26. august 2008

9th session

After killing the hobgoblins and looting their lair, our friends moved on. And right into a nasty room full of traps, where Carric got trapped in a water-whirlwind trap, encased by an arcane wall. Meanwhile, the rest were battling a huge statue of Orcus, and some forcebreathing stonedragons that were defending the control panel. Despite Valmer thinking it would be a great idea to smash his axe into one of the two control panels, Tagron managed to diffuse the traps.

Next they found what was Kalarel's private chambers. They found his diary, and a lot of gold. Tagron scouted down some stairs, and could hear chanting. The diary told them that this Kalarel character was apparently in the process of making a ritual that would open a rift, and let Orcus in. They even found a lot of notes regarding the ritual. Judging from the diary, they still had about 1½ day until it would be finished, so they decided to get a good night's rest, and then head down. Truxas, who wasn't in as bad shape as the rest of them, volounteered to stay up the whole night, guarding the others.

Freeday 18th Apryyl, Year XYZ
Ready for the final battle they moved down, into the temple of Orcus. Down there, they first battled Marcus, some vampires and some zombies that died really quick, as well as some dark fey creature, looking a bit like a gnome, yet not. But as it turns out, it was not over. The ritual was being conducted under the temple, where Kalarel was just about to open a portal. In fact, there was a shadowy arm which was trying to claw it's way through. A long and hard fight later, and our heros had killed Kalarel, but alas! the portal did not seem to close..

19. august 2008

8th session

As it turns out, the yelling hadn't reached whoever the hobgoblin was yelling for. But not long after he died, another hobgoblin guard walked nearby, but luckily, he didn't notice the dead body, nor the hiding heroes.

They chose to progress deeper into the dungeon, and soon found themselves swarmed by a lot of hobgoblins, led by Warchief Krang. The fight quickly turned ugly. Nadarr died, Torrinn and Brocun were captured (and then executed), and Torn and Muffin fled.

Torsday 17th Apryyl, Year XYZ
A little week later, Torn and Muffin return to Danar Hold with some new companions, lusting for revenge. While Warchief Krang hasn't had the time to find new hobgoblins or goblins, he somehow has acquired a small group of zombies to help him. As soon as Muffin (who is scouting) peaks his head into the chamber, he is jumped by Krang and slain quicker than you can say "SPLAT". Despite losing one of their own early on, the heroes manage to kill Krang. Amongst the things they find on him, there is a letter saying:

Warchief Kang
We are very pleased that you have chosen to accept the offer that your ally, Kalaren, chose to refuse. We will gladly buy any sentient humanoids you can catch, although price will depend on age, gender, race, health and some other things.
If you deliver your captives to our mutual kobold friends of the Green Serpent Tribe, we will get your gold payment deliver shortly thereafter. If you on the other hand wish your money upon delivery, you can bring the captives to some of our other allies, the "monks" of the Iron Fist. They are located in the ruins of Castle Whiterock, directly 60 miles south-east of Danar Hold.

Regards, Warchief Kruul

12. august 2008

7th session

After the multiple battles with the goblins, the heroes decided to take an extended rest in Balgor's room, which they locked from the inside. At night, Muffin noticed that someone was trying to open the door from the outside. When it figured that the door was locked, it ran away. The heroes, under the leadership of Nadarr, decided to move to another room, and ambush whoever would be coming.

Hiding in a store-room, they didn't wait long. They heard commotion outside, and charged out, surprising some goblins with their guard drakes. They were not alone, and soon a hobgoblin patrol joined the fun. After yet another long and hard battle, with most of the heroes still exhausted from the last day of exploring and fighting, our heroes were finally done. As in - really time to rest. Luckily, nothing more interrupted their sleep for the rest of the night.

Tirsday 8th Apryyl, Year XYZ
They chose to head downstairs, through the previously locked door, as the key they found on Balgor, fitted said door. Down the stairs, they found a small maze, with various magical traps that caused those affected to run away in fear. Soon they stumbled over a large group of zombies, which almost killed Elar. Else it was fairly easy fight.

Moving on, they found yet another set of stairs, leading down. As they descended, they were challenged by some hobgoblin guards. Not knowing the secret password, they had no choice but to engage. The hobgoblins locked them up in the stairwell, blocking the way with a shieldwall that proved hard to get by. Meanwhile, a second row of hobgoblins used halberds and hammered on the frontliners of our heroes. A huge deathjump spider was also released by the hobgoblins, wrecking havoc in the back rows of our heroes.

After a long fight, our heroes were winning. Then the last hobgoblin ran, yelling for help. The heroes followed in hot pursuit, managing to catch him in the corridors, just before arriving to another big room.

15. juli 2008

6th session

Mansday 7th Apryyl, Year XYZ
Just before day-break, the heroes were disturbed by a angry bear. It died quickly enough.

Then they moved on to Danar Hold, where they found a lot of goblins. After several battles in various rooms, they ended up by killing Balgor, the goblin in charge. He had a key on him, for a locked door found elsewhere. In his chambers there was also 690 gp, as well as a magical hide armor.

They also found a goblin in a cage, named Splug. He is (surprisingly) still alive.

8. juli 2008

5th session

So the heroes press on, heading north-west, eager to find Danar Hold and see what it is. As they get closer to the area where it is supposed to be, they hear some someones or somethings digging in the stone with picks.

Elar and Muffin scout ahead, and stumble over a clearing in the forest (just where the forest meets the hills) where 4 burly humans are digging in a large hole. A halfling is casually sitting on a rock, surveying them, smoking a pipe.

Elar and Muffin return to the others, and inform them of what they have discovered. It is decided to just march out and see what it is. As they approach, they are spotted by the halfling. He calls them over, saying he has made an amazing discovery, dragon bones. Muffin walks over to the halfling and follows him towards some bones on the ground. However, as they approach the bones, the halfling puts his arm around Muffin, and Muffin is stricken by panic, thinking that the halfling is out to steal his gold (I wonder why Muffin would think that). Either way, Muffin looks away, down on his gold pouch to check if it is there. As he does it, the halfling rewards him with a dagger in the stomach.

Combat is joined, and shortly more combatants arrive, another halfling with a nasty sling and an Ogre with a big cleaver. Also, a fey gnome pops out from behind some boxes in a corner and joins the fray.

The combat is short and bloody, mostly for the others.

Encounter: The Burial Site (874 xp, Gnome Skulk (200 xp), 2*Halfling Slinger (200 xp), Ogre (350 xp), 4*Human Rabble (124 xp)) (0 dead, 0 unconscious)

After the fight, one halfling is still alive, as is the ogre. Brocun decides on his own that the Ogre will be useless for interrogation, and chops off it's head. The halfling is woken up, and asked a few "nice" questions. They learn several interesting things:

  • Asprin, the gnome, was the leader of the band.
  • He had hired Sigurd (the halfling) and his brother, along with the human workers
  • They had been digging here for a week or so, looking for some kind of relic.
  • The relic was supposed to go to Danar Hold, to someone up there, who had hired Asprin to do this.
  • Danar Hold is located in a canyon with very steep sides, making it very hard to get there, except by the tunnels
  • The tunnels are located behind a waterfall a bit to the north east of here (this is also shown on a map they find on the gnome

They also find a Longsword of Lightning +1, as well as a Fireburst Robe +1

After the little chat with the halfling, they have a vote on killing him or not. 4 against 3 to let him live. As he runs for the forest, Eric blasts him in the back, killing him. This prompts a heated debate, and in the end, it is decided to designate a leader to make these calls, instead of voting. Nadarr is voted as leader of the group, with 3 votes. Muffin and Brocun did not get any votes, Torn voted a blank.

Nadarr's first rule, is that the next person who goes against the group's or leader's wishes will receive no loot for a while.

After the dispute is resolved, they head north-east to find the small river, which should end (start) at the waterfall. As they approach it, they can hear voices speaking Draconic.. More kobolds!

Encounter: Outside The Kobold Lair (875 xp, 6*Kobold Minions (150), Kobold Skirmisher (150 xp), Kobold Dragonshield (175 xp) 2*Kobold Piker (250) Kobold Verminhandler (150 xp)) (0 dead, 0 unconscious)

Towards the end of the fight, one kobold tries to escape as the verminhandler yells "Warn Irontooth", but Nadarr and Torinn manage to stop him right before the waterfall. Another kobold is kept alive to interrogate about the layout of the tunnels and the strength of the kobolds inside. Unfortunately, he gets to yell before they can silence him, warning the inside. The heroes still try to bluff a bit, yelling (through the waterfall!) that they are coming from Asprin, with a message to Irontooth, but it fails, the kobolds are ready for them, and a long and involving battle is engaged...

Encounter: Inside the Kobold Lair (1825 xp, 11*Kobold Minions (275), 4*Kobold Skirmisher (400 xp), 4*Kobold Dragonshield (500 xp), Kobold War Priest (200 xp) Kobold Wurmpriest (150 xp), Irontooth (300 xp)) (0 dead, 0 unconscious)

After the fight, the tunnels are searched, as well as the different rooms. Some money is found (650 gp), as well as a gem worth 200 gp. The exit from the tunnels, leading to the canyon with Danar Hold is also found.

1. juli 2008

Map of Drahar

Information about Drahar

Population: 52.000 (90% human)
Leadership: The Seven (also called the Council)
The city of Drahar is built across the river Elra, on a hilly area. In the middle of the Elra is an island, so Drahar has 4 distincts areas. The west coast (North Ward, Green Ward, South Ward, Temple Ward, Ghalton Ward and Trade Ward), the island (Night Ward, Noble Ward, The Furnace), The river between the island and the east coast (Oak Ward) and the east coast, which is currently where a new part of the city is being built, to accomodate all the new arrivals.

Outer Wall:
Heavily patrolled, at least in the towers. 35' tall. The Outer Wall surrounding the east coast part of town is currently under construction.
Inner Wall:
Surrounds the Noble Ward. Always patrolled. around 20' tall. Gates closes at sundown, and unless you are known to the guards (either as a noble or someone working closely for one), you are not getting in.
North Ward:
A mix of shops and housing.
South Ward:
A mix of shops and housing
Ghalton Ward:
The common man's ward, very few shops.
Green Ward:
There is no housing or businesses in the Green Ward. It is a natural area, with a little wood, some lakes and parks. The only building is the Arena, called the Drome, an ancient building of unknown purposes, that was here when the people arrived through the portal, 25 years ago.
Trade Ward:
This is where all trade with other settlements is done. All warehouses are located here. Trader's Guildhouse (decorated with statues of lions) and House of the Ancients (decorated with statues of dragons) are also located here, large marble buildings that are visible from far away.
Temple Ward:
Every temple to good and neutral gods are here. It's clean, safe, and the streets are flanked by thousands of statues of saints and exarchs.
Noble Ward:
This is where the rich and the powerful live. Patrolled heavily at all times.
Night Ward:
The original poor man's quarter of Drahar, famous by now for Seven Star Point, the place where 7 roads meet. During the day, a marked place. Mr. Jacoby's shop is here, near the Star, right next to the Black Raven Inn (owner Abraxus Hope a tielfling) where you can buy the famous Black Raven Gin.
The Furnace:
This is where the better off of the newcomers were placed. An odd collection of stone and wooden buildings.
Oak Ward:
Oak Ward, or New Ward, is the newest addition to Drahar. When 30.000 of the late arrivals decided to stay, something had to be done. Some were dumped in what is now the Furnace, while the rest were placed on the opposite river bank, and told to start building. That started, but quickly, an enterprising soul named Amaris, figured out that the laws of the city stated that anyone living on the land within city walls were to pay taxes. Quickly, a veritable building frenzy started, and soon the Elra was covered in wood, a floating city, with nothing but 3 and 4 story buildings and tight narrow passages. Oak was used for the most part, hence the name. The Oak Ward is a maze, and very few patrols enter here. Buildings have started to crop up on the other side of the river bank (east coast), but there you have to pay taxes, so only those who can afford it, consider moving.