Archive for Nicodmos

What Nicodmos Said

Posted in Background with tags , , , on February 10, 2006 by alanasiadm

Your conversation with Nicodmos…

What is Acoor?
“Well, I’m not quite sure of it myself, in fact. It is my belief that he is some form of demon from the outer-planes that has merged with a half-human half tiefling. That explains both his appearance (as you described it) and his behavior, and even some of his powers (though he must have lost quite a few of the most powerful ones in the process), although it doesn’t explain why he would do something like that, or how he managed to pull it off.”

Did you meet him before?
“We crossed spells once or twice, over minor issues, in the past – but nothing more than that. I haven’t met him face to face, if that’s what you ask.”

Why don’t you destroy him?
“Children these days – they believe that blowing things up will solve all the world problems. The truth is much more complex than that.
I have a feeling that Acoor will play a very large part in my plan to return balance into the world by closing the rift to the outer-planes that was created a thousand years ago. And as I said, he is at least reasonable and able to control what goes on in this city, more or less.
Asking why I don’t go out and destroy him right now, is very much like asking why Our Lady doesn’t go and destroy Shar. It’s just not that simple.
And, to be honest with you, I’m not sure that I could succeed.”

What’s with the chess-board?
“Very melodramatic. It appears that Acoor has the makings of a good bard in him…
But, to answer your question – nothing, to my knowledge. There is no mysterious ‘battle of the gods’ going on, in which you are pawns. Yes, the gods are always in conflict, and always influencing our life. However, in this case, I believe it to be only Acoor’s thoughts of grandeur, and nothing more.
Of course, I could be wrong…”

What is this library thing you’re always talking about?
“The Fountain of Knowledge. It was designed by the first ruler of Karsepolis – Tyldaan Tynellith – an elven high mage who was dedicated to the preservation of knowledge the ages. It took 247 years to complete – with the help of the gods and many sacrifices. The young god Deneir is said to have helped a great deal in it’s construction, as were the dwarvan gods – Moradin, most of all.
When it was completed and filled with all forms of books, scrolls, etc., five gods came down to the material plane, and granted the library its greatest possessions:
Dugmaren Brightmantle granted a book, that all who read it are filled with the joy of exploration, experimentation, the pursue of life and knowledge and creativity. Many of Karsepolis’s greatest achievements came due to this gift.
Azuth granted “The Scroll of Reason”. I have yet to find out exactly what this is.
Helm – granted the library ultimate protection – and a promise that it will stand for as long as he stands.
Mystra – granted the library a periapt that allows to see all the future – as it is, and as it will be.
Oghma granted the library a scroll that allows to see all that is past – as it was and as it could have been.

As you see – the library should still be standing – as Helm is standing. And as you see, the gifts of Oghma and Mystra are absolutely invaluable for my research. I have to know why it happened and I have to know how my actions will affect both past and future.

I know this is far to complex for you to understand (I can hardly believe the fact that I’m having this conversation with you…) – but that’s just fine with me.
I’ll place it in your terms -
Go to the Fang.
Enter the Champion’s Test.
Win the Champion’s Test (not much chances for *that* to happen, but oh well…).
Ask for the medallion.
Contact me.
Bring me the medallion.
I save the world.

I think even you can understand that, but I might be mistaken…”

What do you want from us?
“A favor, so to speak. Help in my project, actually.
When, and if, you succeed in passing the Champion’s Test, you will receive three things from Baron Sasquamit.
The first is gold. A lot of it.
The second is a wish for each one of you.
The third is a favor – one for the entire group. That is the one I want. When the baron asks you what is the group favor that you ask of him – ask for the medallion that he wears on his neck.
Then, send a message to me, and we will speak again.
Perhaps you will help me obtain the last part of the key – and perhaps not.”

Are we to give Acoor what he wants?
“I’m afraid so. I don’t see what other choice you have – not to mention the fact that you gave him your word, and that ought to be worth something – even to you. I have a bad feeling about this too – but not as bad a feeling I had when Salmonelis was about to crumble.
As my father said – the world is always just about to be destroyed. You only have to save it one day at a time…”

Where should we go from now?
“The Champion’s Test opens on the first day of spring. We are now a week before the beginning of winter. That gives you quite some time to rest and recuperate.
My advice to you is to leave the city as soon as possible. Acoor might yet change his mind about you, and the city is in the midst of such a political upheaval… No, no – you can’t stay here.”

“My little fellow, I’m afraid that the guild as you knew it no longer exists. During the last few days, the Kombasis brothers’ coup has entered it’s final stage, as the last nests of rebels have fallen into their hands. Now they’re just walking through the streets – butchering, pillaging and burning all that is in their path. I’m afraid we lost that battle to Acoor when Bras was murdered. Don’t ask me why he wanted the coup to happen – no doubt he had his reasons (the least of which is that his power base in the city is ever stronger now). I got careless there – to busy with Salmonelis to notice the guild and the city. Make no mistake about it – we’ll all pay the price for that.
However, I have managed to do one good thing at least. A man is about to arrive here. His name and actions should be enough to earn your respect and protection on the journey you are about to take – but if that isn’t enough, I ask of you – as a personal favor- to escort him to safety. He goes where you go – to Salamonelis, via my old friend (I’ll explain about him in a moment). Don’t worry – I’ll compensate you more than enough for the minor inconvenience this might cause you (and for your help in acquiring the key part I need) in advance.

I’ll teleport you as far as I can – but I’m afraid that in these conditions it will only be as far as the Silver River (and even that will exhaust me. These storms…*sigh*).
You’ll have to walk from there – either to my friend, or back to Salmonelis via Lonelywood. I leave that to you.

As for your payment, now let me see…

“Seamore – I believe you’ll need these for the next leg of your journey.”
“Ivillious – for your protection and for your bow”
“Forint – you’ll need this for your belongings and this for you personal appearance “
“Loran – this should help you get out of trouble.”
“Verena – take this, for your protection. Your mother would never forgive me if I let something happen to you. Your mother made it herself, you know – while she was training with me. I helped a bit, but still, it’s mainly her work, and I think that she would have liked you to have it”
Suddenly, he turns to you – gruffer than before, and says: “Well, anything else?”

Who is this “friend” you keep mentioning?
“A diviner of sorts, a druid of sorts and a loner of sorts. He’s the hermit you probably heard of when you were in Lonelywood. You didn’t hear about him? Well, that doesn’t surprise me. I expected that much of you.
If you have any problems or doubts regarding your future or your choices, he might help you. In any case, it just might cut down the number of ‘babysitting’ visits I’ve had to pay you the last few days – so I think it’s worth the detour.
Oh, by the way, tell him that I sent you, when you get there. It’ll destroy my reputation, and a friendship of years (not to mention the fact that he’ll still probably throw you out after he hears you for five minutes), but it’s worth the try.”

“Oh, here is your new associate – I hear him knocking…”

“‘Till next time, then”
and VOOMPH! You’re standing, a bit dizzy, outside, under a starlit sky, with the river a few feet before you. It takes you a while to orientate yourselves, but in the end you understand that you are on the bank opposite the one Lonelywood and Salmonelis are.
From this point we will continue our next session.

D&D Journal #18

Posted in Session Journal with tags , , , on February 10, 2006 by alanasiadm

You started out in Blackdeath’s sewers, with the sound of the fast retreating purple worm still resounding in your ears. Seconds later, the sewer tunnels resound with the sound of roars and war cries, the clash of armor, shield and sword, the wounded and dying cries and throws of a great beast, and then with the terrifying sound of approaching, thundering boots and the glimmer of an approaching torch.

The sound is more than unpleasant, and you all quickly decide to hide (some by hanging upside down on the ceiling, some by turning into gas, and others by utilizing the shadows and their skills). And just in time too – for shortly after a huge, hulking, terrifying, menacing sort of giant man makes his appearance from around the corner – and isn’t it just your luck – decides to take a break just underneath you. It’s hard not to cower before him, and your feeling doesn’t improve with the appearance of a small red imp, buzzing from around the other corner, and whimpering his apologies to his “Great Master”. A short conversation later, you discover that from some obscure reason the imp is to make sure the way to the palace is cleared… for you. The brawny fighter (complete with terrifying helmet, ceremonial armor, giant shield and bastard sword and looking like a paladin’s worst nightmare) is to “handle” the thieves guild, whatever that means.
Thankfully, they both leave shortly after, and your able to get out of your hidy holes, and decide whether and how to continue. After a brief debate, you decide to push on, as fast as you can, as your discovery can’t be helped, and your way of escape is now closed.
A few minutes walk from there (and after passing the unsavory and well molested remains of what used to be a purple worm) you encounter two strange gardens, frozen by time. In one of them there stand two well sculpted statues – one of a human paladin, and one of an elven mage, carrying a book labeled “The Fountain of Knowledge”. Detect magic yields little more than the fact that the gardens are well protected, and your knowledge of religion, the arcane and history tell you even less. Puzzled, you decide to move on.
Your next encounter is with Nicodmos, and comes after a brief walk in the (now) deserted tunnels. It’s not truly him, but only a projection of his image, floating above the sewer water, in front of you. He seems irritated, (as usual) and gives you some very good advice (as usual). The sewer entry to the palace opens into the upper level of the palace dungeon – home of both the palace guard and low offense prisoners. The place is guarded the least in the mid morning hours, and that is the best time to attempt a breach. The time at this juncture is 14:00, and you’re very close to the palace entrance, so Nicodmos suggests that you go to sleep, or wait the hours until about 9:00-11:00 the following morning. After throwing some more insults your way, he vanishes.
You (wisely) decide to take his advice, and start making plans for the palace break-in, before going to sleep. Various strategies are brought up (my personal favorite was the concubine idea that Verena brought up), before Forint’s strategy to lure the guards out, trap them, and sneak in, is accepted. Verena uses rope trick to supply you all with a place to sleep in, and all snooze before your big battle tomorrow. After eight hours you wake up, prepare your spells, do your morning exercise, read books (amazing books) discover your new, flowing hair and generally enjoy life.
You then go back into the sewers, and prepare your traps, spells, disguises etc. for your attack. Verena, disguised as a wounded patrol man, knocks on the palace sewer door, and after a long while a bored looking phlegmatic guardsman opens it and asks:” Well, waddya want now?” He seems unimpressed by his colleague’s state or urgency, and slowly drags himself to “call fer backup”, leaving the door wide open, and Verena to follow. She seizes the opportunity, especially when she sees that the corridor is deserted, and binds and gags poor “Joe the guard“, and then invites the others in. Surprised by the relatively easy break-in, you swiftly make your way through the seemingly deserted lower level, bypassing some doors, before finally using locate object to find the stairs up.
A short debate later, on “where should we go now”, you open the most ornate door in the lavish and rich corridor, to find yourselves in a large and hot room, with a summoning circle in its center, a chess set (with yourselves as pawns, and Nicodmos, Acoor, and the gods as pieces too) and Acoor, D’azz Acoor in it, sitting in a carved stone throne with his feet propped up on a carved stone desk. “How nice of you to finally make it. I was starting to get bored with you”.
A lengthy conversation took place between you, its results are that in exchange to Acoor’s withdrawal of his troops from Salmonelis’s gates, Verena (she annoyed him at some point) is to give up the wish she is to receive as a prize from Baron Sasquamit for winning the Champion’s Test, and ask from Sasquamit that his labyrinth be destroyed. To the ground. With no chance for recovery.
Very reluctantly, Verena agreed (to a pact with a devil), and you were all subsequentially teleported to Nicodmos’ house.
Here endeth the session, and the adventure (with the exception of Nicodmos’ final words to you) .

D&D Journal #17

Posted in Session Journal with tags , , , , , , on January 7, 2006 by alanasiadm

The last session went much faster and better than the ones beforehand, in my opinion at least, and the roleplaying you guys did was nothing short of amazing. Keep it up!

You started out at Blackdeath’s sewers, after the battle with the city/palace/sewer guard. A quick search on the bodies of the two guards you slayed, revealed quite a few goodies, and gave Verena more room for doubt (about the mission, the group, adventuring, etc.), causing her to appeal to Mystra for guidance.
Little did she know that the goddess was actually listening…
You set out in the direction Seamore pointed out (“East fellas – always east!”), in the following marching order (which I hope you will maintain in the coming session):

  1. Seamore
  2. Forint
  3. Loran (either behind Forint, or on the other sidewalk, walking parallel to you)
  4. Verena
  5. Ivillious

After a few minutes of marching (about 10 or so), a giant crocodile made its appearance in the waters near you. The huge beast attacked Seamore, using its improved grab special ability to drag the dwarf down with him into the water and to pin him down to the bottom – not before Loran and Forint blasted quite a few holes in the creature’s hide (using sneak attack and sudden strike). A short underwater scuffle later (in which Seamore freed himself and finished the beast up, and Verena polymorphed herself into a Aquatic Elf and jumped into the water to help him) and an even shorter “incident” later, you returned to your way – led by a more determined than ever Seamore.

A short walk after that and who do you meet but a beautiful and enchanting sewer mermaid (that’s what happens when you flush them down the toilet, if you were wondering) who suggested that you accompany her to her quarters. Verena, unimpressed and quick thinking, took out a flute from her ever ready haversack and started playing a tune that blocked out the young seductress. Angry and frustrated she threw curses and screams at your receding backs.

After turning south at a conjunction, you saw a beautifully carved stone door embedded in the wall opposite you. Loran set out to investigate, and called out for Seamore and Verena’s help when he found out that he couldn’t open the door. Verena managed to decipher some of the ancient runes (BTW that’s the name of the campaign we’re playing. I don’t remember if I mentioned it or not) carved on the door, and after much hesitation spoke them out loud:

‘WELCOME TRAVELLER’

The door opens upwards and reveals a dark corridor with soft blue light glowing at its end. Loran cautiously moves forwards, until he reaches the end of the corridor – where it opens to a circular room. The room is dominated by beautifully detailed compass rose mosaic on the floor, pointing for some obscure reason in the wrong direction (north being the corridor leaving out of the opposite side of the room, whereas in reality that direction is due east). Two other corridors lead away from the room – one in each direction. Apart from that and a floating glowing globe, hovering high up above the middle of the mosaic, the room is empty and silent. In fact, a whole ‘cathedral aura’ hangs over the place.

Meanwhile, outside Verena is starting to lose her patience (and perhaps even worry for the group ninja?) and uses a spell to contact Loran in whispers. He tells her that she and the others had better come and look at this strange and holy place. They all duely come, and are mystified by the strange compass. After a while, Loran, Forint and Seamore decide to follow the Northway corridor (the one actually leaving due east). It turns out that it leads to the most amazing room – a huge sphere imbedded with glowing runes with an amazingly detailed and large globe slowly rotating in it’s center. At awe at what you see, you stand in silence, scrutinizing the globe, trying to spot any place you might recognize. Forint is the first to understand that the globe represents the world as it must have been a thousand years ago. After a few moments of viewing, Seamore rushes out of the place as fast as his short legs can take him, and once outside, proceeds to remove all the dirt and grime that’s accumulated on his body in the past few hours. After cleansing himself, he returns to the temple (for it is obviously some kind of temple or holy place), and this time takes the east corridor (the one actually at the south).

Meanwhile, Verena examines the glowing globe in the compass room, and after a few experiments, she understands that she probably won’t understand, and floating glowing globes are sometimes just that: floating, glowing globes. She then joins Loran and Forint who are still viewing the globe room.

Seamore, walking on his own now, enters a short corridor that takes him into a small, bare room, with only a plain table and two benches in it. He then decides to walk through the northern door in the room (the top door), and finds himself in a dorm of sorts, rather deserted, except for what appears to be a sleeping old figure of a man in one of the beds. Seamore decides to risk it and shake the fellow – to see who he is, and if he’s alive at all.

Surprisingly, he is.

The man turns out to be a monk/priest of some sort – part of the order that guarded and tended the temple you were in. His name is Nestor, and the name of the forgotten god, god of travel, exploration,curiosity, adventurers and adventures, is Nydrus.

Nestor, at first, is somewhat disoriented – apparently he was feeling rather unwell the last time he was awake, and requested permission (and received) from Father Lazare to go and rest before prayer time. The nap turned into deep slumber that has lasted for over a thousand years – a very curious thing, considering the fact that Nestor is a normal human, by his appearance, and that the city he was living in at the time was almost utterly destroyed.

Seamore then proceeds to drag Nestor to the doorstep of his temple, and show him what his once great city has become. Nestor is overwhelmed by the reality he has woken up to, and laments his wakening and the destruction of the ‘Diamond in the South’ (one of the many nicknames given to Karsepolis. South being south of Toril). Seamore, now joined by Loran, then takes the old man back to the dining room and they both (Seamore and Loran) explain to Nestor the state of things and what little is known to them about the fate of Karsepolis and what brought it.

Eventually Verena and Ivillious join Seamore and Loran in the mess hall, and are somewhat surprised to see someone (alive and well) from ancient Karsepolis with them. Nestor, by now quite composed, greets them all and proceeds to explain the purpose of the temple and who his god is. Verena speaks out her doubts about adventuring, and Nestor, with eyes glowing from enthusiasm, tells her of the beauty and importance of adventuring – for the good and survival of community, commerce, the advancement and growth of th individual, the group and the world, the balance between good and evil, law and chaos in the world, etc., etc.

Meanwhile, Forint chooses to go on a small detour to the west corridor leading out of the compass room, and discovers a small prayer room – with a very beautiful and elaborate tapestry of a compass rose hanging vertically from behind the pulpit at the end of the room. This compass, as opposed to the mosaic one, seems to pointing to the right direction. He puzzles himself in the room for a few more minutes before joining the others on their way to the globe room.

For that is where Nestor now takes you all – into the globe room – to show you its wonders. As Verena thought, the globe can take you where ever you want in the past or the present, for an amount of time limited only by the will of the traveler. Nestor demonstrates that all journeys begin with a leap – and leaps into sheer air – to land safely and gracefully on his feet, standing on nothingness.

He then calmly walks towards the globe, growing smaller and smaller in an alarming rate, until he disappears into the atmosphere of the planet – only to return, minutes later, accompanied by a few sturdy men, a table and some chairs. The men walk away, back to the globe, and a waitress comes out, bringing food and drink to the table – all floating in the void, as if solid rock was under them.

Nestor smiles at your astonished faces and invites you to ‘take the leap of faith’ and join him.

First Loran, then Seamore (after taking off his armor) and Forint jump (some, like Loran, landing gracefully, and some, like Seamore, crashing on their bottom) and join the old man at the table. Verena decides to stay on the ground, away from the dizzying edge, for now.

Forint asks if the globe can take you to Acoor’s palace. Nestor says that it can, but only for a very limited amount of time, and that it would be best not to. The globe is meant mainly for travels in the past, and not for present leaps – although it can accommodate them too.

Seamore asks if he can make a visit to his new village through the globe. Nestor says yes, and that all he needs to do is to walk towards the globe. However, he can remain there only as long as his will allows.

Seamore puts on his armor, and strides into the globe. After five minutes he returns – crying and calling “let me go back! Let me go back! I want to go back!”

“Oh dear, that was what I was afraid of. You can’t go back, friend dwarf. It’s not possible – I’m sorry. But if the gods will it, you will one day return to your village in a more appropriate matter – one that will be permanent. I myself will pray for it, and so must you.” says Nestor.

Seamore struggles for a few minutes more, before finally giving up, and leaving the air, he goes back to the doorway of the globe room and sits there moaning “if I could only go back. What am I doing here?! If I could only go back…”

Then the most amazing of things happens, as history unfolds itself before your eyes. The familiar figure of Nicodmos, exactly like he appears today (but looking a little less grumpy), strides majestically out of the globe, and after a quiet chat with ‘Nestor, old friend!’, calls forth a substantial group of adventurers (rangers, barbarians, wizards, sorcerers, paladins, bards, rogues, fighters and clerics) from many races (gnomes, humans, dwarves and elves [but no half-elves or half-orcs]), who come out of the globe. They’re all very young, enthusiastic and excited and the moment they walk out of the globe they crowd around Nestor and Nicodmos who start taking out notebooks and charts and have a heated discussion (in a language neither of you understand).

The appearance of this large and motley group of beings surprises all of, but none is more surprised than our very own Verena. For amongst the newcomers is the relatively familiar figure of a young woman, at the age of 15 (more or less), in white robes and a red sash, with a broomstick strapped to her back.

“Mother?”, she asks, and then, forgetting her fear of heights, she jumps on her family broomstick and slowly glides towards her mother, gingerly testing the ground (air) before standing on it, and trying not to look down. After she arrives, she hugs her mother (now younger than herself) and exclaims: “Mom! It’s so good to see you! I missed you so much! How are you? Don’t you recognize me – it’s your daughter- Verena!”

Olesia (said girl), looks stunned for a few seconds, and then, she gathers herself, turns to the young (and handsome) mage beside her (the one that’s rolling around on the floor, with tears in his eyes), punches him as hard as she can and says: “That is so not funny, Terios! Stop it, stop it right now!”

“But I didn’t do it, I didn’t do it I swear!”, he answers.

“Lier!”, Olestia counters.

“Listen, if I’d have done something like this, I’d be *proud* of it. If you could only seen the look on your face!”, and with that he grabs his stomach and resumes laughing his head off.

“Who are you? What do you want from me? Why are you calling me your mother? I can’t be your mother – you look older than me!”, she cries out, turning back to Verena.

“But you *are* my mother. Don’t you recognize me? Don’t you recognize this?” and with these words Verena produces her broomstick.

“That’s my broomstick! Why do you have my broomstick?!”, and with that she reaches behind her back and brings forth her own broomstick. And lo and behold – they’re identical!

“Nicodmos, please make this stop. Please, please, please make this stop! I’m begging you…”, Olestia says and turns her pleading eyes to the old mage.

“Oh no – here we go again… Why don’t I ever listen to myself, when I tell myself to stop doing these kind of things…

Ho, Very well, let’s see what we can do…” Nicodmos replies.

“First thing’s first, let’s get rid of you.” and with that he snaps his fingers and all the people disappear- leaving only yourselves, Olestia, Nestor and Nicodmos in the room.

“Now lets take care of the time”, and he snaps his fingers again, and Olestia begins to change and grow older almost instantaneously before your eyes.

“She’s now at the age you knew her before she… passed away” Nicodmos explains to Verena.

“And now for some time – and some privacy. Five minutes, for we mustn’t be greedy, and it’s not good to dwell too long in the realm of the forgotten past.” And with that he snaps his fingers for a third time, and the next thing you all remember (except for Verena of course), the room is empty of all the newcomers – except for Nicodmos and Nestor (and yourselves, of course).

“Nestor, old friend, I’m afraid it’s time to take your nap. We’ll resume our business later – at a more auspicious hour. And you, my friends, have much work to do – you must hurry, for time is running out very quickly for our beloved Salmonelis.

And YOU, young lady – if I am to be called out one more time out of my afternoon nap just because your feeling a little unhappy with adventuring and decide to whine before Mystra, our lady – well then!

That’s what’s wrong with this degenerated young generation – they’ve stopped taking the gods seriously.” He says to Nestor.

And with that he huffs and shepherds you out of the globe room (after he gruffly receives a hug from Verena), picking up Seamore on the way and telling him: “Stop moaning you silly dwarf. You made the right choice, and if the gods will it, as I think they will, you will go back some day soon. And now pull yourself together, before I box your ears!”

He leaves you waiting in the compass room, and takes Nestor with him to the dorm room, returning seconds later, alone, and walks you out of the temple.

“Remember – you must hurry!” are his last words to you, as you walk back into the sewers and the temple door shuts down behind you.

Tired and stunned from what you’ve been through the last few hours (and drained almost entirely of spells), you decide to go to sleep before pressing on as fast as you can.

Verena supplies a safe sleeping haven using rope trick and after a refreshing 8 hours, you continue on you way.

Seamore, still leading, decides to take a small detour (for some obscure reason) and leads you straight into the open mouth of a purple worm (well, almost). You have a long and furious battle, in which the purple worm has the upper hand (mainly because both Gideon and Pavel weren’t there to play their characters…), managing to devour Seamore (who cleverly hacks his way outm but not so cleverly tries to use enlarge person to his advantage - it’s a good spell but not always appropriate) and chase you all – until Verena scares the creature away.

Here endeth the session (whew! That was long…)

D&D Journal #12,#13

Posted in Session Journal with tags , , , , on November 26, 2005 by alanasiadm

This one is relatively short, so feel free to read it. :-)

Session date 18.11.05:

  • You started out by Bras’s house.
  • Ivillious went off to buy some stuff in the marketplace, and some of you joined him for a shopping spree.
  • Ivillious found out that his money is not accepted in the city, and went out to illegally change it (took him three times too), and then check it, to see it isn’t forged.
  • You then went to Madam Star and received several prophecies.
  • Seamore went to a bar, trashed it up, drank like a devil, and received a special mug (and yet had to make his choice).
  • You went to Nicodmos’s house, and after three attempts you managed to get in. Nicodmos grabbed Theodrid’s staff and replaced it with a different one.
  • Seamore received a private little present from Nicodmos.

Session date 26.11.05:

  • A short session, you started out at Nicodmos’s house, where you discovered quite a bit about Acoor (I hope you wrote the highlights down), his character and motives, and a possible way to stop this war.
  • You also learned the source of the magical storms in the city, just how powerful Nicodmos really is, and what the artifact Zortan Trog (among others) is looking for (and Nicodmos is protecting) is.
  • Seamore learned where his old enemy probably is, and what he has turned in to.
  • Seamore received a wand of cure light wounds from Nicodmos (which proved to be totally invaluable, considering that such a wand costs 2,000 gp in the city, and that nearly everything can kill Forint).
  • You left Nicodmos’s house towards the “Pointing Finger” tavern, where Nicodmos said a secret entrance to the city sewers is.
  • The tavern was totally empty (as Nicodmos foretold it would be), and Seamore displayed his love of the “bash through the door” strategy (while Loran proved his love for “let’s go and ask permission to break into the city palace and the guild’s stronghold” strategy… ) by bashing through the door, some crates, some more doors, and a trap or two.
  • You went into the tavern basement, where the cleric-fighter dwarf found the secret door (Alexey and Pavel – learn to say “I take 10″, and “I take 20″).
  • You were sprayed with acid two times, before Loran disabled the trap, and allowed you entrance into the kitchens.
  • You understood that you are in the sewers when you saw the well in the kitchen (why didn’t you just take Nicodmos’s word for it?).
  • You then went through the feast hall into the upper room, where you were shot at for quite a lot of damage, until one of you (i.e. Seamore) made the mistake of bashing into the next room, and faaaaaaaaaaaaaaaaaaaaaaaaalling into a 60ft pit-trap. Loran, eventually got him out, don’t worry.
  • Here endeth the session.

D&D Journal #5,#6,#7,#8

Posted in Session Journal with tags , , , , , , on August 5, 2005 by alanasiadm

Greetings and salutations from your busily studying DM!
I have chosen to sum up the last four sessions in one journal, as I haven’t sent a journal after them, due to me being extremely busy with exams (nearly done, though!). So brace yourselves, this is going to be LONG. I used colors and bullets where I could to make it an easier reading, but it still is long… But helpful and useful, I hope.
Color code:
PCs appear in blue.
NPCs appear in red.
Places appear in green.
Game terms appear in light purple.

P.S. I may have “blended” some sessions together. That is just to make the journal shorter and more readable. Bear with me.

Four sessions ago (session date: 27.5.05):

  • The group started out in Salamonelis, where all the characters got to ask something from King Salamon the Fourth (May He Live Forever!).
  • Theodrid got a special ebony staff with dancing, nude elves on it. Gandolwin the Great instructed him to find Nicodmos in Blackdeath and ask him:
  • for help in your mission (which for some reason nobdy seems to remember, and for that all will suffer! ).
  • to explain the properties of the staff in full.
  • Forint met an old colegue (there are no friends in this profession)- Rivozed Tirol, political advisor to King Salamon the Fourth (May He Live Forever!). They talked of old times, heard some palace gossip, and Forint (and Seamore) even got letters of recomendation, once Rivozed learnt that Forint had no intension of staying in the palace as the king’s advisor.
  • Theodrid had an unpleasant encounter with some childhood friends, who had a bit of a laugh on Theo‘s expense. Theodrid, with the use of some 0 level spells gave them something else to laugh about, and Daria, Theodrid’s younger (and only) sister, sent them away. Nice girl, that.
  • The group also met the friendly and helpful Melosa, horse dealer, who offered to lease them a few flea-bitten, skinny and weak horses for “100gp. A hoof. A horse. A day. Now. And 10,000 gp in advance, insurance in case the horses don’t come back”. Pleasant man, that.
  • A few nice and talkative raftsmen refused to take you down the river, to Lonelywood, as the way there was too dangerous to their liking. They did point out someone who would be willing to do the task…
  • Joe the Jinx, a tall, thin, grey haired skeleton of a man, quite mad, pretty scary, but harmless, was to be your raftsman.
  • The session ended with the group saying goodbye to Joe (who went to hunt white whales), after two days of rafting down the river, and a small skirmish with Orcs and Goblins (a reccuring motif there…). Joe‘s last words to the group included directions to Lonelywood, and a warning about “The cussed treasure by the dawk, lawge chasm”.
  • Earar strayed from the path of his alignement somewhat, when he threatened Theodrid’s friends. To all players- ‘ware your alignment- because I will!
    Notes: remember what you asked of the king, and what he promised you. His resources are bountiful, and he could be quite helpful to your individual character quests.
    Background Notes: The taxes are high, transportation out of the city is hard to find, and many refugees bank the streets of Salamonelis.

Three sessions ago (these are actually two sessions blended into one, more or less):

  • The group started at the banks of the Silver River.
  • You walked around the Hopless Love Cliffs, and beside the Dark Chasm. There you saw a skeleton lying on burnt ground.
  • Seamore and Forint decided that the cursed treasure was worth a shot. They dug up the area (with the rest of the group standing far away as possible, bless them), and lo and behold- found a treasure chest with three potions (later identified as Cat’s Grace, Barkskin+2 and Bless), a ring of Feather Fall and a few gold pieces. Seamore decided he didn’t have enough, and he and Forint started a strip search on the skeleton, who yielded a nifty dagger. After taking the dagger (the obvious thing not to do), the skelton raised itself, and started to pursue Seamore specifically (as he took the dagger). Seamore cool headedly bull-rushed the poor undead creature over the cliff, while the rest of the group cheered him from a distance of 300 ft (in avarage. Theodrid was 700 ft. away from the scene). All hail Seamore!
  • Mickey meta-gamed (the worse possible D&D sin ever) when he recognized the ring. Wait and see what will happen to our metagamin wizard later on…
  • Seamore- Dwarves tend to be greedy, but not stupid… It would be better to think before you loot.You and Forint lost/gained some alignment points there, and could have gotten killed. But nice role playing there!
  • Later on the group encountered a brown bear, fishing for salmon in the river, and surprisingly resisted the temptation for XP, and left it alone. Good for you for resisting the alignment test trap!
  • After walking all day, the group made camp, and Seamore had some bad dreams and woke up fatigued. The bad dreams continued every day, until the talk with Lenore in Lonelywood (see later on in this post). Seamore suffered some bad luck and subdual damage until then.
  • The group had a few more encounters with Goblins, Orcs and Hill Giants, proving again and again that they still do not know how to fight as a group, and getting into each others way (especially Earar and Theodrid. Think before you cast!). Seamore and Forint made some pretty neat combat moves and tactics there. Forint- you might want to twin up with Seamore or Ivillious to get your sneak attacks. If you agree to move more or less together, in parallel, you could get sneak attacks easier, and all the time. Also, use your tumble skill to get you out of trouble, and into a good position to sneak attack your enemies. Seamore- you have bonuses for fighting all of these creatures- don’t forget to use them. Ivillious- focus on shooting, and think before you entangle- especially large, hard to kill foes like giants- it hampers Seamore and his immense damage dealing waraxe and thus prolongs the battle- a very bad thing. In general- try not to use area spells that aren’t dismissable and last for many rounds, especially if they hamper movement or give the opposition cover of any kind.
  • After more than a week of traveling, you finally arrived at Lonelywood, carrying the badly wounded Seamore (and the wolf) with you.

Two sessions ago (session date: 16.6.05 – I combined another session and a half into this session- it makes more sense that way):

  • The group started at the foot of the temporary fortifications outside Lonelywood.
    After meeting a few exausted militia men and soldiers, you visited the local blacksmith, in search after the head of the Lonelywood outpost. There you meet the entire Fireclash family- the three elder brothers – Traan , Kern, Drof – the three younger brothers – Klem, Brun, Mik – and the charming sniper sister – Rayna. Theodrid helped Traan with a few calculations, (Dad – old-man Alaway – who usually does them, and also helps with the smithy work, was ill) and the others watched the hustle and bustle in the blacksmith’s and fletcher’s workshop. See- Blacksmiths can be nice sometimes…
  • You then went to the Mayor’s Mansion (now turned into the command center of the garrison), and met some very charming girls (two of them actually over 18!) at the upper floor, and left Seamore and the Wolf in their care. You noticed many wounded, and the girls busily working – making healing potions and salves and treating the wounded. This, of course, gave you an appetite, so you went and had a look at the mess hall and the kitchen, and said hello to the nice cook.
  • At ground level, still inside the Mayor’s Manor, you meet Lenore, the woman in charge of the local population left in Lonelywood, and find out that she dislikes power hungry, arrogant wizards, that she regards all wizards as power hungry and and arrogant (until proven otherwise) and that she has an unnerving knack for knowing the future… Later on you discover that she is quite a powerful spell-caster herself. She and Theodrid have two little chats (she got the upper hand each time), before you all leave Lonelywood.
  • Kythos Karis, head of the Lonelywood outpost, enlists you to his army, at least temporarily, and sends you out into a battle that lasts all night. Seamore (now fully healed) discovers the fun (and usfullness) of throwing burning oil cans into a sea of orcs, and Rayna and her brothers prove their worth in battle. At dawn, after the orcs disperse, Lenore cleans up, making all the blood and gory bodies seemingly dissapear into thin air.
  • Before you leave Lonelywood, a strange looking human wizard by the name of Gederin meets with you and joins the group on their way to Blackdeath. He was on his way to Fang, to sell magic items that his order made, when his caravan was attacked and destroyed by orcs and giants (after 5 attacks that the caravan survived, mostly due to Gederin’s intervention). The few surviving members of the caravan arrived at Lonelywood (the nearest settlement), and continued from their to Salamonelis, to try their luck with another caravan to Fang. Gederin decided that he had enough of that, and that waiting in Lonelywood until a caravan or adventuring group would pass there on their way to Fang or Blackdeath would be better. While Theodrid reluctantly allowed Gederin to join the group, the others accepted him in a somewhat better manner. Oh, and I almost forgot! Lenore actually likes him (Gederin, I mean). Hmm…
  • After two days and a night, you left Lonelywood at about 16:00 in the afternoon (twilight).
    Background Notes: The people look exausted and the town is under heavy attack every single night, and although they are keeping their hopes up, and they recieved a small reinforcement group, things are looking bad for Lonelywood. Chances are they won’t hold on for more than a few weeks more, before they have to retreat to Salamonelis, with orc hordes at their back…

Last session (session date 14.7.05- includes another session as well. Sorry it is so short and sloppy- I lost my session notes for this one.):

  • The group started out in the outskirts of Lonelywood.
  • You walked by the banks of the river, handled drizzle, rain, a full blown storm and a few wargs,
  • You had the most horrendous battle with a hill giant and two orc clerics. I will just go over the highlights of “the batlle from hell”, before we move on:
  • Earar started the battle out with a Briars Web spell (horror of horrors), helpfully giving the giant cover, and the group a hard time to reach it, or anything for 20 rounds (guess what? It’s not dissmissable! Yay!).
  • Ivillious for some obscure reason decided that the giant was not entagled enough, and further entanglement is required- so he used his entangle spell.
  • Forint had to run a marathon each time, just to reach the critters, not counting the extra running to reach a sneak attack position.
  • Gederin tried something smart (but had bad luck), and tried to convince the giant that lying down is a good option. Good call there. Better luck next time…
  • The orcs, getting bored, levitated, and Earar, kindly supplied them with total concealment, while Theodrid paralized them.
  • You won the battle (suprisingly. Next time something like that happens, expect lightning bolts from above), and continued on your way to Elvenwood, getting stuck in the mud each time (good thing Seamore’s around ta’ pull ya’ out!), and crashed to sleep in the forest once you reached it.
  • You completely ignored the excellent advice Montolio the ranger gave you, and set out straight to the depths of the forest- clearly elven territory- and fell into a cleverly constructed trap. A deppressed looking elf pulled you out, and transported you to Eldor, the elven metropolin, via air. Gederin and Theodrid cleverly (but futily) tried to hide from their captors. Nice try! (I mean it).
  • You arrived at Eldor, were interrogated and put to trial (hopefully our two “green” friends learnt a valuble lesson), and in this session, you will be deported from the forest (eventually).

I hope I haven’t forgotten anything…

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