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Adventure Summary - Book 2 and 3

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Adventure Summary - Book 2 and 3 Empty Adventure Summary - Book 2 and 3

Post  Bella Thu Jun 23, 2011 11:14 pm

June 28 - Skype game

The party built thier kingdom for two more months. It is now April.

They went after the winter wolf and killed the beast, bringing its hide and head back to town. Total time to explore, rest, and go back to town - 3 days.


Last edited by Admin on Sun Oct 16, 2011 7:52 pm; edited 2 times in total
Bella
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Post  Bella Sun Jun 26, 2011 8:51 pm

Current date, April 21.

The party managed to track down the werewolf. With the help of Maeger's cleric, they were able to break it's enchantment.

The party managed to kill old Crockjaw, the Legendary turtle. They kept its shell to use as a small bathtub or a sled for winter fun.

They also found an ancient barrow. Kyrass was smacked with a trap that exhausted him and then burned him. They then fought waves of skeletons before continuing into the barrow. They fought and ran from the white in the tomb. He had energy drain and sapped 2 levels from the fighter and one from the ranger. He is still there.

They then ran into the gnome explorers. The explorers ran into trouble with some lizardfolk. Local farmers came to their aid and helped drive the lizardfolk out. A wagon was spooked and ended up stuck in the river. The party was able to get it out before the raging waters swept it away. They also found out that Pips father was one of the farmers who came to the gnomes aid. He lost his hand in the attack and Pip and two of the farmers were taken prisoner by the lizardfolk.
Phoenix Pythia emerged and she attacked the mind of the lizardfolk hostage the gnome had.

She was able to leach the information from him and found the location of their camp. They got into a fight with the lizardfolk chieftain (Who destroyed and killed Specs HUZZAH!). He got Kyrass down to single digits before he was finally killed. A few rounds later Kyrass was attacked from behind by an invisible willowisp. Kyras was on the ropes with 1 HP left when he pulled a crit out of his but and killed the willowisp.

The party traveled back to town.
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Post  Bella Sat Jul 09, 2011 8:38 pm

The party discredited Grigori and ended up bribing him to be a double spy against his employers in Fort Drevlev.

They spoke with the gnome explorers they met previously and they corrected the parties information on the location of the abandoned keep.

They ventured further into the woods and encountered a group in a heated argument. Some loggers seem to have cut down some ancient trees. A nixie was not happy and ended up charming a few of the loggers. they two parties were at a stand-off, but combat was becoming increasingly likely. The party diffused the situation by having the loggers cut in a area a few miles to the north that had the same type of trees in it. They then replaced 5 trees using feather tree tokens to satisfy the Nixie.

After this, they encountered a Dryad and her satyr lover. She was upset as a Sythe tree was wrecking havoc in the forest. It would soon be close to her tree and it will surly kill her. They had fought it a few times and the last time the Satyr was seriously wounded. They party agreed to help and killed the tree (after a lucky crit from the fighter). They returned to the Dryad who was overjoyed. She gave the party her combat gear. She also stated that with all the dangers to the fey in the area, she was going to set up a haven for them there. It is not a city per se, but the fey can gather there to gain "safety in numbers". The dryad and nixie will help report trouble in the area, giving the kingdom a +2 stability bonus to the kingdom.

The party next encountered a crazy hermit (who turned out to be Bokken's crazy brother). As he was tagging along with the group, he pulled out a knife and sneak attacked Wilburd. A battle ensued where the Kyrass's dear wolf was slaughtered by the dire lion.

They then met the swamp witch. It turned out that she does not eat children, but she is onry. She offered to buy any black rattlecaps from the party.

Next the group went to the abandoned keep. The fighter triggered a trap where a stone arch fell on his head. The party ran away for the day to heal like sissy boys. They returned the next day and ended up being harassed by a quickling. The entire area was rough terrain so movement was half speed. He had a speed of 120 feet so his was still 60 ft. He would turn invisible by standing still. Next round he would use stealth to sneak up on a target and sneak attack and spring attack so he could move before and after his attack. The party would get up to him, only for him to turn invisible the next round to start his attack all over again. The party was annoyed, the DM amused. They ran away after winning to rest like sissy boys. They then continued to explore the abandoned keep buy looking in one of the outer towers. They noticed an assassin vine and ran away like sissy boys. The then explored the central tower. In there they found a foe worse than the assassin vine. A beautiful woman. She started to dance and enraptured the entire party. She then entangled everyone and started to suck the life away from the fighter. (he was down to very little strength and 1 con before the party killed her (0 con is death btw).

The then ran away and rested like sissy boys.

They went back to the undead warrior and killed him this time.

Rumors of the trolls have turned into concern over the trolls and the kingdom is starting to gain 2 unrest each month. So far the players have been able to get the unrest down to 0 each month, but they feel that it is now necessary to find the trolls and deal with them once and for all.

5 months have past in game time.

It is currently September 8 in the kingdom.
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Post  Wakko Mon Jul 11, 2011 10:22 am

Discretion is the better part of valor. We are not "sissy boys." Would the DM like us to fight each battle under strength, and have a party member or two drop each combat? I seem to recall a Greyhawk party fighting, then resting. A lot.
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Post  Wedge Mon Jul 11, 2011 10:28 am

Kyras Cobb wrote:Discretion is the better part of valor. We are not "sissy boys." Would the DM like us to fight each battle under strength, and have a party member or two drop each combat? I seem to recall a Greyhawk party fighting, then resting. A lot.

Well duh! Of course he would!

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Post  Bella Mon Jul 11, 2011 12:12 pm

Yeah...but teasing is also fun. I don't recall resting when we had full spells and one person only down like 15 points.... you have to admit that resting after the arch trap was over the top lol.
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Post  Wedge Mon Jul 11, 2011 1:09 pm

Admin wrote:Yeah...but teasing is also fun. I don't recall resting when we had full spells and one person only down like 15 points.... you have to admit that resting after the arch trap was over the top lol.

We usually don't have the opportunity to leave and come back with no consequences. In a dungeon we would have just pushed on. Of course, you could have had the quickling follow us and attack the the camp while we slept ... Not to put any ideas into your head Smile

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Post  Bella Mon Jul 11, 2011 1:36 pm

(Writes notes)
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Post  Bella Wed Jul 13, 2011 4:17 pm

When the party would go back to take care of the assassin vine, they would notice it was gone. An investigation into the tower would reveal that, besides the assassin vine, a second medium humonoid was also living in the tower. Both are gone.

An indention in the floor looks like a chest used to be there. The only thing that remains in the room is a cast aside statue on an Elven Noble warrior pearing into the distance. It is worth 1000 GP.

(becuase the party took care of the quickiling and dancing lady in the elven ruin already, there would be absolutly no reason for the grimstalker (a fey creature) to stick around. He would have taken his treasure and pet assassin vine and left).

Returning this statue and the other statue to molly would get you her reward and an extra 600 GP as a thank you. The prober threads will be updated to include this information.
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Post  Bella Tue Aug 16, 2011 5:25 pm

The party was able to map the entire area that they were tasked to map. They have also cleared out all the hexes.

They tracked down the trolls and, although they had some close calls, they were able to clear them out and collect their reward. The death of the trolls would have made the inhabitants of Tuskberg feel better, but on their return from the trolls, they party saw smoke coming from the town.

A giant raging Owlbear attacked the town destroying two buildings. The party tracked the owlbear to its lair and killed it. The owlberar was huge, had tiny wings, and was green tinted. Possibly the mother to the one at the Stag Lords fort? In the owlbear lair, the party found a recently killed barbarian. Both the owlbear and the barbarian had a ring on their fingers, though the barbarians was cursed. The party thinks that the ring caused the owlbear to rage against any civilization, then comeback and kill the other wearer (who used to control the owlbear). The party believes the Fort Drevlev sent them.

---

A year passes and the party builds up Tuskberg. In the summer months, they explore the western side of the mountain for Maeger, completing a few quests and maping everything over there. They are close to Varnhold so they decided to turn the map in to him before heading back to Tuskberg. As they get to Varnhold, (Maegers city) they find that the entire population has vanished. From the tracks and the food left on the dining tables they believe it was two weeks ago that the people vanished. They were able to follow the tracks out of the city, but they eventually just vanished mid step.

there were no signs of battle or struggle. They found one word recently carved into the doorway of the inn. "Nomen". They found one dead spriggan caught in a magical trap, his head caved in and another dead, naked spriggan in a well. They found a tunnel in a river that led somewhere, but it was all underwater.

Inside the inn they found notes from a famous scholar about Nomen Island and something about a possible centaur god named Croatoan. The party needs to finish exploring Varnhold, and they see what appears to be a cooking fire at Magers old headquarters.

I believe it is at the end of July in year 3.
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Post  Bella Wed Sep 14, 2011 9:43 pm

Middle of book 3

The party finished exploring Varhold and retake the main encampment from some Spriggans. They learn from a cat that the dissaperance happened at dusk and it heard a "new bird song". The party then goes to the Nomen tribe to see if they can gather any further information. They also notice a strange raven watching them.

While they do not give the Nomens their sacred bow that they found, they are able to make peaceful diplomatic relations. The head of the Nomen tribe recommends to the group that they go through the valley of the dead to see if there is any truth to the Croatoan name that they found.

The party makes through the valley and enter an island sungeon. Inside, they find the undead wizard companion of Maeger, who they put to his final rest. They also find the rest of Maegers main traveling party and varnhold's ruling council (including Maeger) dead, their brains eaten. They also find over 30 dead varnhold villagers. The party continues through the dungeon in search of answers.
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Post  Bella Sat Sep 17, 2011 9:27 pm

The group continues to explore the dungeon. They happen upon Croatoan and are victorious against the lich tyrant. They happen upon soul jars that contain the rest of the citizens of varnhold. They take them, and the centaur daughter, whom they find later, out of the dungeon. They have finished with the dungeon and have returned to Varhold. There they were able to form a strong peace treaty with the centaurs.

They finally head back to Tuskberg, saddened by the loss of a true ally (maeger) but happy in the fact that they have defeated the ancient foe.

(BTW, if you attempted to leave with the centaur, the two guards would have attacked)
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