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Post Journals / Story / Notes / adventure talk here (April 2015)

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Dear Players. Post in this thread with any kind of current journal, diary, story, encounter notes, illustrations. Even Google Images are fine if you want to illustrate a scene. This is in regards to the ongoing game play. Focus on the latest session. This can be written from the perspective of your PC, as a story, or otherwise. Any style of on-topic post is welcome. Short or long-form replies are equally acceptable for the journal threads. I will award Experience Points bonuses for 1 Journal per Player per Session, and potentially dialog with Players regarding story-developments for a bit of Play-By-Post gameplay during the week in between game sessions. The window to post your journal and get XP is open until the start of the next game session. We'll use this thread for all sessions taking place in the month of April 2015. Link to Journals / Story / Notes / adventure talk (March 2015) Start here... This is a picture of the trap-door Torvald found and forced-open, leading down... Post your Journals for April 7 session this week...
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After deciding to delay our decent down the stairs just past the kitchen until we have fully cleared the first floor of any threats, Sandoval cleverly rigged the door to hopefully prevent anyone from ambushing us. At the very least it will hopefully alarm us if someone does try to open the door. Once the door was secured we ventured off to the south east finding what seems to have been a dining room in this place's former years. Only having one window and one door this would appear to be a safe place to rest. We however decided to move forward with investigating the house as none of us feel quite safe here. We move further to the south east finding 3 doors. The room we chose to enter was similar to the others in that it had several windows, a fireplace, and was in terrible shape. Upon further investigation Sandoval discovered a trap door beneath the rug in the center of the room. It was locked, but with what seemed to be no effort at all Torvald ripped the door off its hinges. Down the hatch we were able to see a set of stairs, and what seemed to be torchlight meaning that someone is either down below or was here recently. In an effort to scout ahead we sent Fergul who has the the ability to become invisible. He was fearful, but knew the importance of the feat and proceeded. About half way down the stairs a horrid voice belched out welcoming us to our deaths and then continued to laugh maniacally. Myself and some of the others were overcome with a terrible fear, a magical fear, and immediately fled. Whether this was some sort of magical trap or a powerful wizard we have yet to find out. After recouping our composure Sandoval and Torvald led the way down the stairs where we were ambushed by 2 pirates. We were able to successfully defeat these men without significant injury, however we believe we heard a door slam.... a third perhaps.... seeking reinforcements. There is an additional room attached to the one we were in that seems to be the quarters of someone fairly important and a room boarded off with the words "danger" written across it. As we were looking for hidden exits that the third pirate could have fled from, since the other "warning" door was boarded shut, we came across some interesting items. Kryikh found a mysterious locked box under the bed, Sandoval discovered a wooden box which contained what seemed to be a signaling kit for boats, and I found a series of books. Whoever lived in this room had a broad interest in reading material. An erotic poetry book, a naval book, and two mysterious books which i sensed to be magical. I eventually discovered a secret door while we were looking for where the possible third pirate ran off to. Beyond the secret door we found the missing cleric. What was left of him anyways. Not realizing the severity of the situation Jaxon tried his hardest to heal the cleric, however it was clear he was dead. During this the insects that were feasting upon the cleric latched on to Jaxon and began to burrow in his arm. Having dealt with all sorts of carnivorous insects within the swamps I know that most of them are fearful of heat, and I immediately bring my torch to his arm. I was successful in removing the insects, but I am afraid I have badly wounded him as the smell of flesh burning filled the room. Even so, with his arm burned, all Jaxon could focus on was his lost friend. I left the room to make Kryikh and the dwarf aware of the situation, and upon returning it seems that Ned has confirmed my suspicions and attacked Sandoval. Torvald and Sandoval were able to subdue Ned without killing him, but he does not seem to want to divulge any information still. For now Ned is our prisoner. By now whoever has fled this place is surely long gone or on their way back with reinforcements.
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Note for Gold: I will possibly divide my journal in a few parts or edit this post later. There's some unfinished business I want to take care of through some play-by-post and will possibly want to include parts of what happens there in the journal, so that's why. I will start with a bit of journal written in 3rd person, but mostly to justify the actions Sandoval wants to take ingame, if you agree with them. The real journal will follow and will have some overlap with what is written here already. If I'm taking this too far and it should rather be played out in a realtime session, please let me know and I'll remove the relevant parts for now. During the party's search through the last couple rooms they were in, Sandoval is seething with rage at Ned because of his cowardly attack at him. Being somewhat paranoid, it has hit him quite hard that Ned attacked him, even though he seemed to be the only one that actually trusted Ned. This has made Sandoval more weary of people, though he still trusts his party (possibly even more than before) because they immediately came to his aid. Ned cannot be trusted and that probably means Sanabel is bad news as well. While at first Sandoval was suspicious of the party and was trying to look for allies in the mansion, things have pretty much reversed by now. Ned's attack and his strange behavior in general obviously means Ned is hiding something. Now that the mansion is clearly inhabitated, and also broken into earlier by Jaxon's friend, Ned can no longer claim he didn't know what is going on in the house. It is simply not possible he did not notice any of the activity that is going on around here. The mansion seems to be used by the pirates not only as a hideout, but they might also be communicating from this house with another party through the use of the signaling lamp. All this seems to have something to do with the location of the mansion near the water. (Question for Gold: is this body of water isolated? Or is it possible for ships to reach it? Is the water affected by the tides?) At this point, Sandoval is starting to suspect the pirates are smugglers and use the signaling lamp to communicate with ships that probably come to the mansion from time to time. Maybe the mansion is the main hideout of a bigger band of pirates. It seems most of the pirates are not present right now, or we would've met with bigger resistance. Maybe some of them are out on a ship? The signaling lamp is probably used to help ships navigate the tides safely (if that applies to this body of water), and to verify that the other party is who they think they are (e.g. some kind of password phrase is used to verify the identity of whoever is on the ship to whoever is in the house, and vice versa). We should be on the lookout for anyone outside using a signaling lamp to communicate with the pirates in the mansion. Even though someone probably got away when we entered the room with the pirates, they have not taken the signaling lamp and thus might not be able to warn the rest of their crew. Sandoval suspects they simply went up the stairs we saw, and left the house. In which case, the guards we've posted outside might have stopped them or at least seen them. Sandoval feels that before we move on, we should investigate these things. As it is right now we don't know what we're up against, and we could use some intel. So that means a) we question Ned, and b) we check the situation outside with the guards that we've posted there. Since Sandoval can't do this all on his own, and an Elf like Sandoval doesn't have a very intimidating look about him, he tries to convince at least one other person in the group (possibly more) to help him out. He proposes at least two people question Ned, and one (or more for safety) person goes outside to see what's going on there, and possibly scout the area for any signs of pirates that could be working together with those in the house. Here are some questions that Sandoval would like to ask Ned: How is it possible there's a bunch of pirates who've set up shop in the mansion without Ned knowing of it? He must've known.. He is either with them, or has been paid to protect the secret. If Ned does not confess to this, we should search his body. Either way it's probably a good idea to search him. He is tied up and has been aggressive towards the party, so Sandoval feels this is justified. Did Ned notice Jaxon's friend enter the mansion? If so, why did he let him enter? If not, how could he have entered without Ned knowing? What could've killed him and was Ned involved? Why did Ned, who has only been urging us to leave the mansion so far, want us to go through the hidden door, only to attack us right afterwards and try to get us out again? He probably thought it would mean our death if we went through that door. What did he think was there? What danger was supposed to be awaiting us? Did he know of the dead cleric? If Ned confesses to having ties to the pirates, we should question him on what that magical, commanding voice was. Although we were initially convinced it was a living creature, it might've just been some sort of alarm/trap that was set up. We should also find out if there are more pirates here, and if they might return soon. I propose we try to intimidate Ned by adopting the approach that we clearly understand what is going on (mainly that Ned has ties to the pirates). We could mention we will rat him out to his original employer, or that we will tell any remaining pirates that Ned has told us all about what is going on, e.g. anything that would make Ned afraid and would make him tell us the truth since the alternative (us making up our own minds and bringing Ned into trouble) is less desirable for him.
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@ Chris , good journal. I copied the Book pictures into the game-table. (Not the Poetry gal, but the others, haha). I'll go ahead and post Airen's reward. You're already Level 2, right? The XP for Journals rises up a little bit at 2nd, 3rd, and 4th level. Add this on your character sheet bio tab, +380 XP (Airen for journal of April 7 session including pictures of 4 books he found) @ Hans , (Question for Gold: is this body of water isolated? Or is it possible for ships to reach it? Is the water affected by the tides?) Good questions. The Bay is not isolated. It is affected strongly by tides (but traditionally shielded from the worst weather patterns, hurricanes and tsunami). It is very possible for ships to reach this area. Many ships come to Portlandio docks: cargo, trade, merchants, diplomatic, immigrants, adventurers, and sometimes pirates, ruffians, invaders. There are also fishing boats, coastal travel, and water-creatures / water-mounts going around the Bay. Islands dot the mouth of the Bay. Sea cliffs line the sides in many places, along with a river delta, swamp lands, and a few beaches. Portlandio & Cold Marsh & Deep Marsh & abandoned mansion are all locations along a protected harbor on an inlet ("Portlandio Bay" 30 miles x 10 miles), that juts off a large bay ("The Bay" is about 75 miles x 40 miles), which connects directly to a big ocean ("Atlantic Ocean"). The Bay, the entire larger Bay fits under the "e" in the word are , in the phrase "You are here" on this global graphic. That's all the "Atlantic" Ocean above-and-below the word You . I made the entire world map. The homebrew world is approximately the same size as Earth. The continent that you're on, housing The Bay, is about the land size and climate of Canada (except with Atlantic ocean all along it's southern border in place of the Great Lakes and the States). We can meet up one day this week, or at the start of game session time next week. I am always happy to show more of the regional, continental, and world maps in the game. There can be clues and adventures gleaned from simply gazing at the maps.They're particularly relevant to the migrations of elves over generations, epochs, the locations of the orc armies, dwarf doors that they are not answering lately, lizardman colonies, sea elves in the water, and human migrants criss-crossing the globe. Sandoval feels that ... a) we question Ned, and b) we check the situation outside with the guards that we've posted there. Outside Report Kryikh quickly goes upstairs and calls out the patio door to Fergal Leprechaun and Mitel Elf, the NPC guards posted outside. They saw Jade go outside, but no one else has come or gone in the hours they've been guarding. Night has fallen. Scary sounds are outside. Fergel is frightened. They heard howling (of a ghost? Or a wolf? Or the ocean wind?). They heard the creaking of wood and metal from the gate. The only clue Mitel the Elf was able to identify before sunset: some old footprints outside the abandoned mansion. There are tracks of a horse & cart & men with boots leading from the back door of the house, around and out to the driveway. The prints and tracks could be several weeks old, and are indistinct and inconclusive. In The Cellar Q&A with Ned Inside Jaxon continues to pray to Zeus over the death of his fellow cleric (and recovering from Airen burning the parasitic worms called "rot grubs" off his arm). Torvald and Sandoval question Ned (PICTURED) , while Airen looks on as supervisor. Here are some questions that Sandoval would like to ask Ned: How is it possible there's a bunch of pirates who've set up shop in the mansion without Ned knowing of it? He must've known.. He is either with them, or has been paid to protect the secret. If Ned does not confess to this, we should search his body. Either way it's probably a good idea to search him. You search Ned, and find a hidden dagger, and 22 GP. No special clues. Ned denies knowing anything about the pirates or their trap-door from inside the house. He says he is the gardener, like a grounds-keeper who works in the yard outside the house, and his employer is the absentee property owner who lives in-town in Portlandio. Ned never goes inside, and for that matter the property owner (Ned's boss) rarely comes to the old house. "We shouldn't be in here", Ned repeats. The house is in disrepair and he's been told that people shouldn't be there. Most people who come to the house-area are vandals, robbers, or thrill-seekers (due to the haunted reputation). Ned typically tells anyone he meets in the yard that they should leave the property. "You shouldn't be here". He says he has never been inside like this, and didn't recognize those pirates. He seems to be telling the truth. There might be more to the mystery, but Ned is a low-level pawn, so he does not know much. Did Ned notice Jaxon's friend enter the mansion? If so, why did he let him enter? If not, how could he have entered without Ned knowing? What could've killed him and was Ned involved? Ned says he did not see the cleric enter the house. Ned isn't always on the grounds. He travels to the town, for days at a time. When pressed Ned will say he saw "lights going through the house at night" and he didn't know what caused the lights. Now he thinks it was the cleric exploring, rather than a haunting. It was raining and a thunderstorm that night, and it may have been lightning reflecting in the windows. What could have killed this cleric? Ned suggests it may have been fright (from the rumored hauntings), or a fall on the rotten wooden floorboards, that killed the lone cleric. "The house is in disrepair. It could be dangerous to be in here. We shouldn't be in here." Ned repeats. Why did Ned, who has only been urging us to leave the mansion so far, want us to go through the hidden door, only to attack us right afterwards and try to get us out again? He probably thought it would mean our death if we went through that door. What did he think was there? What danger was supposed to be awaiting us? Did he know of the dead cleric? The reason Ned says --- He thought it would lead to a way out. He could encourage the party to leave the mansion, and go outside. The real reason you figured out (Successful Perception check) --- Ned figured he could mug someone if he got you alone. He could hit you, possibly take your treasure, and run away. If Ned confesses to having ties to the pirates, we should question him on what that magical, commanding voice was. Although we were initially convinced it was a living creature, it might've just been some sort of alarm/trap that was set up. We should also find out if there are more pirates here, and if they might return soon. It seems the magical commanding voice frightened Ned too. You decide it may have been a magical trap voice, or it may have been a powerful pirate bellowing from below. Ned says more pirates aren't the only worry. He reminds you of flesh-eating worms, broken glass, rotten floorboards that can fall through, fire hazards, lightning strikes, haunted sounds, and simply the fact we don't own this house (his boss owns it). "We should just go back outside, sleep it off and talk about it tomorrow" said Ned in conclusion. Hans I'll award your Journal XP later, in case you still want to edit or add another response this week.
Translation: Curse that Cat! She disappeared - Searched everywhere - Unable to find - Continued exploring Elf rigged a rope alarm trap - Very clever! - Found secure room to rest in - Push further - Bird lingers behind West wing of Mansion - Searched room end of hallway - Elf finds gold earring - Bird finds magic knife! Large carpet suspicious - I pull it back - Trap door found! Locked - I forced open - Large room below - Sent leprechaun to scout - Scared of ambush By Moradin! - The Terrible Voice! - Party panics - Group scatters! Regrouped - Elf goes down - I follow behind - Attacked! - Pirates advance Elf avoids melee - I strike one down - Frog helps slaying other Clangeddin's Axe! - Battle is satisfying - Bodies looted - Join Bird looking for hidden door Bird signals - I understand - Barred door - Warning! Searched Captain's room - Bird checks books - I find box of supplies - Coded parchment Lantern suspicious - Pattern similar to code - Bird agrees Frog cries out - Elf fighting Ned - Wrestling - I push by Frog - Tackle Ned - Subdued Elf injured - Cleric critically wounded - Upset - Dead body on floor Frog explains - Found body - Missing priest - Rot worms! - Frog saves Cleric Elf ambushed - Ned traitor - Must work with the pirates...
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@ Solid , that is a humorous account. Well done. It actually feels like we got a lot done for 1 session, from those notes. "Ned traitor - Must work with the pirates..." Effectively yes. Traitor to the party yes. He's working for his boss Thoma, the absentee landowner who is a councilman in Portlandio across the bay. Ned himself seems ignorant of the exact nature / location / business of the pirates. Like he didn't know about the trap-door and their bedroom downstairs. You guys have intimidated Ned and worked-him enough to learn this much. He's personally ignorant of any larger affairs that might be taking place behind closed doors. You could conclude he's affiliated but kept in the dark. We haven't found out enough about Thoma, or Sanabel, or the pirates yet. There are more of them. Next session, suspicions and investigation can turn towards the pirates and larger affairs, things ol' Ned knows little or can tell us nothing more about. Here is a cartoon pic of those 2 pirates who tried to fight you guys. Add this on your character sheet bio tab, thanks, +250 XP (Torvald for journal of April 7 session with dwarf runes)
Betrayal My instincts told me not to trust her. And now she is gone. I can't remember what happened. But then again, I can't remember where my rope went either. Wait, where's my shield?!?! Ud`Raaaaaan!! Did she have another agenda? Maybe that's why she gave away the earring so easily. Or did this place do it? It seems to bring out the worst in people. That gardener even attacked me! I should've probably killed him, but I hoped he would prove valuable. He didn't know anything. Or if he did, I can't remember. We should get rid of him. He'll be of no use to us, that much is clear. This place is starting to affect my brain. I remember seeing my companions run in fear. But WHY? Does it have something to do with that body, crawling with maggots? How did it get there? Why was there so much glass on the ground all of a sudden? I think my memory loss is worse since that gardener hit me. I must not let the others know, just in case that cat wasn't the only untrustworthy one. That belt buckle knife will prove useful. Just the sort of weapon I needed. I'm still penniless, but by offering the ring I could've sold otherwise, I am now not in debt with the one-that-doesn't-talk. I don't understand him, nor do I know if he understands me, but he understood that part alright. As we are going deeper into this mansion, I have more and more trouble remembering what I'm doing here in the first place. There must be some spell on the house that is affecting all of us at different rates. I should probably get out of here while I still can. But first I need my rope. And some gold. I should talk to the others about that.
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Out-of-game note: I removed my shield from my character sheet. It got lost in the mansion somewhere. Sandoval concludes that Ned is a liability, and of no use to the party anymore. He feels they should send him away into the night. Or at the very least confiscate his knife. Then there's the matter of the gold he's carrying. Sandoval asks the group if they think we should take it from him. We could use it well, and the gardener probably didn't get it through honest means. As the group is talking about this, Sandoval asks "Has anyone seen my rope around somewhere?", hoping nobody will suspect his sudden memory loss. "We need to tie up the gardener properly, This will never hold."
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@ Hans , good work. I am smiling from the forgetful parts. The decision you have presented about Ned is appropriate. You can easily tie him up, send him away, or keep him with you. It would be ok if he was killed, but sparing him is also understandable as roleplaying (a good-based party). He isn't of much further use since you interrogated Ned and got all the information he has. It is ok to kill the bad guys, and he qualifies as one of the bad guys since he attacked you, but he is still a minor figure and an ignorant, so I can see the party choosing to spare his life. Final judgement is left up to you guys. Add on your character Bio tab, +250 XP (Sandoval journals of April 7 session, reached the basement and considering the nature of Ned) Note: 250 is the experience bonus you can typically get at 1st level for a journal that has writing and internet images. I'm looking off a sliding scale I made for journal XP.
Thanks for the journals guys! I enjoyed them. Can't wait to play again on Tues since the 2nd campaign I joined (and have been waiting for it to start for 4 weeks) was deleted by the GM 2 hours before start time with no word / message from the DM =/. Sorry... just venting haha. See you guys Tues!
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I know, right! I'll cop to stalking since I saw you changed your Roll20 portrait Chris and then I read you looking for another game day (e.g. saw one of your LFG posts). And I was thinking "Ahhh I wish I could run games for Chris and these Players more than one day per week". Alas it seems once-a-week is the best pace for trying to schedule & maintain good attendance for our campaign here. In your journey around the LFG & forums -- If you meet any other good potential players who want to play on our game day (currently: Tuesday)... please send me a message and introduce them. We still want to recruit 2 more PC's for this campaign, to bolster up to 6 total. Can you think of anyone good to reach out to, who might be open for our regular times?
I just joined a 5e campaign and the dm seems awesome (not that you arent of course). He is still rounding out the pc's but i will keep an eye out. Most people i know work during the time that we play unfortunately.
I'd like to play more than once a week as well, but in a bad week that would be hard to manage. I like the idea of journals and play-by-post to fill up the space a bit. I have a real life friend (that introduced me to D&D in the first place) who is a great D&D player. Really vivid imagination. I could ask him if he could and would play on Roll20 with us.
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@ Hans Go ahead and ask your friend. You know the schedule and features of the campaign to describe it to them. If someone new comes soon they can play one of my pre-gen NPC's on the soonest Tuesday they can join to try out (Jaxon Cleric, or Mitel Archer Elf). Then we will work on making their own PC for the 2nd week.
So I'm not the only one wanting more? ... I have to say I look forward to each Tuesday afternoon to play with you guys; really sets things apart.
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SolidHybrid said: So I'm not the only one wanting more? .. Responding in the current Scheduling thread with a possible option of extending game session times for playing-out Torvald / Sandoval / Airen prequels and origins, SEE LINK <a href="https://app.roll20.net/forum/post/1804890/scheduli" rel="nofollow">https://app.roll20.net/forum/post/1804890/scheduli</a>...
I would love to play more too but it's not going to happen for me, I'm so busy right now. Having a hard time just keeping up with the weekly journals. Great to hear how enthusiastic everyone is though.
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Gray F. said: Having a hard time just keeping up with the weekly journals. Great to hear how enthusiastic everyone is though. You'll still get a partial chunk of XP for even a short Journal, if that helps relieve the time it takes. Here are some notes from last week -- Kryikh found an iron lock-box under a stone under a bed At the end of the session you managed to learn a new kind of Murdock's Feathery spell that you're planning to try soon. When Fergel got scared and ran away, and you went outside and had a conference with him. When we get in-game later today, I've got a few things lined-up for you to hit the ground running, Gray . I made 2 new Handouts. One tells the contents of the Illusionist Spell Book that Airen found in the senior-pirate-quarters. It would be good to look and see what the spells are. Wise ones say "You can guess the spells your opponent might have from the contents of their spell book." Also Kryikh and Airen can decide how to split the spells if either of you choose to study-learn-transcribe-copy some of the spells within. Next, there is a new List of Book Titles representing the hundreds of books that Kryikh has found around the mansion and its library, so far. You can choose FIVE BOOKS (count them, 5) from the book list. These will be the titles that you might want to thumb-through and possibly read more closely. Kryikh just doesn't have time to read hundreds, so I'm giving you the choice of 5 from the list. After you select the 5 titles you want from the book list (today), I'll tell you some-time-later if they contained anything interesting. I'll go over it with you in-game.
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Here are the holders of some of the books found around this mansion so far: Be sure to Note on your Bio Tab and/or Journal to help remember if you got a book, especially if you are actually reading the book (in Roleplaying). The Metaphysics of Mathematics by Mage Nystul (Kept by _____?) The Magical Properties Of Gemstones by Mage Tenser (Kept by Kryikh, pertains to magic gems and transmuting / Alteration) The Magical Properties Of Herbs And Flowers by Mage Tenser (Kept by Airen, pertains to Herbalism NWP) Volume of Erotic Poetry Fully Illustrated (Kept by Airen) Naval Almanac: On Stranger Tides, Portlandio Inlet Bay Area Tide Charts (Kept by Airen) Eye Benders Book On Mesmerism And Clear Thought (Kept by Airen, he seems to be reading this book in his downtime daily for a month) Here is list of more than 50 additional book titles found (SEE LINK). Kryikh can pick-out 5 favorites. The ones claimed above do not count against your 5-pack. <a href="https://app.roll20.net/campaigns/journal/170266/ha" rel="nofollow">https://app.roll20.net/campaigns/journal/170266/ha</a>... Post your Journals for April 14 session this week.. Window is open for Journals focused on April 14 session, exploring on 4 different levels of the abandoned mansion (basement, ground level, upstairs, and clearing out the attic level). PICS: Sandoval the Elf, attacked by Stirges (oversized mosquito biters) in the Attic! Roof Cat / Ceiling Cat Meme. And a drawing of a flying roof cat that meowed "Thank you" / "What took you so long?" Thanks For Playing Players!
That meme &gt;.&gt; haha.
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Journal Encouragement For a time-saver, 1-3 sentences could suffice. More elaborate journals are worth a bit more Experience. Even short journals will get a base XP. It's designed to be worth your while. Short-order samples from last week... Climbing up to the Attic through the broken stairs / hole in ceiling. Mosquito Stirges in the attic, and finding a ring. Roof Cat. Kryikh -- write up your 5 book title selections. If you want to write about something different, use this space to tell us something new about your character. Draw something or find a picture for another approach @ Chris , I've created a new set of 2 Handouts for Airen in the game, about swimming and underwater breathing. I'll talk to you more about that in-game or on-the-side for now. It's something for the party in the long run, more of a hook for the bullywug PC in the short term.
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After interrogating Ned we are still unsure of his ties with the owner of this place or the pirates. Unwilling to kill him or send him away to possibly alert more pirates we decided to keep him close. Kryikh seems to be strong with enchantment magic - in order to lessen the threat of Ned he used his magic to charm him just as he did with Fergul. Hopefully Ned doesn't end up sticking around long... his mustache creeps me out. We decided upon exploring the last 2 rooms on the first level before barricading ourselves in a room and resting for the night. The rest was well needed even though I didn't sleep very well. It was hard to sleep with the thought of more pirates returning on top of the eeriness of this place to begin with. After resting I spent some time memorizing my spells before we decided to explore the second story of the mansion. Immediately after getting to the second story our interests were peaked by a set of broken stairs that led up to what seemed to be servants quarters. After figuring out how to get most of us up the stairs and exploring the few rooms we were attacked by stirges. One of the stirges managed to latch on to my arm while I was attacking his buddy, and I couldn't pull him off. As much as I disliked having my blood sucked by an overgrown mosquito I disliked having to dodge Sandoval's and Jaxon's weapons attempting to kill it. Luckily Kryikh seems to be fairly skilled with his staff and was able to smash it. Once the stirges were exterminated we heard a faint - feline - thank you coming from outside. This reminded me of the flying cat that Kryikh was trying to help before being struck by lightning. A talking - flying - cat surely peaked my curiosity as I have never seen such a creature. I have read stories of wizards who have had other magical creatures as familiars - perhaps it belonged to the illusionist who seems to be involved with the pirates we killed below. I tried to catch it's attention unsuccessfully before being pulled away to check out the rest of the house. After exploring the servants quarters we hopped back down to the second level where Torval was guarding. During the time we were up stairs he believes he heard voices coming from the first floor. We continued to search the second floor being cautious - limiting our noise. We noticed some tracks on the floor which led to a window facing the ocean. It appears that this is where the pirates were signaling the others with the lantern that we had found. Perhaps we will find out after we explore the rest of the rooms.
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Translation: Went upstairs - Explored adjacent rooms - Both full of books - Bird very excited Searched both - Nothing found - Returned to safe room - Barricaded - Rested for night - Took two watches Morning moved upstairs - Took staircase near kitchen - Elf climbed to attic - Bird & Frog followed Stayed behind - Feared falling - Waited below - Party explored above - Eerie noises heard Majority from house - Thought heard voices below - Unsure - Noise obscured - Pirates? Party returns - Elf - Frog - Bird - All bloodied up - Explained fight with Stirgres - Damn pests! Party explores 2nd floor - Watched as fall through rotten flooring - Followed behind carefully Located signal spot - View overlooks bay - Definitely base of operations - Maybe vast loot? Getting itchy for action - Hopefully we find more than books...
That's a picture of Kryikh inspecting the Ring of Protection +1 found in the Stirges nest.
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Edit: Apparently Roll20 scales down my image. You should be able to see some things in there that we encountered during the previous session. Here's the text in case it is unreadable for you: Hah! Things are finally looking up! Maybe this mansion is not so bad after all... Since Jaxon tended to my head wound, I can finally think straight again. I haven´t found my shield back, but I am reunited with my rope and that counts for something. Better yet, even though this place seems like nothing but a big library full of boring books, I have yet again obtained a valuable piece of equipment. A beautiful ring, that was identified to harvest magic powers, which protect the wearer. Of course, we had to fight off a bunch of overgrown mosquitos to get to it, but nothing worth having ever comes easy. Looking back I can´t imagine what went through my head yesterday. Of course the mansion is not haunted! There is an illusionist here somewhere that just made it seem so. And while it is certainly scary to not know what is real and what is just an illusion, I can feel that the challenges laid out in front of us make me grow as a warrior. I feel stronger than ever before, and having such able and loyal adventurers by my side gives me even more confidence. Even though there is an illusionist, and possibly many other foes, somewhere in this house, I have a feeling we are ready for the battle that is surely upon us. I am a bit worried about the amount of arrows left in my quiver. I´m down to six. I should ask the other Elf for some spare arrows, I might need them later. And there is something else that is troubling me. We have found so many hints that suggest more pirates could be visiting the house at any time, and this place is too big to clear or guard properly. There seems to be movement all around us, but we haven´t been able to track the source of all those noises. They might be illusions, but what if they aren´t? I hate not knowing what we´re up against...
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Wing is all wrong, still can’t fly. Can hardly bear to be stuck on the ground like this. We found a broken staircase—I was forced to climb up a rope to get up it. I am literally humiliated: low, grounded, stuck to the earth. Ashamed. Stirges. Nasty things. With wings. At the sight of them, I flew into a rage and battered several to death with my staff. Sandoval joked that I should have been a warrior not a mage, but it was the fact that they could fly that enraged me. Because I can not. Still, there are good things. Wing-mates. I miss Jade (Battalia), but Airen and I have now made two new good friends in Sandoval and Torvald. And Jaxon, Mitel and Fergal are still with us. It’s especially comforting to have Jaxon with us. I will forever be grateful to him and his order. We found the body of his colleague in the basement. I will do what I can to help Jaxon deal with this. Meanwhile, Ned the crazy groundkeeper attacked Sandoval, but I have successfully put a charm on him, so he should be no trouble now. And … the books in this place. Whoever lived here was a great lover of knowledge. And such knowledge: alchemy, transmutation, weather lore, all kinds of fascinating subjects. Can these books help me relearn how to fly? I am studying them at every opportunity. I think the others grow impatient, but I must dredge very last drop of learning from them. I would need a month just to properly investigate what is here, let alone read it all, but I have found several titles which seem particularly promising, either to help heal my broken body, to reveal secrets of flying magic, or to help me to develop the arts of transmutation in general. I have focused my attention on these five from the main library: Fire, Water, Earth, and Air The Sorcerer's Art and the Healing of the Self Materia Medica Knitting of Bones The Great Work Of Alchemy I have also been studying two we found elsewhere in the house: The Metaphysics of Mathematics by Mage Nystul [I’ll keep that one if it’s ok with Airen] The Magical Properties Of Gemstones by Mage Tenser (Kept by Kryikh, pertains to magic gems and transmuting / Alteration) When I have finished with those, some others have piqued my particular interest: Eastern Alchemy Summa Perfectionis Body Soul And Spirit On the Number of the Parts of the Body Given recent events, I should probably also look at The Cat it Was Who Died and Mariners: Consensus and Cohesion in Certain States of Adversity but they will have to wait. I also found some books which I have given to Jaxon, as they seem to deal with supernatural weather: Hailstones: Magic vs. Mundane How to Catch Lightning and Smoke Forest Tempest
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Ohhh, don't pick the Materia Medica! It's in the bookcase right next to me, I can tell you what's in it :p Nice Journal by the way, enjoyed reading it! Edit: proof:
Rofl the odds
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Forum Champion
Thanks everyone for posting! These quotes tip you off to where we pick-up the action and piece together some of the secrets this week. Airen journaled: "We noticed some tracks on the floor which led to a window facing the ocean. It appears that this is where the pirates were signaling the others with the lantern that we had found. Perhaps we will find out after we explore the rest of the rooms." Torvald journaled: " Located signal spot - View overlooks bay - Definitely base of operations - Maybe vast loot? Getting itchy for action - Hopefully we find more than books..." DM breadcrumbs about the Abandoned Mansion (to remind you where we are): We are currently in the upstairs, room that has a window used for signaling with the lantern. Who are they signaling? Look out the window and see if you can deduce anything. Start today's session here. There are around 4-5-6-7 rooms that you haven't opened yet, in the upstairs level. We can visit these rooms next, if the party wants to explore. There are pirates (voices) in the vicinity. You keep hearing them in the distance from time to time. You will probably encounter them today, and today might be the day you find out the mystery of the pirates, where they are hiding, how they got there, and start to uncover the secret of why they are there. XP Bonuses for Journals this week, Please add in the appropriate place on your BIO & INFO tab of your character in-game, +380 XP (Torvald for journal of April 14 with dwarf runes and pic of the kenku holding up a ring) +400 XP (Sandoval for journal of April 14 with digital-created image of journal handwriting) +380 XP (Kryikh journal of April 14 with book title selections and bird/book images) +380 XP (Airen April 14 journal with footprints and lantern signaling pics)
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Next, post Journals regarding April 21 session, before next week.. First the party encountered and brought-in Kaz the Minotaur, some kind of Dawn Priest carrying a dwarven-made maul. The party moved from the upstairs (lantern signaling window), clearing a couple rooms along the way. Kryikh and the fighters killed 2 large spiders. Kaz found a rose-colored quartz crystal in a fireplace. Next, the party went back down the trap door to the cellar, setting off another loud-voiced magic mouth alarm. 4 pirates attacked as they arose from their beds. After dispatching and interrogating a pirate, the party opened the "Danger" door and fought 6 skeletons. Airen and Sandoval found a secret door that led to a long-hidden Alchemist lab. Many items were discovered and obtained. Tell about your favorite scene, memories of the session overall, or go blow-by-blow. For a different approach you can tell us something new that is developing about your character. Written format, pictures you find, or pictures you create are all welcome forms of expression for this.
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Upon waking up near the house the dwarves told Kaz about for a possibility of finding gems for the Holy symbol. Kaz did a meditation to Lathander and there was a beautiful sunrise. Upon completion of meditation Kaz got the feeling of not so good weather was about to come in. so he checked the back door and noticed that there was a broken window. He soon figured that the window was too small for him to enter and went for the nearest door. While checking it, found that it was locked and tried open it. Because of the noise, he came to an encounter with a crazy " Dwarven " Man named Torvald. they talked for a while and kaz got in after lowering his Dwarven Maul. Upon joining the group Kaz searched the second floor in a few rooms for some treasure and the they have heard before Kaz joined up. While in 1 of the rooms we encountered some spiders. Two of the guys dispatched them off very quickly!!! After that we checked another room and there was a fireplace in it. This room must have been one of the guest rooms some time ago. Upon entering the room, Kaz was drawn to the fireplace and saw something shiny in it. Proceeding to look through the soot, ash, and burned logs found a piece of rose quartz. Which will be fashioned into a Holy Symbol of Lathander at a later time. we then chose to get to the basement as quickly and quietly as we could. when we approached the trap door and loud and disturbing voice warned us not to entering, but we did any way. When Kaz and two others got to the bottom of the steps we were warmly greeted buy the . while they were greeting us. we gave them a very cold thanks in return. after finishing them we were greeted buy 4 more pirates. Thee of them were quickly " Run Through" and Kaz intimidated the last pirate. we found out that a guy named " SANABEL " was the " Ring Leader " of this rabbling group of pirates. Before Kaz could ask his last question the poor sap fell limp in his hand and was tossed aside. Then the party checked them out and found some treasure. After that Kas found out that there was and dead priest of Zeus in the back of this room and blessed him with holy water to giving him " Right of Passage ". Buy doing so it cleared up the scum, maggots and other afflictions. We then checked out the room for hidden doors and found nothing. We then decided to go through the . when entering the room me and Torvald were greeted by 4 skeletons and I quickly turned all four of them and Torvald disembodied 1 of them shortly after that. I asked that the other cleric to come in while the Dwarf was working hard. and the party quickly took care of all six of the skeletons. Kaz and Jaxon did a group blessing on the skeletons. After that we searched the room for treasure and secret doors. One of the guys found the door and we proceeded. What was behind that door was the Old Alchemist's chamber. While checking this room we found a lot of treasure. Kaz found a of two doses of "Alchemical Silver". Which can be used to coat weapons and and other implements to dealing damage to undead and werecreatures. A golden rose was also found by Kaz. Some of the companions found other golden items and some scrolls and one of them was given to Kaz and the other scoll went to the wizard. After that Kaz did a holy water blessing for the gentleman and gave thanks for the items found. we then searched the room and found a secret tunnel. Upon further investigation Kaz found out that it leads to the bottom of the extensive library upstairs.
Translation: Moradin's Hammer! - Encountered a Minotaur - Carries dwarven maul - Confronted outside mansion Speaks dwarfish! - Peaceful beast - Dawn Priest of Lathander - Questing to improve holy symbol Joined party - Can group get any stranger? Searched nearby rooms - Attacked by giant spiders - Quickly dispatched - Spell - Axe - Knife Went below through trap door - Encounter four pirates - Slayed one outright - Others attack Bull shows strength - Bludgeons one - Killed second - Mortally wound third - Elf subdues last Pirate offers little information - Elf dispatches him - Bull moves into cellar - Sanctifies body Open "Danger" door - Undead! - Skeletons attack - Bull and Jaxxon turn - Bird kills one Crushed two remaining - Find hidden doorway Alchemist's laboratory - Transmuted items - Golden treasure! Claimed golden skull - Finally - Obtained modest wealth - Other partake of spoils Explored tunnel to library - Where is the pirate's stash?
And now a post of Bullywugs!
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Forum Champion
Enjoyable Journals, Star Gazer (Kaz) and SolidHybrid (Torvald) ! I liked how SG brought a new format to the journal options in the Kaz post (April 21 session journal) -- pictures embedded in the sentences. Torvald , of course the dwarven runes format, great material. Revisiting Hans ' Journal from 1 week prior (April 14), with the Sandoval thoughts written in a script. It's like a digital collage of memories from the session including relevant background pictures. The roof-cat with wings is in the background, the giant mosquito stirges, a magic ring, quill and ink and so on. Evocative style. Scroll back up and take another look. @ Gray , I'm working on a followup reply to Kryikh's journal 1 week prior (April 14). I'll respond soon about the 5 books selected, the additional books given to Jaxon, and the latest: Alchemist's Spellbook found by Airen at the ending of the April 21 session. Regarding Solid's followup with the bullywugs picture, you just wait. You'll see those bullywugs soon enough. The frog-people tribes could be more prominent in Book 2 of our upcoming adventures (if the party chooses to pursue the ongoing mystery of the pirates and their associates, and their purposes and means). For now let's just say those pictured are some of the bullywug tribesmen whom Airen our Bullywug Conjurer has told you about. (Airen's home-tribe). Many wugs reside in the Cold Marshes and nearby areas, a large swath of wetlands also inhabited by Lizardmen, crocodile, and many more animals, creatures, and spirits. Presently the Bullywugs and Lizardmen are at odds. But first! You'll have to discover the scourge of pirates in the underbelly of the abandoned mansion. Defeat their leader (would that be Sanabel?). Uncover their purpose, and begin to track the source that's supplying them and funding them. Before it's too late! (??) @ Star Gazer , I edited a few minor spellings in your Journal. The actual name of the illusionist is SANABEL (who lives in the Pirate Senior Quarters room in the cellar). Easy to mix-up because the name is similar to one of our PC's in the party, the Elf SANDOVAL . That's the only substantial change I edited. I liked the contents of your post, and remembered moments like the sunrise (for the Dawn Priest), the holy water applications you did, the rose-color-quartz and the golden-rose you obtained, and the alchemical silver (2 doses). You can decide if you want to coat 2 weapons with the silver, or use it for your minotaur horns, or if you want to save it for later. @ Solid , cool journal. Torvald thought: " Pirate offers little information" ... Just to clarify, DM hints here. The intimidated pirate confirmed that "Sanabel" is those pirates' immediate boss/superior. Sandoval Elf and Torvald Dwarf would have recognized the name Sanabel --- it's who the Lizardman Vessik had instructed you to allow comings & goings from the old mansion-house. Piecing together a puzzle, you have learned that Lizard tribe following Vessik in the Cold Marshes nearby, are in some kind of dealings with human pirates who operate in The Bay and who seem to be using the old mansion for some undetermined purpose. Lizardmen and Pirates working together. To what end? Why would they want to? What is their stock-and-trade? Torvald , Obtained modest wealth.. Congratulations on that! Such treasure should be pleasing for the dwarf, indeed. $$$ Torvald , Where is the pirate's stash?.. A valid question. Keep searching. Star Gazer and SolidHybrid please add the following XP award on the appropriate place on your PC's Bio tab, +250 XP (Kaz journal of meeting the party after sunrise at the abandoned mansion) +380 XP (Torvald journal with dwarf runes, slayed a pirate, obtained modest wealth, bullywugs premonition) Note: The amounts are different because it scales up with character level. Window is still open for April 21 journal postings from the other Players.
Thanks for the edit Gold, I knew the name was close and hoped that you could edit it for me. Thanks
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I am working on a drawing of my character. Since I don't draw, it is proving hard and will take me a long time. I will probably show the development of my character sketch a few times and plan to update it regularly to reflect his current state. For now he is not yet recognizable so I will refrain from showing it yet. In the meantime I've replaced my picture ingame. The new one is much closer to 'reality'. Now, lets start off with a quote shall we? :) Sandoval's Tales Episode 4 - Cleaning up As we were gazing out of the window and learning more about the pirates' agenda, we saw the minotaur. We set up a trap as he approached the house. We didn't have to, he turned out friendly enough. Probably because of his religion, which I neither recognized nor remember any details about now. I know it has something to do with worshipping the light of dawn, and symbols. This fellow also seems to be very interested in assorted crystals and random loot. Even though he couldn't even smell us over his own scent, he looked useful so we took him in. What else could we do? With the bad weather approaching he wasn't going anywhere and we couldn't afford to stay out in the open and try to convince a minotaur to walk away peacefully. Hopefully he will turn out an asset and not a burden. It turned out the bad weather wasn't natural. I'm suspecting that whatever is forming that fog, Sanabel probably has something to do with it. Yes, we finally know Sanabel is actually the illusionist leader of the pirates. Which means that I will go back to Vessik as soon as possible after Sanabel is taken care of. That reptile will regret giving me the mansion job! Meanwhile the job is proving to be hard but rewarding. I found a diamond in a hidden storage in one of the rooms we explored. The next room contained a bunch of spiders, but we quickly dispatched of them. It was the first fight where one of the mages got really involved, and our combined power awestruck me. I'm glad these are my friends, not my foes. Kaz couldn't even get involved in time - they were already dead. He was happy though, because he found a crystal he seemed to like. Off to the 'danger' room it was. When we got to the basement, we were once again welcomed by the booming voice and a group of pirates. I told everyone to keep one pirate alive for questioning. I made sure that happened by not killing the one that confronted me. Or at least, not at first. In the end, I killed him anyway. That seemed to shock the Dwarf and Kenku, but what did they think was going to happen if I hadn't? If Sanabel or someone else wouldn't kill him anyway, he would've gotten us in a lot of danger. He was never going to help us or tell us anything more useful. But I guess they thought I was just intimidating our captive when I proposed to kill him. Think again. Sandoval has seen too much suffering to have mercy on a ruthless enemy. If you don't kill them, they kill you or the ones you love instead. Curiously enough the pirate didn't seem to know what was behind the door labeled 'danger'. We found out it was the reanimated dead. A chilling enemy, but the combined magic power of our group quickly sent them running back into their graves. So I did what I do best and found the hidden door with help from Airen. We hit the jackpot there! This hidden room seems to be the office of the alchemist that used to live here, and it was filled with magical books and items, and various objects that seemed to be turned into gold. Imagine having such power! The minotaur snatched the rose quickly, and Torvald was drawn to the skull like moths to a flame. So no one objected when I took the remaining golden items. Those will come to good use once smelted down. I will ask Torvald to do the smelting for me once we get to a safe place, and give him a little share for the work. The mages seemed happy enough as well. Yet, the pirates must have their own treasures stored away somewhere as well. If we can find it we'll walk away encumbered by treasure! But before that, we must face with lies ahead. Tonight, we will have to be ready for whatever is coming from the sea. If it is indeed Sanabel, we can deal with these pirates once and for all...
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KRYIKH AND ALCHEMY Since others have covered the main details of events, I am focusing on Kryikh’s study of the alchemical books. Gold, some of this stuff may edge into “world-creation” or background generation. I hope that’s OK--obviously we can change anything which doesn’t fit. Kryikh has been studying the tomes found in the mansion with great interest. As a transmuter-mage, he specializes in alteration magic, and so has been exposed to alchemical studies to a degree. However, in the past he was never particularly interested in this branch of alteration magic. He has always been interested in more broad and varied, and perhaps abstract, forms of alteration than the transmutation of one material substance into another. (In fact, to an extent he was quite repulsed by this side of alchemy, as in his home area he was forced to work for a Kenku criminal gang for a while—this made him particularly averse to the crude “gold-creation” goals of some alchemists.) However he was also always aware that “alchemy” itself means something much broader and interesting than simply the turning of base metals into gold. And it was his hope that in the knowledge contained in the mansion’s books that he would be able to somehow either heal himself or gain knowledge of forms of magic which would allow him to fly again. In studying the books the party has found, he has come to a much deeper understanding that alchemy itself is about personal transformation rather than making gold. Here are some quotes from a useful article I found online at <a href="http://www.skepticssa.org.au/html/alchemy.html" rel="nofollow">http://www.skepticssa.org.au/html/alchemy.html</a> -- “The best known aspect of Alchemy was probably the quest to convert ordinary metal, like iron or lead into gold: however the true objectives of Alchemy were much more complex and diverse. There were essentially two categories of Alchemists: the Soufflers , whose main objective was to find the Philosopher’s Stone, a substance they believed could convert ordinary metals like iron or lead into gold the Alchemists , whose prime aim was the gathering of knowledge, wisdom, and the completion of the Great Work” So what was this Great Work? Well, basically it means transforming oneself rather than external substance: “The philosophical side of alchemy identified the objective of converting common metals into gold as a mere analogy, reflecting the ‘real’ spiritual objectives of the conversion of the ordinary man into something finer and more precious, a superior, more spiritually evolved being.” So, for Kryikh, the hope is that alchemy will allow him to transform himself, rather than making gold from lead. In this regard, he is also particularly taken with the symbolism of alchemical texts, which often use terms related to birds to refer to the various elements of the Great Work—including, of course, the “Philosopher’s Egg” which we have just found. So: “Like most ancients who pursued the arcane arts they created their own secret language, describing their work in complex, esoteric terms. Thus, very common substances such as lead were called ‘Black Crow’, Sal ammoniac was ‘White Eagle’ … The Philosopher’s Egg or Vase, in which the Great Work took place was filled with raw materials to produce the seven metals, and developed into three variations of ‘a bird more sublime than all the others’, the double egg of Crede Mihi, a concept of classical origin of the dragon and serpents.” Will Kryikh be able to transform himself into a bird more sublime than all the others? Or, at least, one which can fly like all the others? His studies continue …
Great how you combine Alchemy and Transmutation with your goal to fly again. Very creative and it makes a lot of sense. I like all the symbology that's involved. I wonder if the other characters can help you somehow with your quest?
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As I was trying to get the flying cat's attention the others spot a bull like man outside. Sandoval and Torvald head down stairs to investigate further while Kriykh and myself keep watch on the bull from above. After some defensive conversation from both sides it was concluded that the bull man, Kaz, heard of the alchemist who used to live here and was in search of a new holy symbol who's worth would better represent his devotion towards his god. I stated that the alchemist had long passed, but if he helps us clear out the house of any theifs *as I pointed towards the broken window* who have broken in to our home we would rummage through the old alchemist's belongings which we moved to the cellar below - any holy symbol found would be his. Kaz agreed and we began "searching for thieves". We checked two more rooms on the second floor where we found some diamonds and a magical pearl. The second room we searched was inhabited by several giant spiders which were quickly dispatched. We then proceeded down to the cellar through the trap door which seems to have been left alone where we again encountered the magical trap relaying to us how we shall all die this time. Undeterred we proceeded down the stairs where we were greeted by pirates. We killed all of the pirates, but not before interrogating one where we were able to discern that Sanabel is in fact the mage who is leading these pirates. Still curious about the "danger" room we proceeded forward where we encountered a group of skeletons who re-animated and began attacking us. We were able to send them back to their graves, and then Sandoval discovered what they were guarding through a trap door. It was very clear that the pirates had no knowledge of this room for if they had it would have been empty. What lied before us was what we believe to be the long lost corpse of the mysterious gold creating alchemist. The legends seemed to be true as we discovered several objects that had been turned in to solid gold. What incredible magic. While I am not always fond of transmutation I surely can respect the skill that it took to pull something this incredible off. Kryikh was overly ecstatic. Usually I can understand him when he try's to speak - his voice just enters my mind, but this time he was just wildly moving around from one object to another squawking repeatedly. We all were able to find items of value - whether monetary or magical and decided to rest a while in this room. While we were taking a light rest some of the party looked a little further in to the hallway where they discovered that there was a trap door that led back up to the library. Clearly this was the alchemist's own little get away. I wonder if we had not found this place if it would have been lost forever.
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Gold
Forum Champion
+400 XP (Sandoval journal of April 21 meeting minotaur Kaz and going beyond Danger door with Gold quotation original digital graphics) +380 XP (Kryikh journal of April 21 the Great Work of alchemy and self change, with pictures, bird symbolism) add to character bio tab Gray, & Hans! Closing XP opp for April 21 journals. (The 1 missing who has his journal text ready can still fill it in, Chris Airen, just not for XP for last week... good jounal, thanks for posting, I laughed at the comic and the descriptions. he knows of the cut off time for the xp bumps and is ok with it, he's still proceeding just fine with levelling.) Window opens for any-format Journals of April 28 session Everyone is eligible again for Journal XP this week, April 28 session stories. We had a fast paced session today. Faced the linebackers of American football of 8 pirates at once, after their pair of Gnoll scouts bit the dust in an ambush. Then the party made their way past a secret door into the pirate caves, with pirate-cave-battle music playing on the Jukebox. I have a screenshot of the current cave map progress to add.
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As I was delving in to this new book I found I was alerted by one of the others that there were pirates in the other room. After walking out there were 2 dead gnolls lying on the floor as well as 8 pirates in a line and they were looking for a fight. We were in their “hide out” after all. They got some good shots in, but we were able to take them out. Again Kryikh amazes me with his martial prowess. Perhaps he was a skilled warrior in a past life. After checking the pirates for any valuables / information we noticed light coming from the corner of the room, through the wall, perhaps where these pirates came from. It led to a hallway which looks like it had been hand dug. Clearly this is how the pirates have been freely moving in/out of the mansion. A little ways in we encountered another small group of pirates who looked surprised to see us. We quickly dealt with the first few and sniped out the last who attempted to flee down another hallway on the other side of the room. In this room there seems to be caches of war supplies. We continued further in to the cave where we encountered a terrifying series of saw blades circulating along the corridor. Having encountered several magical traps already I assumed it was merely another illusion, but after the others made several attempts to bash the blades they seemed real enough. Eventually the others were able to “disarm” the blades and we were able to pass through. The bull and our newly found druid friend were quickly drawn towards the moon/sunlight coming from the west while I scouted the path to the east. I was enamoured by what seemed to be a fiery creature who quickly scurried off further into the cave. I alerted the others of its presence, but the bull and druid were more interested in going the other direction. While they were arguing I sat down, leaned against the cave wall, pulled out my book, and began reading in protest.
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Sandoval's Tales Episode 5 - Blades & Barrels When we heard beasts going about in the basement, I was happy we had added the druid to our party. They were clearly looking for us, and I thought the moment to face Sanabel and his gang was upon us. I was all for making a barricade, but Torvald and the others were confident we could face them without the advantage of a trap. So we let their scouts crawl through the tunnel into our room, only to meet our weapons. We quickly dispatched of them, and went back into the basement with a battle plan at the ready. Unfortunately, Kryikh was quickly assaulted and was thus prevented from casting the spell our plan relied upon. So instead he took his staff and started bashing pirates in the head. I stayed close to him in order to protect him, but it was the pirates that needed protection from this fearless warrior-mage! With the dead pirates at our feet, we learned that once again Sanabel was not with them. That makes me wonder how large their force is. Did we kill most of them, or was this just an advance party? After we probably violated the pirates' last will by stealing their treasure, we found the tunnel that the pirates use to enter and leave the house! When we went into it, we immediatly smelled the ocean; a promising smell after days inside that moldy, dusty mansion. It felt like we found the last piece of the puzzle, and we finally got the upper hand on the pirates. We quickly proceeded down, and ran into even more pirates. Confident after our last battle, I taunted the closest one to attack me, and bested him in a true duel. Although I have to admit, the pirate did get a scratch on me as well. We dispatched two more pirates only to have the fourth run away. I set chase and shot an arrow hard into his back, but the sucker kept running. Airen conjured up a magic quill that put him to rest once and for all. Seeing him shoot around a corner like that made me feel slightly jealous. Magic just makes life seem so easy! Why was I never any good at it? Well... I know why. I just hate books... And guess where magic comes from?! Of course, with dead pirates comes loot. Barrels full of booze, water, strange powder. And crates full of weapons. I tried throwing the powder in the water to see if anything would happen, but it just sunk. I concluded it is definetly not an ingredient for a levitation potion. Realizing this was too hard to figure out for me, I went ahead and found a trap of big, spinning blades. So I went back to retrieve one of those tridents I saw earlier, and went to town on the first blade. Lo and behold, I scared it back into the wall. Who's a fool now?! Well, maybe still me for I sent the trident spinning into the adjacent room on the next blade. If only it had hit a pirate in the head, I could've pretended I did that on purpose. After my companions disposed of the rest of the trap, we were able to move on. We reached a spot where the tunnel separated into multiple paths, with light coming from each of them. But while one was clearly the setting sun, the other lights seemed unnatural. While we follow the sunlight west, Airen claims he sees a 'boy on fire' running into the south tunnel. He wants us all to follow it badly. Has the Bullywug lost his mind? He seems almost charmed by what is certainly another illusion from Sanabel. I'm not sure we should follow it. But what WILL we do? Preview of my sketch, I'm drawing Sandoval in pirate clothes shooting an arrow at the 'like a boss' dude: Bear in mind this is my first drawing in like forever, and it's a very early work in progress (I started this yesterday). If you look closely you can see my buckle knife :)
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It isn't my journal for the week, but a little add on :) "Dice Stacking" Since I am not able to get my background story on paper here is my small dice collection. On my cupboard and in my dice board: (For the game I play most you "only" need d6 and d20) Dice made of stone and metall Big foam dice and ball dice: I also own a d3 and a d30. I am missing a complete set of wooden dice, but I am planing to handcraft them. If you want to see some of them more in detail I take pictures in better quality. Edit: I forgot about rules for journal so here I am again with a very short story. (If it is ok I will leave the dice here) After encountering a bunch of strangers containing a bullywog, a bird, a minotaur, an elf and a dwarf they lead me into a strange house. I don't know why, but somehow my senses told me they are friendly. Even more I feel that they are guiding me to my desired revenge. A revenge I am waiting so long for. But for now I have to watch for myself. We were attacked by some gnolls and pirates. I rescued someone from the death. I did it because he was protecting me from the pirates in the first row. Now I am standing in a tunnel waiting for the next encounter. I saw some sunbeams on one branch of the tunnel. The others are heading to the other side, I don't care. I am smelling sea water, hearing some sea lions, wanting to see the sun. Someone is following me. The group found something, I am going back not seeing the water or some beloved animals. For now I follow the group and try to hide my shapeshifting ability as long as I can. --- Thoughts of a druid on his journey part 1--- It is not much, but now you know something more about my character...something. More to come next week. I think I like this thoughts format.
I must say... that is rather impressive.
Huh, the d4 should be on the bottom : P
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Forum Champion
I've added a picture, the party's first-look at Sanabel the Illusionist. A face that only a mother could love. The pic is in the Confronting Sanabel strategy discussion thread. Take a look sometime before Tuesday, to get a better idea of who we are investigating.
Translation: In alchemist room - Found by Gnoll trackers - Battle ensues - Quickly killed - Exited room Encountered large party - Pirates - Massive melee - Exchange of blows - Easily Routed - All dispatched Discovery! - Secret passageway - Leads below - More pirates - Leader flees - Shot down - Others killed Investigated area - Crates full of weapons - Barrels full of powder - Another with whiskey Weapons poor make - Appear massed produced - Powder healing agent - Used for crude potions Pirate smuggling ring - Moving weapons - Gathering supplies - Gearing for war - Maybe raids - Against whom? Avoided saw trap - Explored further - Tunnel network - Stopped 2nd intersection - Frog spots creature - Fire elemental? Concerned... (Torvald enjoys battle like most dwarfs. However, he is very loath to dismember certain humanoids. He considers it desecration. Only exceptions are for orcs, goblins, and other evil beast-like creatures. Even then it must serve a purpose. Trophies taken from fallen foes are also forbidden; unless obtained from powerful enemies. An example would be: dragon's teeth/claws, an orc warlord's head/ears, etc...) And now a graphic on Barrel sizes: (32 gallons of liquid = 256 pounds! Yeah not going to carry that around...)
Notes from Kryih's Journal Everything is change. This is my basic philosophy. Everything is constantly transmuting into its new self. We can try to control this change, alter reality in one direction or another. However often the most profound changes are the most unexpected ones, the ones which occur while we were busy trying to change something else entirely. So: I want to learn, to become a wiser and more powerful transmuter. To change my ability to change, if you will. Right now all I want to do is immerse myself in the books that Airen and I have found. In fact, Airen and I were so absorbed in reading books in the alchemist’s lab that we didn’t even notice the party fighting two gnolls outside. But I am also changing in other, less intentional ways. I seem to be becoming a fighter, for example. When we encountered a band of pirates, I ran to the front of the party to try to use my magic, but one hit me, and I couldn’t pull off the spell. So I hit him back … and killed him! Then all was chaos. Fighting with staff, with darts. Sandoval and Kaz protected me, as I was pretty hurt. Jaxon healed us after we had finished off the pirates. We then went down some secret stairs that the pirates had come from And encountered four more … One thing is nagging at me. When we exited the alchemist’s secret lab, I heard one of the pirates saying that tonight is the night they are supposed to signal. Who are they signaling? We have the signal lamp. How can we use it to find out more? Should we signal the recipients to come as normal, tell them everything is alright? Then perhaps we can ambush them, and find out what is really going on here.
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Responding first with some DM clues, adventure outlining the possibilities, to help move the game along and advance the plot/situation in between sessions! Kryikh thought "One thing is nagging at me. When we exited the alchemist’s secret lab, I heard one of the pirates saying that tonight is the night they are supposed to signal. Who are they signaling? We have the signal lamp. How can we use it to find out more? Should we signal the recipients to come as normal, tell them everything is alright? Then perhaps we can ambush them, and find out what is really going on here." 1. First deal with Sanabel and his minions. (Sanabel the pirate illusionist pictured at right..) 2. Obtain information (from Sanabel verbally by negotiation-intimidation-trickery-or-magic; OR search around the pirates' cave for evidence and clues after defeating Sanabel). 3. Then you'll have some information about the lantern signaling. I'll explain it in the game. Timing-wise this can fall after confronting Sanabel. He's already come ashore in the pirate caves, so you don't need to go signal to get to Sanabel. Just proceed in the pirate caves. You might be able to get information from him directly, or kill him first and find enough information to proceed. 4. There is a ship-on-the-sea that has more pirates, more of their cargo and associates. And their maps and treasures, of course! In the near future (but not this session) I think the party might want to actually go TO the pirate ship. 5A. In the long-run you can signal the pirate ship that all is well & safe at the house, and more pirates would row a rowboat ashore with cargo deliveries. This could be a way to continue to reduce the number of pirate crew. 5B. Alternately you can signal the pirate ship to wait... and then you could row out to the pirate ship under the cover of darkness or spells and surprise them! Confiscate or take-out the pirate ship? Find stronger clues and proof of the pirates' greater purpose & backing by investigating the pirate captain's documents on the ship? 6. If the Party wants to go to Portlandio Town (buy-sell-recruit-report-investigate).... Or if the Party wants to go to Airen's Cold Swamp to find Vessik The Lizardman first.... you can signal the pirate ship to "wait for 4 days", and you could go to the other places and come back. #1-2-3 are coming this Tuesday if we can fit it in!! #4-5-6 are for future game sessions. #6 we might be able to accomplish (partially) in between sessions with forum posts. Torvald expressed his dwarven-battle-honor ethics: " Torvald enjoys battle like most dwarfs. However, he is very loath to dismember certain humanoids. He considers it desecration. Only exceptions are for orcs, goblins, and other evil beast-like creatures. Even then it must serve a purpose. Trophies taken from fallen foes are also forbidden; unless obtained from powerful enemies." DM: Just wanted to reply and mention a few things! Mostly to Torvald and Kaz on this roleplaying line. The nature of the Minotaur (species of Kaz ) is sometimes more.. gruesome and bullish indeed, compared to the honor-bound dwarf Torvald Axe For Hire. I believe Kaz is developing to overcome his more base and brutal instincts. Kaz is good-natured and good hearted, but he comes from a ferocious culture in a harsh land 1700 miles away. He was originally born to be a Minotaur shaman but is only recently coming around to the sunny ways of the Dawn Priest of Lathandar. We will leave it to Kaz to tell more about his backstory as the game goes on (in due time). Perhaps Torvald's Good viewpoint will influence him in a positive way as regards honor and respect of the enemy corpus, with your explanation. And of course we will leave it to Torvald and Kaz to decide how they develop the characters as the game goes on. As far as my DM influence, I want you guys to play this out as much as you like, but all PC's continue understanding that different characters have different background-cultures, and players have differing styles of what they want to portray. I won't encourage the narratives get completely Texas Chainsaw Massacre on gore scenes in this, but there is a grey area where some killin' is allowed, and some characters might enjoy it different ways than others. Each player gets to say what they want on their Natural 20's and 1's. In any case gore-horror-blood-dismemberment is not the main theme of this campaign, but might come up in small doses. Overall I would like all combats to make about one-third of the gameplay / focus. It doesn't ever need to be extremely graphic but will contain varying descriptions of violent ends. The dismemberment on the blade trap was an illusion afterall. On a DM-Meta level, I wanted to temper what happened in that scene, if this helps ease Torvald's discomfort at the apparent dismemberment. It appeared real, bloody, and horrific to Torvald and most of the viewers. The spinning-blades trap was actually just a form of illusion - Leomund's Trap Spell that caused a phantasm in your mind to imagine the worst. The damage it caused to the pirate body was temporary, technically (though he was already dead anyway). This illusion-magic is something the dwarf doesn't understand yet with his fighter training, dwarf species and cultural aversion to magic tricks like that. Meanwhile Airen the Conjurer is starting to take notice of possible illusions due to reading the Illusionist spellbook and taking awareness. I'm pretty sure Kaz the minotaur and Sandoval Elf also do not recognize it was an illusion trap. Hans , ongoing discussion in the Confronting Sanabel thread (everybody check it sometime before Tuesday session) , party strategy discussion, playing by post in between sessions this week. 4 Players be sure to copy-paste the line of your Journal XP bonus from here, into your Character Bio Tab in the game table. +500 XP (Airen for Journal of April 28 session with frog graphic mashup thinking-suspecting lizardman Vessik of weapons dealings importing from pirates) +400 XP (Sandoval for Journal of April 28 session with pirate cave action and initial draft of hand-drawn Sandoval Elf character sketch) +400 XP (Torvald for Journal of April 28 session suspecting pirates of smuggling mass-manufactured weapons gearing for war but with whom, featuring dwarf runes graphic and barrel sizes) +420 XP (Krikh for Journal of April 28 session on the nature of change, self change and transmutation, while questioning and suspecting the bullseye lantern in the pirates' plot.. with added images of book reading and lantern) Window is still open of course for April 28 Journals from Chris S. for Beartram and Star Gazer for Kaz.
Rofl Gold that image of the Dwarf and Minotaur is totally awesome! And I think to be honest Torvald is affecting multiple members in the party. I know that Sandoval is definetly taking inspiration from Torvald's sense of honour. Alright, going to roll HP now... oh boy
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While investigating the Alchemists lab Kaz, Torvald and Beartram encountered a group of and quickly dispatched them while the wizards continued to read the spell books found in there and in the house as well. We then proceeded back out to the main room and fought some more . Kaz took care of 1 of them and Defended Jaxon and another member while the party finalized the combat. We searched them and found a bunch of gold.Then we saw where all these pirates were coming from for we suspected that there was a in the room but couldn't find it. As we ventured down this new passage, we encountered 4 more which were guarding some and . After taking care of the enemies Kas searched the Barrels and found some Mead in two of them. Water in a 4th and in the final barrel was Pirate Powder of Coagulation. Some of the other players checked out the and found some knives and other weapons. We then ventured on trough the cave and found a trap of lethal razor blades ahead of us. we figured it out and most got through. For Torvald and Kas to getting through tossed one of the pirates out of minotaur rage into the final set of blades and it disappeared. when we got through kaz and the druid proceeded to check out a source of light to the east and found a Kaz thought the the Bullywug could dive in and check out the bottom for treasure and to rejuvenate himself. They returened to tell what they found and heard that there was a guy ( possibly it was Sanabel ) disguised in flames which run down a passage to the south.