[Spoilers] Heroes of the North

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[Spoilers] Heroes of the North

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A most potent Brew
Game Date: Wednesday, January 30, 2019
Session Number: 1
Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Norm (Ojike), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan
Audio: session 01

Day 0 – Triboar town – Ches 1, 1492
This was the tournament day. Each of the PC won their category, and as such won the favor of the Lord Protector of Triboar. To receive our winnings, she gave asked us to meet the next morning after sunrise at the Lord Protector’s quarter.
Things of note:
- Triboar is a heavy trading town, lots of caravan goes by
- 3 inns in the town. Mara stayed at the Everwyvern House which is a place that think is fancy and overpriced, owned by a failed wizard turned innkeeper
- Mara spent the night partying and dicing
- Gutbur spent the night outside the town
- Bos’ke spent the night at Six Windows ?
- Norm spent the night at the cheapest place (The Talking Troll)?

Day 1 – Ches 2, 1492
- We make our way to the Lord Protector’s tower
• Tower keep, leaning east
• Banner is 3 black boars
- Meet Lord Protector: Darathra Shendrel
• Former adventurer
• Wears a harp pin
• She is beloved by the town in general. This is an election year. Triboar has election every 7yr and her term is up this year.
• Has a militia of 50 soldiers, 12 full mounted police squad, and can summon 300 if required
• Asks us to follow her to our new location
- Our new accommodations: Frost Touched Frog
• Used to be owned by the Frog family, who was slayed by giants a few months ago. As they have no heir, the place was inherited by the city. Darathra lets us use it
• Allowed to do as we please, as long as no commerce is done from this place
• 2 current gnome employees: Nesrug (butler) and Umbri (cook)
• Has room for us all, 4 horses, cart, some supplies, boar (not a pet) and chickens
- Our purpose: Oswin Spear
• Oswin killed 3 giant boars 400yr ago with a broken spear, hence why this town is called Triboar, and he was made a saint. Our group is called Oswin Spear in this honor
• Lately, the region had a problem of cultist attempting to raise Tiamat, then elemental cultist trying to take over the world, and now Giants are roaming in the region. As such, Lord Protector Darathra had enough of feeling powerless and organized the tournament to find us and create this group. We are expected to help protect the city and answer to her calls for help
• Our first task is to deal with giants rats at the Wizard Tower Brewing Company, she leaves us after this.
- Group introduction:
• Daesyrliniwick (Baiz): Male Firgbold, nicknamed Daesy. Cleric. Brown long hair, blue eyes, really tall (8’), flowers in her hair.
• Mara (Kermit): female Halfling, walks around with quarterstaff and lute. Small even for her race (2’9”) Blue hair, seems proficient with the arcane arts, always rolling dice
• Gutbur (Lasarian): male Half-orc, short Mohawk hair, short for his race (5’11”) but who would dare tell him? muscular and full of tattoos, walks around with big great axe, leather armor. Doesn’t seem comfortable around urban settings.
• Norm (Ojike): Half-elf, blond, long hair. Walks around with many weapons and shield
• Bos’ke (Tundrra): male Gnome, leather armor, short sword, brown hair/eyes. Has a iron bracer on right hand with a religious iconography in it, has a warrior’s stance
• Zorroth (Zelldeb): Dragonborn with golden hue do his scales, also a cleric, who worship Selune. From Waterdeep
- Wizard Tower Brewing Company
• Located 2-3 miles West of Frost Touched Frog, made our way using the cart.
• Met Glowkindle, sole proprietor
 Gnome, seems proficient with alchemy
 Does a good brew (Tashalar pale particularly)
 Tried to expand his cellar, when he knocked a wall down to dig in the dirt, found an actual corridor. Giant rats poured out and they fled, blocking the cellar door behind them. Asking us to deal with them for 25gp each and some ale.
----------------------------------------------------------------------
• 1: Cellar
 Multiple cask of ale, with knocked down wall ahead
 As we walk to the wall, 6 giant rats appears Combat! Success!
• 2: Puzzle Corridor
 Once we cleared the room, walked in single file to corridor, to find puzzle painting on the floor spawning 20’ long
 Daesy cast detect magic: it glows!
 Norm / Mara proceed to solve the riddle: Air – Earth – Water – Fire and step on the corresponding section to cross the hall
• 3: Library room
 Room with multiple bookshelves, detect magic shows a book glowing
 As we explore the room, Norm / Mara spot a giant flaming spider on the ceiling. Combat! Success!
 Daesy handed the magic book to Mara, it seems to be a spellbook.
• 4: Potion hallway
 Entering this hall, we see potion broken on the floor with a rat licking its content. After promptly stomping on the rat, the broken vials showed labels “—tion of enlargement” and “Essence of Fire Ele----“. Group deduced that’s is most likely the cause of the beast we encountered
 Found 3 potions intact.
  1. 1: Red glimmering liquid – radiate evocation magic – Mara picked
    2: Empty looking bottle radiating magic – radiate illusion magic – Daesy picked
    3: crimson liquid pulsing (like heartbeat) – radiate evocation magic - Norm picked
• 5: Kitchen room
 Empty room except for some silverware. Mara pocketed the treasures
• Now that the basement are cleared, we conclude the quest with Glowkindle
 25 gp each reward
 1 barrel of ale per month, delivered to Frost Touched Frog for the next 6 months
 He helped us identify 2 potions:
  1. #1 is healing potion
    #2 is invisibility potion
    #3 is still unknown to him
Finished the day with 66xp reward, on Ches 2, 1492 around noon.
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Re: [Spoilers] Heroes of the North

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Wuzig Bridge of shopping
Game Date: Wednesday, February 13, 2019
Session Number: 2
Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Norm (Ojike), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan

*****************************************
Day 2 – Triboar town – Ches 2, 1492
The group first came back to Triboar high on their victory, feeling all mighty for killing rats. Mara dropped the silverware at our Frosted Frog house to be cleaned. One thing we’ve notice on this first adventure was a lack of specific equipment that would have been useful. As such the first hour of the session was shopping spree!

The Lion’s Share (equipment)
Group met Narth Tezrin, a 6’3” male human with dark hair. Dubbed “Tall one” by Bos’ke. There’s also a female human worker in the store.
What we learned:
- He knows our group as Oswin Spears and as such agreed to open the whole inventory to us. He explained that armors and weapons are on a restricted access only due to a rivalry with the next city Yartar (to the East).
- There’s a ranger named Zindra Winterbow that will accompany groups as guide for 10gp a day. She is usually found either at the Triboar Arms (tavern) or Gwaeron’s Slumber (tree grove just outside the city). She also had knowledge of herbs
Herbal Remedies (Apothecary):
We met Tarmock Felaskur. Old male human, fit the shop’s state
What we learned:
- He knows of our group as well
- He agreed to teach Daesy how to craft healing potion (among others) for 20gp a week
- He recognized the pulsating potion as a potion of vitality
- Current price of a potion of healing: 50gp each, 5 for 240gp
Market Square:
This week an older female wood elf name Gilmirie has setup her wares. She does have much other than some books and scrolls
- She accept to trade the spellbook found in the spider room (3 spells in it, Identify, detect magic & Arcane lock) for Volo’s Guide to Monster
- Mara buys another book “My midnight tiefling” and a scroll case
[url]Tower:[/url]
Once we were done our shopping, we went to visit the Lord Protectors. She was not impressed by the brewers using an old wizard tower as a place to dig, but knew we would be able to handle the rats. She advised at this point she would like us to build Triboar’s reputation by going to the aid of neighboring cities. She explains that a few months ago Hill Giant were attacking the region but have since stopped. Now she has received reports that small caravans are being attacked by goblins on their way north to Melton. The town is 1 day and half north, on the way to Longsaddle. She also advise that if we go that way, after we deal with the goblin it would be great if we can swing by Longsaddle and build relationship with them as well. She agree to supply some healing potion to the group (5 of them delivered that evening) and to sponsor Daisy’s potion tutoring.

With half the day already passed, the group debated to leave the same day or the next. They settled to see if they could find a caravan and follow what they would do.

Bos’ke and Norm went to North Caravan Campground and met Henry’s caravan, leaving the next day on to Mirarbar, which means they would pass through Melton. They are followers of Torm. Mara and Daisy tried their luck at West Caravan Campground. They met another caravan but they were leaving East to Silverymoon.

Long rest – spent at the Frosted Frog, Norm and Zorroth are playing Dragonchess and Mara is reading Volo’s Guide to monsters

*****************************************
Day 3 – Triboar town and on the road – Ches 3, 1492

Travel day 1
Next morning the group left with Henry’s caravan. The first day of travel was uneventful. We learned that goblins seems to attack caravans only on the road (compare to near the town of Melton), either south or north of it. They seemed to be led by a chief goblin that is more savage and cunning that other ones. This tale was hearsay, and came from an individual who would have survive such an attack but left with only 1 eye.

The night on the road was quiet. In the morning Mara fell down on her face, her boots having been tied by Gutbur. She took it as a good omen since as the Halfling saying goes “string tied together means someone has attached their fate to you”.

Day 4 – Melton town – Ches 4, 1492
Travel day 2 - Town of Melton
We arrive at Melton the 2nd day around supper time. We receive a cold greeting at the gate by Frida, who is the constable of the town. She doesn’t want us to mess with the goblins, as right now they only attack small caravans that and those shouldn’t travel anyway since they are so defenseless. Norm convinces her that this will impact other caravan travels in the future, and possibly have the goblins growing bolder and changing their focus from small caravans to bigger ones, or even the town itself. She reluctantly allow us in the town. We stay at the Weary Night inn (Mara paid for everyone).

We met Dawn, a hunter, that has seen where the goblins seems to be located, in a cave a few hours (east?). We agree to meet with her before dawn and she will lead us there. She’s keen on having them destroyed but again doesn’t want to talk about details in the inn, especially when Frida is around. While Mara entertain the tavern with music, Gutbur and Bos’ke check out the road north of the town. They travel 1hr north and back to the town, without noticing anything particular other than wolves taking up chase after them. Bos'ke and Gutbur retreated just in time into the town.

Day 5 – Melton town – Ches 5, 1492
Wusig's Bridge
The next day, they met Dawn and left into the woods. Following a game trail until a 15’ wide water stream. As Dawn jump on a log to cross it, Wusig the bugbear came out of the bushes and request 50gp to cross his bridge. Roll for initiative…

1st round was a miss for everyone, except for Wuzig who critically wacked Bos’ke to unconsciousness on his first hit. A few more turn later Wusig was dead. The fight cost 2 potion of healing (100gp), which in hindsight is double the price we would had to pay to cross the bridge…

As the group is about to take a short rest, end of session with 28xp around 11am
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Re: [Spoilers] Heroes of the North

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A feast of goblins
Game Date: Wednesday, February 20, 2019
Session Number: 3
Level 1 Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Norm (Ojike), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan

*****************************************
Ches 5, 1492 around noon.
After the Wuzig’s death, the group took a short rest. Dawn said that from this point, at the careful pace we are going, we should arrive at the goblin’s cave by late evening.

Goblin’s cave
As the sun is coming down, we arrive at a cave with straight stairs going down deeper. Dawn advise this is the cave where the goblins are settle. Plans to attack are put aside as, among others, goblins are probably awake, so hard to surprise, and we don’t know how many there are and if they all are gathered. Guthur and Mara agree to setup camp by the cave to watch the entrance, while the rest of the group backup and setup camp 2km into the woods.

Camp 1:
During the night, Guthur hears laughing and drinking noise coming from the cave, but no other disturbance happens
During Mara’s watch, a goblin comes out to puke in the bushes, only to go back inside and not notice the duo
Camp 2:
Bos’ke setup bells trap and Daisy setup hunting traps around the camp
During the second watch, what seems to be a large wolf comes sniff around and turns away, probably thinking there’s too many bodies to make this easy prey
In the morning, Dawn goes back to Melton, agreeing that she wouldn’t speak to anyone about the fact she led us here.
Day 6: Ches 6, 1492 - Morning Bells
At 4am, Mara and Gutbur make their way back to camp 2. Mara purposely activate the bells, because:
  • 1. Why not
    2. Let’s see how alert the group is
    3. Let’s blame Gutbur as well, payback!
The group head back to the cave and enter stealthily at 6am.

Cave room 1:
- Sleeping goblin, one shot!
- 2 statues made of obsidian, 3ft tall depicting the goddess Shar. They are inscribed with “Love is a lie, only hate is the truth”. Norm(?) point out that goblin would usually follow Maglubiyet, not Shar.
Cave room 2:
- 3 goblins sleeping in beds, three one-shot!
o Treasure 55sp+5sp+5sp
o Norm find a stack of 4 rubies in a pouch with a note labeled “Melton”
Cave Room 3:
- Listening to the door to the adjacent room, we hear moaning (similar to what a zombie would sound). On the door inscribed in goblin (Mara can read) “Danger”. The group head back the other corridor, leaving the danger locked in.
Cave room 4:
- From this door we hear loud snoring, Norm wedge a hand axe in the handle to lock
it

Cave room 5:
This room is empty and unused. Searching around, Bos’ke find an obsidian disk, 18” across and 1” thick. The group go back to the previous door
Cave room 4 (again):
- Opening the door, we see 2 worgs. One of them is sleeping, the other one awake and make his way toward us. Bos’ke quickly close the door and Norm block it.
- Mara, speaking goblin, advise the worg to go back to their slumber, the people around are just prisoners.
- Norm add on the subterfuge by pretending to be a prisoner, the worgs let the matter go.
Cave room 6:
- Door says “Danger, keep out”. Zorroth peak in and see a chapel like room with black benches. We do not enter
Cave room 7:
- Another “Danger, keep out”. This seems to be a pool room, we do not go in.
Cave room 8 (mess hall):
- 5 goblins are sitting at the table eating. Mara lures 2 of out by ordering them to go feed the worg. We promptly dispatch them. She tries to lure more, but it doesn’t work. The group move out in the open and open fire
- Mostly they miss. However Gutbur hits with his a damaging blow with is bow and everyone begins to run forward firing their crossbow and ranged attacks.
- A single goblin made it through the first wave of attacks and shouts in goblin "wake up you idiots."
- Goblins rise from their slumber grabbing short bows, firing at Bos’ke who leads the charge down the hall. Crossbolts and Cantrips finish the remaining goblins in the mess hall and sleep room. There is enough coin found on the bodies for 6gold and 3silver each
Cave room 9:
- Doors lead north and west from this room with a hall to the south.
- We believe south heads to the chapel so we open the west door to find 2 nude humans cowering around a boiling pot.
- Mostly in shock they only respond to the word “Triboar”. Goblin clothes are gathered and promises that we would return follow.
Cave room 10
- The doors to the north lead to another long hall, the first closed door smells of a latrine and Gutbur confirms.
- A long hall to the east leads back to what we believe is the pool room that is marked with the goblin’s warnings of “Danger stay out”.
Cave room 11:
- Backtracking and continuing north room comes to a closed door with 2 very sober hobgoblins sitting next to their morning fire.
- Zorroth enters and quickly blesses those around him as Gutbur and Bos’ke each charge in confronting each of the humanoids, but the hobgoblin that Gutbur engages like the prospects of teaming up against the small gnome instead.
- Neither is left standing for long.
- The bodies produce a coin purse in one of the hobgoblin’s boot, (18gold 3silver)
XP for the session is (150xp)
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Re: [Spoilers] Heroes of the North

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And I would have gotten away with it, too, if it weren't for you meddling kids…
Game Date: Wednesday, March 06, 2019
Session Number: 4
Level 1 Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Norm (Ojike), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan

*****************************************
Ches 6, 1492 around 10am.
We resume our exploration of the Nightbringer’s temple.

Cave room 12:
There is a long hallway in front of the group. On the left wall, there is a set of door. The hallway end in a dead end. Listening to the door, we hear a loud bestial breathing, but we do not recognize the animal. There is no goblin sign on this door and it’s not trapped.
Norm opens the door. We see a nice room, better furnished than the rest of the complex, with a bed, desk and a chest in one corner. A worg is laying at the feet of a small figure with a goblin mask who says, in a voice that sound familiar “run you fools”. Oh, wait it said, “Fools, I told you to stay out, now you must die”. Roll for initiative…

Battle ensues, in which Mara goes unconscious from a vicious worg bite. Norm kills the worg, and we move in to surround the humanoid figure. Daysi heals Mara and a few round later we put the boss unconscious after swinging a cool dagger at our faces.
After Bos’Ke pulls the mask off, we are face with the Constable. We tie her up really good and search the surroundings.
We found magic dagger with “Priscilla” engraved on it and a mask on the Constable

Chest was trapped! Inside 1100 silver. 150gp, 5 jewelry pieces (worth 40gp each). The drawer contains some evidence of what the Constable was doing.

We take a short rest, and identify our objects:
- Dagger Priscilla: On critical hit, pluck an eye out. Can also pluck an eye out on a non-crit if the damage roll is 4 or higher. (Bos’Ke to use)
- Mask of Nightbringers: (Norm is carrying) use once a day (no attunement). When you put the mask on, you receive the same benefit as of a short rest, and +1 to all rolls for 1hour.

The group decide to leave the cave and deliver the Constable to the town’s justice. On our way back, we pick up Retch and Stink, the 2 humans.
Cave room 13:
Mara also wants to offer a token to Charmalaine for luck by dropping a flower in the pool. Doing so, an Imp is released, who promptly turn invisible and fly away. We exit the cave around noon.
Back to Melton
We make way back to Melton when we arrive at Dusk.
Daysie and Norm go inside the inn and get food for the 2 humans and talk with Dawn. She organize a town meeting where it’s promptly decide that Frida will hang for her crimes.
Bos’Ke tries to pry some information from Frida. All he gets is that she doesn’t know what brought her to Shar, but felt stronger when she did. Shar showed her the temple where she found the dagger and mask in the hand of a dead skeleton. She also indicated that she doesn’t know what the obsidian disk is for, other than it has Shar’s symbol on it
92 experience point awarded, we are now level 2!
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Re: [Spoilers] Heroes of the North

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Exploding Walking Dead
Game Date: Wednesday, March 13, 2019
Session Number: 5
Level 2 Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Norm (Ojike), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan

Ches 7 – morning
We are now level 2.
Mara studies Beholders in Volo's book.
With the rise of the sun, Frida met her downfall. Gutbur / Mara didn’t bear witness, instead getting the horse ready for the trek to Longsaddle.
We spend the day travelling with nothing of interest along the way.
Bos’ke found the best place to rest for the night cuz nat 20!
Ches 8 – it’s getting warmer!
We arrive around 1pm in Longsaddle by a warm afternoon. Shopping break!
We learn that the Harpell like to turn people into frogs if you bug them. Mara thinks Gutbur should go visit them.
Eloise is the “common people” representative in town. She is half-elf female between 30-35yr old. Bald head, red eyes, light blue skin. Mara pays for a 3 night stay (10gp).
We introduce our group as Owin’s Spears from Triboar. We just fixed Melton’s goblin issue and would like to establish political alliance between Triboar and Longsaddle. She sends Katethra our way.
Katethra tells us she’s the fore(wo)man of a mine not to far from here, and was expecting a silver shipment that has now been overdue for a week. She ask us to investigate the mine for 200gp. Gutbur pocketed 100gp payment upfront and we make our way the next day after some gambling.
Ches 9 - Time to make a blood splash
Following Katethra’s map, we arrive close to the camp outside the mine. We start scouting and see 6 zombies carrying a body towards the camp. Roll for initiative. Gutbur rage, zombies explodes. 15 silvers rains from the bodies…
The body is it in fact still alive. Zombies all have a silver mark on the forehead, Bos’ke recognize it as a mark from the shadowfell. We heal the dude to meet Rohan (not related to LOtR fiction) Greysmith, a 30 something miner who tried to escape the camp. He explains that a week or so days ago miners started to disappear when they went into to mine, and then attacks of zombies started on their camps. The zombies seemed to carry all the miners bodies back into the mine, only to re-appear as zombies themselves. Currently there is about 20 miners left in the camp, as Rohan was trying to go seek help before being capture.
The group took a short rest.
Currently Ches 9 – around 6pm – 50xp (total 386)
Foreword for next session: DM announced that random encounters are no longer rolled, but are happening!
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Re: [Spoilers] Heroes of the North

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Where there’s Bran, there’s Hodor
Game Date: Wednesday, March 27, 2019
Session Number: 6
Level 2 Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Norm (Ojike), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan

Ches 9 - 6pm
- The group travel to the miner’s camp for 2 hours on a well path worn by poney tracks, often used by the miners
8pm – camp visit
- Miner’s camp is a mess. Smoldering fire, tent torns, pile of beams create a makeshift stockade, few haggard looking miners roaming
- We met Gedd Frostlight. Same last name as Kathetra. Turns out it is her husband. He is the boss of the miners. There is about 8 or 9 of them left, 6 humans and 3 dwarfs. He gives us a bit of background of what happened. A few days ago zombies started hit and run tactics on the miner’s camp. Killing a few of them and dragging bodies back into the mine, only for those bodies to return a few hours later as zombies. This is a pretty intelligent tactics and he doesn’t know what/who could be bedhind it. Last attack was just a few hours ago, and 3 miners went missing one among them his son Bran. Gedd says he’s going in right now to retrieve him and want us to go with him.
- As we enter, we notice old building foundation right beside the entrance with Lathander signs on it. It used to be a chapel
8:30pm – Into the silver mines
- 1st junction, 2 zombies pop out of discard miner’s cart. Roll for initiative! Within a few round, 6 more zombies join the battle.
- We kill 7 of them, as the last runs for help? No! it went into hiding among dozens of Thing (zombifiend hand). We let them be (or since they are undead, we let them un-be?)

- Second junction: We see fighting signs on the right hand tunnel. Gutbur and Zorroth investigate, only to trigger the ceiling to collapse and block the entry. They get out fast!

- Third junction: There’s a small crack in the wall on the right, where we see / here Bran making a stand against zombies. Gedd ran around the way to enter the room, followed closely by the group. As we enter, we are greeted by 6 zombies, 2 dead miners, Bran and a shadowy figure in a hood.
- Daesy turns undead, expertly making the fight more manageable (5 out of 6 zombies turned) as we can now pick target.
- The boss resisted, and he seems resistant to regular weapons attack
- Bos’ke successfully makes a pluck an eye attack, except the boss doesn’t have eyes…
- Nonetheless, we are victorious with no casualties (a first). The party inspect the cave room we are in.
- Where there’s a Bran, there’s a Hodor… errr… A door. We find a silver doorway that’s open on a portal. Upon inspection we deduce it would lead to the shadowfell, where the shadow came thru and started turning miners into zombies.
- This small cave seems to have at one point be a lab, but everything is broken. Mara finds a old journal with the sigil of “Lucian Harpell”. The book explains that 100 years ago, Lucian was tracking fey lines and found this nexus of dark and obscure point. He used the silver to close the build a door and sealed the portal, and built a chapel to Lathander to watch over the rift. Over time it fell away from people’s memories and when they re-open the mine, someone probably opened back the lab / door and let loose the evil.
- As we head out back to camp, we start a long rest.
- During the long rest, Bos’Ke hears a voice in his head “I never had dragonborn eyes, maybe we should get some”.
Currently Ches 9 – Night - End of session, while the long rest is in progress (1st watch).
110 exp award
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Re: [Spoilers] Heroes of the North

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Didn’t see that one coming!
Game Date: Wednesday, April 3, 2019
Session Number: 7
Level 2
Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Norm (Ojike), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan

Ches 9 – camp outside Longsaddle
As we are taking a long rest, Bos’ke discuss the ramification of our recent discoveries. That’s two major event in the region that we see connection with Shar, this is getting more than just a coincidence.

As we settle for sleep, Bos’ke sneak into Zorroth’s tent and attempt to pluck one of his eye out with Priscilla (didn’t see that one coming!). Chaos intra party shenanigans follows. No one get hurts, Bos’ke is tied up, we find out plucking eyes out is evil and it appears the dagger is cursed. We finish our long rest.
Ches 10 – trek back to town
We trek back to Longsaddle, which doesn’t have any priest of renown. We settle on visiting Sixhorns Select Wares store and see if we could acquire some sort of magic to help us. After hard bargain with Galure Galarina, we haggle the price of a scroll of remove curse from 500gp down to 100gp and 5 cases of spirit at half price from Mara’s estate. Daesy successfully remove the curse on Bos’ke and Mara advise the group to not make a habit of this! The dagger is placed in the cart’s safe.

Gutbur goes and get the rest of our reward for being awesome in the silver mines (100gp) and split with the group. As we sit in the inn, a goblin comes rushing in asking for help. The one eye dwarf owner yells at the goblin to get out, but the party takes pity on it and see if they can help him. His name is Skwelch and he says his tribe killed a dragon in a tower a day’s march, but the tribe is not paying him his share and would like someone go get it for him. The tower is in the Starmetal hills to the west. That’s until the Constable Anna walks in and request the goblin to be put in prison. Mara ask for proof of what the goblin would have done to be a criminal, and none was provided. The group agrees to see the goblin the next day.
Long rest – Mara study Volo’s guide, Daesy studies herbalism

Ches 11 – road to dragon dower
Group goes to the magistrate, walks in the judge giving an earful to Anna for unlawful arrest, you cannot arrest a goblin for being a goblin. As Skwelch is released, the group agrees to follow him to the dragon hoard. Around lunch time, as we are trekking west, 3 boars appears and charge at us. Roll for initiative! Battle is quick and boar meat is on the menu!

As the sun starts to set, we come by a fallen tree where we see a naked man, seems drunk, attached to it, who exclaims: “Thank god, please help me!!!” (didn’t see that one coming!)
Currently Ches 11 - evening
No Experience awarded
33 gp awarded (reward from miner's quest)
-- to provide: Volo's entry Mara learned.
Last edited by Tundrra on Wed Oct 30, 2019 8:31 pm, edited 2 times in total.
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Kermit
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Re: [Spoilers] Heroes of the North

Post by Kermit »

Touchy Feely
Game Date: Wednesday, April 10, 2019
Session Number: 8
Level 2
Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Bos’ke (Tundrra), Zorroth (Zelldeb)
Dungeon Master: Talolan
Absent: Norm (Ojike)

Ches 11 - evening
The stranger calling to our help is called Jai Copperstaff, and he’s from the city of Neverwinter (on the other side the woods, to the east). Mara inspect the tree that fell on top of him and deduct that the tree was hit by actual lightning and fell. Jai was unfortunate to just be at the wrong place and is stuck under. Gutbur and Zorroth lift the trunk and free him.
Jai explains that he woke up this morning in this spot and spent the whole day under the sun stuck. He doesn’t remember what happens prior. He’s a clockmaker apprentice from Neverwinter. While we setup camp for the evening, Gutbur follow Jai’s steps for 45min into the forest, followed by Daesy’s boar. At one point, he notices the more recent human tracks transform into big rat shape tracks. Once he comes back to the group, while Jai is sleeping, the group deduct that he must have been a wererat last night and trek to the forest, turned into a human, walked out for a while and the tree fell on him. As we wouldn’t want to murder him, Bos’Ke left a cape, 2gp and a letter explaining this and we tried to sneak away while Jai slept. Bos’ke tripped his own bells, waking Jai up. We explained that we don’t want him to be with us, so instead of killing him, he can make his way to Longsaddle and explain his predicament. Jai spits on us and leave the opposite direction of us. We trek 2 hours deeper in the bushes and set camp for the night.
Ches 12 – morning
Tower First floor – room 1
We get to the tower. We leave Norm with the horse/camp and sneak closer to the front door. No guards outside, the 2 goblins are just playing dice inside the first room. As Gutbur and Mara get closer, Mara make some noise. Roll for initiative. Gurgle and Flem die rather quickly, but the alarm has been sounded. We enter the tower.
Tower First floor – room 2
3 wolfs attacks us. New pelts are made
Tower First floor – room 3
Crack the door open, and see to big birds. As we go up the stairs, Bos’ke open the door and the Axehounds ran outside the tower
.

Tower floor 2 – room 1
Stained glass window depicting a hood figure. In the middle on a pedestal there’s a silver orb worth 100gp. Mara inspect the room, there’s no traps. Group agrees to leave and go to the next room.
Tower floor 2 – room 2
Gutbur see a dead corpse by a bed

While party is in the hall / room 2, Mara picks up the orb. The Glass stain golem activates and attack, and at the same time the dead corpse specter also attack in the other room. Roll for initiative!
Few round of combat, all is dead!

Currently Ches 12 – right before lunch

Treasure: silver flask worth gp from the specter, silver orb worth 100gp. Volo’s entry read: p. 228 and 121
114 exp from this session (and 21 from previous)

Reminder for Talo: Ches 16
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Re: [Spoilers] Heroes of the North

Post by Kermit »

Dragon Parley
Game Date: Wednesday, April 17, 2019
Session Number: 9
Level 2
Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Bos’ke (Tundrra), Zorroth (Zelldeb), Norm (Ojike)
Dungeon Master: Talolan

Tower Floor 3 - Room 1
As the group enter this room, there is a desk on the left, a pan flute floating by itself in the air playing a song and a door at the back. As Daesie grab the flute, an air elemental appears. Roll for initiative! Stimpy’s Angry pet fart dies a few round later, after attempting to hide in the desk and flying away with goggles. Daesie cast detect magic and notice the goggles are “Goggles of the night”. Along the goggles, there is a pouch with 20gp (Mara pocketed). Norm searched the leather chairs and found pocket change (17s, 14c).
Tower Floor 3 - Room 2
Bos’ke enters the room and find a Hugo Harpell book. As attempt to grabs it, spider legs appears and it scurried away. When finally caught it turns to dust. 6 others books are grabbed by the group (Glyph sigils and seals, Obscure Octavo, Deadly Glamours of the Unseelie court, Perils of drinks, Prophecies of the Grand Egg, Book of Wondrous Answers). This last book emanate a glow of divination magic. In this room, 2 doors. A regular to the south and a metallic to the east. Bos’ke reach to open the metallic door, which turns into a rust ooze. Roll for initiative again! The group kills it, but not after taking a few acid hits (which will turn into another shopping episode when we are back in the city).
Tower Floor 3 - Room 3
This is empty dusty room. Daesie’s detect magic picks up a glow at the back. A big wooden chest is invisible in the back. No means to open it, we move it closer to the door and put a carpet on top.
Tower Floor 4 - Room 1
First door is a kitchen with a dead goblin in a corner. Daesie detect magic picks up 4 pots and a cleaver as magical. Group nope out of the room.
Tower Floor 4 - Room 2
Dinning room with a table. Again a dead petrified goblin is in this room, we some rustling of chain at the other end. Group nope out the room.
Floor 5 – top floor
On major bedroom, with a small hole / collapse part of the ceiling. 8 goblins including Glubnose are in this room, with a huge pile of coins. Small talk is interrupted by the sound of something big landing on top of the tower and starting to rip into the ceiling. Goblins yell, “the dragon is back”. Roll for initiative!
All goblins (including Sqwelsh) do not survive. A young red Dragon makes it through the ceiling. “Paaarrllleeey?”
Deal is made with Talanthea, the group leave the dragon to live another day and start the treck back to the city. In party discussion about bringing the chest or not, but Bos’ke is a coward, matching his behavior all night.

Ches 12, on the way back, just prior evening camp.
No experience yet awarded
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Re: [Spoilers] Heroes of the North

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Honey, I shrunk the PCs…
Game Date: Wednesday, April 24, 2019
Session Number: 10
Level 2
Players: Daesyrliniwick (Baiz), Mara (Kermit), Gutbur (Lasarian), Zorroth (Zelldeb), Norm (Ojike)
Dungeon Master: Talolan
Absent: Bos’ke (Tundrra) – only played 30min.
EXP from last week awarded: 133XP

Ches 12 – on the way to Longsaddle
The group takes a long rest
• Mara rolls 119 on her Volo
• She also takes a guard turn, during which she sneaks in the cart and pocket Priscilla
Group makes it back to Longsaddle without issue. In the town:
• There is 2 new job posting
o Mercantile party is gone missing in Occurst, offering reward for it’s whereabouts
o Olp wonted, a diamond for keeping friends/relative oway
• As the group keep walking in the marketplace, a statue start moving it’s head toward us and speak. It says it’s Tristan Harpell and he needs us. For 200gp each, he would like the group to help him. Says his servant is coming to give us more information. As the statue goes back to stone, a paper airplane flies to the group, caught by Bos’ke. Turns out it’s Carter the Map (queue in I’m the map, I’m the map, I’m the map, I’m the map… I’M THE MAP! Song).
• We need to go to (insert village name) and see what happen. Tristan just bought the village a month ago and sent an emissary (Derek Dunhill) to check on his wares, only he has not received any news since. Carter also informs us that Uncle Umphrey Harpell has gone to Triboar to meet with our benefactor, which our group overall political mission was all about!

The group makes it’s way to Ghost village, which takes 3 days travel. We arrive in the morning of Ches 16. As we approach the village, there’s no noise, no people, eerily quiet village. Daesie notice that it’s like the village just stopped being active about a month ago. Going in a cottage confirms all of this. The group goes toward the middle of the town, where we are greeted by a majestic orchard. The trees are massive, with shining silver leaves. The orchard is 60ft wide. There’s a path In the middle of it that lead to a picnic table. In the middle of the path, a single straw hat with a pink ribbon. At the able, a small show of magic silver sparkles is going on. Mara mage hand the hat around, but it doesn’t do anything. The only sign seen around is a raven flying around in the trees. As the group cross the gate into the orchards, everything goes black, and we found ourselves shrunk to a fraction of our size. Looking around, the gates is now close and seems 300ft high. We hear goblin talk in the now gigantic hat direction, and see the raven swoop down and grab a bugbear. We go hide in the tall grass and meet Saorse, a woodelf. She explains that the most of the village was having a gathering in the orchards, and the village wizard (who was around the picnic table, a few pace off the group), cast some unknown spells for some reason, and everyone shrunk. This was about a month ago. Since then, everyone in the village walked to the orchard and suffered the same fate. She doesn’t know when the bugbear appeared, but they also got shrunk, only they hang out around the hat. She hasn’t seen anyone named Derek Dunhill, but ask if we could track down the wizard who did this? Now to get to the picnic table, what do we need? THE MAP! (queue in I’m the map, I’m the map, I’m the map, I’m the map… I’M THE MAP! Song). Carter explains he can still lead us to the location.
Not a genie in a bottle
As we make our way, we cross a huge golden ring with gemstone. Inside is inscribed “For my darling Niamh”. We mark the spot on the map for later. As huge rain drops start pouring, we hide in a burrow. As a mean mama rabbit looks angrily at the group, Daesie cast animal friendship and we spent the few minute during the rain protected. Once stopped, we go back on our way. We come across a bottle of Cider. Inside is a drunk map floating around singing out-of tune songs. It’s Derek! He explains Tristan sent him, but he was shrunk when he entered the orchard. He then had to run away from 10 bugbears (9 now!) and came across this bottle. He’s been drunk since!!! Norm gives him a waterskin which he promptly fills, then he climbs out of the bottle, fall on the floor, curls up and goes nap nap.
Wizard should know better than cross a Harpell
Finally we get to destination. We find Freya (but she’s not a giant), a wizard. She greets Carter and explains that she’s the one who sold the village to Tristan. Now she though, before he would take possession, that she would cast a “reduce” spells on the orchards, scoop it out of the dirt, and take out with it, but something went wrong. Her spells was suppose to reduce the trees and keep the humanoids out of it, but it did the exact opposite. She has been trying to contact the outside world since (the silver sparks). She explains that the spells seems to be sustain because of her arcane focus is still active. Only, like all shiny things, the Raven has stolen it and brought it to it’s nest. He group agrees to spend the night and retrieve it in the morning, while Freya crafts enough spider climbing potion for everyone and 1 invisibility potion to aid us. During the night, a 100ft long garter snake attacks the group. Roll for initiative! After defeating the snakes, the group takes finish the long rest.
Now: Ches 17, in the morning
The Orchard
130xp awarded
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