, a fellow dwarf Fighter/priest of Moradin).

This gave us 9 characters for the first encounter, 8 for the last 3 encounters.
Deanne picked up Fireball, for her learned third level spell.

So we left off where the gang had just lost Ihouh and were inspecting the skull (that got smashed), and figuring out, how to purge the evil (Consecrate the place). They cast a Consecration spell, but it only did a little dimming of the evil.. They talked over for a while, then decided "maybe it will purge itself on its own, now its been cleaned out"?
They started back on their travels up from Plonkton to Ravion, where they had the first encounter of the night.. A massive thunderbolt, struck a tree near where they had camped, and out popped 5 Hell hounds.. On watch, 2 of the 3 folk were surprised.. Which is when 2 of the hounds rushed in and BREATHED on both Thorharlin and Darthordian..
The battle didn't last much longer, but Both Darthordian and Thorharlin, got dropped to almost being in the negatives.
Thorharlin even came close to losing his battle-ram...

The group dusted themselves off, Darthordian and Thorharlin lost some stuff, (nothing magical thankfully), but David smacked his head, while doing his item saves and wondered "What does this Nova belt i have do, i'd hate to lose a magic item i have but didn't know what it did... :

THEN REALIZED "GEE if he had worn it, rather than kept it in his backpack, he'd have MADE THE SAVE OR TAKEN less damage!!!!

Eventually they pulled into Ravion, Thorharlin, Darthordian and Zeldon, all replaced the gear they lost, got some more clothes, and then the group was back off to the mining city of Awagoor.
While there, Brother Q trained up, earned himself 8 more HP (Iirc), while Nemokk who trained up both classes, earned 10 with con bonuses!).. Zeldon took the time to go to the mage guild's annex, and trained herself to cast fireball spells (which came in handy twice!). Rayeth, went to his temple, hired a ranger as a new henchman, Bael Deldar. Thorharlin hired himself a dwarf fighter henchman, Thordana.

Then they got brought into the city main offices... Just over a year and a quarter ago, the group (while up here), went out and encountered some Verbeeg, and after slaying 2 moderate sized patrols, it seems they left.
BUT they have since come back, with bugbear allies... So the group was hired by the city to investigate it, and defeat it once and for all.. Even being paid 1,000gp to do so.

So after gearing up, they were back off, with just over a month of time used in the city.
They made it just over the week travel, to the opening of the River Junnas, coming down from the mountains, then headed up. But on the 8th day of travel, they had a random encounter with 15 of those pesky crawling claws (been a while since i used them, so thought it would make for a little comic relief).. Zeldon though got tore into by the hands, and nearly got dropped.. EEK.

Then 6 days later, they rumbled into a patrol of 4 Verbeeg (two male, 2 female), reinforced with 4 bugbears.. A good chunk of the party were surprised, but one of those who wasn't, Brother Quan, was on the side they were coming in, so waited a little till they closed in, and let loose with a "Sand Shock" spell (one of my home made ones, Check out the Workshop), and even though only 2 fell, the other 6 enemy, had their action for that round hampered, due to regaining their balance.. Then Zeldon let lose with a fireball, and a lightning bolt from a scroll. Those 2 spells alone, tore out 4 of the enemy!.. So the rest were cut down swiftly.

A few nights later, they had the last encounter for the evening. A pack of 5 gargoyles (Hungry, but wanting to have an easy evening of horse flesh, so attacked the party, to make it easier for them to later munch down) led by 2 Margoyles..
Tostig got tore into, so did Darthordian, and Brother Quan.. Bael got dropped into the negatives, cause of their attacks...
But the party eventually won the battle..

This is where we left it off for the night.
Next weekend i'll be up in Naperville, at a convention, so our next scheduled session is the 25th.. Then we start back up on our regular schedule, the 4th...
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Re: (2e) Newbies to Kervasis

Post by garhkal »

Session 66 down, and man was it a Doozy...
Pat, Tom and Deanne were all out (illness for two, family stuff for the third). So Mike, took over running Zeldon (for deanne), Marko took over running Tostig (for Pat), and Dave took over playing Rayeth (and the henchman Bael, for Tom). So we had 8 characters, 1 a hench, but Bael was Bed-resting for most of the session (after getting taken to -8hp iirc). :?

SO the gang, moved further south a little, from where they had the fight with the Margoyles and Gargoyles, and as they were traveling, along side the river, a Pair of Dagons came out from the north-west hitting into them. The stronger one, a lightning breather Tied initiative with Zeldon (well tied her starting of casting her spell), and tore into her, and Brother Quan with his breath, dropping her into the negatives, killing both her horse and Quans. The other, a cold breather, landed, to melee. Darthordian, Nemokk and Tostig, all got into bashing on him, while Rayeth, went to work holding off the other, but MAN, were their dice sucking.. :evil: Salladheen backed away, trying to keep out of the action, but eventually got involved, bandaging up some of the others.. As in the 4th round, the Cold one did HIS breath, dropping Rayeth, and seriously injuring both Tostig and Darthordian.. And 2 more horses were dead as well..
The Cold breather were eventually killed, the Lightening one, managed to buck out, after grabbing one of the dead horses for his meal.. So now down 2 MORE members of the party, AND 4 of the group's horses, they realized, they couldn't continue.. So started heading out of the mountains.. They holed up in a cave they found, unoccupied though it HAD been a while back... 8O 8O

Zeldon lost most of her clothes, but thankfully didn't lose anything of importance.. Rayeth and Darthordian lucked out not losing ANYTHING (The dice were with them here, pity it wasnt in the battle!) :facepalm2:

While there, the first night, they had an encounter with a quartet of Kephrinn.. Brother Quan's Wyvern watch did its work, taking one out, but the others came in (though one was surprised for the first round).. Brother Q, and Nemokk, tore into the downed one, while Tostig and Darthordian held off the two still active.. Eventually Quan turned the 3 standing.. However the 'blowing up' of the paralyzed one, left Nemokk rather hurting.. BUT the turning gave them 4 rounds of prep time, before the other 3 came back.. They made a battle line, but spread out so no one blowing up would hit more than 1 of the party, Till Nemokk, got in between Darthordian and Brother Quan..
Eventually he joined the ranks of those needing Bed rest, after not only being critted by one of the Kephrinn, but also getting blown up on by two of them... :grindevil:
Healing got doled out by Brother Quan reading off a scroll he had (made his roll for all 5 spells), casting two cure criticals and 3 cure serious wounds.. Also Tostig burned through an extra healing potion...

Several nights later, Nemokk is still in bed rest, Joining Rayeth, Zeldon and Bael, as one adult Manticore (a mommy) and two of the cubs came flying in.. They were high enough the Wyvern watches did NOT catch either.. The Manticore cubs saw the horses and mules hiding in the back of the cave, so flew RIGHT over the two standing out in front, though i had one of the cubs take a "Dump" over the party as he flew in, and bumb rushed one of the still standing horses... Mom let loose her spikes into Tostig, and tore into him (she got a crit, so i added +2 damage to EACH spike!). Eventually after dropping mom, the group ganged up on the two cubs, though by this time, Another horse had bit the dust.. One cub got killed, the other grabbed what was left of the dead mount, and flew off.. Brother Quan joined the bed-rest ranks, though Rayeth now was out of needing, so was Nemokk. :blueangry: :blueangry:

So by the time that cub, came back with Dad, the gang was back up to 5 strong... That battle didn't see anyone drop, nor did they lose any more mounts.....
3 more days dropped, and the rest of those needing bed rest were out of it.

So off they were again, this time going right back to the city, they went 7 straight days with nothing, then got the last encounter of the night, a pack of four trapper scorpions popping out of their nest. Two real hungry, 2 healthy.. This band had dispatched a party of 7 members of the mining city's guard who were out doing a patrol (6 humans 1 elf, all dead).. Darthordian was the only one who got stung and he failed, but Nemokk was nearby and got to him the following round, handing off a neutralize poison potion, saving him...

We ended the night early, after they came back into the city, VERY Beaten and down in morale...

We will be playing again next weekend, to put us BACK to our normal schedule..

With tonight's earned XP, Rayeth, Nemokk and Salladheen now join Darthordian needing level training (Salladheen to 2nd fighter, Nemokk to 2nd priest, and Rayeth to 5th paladin!)...
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So we had a somewhat Truncated Session 67 today.
Pat was out sick, so was Marco (iirc). Deanne had already rogered up for overtime, so couldn't get the day.
So returning was Mike, playing Brother Quan, and his back up Derek Reztic, a half elf swashbuckler. KB playing Bekidia, wife of Nemokk, a 1st/1st dwarven fighter/priest champion kit of Moradin. Tom playing Halylk Briarwood, and the henchman Bael. And David playing his back up, Thorhalin and his henchman Thordana. A DMNPC of a dwarf, Bunrukk (creatively called bundt cake by Tom and Dave), 3rd level fighter, was supplied.

We started the session with everyone together, talking about selling stuff, identifying stuff and discussing for a while, of whether to leave now, as a whole group, to head back to the island, or stick it out where they were, to finish the Verbeeg mission off.. The latter won out. So Rayeth, Nemokk and Salladheen trained up in the city of Awagorr, while Darthordian had to take a lonely trek down south to the town of Ravion, then westward to the Elven woods.. It would be a 2 week trek OUT there, 2 weeks for training and 2 weeks back.. So by the time the other 3, got trained up, he'd still be a month out. Tom and Mike yapped about "do we go back out as is, or do a small scale mission now, to get the lower level folk, up some..." So they decided to take the back ups for everyone out, (minus Aethlred), and the primary for mike, as brother Q wasn't needing training, kept Tostig with them, and got assigned a DMNPC of Bunrukk, a dwarf fighter, for one month (By the guild).. That gave them 9 folk going out.. :bigthumbsup:

They remembered hearing of a big smacking that happened just prior to the new year, over in the Watch-tower esque town of Evershull, so decided to head up there.. It would be a 2 week round trip, plus any days for lay overs.. Prior to this, they sold off a lot of identified magic, and regular loot, paid the almost 8kgp to get everyone needing training paid for, and replenished their lost horses with 3 new medium war-horses and 2 lights, as well as one new mule. However, while rolling FOR those horses, ONE of the mediums, plus the one being rode by Bundt cake, rolled a measly FIVE HP! Man do those horses suck. :thumbsdown: :thumbsdown:

I rolled Two encounters total (no scheduled, just 2 randoms).. Both would occur on the 4th day, one each in the day (4pm) and one in the 2nd watch cycle at night. The Day encounter, was with a marauding band of 8 total orcs, all riding worgs.. 6 regular, a third level shaman and 4th level fighter 'group leader'.. Bunrukk, Thordana and iirc Derek were all surprised, the others were not.. The Orcs rounded a hill, barely 58 yards away, and proceeded to pelt the party with arrows (4 of the six regular orcs used shortbows, two had spears, and the leader also used his specialized longbow).. Down went Bael, after getting Critical hitted by the leader's bow, but he made his Con check to remain standing.. :disturbed:
A few others got scratches.. Then the melee was on. The Enemy shaman used Sanctuary on himself, to avoid damage at first, while he blessed his group, then started trying to hit the party with heat/chill metals, or lights to the eyes.. Tostig was first to get blinded, but not after he and two others, had ganged up on, and killed the leader orc (5 rounds later that is).. Then a Sun-scortch spell (one of my home made spells), hit Brother quan damaging him and blinding him.. However by this time, the enemy were down to just the shaman and 3 of their warriors, so Morale eventually broke.. Even 3 of the Worgs had been slain. 2 other Worgs got cut down trying to flee, so did 1 of the remaining warriors and the shaman... However, cause Bael got hit by the leader's Bastard sword (sucks being smacked for 15hp of damage!!), he died.. Down goes another henchman! :censored:

So after, giving him a funeral pyre, they headed off 2 more hours, then settled in for the night to get rest... Brother Quan was out of all but both of his third level spells, and Bekidia, the only other caster had just two of her first levels left...
That night, the group got rumbled into by a quartet of Kephrinn.. They got alerted, after Halylk had set up signal snares around the outside of the camp, and it even TRIPPED One over :lola:
However, the other 3 came in. One rushed into Bekidia, who due to winning initiative over it, used his Invisibility to undead spell to disappear from its sight, so it rushed over to Thordana. Another Went to Thordana. A third waited to see what was going on (the group leader, a big 6+4hd one, that had a 15 intelligence, smart bugger), and once he saw Brother Quan getting up and he holding a holy symbol on his shield, he rushed into the priests face.. :flumph:
It took a while for the party to whittle them down, however due to these beasties exploding in their faces, as they always do, MANY HP were lost, Bunrukk got dropped to -8hp, even brother Quan came real close to dropping into the negatives..... It took their toll... However they gathered a crown off the leader, which proved very rich in loot itself, as it was gem-inlayed with 8 gems, netting them a good 4k in gold itself.. Well once they sell it at least.

They made it to the Watch-tower town, asked around, and were told "a bunch of youngish frost giants came down, straight down the middle of this massive gap, supported by almost a dozen ogres.. They just stood back, pelted us for a good 6 hours with rocks, then left, giggling and smirking at us... " The town has since been replenished the 32 lost men-at-arms that died, but it will be a while before the three dead priests of Peoni get replaced.. 4 days later, after Bunrukk is out of bed-rest, they were set to go back...
The gang declined, WISELY so, to not try and track the giants... Even with Everyone present and all PCs present, they don't think they could tackle even a PAIR of frost giants, with a half dozen ogres, let alone the 5 that showed up...

So back to Awagorr they went, had no encounters, and made it into the city ok.. There they wait till Darthordian comes back...

This is where we called it a night, hoping others show up next session.. BUT with that day being the 15th of Feb, the day after Valentines day, some were not so sure... Though they'll be checking.

Rayeth rolled +7 for his new HP, Darthordian got a measly +2hp, while Nemokk got +3hp for his going to 3rd as a fighter/priest (he'd already gone up in fighter a session or two ago).
We'll wait on Marko showing up to roll Salladheen's HP.
However, now Thorharlin, David's back up is needing to get trained to 4th as a fighter...
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garhkal
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So session 68 down and dusted..
Mike was out (sick, must have caught what the others had a while back), and i didn't get word back from Deanne, but with it being Valentines weekend i wasn't sure any of the married folk would make it, but many did.
So since they knew they were going back out to tussle with the Verbeeg, the group badgered me to let them bring Both characters of each player out.. So we had pat playing Tostig, the 7th level human fighter, and Aethlred the 1/2 elf 6th level priest (of Save-k-nor)/6th level mage. David playing Darthordian the 6th level priest (of Corellion), Thorhalin the dwarf fighter (3rd level at the start, but trained up in the game to 4th), and his henchman Thordana, a female dwarf fighter 2nd level. KB playing Nemokk Rock-block, the dwarf fighter (3rd)/priest (of Berronarr true silver, also 3rd), with his wife, Bekida Rock-shield, a champion of Moradin (1st/1st level fighter/priest). Marko playing Salladheen, the elf fighter/mage, 2nd level/1st level.. Tom playing Rayeth, the human paladin (5th level), and Halylk Briar-wood, a half elf mage (3rd level)/thief (4th level).. However Halylk died in the game. Accompanying them was Bunrukk the dwarven fighter (DMNPC, 3rd level), who also died.

So after waiting 2 more weeks for Darthoridan to return from him getting trained, the gang trained up Thorhalin to 4th, and Halylk to 4th as a thief. Thorhalin rolled an 8, +2 from his con, giving him +10more hp. Halylk barely got +4hp (even with his con). Salladheen, who leveled up last week's session, rolled for his HP this time, getting bare min for a 2nd level warrior, +5hp.
So fully geared up, trained up and ready for revenge, the gang set out, and had only one encounter on the path back to the River Junessa, a 9 day trek. On the 4th day, they past a dozen City watch, finishing off their two-week long trek out, to patrol the eastern side of the city. Plesentries were exchanged but it was a swift meeting.. Then they got to the river, and camped the night, where they discussed what to do, and how to go about finding the Verbeeg lair.
They thought, from their prior encounters, the lair must be closer to the coast than they initially thought, but still up in the mountains, so continued eastward towards the coast, from the river. Another week trek they predicted, then they'd head north into the mountains.

On this walk 4 days from the river, they had their first of Two random encounters.. A Quartet of wandering Verbeeg, with a leader (THIS WAS NOT AN ENCOUNTER linked to the verbeeg lair, but was real close to where it is around). The Verbeeg came into the camp while only 3 of the group were on watch, the rest bedding down, and Darthordian was meditating via the spell Iron Vigil.
The Battle was brutal, and i used miniatures i have for Formorians and Stone giants to represent the Verbeeg (could have gotten away with Ogre size ones, but the gang felt these big beasties were cooler). Rayeth was brought close to being needing bed rest, So was Salladheen. Some of the others got pounded on, especially Tostig, however all but the leader was killed.. They realized, if he WAS linked to the lair, his escaping, could warn them. So after everyone finished resting up and healing, they set off to try and track the bugger, going north, Into the mountain range... During the battle, Darthorian made good use of the spell, Summon Spirit Animal..

Three full days later, they caught up to the still somewhat wounded leader, though he had drunk an extra healing potion.. he had met up with the Scheduled encounter i had planned, the First patrol sent ouf from the lair. 4 bugbear underlings, two adult male and two adult female verbeeg.. As this battle was in the day, everyone was up, However, three of the 12 did still get surprised. The battle was long and fierce, with Zeldon getting sent into the negatives.. Worse, Tostig found out that these large foes, have an EASIER TIME to overbear humans! The Same happened to Rayeth. She would need a full week rest. The two female Verbeeg managed to flee, the rest were slain, and they got some good loot out of it, mostly from the magic the leader verbeeg from the Random encounter had..

While getting bed rest for Zeldon, the gang set out with her in the wagon, and 3 days later, had their last encounter of the night (due to mostly some of the gang arriving late, so we got a late start to the session), another night encounter, with a roaving band of Z-throk. Six strong, four regular, one sub-leader and one leader (he's six hd, the sub leader was 5hd).. No one who was up got surprised, and the gang met claw and tooth with steel and magic... Rayeth the undead slaying paladin, tried a turn undead, and realized Bugger, these creatures are tougher than they look (He rolled sufficient to turn a 6hd foe, but Z-throk turn as if they were 2hd HIGHER than they are, so he would have needed to turn an 8hd foe to have turned this group, cause that's what their leader was)..
The battle was long, brutal and took a heafty toll. Halylk was slain (got dropped to -9, then bled out for one further round, before someone was able to try to bandage his wounds, so he died), However, cause of damage taken both Rayeth AND Bunrukk, would also turn.. Tostig had one elixir of health to use, so gave it to the paladin, saving him from a ghastly fate.. However, it was not to be for Bunrukk..

This is where we left it off. They'll hit a 2nd patrol from the Verbeeg lair, first thing next session...
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garhkal
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So, what a 69th session..

Deanne, has temporarily dropped out (didn't say why, just that it would only be for a few months).. So returning, we had KB playing Nemokk and Bekida. Tom playing Rayth the paladin. Marko playing Salladheen. David playing Darthordian the priest, Thordana the female henchman, and Thorhalin, the paired dwarf fighters. Pat playing Tostig and Aethlred. And Mike. As Brother Quan (His pc was left back in town, he took over playing Zeldon for this session). So that gave us 10 active characters out in the field.. However, Zeldon was in finishing off her bed rest for the first encounter.

So we left the last session, with the ending of the funeral pyre for both Bunrukk (bund cake), and Halylk. The gang felt out of it, since Zeldon needed a full week bed rest, so decided to move a little bit away, then get some rest to regain all their spells.. Trying to track down a cave or such to lair in, they encountered one.. Unfortunately it was occupied by a pair of Dagons (one cold, one lightning). Zeldon was left back on the cart, with the horses, while all 4 dwarves slowly approached, while Tostig, Rayth and Darthordian pulled up a mid-line, and Salladheen and Aethlred pulled up the rear..
Neither side got surprised, and one of the Dagons popped his head out into the radius of Tostig's light stone, and said "Hmm, Meals on Wheels", regarding the train of horses and wagon behind the group..

Not one to mess with negotiations, the gang attacked, and it proved to send Bekida needing Bed rest.. So down she went. The battle took its toll, those no one lost any gear from item saves (thankfully)..
While in the cave, getting Zeldon back up, they put all the horses in the back of the cave, and had the wagon form a sort of barrier in the opening...

Several days later, just after Zeldon got up, they had the Scheduled encounter with the 2nd patrol from the Verbeeg lair. 5 adults (3 male, 2 female), with 2 Worg riding Orogs flanking, and 4 Bugbears led by one of their Shamans... The Battle was long, hard and taxing. Rayth, got overborn by two of the female Verbeeg, but popped right back up the following round (rolled a nat 1 for his strength check iirc). Salladheen died. The Shaman and one of the bugbear warriors managed to flee, along with one lone worg. All the rest were slain, and they got some decent loot (in gear), but alas, Rayth and Darthoridian joined the Bed rest brigade...

Figuring they were torn into badly, they decide to rest up, heal up then headed back to Awagoor, the following day.
During the trek, they had two more random encounters, the first was with a quartet of Ghouls with two Ghasts.. Since BOTH their main clerics who could turn (Darthordian and Brother Quan) were indisposed, it came down to force of arms and spell power to defeat the encounter, though four of the 6 up and active characters, DID get paralyzed... It was a close one.

Then after passing the river, they had the last.. A quartet of Trapper scorpions.. One was slain rather swiftly, but Bekida and Tostig got stung by their poisoned stingers.. Aethlred passed over to Tostig his neutralize poison potion, that Tostig managed to drink in time.. Bekida however, was not so lucky, and the wife of Nemokk died...

The gang eventually pulled back into the city, and immediately set about getting items identified, sold off, and both Thordana and Nemokk trained up.. Nemokk is now a 4th/4th level fighter/priest of Beronnar, while Thordana is now a 3rd level warrior.. She gained MAX HP (13) to add to the 20 something she already had, Nemokk added only 5hp total...

This is where we left the session. Marko is making a new Dwarf fighter, and Dwarf priest PC for his new primary and back ups.. The priest will be a crafts priest of Dumathoin, while the fighter will be an Axe for Hire kit.. Tom will hold off on 'recruiting' his new ranger back up character, as he's made him up more as a ship traveling guy. Not sure right now, what KB will make up, to replace the deceased Bekida...
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garhkal
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Re: (2e) Newbies to Kervasis

Post by garhkal »

So, after selling lots of gear and magic off, they purchased a bunch of stuff.
2 new heroism potions (cleared out the laranni temple)
2 extra healing potions (Cleared out the temple of peoni!)
5 healing potions (cleared both the peoni temple and the laranni one)
3 elixirs of health (cleared out the city!, not just the peoni temple)
1 scroll with two cure critical wounds
1 scroll with one cure disease (cast at 9th level)
1 scroll with two cure diseases (cast at 8th level)
1 scroll with three cure serious wounds.

They've yet to allocate it all though..

It's gonna be a good 3 to 4 months before the city's stocked back up on any potions!
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Re: (2e) Newbies to Kervasis

Post by Storm11 »

Am surprised a city would give away all its stock to adventurers. What happens if the rulers of said city need that healing
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Re: (2e) Newbies to Kervasis

Post by garhkal »

They gave up all they had available to be SOLD, not all they had.. Big difference.
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