<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-890043772785053356</id><updated>2012-02-16T10:17:37.470+01:00</updated><title type='text'>Echoes of Heaven</title><subtitle type='html'>Roleplaying journal for the Echoes of Heaven campaign.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>24</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-712860792803127961</id><published>2009-06-11T13:53:00.006+02:00</published><updated>2009-06-25T23:28:32.641+02:00</updated><title type='text'>Kidnapper's Lair</title><content type='html'>The celebrations in Felric's Redoubt last several days. The city has been saved from the brink of destruction, and the Church are taking as much credit as they can get. The party make plans to return to Belm. Before they leave however they follow up on the missing children. Apparently it has worsened in the last weeks. Someone is abducting street urchins from the slums. The party investigate.&lt;br /&gt;&lt;br /&gt;A plan is made where each party memeber watches one or two street urchins during the day, in an area known for abductions to occur. Sure enough, Laen spots a suspicious stranger from his perch on the roof walking down the alley towards two street urchins. The stranger casts two spells, and one of the children topple over, asleep. The other stands up and looks around, alert. Laen swings hiself down from the 4th floor rooftop, drops dowards through several washing lines, and lands with an expert dive-roll into a pile of refuse, receiving only a small graze. He steps out, blocking the stranger's exit and draws his bow. The stranger rushes past him and a chase ensues through the alleys and back streets of the slums. Eventually he catches the stranger who screams for help. Two small creatures emerge from the remains of a long since burnt building and attack him as he wrestles with the stranger. The distraction proves successful, and Laen is forced to release the man so that he may defend himself. The man and the two creatures run into what appears to be the cellar of a burnt building. Laen follows with his bow and manages to incapacitate the man before he escapes. He stabilises the man, hoists him over his shoulder and returns to the others. The stranger is deposited in the only guard post in the slums distict, and they return to examine the building. The whole block seems to have been burnt to the ground many years ago, and has never been used since. From what the guard said it's likely this was a plague quarantine where corpses were piled and burned. From the stranger's scars it seems possible he was caught in that blaze. They enter the room and discover several underground rooms which are apparently inhabited by rat creatures. Some of the rooms are trapped, and various forms of creatures are found living amongst the refuse. An enterance to a lower level is discovered and explored, and a nest of rat-things are put down. Disturbingly, there is evidence that the stranger they apprehended was performing morbid experiments on the children he had been abducting to create the rat creatures. They return to the surface with the findings, and the man is swiftly found guilty of kidnapping and witchcraft, and is burned publicly.&lt;br /&gt;&lt;br /&gt;With nothing left to do the party return to Belm. Ever since the incident with the Charnel House (the butchery) Xavier has been itching to leave, and seems to be suddenly much more at ease once outside the city limits. They spend several weeks in Belm and an early winter begins to settle in.&lt;br /&gt;It is on an idle Waterday that Cardinal Gleam summons the party once more, and explains that he has had a vision. In his vision he saw the Splinter which was stolen from the cathedral by young Weracy, then cast into the maw of the Sepinus Ulcer that the party clensed. The final words of the demon Azgúk had also mentioned the Splinter, and had claimed that it played a part in creating the Ulcer at Felric's Redoubt.&lt;br /&gt;The good news is that Cardinal Gleam's vision has shown him the location of the splinter. That however is also the bad news for it seems that the Splinter has resurfaced in Tarukkhal, the south-eastern most fortress of Uzarâg. As the name is mentioned, everyone falls silent. Uzarâg is a mountaineous region to the east. It is the fallen dwarven empire, a hellish corrupted land long since overrun by the Warlord and his orcish hordes, and is a permanent Ulcer. Few who travel there return, and aside from occasional Dwarves performing the Great Revenge of their ancestors, nobody does anyway.&lt;br /&gt;Cardinal Gleam pleads with the group to try to retrieve the Splinter. He knows that his information is vague, and he knows he is likely sending them to their doom, but such was the power of the vision that it can not be otherwise. The implications of the Splinter appearing &lt;span style="font-style: italic;"&gt;inside&lt;/span&gt; another Ulcer are unknown, but certainly far from positive. The party &lt;span style="font-style: italic;"&gt;must&lt;/span&gt; attempt to rescue the Splinter whatever the cost. It didn't take much meta-gaming to figure out that the party didn't really have any choice anyway, so they all grudgingly agreed and muttered grumpily to themselves about fairness and gratitude and so forth.&lt;br /&gt;&lt;br /&gt;However, the deed is not to be done without gratitude or forethought. Opening a hidden compartment in his desk Cardinal Gleam produces a cloth package and opens it upon the table, revealing a small collection of curious objects. No two objects are similar, and all appear to be finely crafted. "These are all guarded treasures of of the church, yet they do us no good gathering dust in our vaults. Their uses are many and varied, and you will doubtlessly require their aid in this journey. You travel into lands cut off from God's influence. The least we can do is ensure you are adequately prepared." There is a small backpack, a pair of leather boots, a corked bottle, a tightly bound pouch, a ring, a feather, and a necklace with a glittering tear-shaped diamond on it.&lt;br /&gt;&lt;br /&gt;Cardinal gleam explains the general functions of each item in turn, and then explains how you might get to Uzarâg in the swiftest possible manner. He is able to commandeer a ship to take the party to Felric's Redoubt where rendezvous with Khelinûl, the leader of a dwarven party who will be holidaying into Uzarâg to perform the Great Revenge. From there the quickest way into Uzarâg is to sail directly across the gulf by boat. The party will enter the mountains on foot and find a way to Tarukkhal. He gives the party maps and any travel equipment they will need, and gives them the blessings of the church. The party leave directly to their rooms to pack and depart.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles overcome:&lt;br /&gt;Human sorceror (CR7) = 2700XP&lt;br /&gt;12 ratlings (CR1) = 3600XP&lt;br /&gt;Spike trap (CR1) = 300XP&lt;br /&gt;8 monstrous centepides (CR½) = 1200XP&lt;br /&gt;5 Dire Rats (CR⅓) = 500XP&lt;br /&gt;2 Carrion Crawlers (CR4) = 1800XP&lt;br /&gt;&lt;br /&gt;Total XP gained = 10100XP / 3 = 3367XP each&lt;br /&gt;&lt;br /&gt;Xavier = 16786XP + 3367XP = 20153XP (lvl6, 85% to lvl 7)&lt;br /&gt;Laén* = 17886XP + 3367XP = 21253XP (lvl7, 4% to lvl 8, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Þórhal* = 16724XP + 3367XP = 20091XP (lvl6, 85% to lvl 7)&lt;br /&gt;Lyam = 10027 (lvl5, 1% to lvl6)&lt;br /&gt;Fjidor = 10027 (lvl5, 1% to lvl6)&lt;br /&gt;&lt;br /&gt;* Cinematic point awarded to Laén for his cinematic leap from the roof.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-712860792803127961?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/712860792803127961/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=712860792803127961' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/712860792803127961'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/712860792803127961'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2009/06/kidnappers-lair.html' title='Kidnapper&apos;s Lair'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-3080612775902173668</id><published>2009-06-04T21:02:00.006+02:00</published><updated>2009-06-07T20:29:41.282+02:00</updated><title type='text'>The Rescue of Felric's Redoubt</title><content type='html'>&lt;span style="font-style: italic;"&gt;Airday the 8th of Pronus, evening.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The party collect the dead and sort through their belongings. Most of them were butchers, wearing aprons and wielding meat cleavers. A well crafted sword, some masterwork armour, and a gold bracelet are found. The cases containing poison is inspected closely by Xavier while Thorhal and Laen debate the ethics of using poison, but some of the pottles appear to be missing, and all others empty. Arnwold introduces himself and begins to spin a lengthy yarn of how he once was a knight but after crossing the wrong people, and some bad luck, he now lives amongst the rubble of a half destroyed building opposite the butchery. His only possesions are his worn leather armour, his home made shield, and his longsword. He saw the party in trouble and came running. Lyam helps the enfeebled Fjidor to his feet, and half drags him back to the cathedral.&lt;br /&gt;&lt;br /&gt;One of the butchers was merely put asleep, and he is bound and forcibly woken. Bound and helpless, he agrees to lead them through the butchery. The butchery is empty, and he walks them through the various rooms where they slaughter and process the meat. They figure out that somewhere in the centre of the building must be a secret room, but Laen is unable to find the entry. There is a single room updstairs; the boss Baldegg's office. A search reveals a mahogany desk, a valuable looking tapestry hanging on the wall, and hidden behind it a chest of some sort fastened securely to the wall. Xavier checks it for traps, but has some difficulty opening it. Laen finds a key on Baldegg's corpse and returns triumphantly to the office to inspect the contents of the chest. Thorhal reads through some of the paperwork but finds no evidence of dodgy deals or wrong doings. He takes the surviving butcher and Arnwold outside to survey the carnage. The sound of a gas explosion grabs his attention. As Thorhal turns towards the butchery he catches a glimpse of a gush of flames, glass and wood fragments being ejected from the office on the second floor. Without hesitating he turns and runs into the building.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_oJCxwRJ-5-E/Sig8gKW3NPI/AAAAAAAAAvU/AFeo1YVesrc/s1600-h/ohcrap.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 346px; height: 400px;" src="http://2.bp.blogspot.com/_oJCxwRJ-5-E/Sig8gKW3NPI/AAAAAAAAAvU/AFeo1YVesrc/s400/ohcrap.jpg" alt="" id="BLOGGER_PHOTO_ID_5343587481108821234" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Somehow Xavier managed to avoid the blast of the trapped chest altogether. Laen was slightly less successful. The fine looking tapestry hanging above the chest is nothing more than ash and dust. The mahogany desk is marred and on fire. The thin walls are damanaged and smouldering and the papers on the desk have been scattered throughout the room and set ablaze. Smoke pours from fissures in the walls and ceiling, and fresh air is seeping in from below and fueling the small but hungry fire inside the room. Only the bottom remains of the chest, and what was gold coin is either molten or drooping like raclette. With some wincing Laen scoops the goopy golden mess into his cloak and heads for the stairs, meeting Thorhal on the way up. A whoosh is heard, and the room behind them erupts in flame. It's time to go.&lt;br /&gt;&lt;br /&gt;Once outside they stand and stare at the building. Some curious bystanders begin to watch, alerted by the noise. Some minutes later city officials and work crews arrive however it is too late to save the butchery. Teams of people dowse the walls of buildings opposite the street with water to prevent the fire spreading. The party meet Sir Macflinn who interrogates them with mild suspicion, but eventually allows them to return to their inn to sleep.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Lightday the 9th of Pronus, around 2am.&lt;/span&gt;&lt;br /&gt;Loud knocking awakens Thorhal. "Wake Up!" cries a voice beyond the door. The same incessant banging pulls Laen and Xavier from their rest. It's a deacon, and they've found another murder victim. Unable to rub the fatigue from their eyes they assemble their gear and follow the deacon. They arrive at the scene of the crime. It's quite fresh, less than a few hours old. A small street urchin has been murdered this time. As always, his throat is cut and the hoard of food he had hidden away has been gorged upon. Laen wastes no time and begins to look for signs of the killer's passing. His wolf Fang finds a scent and together they wind their way through the back alleys tracing the killer's footsteps. The tracks are fresh, and surprisingly go only a short distance. They arrive before the grandiose facade of the Bucklemaker's guildhall. As they approach the front door something makes the hair on Laen's neck stand on end, and Fang begins growling and backing away from the door. A distant, anguished scream lingers on the air and repeats in Laen's brain as if only an imagination. He's heard this before. The air is even different; still and deathless. The pit of his stomach feels as if it were a lead ball, as realisation strikes him like a slap in the face. It's the same. All the same. The guildhall is an Ulcer, and the Fat Man has retreated within.&lt;br /&gt;&lt;br /&gt;The three standing before the Ulcer and decide on actions. They are fatigued, and being only three in number stand little chance against what awaits within. Xavier and Thorhal stand guard while Laen runs relay his dire findings to Sir MacFlinn. The news is broken gently, and taken gravely. Sir MacFlinn eyes Laen questiongly, looking for signs of falsehood while at the same time hoping desperately for them. MacFlinn says he will call a meeting of the Orders at the cathedral, and to meet there within the hour.&lt;br /&gt;&lt;br /&gt;The cathedral begins to fill with knights from almost every order. Armed men fill the pews. Knights of Paeso, Lonusso and Equinus are boldly visible, and even a representation of elves and dwarves. Other groups are also present, bearing no identification and avoiding eye contact. All eyes fall upon Sir MacFlinn as he approaches the paupet and begins to speak. He explains that the group of investigators from Belm have discovered an Ulcer within the city limits, and that the Fat Man resides therein. A loud murmor erupts across the room, and MacFlinn bidds them silent. He explains that the church must clense this Ulcer and all within it. He requests that Helm, the acting Bishop, come forward to approve the seige. Nobody comes forward. A messenger is sent to fetch him, however on return it is announced that Helm and the two guards posted before his door have been murdered. The room erupts in questions and shouting. After some time order is restored. The priest Leodwine steps forward, and announces that in Held's absense he is the next in line for Bishop, and his first act is to approve the seige. The urgency of the Ulcer overpowers the urge to ask questions or provide accusations, and the cathedral empties into the street. A small army march through the streets of Belm to the bucklemaker's guildhall. Xavier, Laen and Thorhal are ordered to remain within the cathedral until the seige is over.&lt;br /&gt;&lt;br /&gt;The armed forces of the church assault the guild hall. They find a myriad of twisted half realities wihtin. They are attacked by floating cloaks, and a creature made entirely of buckles. They butcher an assassin and press forward to the heart of the ulcer, where they confront a demon of gluttony and the Fat Man himself. All are butchered, none are spared.&lt;br /&gt;&lt;br /&gt;Several days later a great festival is thrown. Although the party do not feature at the centre of it, they do receive a significant position near the middle. It's not the victory they would have wanted to have had, but it's enough to know that without their dedication the whole city could have been lost. Laen's masterwork fire retardent (resist 5) studded demonhide armour arrives by courier in the following days.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles overcome:&lt;br /&gt;Fireball trap, CR5 =&gt; 1200XP@lvl6&lt;br /&gt;&lt;br /&gt;Xavier = 16386XP + 400XP = 16786XP (lvl6, 30% to lvl7)&lt;br /&gt;Laén = 17486XP + 400XP = 17886XP (lvl6, 48% to lvl7)&lt;br /&gt;Þórhal* = 16324XP + 400XP = 16724XP (lvl6, 29% to lvl7)&lt;br /&gt;Lyam = 10027 (lvl5, 1% to lvl6)&lt;br /&gt;Fjidor = 10027 (lvl5, 1% to lvl6)&lt;br /&gt;&lt;br /&gt;* = Cinematic Point!&lt;br /&gt;&lt;br /&gt; Well that's the end of the second main adventure in the Moving Shadow campaign by &lt;a href="http://www.finalredoubt.com/"&gt;Robert Defendi&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Deus ex machina:&lt;br /&gt;The party were a little bewildered about having the final climactic battle stolen away from them. It was a tough decision on my part. I thought, "What would any powerful church do upon learning there was a mortal threat to their existence in their city?". The answer was that they rallied the troops and sent them in. The ending I chose was far from ideal in many respects, especially those which provided closure to the open plot elements. To this end I will provide some answers which might shed some light on what's being going on. Presumably the players spoke to those who were on the front line, inspected the wreckage of the bucklemaker's guildhall, and did some asking around/research into the nature of Ulcers and how they are formed. You're not getting &lt;span style="font-style: italic;"&gt;all&lt;/span&gt; the information here, but the necessary parts.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Conclusions&lt;br /&gt;The front line soldiers who assaulted the bucklemaker's guildhall not only found the Fat Man at its corrupted core, but also confronted and slew a Demon of Gluttony. After the demon's death the ulcer began to close, so it can be assumed the demon was the root of of the Ulcer's evil. Divinations performed later on the demon's identity revealed only the name Azgúk. It is thought that Azgúk found a way to create the Ulcer inside the bucklemaker's guildhall. Azgúk's last words as his black blood bled out were apparently mocking, and said to "pass [his] thanks to the fools who delivered [him] the splinter", whatever that means. ;)&lt;br /&gt;The Fat Man was in fact the bucklemaker guildmaster, and by reputation was not at all a man known of vileness. His murderous behavior was the result of a powerful curse created through Azgúk's control of the Ulcer which rendered him unable to eat except after murder. The hunger and pain drove him mad, and eventually he succumbed to the drive of the curse. It is known that evil acts serve to strengthen and nourish an Ulcer, which must have been Azgúk's intent to feed the ulcer until it became a permenant part of Felcric's Redoubt or even engulfed the entire city altogether.&lt;br /&gt;An assassin was also encountered who seemed foreign to the Ulcer, but was lying in wait within. His corpse was dragged outside of the guildhall before the ulcer closed. Divinations linked him to the 'copycat' murders of many of the priests, although it is unknown whether he belonged to any particular responsible faction. What is interesting to note is that as a result of the murders the bishop's position has shifted several times and landed in the hands of the Old Guard priests. Felric's Redoubt's worship of God will continue as it always was, and His scriptures will continue to be interpreted by preists of the church.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Murder Mysteries&lt;br /&gt;It's the first type I've run this kind of a game. I felt particular plotline had some room for improvement, as there was only one 'official' way to solve the murders, and the clue came too late in the game. The players were already frustrated from investigating crimescenes they didn't have any chance to really make progress on. This was of course also through my failing to communicate that they were wasting their time or to speed things up when I knew it was fruitless. If I run another murder mystery style game, I will ensure that there are multiple was to solve the murder, and that clues start arriving early.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-3080612775902173668?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/3080612775902173668/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=3080612775902173668' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/3080612775902173668'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/3080612775902173668'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2009/06/rescue-of-felrics-redoubt.html' title='The Rescue of Felric&apos;s Redoubt'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_oJCxwRJ-5-E/Sig8gKW3NPI/AAAAAAAAAvU/AFeo1YVesrc/s72-c/ohcrap.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-7988167254784282927</id><published>2009-05-22T00:20:00.008+02:00</published><updated>2009-05-26T09:17:19.437+02:00</updated><title type='text'>To Catch a Rat</title><content type='html'>&lt;span style="font-style: italic;"&gt;Airday the 8th of Pronus&lt;/span&gt;&lt;br /&gt;It is quickly discovered that the Rat Catchers placed the body in the sewers. They took a corpse from the cemetery, mutilated it to look like the Fat Man's work, and then planted it. Unable to talk himself out of it, the guild master agrees to confess his guilt to the church and the law (which are almost the same thing). Additionally he will be fully cooperative with the party from now on, and in return the party will put a good word in the right ear to reduce his punishment. He is taken to Sir MacFlinn and his sins and crimes are laid before him. He is repententant, and gives a private confession to clear his name with God. Additionally, Sir MacFlinn advises that he lead a group of guards to the site where the sewer monster was reported to be, however the area was empty. As the party turn to leave, a deacon arrives asking for Sir MacFlinn. Another "Fat Man" body has been found! They all rush to the crimescene.&lt;br /&gt;&lt;br /&gt;The latest victim is a young deacon, who was politically/religiously aligned with the teachings of the late Bishop Belfric. He was killed in his cot as he slept in the usual way; his throat was cut and there is a mess of food leftovers scattered all over the room. This is the freshest crimescene so far, and Xavier meticulously searches the room for any clues while the party question possible witnesses. Together, several interesting discoveries are made.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;The body is still warm.&lt;/li&gt;&lt;li&gt;The dust under the cot has been disturbed recently. The killer must have waited here for the deacon to fall asleep. The size of the disturbance indicates the person is a human of average height.&lt;/li&gt;&lt;li&gt;Not quite as much food has been eaten as at previous crimescenes. Mostly it seems to have been torn up and strewn about.&lt;/li&gt;&lt;li&gt;The deacon's coinpurse has been cut away.&lt;/li&gt;&lt;li&gt;The gardener said that most of the comings and goings were ordinary. When asked, the only &lt;span style="font-style: italic;"&gt;possible&lt;/span&gt; strange occurrance around that time was a young man who looked like he was late for something.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;It is decided that the murderer is probably not the Fat Man but rather a copycat killer capitalising on his presence. Since there is little that can be done here they advise the acting Bishop Helm to have guards present at all times from now. The party leave to investigate the butchery.&lt;br /&gt;Stepping out onto the street the party realise that someone is following them. They try to catch him but he is too elusive. Someone recognises them in the slums district and disappears into the crowd. It becomes clear that something is up as they approach the butchery, as the streets are completely clear. Weapons are drawn. Lyam spots a man sitting on a bench in the park next to the butchery and goes to ask him what's up. The man knows Lyam by name, tells him how much trouble he caused by leading the guard here, and gives him a warning not to interfere with the butchery operations in future. Then he drinks a potion and turns invisible. There is movement in the windows on the fourth floor and poisoned bolts are fired at the party. Five invisible butchers appear from nowhere and start chopping. The man who was on the park bench reappears as he fires a hand-crossbow at Lyam, but fortunately glances off his plate mail. Laen moves to the cover of a tree and begins distributing indiscriminate justice with his magical frost longbow, felling some of the butchers and one of the snipers. Lyam puts a butcher to sleep with a spell (fortunately nobody is around to witness). Thorhal smashes through a window and begins running up the flights of stairs towards the snipers. Fjidor and Xavier engage two butchers, wearing them down blow by blow. The snipers continue harrying available targets with their poisoned bolts.&lt;br /&gt;Then from nowhere, a man in heavy armour charges across the square and lays into the butcher attacking Lyam. Some more butchers are put down, and the sneaky guy with the hand-crossbow is peppered with Laen's arrows. He drinks another potion and disappears again. The stranger chops through one butcher and jump-charges using the park bench as a ramp, bringing the last butcher's world down around him just as Lyam is about to loose his tenderloins. The man from the bench reappears &lt;span style="font-style: italic;"&gt;again&lt;/span&gt; at Laen's side and sticks his short sword there. Lyam reacts instantly, directing a beam of intense flame at the unfortunate sod, cooking him where he stands.&lt;br /&gt;A smash is heard from above. As everyone cranes their necks to see, the last sniper is expended from the window, arms wind milling wildly, and plummets with plume of dust and a bone-cracking crunch in the street below. As the dust clears, it's visible that he must have landed on his chin, and the angle his neck is at would give any chiropractor nightmares. The man is quite dead. Up on the fourth floor however, standing in the aperture left by the sniper's abrupt exit and yanking a nasty-looking crossbow bolt from between his armour plating, is Thorhal.&lt;br /&gt;It's uncertain whether it was the awe inspiring nature of the visage, the head-rush of a new level, or simply a Large Scorpion Venom overdose however it is at this moment that Fjidor turns pale, his knees buckle, and he crumples in an unshakable comatose to the ground.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Obstacles overcome:&lt;/span&gt;&lt;br /&gt;5x Butchers CR3 =&gt; 4000XP@lvl4, 3000XP@lvl6&lt;br /&gt;2x Snipers CR4 =&gt; 2400XP@lvl4, 1800XP@lvl6&lt;br /&gt;Boss CR6 =&gt; 2400XP@lvl4, 1800XP@lvl6&lt;br /&gt;&lt;br /&gt;Xavier = 15286XP + 1100XP = 16386XP (lvl6, 23% to lvl7)&lt;br /&gt;Laén = 16386XP + 1100XP = 17486XP (lvl6, 41% to lvl7)&lt;br /&gt;Þórhal* = 15224XP+ 1100XP = 16324XP (lvl6, 22% to lvl7)&lt;br /&gt;Lyam = 8560XP + 1467XP = 10027 (lvl5, 1% to lvl6, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Fjidor = 8560XP + 1467XP = 10027 (lvl5, 1% to lvl6, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;&lt;br /&gt;* = Cinematic Point!&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Cinematic Points:&lt;/span&gt;&lt;br /&gt;We're playing an imaginary fantasy game which was designed be cool. You run around with swords, armour, bows and magic. You battle monsters and villains, go on awesome quests, and pilfer loot in mythic proportions. It sounds like an action movie, and should do too. But what about those times when you &lt;span style="font-style: italic;"&gt;want&lt;/span&gt; to swing across the bar on a chandelier, but you don't have any &lt;span style="font-style: italic;"&gt;Use Rope&lt;/span&gt; skill, or you're just dying to send that &lt;span style="font-style: italic;"&gt;Fireball&lt;/span&gt; into the keyhole and listen to your pursuers sizzle but the keyhole would require a &lt;span style="font-style: italic;"&gt;perfect&lt;/span&gt; shot. In the regular rules it's not possible.&lt;br /&gt;Well, I've borrowed an existing idea from one of my old GMs (thanks Bev, *&lt;span style="font-style: italic;"&gt;yoink&lt;/span&gt;*), modified it a bit, and cooked up a solution. Introducing Cinematic Points. I will, at my discretion, award a Cinematic Point when a character performs a suitably awesome act. What's suitably awesome? Just pick any Die Hard stunt, or Legolas riding a shield down a flight of steps and firing arrows, or the Spartans bull-rushing the Persians off a cliff in 300. They would have all received a Cinematic Point from me.&lt;br /&gt;So what is it good for? Well, it guarantees a natural 20 for a single dice roll &lt;span style="font-style: italic;"&gt;when attempting to do something awesome.&lt;/span&gt; So you want to shoot the spell component out of the wizard's hand? Bull-rush a frost giant into a volcano? Swing aboard the pirate ship and land on the pirate captain? Sure. Burn a Cinematic Point. Or roll a 20. :)&lt;br /&gt;Final note; using Cinematic Points won't earn you Cinematic Points. The coolness is its own reward, though you are thoroughly encouraged to keep trying.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Point your ankles to the sky, everybody:&lt;/span&gt;&lt;br /&gt;As far as I can see, it's no problem to use a whip to do a whirlwhind attack, and attempt a trip against every opponent in a 15' radius. I also read (in case you missed this) that you don't need the Improved Trip feat to avoid the attacks of opportunity; simply tripping with a weapon is enough.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-7988167254784282927?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/7988167254784282927/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=7988167254784282927' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7988167254784282927'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7988167254784282927'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2009/05/to-catch-rat.html' title='To Catch a Rat'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-7522074809519225807</id><published>2009-03-26T00:49:00.004+01:00</published><updated>2009-05-04T17:20:46.487+02:00</updated><title type='text'>Rat Catchers</title><content type='html'>&lt;span style="font-style: italic;"&gt;Godsday the 6th of Pronus&lt;/span&gt;&lt;br /&gt;Lyam attends mass at the elven church. Sir MacFlinn informs the party of the supporting priests and opponents of Belfric before his death. Fjidor meets Father Held, the acting Bishop in Belfric's place. Thorhal considers the possibility that the Fat Man is a madman, and begins looking for places like mental institutions or dungeons. There's nothing quite matching the description, but Sir MacFlinn advises them to seek out Father Heldic who heps the poor and sick, and Father Ceodwal who runs an orphanage. They are both in shacktown.&lt;br /&gt;&lt;br /&gt;Father Ceodwal greets the party friendly. Lyam attracts a crowd of children by handing out food, and later realises his coinpurse is missing. Thorhal chats with the orphans, and gets the impression they are as happy as their circumstances allow. Disturbingly, Father Ceodwal tells the party that children have been not returning to the home of late. He has tried to find them, but they do not seem to resurface anywhere in the city. He hopes they have simply run away. One of the orphans was last seen in the guild quarter.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earthday the 7th of Pronus&lt;/span&gt;&lt;br /&gt;The party explore the sewers under the slums quarter, are ambushed by mysterious assailants who get away, and discover an Otyugh has nested in a settling pond. There is a hole in the ceiling above the Otyugh's lair, and the party climb out of a nearby grate to see what building is above it. Oddly enough, it is a butchery. A butchery with a pet Otyugh which operates in thieves territory is suspicous, so they advise Sir MacFlinn of the discovery. Since the Fat Man has been quiet of late, he says he will lead some of the watch to investigate it and kill the sewer beast.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday the 8th of Pronus&lt;/span&gt;&lt;br /&gt;A new corpse is discovered in the sewers, bearing the markings of the Fat Man. Xavier inspects the corpse, and notices that the cut seems to be fresh while the body is not. The man is wrapped in a sheet, and Laen finds traces of dirt among the folds of the wrapping. There is a gentle current of sludge moving past the corpse, and Laen moves 'upstream' to find where the body could have come from. Incredibly, the party stumble upon the Ratcatchers guild. The session ends just as they are about to question Guildmaster Beodwine of the ratcatchers guild.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles Overcome:&lt;br /&gt;2x Rogue ambush in the sewers, CR3 =&gt; 800XP@lvl4, 600XP@lvl5&lt;br /&gt;&lt;br /&gt;Xavier = 15166XP + 120XP = 15286XP (4% to lvl 7)&lt;br /&gt;Laén = 16266XP + 120XP = 16386XP (23% to lvl 7)&lt;br /&gt;Þórhal = 15104XP + 120XP = 15224XP (4% to lvl 7)&lt;br /&gt;Lyam = 8400XP + 160XP = 8560XP (64% to lvl 5)&lt;br /&gt;Fjidor = 8400XP + 160XP = 8560XP (64% to lvl 5)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-7522074809519225807?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/7522074809519225807/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=7522074809519225807' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7522074809519225807'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7522074809519225807'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2009/03/rat-catchers.html' title='Rat Catchers'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-5948003675225232845</id><published>2009-03-15T13:24:00.005+01:00</published><updated>2009-03-15T14:59:46.607+01:00</updated><title type='text'>The Murder of Belfric</title><content type='html'>&lt;span style="font-style: italic;"&gt;Iceday the 26th of Terullius to Lightday the 2nd of Pronus&lt;/span&gt;&lt;br /&gt;The party travel through Mab and Ingrast to Felric's Redoubt. A group of Elves from Ingrast (who are apprently looking for bandits matching the party's description) stop the party at bow-point and demand to search through the party's things. The party consider their options and grudgingly allow their things to be searched.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday the 3rd of Prounus&lt;/span&gt;&lt;br /&gt;The party eventually arrive in Felric's Redoubt and find an inn. They learn at the inn that there have been several murders, and all seem to have been done by the 'Fat Man'. They also know that a knight from Order of the Knights Equinus is here investigating the murders.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday the 4th of Pronus&lt;/span&gt;&lt;br /&gt;Some time is spent gathering information, one of the crime scenes are investigated, and an attempt is made to convince the city watch (resulting only in increased suspicion of the strange Elf which wanted to help the local authorities solve their internal problems). They do learn that another murder happened yesterday, also attributed to the Fat Man. They also learn that the murderer is called the 'Fat Man' because the food in each victim's pantry has been gorged upon. Eventually they wind up at the Knights Paeso where Thorhal announces they have been sent from Belm to help. They are directed to the Knights Equenis where they meet Sir MacFlin. He accepts and welcomes their help, and shares his knowledge with the party.&lt;br /&gt;&lt;br /&gt;There have been three murders. The first was a retired woman, Cenwin, about a month ago. The second and most prominent was the Bishop Belfric, who was murdered in his manor four days later. The most recent happened yesterday, when a suspected magician called Elfred was killed.&lt;br /&gt;All three murders have several things in common: The murderer killed each victim by cutting their throat. After killing them, he always raids their pantry and gorges as much as he can, making a huge mess in the process. In the Bishop's case this was an enormous amount. Sometimes the killer tries to hide the evidence or clean up the murder scene. Belfric was found on his bed with covers over his head, and Elfred's body was dumped in a rubbish pile and his rug was missing. There are never any witnesses. Cenwin and Elfred lived alone, and the Bishop had given his staff the day off. The killer seems to have walked in and walked out unhindered and unnoticed. No valuables are ever stolen.&lt;br /&gt;&lt;br /&gt;It's late, but upon request Sir MacFlin takes the party to Elfred's house, the crime scene being still relatively fresh. It seems things have already been cleaned up. Laen tries to get his wolf, Fang, to &lt;a href="http://www.d20srd.org/srd/specialAbilities.htm#scent"&gt;track the killer's scent&lt;/a&gt;, however after only one day the smell has already faded, and Fang is confused about what to do. The ever-opportunistic Xavier notices that none of the valueables have been stolen and takes a small statuette from the mantelpiece (worth 70gp).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Iceday the 5th of Pronus&lt;/span&gt;&lt;br /&gt;The party investigate the other crime scenes. Unfortunately most of their enquiries turn up loose ends thus far. No special secret trapdoors are found. To Lyam's extensive knowledge, no documented monster exists which behave as the Fat Man. Even the church's attempts at divining the killer's location have failed. The party is disheartened and powerless.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles Overcome:&lt;br /&gt;≈10 elven bandit hunters, CR3 =&gt; 1600 each@lvl4, 1500 each@lvl5&lt;br /&gt;&lt;br /&gt;Xavier = 13666XP + 1500XP = 15166XP, (3% to level 7, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Laén = 14766XP  + 1500XP = 16266XP, (21% to level 7, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Þórhal = 13604XP  + 1500XP = 15104XP, (2% to level 7, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Lyam = 6800XP  + 1600XP = 8400XP (60% to level 5)&lt;br /&gt;Fjidor = 6800XP  + 1600XP = 8400XP (60% to level 5)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Location, Location:&lt;br /&gt;We played at Floriano's place for the first time. I finally invested in a printer, so I had *most* of the mateirial that I needed with me. It just means that instead of me scrolling through pages to find character names etc, I flip through pages to do it.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;On Murder Mysteries:&lt;br /&gt;This is my first DnD murder mystery. I sensed during the game that the players were becoming anxious for something to happen, and that they were starting to yawn uncontrollably. I spoke with two of the players whilst walking home and confirmed my impression. The players want to get in there and solve the mystery, but all of the clues haven't surfaced (&lt;span style="font-style: italic;"&gt;yet?&lt;/span&gt;). Many of their efforts were for naught. I'll think on it and see what can be done. At the very least, I'll skip forward over the fruitless nothing-will-happen-anyway parts.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-5948003675225232845?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/5948003675225232845/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=5948003675225232845' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5948003675225232845'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5948003675225232845'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2009/03/murder-of-belfric.html' title='The Murder of Belfric'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-6574531632290590505</id><published>2009-02-25T23:46:00.006+01:00</published><updated>2009-03-08T12:16:47.732+01:00</updated><title type='text'>Hero's Return</title><content type='html'>&lt;span style="font-style: italic;"&gt;Waterday, the 18th of Terullius.&lt;/span&gt;&lt;br /&gt;The new cleric/rogue &amp;lt;steffen's char&amp;gt; is staying at the cathedral and volunteers to go clean up the mess outside the guard house.&lt;br /&gt;&lt;br /&gt;Thorhal and Laen run off in random directions to lose the Knights Lonusso, then climb into their bedroom windows back at the cathedral. They discuss the night's proceedings which awakes Xavier. They decide to go drinking. Thorhal and Laen climb back out the window while Xavier heads out the front door. As &amp;lt;steffen's char&amp;gt; is returning he meets Xavier leaving, recognises him and introduces himself. He is invited to join the party drinking.&lt;br /&gt;&lt;br /&gt;They find a grimy little hovel of a tavern. Thorhal is beaten by his second helping of Redfire liqeur, which costs a whole siver per glass. It's apparently so nasty it makes the waste-watered down grog taste refreshing. Laen spills beer over himself and they stay till morning.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Iceday, the 19th of Terullius&lt;/span&gt;&lt;br /&gt;They stumble back to the catherdral as the sun rises, and the Knights Lonusso are waiting for them. Commander Hayn demands to know what they were doing at the lynching. They claim they were just 'following the crowd', and apparently Hayn believes them for a second time. After the interrogation with Hayn they all sleep till evening.&lt;br /&gt;&lt;br /&gt;The party rise and leave. One of the priests enquire very gently when they will plan to be leaving, as their involvement with the lynching could be politically difficult should people start asking questions. It's not received very well by Laen, who intends to stay until he is forcibly removed. The party leave the cathedral in a huff and, as they usually do when they're depressed, find something to eat.&lt;br /&gt;&lt;br /&gt;An elf enters the cathedral, introduces himself as Lyam Nathrandiel (Fabiano's char), and asks where he might find the 'Demon Slayers'. He is given directions and finds the party at their favourite restaurant, eating breakfast at 6pm and chatting with the bard Elian. He asks to join them and they chat until around 10pm, then go back to sleep. Both Lyam and &amp;lt;steffen's char&amp;gt; claim to be clerics.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Godsday, the 20th of Terullius&lt;/span&gt;&lt;br /&gt;Laen makes arrangements at the blacksmith for his demonhide armour to be couriered to Belm once it is finished. The party leave and travel five days uneventfully to Belm.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday, the 24th of Terullius&lt;/span&gt;&lt;br /&gt;They enter Belm just on dusk, and make their way to the Catheral. They greet all their old friends; Midd, Father Cathon, Milo, Tungdil, Wanda and Uther are all happy to see them again. Wanda, who now resides at the library, pays a visit to the party and without saying any more than "thanks from a friend" returns the Ring of Chameleon Power. No questions are asked. Laen gifts Wanda the cacheload of scrolls they took from the wizard they defeated. Wanda reluctantly accepts the gift, though offers help in return if ever needed.&lt;br /&gt;&lt;br /&gt;Cardinal Gleam requests to speak to them, and tells them of a matter of great importance. Apparently the bishop of Felric's Redoubt has been murdered, and he wants the party to go to investigate why. He warns them of the political difficulties of the task and provides them with horses.&lt;br /&gt;&lt;br /&gt;The party head to the docks to see if they can find transport via ship to Felric's Redoubt. After some inquiring Laen learns that the next ship will leave in a week or so. The party is better off to travel via land. By now it's past midight so the party retire.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday, the 25th of Terullius&lt;/span&gt;&lt;br /&gt;The party visit Old Sol at Oyster Cartographers. It seems that his long-petrified childhood friend Estavian found his way back, and is living there for the time being. Old Sol is grateful and relieved to see his old friend alive and well, but is old enough now to be his grandfather.&lt;br /&gt;&lt;br /&gt;Thorhal goes to see Korban, the Paladin in service of the Knights Paeso. He reports that his quest is now complete, and proudly explains the events of the past weeks. Korban welcomes him to the Order and gives him a writ of marque and a patch to be sewn to his cloak. Unfortuantely Thorhal has no time for the formal ceremonies just yet, so they will have to wait until he has time. Korban understands that a Knight of Paeso must be ready at any time to depart on a worthy quest, and is agreeable.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Iceday the 26th of Terullius&lt;/span&gt;&lt;br /&gt;Having completed their tasks in Belm the party depart towards Felric's Redoubt. They rescue a group of injured poachers stuck in a sinkhole, and defuse a clan feud in Mab between the MacFlinn and Aegnus clans.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles overcome:&lt;br /&gt;5 clansmen, CR3 =&gt; 800 each (lvl4), or 750 each(lvl5)&lt;br /&gt;&lt;br /&gt;Xavier = 12916XP + 750XP = 13666XP (73% to level 6)&lt;br /&gt;Laén = 14016XP + 750XP = 14766XP (95% to level 6)&lt;br /&gt;Þórhal = 12854XP + 750XP = 13604XP (72% to level 6)&lt;br /&gt;Lyam = 6000XP + 800XP = 6800XP (20% to level 5)&lt;br /&gt;&amp;lt;steffen's char&amp;gt; = 6000XP + 800XP = 6800XP (20% to level 5)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-6574531632290590505?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/6574531632290590505/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=6574531632290590505' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/6574531632290590505'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/6574531632290590505'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2009/02/heros-return.html' title='Hero&apos;s Return'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-7960007065879615160</id><published>2008-10-22T23:51:00.006+02:00</published><updated>2009-02-21T19:49:05.868+01:00</updated><title type='text'>The Lynching of Fonkin Greenthistle</title><content type='html'>&lt;span style="font-style: italic;"&gt;Airday, the 15th of Terullius.&lt;br /&gt;&lt;/span&gt;The angel Hariel stood over the demon's headless corpse. Black blood leaked onto the floor and stained the stones. After a moment's pause, Hariel thanks the party for their aid, excuses himself and returns outside.&lt;br /&gt;&lt;br /&gt;The party look at each other. One knight down, all others accounted for. They examine the belongings of the cavern's previous occupants. Some mechanical crossbows, short swords, leather armour, a ring, a bunch of scrolls, this weird pair of eyeballs, several doses of poison, a dwarven waraxe, a wealth of gems, and a chest containing 200lb of silver coins.&lt;br /&gt;The waraxe is given to Grymdoin. The silver is donated to church to go towards the 'raise Sam' fund (I can't remember the name I game him now. Sam just sticks in my head. Dammit). The scrolls, the ring and the gems are kept. Laen skins the demon, hoping to make some demonhide armor. Thorhal takes the demon's head and sword. The rest of the items, gear, rubbish and corpses are destroyed and burned outside.&lt;br /&gt;&lt;br /&gt;A makeshift stretcher is constructed for the knight who burned to death in the webbed corridor. Two carry him while the remaining four carry the 200lb chest of silver. Hariel wishes to return to the ruined chappel. They arrive on dark, and make camp as it begins to rain.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Lightday, the 16th of Terullius.&lt;/span&gt;&lt;br /&gt;The next morning Hariel wakes everyone up and speaks. He thanks them for their help, and says he has found peace, and has communed with God. He is to return to the Holy See. He unfolds his great wings and rises into the air, hovering. As day breaks, the clouds part and a bright beam of sunlight shoots across the valley, engulfing him. It increases brightness until it is too bright to look upon. When it dims, Hariel is gone. The clouds roll back into place, the thunder booms across the valley, and the downpour continues. The party return to Gassell.&lt;br /&gt;&lt;br /&gt;In Gassell a feast is thrown. They are given titles "Demonslayer". A surprise guest is at the feast: Commander Hayn from the Knights Lonusso. He mentions that he has finally captured the gnome that got away from them, and toasts to the greatness of putting witches to justice. He does not notice the disappointment in Laen and Thorhal.&lt;br /&gt;&lt;br /&gt;Some investigation is made. Fonkin is being held in the local lock-up, probably with special shackles which drain his spellcasting ability. Hayn is preparing a prisoner-transport to bring him back to Belm, where Fonkin will be burned at the stake like he should have been.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday, the 17th of Terullius.&lt;/span&gt;&lt;br /&gt;Laen and Thorhal meet Basth at the Iron Hammer, a blacksmith who, after some convincing, agrees to make demonhide armor with the skin he took. They notice he is making some prison bars, and pay him extravagently to rush the armour (thus, delaying the prison bars). Commander Hayn is later seen speaking with him, evidently frustrated that his bars aren't being made.&lt;br /&gt;&lt;br /&gt;They meet Elian, a bard of some talent who identifies their ring using his bardic-but-definitely-not-arcane magic. He was quite convincing on that last point. It's a Ring of &lt;a href="http://www.d20srd.org/srd/magicItems/rings.htm#chameleonPower"&gt;Chameleon Power&lt;/a&gt;! He will certainly write a song, or maybe a play, or perhaps even an epic, on the events surrounding the Demonslayers.&lt;br /&gt;&lt;br /&gt;Laen overhears some locals talking about how it's not fair that the witch is being transported to Belm. Thorhal uses his ring to disguise himself as a fat freckly looking guy, and talks to them. They tell him there's a gathering planned outside the jailyard at 2am.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday, the 18th of Terullius.&lt;/span&gt;&lt;br /&gt;2am rolls around, and a large crowd are gathering. They've brought pitchforks, torches, bricks. broken bottles, rope, and lots of firewood. It's a proper lynching all right. The guards try to fend them off, but Thorhal starts the crowd into a riot by delivering the first (albeit subdual) blow. Two commoners are almost killed, and several guards are knocked out. The gnome is extracted and brought into the courtyard. A pyre is being built. Thorhal and Laen turn against the crowd, trying to free Fonkin. The four ringleaders move in and start whacking them with clubs. They're quite nasty with them. Laen wrestles for a grip on the gnome against several commoners. Just then the cavalry arrive: Hayn and his boys ride up and start dispersing the crowd.&lt;br /&gt;&lt;br /&gt;Laen runs for a building and climbes to a roof. In one last desperate attempt, Thorhal removes his ring of Chameleon Power and gives it to Fonkin, plus a cure potion. The commoners see the knights bearing on them and disperse. The gnome activates the ring, blends into the crowd and runs for his life. The knights Lonusso see Thorhal and demand to know what is happening. Thorhal shouts that he the gnome is here somewhere, and runs off in search. Suspiciously, and with little alternative, the knights follow.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles Overcome:&lt;br /&gt;Beating off the mob and Freeing Fonkin ≈ (CR5)  1500XP each&lt;br /&gt;&lt;br /&gt;Xavier = 11416XP + 1500XP = 12916XP (58% to level 6)&lt;br /&gt;Laén = 12516XP  + 1500XP = 14016XP (80% to level 6)&lt;br /&gt;Þórhal = 11354XP  + 1500XP =12854XP (57% to level 6)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-7960007065879615160?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/7960007065879615160/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=7960007065879615160' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7960007065879615160'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7960007065879615160'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/10/lynching-of-fonkin-greenthistle.html' title='The Lynching of Fonkin Greenthistle'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-4688829247820310085</id><published>2008-09-13T00:48:00.002+02:00</published><updated>2008-09-13T02:06:41.675+02:00</updated><title type='text'>Light vs Darkness</title><content type='html'>&lt;span style="font-style: italic;"&gt;Earthday, the 14th of Terullius.&lt;/span&gt;&lt;br /&gt;The war band leave Gassell and travel north, seeking the demon and its cultists. They cross the river into Mab territory, leave their horses at the base of the mountain, and continue on foot until evening. The night passes uneventfully.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday, the 15th of Terullius.&lt;/span&gt;&lt;br /&gt;The party rise early in the morning and break camp. They travel up the mountain and along the tops until they can see the outline of the ruined chapel on the horizon. They descend to the church and search for traces of the enemy. Laen finds the leavings of a wolf and gets his animal companion Fang to follow the scent. They follow the scent downhill for half an hour until Fang looses the scent at the foot of a rock face. The rock face turns out to be illusionary, and a massive stone door is found behind it. Thorhal pushes it open.&lt;br /&gt;&lt;br /&gt;As the great door swings open, several things happen. Thorhal feels a creeping coldness move up his arm as the contact poison smeared on the door enters his bloodstream. He fights it off. A cloud of noxious vapours engulf the area. A knight and their leader vomit uncontrollably and drop to their knees. Wolf-like creatures (gnolls) fire arrows from their concealed location. Two wolves move in to attack. The party battle their way inside. They encounter a several nasty dwarf-like creatures who sneak-attack with poison crossbows, and a spell-caster who webs the party and points an odd eyeball-shaped thing at Laen which makes Laen fell like his blood is solidifying... but doesn't quite. Finally they face the demon. Hariel has been battling the demon for some time when they arrive. Eventually the party wear away the demon's mirror images and Hariel finishes him with two mighty swings of his borrowed longsword.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles Overcome:&lt;br /&gt;5 Gnolls (CR1) = 1500&lt;br /&gt;5 Derro (CR3) = 4500XP@lvl3, 3750XP@lvl5&lt;br /&gt;2 Wolves (CR1) = 600XP&lt;br /&gt;Spellcaster (CR5) = 1800XP@lvl3, 1500XP@lvl5&lt;br /&gt;Thirolos, Demon of Deceit (CR7) = 3600XP@lvl3, 3000XP@lvl5&lt;br /&gt;Razor Wire trap (CR1) = 300XP&lt;br /&gt;Contact poison trap (CR5) = 1800XP@lvl3, 1500XP@lvl5&lt;br /&gt;&lt;br /&gt;3rd level characters receive 14100XP / 11 = 1282XP&lt;br /&gt;5th level characters receive 12150XP / 11 = 1104XP&lt;br /&gt;&lt;br /&gt;Xavier = 10312 + 1104 = 11416XP (28% to level 6)&lt;br /&gt;Laén = 11412  + 1104 = 12516XP (50% to level 6)&lt;br /&gt;Þórhal = 10250 + 1104 = 11354XP (27% to level 6)&lt;br /&gt;Grymdoin = 4300 + 1282 = 5582XP (86% to level 4)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-4688829247820310085?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/4688829247820310085/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=4688829247820310085' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/4688829247820310085'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/4688829247820310085'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/09/light-vs-darkness.html' title='Light vs Darkness'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-5417640146427746586</id><published>2008-09-05T23:57:00.003+02:00</published><updated>2008-09-09T18:45:10.350+02:00</updated><title type='text'>Wings, Nails and Flames</title><content type='html'>&lt;span style="font-style: italic;"&gt;Godsday, the 13th of Terullius.&lt;/span&gt;&lt;br /&gt;The party settle down in their rented barn to sleep, taking guard through the night. At some time around 5am they are attacked. The barn is set on fire, and the whole interior of the barn is suddenly webbed in thick, sticky strands. Arrows start firing through the barn door. A torch is thrown in from outside and the web catches fire and begins to burn away. Xavier's web is set on fire and he is freed, albeit with minor burns. He runs outside and is caught in the headlights of a charging minotaur which drops him. Thorhal picks up his spear and charges the beast, damaging it. It roars and strikes him several times violently, dropping him also. Laen is stuck at the back of the barn with the angel and does his best to shoot arrows through the thick webbing which covers the room. The angel wades through the web and eventually makes it to the front. He picks up a pitchfork and attacks the minotaur, finishing what Thorhal started. By now the barn is throughly on fire, and the animals are panicking. Most of the web has burnt away. The angel heals Xavier, who was bleeding through several brand new orifices, back to full health and vitality. The standing five archers flee and the magician casts a spell and vanishes. Hariel heals Thorhal next, and they begin to search for the others. A spell is cast and the minotaur disappears. Hariel and Thorhal attack the space where the minotaur was laying, and a squishy crunch is heard beneath Hariel's pitchfork.&lt;br /&gt;&lt;br /&gt;The farmer, Frank, and his wife come out and demand to know what is happening. He threatens legal action and demands payment for his barn. They try to console him, but he is inconsolable. His son rides to Nezer and summons some authorities. Questions are asked, statements are taken, and 100gp is accepted as bail.&lt;br /&gt;&lt;br /&gt;The party leave grumpily and head for Gassell. Hariel uses some magic to cloak himself as a normal human and they seek out Father Campbell at the Church of Angenus. It is quickly ilucidated to Father Campbell that the angel is real and in need of powerful healing. He informs his superiors.&lt;br /&gt;&lt;br /&gt;That evening a grand ceremony is planned. It is conducted in secret, and only the highest of the church's ranks are in attendance. The party are invited as a secondthought, and as a gesture of thanks. The church's abbot, Father Godain, stands dressed in his finest robes and casts the spell. The angel's wings regrow to the astonishment of the onlookers. Laen remembers he still has the nails he collected from the crucifix and asks Father Campbell about them. After some deliberation, Godain explains that they are Bamon's Lodestone, a material which acts as a sink-hole for divine power. It was because of these nails that Hariel could be held for such a long time. Laen is given his choice of a bow in return for the nails, which will be forged into manacles for particularly evil clerics. Laen chooses an enchanted bow which freezes the arrows it shoots.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earthday, the 14th of Terullius.&lt;/span&gt;&lt;br /&gt;An assault party is assembled. A handfull of knigts Lonusso backed by some clergy from the church, Hariel the angel, and the party themselves. They depart once more up the valley, crossing over into Mab, and high into the hills. Their quarry lies somewhere near the old ruined church. It is anticipated to be quite a battle.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Obstacles overcome:&lt;/span&gt;&lt;br /&gt;Minotaur CR4 =&gt; 1200@lvl4 /4 = 300XP, 1000@lvl5 / 4 = 250XP&lt;br /&gt;5 mysterious archers CR1 =&gt; 1500XP / 4 = 350XP&lt;br /&gt;mysterious spellcaster CR5 =&gt; 1600 @lvl4 /4 = 400XP, 1500@lvl5 /4 = 350XP&lt;br /&gt;&lt;br /&gt;Xavier = 9262XP + 300 + 350 + 400 = 10312 (6% to level 6, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Laén = 10462XP + 250 + 350 + 350 = 11412 (28% to level 6)&lt;br /&gt;Þórhal = 9200XP + 300 + 350 + 400 = 10250 (5% to level 6, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Grymdoin = 4300XP (43% to level 4)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;New and improved hit-points system:&lt;/span&gt;&lt;br /&gt;One thing which vexes me greatly about DnD are the hitpoint rolls. If you take the possibility that a wizard can roll higher on his hitpoints than a barbarian, and mix in a bit of Murphy's Law, you inevitaly end up with wizards which have more hitpoints than the front-line fighters which protect them. It's happened. I've seen it. I've experienced. It hurts.&lt;br /&gt;SO, having the great and almighty position of GM I will introduce my very first house-rule. It states thus: "When rolling thy hit point roll, roll twice and take the average, and round toward the average." Ha! Take that murphy, you bastard!&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-5417640146427746586?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/5417640146427746586/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=5417640146427746586' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5417640146427746586'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5417640146427746586'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/09/wings-nails-and-flames.html' title='Wings, Nails and Flames'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-8136842386121355440</id><published>2008-08-29T08:47:00.003+02:00</published><updated>2008-08-29T11:23:51.290+02:00</updated><title type='text'>Angel of Stone</title><content type='html'>&lt;span style="font-style: italic;"&gt;Iceday, the 5th of Terullius&lt;/span&gt;.&lt;br /&gt;The party rise early and depart. As they leave the city a scuffle breaks out behind them between the guards and a small stranger. The stranger casts a spell and bright colorful lights engulf the two gurads, and one of them drops to the floor. Laen casts a spell. Roots and weeds spring from the road and twist around the strangers ankles, holding him fast. The second guard hop-scotches in past the weeds, sword drawn, and attemps to fell him. The stranger casts another spell and vanishes.&lt;br /&gt;&lt;br /&gt;After a moment the fallen guard stands up, shaking the sleep from his eyes. Laen dispells his &lt;span style="font-style: italic;"&gt;Entangle&lt;/span&gt; spell. The rest of the guards fan out, searching for the witch. Suddenly a horse rears and begins to canter away. Laen fires some arrows at the invisible rider, which miss, and Thorhal threatens the horse with his spear, but lets the rider past. A guard mounts a horse and pursues. Moments later a familiar face emerges from the city; Commander Hayn from the Knights Lonusso. He recognises the party and breifly explains that the stranger who just escaped is a convicted gnomish witch named Fonkin who was due to be rightfully burned. Hayn rides off after the riderless horse.&lt;br /&gt;&lt;br /&gt;The party continue along the road out of Belm. In the distance they see two riders, Hayn and the guard, standing beside their two horses. The guard reports he had nearly caught the rider when he saw a flash of bright colors, and the next thing he knew he was lying in the dirt next to his horse, asleep. The party camp that night in the countryside.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Godsday, the 6th of Terulliu&lt;/span&gt;s.&lt;br /&gt;The day passes uneventfully. They arrive in Ninald and find an inn. During the evening they visit an ale house, and hear tales of gnomes throughout Ninald being arrested and taken to Belm for questioning.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earthday, the 7th of Terullius.&lt;/span&gt;&lt;br /&gt;As they leave Ninald a rider from the Knights Lonusso passes them. They hail him and breifly acertain that he is indeed hunting the countryside for the gnomish witch. The are about an hour out of Ninald when they spot the rider's horse outside a farmer's house. They approach and hear shouting. The gnome is upstairs, and has taken a hostage. The knight is reluctant to enter alone and orders the party to stand guard and not allow the gnome to leave. Then he mounts his horse and rides to Ninald for backup.&lt;br /&gt;&lt;br /&gt;The party begin dialogue with Fonkin. He is holding a dagger to a young woman's throat on the upper floor. They manage to calm him down and explain that they know of the wizard's guild in Belm, and that they are on friendly terms with them. Thorhal gives several names of people he knows to be wizards, including Wanda. The gnome hasn't hurt anyone yet, and seems reluctant to harm the girl. They offer to help him get free if he will travel with them and read some scrolls for them. It could be dangerous though. Fonkin weighs his options and agrees.&lt;br /&gt;&lt;br /&gt;They mess the house up a bit and make it look like a fight took place. Fonkin runs to the river and they party 'track' him there. When the knights Lonusso return they explain what 'happened'. The knights examine the damage to the house, see Thorhal's bruises, and the tracks leading to the river. They buy the story and the party eventually leaves. They meet up again with Fonkin on the border to Licter and stay in Germma for the evening.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday the 8th to Lightday the 9th of Terullius.&lt;/span&gt;&lt;br /&gt;The party travel uneventfully, arriving in Gassell.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday, the 10th of Terullius.&lt;/span&gt;&lt;br /&gt;They check in at the church of Angenus in Gassell, and meet Father Campbell. He confirms that he is a friend of Father Cathon, and offers to help. They tell him that Xavier should be arriving shortly, and they leave their intentions with Campbell to pass on. They stable Donkey and leave for the Karune Mountains, following Old Sol's directions. They follow the valley, ford the river, travel up a smaller vally to the right, and follow the ridgeline through the bush, camping overnight near the tops.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday, the 11th of Terullius.&lt;/span&gt;&lt;br /&gt;They travel along the tops for several hours until they make out the small building that Old Sol described. The approach cautiously, but find nobody there. They find the statue of Old Sol's friend Carthon. A scroll is handed to Fonkin, who reads the runes and completes the spell. The statue slowly become warms, and converts back to flesh. Carthon opens his eyes, sees the party standing over him, and panicks. Thorhal tries to restrain him but Carthon thrashes free and runs for his life. They call after him, but to no avail.&lt;br /&gt;Next, they go to the ruined church. Grymdoin takes interest in the solid construction of the walls, and the size of the stones used in its construction. It must have been crafted by drwarves or giants, though giants could never have constructed anything which resembles a building, and certainly not a church.&lt;br /&gt;Thorhal moves towards the altar and falls into a hidden pit trap. Someone obviously inhabits this area. He climbs out and Grymdoin heals his bruises. The man hangs above the altar, exactly as pictured by Old Sol. The second scroll is given to Fonkin, and moments later the man is alive, writhing in agony from the nails through is hands and feet. They bring him down and, with the help of Thorhal's crowbar and the man's powerful strength they wrench the nails from the wood. The large man frees himself from his crucifix and wrenches the nails from his limbs. He stands weakly before the group, towering above them even in his weakened form. His name is Hariel, one of the remaining host true to the kingdom of Heaven. Laen notices the nails are not regular iron nails, and pockets them.&lt;br /&gt;&lt;br /&gt;Hariel tells the party he has been held captive by a group of magicians which periodically return him to flesh and ritually bleed him. They cut off his wings and bound him to the cross. Somehow the nails they used severed his connectino to god, and he has been at their mercy ever since. The group is led by a demon who he must destroy as soon as is possible. He wants to go now to perform the deed but the party stop him; he is clearly in no state to fight a demon. He makes Thorhal promise to return the following day, then agrees to come with them to prepare. The party think it strange that an angel could be so hellbent on destruction. Since when did mortals give advice to angels?&lt;br /&gt;&lt;br /&gt;They heal the wounds in his hands and feet, and leave the ruined chapel. As they leave they reencounter Carthon. Thorhal explains to him that they were sent by his friend Sol, who is now called Old Sol because he's so Old. He's probably been frozen in stone like that for fifty years or so. Carthon reels at the information, then leaves for Belm to seek his old friend. The party camp for the night half way down the mountain.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Iceday the 12th of Terullius.&lt;/span&gt;&lt;br /&gt;Grymdoin meditates as the sun rises. He notices that the angel is also meditating. As the first golden rays of the sun fall upon them he feels the usual welling up of divine power, but he senses a second source of power emanating from the angel. Hariel sits cross-legged, almlost naked, and eyes closed. He is muttering something under his breath. As the warmth of the sun heats his skin, his body begins to glow. His white, clammy appearence deepens to a warm, pink complexion. His hair unmatts and the rings under his eyes smoothen and disappear. A magical aura surrounds him, then slowly expands to encompass Grymdoin. Hariel casts a spell on himself, and his chest swells a little. His skin becomes slightly more taut and his veins seem to be... fuller. Grymdoin uses a second &lt;span style="font-style: italic;"&gt;Lesser Restoration&lt;/span&gt; spell to put more life back into Hariel's body. Hariel thanks him.&lt;br /&gt;&lt;br /&gt;The party return to the valley floor and pay for accomodation in a farmer's barn. The party has agreed to return to the next day, however Hariel is still unarmed and unarmoured. They must prepare first. Hopefully they can convince the angel to wait a little longer before venting his wrath. They will try to acquire a weapon large enough for him, and possibly there is a way to magically regrow his wings.&lt;br /&gt;Fonkin reminds the party that his service has been rendered, and their agreement now concluded. He leaves with thanks.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles Overcome:&lt;br /&gt;Knight of Lonusso (bluffed), CR1 =&gt; 300XP / 3 = 100XP each&lt;br /&gt;Fonkin, CR5 =&gt; 1,600XP (@lvl 4) / 3 = 533XP, or 1800XP (@lvl 3) / 3 = 600XP&lt;br /&gt;Camoflauged Pit Trap, CR3 =&gt; 800XP / 3 = 266XP, or 900XP (@lvl 3) / 3 = 300XP&lt;br /&gt;&lt;br /&gt;Xavier = 9262XP  (82% to level 5)&lt;br /&gt;Laén = 9562XP + 900 = 10462XP (9% to level 6, &lt;span style="font-weight: bold;"&gt;new level!&lt;/span&gt;)&lt;br /&gt;Þórhal = 8300XP + 900 = 9200XP (80% to level 5)&lt;br /&gt;Grymdoin = 3300XP + 1000 = 4300XP (43% to level 4)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-8136842386121355440?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/8136842386121355440/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=8136842386121355440' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/8136842386121355440'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/8136842386121355440'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/08/angel-of-stone.html' title='Angel of Stone'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-516407530483384898</id><published>2008-08-19T21:22:00.011+02:00</published><updated>2008-08-24T22:26:00.211+02:00</updated><title type='text'>Flashback</title><content type='html'>&lt;span style="font-style: italic;"&gt;Earthday, the 28th of Vatelion&lt;/span&gt;&lt;br /&gt;The party spend the evening celebrating. Thorhal has been returned to life. A small feast is held to mark the occasion. Xavier and Laen explain the events following his death, and show him the equipment looted from the Cleric's corpse. (Few details are provided as to exactly how the resurrection was organised, save to say that there is plenty of nodding and winking between Xavier and Laen). Thorhal is reclusive and reflective, enjoying listening to the sounds of the festivities and the taste of fried chicken.&lt;br /&gt;&lt;br /&gt;There is a knock at the door and one of the church acolytes enters. Apparently there's some dwarf in the foyer to see him. Thorhal puts down his chicken. &lt;span style="font-style: italic;"&gt;Crap.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The dwarf waits, inspecting the pillars and architecture critically. He greets them as Thorhal, Xavier and Laen arrive. Turns out he's from the northern mountains searching the mortal realm for ancient ruins, hoping to rediscover the lost secrets of architecture from the ancient races. Someone apparently told him to talk to them, though he doesn't mention who. Odd... what do they know about ruins or architecture? Well, there's an old monastery a bit out of town... Apparently Grymdoin (so the dwarf calls himself) is keen, so they agree to show him on the morrow. They invite Grymdoin for something to eat, who promptly hits the ale. Thorhal returns to his cold chicken. They drink long into the evening, and eventually find sleep in the early hours.&lt;br /&gt;&lt;br /&gt;That night they dream. They dream of heaven. There are four people in the dream. In fact, they recognise them! It's Milo, Tungdil, Uther and Wanda. It seems to be some kind of flashback to the troubled times during the war of heaven. The four are travelling together. They have been instructed by the Archangel Arenial to rendezvous at a keep at the border of the fallen lands. They arrive at the fort to find everyone dead. Several dozen bodies litter the courtyard. They approach cautiously and enter. Suddenly, the bodies begin to rise and shamble after them. They retreat to within the dining hall and fight a staged battle against several zombies. At the end of the fight Areniel stages an appearance, destroys the remaining undead, and gives them a quest to go find a fallen Angel called Mathos. The dream ends as they walk towards the darkness of the fallen lands.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday, the 1st of Terullius&lt;/span&gt;&lt;br /&gt;Xavier has some important business in town the next morning. Laen, Thorhal and Grymdoin assemble and ride to the ruins formerly known as the Monastery of the Saints of Sepinus. Since their last visit the place has started to become overgrown. A sign is posted at the entrance saying the place has been abandoned. The buildings are locked. Laen and Thorhal are keen to go hunting and leave Grymdoin to his 'research'.&lt;br /&gt;&lt;br /&gt;Once the others were gone, Grymdoin manages to smash off a hinge to one of doors and slip inside. He sees an old, human built, disarrayed, disused building. The only thing mildly of interest is the chapel, which is calmer and quieter than the rest of the rooms. He enters the open trapdoor in the chapel and enters the crypts below. Bone dust and debris cover the floor. Most of the crypts are empty and their occupants removed. He travels to the far end of the crypt and finds a perfectly smooth rock wall. There are no signs of cutting or shaping. It is as if the rock had simply formed as a perfectly flat surface. Using several applications of &lt;span style="font-style: italic;"&gt;Rock to Mud&lt;/span&gt; Grymdoin digs into the rock to see if anything is hidden, however behind the rock is only more rock, which conceals rock.&lt;br /&gt;&lt;br /&gt;A little puzzled, he returns to the monastery grounds and meets again with the party. There was nothing to see here. Just some old ruins with a weird rock in it. He's an &lt;span style="font-style: italic;"&gt;architect&lt;/span&gt;, not a geologist! Thorhal and Laen return with several fat rabbits. They return to Belm for the evening. Well at least it wasn't for nothing.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Lightday, the 2nd of Terullius.&lt;/span&gt;&lt;br /&gt;Xavier and Laen begin the process of appraising and selling their gear. Midd introduces them to several contacts, and they spend the day acquiring estimates, bargaining and price-comparing. Thorhal visits Commander Hayn from the Knights Lonusso and pondering the significance of his near-death-and-a-bit-further-experience. He stops by Korban's house from the Knights Paeso who enquires on the progress of his quest and listens intently on the details of his last adventure.&lt;br /&gt;Grymdoin wanders the streets, disgusted at the obvious lack of quality in the city's craftsmanship, and disappointed that the last 'ruin' was nothing more than an overrated country chapel.&lt;br /&gt;&lt;br /&gt;Evening falls and everyone but Xavier return to the Cathedral (Xavier is out on 'business', apparently). Laen is excited from the days profits, however Thorhal is becoming clearly uncomfortable, and barely a word clears the rim of Grymdoin's ale mug the whole evening. Each day seems to pass with growing anxiety. Xavier seldom returns to make contact, and the party are becoming bored with their comfortable lifestyle.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday, the 3rd of Terullius.&lt;/span&gt;&lt;br /&gt;The day passes laboriously. That evening it is decided the time has come to fulfil Old Sol's quest. They retire without ceremony that evening. Grymdoin is invited, and gladly acquiesces.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday, the 4th of Terrulius.&lt;/span&gt;&lt;br /&gt;The party rise with the sun and begin planning their next excursion. Examining the map Old Sol gave them it is roughly five days travel north to the Karune Mountains and up the Mab-Ludremon (Mabremon) valley. They spend the day gathering provisions and making preparations.&lt;br /&gt;They tell Father Cathon of their plans. He says that they should stop by the church in Gassell and speak with his friend and colleague Father Campbell, to establish an emergency contact.&lt;br /&gt;Midd manages (somehow) to locate Xavier. He's still busy, but says he will rendezvous with the party either en-route or in Gassell. The party will leave directions with Father Campbell.&lt;br /&gt;With everything packed, the party sleep one last night before their next great adventure. On the morning, they ride.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles overcome:&lt;br /&gt;4 lesser zombies CR1/3 =&gt; 400XP /4 PCs = 100XP each&lt;br /&gt;8 lesser zombies =&gt; 200XP each&lt;br /&gt;&lt;br /&gt;Xavier = 9262XP (82% to level 5)&lt;br /&gt;Laén = 9262XP + 300 = 9562XP (89% to level 5)&lt;br /&gt;Þórhal = 8000XP + 300 = 8300XP (58% to level 5)&lt;br /&gt;Grymdoin = 3000XP + 300 = 3300XP (10% to level 4)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Dude, where's my XP?&lt;br /&gt;Yeah, 300XP for the session is stingy. It raised the question: what is more important, xp or story? Giving the xp from the 'flashback' is sort of a booby prize, since you didn't do any combat this this session. Being lean on XP has the secondary benefit of extending the length of the low-level game. Since certain story elements happen at certain 'levels', slower level progression also means more side-quests. Let me know if it's not your cup of tea.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Flashbacks:&lt;br /&gt;I liked the flashback. Even though none of the 'pre-fall' characters play any more, the party used their 1st level characters and 'dreamed' the session. It gave a different slant on the story, and a feel for the depth of history which is in Echoes. There's a lot of information in the world, and it's hard for me as the storyteller to convey it all across accurately. An adventure which explores different times and places adds volume to the world. The players seemed to like it too, so I think we'll continue to do them in future.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Tired DM:&lt;br /&gt;Yes, everyone knows I've been stressed recently. I don't think I know anyone I haven't told. ;) Now I've got a little time off, so I can do some proper planning for the session. I think that the 'dark times' are now over. Yay!&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;New Player: Welcome Ludo and Grymdoin his dwarven cleric.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-516407530483384898?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/516407530483384898/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=516407530483384898' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/516407530483384898'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/516407530483384898'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/08/flashback.html' title='Flashback'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-5722281087857679413</id><published>2008-07-26T19:55:00.004+02:00</published><updated>2008-08-07T20:38:57.798+02:00</updated><title type='text'>For a Good Cause...</title><content type='html'>&lt;span style="font-style: italic;"&gt;Fireday, the 17th of Vatelion&lt;/span&gt;&lt;br /&gt;The drizzle continues. A line of bodies have been arrayed in the town center. The remains of the skeletons have been swept into a pile. Kendon, the former Beadle of Cluth who secretly operated as an unholy priest, has been beheaded and dragged into the square. His gnarled head stands mounted on a spear in view of all. Laén and Xavier stand over their fallen comerade, Þórhal, who died at the hands of the evil priest's dark powers. He has been washed, wrapped in white cloth, and laid on a stone bier within the tiny church. The villagers of Cluth stand in awe at the fallen hero. Knights from the Order of Lonusso pay their respects for his valor and utter prayers for his soul. The mood is a mix of shock, sadness and relief.&lt;br /&gt;&lt;br /&gt;Commander Hayn of the Knights Lonusso prepares to leave. They appoint a new village Protector, and issue orders for the proper cleansing, rites and burial of the dead and skeleton remains (who are after all ancestral remains of the village).&lt;br /&gt;&lt;br /&gt;Laén speaks to Hayn about the possibility of returning Þórhal to life. Hayn knows it is costly, must be performed by a highly ordained priest, and is usually only performed in special circumstances. However, Hayn consider the circumstances extraordinary and offers to provide sufficient reference to convince any God-serving order to perform the service.&lt;br /&gt;&lt;br /&gt;On the matter of cost, Hayn allows Laén to take any of the late Beadle's belongings to finance the resurrection, provided the items are not evil or tainted. Laén examines the body and searches Kendon's house. The party gain a masterwork heavy mace, a heavy shield, 200gp, and what is later identified as a +1 &lt;a href="http://www.d20srd.org/srd/magicItems/magicArmor.htm#glamered"&gt;glamered&lt;/a&gt; full plate!&lt;br /&gt;&lt;br /&gt;The Knights Lonusso depart for Belm, and after some time Laén and Xavier (along with Tungdil and Milo who are moping around the cart somewhere) load Þórhal's corpse onto the cart and do the same.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Godsday, the 20th of Vatelion&lt;/span&gt;&lt;br /&gt;In Belm they inform Father Cathon of the events which transpired in Cluth. He is shocked to learn that his friend, Father Steramon, was murdered by Bugbears along with the entire woodcutter camp he had gone there to help. It appears that Steramon had suspected dark happenings around Cluth, and that the dark priest Kendon had arranged for a tribe of Bugbears to have Steramon killed, along with the entire woodcutter camp. The corpses of the woodcutters would later be used to create the army of undead which attacked Cluth.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earthday, the 21st of Vatelion&lt;/span&gt;&lt;br /&gt;Father Cathon examines Þórhal's corpse and delivers the bad news that he had been slain by such &lt;a href="http://www.d20srd.org/srd/specialAbilities.htm#deathAttacks"&gt;dark powers&lt;/a&gt;, it would require the magical assistance of Cardinal Gleam himself to bring Þórhal back to life. Worse, the ceremony would twice as costly, consuming ten diamonds (to the tune of 10,000gp). Xavier and Laén, disheartened but persistent, consider their options.&lt;br /&gt;&lt;br /&gt;They could liquidate their magic items. According to their investigations they could raise 10,000gp through this method, but they would be essentially naked thereafter. This was considered the least favorable solution. Regardless they ask Midd to scour his contacts for any item dealers who could pay good money for their magic items, and for anywhere they could acquire ten diamonds.&lt;br /&gt;&lt;br /&gt;At the Knights Lonusso they ask after Hayn, and inquire whether someone within his Order could assist. Hayn passes their request up the hierarchy, and communicates that considering the extraordinary circumstances of his death the Order of the Knights Lonusso would be willing to invest 5,000gp towards Þórhals resurrection. By invest, he means that Xavier, Laén and Þórhal would all swear (and be magically bound) to perform an unspecified service for the Knights Lonusso at some point in the future. This was preferable to selling everything, but not quite what they'd call a 'clean' solution.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday, the 22nd of Vatelion&lt;/span&gt;&lt;br /&gt;Midd returns and says that one of his contacts might be able to help. They will get in touch. That night as the city sleeps, a familiar shadow tells Xavier and Laén to awake. It's that guy, Tiremy, from the thieves guild, sitting in the same chair in the same corner. He even got in the same way. Tiremy explains that he has heard of the party's need, and that with careful planning, execution, and flexible morals it would be possible to acquire the diamonds they need. He gives them an address where they could talk more... privately.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Lightday, the 23rd of Vatelion&lt;/span&gt;&lt;br /&gt;The next day Xavier and Laén follow Tiremy's instructions and enter the obscure doorway with the broken hinge, just as anticipated. Tiremy greets them and they talk business. A local jewler has most unwisely decided to refuse the Thieve Guild's protection services. Xavier and Laén's job is simply to elucidate the folly of his ways. They are to rip him off. There are conditions, of course. Firstly, no killing. The Thieves guild manage to avoid a lot of attention from the authorities by holding true to this rule. Secondly, the thieves guild takes 25 percent of the take.  Considering the generosity of the Guild, it is more than fair.&lt;br /&gt;&lt;br /&gt;Xavier and Laén put their heads together, borrow some items, buy some scrolls, and a plan is hatched. The plan itself is rather simple. They get in, get the gems, and get the hell out again. Easy as pie. Darkvision scrolls will let them see in the dark, and silence scrolls will let them bypass the guards undetected. What could go wrong?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Iceday, the 26th of Vatelion&lt;/span&gt;&lt;br /&gt;Well, the events of that night were somewhat of a blur except to say that they got the gems, used only one silence scroll, didn't use any of their darkvision scrolls, and got away clean. All in all, a roaring success. (My second favorite moment was when they sapped the sleeping wife into unconsciousness. My favorite moment was when they were trying to repeatedly sap the jewler moments after the silence spell finished. Their retreat was expeditious.)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Godsday, the 27th of Vatelion&lt;/span&gt;&lt;br /&gt;Back inside the Cathedral they examined the contents of the safe, which had been indiscriminately stuffed into a sack. Among several important documents, folders and notebooks was a small leather pouch. Xavier tipped the contents into his palm, and twelve tiny diamonds spilled forth. As day broke they returned to Tiremy. Their borrowed gear was returned, and three diamonds were paid as promised. Tiremy congratulated them. "Excellent work, lads. For a first time you have done rather well. You've still much to learn, but you've passed the initiation. Welcome to the thieves guild."&lt;br /&gt;&lt;br /&gt;Xavier and Laén purchase a tenth and final diamond (from a different jewler), return to the Cathedral of Belm and ask Father Cathon to make arrangements for the resurrection ceremony.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earthday, the 28th of Vatelion&lt;/span&gt;&lt;br /&gt;The cathedral is emptied and closed; Þórhal's corpse is laid across the altar; the gems are crushed and placed on a silver dish; finally, Cardinal Gleam himself is summoned and the ritual begins. Glean kneels before the altar, clasps his hands together, and prays. His words boom around the room in an ancient divine tongue. Light streams through the stained glass panes in the ceiling, illuminating dust mites which drift and swirl in tides. The party watch in silence, entranced and expectant. As Gleam's final words trail off, he sprinkles the diamond dust along the length of Þórhal's corpse. Flecks of diamond collect among the crevices of Þórhal's skin and folds of his garb, glittering in the dim light. And then, a moment of silence. A complete calm falls over the room. Nobody breathes. Even the dust stops swirling. A sensation sweeps over all present which causes the hair on their necks to rise and goosebumps to form, as if a great invisible presence had entered the room and was considering them in turn. The diamond flecks begin to illuminate a soft white light, and slowly sink into Þórhal's hair, face and clothes as hot coals might burn through soft carpet, and the light dims away. A single breath is drawn deep, held for a moment, and released in a sigh. It is Þórhal.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles Overcome (XP to be updated later):&lt;br /&gt;Two guards (CR4)&lt;br /&gt;Two dogs (CR 2/3)&lt;br /&gt;Lichard Gemmy (the jewler) and his wife. (CR1)&lt;br /&gt;Total Encounter Level CR5 =&gt; 1600XP&lt;br /&gt;&lt;br /&gt;Xavier &amp;amp;  Laén = 8462XP + 800XP = 9262XP (82% to level 5)&lt;br /&gt;Þórhal = 8000XP (50% to level 5)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;I really enjoyed this session. It took some planning, but I was really able to give the players free will about what they wanted to do. Of course they chose the easy way out (I knew they would, and was prepared in advance) but they didn't have to.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The burglary was great. I provided as much detail as I could and they planned it as best they could. I picked at as many technical slip-ups as I could which forced the players to improvise a bit, but it all went more or less to plan which was great. Þórhal was resurrected, and just in time for next session too. :)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-5722281087857679413?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/5722281087857679413/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=5722281087857679413' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5722281087857679413'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5722281087857679413'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/07/for-good-cause.html' title='For a Good Cause...'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-5224119597057129152</id><published>2008-06-12T00:27:00.005+02:00</published><updated>2008-06-15T10:23:40.953+02:00</updated><title type='text'>Army of Undeath</title><content type='html'>&lt;span style="font-style: italic;"&gt;Earthday the 16th of Vatelion&lt;/span&gt;&lt;br /&gt;Xavier &amp;amp; Laén arrive at the village if Cluth. Five knights in the order of Lonusso (an order of witch hunters) have entered town in search of a witch. They have enforced martial law and are not allowing anyone to leave the town. The party go to meet Kendon, but he is out of town. They make camp by his house and wait for the night.&lt;br /&gt;&lt;br /&gt;Suspiciously, Kendon the town Beadle and village protector returns during the night.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday the 17th of Vatelion&lt;/span&gt;&lt;br /&gt;Hayn, the leader of the knights, questions the party on their reasons for being there, their motives, and inspects their gear. He identifies several highly suspicious items, and confiscates them pending further identifications. Þórhal tells him about the events at the woodcutters camp, and he and two knights ride out to investigate.&lt;br /&gt;&lt;br /&gt;The day passes.&lt;br /&gt;&lt;br /&gt;Then Hayn returns, gathers all villagers to the town centre, and calls forth everyone who has arrived in town in the last 48 hours. Several villagers, Kendon, and the party are selected and taken to the church for questioning.&lt;br /&gt;&lt;br /&gt;Each person is questioned in turn. The knights go to their house and strip away floorboards, open mattresses, search inside chimneys, dig up the garden, and generally tear through the house searching for evidence of witchcraft until they are certain there is none.&lt;br /&gt;&lt;br /&gt;At Kendon's place, they find some. The evidence includes a few bundles of human hair, some written curses, some odd bits and pieces that could be used for spell components, an old book on witchcraft, and they find some glyphs scrawled in odd places. Kendon is hauled out to the street and charged with witchcraft. They read him his rights: "Trial by ordeal, trial by combat, or trial by jury". He chooses jury.&lt;br /&gt;&lt;br /&gt;So, the whole town gathers in the church to hold the possibly only court hearing ever to happen in Cluth. Þórhal, by way of noble family ties, manages to talk his way onto the jury. It does little good though. The trial is a farce, with the other four knights (being the highest ranking officials) taking the other four seats on the jury. Regardless of not being able to prove anything, the jury deems him guilty and sentence him to burn to death at the stake.&lt;br /&gt;&lt;br /&gt;Orders are given to collect firewood and villagers issue forth to the forest to collect. Þórhal and Xavier are unconvinced of Kendon's guilt, and go to the forest not to find firewood, but to look for the real witch. They find no witch, but rather a small army (or rather large crowd) of skeletons waiting in the forest. Like any sensible minded adventurer, they run with the skeletons in hot pursuit.&lt;br /&gt;&lt;br /&gt;They stop at the bridge entering Cluth and hold. The skeletons attack en masse, and it is not long before Xavier is hurt and needing healing. Laén, along with three of the knights Lonusso arrive and charge into the frey. The remaining two knights are under orders to guard Kendon. Kendon protests and insists he be allowed to don his armor and help protect the village, but is denied. He convinces one of the knights to aid the defense, and a little while later a fourth knight arrives on the bridge. The skeletons begin to fall.&lt;br /&gt;&lt;br /&gt;Some of the skeletons wade through the creek and enter Cluth. They begin to slaughter villagers and drag their corpses to the town centre.&lt;br /&gt;&lt;br /&gt;The knight who was guarding Kendon runs past at full speed, screaming. Laén disengages from combat and heads for the church, seeking Kendon. The church is empty.&lt;br /&gt;&lt;br /&gt;More corpses arrive at the town centre. Some of the knights attack the skeletons that brought them. A strange fog begins to appears. Then a huge clap of thunder is heard on the same spot. For a short time chanting is heard. To the immense surprise and shock of those in the fog, another four corpses rise, peel the flesh from their bones, and attack the knights.&lt;br /&gt;&lt;br /&gt;Those standing on the bridge see Kendon leave the fog in the direction of his house. Þórhal calls to him and pursues, with Xavier and Laén close behind. The knights are left to finish off the remaining six skeletons. Kendon changes direction and heads for the nearest building, choosing a position halfway up a staircase to defend from. Þórhal boldly enters, and seeing the evil cleric cornered, charges and smashes Kendon across the jaw. Kendon reaches out and grips the back of Þórhal's head, drawing his eyes into contact. Somewhere in hell a demon acquiesces Kendon's wish. Dark energies enters Þórhal's body, and finding insufficient resistance snuff out his life essence. Þórhal arms and legs sag, his mace falls from his grip, and his body tumbles backwards down the stairs.&lt;br /&gt;&lt;br /&gt;Laén enters the room, bow readied and arrows notched. Kendon turns his gaze on Laén and approaches slowly, stepping over Þórhal corpse. Laén disappears back out the window. Xavier, not to be fooled by once-per-day abilities dive-rolls into the room and starts stabbing. Kendon heals himself a few times, tries to flee, and is eventually brought down by shafts from Laén's bow.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Obstacles Overcome:&lt;br /&gt;18 Skeletons (20 + 4 raised - 6 left behind) CR6&lt;br /&gt;Kendon (6th level cleric of Death and Evil) CR6&lt;br /&gt;Total encounter difficulty CR8 =&gt; 4800XP / 7 = 685XP each&lt;br /&gt;&lt;br /&gt;Xavier &amp;amp; Laén = 7777XP + 685XP = 8462xp (61% to level 5)&lt;br /&gt;Þórhal = 9526XP + 685XP = 10211XP (&lt;span style="font-weight: bold;"&gt;5th level!&lt;/span&gt;) - death = 8000XP :(&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-5224119597057129152?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/5224119597057129152/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=5224119597057129152' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5224119597057129152'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/5224119597057129152'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/06/army-of-undeath.html' title='Army of Undeath'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-2100811527150280934</id><published>2008-05-23T23:08:00.003+02:00</published><updated>2008-05-31T14:16:57.464+02:00</updated><title type='text'>"Kill them all"</title><content type='html'>&lt;span style="font-style: italic;"&gt;Godsday the 15th of Vatelion&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The party awake upon damp soil, rain pattering outside upon their canvas tent. Laen senses the oncoming dawn, rises early and strolls into the dense forest purposefully. He walks for half an hour, raises his fingers to his mouth and issues a shrill whistle. A wolf howl echoes in response from somewhere across the forest. Laen tracks the howls and finds a pack of wolves, where he performs a ritual ceremony and calls the alpha male from the pack to his side. Laen names him 'Fang'.&lt;br /&gt;As Laen returns, he spots movement in a nearby bush. Pretending not to notice, he increases his speed to make it difficult for whoever is pursuing him. His follower turns out to be a female Wood Elf named Merlyle. She warns him that their camp is being watched by bugbears.&lt;br /&gt;Laen returns to the camp and warns the others. Why the bugbears haven't attacked is a mystery. They decide to pretend to drive the wagon out of the forest, but for Xavier and Laen to hide behind some cover and observe what the bugbear scouts do.&lt;br /&gt;&lt;br /&gt;So the party pack up and head southwards out of the forest, and towards the main road. Laen and Xavier pick an opportune curb to dive into cover. Unfortunately Fang doesn't understand what he's supposed to do and gives their position away. As they watch one of the scouts leaves his position in the opposite direction. It is time to act. Xavier fires his crossbow which whizzes past the bugbear's head. Laen runs up and opens fire. The second scout runs for cover. Just as they lose sight of the first scout, Merlyle explodes from a bush and attacks him. Arrows, bolts and blades fly until both scouts are killed. They heal and return to inform the rest of the party what just happened.&lt;br /&gt;&lt;br /&gt;Merlyle is keen to investigate the bugbears, but the rest of the party must report the fate of the priest they came to investigate. Xavier, Laen and Merlyle return to the forest while the rest of the party continue to Cluth.&lt;br /&gt;&lt;br /&gt;The rain continues to pour.&lt;br /&gt;&lt;br /&gt;Inside the forest they move quietly among the trees for several hours, keeping an eye on the road. They hear the muddy clopping of hooves and drop into the undergrowth. They see a figure on a large horse, riding along the path. He carries a large shield, a heavy mace, and wears a long drooping cowl. Laen steps onto the road and hails him. "Well met, stranger! I am Laen, and we're here hunting bugbears." The man on the horse halts. "Well, good luck to you then." He nudges his horse forwards and steers around Laen. The man and horse plod along the track without further word or hindrance, and disappear into the distance. Well that was odd.&lt;br /&gt;&lt;br /&gt;Having little need for secrecy any more, the party move along the path towards the woodcutters camp. The rain has let up and the visibility is improving. A little while before the camp they disappear into the trees and sneak the rest of the way to the clearing.&lt;br /&gt;&lt;br /&gt;Peering through the trees they see the same man and horse they previously encountered. He seems to be tending the dead, placing their bodies side by side and closing their eyes. The party watch quietly from the trees. Then something moves on the other side of the clearing. A pair of bugbear ears push through the bush and emerge in the open. Four more bugbears follow behind. "Your work was sloppy" says the unidentified man without turning around. "And you let the witnesses survive."&lt;br /&gt;The most prominent bugbear steps forward, bristled at the remark. "Hey! Krusk not like your tone. We do work, make all silent. Now we wants reward."&lt;br /&gt;"Very well. We had a deal, didn't we?" The man retrieves a rod from his cloak wrapped in cloth, and lays it upon the ground. "Here."&lt;br /&gt;Krusk picks it up and examines it. "What this? Some stupid stick? You try to trick us?"&lt;br /&gt;"It's no stick, fool. It's magic. Quite useful in the right hands."&lt;br /&gt;"Krusk no believe. I thinks you cheated us. I thinks you think us is stupid! We not stupid! We not be tricked! Krusk kill you!" The bugbear leader throws the rod to the ground.&lt;br /&gt;The man stands and turns to the bugbear. "Come now. There's no need for violence. We should be fighting the common enemy. Look there in the trees - the ones who killed your brethren are here."&lt;br /&gt;It seems that the party has been spotted. Laen starts firing arrows, which shatter on the man's clothing as if it was striking steel.&lt;br /&gt;"Krusk no care about common enemy. He kills them later. Krusk challenge you!"&lt;br /&gt;"Very well," says the man. "If it's violence you wish..."&lt;br /&gt;&lt;br /&gt;The man produces a small bottle and a pouch, and sprinkles the contents of both over the corpses, touching their foreheads and muttering as he passes. "Rise!" The bodies stir and twitch, and their flesh begins to crawl under their skin. A reddening of the skin appears, and the flesh sags, stretching the skin across their bloated faces. A corpse slowly raises an arm, reaching for its own face. The fingers take hold of the flesh, and in a sudden jerk the corpse's cheek is pulled away, tearing a long strip of grey, decomposing meat away. A corpse sits up, plunging one hand deep into its own gut and tearing its belly open, its innards spilling onto its lap. Another corpse peels away its hair, skin and flesh like a big grey sleeping bag. Glistening white bone emerges from the organic matter, and finally free of its fleshy coccoon, stands to attention before its master. Another skeleton stands, and then another. Over the next few moments, ten of the dead have risen to undeath and are standing before both parties of astonished onlookers. There is a hell priest before them!&lt;br /&gt;&lt;br /&gt;Laen frantically fires arrow after arrow which continually bounce from the man's robes. Laen notches another arrow, draws the bow back, and is about to let fly when the man mutters something and meets Laen's gaze. Laen feels a sudden compulsion not to fire, and for a breif moment his fingers refuse to release the bowstring. Laen senses that something magical is attacking his will, and fights it. He grits his teeth and commands his fingers to release. They obey, and another arrow shaft shatters against cloth. Seeing this, the man turns to the skeletons. "You five; kill the enemies in the trees." The skeletons shamble towards Laen, Xavier and Merlyle's position. All three move forwards to engage.&lt;br /&gt;&lt;br /&gt;Krusk lunges forwards but the man reacts swiftly, blocking the morning star with his shield. They trade blows several times, causing only light injuries. The priest steps in and strikes the bugbear in the jaw, but the bugbear withstands, blood running from the corner of his snarling mouth. The priest stows his mace in his belt, reaches forward with an open hand and places it on the Krusk's chest. The bugbear's eye fly wide open and his mouth gapes in a look of shock and horror, before he crumples to the grass lifeless and limp.&lt;br /&gt;&lt;br /&gt;The remaining four bugbears flee. The priest, devoid of opponents and interest, strolls across the clearing and mounts his horse. "Find and kill the last of those bugbears." The remaining five skeletons disappear after the bugbears, and the priest rides casually from the clearing.&lt;br /&gt;&lt;br /&gt;Laen, Xavier and Merlyle briefly stand off against the five skeletons tasked to kill them, and quickly realise that this fight is one better fought another day. The retreat to the forest, and eventually pick the pursuing skeletons off one at a time. They are hurt and tired, so they make camp in the forest.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earthday the 16th of Vatelion&lt;/span&gt;&lt;br /&gt;When they return to the loggers camp, it is empty save for the bugbear leader's corpse and the gore of ten human corpses. They track the bugbears and find body after body until all are accounted for. They kill the last two skeletons, farewell Merlyle, and return to Cluth to catch up with the rest of the party.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Challenges overcome:&lt;br /&gt;2 bugbears CR3 =&gt; 800XP / 3 = 267XP&lt;br /&gt;5 skeletons CR2 =&gt; 600XP / 3 = 200XP&lt;br /&gt;2 skeletons CR1 =&gt; 300XP / 3 = 100XP&lt;br /&gt;&lt;br /&gt;Xavier &amp;amp; Laén = 7210XP + 567XP = 7777XP (44% to level 5)&lt;br /&gt;Þórhal = 9526XP (88% to level 5)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-2100811527150280934?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/2100811527150280934/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=2100811527150280934' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/2100811527150280934'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/2100811527150280934'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/05/kill-them-all.html' title='&quot;Kill them all&quot;'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-916933818833885586</id><published>2008-02-20T00:03:00.006+01:00</published><updated>2008-05-03T10:13:26.725+02:00</updated><title type='text'>Get the Halfling!</title><content type='html'>&lt;span style="font-style: italic;"&gt;Iceday the 7th of Vatelion&lt;/span&gt;&lt;br /&gt;Having used it to break his fall, Þórhal picked his face off the cobblestones. The Halfling above him drifted gently down, landed gently on his back, and started running towards the busy street. Þórhal reacted quickly, rolling onto his back and lunging at the assassin with his sword, catching him in the thigh. Laen moved to the rooftop and let an arrow fly. The Halfling flinched but ignored the pain. He rounded the corner and disappeared into the thrall. On the opposite side of the building, Xavier heard a metallic crash of Þórhal crashing to the street and moved to an alleyway to see what had happened. Everyone else started moving back towards the stairwell, and after the Halfling.&lt;br /&gt;&lt;br /&gt;Þórhal dragged himself to his feet and staggered after his enemy. Reaching the street he saw a street full of people. The Halfling had disappeared. The party regrouped and fanned out, trying to flush the Halfling from any hiding places. Occasionally someone would catch a glimpse and rush to the scene, only to find him gone again.&lt;br /&gt;&lt;br /&gt;Thunder sounded in the distance, and the air began to chill. Laen felt the coming of rain in the air.&lt;br /&gt;&lt;br /&gt;Eventually they tracked the Halfling to an old warehouse. It was around thirty feet tall, had a fire escape which lead to the roof, and a main double door at the front. The windows seemed to be all boarded over from the inside.&lt;br /&gt;&lt;br /&gt;After skirting the exterior, it was decided to follow the Halfling inside through the front door. Cautiously, Xavier swings the large double doors open. Light floods in, shedding light into the darkened building. A large sheet has been hung across the room, obstructing their view. Xaver steps inside and with a slash cuts the curtain away.&lt;br /&gt;&lt;br /&gt;The assassin waits, propped upon a large box, crossbow readied and waiting. He finds his opportunity as Xavier pushes past the first curtain and fires a bolt aimed at Xavier's throat. Incredibly, Xavier somehow senses the incoming projectile and reacts by raising an arm at the last moment. The bolt buries into his arm instead of his throat. A whispered curse echoes from the darkness: "Sinners..." Milo cups his hands to his mouth and replies: "Ugly mother f..." but is interrupted by Þórhal's hand over his mouth.&lt;br /&gt;&lt;br /&gt;The Halfling rolls off his perch and out of sight. Xavier strikes a light-stick and tosses it into the darkness, illuminating the right side of the room. The party move in, weapons drawn and eyes keen. Tungdil bolts inside, axe at hand. His darkvision peels away the shadows reveals his quarry hiding behind a sheet. With a scream of rage and something about the asassin's mother, Tungdil charges, scoring a gash into the assassin's side. The assassin slashes out and retreats.&lt;br /&gt;&lt;br /&gt;The rest of the party arrive and drive him to the rear of the room. Laén climbs onto a box and lets several arrows loose. The halfling assassin curses at Tungdil and retreats to the the staircase against the far wall. Tungdil pursues but only able to keep pace. At the end, it is Laén's arrow which fells the assassin.&lt;br /&gt;&lt;br /&gt;The assassin's arms are bound, and he is brought him to the city watch for detention and trial. The poisons are destroyed, however the remaining items are distributed among the party. Being the sole character in the group able to use it, Milo gleefully arms himself to the teeth with the gear they stripped from Bermandon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Godsday the 8th of Vatelion&lt;/span&gt;&lt;br /&gt;They questioned the halfling on his methods and his motives. At first he was reclusive, but after a while Tungdil's abrasive ceaseless banter wore on his nerve and he snapped. The assassin's name is Bermandon, an agent for the Society of Sinnius, a secret organisation of witch hunters and religious fanatics. He figured out that they had both links to heaven &lt;span style="font-style: italic;"&gt;and&lt;/span&gt; were in the company of a witch, were obviously fallen from the grace of God, and needed help to find their way to hell. Obligingly Bermandon set his full psychopathic will to his task. Evidently he failed in his service to Sinnius, and patiently awaits his fateful end, though will certainly be rewarded in heaven for his faithfulness. Bermandon eventually explains to Milo which items of his are magic, what his potions do, and which poisons he used. Bermandon is executed quietly and his body is burned lest the Order of Sinnius find out and retaliate. With the threat eliminated, the party are accepted back into the Belm Cathedral. They spend several days resting and healing.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday the 10th of Vatelion&lt;/span&gt;&lt;br /&gt;The party are sought out by Elmond, the proprietor of Oyster Cartography and son of Old Sol. They speak with his father, who tells him a woeful story of how he witnessed a wingless angel, captured and crucified at the hands of a group of warlocks far to the north. They were performing some ritual when the spotted Sol and his best friend Calimar. Sol fled, however the warlocks cast a spell and Calimar was turned to stone. Sol ran as far as he could. Until this day never returned, and wishes to know if the Angel and his best friend could be freed or put to rest. He arranges some scrolls of &lt;span style="font-style: italic;"&gt;Stone to Flesh&lt;/span&gt;, introducing them to his good friend Frathon at the library. The party promise to complete the deed, should they ever be in the area.&lt;br /&gt;&lt;br /&gt;Þórhal visits Korban, the strong-headed paladin who aided them in the Ulcer. He explains that he wishes to become a paladin of the Knights Paeso. Korban tells him Paeso is a questing order. To join it he must find a worthy quest, complete it, and return with proof of his deeds. His entry will be determined on the worthiness of his quest, and of course on the outcome.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday the 13th of Vatelion&lt;/span&gt;&lt;br /&gt;The party becomes restless, and leave at Cardinal Glean's request to go north and locate a priest named Steramon who hasn't been answering mail. The party travel northeast for several days. The weather packs in and they track through horrible hail, wind and rain to tiny village named Cluth where they stay overnight at the town protector's house. The protector's name is Kendon, a man with broad shoulders and a wide friendly smile.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Iceday the 14th of Vatelion&lt;/span&gt;&lt;br /&gt;The next morning the rain is still pelting. The party give their thanks and trudge into the forest. Eventually they arrive at the lumber camp, and find the entire camp slaughtered. Bodies lie everywhere, mutilated and bloated. They find who they believe was the priest Steramon pinned to a tree. They take some artifacts to prove his identity and make camp for the night a few miles from the lumber camp. During the night they hear noises. Laén moves out to investigate and is spotted by six bugbears attacking a bear. They chase him back to the camp and a battle is fought. The bugbears are killed swiftly and the session ends.&lt;br /&gt;&lt;br /&gt;GM's Notes&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Are we playing or what?&lt;/span&gt;&lt;br /&gt;I've recently returned from a six week &lt;a href="http://holeycheeses.blogspot.com/"&gt;holiday in New Zealand&lt;/a&gt;. I wrote part of this session summary on the plane, but have done SFA (not much) since then. Since I've returned I've been burdened by moving flats, work, taxes and a plethora of random guests coming and going for the last week (but that's &lt;a href="http://www.couchsurfing.com/mapsurf.html?SEARCH%5Bskip%5D=0&amp;amp;view=detail&amp;amp;sid=7ed265d158be72b70c1d49bad9a64f0b"&gt;another story&lt;/a&gt;). Anyway, the short version of the story is that I've had bugger all prep time. I'm keen to get back into it and make some progress.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Jürgen returns to Austria...&lt;/span&gt;&lt;br /&gt;Yesterday was Jürgen's last day at work. His contract in Zürich has finished and he'll be returning to Austria. It would appear that the last of the pre-fall characters are leaving the party. It's just Þórhal, Xavier &amp;amp; Laén.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Magic? Healing? Bah, humbug!&lt;/span&gt;&lt;br /&gt;The remaining characters include a fighter, a ranger and a rogue. This is an extremely mundane party, and at higher levels this will really hurt. Originally I discouraged the rogue from putting skill points into the Use Magic Device skill because magic items were so rare. This is not true. There's plenty of divine magic items floating around. Healing wands and scrolls are common place, and are sold by the church. Any rogue worth his salt would know how to use such things.&lt;br /&gt;Thus, not only do I rescind my earlier advice, but I will allow Xavier a once-ever chance to move skill points from other skills into Use Magic Device. Trust me, you won't regret it. :)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Obstacles overcome:&lt;/span&gt;&lt;br /&gt;Bermandon, Rogue/Assassin CR6 =&gt; 2400XP / 5 = 480XP each&lt;br /&gt;5 Bugbears, CR6 =&gt; 2400XP / 5 = 480XP each&lt;br /&gt;&lt;br /&gt;Xavier &amp;amp; Laén = 6250XP + 960XP = 7210XP (30% to level 5)&lt;br /&gt;Þórhal = 8566XP  + 960XP = 9526XP (88% to level 5)&lt;br /&gt;Tungdil = 9503XP  + 960XP = 10463XP (9% to level 6, &lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;)&lt;br /&gt;Milo = 8437XP  + 960XP = 9397XP (85% to level 5)&lt;br /&gt;Uther = 7207XP (went to market)&lt;br /&gt;Wanda = 8273XP (stayed home)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-916933818833885586?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/916933818833885586/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=916933818833885586' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/916933818833885586'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/916933818833885586'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/02/get-halfling.html' title='Get the Halfling!'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-3103984924171904905</id><published>2008-02-02T20:29:00.000+01:00</published><updated>2008-02-09T12:16:13.489+01:00</updated><title type='text'></title><content type='html'>&lt;span style="font-style: italic;"&gt;Fireday the 5th of Vatelion, 2044.&lt;/span&gt;&lt;br /&gt;The bizarre events of the day hang in their minds; the pickpocketing, the simultaneous mugging attacks, the proclamation of a new thieves guild. The party return to the cathedral to rest. Xavier mentions that he, uh... found some items that he wants to share with the group. &lt;span style="font-style: italic;"&gt;Fair's fair, and one for all, and all that.&lt;/span&gt; The finger of suspicion is lifted. Wanda identifies the magical items rescued from the ulcer.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;200 platinum pieces.&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;i&gt;A pick of climbing +5.&lt;/i&gt; The handle is plain, but the head is slightly curved and serrated, as if designed to bite into a surface.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;A warhammer +1&lt;/span&gt;. The head of this weapon has been expertly shaped into a balled fist.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;i&gt;A hot, broken axe blade. &lt;/i&gt;Judging by its weight and shape, this appears to have once been part of a dwarven waraxe. The front half of the broken edge seems to be chiselled flat as if the blade was sundered by another huge, incredibly sharp bladed weapon. The metal along the back half of the break is twisted and fractured, indicating the blade was then bent and torn or wedged apart. But even more intriguing is the fact that this blade radiates heat like a hot rock; it cannot be held in bare hands for more than a few seconds. It must be wrapped in cloth to handle it, and its warmth can be felt on ones back through their backpack. This axe was clearly once magical, and although now bent and destroyed beyond functional use, whatever magics once fuelled this powerful weapon still smoulder at its core.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;+1 full plate armour&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-style: italic;"&gt;+1 large metal shield&lt;/li&gt;&lt;li style="font-style: italic;"&gt;+1 longsword&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;font-size:85%;" &gt;Boots of striding and springing. &lt;/span&gt;Grants +10 to movement speed and jump checks.&lt;/li&gt;&lt;/ul&gt;Þórhal and Laén discuss the distribution of the aforementioned items, and decide to let a friendly sparring match decide the outcome. Tungdil and Milo decide to go and find a beer. As they step into the main foyer they spot a young street urchin reaching into the donation jar! He looks up, sees the angry dwarf, and bolts like a frightened deer. Milo and Uther follow into the streets, dodging pedestrians, carts and stacks of crates. Tungdil falls behind, however with the help of his new boots, Milo's little feet become a blur across the cobblestones. The urchin scrambles over a pile of boxes. Milo gives a burst of speed and jumps. To his unspeakable surprise the rush of wind fills his ears and the ground falls away below him. Milo ascends to several yards in the air, arcing up and over the boxes, like a halfling cannon ball, then tumbling and wind milling wildly as he begins his descent, finally landing with the force of a hammer into the back of the fleeing beggar. Milo finds a grip, and hangs as they both come crashing to the stones.&lt;br /&gt;Milo pins the beggar to the floor and pries the stolen coppers from his clenched fist. The beggar's name is Midd. He is very sorry about stealing from the donation box, but he was hungry and needed to eat. Midd recognised the dwarf and the halfling at once, and is in fear for his life. He grovels in fear. He begs for his life. He wets himself. He just wanted to eat. He's never had any luck. Life's just not fair.&lt;br /&gt;&lt;br /&gt;Tungdil arrives, panting, and sees the flailing, soiled, teary eyed beggar, sighs, and lowers his axe. "It's not my fault! I never wanted to be a beggar. All I want is a chance. One lousy chance." Tungdil and Milo exchange glances. Midd starts to cry. Tungdil pats Midd on the shoulder. "There there..." Midd looks up at Tungdil, his dirty face streaked with tears. "But wait! You're staying at the cathedral, right? Maybe... maybe I could become a monk. You guys are big heroes that they'd surely listen to. That would be so great! Clean clothes, regular meals, health care. I could change my ways. I'd learn the ways of god, and convert. Or revert, or whatever. I'd do it!" Tungdil and Milo carefully step back away from Midd, who reaches out and hugs Tungdil's leg. "Please! You could do that for me. You could give me that once chance I've never had! Otherwise I'd have to go back to begging, and living on the streets, and stealing from the donation box to eat." Tungdil scratches his beard. Milo looks at him blankly.&lt;br /&gt;&lt;br /&gt;Milo and Tungdil knock on Cardinal Gleam's door. 'Enter.' They enter, followed by a dishevelled, dirty young man. Glean raises an eyebrow. &lt;span style="font-style: italic;"&gt;Things just keep getting weirder and weirder.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;And so, the group take Midd under their wing. Tungdil and Milo accept responsibility for him, and agree to pay for his robes. They wash him, shave his head, and start him on the path towards monkdom. They go to bed tired, worn out, but satisfied. Good has triumphed this day.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Wake up.&lt;/span&gt; Þórhal opens his eyes. A figure is sitting patiently on the chair by his bed. He sits up. The man introduces himself as Tiremy from the thieves guild. He explains that the existing Thieves Guild has learned of a new guild being started, and that naturally this potential threat needs to be expunged. Tiremy explains that he would be most grateful of any relevant information. &lt;span style="font-style: italic;"&gt;Certainly more grateful than if no information were forthcoming.&lt;/span&gt; The Guild would see it fit to exchange such information with a suitable reward. It would certainly be in everyone's best interests to find out who is starting a new thieves guild. Tiremy leaves, Þórhal goes back to sleep, and Laén returns to his meditative state.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday the 6th of Vatelion, 2044&lt;/span&gt;&lt;br /&gt;The next day they take Midd to see Blind Old Joe, one of Midd's acquaintances from the beggars. Tungdil eventually pays him enough, and the old man tells him that they have been targeted for an attack this evening. Sure enough around lunchtime, a young boy delivers them a note that an informant wishes to meet them regarding the new thieves guild in the Hog's Head inn, in the poor quarter. The party decide to go, but stock up on potions in preparation for an ambush.&lt;br /&gt;&lt;br /&gt;The party find the inn at around the appointed time. It's an old beat-up place with tough looking locals drinking at the bar and eating at the big round tables. The door swings open as Milo the halfling strides in a tavern full of human ruffians. The room falls silent. Casually, Milo strolls across the room and sits himself at the bar between the two biggest, ugliest brutes in the bar. 'A beer' he tells the barman. The rest of the party enter and seat themselves at the centre table. They order drinks and Þórhal disappears to the lavatory to relieve himself.&lt;br /&gt;&lt;br /&gt;'Hey! What do you think you're doing in our tavern, little man? We don't serve your types here.' The brute to Milo's right shoves him, spilling his beer. Milo shoves back, and the room erupts into violence: &lt;span style="font-style: italic;"&gt;Tonight, The Bar vs The Weird Foreigners.&lt;/span&gt; Fists fly in all directions. Mugs, ashtrays and chairs are thrown and swung and smashed. Someone gets knocked unconscious.&lt;br /&gt;&lt;br /&gt;But not everyone joins the fight. Two groups of reserved looking guests still seated, watching the brawl intently. Then the door swings open and four serious looking thugs enter, armed and armoured, weapons drawn, and death in their eyes. The remaining seated guests pull out weapons. Then they charge.&lt;br /&gt;&lt;br /&gt;The friendly brawl has just been upped a notch. Most of the brawlers realise this, make some excuse about it being late, and leave quietly. The party draw steel and fight back, slashing, stabbing and impaling their assailants until none remain. They revive one, but learn only what they knew already: &lt;span style="font-style: italic;"&gt;That a halfling is setting up a new thieves guild, and hired them to attack the party.&lt;/span&gt; This is leading nowhere. How frustrating.&lt;br /&gt;&lt;br /&gt;The party search the bodies, pay the barman something to repair the bar, and leave. &lt;span style="font-style: italic;"&gt;*Thud*&lt;/span&gt; Xavier gets hit with a poisoned crossbow bolt, but manages to fight off its effects. The bolt seems to have been fired from somewhere far in the distance. Cautiously the party return to the cathedral. They take shifts guarding the door to their room.&lt;br /&gt;&lt;br /&gt;At some point during the midnight shift, Þórhal is approached by a small child, who explains he is new to the cathedral and is looking for the bathroom. Thorhal fails to notice the slight strain in the child's voice, nor the fact that the child is &lt;span style="font-style: italic;"&gt;studying him intently&lt;/span&gt;, and shows him the way to the bathroom. The conversation stirrs Laén into alertness. &lt;span style="font-style: italic;"&gt;Something isn't right.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Þórhal points the way. "It's just through that door and to the le... *ghaaarrgh!!*" His front erupts in pain as the child's dagger pierces his ribs, seeking his heart. Þórhal's body fights against the nervous shock that could have killed him instantly, and then once more to reject the poison on the blade. Thorhal roars in pain, and the child sprints across the room towards a large stained glass window, his wig falling from his head. &lt;span style="font-style: italic;"&gt;It's the halfling!&lt;/span&gt; Thorhal draws his weapon and follows at superior speed, slashing at him several times. Laén grabs his bow and fires several arrows at the disappearing figure.&lt;br /&gt;&lt;br /&gt;The halfling sprints towards the window and jumps through it, sending multicoloured shards of shattered glass flying. He mutters something in the air as he falls, and drifts the last few feet to the ground. As Þórhal reaches the window and looks down to see the halfling look back up at him, scowl, then limp into the darkness.&lt;br /&gt;&lt;br /&gt;Laén searches the grounds and tracks his footprints as far as the street. The halfling appears to have gone. Priests emerge from their rooms, awoken by the disturbance. Eventually everyone returns to their rooms, and the party pass the night uneventfully.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Iceday the 7th of Vatelion&lt;/span&gt;&lt;br /&gt;The next morning Cardinal Gleam speaks with the party and asks them about what happened during the night. They explain what they know, though it appears that the halfling is targeting them specifically for some reason. Gleam is concerned about the safety of the priests, and about property damage to the cathedral. Regretfully, Gleam asks the party to find alternate accommodation for a few days until things quieten down again. The party pay for the repair of the stained glass window and agree. They pack everything into their cart and move out.&lt;br /&gt;&lt;br /&gt;As they lead their mule through the streets with their possessions, a rumble is heard high on the roof overhead. They look up to see several large falling objects above their heads, accelerating towards them at the speed of large falling objects. Þórhal, Xavier, Laén and the mule all get hit. The water barrels smash on impact, breaking bones, bruising flesh, and spraying the street with water. Presumably it was the halfling again, however all of the houses on the block are connected, so he could have found any number of escape routes. That said, the party get the feeling that he's not far away. Xavier uses a potion, and although it magically heals his broken rib, he notices the faint taste of bitter almonds. The party arrive at the inn soaking wet, sore, and very grumpy. They check into their rooms, stable the mule, then begin the task of trying to track down this halfling that has been causing them so much grief.&lt;br /&gt;&lt;br /&gt;The halfling strikes again as they move through town. They are moving another of Belm's many long, narrow, curving roads when they hear galloping in the distance. An out of control two-horse carriage appears around the bend, heading their way at top speed. The horses are both panicked and franticly cantering as fast as the carriage will allow them. Þórhal, Xavier and Laén climb up drainpipes. Milo performs an almost impossible feat for a halfling, and jumps to grab a 10ft high window ledge, pulling himself up and out of harm's way. Tungdil draws his axe and hacks into the nearest front door, but doesn't quite manage to smash through it with one blow. Tungdil gets pummelled under the feet wheels of the carriage, and emerges dirty, bruised, beaten, and bloodied. They notice that the horses had crossbow bolts in their flanks. The door swings open and an angry resident appears. Þórhal gives the woman some money to pay for the door, and she shuts up and goes away. The party press on.&lt;br /&gt;&lt;br /&gt;They find the intersection with two startled owners. Seems that the horses just reared and took off. Luckily nobody was hurt. Tungdil grunts indignantly. The party figure the halfling must be here somewhere. There is an inn on the opposite corner, and Laén moves across to begin searching. A bolt is fired through the shutters on a first floor window, striking Laén in the neck. He grabs his throat and keels over into the street. The party charge inside the inn and up the stairs, carefully pouring a healing potion down Laén's throat as they pass. Laén regains consciousness, but stays in the street, ready to prevent the halfling's escape. The faint after taste of bitter almonds clings to his mouth. &lt;span style="font-style: italic;"&gt;Strange.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The party emerge on the roof. There's a 10ft gap to the next building, and a plank has been laid across it. There are some boxes a farther back, and it seems obvious the halfling would be hiding there, if anywhere. Tungdil carefully starts to cross, but thinks better of it when the plank cracks loudly under his weight. He returns down the stairs to the street level. Milo gets across without any trouble, and Xavier and Þórhal jump. Sure enough, as Xavier approaches the boxes a crossbow bolt shoots at him, but is fortunately poorly aimed and glances off his armour. The halfling runs for it, jumping off the roof and activating his &lt;span style="font-style: italic;"&gt;featherfall&lt;/span&gt; in mid air. Þórhal jumps after him, activating his fall-like-a-rock ability and smashing into the halfling as he plummets to the ground, 40ft below, with a crash.&lt;br /&gt;&lt;br /&gt;...to be continued...&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Obstacles Overcome:&lt;/span&gt;&lt;br /&gt;Catching Midd, CR? =&gt; 150XP for Tungdil and Milo&lt;br /&gt;Pub brawl, CR8 =&gt; 5400XP/5 = 1080XP (3rd level) or 4800XP/5 = 960XP (4th level)&lt;br /&gt;Falling water barrels, CR1 trap =&gt; 300XP/3 = 100XP for Þórhal, Xavier and Laén.&lt;br /&gt;Runaway carriage, CR2 trap =&gt; 600XP/5 = 120XP&lt;br /&gt;&lt;br /&gt;Xavier &amp;amp; Laén = 4950XP + 1080XP + 100XP + 120XP = 6250XP (&lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;, 6% to level 5)&lt;br /&gt;Þórhal = 7386XP + 960XP + 100XP + 120XP = 8566XP (64% to level 5)&lt;br /&gt;Tungdil = 8373XP + 150XP + 960XP + 120XP = 9503XP (87% to level 5)&lt;br /&gt;Milo = 7207XP + 150XP + 960XP + 120XP = 8437XP (58% to level 5)&lt;br /&gt;Uther = 7207XP (30% to level 5)&lt;br /&gt;Wanda = 8273XP (57% to level 5)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Treasure &amp;amp; Balance&lt;/span&gt;&lt;br /&gt;I find that using the treasure tables in the city limits is a bad idea. The thugs from the pub brawl were desperate mercenaries trying to gain entrance to a new thieves guild. I generated the treasure from the treasure tables, and the party ended up with several gems worth 500gp and huge amounts of gold. If the thugs were that rich they could have bought themselves a decent education, maybe a small plot of land, or at least set up a small business. It's more work, but I will generate the treasures myself in future.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Big wheels keep on turning...&lt;/span&gt;&lt;br /&gt;These mini-quests are essentially railroad adventures. I lead you into traps, ambush you, snipe at you, drop barrels on your heads, and run carriages over you. There's not much that can be done about it, except to survive and endure until this halfling assassin makes a mistake. I think that many of the adventures in the Echoes of Heaven are fairly linear. But aren't most campaigns that way? What do you think?&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Fun and Games&lt;/span&gt;&lt;br /&gt;I think there was more in-character roleplaying this session than open-a-can-o-whoop-ass monster-busting. I liked the bit with Midd. There was also a 'sparring session' between Þórhal and Laén to determine who was the greater fighter.  I liked it, but I wonder what you all thought of that. Was it boring? Do you want more ass-kicking action in future?&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-3103984924171904905?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/3103984924171904905/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=3103984924171904905' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/3103984924171904905'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/3103984924171904905'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/02/fireday-5th-of-vatelion-2044.html' title=''/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-1076455194096817097</id><published>2008-01-17T00:22:00.000+01:00</published><updated>2008-01-20T23:17:37.191+01:00</updated><title type='text'>Well that was lucky...</title><content type='html'>&lt;span style="font-style: italic;"&gt;Fireday the 26th of Polvius, 2044&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;Father Cathon paced in the cathedral. It was the third day since the small band of adventurers had left to retreive Weracy and the little girl Karry, and still no sign of them. Her father Dalan had  barely been absent from the cathedral, and comforting the grieving father was draining him. Why had they not returned? What could have happened? What if they were in trouble... or worse?&lt;br /&gt;&lt;br /&gt;Xavier relaxed in his room, counting his take from the day's endeavors. Caravan duty doesn't pay so well, but it keeps you fed and leaves your enemies behind you. Plus, the bonuses aren't bad provided you know how to get them. He'd arrived in Belm the previous day with a caravan from Louchester, taken his pay (and his bonus), and begun to explore. He'd spotted potential mercenary work with the Town Guard and left his address if they had anything which paid well enough. And if nothing came of that, he'd have a few days to figure the strength and presence of the local thieves guild before trying his hand on the streets. Opening his window he gazed out at the street below. The air felt good in his lungs. &lt;span style="font-style: italic;"&gt;Another day, another city.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A tall figure nimbly ascends the Belm Cathedral steps and enters the gloom. Cathon sees the stranger enter and rises to greet him, noting with surprise that the stranger is an elf. 'Greetings. Welcome to the monastery of Belm' Cathon says, trying to hide the strain in his voice. The elf introduces himself as Laén. 'I've just arrived and I'm looking for work. I hunt undead, preferably, though I have other skills. Have there been any incidents lately which could use my talents?' Cathon furrows his brow and prepares to refer the elf onwards when an idea strikes him. 'Wait here' he tells the elf, and heads for Cardinal Gleam's office.&lt;br /&gt;&lt;br /&gt;'You want to send another group?' Cardinal Gleam frowns sternly.&lt;br /&gt;'What else can we do?' said Cathon. 'You want to involve the Knights Lonusso? Officially we'd have to request permission from the Sepinus Fairarch himself to enter the grounds, and we're not exactly on speaking terms. We haven't heard from the adventurers or the monks of Sepinus, so somethings definitely going on at the Stantor Monastery.'&lt;br /&gt;'Yes Cathon, our hands are tied, and I don't like interfering in Sepinus affairs. We're already in hot water if that gets out.'&lt;br /&gt;'But that's my point. If we do nothing now we're not only done for, but we're turning our backs on our friends. Look, there's an elven undead hunter in the foyer asking about work. I have a friend with the Knights of Paeso who I think... well he'd be in. I figure we can rustle up an extra merc or two, and we've got a scouting party.' Gleam folds his arms and leans back in his chair.&lt;br /&gt;'Okay, perhaps you're right. Gather a small group and send them to scout. May God's blessings be on them.'&lt;br /&gt;'Uh, there is just one other thing...' says Cathon, embarrassed. 'We have to pay them.'&lt;br /&gt;&lt;br /&gt;There is a knock Xavier's door. 'Yes?' he responds.&lt;br /&gt;'There are some visitors here for you. They say it's about work.'&lt;br /&gt;'I'll be right down.' Xavier emerges into the common room minutes later. There are three men and an elf waiting below. He greets them: Kriam, his contact at the city watch; Cathon from the cathedral; Korban from the Knights of Paeso; and the elf, who introduces himself as Laén. Kriam excuses himself and returns to the watch. Cathon explains the task at hand. It seems a party left for a nearby monastery three days ago and hasn't come back. Cathon wants to know what's happened to them, and to provide whatever assistance they need should they still be alive. Could be dangerous, but at a whole five gold for a day's honest work is not too shabby. Why not.&lt;br /&gt;&lt;br /&gt;And so, Laén the ranger, Xavier the rogue, and Korban the paladin travel to the Stantor Monastery in search of the first party. As the spire of the chapel appears over the hill they dismount and approach cautiously on foot. They find the remains of a dozen or so hobgoblins, butchered in their score and partially decomposed. The entire grounds are eerily quiet, and a heaviness hangs in the air. They explore the buildings and find the trapdoor leading into the catacombs beneath the chapel.&lt;br /&gt;&lt;br /&gt;The catacombs are empty, however signs of battle are evident. Skeletal remains and dust litter the floor. They press onwards and downwards, climbing bravely into the bottomless pit and emerging on the level below. They progress forwards examining each room and finding signs of battle and destruction, but only undead remains. They find the three paths of Sepinus and follow the path already traveled. They beat back the illusions from their minds as they wander through the last corridor, and find themselves in a storm of action. A man, a high man and a dwarf are standing off against a demon on a platform suspended by chains from ceiling. A halfling and a young man sprint past them at top speed, heading for the exit. That would be Milo and Weracy.&lt;br /&gt;&lt;br /&gt;They all draw weapons, and Laén fires several arrows in rapid succession at the demon. Xavier and Korban rush for the stairs.&lt;br /&gt;&lt;br /&gt;Up on the platform the fight hangs in the balance. 'Ge on, lad. Git outta here! I'll cover ya' grunts Tungdil the dwarf as he deflects another blow from the demon's massive sword. Uther swings out onto the chains as Tungdil covers his retreat, then tries to follow. As he spins the Demon spots the gap in his defense and strikes him hard between the shoulder blades. Tungdil hits the deck once more.&lt;br /&gt;&lt;br /&gt;Bùmak the demon laughs... demoniacally, and kicks the stunned Thorhal from the 40ft platform who lands with a crunch on the hard floor below. Absent of enemies and playthings he looks around, and spots a paladin rushing up the stairs to him. &lt;span style="font-style: italic;"&gt;It must be Christmas.&lt;/span&gt; Bùmak leaps from the platform, swings across the chains, and heads down the stairs toward his prey. Korban spots the demon descending upon him and readies his longsword. &lt;span style="font-style: italic;"&gt;It must be Christmas.&lt;/span&gt; Laén continues to pepper the demon with arrows, taking him several times in the legs and torso. The demon and paladin clash on the stairwell, trading blows with full might and furor. Xaver crests the stairwell and begins descending the other side, behind the demon.&lt;br /&gt;&lt;br /&gt;Uther looks over his shoulder and sees that the demon has left the platform, with Tungdil lying unmoving at its edge. He swings back across and uses the last of his healing ability to seal Tungdil's wound.&lt;br /&gt;&lt;br /&gt;Korban draws forth the power god and swings. Xavier arrives and prepares to leap into the frey.  Laén sends more arrow shafts into the demon, catching it in the neck and staggering the beast. Korban and Xavier both see their opportunity and strike, driving their blades into the demon's front and back simultaneously. Bùmak lets forth a roar of pain and frustration as his demonic taint wanes and dies within him. His huge frame crashes to the floor, and the battle is won.&lt;br /&gt;&lt;br /&gt;But it is not over yet. With the last of the evil purged, the ulcer begins to close and recede back into hell. The room begins to shake and the smoke and black energies retreat into the maw. A wind starts to blow as air is sucked into the maw. Crashing can be heard as parts of the ulcer crumble in the corridors beyond. Soon the entire ulcer will collapse, trapping whatever left behind in hell.&lt;br /&gt;&lt;br /&gt;Korban's first priority is to secure the demon's head as a trophy, and then swings over and heals Tungdil. Xavier picks up Karry, the little girl, and notices an recession in the wall which was not there before. Laén is sure he saw Xavier stuff something into his backpack, but Xavier later explains that there was certainly nothing there.&lt;br /&gt;&lt;br /&gt;They run. They climb. They dodge falling rock and earth, and hold onto the walls for support as the earth around them shakes, and eventually, they emerge from the church. The taint has been lifted, and the ulcer has been closed. They become acquainted with the rest of the party as they travel, and after an hour's ride return to Belm.&lt;br /&gt;&lt;br /&gt;Cathon greets them as they arrive. Karry awakes and runs to Dalen's arms. Weracy sweeps up his girlfriend and, in a rare public display of affection, kisses her. He announces that he is giving up his priesthood with the church, and a week later they marry. Xavier and Laén get paid. Korban knows a good taxidermist in Belm (who does the eyes &lt;span style="font-style: italic;"&gt;really&lt;/span&gt; well), and mounts Bùmak's head above his fireplace. The birds sing, the sun shines, and they all live happily ever after... at least, until the next adventure.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;The party spend the next week relaxing in Belm and acquainting themselves with the new city. They attend Weracy's wedding and sell the weapons and armour they stripped from the hobgoblins. They buy some healing potions from a priest in the town market.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday the 5th of Vatelion, 2044.&lt;/span&gt;&lt;br /&gt;The trouble begins when Laén gets pick-pocketed en-route to the weapon smith. It was a considerable amount of coin, but he has no chance to find the guy. At best he has a fleeting memory of a guy who bumped into him, going the other way. Xavier lends him his share of the pay to buy more arrows. As they return home, &lt;span style="font-style: italic;"&gt;another&lt;/span&gt; pick-pocket attempt is made, this time at Xavier. They catch the guy in the attempt, and he takes off. They both pursue, and are led into a dead-end alleyway. Xavier rushes in and draws a short-sword when a door open and another two armed men step out next to their comrade. Two men step into the alley way behind him, blocking the way back.  A fight ensues, long and bloody. Laén arrives and starts firing arrows, downing them one by one. Xavier retreats and drinks a potion, which sustains him long enough to come out on top. The last thug is badly wounded and attempts to run, but is easily caught. Xavier moves around the downed thugs and finishes them off. The remaining thug begs for his life and spills the beans. Apparently there is a new thieves guild starting up, and the attack was a test to see if they were competent enough for the new guild. They chose the targets because they are both outsiders, and likely easy marks.&lt;br /&gt;&lt;br /&gt;Shortly thereafter the city watch arrive and take the man into custody. Laén puts in a good word and the man is offered a deal of a lighter sentence if he helps nark on his contact. The man agrees.&lt;br /&gt;&lt;br /&gt;Incredibly, the same thing happens to Tungdil, Wanda and Thorhal. They detect an attempted pickpocket and chase him into a similar abandoned alleyway. More thugs arrive and a fight ensues. None are left conscious, but Thorhal does his best to heal the wounded, but insists that they face the full punishment of the law. Unless they have powerful friends, they will be taken to the city watch, healed, face a court hearing, and then be summarily hung for attempted murder. Thorhal ensures that their goods are handed to the proper authorities as evidence.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Two new players joined, sporting the characters Xavier and Laén. Thankfully Alex was there to help with the character creation. I'm interested to see how they will integrate with the group. It was great to play again. Now Jürgen's back too, so with luck there should be some more games in February.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Obstacles overcome:&lt;br /&gt;Búmak, Demon of Deceit, CR7 =&gt; 3600/6 = 600XP (lvl3), or 3200/6 = 533XP (lvl4)&lt;br /&gt;5 Muggers (Xavier &amp;amp; Laén), CR6 =&gt; 2700(@lvl3)/2 = 1350XP each&lt;br /&gt;4 Muggers (Tungdil, Wanda &amp;amp; Þórhal), CR5 =&gt; 1600(@lvl4)/3 = 533XP each&lt;br /&gt;&lt;br /&gt;Xavier &amp;amp; Laén: 3000 + 600 + 1350 = 4950XP (65% to level 4)&lt;br /&gt;Þórhal: 6320 + 533 + 533 = 7386XP (35% to level 5)&lt;br /&gt;Tungdil: 7307 + 533 + 533 = 8373XP (59% to level 5)&lt;br /&gt;Wanda: 7207 + 533 + 533 = 8273XP (57% to level 5)&lt;br /&gt;Milo &amp;amp; Uther: 7207 (30% to level 5)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Post-game Analysis:&lt;br /&gt;I'm pleased how the session went overall, particularly with two new players joining and finding credible ways to include them in the quest. I liked how everyone roleplayed their characters for a while after clensing the ulcer. It gave me time to collect my notes and think. :) The split party combat went pretty well too I thought. Was a good way to split the party up without leaving players behind.&lt;br /&gt;&lt;br /&gt;Regarding game balance, the encounter with Bumak is designed for 2nd level characters. I simulated a play-test of this encounter when I first read it, and the party didn't make it up the stairs. Our party made it without permanent casualties, but I was very soft on them. Feather-like, really. Was I too soft on Roland? I think so. *sigh*... I'm a soft DM. I'll probably pay for it later, but I just couldn't look into Roland's big watery eyes and tell him his Dwarf had bled to death.&lt;br /&gt;&lt;br /&gt;For example, the Búmak  that &lt;span style="font-style: italic;"&gt;our&lt;/span&gt; party fought:&lt;br /&gt;- used the stats which stated +12 atk 2d6+4 dmg (instead of +12/+7 atk 3d6+4 dmg)&lt;br /&gt;- moved only 30ft (instead of 50ft)&lt;br /&gt;- had no damage reduction 5/good (I scrapped it deliberately mid-session)&lt;br /&gt;- didn't use many of his spell-like abilities, such as using &lt;span style="font-style: italic;"&gt;Major Image&lt;/span&gt; to create fake chains hanging from the ceiling, or &lt;span style="font-style: italic;"&gt;Hallucinatory Terrain&lt;/span&gt; to make fake platforms, or &lt;span style="font-style: italic;"&gt;Invisibility&lt;/span&gt; or &lt;span style="font-style: italic;"&gt;Unholy Blight&lt;/span&gt; (which deals 5d6 dmg to humans or 7d8 dmg to dwarves &amp;amp; high-men, &lt;span style="font-style: italic;"&gt;shudder&lt;/span&gt;).&lt;br /&gt;- didn't get the +2 enchantment bonus &amp;amp; +2d6 damage bonus to those with the Divine Spark, as all Demons usually get.&lt;br /&gt;- didn't attempt to summon another Galpharus (with a 40% chance of success)&lt;br /&gt;&lt;br /&gt;Take into account the green energy balls flying out of the pit and the fact that you have to take on the little girl first, and it becomes clear that there's no way that a 2nd level party could ever hope to get past the first adventure.&lt;br /&gt;&lt;br /&gt;While I'm griping, I occasionally noted discrepancies in the stat blocks which confused me until I realised they were mistakes and adjusted them.&lt;br /&gt;&lt;br /&gt;HOWEVER, I realise that this adventure has been quad-statted (meaning that the same campaign is available for HERO, Rolemaster, Harp and DnD)  and I imagine that game balance issues such as this are likely to crop up when converting one system to the next. Despite its faults the 'fluff', or story-telling aspect is fantastic. The world is immersive, the plots are intriguing, and I look forward to see where the story leads us.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-1076455194096817097?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/1076455194096817097/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=1076455194096817097' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/1076455194096817097'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/1076455194096817097'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2008/01/well-that-was-lucky.html' title='Well that was lucky...'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-2432749583163996789</id><published>2007-10-03T18:00:00.000+02:00</published><updated>2007-10-13T16:07:36.289+02:00</updated><title type='text'>The Demon Within</title><content type='html'>&lt;span style="font-style: italic;"&gt;Lightday the 25th of Polvius, 2044&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The party carefully descend into the bottomless pit, edging down the rope and stepping onto the ledge below. The pit drops beyond vision below and it is unclear what might where anyone might go should they fall down it. There is a faint ambient sound at the edge of everyone's hearing that sounds like wind rushing, whispers, hoarse screaming, or a combination of all three - nobody can tell. A tunnel leads from the ledge into the solid rock, and it is evident to the group that what they seek lies somewhere beyond. Anxiously they enter the tunnel and move through the darkness.&lt;br /&gt;&lt;br /&gt;The party arrive in a central annex, a wide room with exits in all four compass directions. The party turn left into the west passage. They enter a room with two preparation tables and chemical stains on the walls and floor. Two large menacing skeletons lie still on each table, and Thorhal resolves to ensure they are not animated. It turns out that they are, but only from the waist up, and after a brief interlude of bone-crunching goodness they lie still again on the table. Actually they lie all over the place, but they lie still. The next room seems to be a prison, with manacles which seem to have been slid into the walls when it was liquid rock which then hardened. Attached to a set of manacles is Weracy.&lt;br /&gt;&lt;br /&gt;'Help! Please, set me free.' he begs the party when he first spots them. They party are suspicious of trickery but find nothing suspicious and wrench the manacles open with Thorhal's crowbar and set Weracy free. Uther takes possession of the splinter. He explains his story: how he saw the maggots in the wagon; how he figured out that there must be an ulcer in the Stanor monastery; how he stole the holy relic from the temple; how he snuck into the ulcer; how the wind wraith captured him for a day while waiting for &lt;span style="font-style: italic;"&gt;someone&lt;/span&gt;; and then chained him in the prison when that &lt;span style="font-style: italic;"&gt;someone&lt;/span&gt; didn't show up. The party find it strange that nobody challenged Weracy, that the wind wraith seemed to be waiting for them, and that it didn't take the splinter from Weracy. The questions remain unanswered as the party proceed.&lt;br /&gt;&lt;br /&gt;The room west of the prison has a cold point of light hovering at its center. Thorhal breaks a leg of the preparation table the skeleton was on and throws it into the light. The wood shrinks in mid-air, falls to the floor, and shatters into several brittle pieces. The party wisely leave the little light alone.&lt;br /&gt;&lt;br /&gt;They return to the annex room, continue straight into the eastern passageways, and arrive in a room with five skeletons. Tungdil and Thorhal form a defensive shield wall across the passage, forcing the skeletons to attack two at a time. The skeletons look similar to those previously encountered, but they seem to be harder to smash, and Uther's &lt;span style="font-style: italic;"&gt;Turn Undead&lt;/span&gt; doesn't destroy them like it did to the first batch upstairs. Instead, three skeletons turn and flee into the darkness, and the party pursue eastwards along a short corridor and into a large room.&lt;br /&gt;&lt;br /&gt;As their torchlight beats back the darkness, milky white bone figures become visible. Skeletons, and even more skeletons. The party is out numbered three-to-one. Tungdil and Thorhal step back into the corridor, raise their shields, ready their blades, and brace for impact. A skeletal wave of undead rushes towards them and crashes against their shields. Uther raises his holy symbol and another five skeletons are driven off - at least for the time being. Tungdil finds Uther's morning star much more effective at dashing in the skulls of the countless undead hordes than his dwarven waraxe. Thorhal fights defensively, stepping and weaving to avoid the flailing claws, and albeit a few lucky strikes that make it past his guard he is mostly successful. The two fighters work together, weakening and finishing each opponent that comes against them, their weapons raising and falling in unison followed inevitably by the dry crunch of shattering bone. Fingers, joints, teeth, jaws, fractured ribs and splintered skulls scatter the hallway as the final blow dislodges the spine from the last skeleton. Its arms flail and the finishing blow is brought onto its cranium, stoving in the skull. The arms lie still.&lt;br /&gt;&lt;br /&gt;The two fighters are a little hurt but still functioning. They decide to investigate the southern room they passed while chasing the fleeing skeletons. More skeletons! They employ the tried and true tactics and the battle is brief. There's another room to the north, and it's full of... skeletons?&lt;br /&gt;&lt;br /&gt;The east and west wings have been cleared of undead. There's nowhere to go but north. Actually, the fighters are feeling pretty downtrodden and could use some rest. The spell-casters are spent, and continuing seems to be folly. They retreat through the tunnels, ascend the rope, and go topside to rest a while. They notice the pile of wind-wraith gear and haul it with them to their resting place. Uther reexamines his spell list, realises he had a detect magic the whole time, and casts it. The whole pile glows like a torch. Weracy helps to clean it and they try it on. The dwarf tries on the full plate - it resizes to fit him! It feels like no armour he's ever worn. Milo tries on the boots. He feels light, swift and springy! Running at top speed he is now able to move as fast as any human or elf! Thorhal dons the shield and longsword. The sword is expertly balanced, the grip perfect, and the blade cuts the air like no weapon he's ever wielded. The shield is light and maneuverable, the forged steel seems to be hard as stone. They eat, rest, and prepare for their third day of battle against the ulcer and its evil.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday the 26th of Polvius, 2044&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;They rise early the next morning and return into the depths of the ulcer's corruption, making their way down to the hell layer, and then north past the annex room into a large room beyond. The room glows red from some unknown light source, and the air shimmers with layers of heat. Standing to attention is a massive skeleton which raises its great-axe and falls into battle stance. Uther, Tungdil and Thorhal flank it and start smashing. Thorhal maintains his defensive stance and eludes its blade while his comrades reduce it to a pile of bone and marrow.&lt;br /&gt;&lt;br /&gt;The party now face three paths and three choices. Each path is labeled as one of the three paths of Sepinus, and Weracy cautions the party that all may not be as it seems. Sure enough when party walk the parth of Guile they encounter an obstacle that only a &lt;span style="font-style: italic;"&gt;very lucky Einstein&lt;/span&gt; could overcome. It seems that each path is geared against the strategy by which it is labeled. Unable to solve the puzzle the party return to the southern passage, the path of Subtlety. When five shadowy men appear, salute and step into the shadows, it is apparent that subtlety is not the way to beat them. Thorhal steps forwards into the room, and suddenly finds a blade embedded in his back. &lt;span style="font-style: italic;"&gt;6d6 sneak attack damage. ouch.&lt;/span&gt; He spins to finds that the blade is attached one of the five rogues. Thorhal completes the circle by attaching his own blade to the ribcage of the rogue. A second rogue appears. &lt;span style="font-style: italic;"&gt;Stab!&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;It's okay. Thorhal is fortunate enough to possess two kidneys. The rogue takes his longsword full in the face. The rest of the party charge through to protect their comrade, and the remaining three rogues step from the shadows, salute once more, and then disappear. Uther patches Thorhal up with some cure spells, and they proceed with no further hindrance into a long hall with three entrances and one black metal set of double doors at the far end. They move towards the oppressive double doors at the far end of the hall.&lt;br /&gt;&lt;br /&gt;Each of the characters dream. Thorhall dreams he is a paladin of Angenus. Tungdil dreams he has a gigantic horde of treasure. Wanda dreams she is returning home as a hero. Uther dreams he is at a fantastic party with food, women and wine. And Milo dreams he is a sexy shoeless god of war. They each attempt to shake the vision from their eyes and reawaken standing before the black metal double-doors at the far end of the hall.&lt;br /&gt;&lt;br /&gt;A red glow can be seen through the cracks under the door, and the sound of the screaming, rushing wind is now clearly audible beyond it. Whatever it is that they're searching, it is behind this door.&lt;br /&gt;&lt;br /&gt;The double doors swing open and a visage fills their eyes. A huge room opens to them. A great pit lies at the centre of the room, dark clouds and energies billowing from its depths. The maw of the ulcer. Stairs rise to the left and right of the maw, and lead to more stairs and balconies which skirt the walls of the huge room. Following the stairs to the ceiling, the characters can see a great wooden platform suspended 30ft above the maw, hanging precariously from chains set in the ceiling. A girl is on the platform, weeping dramatically. It is Karry. Beyond the platform is a balcony that can only be reached using the staircases. A forest of chains hang from the ceiling, and the only way to get to the platform is to swing from the balcony. However, upon the balcony towers a huge figure, red and scaled, a set of ram's horns curling from his brow. He howls in anger and draws a massive greatsword, preparing to do battle. 'Throw in the splinter! Do it now!' cries Weracy, but the party doesn't listen. Thorhal is certain it's a trick. Instead they charge for the stairs.&lt;br /&gt;&lt;br /&gt;The ulcer defends itself, spewing forth green balls of energy which attack the characters as they ascend the stairs, knocking them against the walls and slowing their progress. The demon casts a spell which Wanda recognises as &lt;span style="font-style: italic;"&gt;Protection from Divine&lt;/span&gt;. Tungdil and Uther take the left staircase and Thorhal takes the right, moving to attack the demon from both sides. The demon swings its greatsword and hammers it into Tungdil the damagetaker, breaking two ribs. Milo hides behind a set of stairs, aims his crossbow carefully, and shoots. The bolt takes the demon in the armpit. It roars with rage and yanks the bolt free violently, spraying droplets of blood across the room.  That's odd... the blood isn't black. It's red. That's really odd...&lt;br /&gt;&lt;br /&gt;'Hold!  Don't attack. See what it does!' Tungdil and Thorhal lower their blades, expecting a combination of brutal attacks, but all the demon does is roars at them. They turn their gaze slowly towards the little girl. She casts a spell, and suddenly there are seven little girls standing on the platform, her sorrowful sobs changing slowly into a deep throaty chuckle. The penny drops with the force of an anvil. Somehow the demon has created an illusion and swapped places with the girl, lending its own powers to her, and fooling the party into attacking her.&lt;br /&gt;&lt;br /&gt;Uther summons a magical weapon which attacks the little girl, striking one of the images and destroying it. Thorhal dives off the balcony, catching and swinging from chain to chain to reach the suspended platform in the middle. The seven little girls swell and bloat, shifting into seven massive greatsword wielding demons, all of whom swing at Thorhal as he lands on the platform. Thorhal dive rolls and although several huge blades pass through him, he somehow manages to duck the &lt;span style="font-style: italic;"&gt;real&lt;/span&gt; one. He lashes out twice but is unable to get through the demon's fire-hardened hide. The demon casts a spell at him and a bright mirage of colours spray from the demon's hand. Thorhal drops to the floor with a thud like one of the countless hobgoblins falling prey to Wanda's spell. Milo and Wanda fire crossbows, hitting and removing several more mirror images of the demon.&lt;br /&gt;&lt;br /&gt;Suddenly things are looking grim. Everyone has been already hit several times by the constant barrage of green energy balls from the maw. Thorhal is unconscious and Tungdil is already injured. Uther is running low on healing. 'Throw in the splinter' shouts Weracy. In an act of desperation Uther draws the splinter from his pocket and flings it into the maw. It spins and twinkles in the dark light, glowing and gleaming as it falls. The maw shudders and rumbles below. Volumes of black smoke erupt from the maw and dark energies lick the base of the platform above. Weracy cries out in desperation. Something is terribly wrong. It is as if the maw has been &lt;span style="font-style: italic;"&gt;strengthened!&lt;/span&gt; Uther gets the distinct feeling he shouldn't have done that.&lt;br /&gt;&lt;br /&gt;But all is not lost, Uther and Tungdil swing across the open expanse and land on the platform. The demon raises his blade on high and brings it down on the little dwarf, planting him into the boards of the platform. Uther heals him back to consciousness. Tungdil spits the blood from his mouth, wipes it with the back of his hand, and looks up into the vicious glowing eyes of the two demons before him, trying to figure out which is the real one.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Combat Status (for my own notes):&lt;br /&gt;It was 1am, and the party are in one hell of a fix (pun not intended). Without Alex's experience the party wanted to call it a day.&lt;br /&gt;Uther and Tungdil are standing with the Demon on the platform. The demon has taken 19 damage so far. There are two images of the demon running (one image, one demon).&lt;br /&gt;Thorhal is lying on the platform unconscious, and will still be stunned for one more round.&lt;br /&gt;Milo is shooting crossbow bolts from the floor below.&lt;br /&gt;Wanda is also on the ground with Weracy by the enterance(/exit).&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Obstacles Overcome:&lt;br /&gt;Human Warrior Skeletons (5 + 5 + 5 + 15 = 30 x CR1) =&gt; 9000xp&lt;br /&gt;Fortified Human Skeletons (2 x CR3) =&gt; 1800XP&lt;br /&gt;Skeleton of Fire (CR3) =&gt; 900XP&lt;br /&gt;Super Thieves (2 x CR2) =&gt; 1200XP&lt;br /&gt;&lt;br /&gt;Total XP: 14400XP / 5 = 2880XP each.&lt;br /&gt;&lt;br /&gt;Milo, Uther and Wanda: 4327XP + 2880XP = 7207XP (&lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;, 30% to level 5)&lt;br /&gt;Tungdil: 4427XP + 2880XP = 7307XP (&lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;, 33% to level 5)&lt;br /&gt;Thorhal: 3390 + 2880XP + 50XP = 6320XP (&lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;, 8% to level 5)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Holy crap... the entire party pretty much gained an entire level in one session. That battle with the skeletons was pretty tedious, but man... that was an XP goldmine.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The last fight is HARD. In fact, the entire bottom level is hard. I've been doing my best to go easy on the party (believe it or not, I really have), but there's only so much that one GM can do. I am reasonably confident that if I hadn't 'modified' the Demon (his name's Búmak by the way) a little, none of you would have even made it up the stairs. Well, I guess that's what you get for going into hell to surgically close ulcers, isn't it.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Next session we're going to conclude the fight with the Búmak. You've all leveled. Wow. Maybe now you stand a chance at beating him... maybe.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-2432749583163996789?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/2432749583163996789/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=2432749583163996789' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/2432749583163996789'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/2432749583163996789'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2007/10/demon-within.html' title='The Demon Within'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-1392830798171605558</id><published>2007-09-12T20:30:00.000+02:00</published><updated>2007-10-13T16:06:00.525+02:00</updated><title type='text'>Into the Stanor Ulcer</title><content type='html'>&lt;span style="font-style: italic;"&gt;Airday the 24th of Polvius, 2044&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Black, viscous cambion blood soaks into the corrupted earth. Scores of hobgoblin dead litter the orchard, still wearing the now torn and bloodied garbs of the monks of Sepinus they sought to emulate. The reek of death hangs heavy in the air, rising like steam in the midday sun. The heroes wander among the fallen, methodically dispatching the last of the unconscious hobgoblins. They wipe blood and sweat from their blades, armour and brows. An almost palpable evil hangs over the Stantor Monastery grounds, weighing down upon their hearts. Weracy was spotted entering what appears to be the lesser hall, and Karry will hopefully be around here somewhere too. Thorhall moves off to scout the surroundings for Karry while Tungdil, Uther, Milo and Wanda search the buildings for Weracy’s whereabouts. Milo leads, moving slowly and carefully, checking for hidden traps, secret portals, and of course misplaced wealth. They find the pantry infested with maggots. They find all the drinks sour and undrinkable. They take note of the divine inscriptions in the grand hall and chapel which read “The Truth is Always Hidden”, and “Seek the Hidden Meaning in All Things”. And then, &lt;st1:place&gt;&lt;span style="" lang="EN-NZ"&gt;Milo&lt;/span&gt;&lt;/st1:place&gt;&lt;span style="" lang="EN-NZ"&gt; finds a trapdoor.&lt;/span&gt;&lt;p&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;The trapdoor is poorly concealed in a corner of the chapel. They gather around and prepare to enter, drawing weapons, readying armour and spell components alike. Blades are jammed under the two heavy oak doors to wedge them shut and prevent anyone from following. Carefully they lift the wooden trapdoor and peer into the darkness below.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Tungdil’s darkvision reveals that the room below is empty. The party light candles acquired from the great hall and climb carefully down the ladder into the darkness. The room below is square and has a dirt floor and passageways leading in every direction. Obviously this was a burial chamber, but the crypts which line the walls now stand open and empty. The distant clicking sound of metal on stone seems to echo from all directions. Tungdil tightens his grip on his dwarven waraxe and cautiously moves into the southern passageway and into the room beyond.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;This room is similar to the first, except it is a dead end. Crypts line three complete walls, and as the party’s candlelight brightens the room a faint moaning and scraping noise can be heard from within. Tattered sleeves and decomposed hands protrude from the crypts and writhe, grasping towards the candlelight. Flaps of rotten skin hang from long decomposed arms and droplets of foul dark fluids drip from torn fingertips. Disgusted but unafraid, the party resolve to put these dead to rest. Tungdil hacks away at flailing limbs and Uther stoves in skulls until the corpses fall silent and lie still, able once more to rest in peace.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Returning to the first room again they move west. It is identical to the south room except all three walls of crypts are empty. Evidently the dead have been removed for some sinister purpose, the worst of which being reanimation. Judging from the number of empty crypts, the party could be facing a veritable army of undead.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Worst fears are confirmed in the east room. Tungdil creeps forward into the darkness and something moves just at the edge of his vision. Suddenly a group of skeletons charge from the darkness, still wearing in the robes they were buried in, and Tungdil has barely enough time to raise his shield before sharp skeleton claws are whisking past his ears and catching his thick beard. Uther steps forwards and swings towards a skeleton which nimbly dodges the ball of his morning star. &lt;/span&gt;&lt;st1:place&gt;&lt;span style="" lang="EN-NZ"&gt;Milo&lt;/span&gt;&lt;/st1:place&gt;&lt;span style="" lang="EN-NZ"&gt; fires his crossbow which impacts solidly against a ribcage but bounces away without causing more than a scratch. Tungdil drives the blade of his war axe into the side of an unfortunate skull, cracking the jawbone and scattering teeth across the dirt floor. Skeletal claws lash across Tungdil’s face and as he reels to regain his stance more slashes follow through cutting into his leg and a stabbing pain erupts in his armpit as three bony fingers plunge through a gap in his armour and shatter the ribs beneath. Tungdil lets forth a howl but stands his ground, spinning with the blow and freeing himself from the skeleton’s grasp. Hurt and gasping for breath Tungdil raises his shield and drives himself against the grinning skeleton before him.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;The monastery grounds are deserted and there is no sign of Karry. Thorhall returns to the orchard to rejoin the group and enters the lesser hall to find them. He passes the great hall and reads the inscription along the ceiling. The large oak door to the chapel is closed, and Thorhall is surprised to find that it refuses to open. Inspecting the door he notices that blade tips have been jammed under the door from the inside. Now that’s odd. Thorhall goes outside and tries the external entrance. It’s also jammed shut. They couldn’t be that stupid, could they? Thorhall sighs, places his shoulder against the door and heaves against it with his might. The blades scrape along the floor and the big oak door inches open enough for Thorhall to squeeze through. ‘Why did I get stuck with these guys, oh Agenus?’ he asks the holy symbol above the altar. As if in answer, the sound of battle wafts up from the open trapdoor, and a dwarven roar of pain echoes from below. ‘Please don’t let them be dead yet’ he mutters as he rushes towards the trapdoor.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Thorhall drops through the trapdoor, grasps the outsides of the ladder with hands and feet, and slides down. The fighting is coming from the east. Drawing his longsword Thorhall sprints forwards. He can make out shadow in the candlelight and the dwarf is staggering drunkenly. Uther draws forth his holy symbol and holds it aloft. ‘By the light of God and all that is holy… &lt;b style=""&gt;UNDEAD BEGONE&lt;/b&gt;!!!’ The holy symbol seems to gather energy and glows faintly in the dim light. As Uther shouts his final command the symbol releases a pulse of positive energy, and everyone feels the slight sensation of a shockwave hitting them in the chest. The skeletons shudder for the briefest moment as the positive energy hits them. They stagger backwards and try to flee. Uther’s holy symbol visibly glows, and the energy builds around the skeletons and crescendos. The skeletons vaporise into clouds of bone dust, their robes falling heavily to the ground.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;At this precise moment Thorhall charges into the room, shield raised and weapon aloft. A cloud of fine white dust swirls and slowly settles, but no enemies are present. Uther slowly turns to face him, his entire front covered in white bone dust, still holding his holy symbol aloft. ‘I did it. I killed them all. I’m so awesome.’ Thorhall stares at him blankly. Tungdil looks up at the cleric, blood running from his face and side. ‘Um… do you think that maybe… *cough* …that maybe you could have done that &lt;span style="font-style: italic;"&gt;before &lt;/span&gt;they ripped my precious lungs out?’&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Uther heals the dwarf and the party continue, now towards the northern corridor. The metal on stone clicking noise seems to be louder now, and Tungdil goes forwards alone to see what it is. As the far end of the room comes into range of his darkvision Tungdil can see six hobgoblins with picks who seem to be enlarging an entrance on the far wall. Tungdil does his best to remain silent and presses up against the passage wall, however his armour bangs against a protruding rock in the wall and two hobgoblins look up. They see him in the darkness, draw swords and run at him. Again Tungdil is caught off guard, and before he can react he is surrounded by all six hobgoblins. Blades attack him from all sides, several striking true in his back and side. He bellows and swings his waraxe in a vicious arc, killing one hobgoblin and injuring another with the same stroke. Thorhall leaps forwards and drives his blade through the neck of one hobgoblin which slumps to the floor, gargling. Wanda moves to the fore and casts her trusty colour spray spell. Two foes go cross-eyed and drop unconscious to the floor. The remaining two enemies attack Wanda, slashing at her un-armoured body with their swords. Wanda is severely wounded but remains on her feet. She drops back behind Thorhall who kills another hobgoblin. The last hobgoblin stands before Thorhall, caught in a split second of indecision. To fight would mean death, but if he can just kill that nasty little dwarf… he sidesteps and lunges, piercing his sword between gaps in Tungdil’s scale mail. The dwarf drops to the floor, and the hobgoblin has enough time to grin gleefully before his life is suddenly and violently ended.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Tungdil is revived and the party decide it best to return topside to rest, regain spells and heal. Their hopes of finding Weracy and Karry alive begin to dwindle as time passes. &lt;/span&gt;&lt;st1:place&gt;&lt;span style="" lang="EN-NZ"&gt;Milo&lt;/span&gt;&lt;/st1:place&gt;&lt;span style="" lang="EN-NZ"&gt; performs a thorough search of the rooms of the second building and recovers a stash of coins, a ring, and some soiled pages from the teachings of Sepinus. They drag the heavy altar on top of the wooden trapdoor, leave the monastery grounds, and camp for the night close by.&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oJCxwRJ-5-E/RusZKJRNIHI/AAAAAAAAAIw/fPS4slDvTQg/s1600-h/teachingsOfSepinus.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_oJCxwRJ-5-E/RusZKJRNIHI/AAAAAAAAAIw/fPS4slDvTQg/s400/teachingsOfSepinus.jpg" alt="" id="BLOGGER_PHOTO_ID_5110205864259428466" border="0" /&gt;&lt;/a&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;span style="font-style: italic;"&gt;Lightday the 25th of Polvius, 2044&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;The party rise with the sun and return to the monastery grounds to venture once more down the trap door, and into the warren of evil. Nothing has changed since they left it, and the hobgoblins still lie where they fell. Gathering their courage the five adventures move down the snaking, unnatural hallway beyond the hobgoblins.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;They emerge into a large room with a huge pit taking up most of the centre. At the far end of the pit stands a tall, armoured figure. He turns, faces the party and smiles. ‘I’ve been expecting you.’ The trademark abrasions on his face betray him to be a wind wraith. A sudden gust of wind extinguishes Thorhall’s light source. Tungdil snatches up his war axe and runs forward into the darkness. The wind wraith conjures forth a cloud of nauseous vapours, and Thorhall drops to one knee and vomits his breakfast through the grill in his helmet. Everybody gets clear of the gas cloud, and nobody else is affected by it. Tungdil closes on the wind wrath and swings his waraxe mightily, chopping into its shin like a woodcutter would cut into a tree. The wind wraith howls and hops on one foot, then points at him and glares. As if by magic, Tungdil becomes afraid and runs away as fast as he can. &lt;/span&gt;&lt;st1:place&gt;&lt;span style="" lang="EN-NZ"&gt;Milo&lt;/span&gt;&lt;/st1:place&gt;&lt;span style="" lang="EN-NZ"&gt; sneaks around to sneak attack the monster. &lt;/span&gt;&lt;st1:place&gt;&lt;span style="" lang="EN-NZ"&gt;Milo&lt;/span&gt;&lt;/st1:place&gt;&lt;span style="" lang="EN-NZ"&gt; finds that sneak attacks don’t work. He also finds the creature can move very fast, and finds himself looking up into the malicious glare of the wind wrath. Uther holds forth his holy symbol and channels positive energy, but the creature resists and attacks him with its longsword, chuckling. Uther tries again, closing his eyes to concentrate and muttering a prayer under his breath. ‘Foul undead creature, I command you in the name of God to &lt;b style=""&gt;FLEE&lt;/b&gt;!!!’. The holy symbol glows and the wind wraith staggers back, afraid of the light. It turns and runs for the opposite wall, and when it can’t run any further it cowers. The party assail it with weapons. Tungdil recovers from his fear and joins in. Urther moves closer and the wind wraith makes a break for the exit. It moves like the wind, but runs past the ladder and into the most southern room. The party chase after it, corner it, and eventually slay it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;              &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Standing over the undead corpse of the wind wraith they ponder what to do with its gear. ‘Did you prepare &lt;i style=""&gt;read magic&lt;/i&gt; today?’ asks Thorhall.&lt;br /&gt;‘Nope’&lt;br /&gt;‘Hmm… I don’t want to wear any of that stuff. It’s been worn by an undead creature’ muses Thorhall.‘We could just leave the body here and pick it up later.’&lt;br /&gt;‘It’ll be even more putrid and stinky if we just leave the body here. Let’s strip its gear and leave it in the chapel’&lt;br /&gt;‘Ok’&lt;o:p&gt;&lt;/o:p&gt;&lt;br /&gt;And so, the party strip the armour, the shield, the sword, and the boots of the wind wraith, and deposit them in the chapel to be picked up on their way out of the ulcer. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;Our valiant heroes return to the pit and carefully climb down the rope that hangs into it, descending onto a platform below, and into hell itself.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-NZ"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;GM's Notes&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Obstacles overcome:&lt;br /&gt;6 Warrior Skeletons (CR1/3 = 600XP) + 6 Hobgoblins (CR1/2 = 900XP) + Wind Wraith (CR5 = 1800XP) = 3300XP/5 = 660XP each&lt;br /&gt;&lt;br /&gt;Milo, Uther and Wanda: 3667XP + 660XP = 4327XP (44% to level 4)&lt;br /&gt;Tungdill: 3717XP + 660XP + 50XP = 4427XP (48% to level 4)&lt;br /&gt;Thorhal: 2730XP + 660XP = 3390XP (&lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;, 13% to level 4)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The last two session summaries have been factually accurate but lacking the creative flare (let's call it effort) that I started this journal with. Fortunately two of my planers are non-native English speakers, and they don't recognise badly written English when they see it. Anyways I was asked to spend a little more time on this report, so I've given it a shot. I hope you find it tasteful, but won't be offended in the least if you don't. :)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-1392830798171605558?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/1392830798171605558/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=1392830798171605558' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/1392830798171605558'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/1392830798171605558'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2007/09/into-stanor-ulcer.html' title='Into the Stanor Ulcer'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_oJCxwRJ-5-E/RusZKJRNIHI/AAAAAAAAAIw/fPS4slDvTQg/s72-c/teachingsOfSepinus.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-6628854661332396608</id><published>2007-09-09T01:48:00.000+02:00</published><updated>2007-09-09T01:48:20.626+02:00</updated><title type='text'>The Monestary of Sepinus</title><content type='html'>&lt;span style="font-style: italic;"&gt;Iceday the 21st of Polvius, 2044&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Wanda spends the day studying the Spiderclimb scroll she found into her spellbook.&lt;br /&gt;&lt;br /&gt;The party sell most of their loot and buy several sets of masterwork weapons and armour. Thorhall heads to the library to copy some maps and for whatever reason the party tag along. A man enters the library and speaks with Seleen at the front desk. He asks to speak with Frathon the head librarian. She fetches him from upstairs and the two men enter Frathon's private study to discuss something. The party is curious. Uther asks Seleen to help him find a book on some obscure religious topic and Milo sneaks quietly into the room. He overhears the conversation but is confused. The two men are discussing a rather obscure inventory list. Bat guano, cats fur, statuettes, something about a Sphere of somethingorother. The two men conclude and leave. Milo hides and avoids detection as Frathon heads back to his room upstairs and the other man steps out onto the street. Tundill asks about local flora and fauna, Seleen is once more distracted, and Milo emerges from the back room. By the time anyone gets onto the street the second man had disappeared into the crowd. That leaves only one lead.&lt;br /&gt;&lt;br /&gt;They return to Wanda and tell her of the conversation. She recognises some of the words mentioned as spell components. How interesting...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Godsday the 22nd of Polvius, 2044&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Having grasped the mindbending complexity of the spiderclimb spell Wanda spends the day scribing it into her spellbook.&lt;br /&gt;&lt;br /&gt;The rest of the party hit the taverns in search of rumors of great quests, mercenary work, and other sources of XP.&lt;span style="font-style: italic;font-size:78%;" &gt;(I realised at this point I need to prepare some sort of a list of plot hooks, because I came up with nothing that deviated from what I'd planned.)&lt;/span&gt; They learned that strange robed people had been visiting the public library at night, and and Milo spent a night awake to investigate.&lt;br /&gt;&lt;br /&gt;Sure enough just as the clock strikes witching hour several robed figures appear from the darkness, knock on the library door and enter. Milo scales onto the roof and manages to unlatch a window on the top floor. He hears discussions coming from Frathon's study and sneaks down the staircase to hear better, but stumbles onto a particularly squeaky step. Milo freezes. The voices stop and the study door opens, casting a pale glow across the room. The shadow in the doorway peers into the darkness and spots Milo who bolts, leaving a Milo-shaped dust cloud hanging in the air for a moment. He hears a some strange incantation in the room below but doesn't stick around to find out what it is. He dives through the top story window, rolls elegantly across the roof, leaps, and faceplants into the street below. Ouch. The library door opens and someone steps out. Milo is already half way across town, running at top speed.&lt;br /&gt;&lt;br /&gt;The party return to their rooms and conclude there is definitely a witch circle operating from the library. It's just a few blocks to the Knights Lonusso. Problem solved. Just as they stand to leave Wanda emerges from her room. 'Where are you going?' Oops.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earthday the 23rd of Polvius, 2044&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Wanda stands before the Belm public library. '&lt;span style="font-style: italic;"&gt;Ipsa scientia protestas est&lt;/span&gt;' is inscribed above the door in old Divine script. She passes under the inscription and enters. Wanda approaches Seleen at the front desk and asks to see Frathon. Seleen fetches him and they enter Frathon's private study.&lt;br /&gt;&lt;br /&gt;After a certain amount of innuendos and beating around the bush Frathon tells Wanda 'to be very specific' in a tone that indicates he may be meaning business. Wanda gulps, and asks if he knows where to find arcane magic.&lt;br /&gt;&lt;br /&gt;Frathon opens a drawer, removes a scroll case and places it before Wanda. 'A test.' Wanda fumbles the scrollcase open, unrolls the scroll, identifies it as the spell &lt;span style="font-style: italic;"&gt;Dancing Lights&lt;/span&gt; and casts it. Little lights appear in the room and glow faintly. Frathon is convinced, and basically tells Wanda she's been initiated to the circle. He offers spellcasting supplies and resources, but makes one proviso: The secret spellcasting guild support only the philanthropic, beneficial uses and study of magic. Oh, and the guild has to remain a secret okay? On pain of death.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday the 24th of Polvius, 2044&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;font-size:78%;" &gt;Finally my homebrew material wanes and draws slowly to a close - for the moment. I have achieved my goal in bringing the party to 3rd level, so now it's time to do a *real* quest. Besides, Airday is the first workday of the week. Get to work you lazy ******s...&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The party are standing idly in the cathedral when Weracy (they young priest who gets picked on a lot) arrives with Dalan, who is in tears. Dalan was delivering supplies to the Monestary of Sepinus when his daughter Karry disappeared. He hasn't found her. A young girl appears and Weracy turns a whiter shade of pale and rushes over to escort her out. Turns out it's his girlfriend who he can't marry because it'd interfere with his progression in the church. It's also why he gets picked on.&lt;br /&gt;&lt;br /&gt;Weracy leaves and the party talk to Dalan. They go out to check the cart if Karry's hiding in it and find the fruit all full of maggots. Maggots in apples? Only one thing causes that. This cart's been inside an Ulcer.&lt;br /&gt;&lt;br /&gt;'Holy Angenus! Someone's stolen the relic!' Cardinal Gleam makes an appearance and sure enough the holy relic, a diamond splinter from God's throne, has been stolen. Glean starts rounding up the usual suspects. Weracy's the only person not accounted for. It seems likely that Weracy also spotted the cart and stole the relic to try and deal with the ulcer at the Sepinus monestary.&lt;br /&gt;&lt;br /&gt;Cardinal Gleam is concerned for Weracy's well being. If he ventures into an ulcer he could get stuck in Hell. If he makes it back the church will sadly have to burn him for violating the treaty with the monks of Sepinus. Just as it seems like Weracy's in for one hullova bad day, Gleam suggests that he might be able to cover for him and turn a blind eye to the party's investigation. 'nuf said. The party commandeer horses and ride like mad northwards.&lt;br /&gt;&lt;br /&gt;Everyone the party meet says they saw Weracy. They take a four-to-five round break and slaughter some hobbos attacking an old fighter. Turns out he saw Weracy too.&lt;br /&gt;&lt;br /&gt;They arrive at the Sepinus monestary. They see monks tending the orchard and spot Weracy's horse. Milo catches the tail end of Weracy sneaking in through a door. The monks spot the party and come over to shoo them away, only to find that they are unshooable. Then someone spots that the monks are all hobgoblins, and it's battle fever all round. Hobgoblins come out of the orchard. Hobgoblins come from the kitchen. Some even come in dribs and drabs from the far building. They all go to the same place, however: Back to hell.&lt;br /&gt;&lt;br /&gt;GM's notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Encounters Overcome:&lt;br /&gt;6 + 3 + 4 + 5 = 18 Hobgoblins (CR½: 2700XP) /5 = 540XP each&lt;br /&gt;To date, the party has killed 35 hobgoblins. Freakin' Hobbocidal maniacs.&lt;br /&gt;&lt;br /&gt;Milo, Uther and Wanda: 3127XP + 540XP = 3667XP (22% to level 4)&lt;br /&gt;Tungdill: 3177XP + 540XP = 3717XP (24% to level 4)&lt;br /&gt;Thorhal: 2140XP + 540XP + 50XP (initiative) = 2730XP (87% to level 3)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;I've prepared two side-quest documents. I'm completely finished with the Hobgoblin's Lair so I've made it public. There's a link to it on this page (under Links).&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;A list was requested of all of the NPCs that we've interacted with. The reasons were genuine so I've acquiesced.&lt;br /&gt;- Cathon: The guy you first met on the donkey and saved from the hobgoblins.&lt;br /&gt;- Cardinal Glean: Cathon's superior.&lt;br /&gt;- Weracy: Young monk with the girlfriend.&lt;br /&gt;- Dalan: Young father who lost his daughter.&lt;br /&gt;- Karry: Dalan's daughter.&lt;br /&gt;- Seleen: Librarian who sits at the front desk.&lt;br /&gt;- Frathon: Head librarian (leader of magicians guild).&lt;br /&gt;- 1st Commander Krian: Guy from city watch that arrested you.&lt;br /&gt;- Keelan: Honest merchant that Sooty was trying to put out of business.&lt;br /&gt;- Elmond: Proprietor of 'Oyster Cartography'&lt;br /&gt;- Old Sol: Elmond's father, retired cartographer.&lt;br /&gt;- Helette Aldar: The woman you got the painting back for.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-6628854661332396608?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/6628854661332396608/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=6628854661332396608' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/6628854661332396608'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/6628854661332396608'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2007/09/monestary-of-sepinus.html' title='The Monestary of Sepinus'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-9161544790516357241</id><published>2007-09-04T18:00:00.000+02:00</published><updated>2007-09-08T23:09:52.929+02:00</updated><title type='text'>The Hobgoblin's Lair</title><content type='html'>Roland returns! He is staying in Zürich for three nights and we play on two of them. Alex sacrifices his Aikido, I sacrifice my Kung-Fu and Jürgen sacrifices a barbecue. We all sacrifice sleep.&lt;br /&gt;&lt;br /&gt;Although I immensely enjoy it, I'm feeling a little burnt out from writing DnD session summaries in another game, so there'll be a little less illustratio.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday the 19th of Polvius, 2044 (cont.)&lt;/span&gt;&lt;br /&gt;The party take a hobgoblin bandit prisoner. They try tying him up, but they're so hopeless with ropes they resort to sitting on him with a weapon at the ready. The mule is shaken at being shot, but with some coercing calms down and can pull the cart again. The party move on.&lt;br /&gt;&lt;br /&gt;After some time they reach The Penn township. It's just a bunch of houses on either side of the coastal road between Belm and Louchester. It's dark, it's late, and there is no inn. They decide to ask a local farmer for help and knock on a door at 4am in the morning. It is opened by a friendly gentleman holding a very big crossbow. They give him a whole gold piece and he calms right down and lets them sleep in his barn. They spend the night guarding the prisoner in shifts.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Waterday the 20th of Polvius, 2044&lt;/span&gt;&lt;br /&gt;Next morning they order breakfast to go and take the prisoner to a 'nice quiet place' where they can talk. The bugbear is smart enough to know that if he narks his clan brothers will kill him, and if he doesn't keeps his trap shut the humans will kill him. He chooses door number three and tries to escape. Unsuccessfully.&lt;br /&gt;&lt;br /&gt;The party scratch their heads and decide to return to Belm, hire a ranger and try and figure out where they went. Next morning Lionel, the farmer they stayed with, spots them and comes over for a yarn. They learn that Farmer Brown's cow Bessie was stolen last night. &lt;span style="font-style: italic;font-size:78%;"&gt;(Farmer Brown? Please! And the guy across the street's Old MacDonald. I should stop trying to make up names.)&lt;/span&gt; They talk to Farmer Brown and he shows them the pens she was stolen from. Milo follows hoof-prints eastwards to the vertical cliffs of the peninsula. &lt;span style="font-size:78%;"&gt;&lt;span style="font-style: italic;"&gt;(Okay, strictly you can't use search to track footprints, but you can use it to 'find a footprint' and he was tracking a damned cow. Besides, I wanted to progress the storyline so I made an exception. GMs can do that.)&lt;/span&gt;&lt;/span&gt;At the peninsula they spot blood streaks on the cliff face and on the ground. Now why would anyone throw a perfectly good (freshly killed still qualifies) cow into the ocean... unless...&lt;br /&gt;&lt;br /&gt;The party wander north and find a beach. There are footprints in the sand. The tide is low and they are able to walk around the rocks at the bottom of the cliff. Sure enough there is what appears to be a cave entrance *just* visible above the waves. They step into the water and get attacked by the shark I put there. They hurt it and it goes away but returns when they enter again. They enter the water together and it leaves them alone. They swim into the cave.&lt;br /&gt;&lt;br /&gt;The inner cave opens up into a cavern. They move a little way and spot two hobgoblin guards in the main room. Throwing stones to distract them they draw them in and kill them with relative silence. They light torches and proceed forwards.&lt;br /&gt;&lt;br /&gt;Basically the rest was a slaughter fest. They encountered and killed 7 guards plus the cook and Kuglak the boss. Tundil charged across a room into a pit trap (he was possibly a little too far away to charge, but I was nice and let him do it), Thoral wore a critical hit and went down to -8, the swinging log trap missed Milo and didn't do 4d6 damage, and Wanda walked out on 1 hit point. They freed three prisoners, Thoral slaughtered the hobgoblin women and children, and they pillaged everything they could find.&lt;br /&gt;&lt;br /&gt;They returned heroically to Belm. Word of their deeds spread through the taverns (which they learned whenever they blew a gather information roll). The sun shone, the birds sang, and somewhere high in the heavens God was smiling.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="font-style: italic;"&gt;(Actually God was smiling because he'd just invented the Platypus, but he was indeed smiling.)&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Obstacles Overcome:&lt;/span&gt;&lt;br /&gt;7 guards + Grak the cook = 8 Hobgoblin warriors (CR½: 1200) +&lt;br /&gt;Kuglak, warrior 3 (CR2: 200XP) +&lt;br /&gt;Shark, Large (CR2: 600XP) +&lt;br /&gt;Buried crossbow trap (CR1: 300XP) +&lt;br /&gt;Spiked Pit trap (CR2: 600XP) +&lt;br /&gt;Swinging Log trap (CR2: 600XP)&lt;br /&gt;&lt;br /&gt;Total XP = 3500 / 5 = 700XP each&lt;br /&gt;&lt;br /&gt;Milo, Uther and Wanda: 2427XP + 700XP = 3127XP (&lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;, 4.23% to level 4)&lt;br /&gt;Tundil: 2477XP + 700XP = 3177XP (&lt;span style="font-weight: bold;"&gt;level up!&lt;/span&gt;, 5.9% to level 4)&lt;br /&gt;Thorhal: 1440XP + 700XP = 2140XP (57% to level 3)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The session itself went relatively well I felt. Invariably the party did other things than I had planned, and I rearranged things slightly or made exceptions (as noted above) to keep things moving. A little experience will make this more natural I think.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-9161544790516357241?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/9161544790516357241/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=9161544790516357241' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/9161544790516357241'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/9161544790516357241'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2007/09/roland-returns-he-is-staying-in-zrich.html' title='The Hobgoblin&apos;s Lair'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-6657860630991003296</id><published>2007-07-12T19:28:00.001+02:00</published><updated>2007-07-29T17:42:36.907+02:00</updated><title type='text'>Exploring Belm</title><content type='html'>After a wait I though would never end, Roland travels once more to Switzerland and we have another chance to play.  This time my GM Alex also says he's keen and rolls up Thorhall, a local fighter originally from Keil to the north, who is looking to find work serving the church.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Airday the 17th of Polvius, &lt;/span&gt;2044&lt;br /&gt;After a blissful night's rest in a soft bed the party rise and assemble in the Cathedral.  Father Cathon introduces them to Thorhall and instructs him to look after them.  Together they exit the church and disappear into the throngs of the busy crowds.&lt;br /&gt;They visit various market stalls, sell some of their accumulated loot, and buy some local clothes.  Thorhall knows of a shop where they can get more 'specific' items, though warns the party that the shopkeep has a reputation for underhanded deals.  Also important to be aware of is that magic items are generally banned because of their connection to witches and arcane magic.  The party are okay with that and off they go.&lt;br /&gt;&lt;br /&gt;Sooty's Emporium is a little shop down a darkened alleyway.  They meet Sooty, a small charismatic man with slicked hair and a gold tooth.  He welcomes them and offers them several minor, but interesting items such as tanglefoot bags, smoke sticks etc.  "All hundred-percent alchemical.  No magic involved." he assures them.  There is another customer in the store aimlessly browsing through the shelves.  The party (and Sooty) are suspicious, and wait until he has left before discussing anything 'illegal'.&lt;br /&gt;Sooty asks about their finances and quickly learn that the part couldn't hope to afford anything remotely magical, so offers to make them a deal.  He says if they do him a favour he'll give them an item of their choosing.  He explains there is a competing merchant arriving in Belm he wants to scare off.  The party's job is to wait for him on the Belm/Louchester road and burn his wagon and bring back his trading records as proof.  Additionally they could take whatever they want, and the local bandits would take the blame for the attack.  The party is divided.  Thorhall wants nothing to do with, however Milo is keen as mustard.  The party leave and decide they want to think about it.&lt;br /&gt;&lt;br /&gt;In the mean time they visit the library.  They read up on the history of Ludremon, borrow a Ludremon-&gt;Divine translation dictionary, and try to find some information about spells.  They find several historical accounts of witch hunts and learn that arcane magic's stigma stems from the numerous times that the entire mortal realm has teetered on the brink of destruction because of its use.&lt;br /&gt;&lt;br /&gt;Next stop is a small shop called 'Oyster Cartography' where they hope to purchase a map of the area.  The young man at the counter will sell them one for 100gp.  As the party grumble at the cost of such an item the boy's father 'Old Sol' hobbles in from the back room and starts rambling about how he spent his whole life creating these maps which is why they're so expensive and how he traveled the breadth of Belkanath and saw many incredible things in his youth etc. but stops short as he recalls some painful memory and retires to the back room again.&lt;br /&gt;The remainder of the conversation is shortened by an insulting remark from Milo in Divine that the shopkeep happened to understand.  The party are swiftly instructed to leave, and find themselves on the streets once more.&lt;br /&gt;&lt;br /&gt;They return to Sooty's Emporium and decide to take the job.  If the merchant Sooty wants to ruin is also a dirty low-life they'll burn his wagon, but if he's honest they'll leave him be.  Sooty gives them the details and the party leave Belm and travel down the south road where they lay in wait.&lt;br /&gt;After some time a cart matching Sooty's description appears with a lone rider in front.  Thorhall steps to the center of the road and halts the wagon.  The driver and Thorhall converse briefly.  Thorhall requests to inspect the contents of the wagon to determine the merchant's nature, however the merchant finds this request suspicious, and says 'If you want something, you better just take it you filthy bandit'.  Meanwhile Milo loses patience and sneaks around the back of the cart to take a peek at the merchandise, and is very surprised to find five armed guards turn and look at him as he peels back the canvas.&lt;br /&gt;The rider stands up, revealing he is wearing full armour.  "I am First Commander Kriam of the Belm City Watch, and you are under arrest!  I order you to surrender NOW!"  The two guards at the front of the wagon stick their crossbows through slots in the canvas, but do not immediately fire.&lt;br /&gt;Thorhall attacks the rider, and Wanda rushes forwards to pacify some of the guards with a Color Spray.  As she begins casting the first sigils of her spell the two guards fire their crossbows at her in an attempt to disrupt her spell.  One arrow misses due to the poor line of sight while the other strikes true, effectively disrupting the spell she was trying to cast and mortally wounding her.  Suddenly things are looking grim.  With Thorhall matched 1:1 at the front, Wanda down, and Milo surprised and alone at the back of the wagon their chances of winning the fight are looking poor.  The party surrender.  Kriam  casts a healing spell on Wanda, and they are all bound and bundled into the wagon for the long trip back to Belm.  Only Tundill remains behind, as he never emerged from his hiding place, and as the wagon trundles off into the darkness our poor lonely dwarf is left to contemplate his next actions.  Oh, woe has befallen Tundill this night.&lt;br /&gt;But Tundill is not to be brought down by ill fortune.  His stout courage spurs him into action, and he starts along the trail in the direction of Belm.&lt;br /&gt;He arrives in Belm around midnight and makes for the church and asks to see Father Cathon.  The old priest is woken and asks him what the matter is.  Tundill swallows his pride and repeats the embarrassing saga to Father Cathon, and asks if he could help them.  As it turns out Cathon is a personal friend of Kriam, and since Tundill's intentions appear to be good he agrees to seek an audience with Kriam.&lt;br /&gt;Some time later Father Cathon and Tundill knock on the door at the city guard headquarters.  Cathon requests to see Kriam about a matter of great importance and the guard fetches Kriam from his sleep.  Kriam is tired and grumpy, but listens to Tundill's tale with interest.  In the end he decides he may be able to find a use for the party, and since it &lt;span style="font-style: italic;"&gt;appears&lt;/span&gt; the party's intentions were &lt;span style="font-style: italic;"&gt;mostly&lt;/span&gt; good, perhaps community service could substitute for the horrors of life imprisonment.  He had planned to have Wanda handed over to the Knights Lonusso the next morning, where she would most certainly be publicly executed.  Father Cathon pleads with Kriam that this is the wrong course of action, and mentions how he owes his life to the party.  Kriam decides to overlook the mage as a &lt;span style="font-style: italic;"&gt;personal favour&lt;/span&gt; and retires for the night.  Naturally Tundill is 'invited' to stay in a cell for the night.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Lightday the 18th of Polvius, &lt;/span&gt;2044&lt;br /&gt;The party endure an uncomfortable night's sleep and are summoned the next morning into Kriam's.  He introduces them to Keelan, the merchant that they &lt;span style="font-style: italic;"&gt;thought&lt;/span&gt; they were ambushing last night.  He explains how he has been expecting something like this from Sooty, and how he spread the rumors himself and sought the City Guard's assistance.  To regain their freedom the party must catch Sooty in the act of handing over the magical item he promised them.  Keelan gives them his trading records for the exchange.  Kriam arranges for a strike-team to breach the store as soon as a signal (a hand wave) is given.&lt;br /&gt;&lt;br /&gt;And in they go.  Sooty sees them unrested and a little worse for wear, and asks them about the deal.  They show him the books, and although he cautiously opens the door a crack, makes eye-contact with someone outside, and closes it again.  A few moments there is a knock at the door.  He reopens the door to find a small package on the doorstep, which he hands to Wanda to inspect.  It appears to be a magical wand of some sort.  Milo eases over to the door and Thorhall prepares to jump the counter.  Sooty senses something is amiss and panics.  He ignites a smokestick and is engulfed by a cloud of black smoke.  Thorhall bounds over the counter and whacks him with the flat of his spear but fails to knock him unconscious.  Milo swings open the door and signals.  Sooty dives past Thorhall and opens a trapdoor, taking a jab from Thorhall's spear.  Wanda and Tundill fire crossbows without success and Sooty escapes into the darkness below, which from the sound of the splish-splashing appear to be the sewers.    Sooty says "Get them, Bob" and a low growl is heard.&lt;br /&gt;The party are clambering down the trapdoor just as the guards arrive.  Thorhall learns that 'Bob' is Sooty's pet crocodile, and they wrestle while the rest of the party manage to knock Sooty unconscious and eventually put Bob down.  The guards clean up and take the wand.  For all said and done, it appears to be a job well done.  Kriam debriefs the party and advises them that if they should be looking for something to do to restore their reputation they could try solving the bandit problem in the south.  He directs them to Lady Helette Aldar, who turns out to be a local noble who was robbed by the bandits near the hamlet of The Penn.  A painting dear to her was stolen, and she offers a 200gp reward for its return.  The party return to the Cathedral, wash out the remnants of the past days ordeals, and retire for the night in the simple yet accommodations provided for them by Father Cathon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fireday the 19th of Polvius, &lt;/span&gt;2044&lt;br /&gt;The party make preparations to investigate the bandit attacks on the south road.  Using their meager gold from selling the weapons and armour looted from  They purchase a mule and a canvas-covered wagon.  Without too much time or effort they make some slots in the canvas at the front large enough for two crossbows to be fired through.&lt;br /&gt;As night falls they load up the wagon and make for The Penn.  Thorhall takes the reigns and the rest of the party pile into the back.  To all outward appearances an unguarded goods wagon is slowly making its way to Louchester in the dark.&lt;br /&gt;Sure enough, as they near The Penn the bandits spot their lantern, and five shortspears fly out of the darkness felling the mule.   Wanda casts Color Spray out of her canvas window once knocking three hobgoblins unconscious.  Tundill, Milo and Uther leap from the rear of the wagon and get ready to do damage.  The remaining two hobgoblins realise they're outnumbered and retreat into the darkness, leaving their comrades behind.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;GM's Notes:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;I was really happy with this session.  The party made some real progress, and I felt that I was spending more time storytelling than explaining combat rules.  That said, the session was relatively combat light.  The fight with Bob was a bit rules-heavy and involved grappling (!) but thankfully Alex was very well versed in the rules and we wasted no time.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Even so, one of my players mentioned he found the rules too complicated and confusing with all the stacking bonuses etc.&lt;br /&gt;DnD is alas a very rules heavy game, and when I first joined Alex's group we had exactly the same discussion.  One of his players actually left because the rules were dominating the gameplay.  But we stuck with it and once people started learning the rules they found that it brought balance to the game and eradicated most (&lt;a href="http://boards1.wizards.com/showthread.php?t=883266"&gt;but not all&lt;/a&gt;) of the arguments.  The player that left even came back, and now I think everyone's converted. :)&lt;br /&gt;&lt;br /&gt;I have offered to explain the combat basics, but I'd like to go one step further and make short one-on-one tutorial dungeon, kind of like what you get at the start of a computer game where you get the feel of the weapons, interface etc.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Now the really important stuff: XP&lt;br /&gt;The party defeated Sooty (CR3:900XP) + Bob the crocodile (CR2:600XP)  + 3 hobgoblins (CR½:450XP) =&gt; 1950XP / 5 = 390XP each.&lt;br /&gt;&lt;br /&gt;No XP was awarded for the two hobgoblins that got away, because they will fight again another day :)&lt;br /&gt;&lt;br /&gt;Milo, Uther and Wanda: 2037XP + 390XP = all on 2427XP (71.35% to level 3)&lt;br /&gt;Tundill: 2037XP + 390XP + 50XP (solo mission) = 2477XP (73.85% to level 3)&lt;br /&gt;Thorhall: 1000XP + 390XP + 50XP (taking initiative) = 1440XP (22% to level 3)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;I have learned to my great sorrow that Roland won't be returning until September, so it will be another long wait until we game again.  That said he will be in Zürich for three nights (arriving Monday leaving Thursday) so we could game perhaps twice on that week.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li  style="font-family:courier new;"&gt;&lt;span style=";font-family:lucida grande;font-size:78%;"  &gt;[edit 16/07/2007]Robert Defendi has once again come to my aid and cleared up some issues.  After some discussion I have made the following changes:&lt;br /&gt;1. The current year is 2044, which is reckoned from the formation of the Empire Vurtus (which I suppose happend some 8,000 years after the Sundering).&lt;br /&gt;2. Because item creation feats are open to spellcasters both divine and arcane, it is not strictly illegal to own, buy and sell magic items. This was indeed an error on my behalf, and it would have had several effects on the last session.  :(&lt;br /&gt;3. While the church does have priests of high enough level to create magic items and armour, they hoarde everything they create.&lt;br /&gt;4. The party can purchase mundane magic items legally, provided they don't have obviously arcane affects (such as a wand of magic missile).  Healing and healing-related potions and scrolls are sometimes gifted by the church to generous donors. ;)&lt;br /&gt;5. The party would have found detailed information on divine magic in the city library (though still very sketchy and biased information on arcane).[/edit]&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-6657860630991003296?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/6657860630991003296/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=6657860630991003296' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/6657860630991003296'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/6657860630991003296'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2007/07/exploring-belm.html' title='Exploring Belm'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-8485943607350011841</id><published>2007-05-15T17:33:00.000+02:00</published><updated>2007-05-17T16:19:01.804+02:00</updated><title type='text'>The Sundering</title><content type='html'>After a few modifications to skills, spells and encumbrance we got underway with the next part.&lt;br /&gt;&lt;br /&gt;The party is standing on the fortifications of the Holy See.  Having successfully held the line against the second wave are using their breif repreive to loot their enemies of any valuables.  A gentle compelling voice mentally commands them to fall back to the Holey See to defend the prophets, and having little in the way of options retreat back down the stairs behind them with Tundill and Uther still nursing their wounds from the previous fight.&lt;br /&gt;&lt;br /&gt;They run on foot; the nimble Elf leading the way, Uther jogging comfortably behind her, Milo the halfling sprinting at top pace in third, and finally Tundill the fully armoured Dwarf pounding through the streets as fast as his stumpy legs can carry him.  A formation of  fallen angels swoop into view at the rear carrying large boulders, searching for an ideal target.  As they survey the city streets below Uther raises his crossbow, aims carefully, and fires a crossbow bolt aloft.  The bolt flies unerringly and buries itself in the shoulder of the formation leader who lets forth a screech of rage and signals the group.  High above the party the fallen angels swoop, dropping their rocks in the party's path.  Nobody escapes the rockfall unscathed and as the dust clears Wanda is found, winded and beaten but still conscious and able to limp along.  Uther casts one of his precious remaining orisions on her and she is able to move again at normally.&lt;br /&gt;&lt;br /&gt;As they sprint towards the light of God's diamond throne a second light begins to build nearby.  Their instructions have been to locate and protect the prophets, and since God lives alone the party summise the prophets must be at the second light source.&lt;br /&gt;&lt;br /&gt;Sure enough, after navigating the diamond maze of halls they stumble into a room filled with light, and find the five prophets cooperatively casting some great incantaion.  Heavy foodsteps echo down the hall.  The party take defensive positions to protect the prophets at any cost, ranged weapons readied.&lt;br /&gt;&lt;br /&gt;Into the hallway steps a monstrous Fallen Angel, snarling and furious.  All weapons fire simultaneously, however bounce ineffectually from his armour or miss altogether, skittering along the floor.  He charges forwards and bashes Tundil who sets his shoulder into his shield and throws his entire bodyweight against impact, his feet sliding backwards from the force.  He bellows back at the Fallen Angel, and regaining his footing, swings his waraxe at the towering beast who easily steps out of the way.  As the Fallen Angel readies his blackened greatsword Uther charges forwards, mace in hand, but clangs against the Fallen Angel's armour.  The Fallen Angel puts his full weight into his massive sword and brings down on the Dwarf.  The blade clips past the tip of Tundill's shield and buries itself at mid-length through Tundill's collar and deep into his torso, cutting a massive gash through his armour.  With a mighty pull the Fallen Angel yanks the blade free of Tundill's lifeless body, and stepping forwards once more, thrusts it at Uther burying it hilt-deep into his midsection.  Uther opens his mouth to scream as the Fallen Angel twists the blade, but no scream issues forth.  The Fallen Angel chuckles hoarsely as he senses Uther's divine spark flicker and die.  He places his on foot on Uther's chest, and pushes Uther's corpse along the length of the greatsword, drawing his scarlet and dripping blade from the wound.  Uther drops to the floor, lifeless.  The prophets redouble their efforts to complete the spell.  The light increases in intensity and the players can hear the panic in the prophets' voices as they desperately chant incantations.  Now only the frail Elven Wizard and the tiny Halfling remain.  Wanda, out of spells and severely wounded, draws together her remaining strength and charges the Fallen Angel - alas to no avail.  The Fallen Angel, sensing that the prophets' spell is near completion, wastes no more time.  In a single brutal move he steps past Wanda catching her in the middle with the up-sweep of his sword.  Using the momentum he raises it high aloft and brings it down once more into a small pile of Halfling.&lt;br /&gt;&lt;br /&gt;Wanda and Milo watch in semi-consciousness from the floor as the Fallen Angel towers over them.  He snorts, and strides across the room to the prophets.  The prophets are straining against the power of their spell, beads of sweat forming on their foreheads, frantically completing last of the sigils of their experiment.  The Fallen Angel holds his dripping blade level with the neck of the first prophet and draws it back, full of horror and intent, his calloused hands tightening on the grip.  He shifts his weight slightly and swings his blade.  The prophets scream out the final syllables of their spell, and the universe freezes.  The light grows, building on its own power.  It shimmers or a moment, then detonates in a blinding white glare, outshining even the light of God, then fades into nothingness...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The party awake in the mortal realm.  Their armour and clothes all have terrible gashes in them, but the skin beneath has healed perfectly.  They feel filthy and itchy.  Their muscles ache, they have throbbing headaches, and they don't have the energy to move.  They spend a day watching the sun, moon and stars move across the sky.  The next morning they can move, and are thirsty and famished.  They suck dew off the grasses to whet their tongues, and are tempted to shoot at a hawk for something to eat.  They climb a small hill, and take in the surrounding lands.  They see an ocean to one side, and there is a nearby road winding into the distance.  They begin to follow the road.&lt;br /&gt;&lt;br /&gt;After some time they hear singing.  A robed man rides a mule, singing a strange song about God.  Suddenly five Hobgoblins rise from the long grass and charge in.  Milo moves quickly and quietly forwards, but fails to sneak-attack the first.  The Hobgoblins realise they are under attack and respond by charging the first and closest threat - Milo.  Milo comes under a flurry of attacks, and takes two slashes from their scmitars.  Tundill charges to Milo's defense.  Wanda casts Colour Spray and once again, all three foes succumb to the affects.  The remaining two attempt to flee, unsuccessfully, while Wanda mercilessly coupe-de-grace's the unconscious Hobgoblins.&lt;br /&gt;&lt;br /&gt;Looking around they notice the man has fled.  They start after him, and find him hiding in some nearby bushes.  He introduces himself as Cathon, a priest from the Monestary of Belm.  He explains he came because of a vision he had last night, and believes the party when they say they are from Heaven.  10,000 years have passed since the Sundering, and on the way home he discusses many topics with the party, explaining Cambions, Ulcers, History, Religion, and the local geography and towns.  Cathon suggests that the party stay in the church for a while, and the party readily accept.  After return to Belm, they meet Cardinal Gleam, some locals, and then retire for the night.&lt;br /&gt;&lt;br /&gt;GM's Notes:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;XP awarded for: Angels dropping rocks + 5 Hobgoblins =&gt; 337 &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;XP&lt;/span&gt;&lt;br /&gt;1700 (last session) + 337 = 2037 &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;XP&lt;/span&gt; (52% to level 3).&lt;br /&gt;&lt;span style=";font-family:lucida grande;font-size:78%;"  &gt;[edit 17/05] I have the extraordinary good fortune of being in contact with Robert J &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Defendi&lt;/span&gt;, the author of the Echoes of Heaven.  After reading this blog he pointed out to me that the next main adventure is in fact intended for second level characters, not third as I have incorrectly interpreted.  I was being overly generous with &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;XP&lt;/span&gt; because I wanted to bring everyone up to third level, but now I realise this is not necessary.  Therefore I have cut the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;XP&lt;/span&gt; from fighting the Fallen Angel, as you didn't really defeat him did you?  (He butchered you all into little piles of PCs)[/edit]&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;I thoroughly enjoyed the fight with the Fallen Angel.  I mercilessly butchered them all to &lt;a href="http://loituma.pwnz.nl/"&gt;this&lt;/a&gt; psychotic music.  What fun!&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Next session I'll run a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;sidequest&lt;/span&gt; I wrote myself to slot nicely into the campaign.  I'm still writing it, but once it's finished I'll publish it online for comments and criticisms - after we've finished it, of course. :)&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;I think I use too many commas in my writing.  Basic grammar is a good thing so I've been told.&lt;br /&gt;&lt;span style="font-size:78%;"&gt;[edit 17/05]Culled some.  There is a good website on &lt;a href="http://owl.english.purdue.edu/handouts/grammar/g_comma.html"&gt;Using Commas&lt;/a&gt;. :)[/edit]&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-8485943607350011841?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/8485943607350011841/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=8485943607350011841' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/8485943607350011841'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/8485943607350011841'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2007/05/sundering.html' title='The Sundering'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-890043772785053356.post-7705208158857013432</id><published>2007-04-26T11:37:00.000+02:00</published><updated>2007-05-17T16:15:24.001+02:00</updated><title type='text'>Beginning</title><content type='html'>Three of us sit down together at the table with the intention of starting a DnD adventure.  Roland has roleplayed before (but not DnD), and it is Jürgen's first ever roleplaying experience.  This is my first shot at GM'ing, so we are all officially a bunch of newbs. My core rulebooks arrived the same day in the mail, I have my dice, some printed campaign material, and plenty of scrap paper.  A steep learning curve is anticipated for all involved.&lt;br /&gt;&lt;br /&gt;First thing to do was creating characters.  The campaign is designed for three to four characters, and with only two players I've allowed each player to have two characters.&lt;br /&gt;&lt;br /&gt;There are some campaign setting restrictions, such as no half elves or half orcs, and two extra classes: high elves and high men.  Because we're playing in a monotheism there is only one diety: God Himself.  Thus I decided a cleric may choose any two domains s/he wishes.  Finally, the characters must be good-aligned (or, at least neutral with good tendencies).&lt;br /&gt;&lt;br /&gt;Character creation took longer than I'd hoped, and was extended further by the need for a second character each, but at the end of a toilsome process we ended up with the following party:&lt;br /&gt;&lt;blockquote&gt;'Milo' - Halfling Rogue (Jürgen)&lt;br /&gt;'Tungdill Ironfist' - Dwarven Figihter (Roland)&lt;br /&gt;'Uther' - High Man Cleric (Jürgen)&lt;br /&gt;'Wanda the Blue Lady' - Elven Wizard (Roland)&lt;/blockquote&gt;The adventure starts in Heaven, standing on the city walls of the Holy See.   For the last 1000 years the holy host of angels have waged war with the fallen, and the armies of God have been winning.  In a final desperate move the forces of the fallen launch a direct assault on the Holy See and the throne of God Himself.  One way or another, the war ends today.&lt;br /&gt;&lt;br /&gt;The party is serving as a unit of volunteers in Gods army.  Standing on the parapets they ready for the first assault.  Skeletons scully forth, modified to climb the walls, and clamber en-mass towards the defenders above.  Four skeletons clamber to the top and attack the party, three of them engaging Tungdill the dwarven fighter who valiantly holds them off, though has a hard time damaging them.  The party learn that their arrows, daggers and axes have a limited effect on the skeletons, and when eventually Uther the cleric is finally forced to step into combat, he finds his mace is the right tool for the job.&lt;br /&gt;&lt;br /&gt;After defeating the skeletons, the party meet a cleric named Etheron, who breifly heals Tungdill's wounds and move on.&lt;br /&gt;&lt;br /&gt;A scream is heard from the air above.  Suddenly one half of the remaining host turns on the other half, and in a cloud of blood and feathers the holy host is effectively brought to its knees.  Only the mortals are left to defend the Holy See.&lt;br /&gt;&lt;br /&gt;A second wave scale the walls; Human soldiers who have defected to the forces of the fallen.  There are also four of them, but they are better armed, better armoured, and more intelligent, and the party has used many of their spells, so this promises to be a difficult fight.  Fortunately Wanda prepared &lt;span style="font-style: italic;"&gt;color spray&lt;/span&gt; and readies an action that hits three of the four as they charge in.  They all fail their will saves and fall unconsious.  It is too late for the remaining fighter, and he is defeated despite his defensive tactics.  The remaining three are coupe de graced before they recover.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;GM's Notes:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;XP&lt;/span&gt;: The party defeated 4 Human Warrior Skeletons + 4 Heretic Soldiers =&gt; 700XP&lt;br /&gt;Total XP for all characters: 1700XP (35% to Level 3).&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Monster Hit Dice: &lt;/span&gt;I finally figured out what the hit dice notation means.  The cleric's &lt;span style="font-style: italic;"&gt;turn undead&lt;/span&gt; should have destroyed most of the skeletons in the first fight.  :)&lt;br /&gt;I played the &lt;span style="font-style: italic;"&gt;color spray&lt;/span&gt; spell correctly though.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Halfling + Medium Weapon&lt;/span&gt;: Milo used a scimitar he looted from a skeleton.  For future reference, Milo gets a -2 penalty with medium weapons, though in this case he would have hit regardless.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Shooting into combat, and cover from friendlies&lt;/span&gt;: I need to clarify this a little so I know exactly when and how to apply the modifiers.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Miniatures&lt;/span&gt;: We used peices of paper to mark where each character was on the grid.  This was fine, until anyone sighed, sneezed or moved too suddenly, and a hurricane-force gust of wind blew all the characters across the battle map.  I had a look in Analph last week.  They have 10-pack randomised miniature sets, but they're expensive for something you don't know what you're getting until you open them, and realise you didn't get a wizard and have to get another one.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;No More Mr. Nice Guy&lt;/span&gt;: There were a few times where I bent some rules to make it easier on the party.  (On the other hand I made some mistakes which made it a lot harder for them, so I guess we're even.)  Presently the adventure is very linear, options are limited, and we are all learning the game.  I will reduce this sort of flexibility as I familiarise myself with the rules, and as more options begin to present themselves.  I still managed to put the fear of death into the party, and that's the main thing.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;-- what is with these flowers?  I'm going to have to change this. &lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/890043772785053356-7705208158857013432?l=echoesofheaven-rpj.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://echoesofheaven-rpj.blogspot.com/feeds/7705208158857013432/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=890043772785053356&amp;postID=7705208158857013432' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7705208158857013432'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/890043772785053356/posts/default/7705208158857013432'/><link rel='alternate' type='text/html' href='http://echoesofheaven-rpj.blogspot.com/2007/04/three-of-us-sit-down-together-at-table.html' title='Beginning'/><author><name>Marco</name><uri>http://www.blogger.com/profile/08895778758512142165</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp1.blogger.com/_oJCxwRJ-5-E/SA-u9D0kaUI/AAAAAAAAAXU/JgugMtEZHvQ/S220/DSC00006.jpg'/></author><thr:total>3</thr:total></entry></feed>
