Monday, March 28, 2011

Adventure 06 - Player Notes - 01 - March 2011

In which the party continues to seek evidence to clear their own good name and win the Free City Champion’s Tournament…

Personae Dramatis:
• Coleman (Lee-Human Cleric/Radiant Servant of Pelor)
• Elavil (Nathan-Human Wizard, expert on the Zorn)
• Elias (Ed-Elf Ranger/Bard, party face man)
• Mendravis (-sp?) (Rick-Human Paladin)
• Rendar (Scott-Human Dragon Shaman)
• Sif (Rob-Teifling Rogue)
• Sorra (Jessica-Human Fighter, master of chains)

Our heroes have defeated the mated dragons who lured them here, and followed the tracks of Elavil’s mentor into the Whispering Cairn. The tracks led to a recently unearthed side passage ending in an inky black pool…


Short recap from previous sessions by Lynn.

SPECIAL NOTE: The part of Sif will be monitored by the DM, and he will not participate in combat or damage.

Questions from last campaign as yet unanswered:
  1. Who killed Eligos (our sage friend)? (You'll probably never know.)
  2. Who where the Dragons working for? (Ilthane was the dragon manipulating the Lizardfolk you negotiated for.)
  3. Celeste is still an enigma, and never told us who she was working for or why she helped us get into the tournament. (Yep... the good news is... you will meet again.)

 Elavil determines that the portal is not to an alternate plane, but is transitive to another point on our prime material. The strange black doorway appears solid, but striking the surface makes it quiver and ripple. The prints in the area indicate that the dragons were in the area, but did not go through the portal. It does look like a human has gone through the portal.

We reconnoiter the remainder of the cairn, and determine that the rest of the area has not been disturbed in awhile.

ENTERING THE PORTAL

Dvorias decides to enter the portal, attached to a rope. Rendar and the group secure the rope on this side. As Dvorias approaches within 5’ of the portal, two massive claws slashed at him. Dvorias Elavil believes that there is a summoned creature imprisoned within the portal in order to protect it.

Dvorias backs up, removes the rope and then charges the portal. He does not manage to overrun the critter, and is knocked prone and attacked. Rendar grabs him and drags him away from the claws. Coleman heals him.

Elias drinks a potion of fly, just in case the other side has no floor. He also casts Surefooted Stride, and then tumbles through the portal.

Xanathar then makes it through the portal, he is also flying.

Elavil and Sting then attempts to make it through the portal, but fail in the first attempt.

Coleman attempts to make it through the portal, and fails in the first attempt.

Rendar then makes an attempt, and though close, he is rebuffed.

After thinking about the situation, Elavil believes that he can teleport through the transitive space if he is in contact with the portal. He will need to cast defensively, and everyone will need to be touching to travel with him.

(There were two abysmal ghouls anchored inside the portal.  They basically did two things; acting as a barrier to charges though portal and attacked intruders.  There were 4 ways to get through the portal: Tumble, Charge, Ethral, DDoor/Teleport)
THROUGH THE PORTAL

Elias enters a dimly lit, sharply sloped hallway that is perforated with many small tubes that are pushing smoky air through the space at an unusually high volume. The smoke enters Elias’ space in somewhat cohesive forms resembling small creatures. The critter attempts to force it’s way into Elias. He resists, and then tumbles down the hallway. Elias manages to single-handedly dispatch a couple smoke para-elementals on his way down the hallway.

Xanathar makes it through the portal, and endures a similar attack. After resisting, he flies to the same end of the hallway as Elias. Xanathar and Elias keep several of the creatures entertained while the rest of the party is playing tidily-winks on the far side of the portal. Xanathar and Elias together dispatch a dozen of the creatures before the remainder of the party fumbles their way through the portal.

The remainder of the party pops up and draws at least a little attention away from the path finders (Xanathar and Elias).  (I like the way, this room had to be run in the order and timeframe of getting through the portal.)


The large room at the end of the hallway is a temple like chamber. The columns are carved in elongated humanoid forms and stretch from floor to ceiling. Strange undulations carved in the walls make them appear like curtains. There are spiky structures near the entrance and one of the exits. As Sif enters the room, he is hit by a blast of wind (attack), but is missed.

Elavil notes magical conjuration auras on the doors and walls/floors within 5’ of all the doors. ( I hate this... from now on all doors, walls, ceilings and floors have magical auras with random schools and random strengths.  Things are so magical that Elavil is overwhelmed and for all intent and purpose, BLIND.)

Xanathar dispels the effect on one door, and Sif opens the door. As the group rushes through the door (the spell effect on the door is suppressed for only 1 round).  ( I should not have allowed this, there is no way you guys should have been able to open the door and everyone get through in 10 seconds.)
Those who can still hear, hear ‘Sorry about this gentleman, I’m compelled to attack you.’

Elias casts a silence to prevent any more glyphs from being activated.

THE SPIDER

A huge spider appears next to Elavil, it smiles and waves at him. Elavil attempts to overcome the critter’s spell resistance, and successfully anchors the spider to our plane. (Very good move by Elavil...)

During combat, the spider seems to get a few extra movement actions…but the DM says ‘it’s ok, don’t look behind the curtain’. (The problem came from Nathan blocking my access to the minis and map; and players not following my instructions.)

Sting tells Elias to drop the silence so Coleman can cast a cure spell, so those actions are coordinated.

As Sting chases the spider into the temple room, he and Dvorias see a scene being played out in the vapors that are now flowing around the room. The scene depicts Icosiol (THE WIND DUKE) destroying the Queen of Chaos with the Rod of Law and then forming an alliance with a Marut. The scene ends with Icosiol presenting the Rod of Law and a square shaped Seal toward the viewer. (see below)  (The party forgot that the trap was reactivated (after one round) when they could left this room.  Dvorias activated it when coming back in chasing the spider.  The interesting thing about this "trap" is that the smoke gives you usefull information before trying to kill you.)



The fire elemental is defeated, and the party follows the spider into the temple room. Dvorias makes a stunning blow against the spider. Unfortunately, the spider then gets a full round attack against him, and it has paralytic venom.

Elias reads the runes on the statue, ‘Here stands Icosiol with the Sword of Aaqa’. The Sword of Aaqa was also known as the sword of Law and was accompanied by a smaller sword, known as the ‘sword of lightning’. These were his favored weapons until he consulted with an oracle and the Rod of Law was created.

The viewing in the temple room: a white vapor runs along the wall and melds with the base reliefs in the wall, showing Icosiol fighting the creatures of chaos. The last scene is rendered in some detail, and depicts the alliance between the Marut and Icosiol. Elavil gets a good role on his knowledge. The Marut Inevitable is dedicated to eradicating those who perform extreme acts to escape death.

Dvorias attempts to take the Sword of Law, and a voice says ‘I wouldn’t do that’…the ensuing conversation reveals that the voice is the ‘Earl of Coalchester’ and his name is ‘Anteyress Redpike’.


TAKING THE SWORD
The party makes a quick, innate decision to free the Sword of Law from its imprisonment to wield it in defense of all that is Good and Just (and to get babes). The Earl of Coalchester says ‘I really wish you guys hadn’t done that…I had such high hopes for you, but it turns out you are just a bunch of grave robbers.’

The huge fire elemental falls in the second round, and the party enters the salamander’s domain. The salamander falls a round later.

The Salamander has a non-magical platinum circlet (1000 gp), +3 long spear, key that fits the chest. The chest is worth 500 gp and contains, 2300 gp, 300 platinum, two topazes worth 1600 gp each, a magic narrow brass tube, four crystal decanters containing Efreeti brandy (200 gp each). The brass tube is a wand tube, and contains a wand. The wand from the tube radiates illusion magic.

The sword that Rick recovered is a +2 Mithral Great Sword. The party is somewhat depressed and considers juvenile defamation…but moves on.

DESSERT
The room contains a magical (radiating conjuration) black sphere hovering in the center, surrounded by four magical chandeliers (radiating illusion). The chandeliers are formed by stylized Talismans of the Sphere supporting an outer hoop of crystal that depicts scenes from the Battle of Pesh. After testing with a copper coin and then a spent sun rod with light cast on it, and ELDER BLACK PUDDING emerges from the illusion created by the chandeliers.

The pudding is a challenge, but finally succumbs to the combined magical might of Coleman, Xanathar and Elavil. The sphere only occasionally provides nourishment for the creature below.

Elias gives Elavil the Talisman of the Sphere in the sealed box. The box is covered in spidery writing that is constantly moving, and hides the magical dweomer of the Talisman (5#).

The various figures spilling the runes from their mouths are saying ‘Pesh’ (location of the great battle), ‘Aaqua’ (realm), ‘Icosiel’ (great warrior who defeated the chaotic hoards).


One of the rooms on the balcony level of the room has a large ruby red urn with golden runes on it. The urn radiates necromancy. There is a base relief showing two wind duke lovers, and the room also contains two chairs and six boxes. The boxes are locked, but Sif opens them. There is a wand, three clay tablets carved with elemental glyphs, matching platinum necklace, earrings and rings (8000 gp as a set). The wand radiates 2nd level transmutation. There were gems on the decayed gowns that were worth 540gp.

The urn is three feet tall and approx a foot in diameter. It radiates a strong necromantic magic aura. Elavil has his unseen servant open the urn, and nothing happens. Elavil then walks into the room and looks in the urn; he sees…ashes. There is nothing visible in the urn besides the ashes. Elavil puts the lid back on and picks it up. He receives a touch attack that drains three experience levels. At the end of 24 hours, Elavil must attempt fortitude save (very high DC). The party chooses to rest for the evening.

(I just loved the party all agreeing to take the urn, but no one stepping up to physically do the job.  Rob siad "My vote is to take the urn."  so which I said, "Well let me know when you're though voting and someone takes physical action."  Unfortunately, the person he finally took action had to pay the price.  Had it been anyone other than Nathan, I'd have changed the urn to reward them. ;)

After resting and restoring Elavil’s level, the party proceeds down the hallway that leaves the balcony level.

The hallway leads to a large rectangular room with stairs to the north, leading up to a pair of blue doors. The room is covered in spider webs. The small door off to the east opens to a small shrine containing a discarded suit of armor (magical) and rusted remains of some sort of offerings. The suit of armor appears to have additional protections beyond armor bonus, and stronger than +1.

The creature in the room rolls a 32 on initiative, and Scott reminds him that the enemy does not gain the +3 initiative bonus. The creature pops out of the wall, strikes Rendar (draining 2 CON), and then pops back into the wall. (Spring Attack)

Everyone positions to cover the area of the dungeon the critter popped out of, and readies actions. The critter pops out into the main chamber, and two turning attempts do nothing to thwart it. (Had you been 12th level, Coleman would have had a chance... It was 16 HD)

The battle wages back and forth, with the party members loosing CON and hit points from incorporeal touch attacks. Eventually, the critter succumbs to Rendar’s fiery breath. The armor appears to have protection versus electricity in addition to a greater armor bonus.

We leave the party with Elias at -5 CON. (I'll assume you mean that Elias lost 5 con and was not actually at -5 con which would mean he was dead and on his way to becoming a wraith.)  Coleman restored Rendar and Elavil’s CON losses. (I hope he took more of these for the near future.) The party is considering some Divination to locate Allistan more quickly, as he is sure to be in need of assistance if he has made it this far in the dungeon. (Unless he is smarter than the party and took gaseous form to make his way through the place unhindered.)  (He was... but alas even those kind of spells eventually wear off.)
 
(Thanks Ed, for the detailed notes... In our next installment, the Lakers will either rescue or kill Allistan; and continue to explore what they believe to be the tomb of Icosiol.)

Wednesday, August 11, 2010

PC - Background Story - Coleman

You were born and raised on a farm just outside of Diamond Lake. Your parents, like many in the area sought a way for you to escape a life in the mines and you didn’t seem to have an aptitude for farming. You at least had an interest in the animals on the farm, caring for them, and taking great pains to nurse the sick and injured back to health.

One day about five years ago a traveling pilgrim of Pelor, Jozan, stopped to spend the night at the farm before traveling on to Greyhawk. He commented on your son’s devotion to the art of healing and mentioned how this was an asset in the priesthood.

That night your parents decided that the priests visit was no coincidence and that this was a sign from Pelor. They asked the priest to take you to the temple in the Free City and show him the path of service to the sun god. Being young at the time you did not want to leave, but obedience to your parent’s wishes overrode your concerns.

You were astonished by size of Greyhawk and splendor to the temple within. Jozan secured you a place within the monastery and your training began in earnest. Because you had been placed in his care, he checked up on you often and provided your parents with reports on your progress.

You studied the sacred tombs of Pelor and worked with the church to ease the suffering of the poor and infirm. Everything you learned defined and solidified the path you had taken.

Finally your studies were complete and it was time for you to be assigned to a church. You met with the elders to receive your assignment and to your surprise, Jozan was there. He had used his influence to make your church assignment Diamond Lake. You would be entrusted with a small sum of gold which you would use to purchase a building and supplies somewhere accessible to the townsfolk (but away from the “Vein”). You were to make repairs as necessary, begin services as soon as possible, and await Jozan who would arrive in a year’s time. Then the two of you would begin the process of showing the people the true way of Pelor.

You have been in Diamond Lake for about that year now. You have bought and built your church and have even had some success with followers including your proud parents. You have only received messages from Jozan. He will arrive soon he says, but never gives a specific date.

You have a few followers from town and the local garrison and have decided that you at least need to be seen about town to begin your missionary work. And for some reason you have decided to visit the vein, Diamond Lake’s seedier side of town to begin this work.

You enter the Feral Dog because it has no cover charge, and because it seems to be a bit crowded. You figure at a minimum you can have a drink and socialize a bit before retiring for the night.

You make your way past the rowdy patrons into the basement where you witness one of your flock; Sorra, from the Garrison, trying to keep the peace between a group of half-orcs and some freaks from the emporium. You immediately step forward to assist her diplomatic efforts and to your surprise she decks the half-orc leader.

Mayhem ensues… Oh well, so much for a drink and socializing. At least you’re being seen.

PC - Background Story - Elias

You’ve always been a rake and a rambler, enjoying the open road and never staying too long in one spot. A year or two isn’t that long when you take into account that you’re an elf.

Fifteen years ago you found a kindred spirit in a ranger/undead hunter by the name of Balakarde. He obviously felt a connection as well, since though he was usually a loner, he accepted you as a traveling partner, and promised to teach you the trade when “you were ready.” Together you rode across a wide stretch of Oerth, helping undead to move on to the next world, and damsels enjoy a little more of this one.

Though these few years were a very small span in your life, they had a great deal of influence on you. You chronicled much of your travels together and today many of your stories and songs are based on these adventures. This and your dark demeanor are the reasons you are considered one of the best “ghost story” bards around.

Ten years ago, you were enjoying the nightlife in Greyhawk, when he came to you and told you that he had to make a trip north. He explained that he would be traveling with an old colleague, who was a little paranoid, even if rightfully so. He would not tolerate strangers, and this meant you. Balakarde promised that he would return within a few months and that this would be the time to begin your training.

You waited six months with no word. You waited a year when your money ran out and you had to move on. You assume Balakarde is dead or worse based on his profession. (Today, he would be an old man.)

Lately (the last few years) you’ve fallen on hard times and can hardly believe the circumstances you find yourself in. You’ve hired yourself at a brothel / gambling den / freak show known as The Emporium in a little mud hole of a town called Diamond Lake. You keep reminding yourself that a man’s got to eat.

You would have left some time ago had you not befriended one of the freaks at the sideshow, the “demon boy” known as Sif. He is one of those kindred spirits that may have a good heart, but also endued with a since of mischief that keeps life interesting.

That doesn’t mean you and Sif haven’t discussed leaving town together. You’ve both recently agreed that a little adventure is in order. You’ve been saving your money as best you can when you hear of an opportunity. Three adventurers from Greyhawk have just arrived in town with plans to scout out a local cairn. Perhaps they could use a couple of resourceful types such as you.

You head for the Feral Dog hoping for find them there. With your charm the Sif’s uhhhh…his uhhhh… You’ll do all the talking…

Champion's Belt Rules

Entering the Tournament:
  1. Must have a licensed manager.
  2. Must be a licensed gladiator.
  3. A team may consist of no more than eight members. (Familiars do not count.  Larger animal companions, mounts, and cohorts do.)
  4. Each team must identify itself with a name.
  5. Each team must designate a leader who will wear a purple sash during the tournaments.
  6. Matches are posted in the common area of the Coenoby. All team members must report to the match coordinator 1 hour before the match. Failure to do so results in disqualification of team member.

 
Tournament:
  • Champions' Game is a 5-day gladiatorial tournament.
  • Takes place annually in the Free City (Greyhawk).
  • The event pits gladiators against gladiators and gladiators against monsters.
  • It is a four-round elimination event. No losers bracket.
Day 0 - Free Dinner - Begins at 6:00. Managers and teams arrive for feast and to meet patrols and big-wigs.
After dinner (Around 8:00) gladiators are lead to Coenoby below the arena where they must stay for the entire event.
Day 1 - Round 1: Six battles of free-for-all combat between groups of up to four teams. Times: (8:00 AM, 10:00 AM, 12:00 PM, 2:00 PM, 4:00 PM, 6:00 PM)
Day 2 - Teams Rest - Manager's Generally Visit
Day 3 - Round 2: Six winning teams are paired off. Times: (12:00 PM, 2:00 PM, 4:00 PM)
Day 4 - Round 3: Two of the teams (chosen by manager vote) pair off against each other.
Other team (usually the most popular) fights a secret exotic monster foe. Monster foe usually consumes less resources.
Day 5 - Round 4: Two remaining teams go against each other. Time: (12:00 PM)

 
Combat Rules:
  • Disqualification: two types - Team and Team Member
  • Disqualified team or team member can no longer participate in the tournament and are escorted from the stadium.
  1. All battles are potentially lethal, but a gladiator always has the option of surrender. To Surrender, a gladiator must drop his weapons, kneel, and hold both hands in the air. A gladiator who attacks a surrendering foe is immediately disqualified (and subject to local law for assault and possibly murder) A gladiator who surrenders and then attacks another gladiator is also immediately disqualified.
  2. Gladiators that can fly or levitate may do so up to a height of 40 feet.  A gladiator that flies any higher is disqualified. Burrowing into the arena's floor is forbidden.
  3. A match persists until one team is victorious, either through the death or the surrender of all opposing teams.
  4. Winning gladiators hove no right to the spoils of the fallen.  A defeated gladiator keeps his gear, or in the case of death, ownership of gear reverts to his team or manager.
  5. Any tactic that endangers spectators is grounds for immediate disqualification and possible legal action.
  6. A disqualified gladiator must cease fighting at once and must move to the edge of the field of battle immediately. Failure to comply results in the disqualification of the entire team. Once a gladiator is disqualified, he may no longer take part in the remaining battles.
  7. Teams are brought up one at a time and assigned a position in the arena.
  8. The referee (xxx) will introduce the teams and describe the battle after all are in the place. These iintroductions usually last approximately two minutes. It is during this time that teams may begin to cast defensive spells, drink potions, etc... Any member with defensive magic up before this time is disqualified. No attacks on opponents may occur until the host (Raknian) gives the signal after the introduction.
  9. The referee (xxx) will disqualify gladiators by placing announcing who & why and placing a red  aerie on the gladiator if they do not immediately cease. His decision is final.
  10. After each match, the losing team are escorted from the arena and/or bodies are collected by managers. Winning teams are given an award ceremony, with the manager accepting prizes and then escorted back to the Coenoby.
  11. Awards are given after each battle.

 

 

Wednesday, August 4, 2010

Adventure 05: Player Questions 01 - August 4, 2010

Hello Lynn,

Here is a bullet list of everything I have in notes for Elias while in Greyhawk.

I've also attached the last set of session notes that I have; I believe I made the last session, but had missed the one immediately preceding.

Hope this helps out.

-- Elias plays up the ‘foolish fop’ act as much as possible, trying to never let it be known that he is actually rather intelligent.
He takes 10 and has everybody fooled, including the party and the DM.

-- Did the group successfully treat on behalf of the lizard folk?
That process was initiated, and will be completed after the Champions Belt games.

-- Did we get the last bit of information from Eligos regarding the involvement between the Apostolic Scrolls and Raknian? The Mind Flayer had sold them to Raknian and I think we found another link between the Kyuss stuff and Raknian before the tournament, but perhaps not.
You did have an initial meeting with Eligos, where he gave you information about Kyuss the king and how he tried to become a god. He is very concerned with the things you have found and the fact that Raknian purchased the Apostolic Scrolls from the mind flayer. That can't be good. You are supposed to have another meeting with him after the games are over.

-- He and Sif were performing in a few different taverns around town to build party (brand) recognition.
You guys did that and were becoming a fairly popular draw, before you were pulled into the Champions Belt games.

-- When we freed prisoners from the Mind Flayer/Doppleganger lair, we gave them minor healing and cigars. More importantly, we made sure they knew who we were and also Elias made sure they knew where he performs at. He also got contact information for the two attractive lady prisoners that were freed.
All true...

-- Elias has commissioned a masterwork mandolin from a well-known instrument crafter in Greyhawk.
Also true...

-- Elias ordered 300 posters of the group, with the member’s names and likenesses (and featuring Elias prominently). These posters were plastered all over town on the second day of the tournament (the ‘off’ day).
You have just reached that point in the campaign. You'll have to talk to your sponsor to see if it happened AND the results.

-- Elias commissioned a series of 10 articles in the local flyer/paper with interviews from group members and covering some of our (edited) exploits. These stories started being published two days before the tournament began; I think this was the day after the group successfully contained (ok, killed) the Chimera. The publisher has agreed that he can only list his source as anonymous. The suggestion at time of play was ‘anonymous scribe’.
The articles have indeed appeared. There was mild interest in the early stories... as for the later ones, you don't know.

-- Elias has been looking for any information regarding Tierra (the female elf in Auric’s group). He has made sure to be a little more blatant than one would normally for a clandestine search, to make it obvious that he is not the smartest suitor out there.
She met with you quite a bit at the banquet before the games. She took you aside and asked that if you make it to the final battle; to be careful and take it easy on her friends (Auric, and the wizard). She also helped you place the 7000gp in bets... meaning, you are the easiest mark she has ever met or you're more than just business acquaintances.

-- Elias has been looking for any information regarding his mentor.
Need to know exactly how you are doing this. Different looking might produce different results.

-- Elias placed a total of 7000gp in bets on the party with various (legal and not as legal) bookies. Notes indicate you allowed an overall 3:1 odds against the party. Please be nice, Elias is sure he will have children that need to go to college some day.
You are correct. The party downplayed it's competence to achieve the initial 3:1 odds. You then handed over your money to a beautiful rogue who promised to put it all on black... and by black, she meant the party to win the Champions Belt.

-- Elias purchased four sheets of music (scrolls) of ‘Amplification’. You loosely defined Amplification as a 2nd level spell that would allow everyone in the arena to hear Elias’ performance (given his current caster level — so I think the area follows the medium range as a radius). IMPORTATNT: this version does not expand the range of bardic music effects, but there may be a higher level version that does. Elias made peaceful contact with the local bard college and found the Bard that created this spell and purchased the sheet music at 150 gp each.
If I remember correctly, you did get the magic to extend the hearing range of the performance. But you were told that the man who really had the spell you needed happened to also be the announcer and judge at the Champions Belt games. He uses the spell to announce the games; thus you may find yourself in conflict with his spell. He would not see you, because your are a contestant.  Don't forget that one of the rules of the battles is not to magically hurt the audience.  Don't get into any grey areas...

-- The group found links to Kyuss and the tournament/arena master Raknian. We also returned our sponsor (Ekaym) lover’s (Lahka) body to him; we did not perform a speak with undead before returning the body.
You got part of it right... You know that Raknian purchased the Apostolic Scrolls (a minor artifact) from the mind flayer; whom he also hired to kill you (the party). You suspect that you have found the Apostolic Scrolls in the area beneath the arena. It is currently shooting a beam or green light/force and a circular globe of light/force. It was being tended by a tiefling cleric; whom you killed.


You found the body (zombie) of Ekaym's (your sponsor) SISTER, who was Raknian's lover and who disappeared a little over a year ago. Ekaym had asked you to investigate her disappearance. You found her in the company of the tiefling cleric and returned her to Ekaym. You did not speak with dead or inspect the body in any way.

-- Elias has continued to try to track down Celeste, in a more clandestine manner than he is tracking Tierra. Elias knows she is working with Ekaym, but he found that dead end information that lead he and Sif to a perfectly clean hotel room or apartment that no one is staying in. Its strange, but she is also very beautiful...
She is quite mysterious and is in the employ of Ekaym; but you get the idea she's a freelancer and won't be in his employ after the current job is finished. You are correct that she has not stayed in the room provided for her by Ekaym. Your quest will have to wait until after the games.

DM Further Notes:
While I've asked everyone to bump up to 10th, you are stuck with your existing equipment until you meet with Ekaym, who can bring you requested items. But keep in mind that some things may not be easy to find.

(Notes/Questions provided by Elias)

Adventure 04 - Player's Notes - June 4, 2009

I don't have a proper set of notes from last session, but it looks like we had got in touch with Eligos and he was doing some research for us; I believe he was the dude with all the suits of armor(notes not real clear?).

We found out that the arena tournament/games are getting ready to or have just started. We also killed a critter bound for the games (Chimera?), saving some townspeople.

The tournament requires the patronage of a noble or wealthy merchant to participate in the games. The three adventurers we meet in Diamond Lake (mage, Auric (fighter), and the elf that likes Elias, Tirra (Rogue)) are the current champions of the games. Finding a patron isn't that easy.

(The DM says we should concentrate on the adventure at hand and stop thinking about the stupid Champions Belt games.  He'll let us know when the train rolls into that station...)

Elias is continuing to work on the groups reputation in town with random performances in crowded venues. He and Sif will also continue their performance at the 'Pot and Pans'. Elias also wants to contact a publisher and make arrangements for the groups tales to begin being sold in print...Elias will, of course, provide all the details. The publisher will not be able to disclose his source, or he will get no further information.

The group had sold treasure and bought supplies and items.

(Notes: Provided graciously by Elias)

Age of Worms: NPCs

Auric (Human, Fighter, Leader of Auric's War Band)
Leader of an adventuring party arriving in Diamond Lake, alongside Khellek and Tirria. Auric (a fighter) also claims to be the reigning champion of the Champion's Belt Games, in the City of Greyhawk. Auric is charismatic, loud, and boastful, but one still gets the feeling that he genuinely cares for his team and others. Auric's Band arrived at Diamond Lake in search of adventure. They explored the Stirgenest Cairn; but found little of value and have since moved on to other more lucrative projects.

Auric and Khelleck were fighting in the Champions Belt Games when all hell broke loose. 

Auric fought side by side with the Lakers to vanquish the undead abomination release within the arena in the middle of the night.  He himself was swallowed and almost transformed before escaping the creatures gullet.

After this encounter, Auric approached Elias and Sorra with a business proposition.  It was obvious to all (Him, the Lakers, and even City Officials) that Raknian was behind the mess going on.  He thought that a hero of the city could wrest control of the games from Raknian... but who. 

The obvious candidates were someone from within the Lakers, or himself.  Since the Lakers were obviously not going to stay in Greyhark in the immediate future; he was the obvious choice.  And to solidify his hero status in the hearts and minds of the Greyhawk people... all he needed to do was win the Champions Belt a third time in a row.

In exchange for throwing a one-on-one challenge, Auric promised the Lakers a 15% interest in the Champion's Games.

The party took the offer, and is now a silent and unseen business partner.

On an unimportant side note it was discovered by Elias that Khellek had abandoned the team when all the hell started breaking loose.  Auric would have battled the party alone, even if they had not accepted the deal.


Encountered in: The Whispering Cairn & The Champion's Belt


Celeste (Human, Female, Rogue? Fighter?)
Celeste is beautiful and mysterious woman with white-blonde hair.


An acquaintance of scholar mage Eligos, she introduces the party to Ekaym Smallcask making it possible for the Lakers to participate in The Champion’s Games. She came and went throughout that event often helping Eligos, Ekaym, and the party.


When Eligos was assassinated, she helped the party retrieve their secret belongings from the mages home; then hurriedly disappeared again on business.  The party suspects there is more to her and would not be surprised to see her again.

Encountered in: The Champion's Belt


Dourstone, Ragnolin (Dwarf, Mine Manager)
Dwarven owner of the Dourstone Mines in Diamond Lake. Ragnolin is rumored to have collapsed a family mine in his home town to teach unreuly employees a lesson; killing over 300. For this he was supposedly driven from his home to settle in Diamond Lake. This may just be a rumor because Ragnolin is the most demanding, and cruel of the mine managers; enforcing his will through his subordinate, Trax.

Ragnolin was approached by the Ebon Trian who wanted to gain access to an ancient temple to Vecna beneith his mine. He entered into this profitable arrangement and brought in Balabar Smenk to help supply the group.

He suspects the party is responsible for raiding the temple, but can't prove it. Of course he's had other killed for fewer suspicions than that. Had the party not left town when they did, he definitely would have made a move to neutralize them. Maybe he's calmed down since he's had some time to think.

Encountered in: Diamond Lake & The Three Faces of Evil & The Champion's Belt


Ebon Aspect (Abomination, Deceased)
A horrific fiend demonstrating characteristics of the three vile gods Hextor, Vecna and Erythnul. He was birthed from a black pool beneath the Dourstone mine in Diamond Lake, created by the Faceless One (representing Vecna), with the help of Theldrick (representng Hextor), and Grallak Kur (representing Erythnul). All three were pioneer members of the Ebon Triad seeking to bring about the Age of Worms and the merging of their three gods into an overgod. The monster was forced to emerge before it was fully developed and destroyed by the PCs before they made their "escape" from Dourstone's mine.

Encountered in: The Three Faces of Evil


Faceless One, The (Human, Sorcerer, Deceased)
Leader of the Vecna cult of the Ebon Triad beneath Diamond Lake. Apparently he believed the coming of the Age of Worms would help bring about the coming of the Overgod. It was he that deciphered the rituals and created the Ebon Aspect in the dark pool just outside the lair. The PCs dispatched him and his abomination.

Encountered in: The Three Faces of Evil



Filge (Human, Necromancer, Deceased)
Necromancer dwelling within the Old Observatory in Diamond Lake. He was apparently involved in the study of a Kyuss worm, on behalf of Balabar Smenk. He also conspired to rob the graves of the Land farmstead. He was killed by the party as they tried to retrieve the Land family skeletons. It is from Filge that the party acquired their first specimen of a Kyuss worm.

Encountered in: The Whispering Cairn



Grallak Kur (Grimlock, Cleric, Deceased)
One of three leaders of the Ebon Triad cult assembled in an ancient temple and cave system below Diamond Lake. This Grimlock was a follower of Erythnul who lead his people up from the underdark to take part in bringing about the Age of Worms. He was killed by the party as they raided the caves his people occupied

Encountered in: The Three Faces of Evil



Hiska (Lizardman Shaman, Druid)
The spiritual leader of the Mistmarsh lizardmen. She parleyed with the Lakers when they arrived to rescue Marzena and other soldiers kidnapped from the Blackwall Keep. The Lakers further solidified their alliance when they helped rescue the lizardmen eggs from deceptive kobolds and Kyuss worms in the service of Ilthane, the black dragon.

The Lakers agreed to arrange a treaty between the lizardmen and Greyhawk; which they did.  Having met with representatives sent from Greyhawk, she is impressed with the terms the party negotiated.  Perhaps this is the beginning or a peaceful era between the tribes and the humans.
Encountered in: Encounter at Blackwall Keep


Ilthane (Black Dragon, Alchemist, Deceased)

A black dragon who apparently tricked the Lizardfolk of the Mistmarsh, attempting to infect them and their offspring with Kyuss worms, while also turning them against nearby human settlements.

She returned after the party has moved on to Greyhawk to discover her plans thwarted, her minions killed and the lizardflok no longer so accepting of her "help".


Enraged, she learned the identity of the party and their benefactor Allustan of Diamond Lake. She attacked the town, killing many in search of the party (or Allustan); but the party (The Lakers) was away fighting in the Arena Games in Greyhawk; and Allustan was busy exploring the Whispering Cairn.


She tracked down Allustan at the cairn and attacked him; but he managed to escape back into the cairn and through a portal. She set up watch and was rewarded when the Lakers approached a couple days later. A battle ensued resulting in the dragon's demise.

Encountered in: Encounter at Blackwall Keep, The Gathering of Winds

 
Khellek (Human, Wizard, Member of Auric's War Band)
Member of Auric's Band, Khellek is the quite and moody wizard of the group. An able Dragon Chess player, xxx was the only amenity in Diamond Lake that made his stay tolerable.

Khellek abandoned Auric during the Champions Games when all the freaky stuff started happening.  His whereabouts are now unknown.

Encountered in: The Whispering Cairn & The Champion's Belt


Land, Alastor (Human Boy, Deceased)
Found in the inner chambers of the Whispering Cairn, Alastor is the ghost of a young boy who died exploring those deadly halls. He asked the party to return his body to be buried WITH his family in the family's gravesite. In exchange he would use his incorporial form to assist the party in continueing on through the Whispering Cairn. The promise was a little harder to fullfil, since the Land family skeletons had been stolen by the necromancer Filge.

Encountered in: The Whispering Cairn


Lazare (Human, Business Owner of Diamond Lake)
Serene dragonchess master and owner of Lazare's House that caters to the upper-crust and intellectuals of Diamond Lake.

He used to be a mine manager, but due to ill fortune was forced to sell out to Balabar Smenk.

He has a daughter, Dannath, who is his only child.  He is wildly protective of her. She spends her time as the hostess of Lazare's House.

Encountered in: Diamond Lake

Marzena (Human, Female, Wizard)
Spell caster and friend of Allustan Neff stationed at the Blackwall keep. She had written Allustan about the increase in green wormed "un-killable" zombies coming out of the Mistmarsh. She was kidnapped by the lizardmen and later rescued by the party.

Encountered in: Encounter at Blackwall Keep

Neff, Allustan (Human, Wizard)
An outstanding citizen of Diamond Lake; which is surprising when you take into account his brother, Lanod. He seems like a man comfortable in his own skin. He'll socialize a bit, entertain exostic guests every now and then, takes a trip here and there, and still dabbles in wizardry.

It's rumored that he has high wizardly connections, real high; but that he fell out of favor with his master and just retired.

Recently, Allustan discovered a portal at the Whispering Cairn that lead to another burial vault.  When he existed the Cairn for supplies he was attacked by the dragon Ilthane for his (and the party's) interferance with her plans.

He escaped back into the Cairn and the portal, but his condition and whereabouts are currently unknown.
Encountered in: Diamond Lake & Throughout Early Adventure Path



Neff, Lanod (Human, Mayor of Diamond Lake)
Mayor of Diamond Lake, appointed by Greyhawk. His father had been the mayor who pulled some strings and got him a position at the garrison. By the time his father died, he had enough pull to get himself appointed to the big time. His manor overlooks most of the town.

He's actually a good fit for Diamond Lake being a lying, cheating, philanderer. He lines his pockets with the with city money; and spreads just enough around to his cronies (the Sheriff among them) to stay in power.

His brother is Allustan, the wizard. They don't socialize much, but blook can run thick. Allustan is one of those unknown factors that probably keeps Lanod's enemies from making a move on him.

Encountered in: Diamond Lake


Raknian, Loris (Human, Fighter, Arena Director)
Loris is a famous adventurer and former gladiator, who is now the Arena Director for Champion’s Belt tournament. The prestige and money Loris had brought to the city has made him a celebrity and outstanding citizen of Greyhawk.

This will mark the 10th anniversary of the Champions Belt and Loris has promised that this one will make the gods take notice.

For someone who is such an outstanding citizen; Loris Raknian has taken an immediate dislike to The Lakers from the moment they reached Greyhawk. He hired a mind flayer to have the party discredited and killed. When the mind flayer failed, Raknian discovered the party entered into his Champion’s Belt tournament.

Besides his obvious hatred for the party; the fact that Raknian bought a minor evil artifact, the Apostolic Scrolls, from the mind-flayer does not speak well of his character.

It is now obvious that Raknian tried to use the Apostolic Scrolls to bring about some mass destructions at the games.  His stature and influence deminished, he recently disappeared from Greyhawk.
Encountered in: The Champion's Belt

Shukak (Lizardman, Deceased)
Lizard King of the Mistmarsh tribe, he was responsible for the cruel and violent attacks on the Blackwall Keep garrison, having been tricked by Ilthane into believing the humans there responsible for the plague that killed the lizardfolk hatchlings, a few years prior.

Encountered in: Encounter at Blackwall Keep

Smenk, Balabar (Human, Mine Manager)
One of the most corrupt mine managers in Diamond Lake, and that's saying something. Balabar's star is on the rise, as he schemes to bankrupt other managers and buy them out for coppers on the gold. Balabar recently found himself involved in supplying a cult called the Ebon Triad under Ragnolin Dourstones mine. What he saw there brought fear even to his black heart.

He requested a meeting with the party where he told them he forgave them for them for the death of his "friend", Filg. He then hired the PCs to infiltrate the Ebon Triad complex and destroy any evidence he was involved. The PCs accepted the deal and did just that as they destroyed and disbanded the cult.

It was the unlikely alliance of Allustan and Smenk who arranged for an escape plan for the party from the Ebon Triad complex and the Doursone mine, using gaseous form and a covered coach.

Elias kept one document linking Smenk to the Ebon Triad; but produced and destroyed it when the business partners met in the outskirts of town to settle their accounts. There is currently mistrust but an easy truce between Smenk and the party.

Encountered in: Diamond Lake & The Three Faces of Evil

Theldrick (Human, Cleric of Hextor, Deceased)
Leader of the Hextor branch of the Ebon Triad beneath Diamond Lake. He and his followers put up a valiant fight against the party using barricades and other devices of war. Eventually the party proved too much for the Hextor branch; but Theldrick managed to escape. This was probably the cause of Dourstone preparing a small armada to greet the PCs when they surfaced. Theldrick and Dourstone to this day wonder how the PCs reappeared in town; bypassing their trap. Both have probably taken this as a sign from the gods to mend their evil ways...

Encountered in: The Three Faces of Evil

Tirria (Elf, Rogue, Member of Auric's War Band)
Member of Auric's Band, Tirria is a mischievous elven rogue indirectly responsible for the party getting together. She duped Elias and Sif into getting into a fist-fight at the Feral Dog so that she could pick pockets during the distraction. She later befriended Elias and Sif; finding in them kindred spirits.

Though she is in the process of separating from Auric's Band, she is still friends with her old comrades. Because of her friendship with both parties; she has asked each to be careful when battling each other in the arena.

Tirria has befriended Elias while she still has allegiance to her old comrades. She has asked both parties to be careful and not "hurt" the other; concerned that both may be too powerful for the Champions Belt Games.

Encountered in: The Whispering Cairn & The Champion's Belt


Zyrxog (Mind Flayer, Sorcerer, Deceased)

Zyrxog commanded a lair accessible by sewer beneath the City of Greyhawk. With drow thralls at his command, the munched on random citizens kidnapped from above and continued bizarre experiments, including the creation of new aberrations such as the Octopin.

Zyrxog occasionally did business with citizens in the world above, including one Loris Raknian. Raknian hired the mind flayer to first acquire for him a minor artifact know as the Apostolic Scrolls. Then he hired him to dispose of a group of travelers just arriving in Greyhawk. At first, Zyrxog tried to dispose of the PCs using a band of Doppelganger he controlled. When this didn't work, the Lakers paid him a visit (discovering the location of his lair) and put an end to his meddling.
 
Encountered in: The Hall of Harsh Reflections