Game 1 (04/11/20) |
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The crew individually wind up at a bar the night before we are to report.
Most don't seem to interact with each other except Klonus is walking around
talking to anyone at the bar, and Cerella is being followed by Vasily because:
girl. Some nausicans (or Snausages, as Vasily calls them) are drinking
real alcohol, not the synthehol from the bar, and become rowdy. Captain
Sheridan proceeds to contact star fleet to send security to deal with them.
The Nausicans overheard and come after him to pick a fight. Sheridan and
Klonus brawl with them, Vasily tries to brawl with them (but after quickly
taking half his health decides to run off and threaten to destory their alcohol
as a distraction). Counselor Cerella convinces two bystanders to fight for
star fleet and get involved. Klonus goes down on a nasty hit by one of the
bad guys, and eventually the security shows up and intiates some kind of
video/audio pulse thing throughout the facility putting everyone down except for
acting Ensign McDonald who ran out before the pulse got him.
Our stories are recorded and reconciled and then we are released. Next
day we meet at the ship, some of us recognizing one another. The captain
interviews us individually. The counselor looks at our backgrounds from
her records.
We are to set out to the Neutral zone in the Odyssey, an unusually configured
scout ship. It has photo torpedoes (which is not typical) and a shuttle
that can handle 10 instead of 6. We set off. Our first encounter is
a call for help from the Mariposa, a federation ship in trouble. Turns out
that they are under attack by two smaller ships that are on the offensive.
After being hailed they are not a recognized federation group (though they are
ferengi). They demand we leave under rules of acquisition. We do
not. Ensign McDonald gets us through the asteroid field with only one
minor bump (due to a luck-roll use). We do a pretty good job of trashing
them and Commander Camden recognizes there are three beacons in the asteroid
field.
We rendezvous with the Mariposa. Engineer Kozlov fixes the ship in 6
hours (Estimated 8, could do it in 4 if he rushed). We are given Adorian
Brandy as a gift of thanks. Captain reports back the issues to star fleet
who seem unconcerned and have us continue on our mission.
Some gold-pressed latinum is retrieved from the Ferengi ships. Can't
spot much from the remains of the beacons in the asteroid field.
On the way to our destination we pick up a strange reading of Tachyon
radiation from a field in the area we are headed to, 2 days henceforth.
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Game 2 (04/12/20) |
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The Tachyon field is being created by some sort of huge obelisk-like thing
floating in space. It is already being attended to by a Romulan
bird-of-prey who threatens us. As we try to scan everything two more
decloak and chase us off. Before we can get to warp range in fleeing the obelisk
go boom (because Romulans are stupid) and we are caught in some kind of wave.
We think we're dead but all are knocked unconscious. When we awaken we're
in an unknown section of space orbiting a planet in a decaying orbit.
Everything is down. Engineering gets the Life Support up but we can only
maintain one system at a time so anytime we want to run something else, like
sensors, we gotta take that down and repairt the other for a few rounds.
The helmsman (not Mark, the other helsman) is dead. We give a quick
ceremony and send him into space.
The planet below seems habitable from eyeball-scan but with little other
help. So we pile into the shuttle with everything we can manage and crash
land in the best place we can estimate to both survive and only bruise the prime
directive.
We survive, a few people take damage but all shuttle inhabitants make it.
We try to set a fire and that requires wood so we send out Klonus, Dewittt, and
McDonald so that they can retrieve wood AND be attacked by a liger. It
claws up the group pretty well for several rounds as the group try to survive.
Klonus kills the liger and carries it back for food.
We survive the liger-steaks which are gamey. During the night we are
assailed by an Owl-Bear, which comes right up and mauls Garr, one of the
red-shirts. He surives long enough to leap into the back end of the open
shuttle, sharing a space with Ensign Martinez, who is now at a disadvantage in
dodging the owlbear. It rips her in half and after we shoot it enough
times it eventually grabs half of her and retreats for a meal.
We survive the rest of the night, but we have weird dreams about being
connected to the elements, each of us being called out to. We gain 1 power
(a +1 to an attribute, a +2 to a specific skill, or one of the feat-like powers,
or other spell-like power, which Jim will include in a handout he is sending
us.)
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Game 3 (04/15/20) |
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We wake up somehow changed by our dreams. Many of us go off and try to
figure out what powers they've developed.
Then we go out to look for the lair of the Feathered Terror (formerly known
as the unwinged-winged terror, aka Owlbear). Eventually the cave is
discovered downstream, but when we discover the cave has 3 life readings we
decide not to go in after it. Instead we search for useful cave.
During the exploration we are assailed by 3 blood red wolves.
They promptly surround and try to chow down on Camden. One gets nuked
with a phaser hit by Korba, and then it takes us a few rounds to bring down the
wolves. One tries to get away but gets shot first. One of them got
vaporized. The bits are brought back to the shuttle/shelter.
During the night someone thinks they see something lurking about but can't
find it when they turn to look.
Next day we see a light. Binoculars show a native of some sort (no
silver hair like us, this guy is all brown and about 3/4 our size). We do
not engage.
With the batteries in the ship slowly dying, Camden hits upon a plan:
How 'bout we blow up the cave with the ship's big guns. Our weapons
officer then proceeds to absolutely trash that cave with a massive blast.
If the owlbears surivive then they deserve to eat us in our sleep.
We find a quarry full of black stone. That reminds us that there's a
ruin nearby made of black stone. We go there and search. First thing
we find is a pack of 5 rats that surround and try to devour Korba. It
takes us a while to kill them using phasers, weapons, fire-hands, and
distracting illusions. They cause disease to Korba, and when they are
slain they dissolve like they're made of acid.
There's a way up but it leads nowhere, so we go down. At the bottom of
the stairs is a door beyond which are 5 other doors. One on the left has
what we god-learners would recognize as magical runes. The next 3 are
cells, empty but for one decayed skeleton. The door at the end has
crumbling weapons. (Mark Stepped out at this point to pick up Hunter, so I
made sure we kept some of the items for later use in case McDonald wants to use
them in his works.)
So we go back to the first door, open it, and are immediately rushed by a
ghost. We all make our saves and are not frightened. Those who
disengage do so and run away because the first phaser blast went right through
its chest. Camden uses his illusion power to generate a duplicate rune to
the one on the door, which makes the spirit stop, giving us the opportunity to
run by and get the f-out. He's held down there probalby until the rune
goes away (in about 13 minutes). We don't know if the ghost will come back
up after that.
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Game 4 (04/18/2020) |
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In the night the ghost comes for us. When it finally arrives, Camden
manages to keep it restrained for a while through use of an illusionary dome
with the same protection sigil on it that restrained it last time. But
it'll only be there so long. A phaser goes through it, a hit with a log on
fire goes through it, but when Vasily (finally) hits with his fire fist on the
third attempt it seems he can actually hurt it. The team then take turns
using their flashlights to distract and blind the ghost while Camden and Korba
try and interpose between the ghost and the only guy that can hurt it, Vasily.
This combination works long enough for him to finally do so damage after many,
many misses. (Note to self: Raise attack skill)
We go back to the Ruins to explore where the ghost had been and find some
loose coins and a long dead skeleton. The rest of the ruins have nothing.
Next day we check out the Shack/hut and find nothing of use and nobody there
recently.
We divide up the duties between hunting, gathering water, fishing, and
exploration, as some of the guys climb to the height of a waterfall and look out
across what's outside our little valley. There's a settlement and other
stuff. Next day during our duties we encounter a group of locals who are
not pleased. They speak something that resembles an ancient version of
Federation english. Camden and Vasily both understand them. Camden
talks with them and finds that we are on lands owned by Lord Nysul (Niss-Ul) and
we are not welcome. Offering them two "healing potions" made by our
alchemist (McDonald) gets us a few days of time. But during that time some
of them come back and they decide to press what they view as an advantage.
A fight breaks out during which some phaser usage scares the piss out of them.
"They've got a weather mage!" They then flee us.
A decision is made to vacate the area. We pack up all our goods, set
some charges on the shuttle, and a massive boom goes off as the party flees the
valley for... who knows where.
Worth mentioning, they referred to us as "angels" and "lying angels" and said
we had the markings of angels. Silver hair? Federation emblems?
Faces that are less punchable than theirs? Who knows what this means.
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Game 5 (4/19/20) |
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We hide out and continue to travel along the edge of the mountains, hunting,
fishing and trapping as we go. The only combat encounter is with another,
smaller feathered terror, which gets vaporized by a phaser shot. Once we
get within range of a settlement we start examining it from afar. Camden
mostly spots that there's a wooden palisade that the villagers are just strting
to reinforce with brick, that there are guards patrolling, farms (but no
buildings) outside the walls of the city, and that at dusk they do 3 chimes,
followed a few minutes later by 3 more chimes, and then after that a final 3
chimes that leaves everyone who is outside filing into the city.
Eventually some of us (the slightly more articulate ones) make contact with a
traveler. In our bid to gain clothing like the locals it turns out he does
not have extra except for a jacket which he gifts to the captain. The
Captain elects to go into the city to buy more clothing and has trouble with the
locals. First there's the greeting ("Peace be with you and beware the
darkness" or some such phrase). Next there's the fact that there aren't
many outlets for buying clothing (It's typically done by one's family for their
loved ones). The Captain has trouble convincing the locals of his
harmlessness and thus has to pull his jedi mind-trick on them to keep from
getting arrested by the locals. He heads out of town with a couple of
outfits picked up at the local Chandeleria, which it seems is the general store.
Next up we head through the pass and off of Jim's map. There we find a
way-station, and the custom of knocking, entering quickly and barring the way.
The local refer to something called the "cold ones" which we are beginning to
think are zombie-vampire-sun-allergic creatures because the cities seem to spend
a lot of time sweeping the streets to make their ground spotless, and when we
leave the way-station after a night of something clawing at the entrance we find
piles of dust.
By the end of the game we make our way to a new town on the other side of the
pass and get into the city. Our hair is dyed non-silver, and two and a
half of us are dressed like locals. We've come to an Inn and gotten rooms
as we reach dusk.
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Game 6 (04/22/20) |
Jarev Garr has been changed out for new crewman
Frederic Shar, played by Evan. The Garr for Sharr trade is
approved by the league.
We spend the night at the Inn and end up being awakened by the sound of
bloody murder. This is a regular thing around town it seems.
No one knows how targets are selected, sometimes they break in and other
times there's no sign of entry, but people die and sometimes stuff gets
taken.
We go around town trying to corner the market on
goods-that-you-should-make-at-home-but-are-buying-from-a-store. We
break up a bar of latinum into smalller bits to get some things.
We drive Jim mad with accounting questions until he just starts handing
us money. Everyone has 150 gold, plus whatever the captain is
retaining. Most of us have weapons now if they want them.
Another murder happens the next night. We get more stuff over the
next few days. We're starting to think the Chandler we're buying
from may not be on the up-and-up because he's selling us swords he
suddenly procured the night after the guard house is broken into, and
all of them have their maker's mark's removed.
We are at a crossroads: Head out of town (and hopefully remove the
need for anyone to kill people to sell us their stuff) or stick around
and try to solve the crime.
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Game 7 (04/25/20) |
There's a big discussion about what to do next.
We try and gather more information from two sources: The patrons in the
inn who come in for a drink, and the innkeeper's wife, whom Cerella
questions when she gets a chance. Women are expected to be
property; she is treated as an equal by her husband.
All of our speculation about what to do next goes out the window when
during the night an alarm is sounded and doesn't stop sounding.
The innkeeper tells us the cold ones are amassing at the gate. We
arrive and try to participate in the carnage. We were told not to
use phasers, but whent he enormity of the task becomes obvious that rule
is broken. There's a large mass combat that sees us overloading
phasers (which requires an engineering or science roll since they are
slowly dying) and using them as bombs. Camden uses his illusion
for crowd control, to cut off certain access points with illusionary
fire. The locals think we are air mages because of the lightning
we keep throwing.
At the end of the whole thing the city is very damaged and Dr Pulaski
comes out and starts healing people openly. The Mayor, an
appointee of the duke, calls us out for not saving his city more.
Our captain just rolls with it and continues his talk about possibly
joining their militia and settling here, which is something we never
fully decided on. |
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Game 8 (04/26/20) |
So what now, we wonder. Since the Captain
is away for the first part we are left to our own devices. We wind
up reasoning out that if a necromancer pushed those dead onto us then
he's weakened right now, and that if we let him build up a force and
take down the town then they will have the opportunity to replenish
their ranks with the citizens of this town. So maybe he/she needds
dealt with. In the meantime we're informed our ordered goods are
available AND there was another set of murders the night before.
Camden approaches guard captain Lari and after some failed subterfuge
has to level with him about what he thinks is going on with the guy
fencing stolen goods, we end up being deputized into assisting in
solving the problem. We'll get to that.
Meanwhile we head to the Mayor's place to discuss with him the idea of
going after the necromancer and in return getting some sort of "proof of
goodliness" that we can flash as we go from town to town.
About that stolen goods problem. The idea becomes: To catch
someone redhanded taking the goods, we enlist Slater (the likely fence)
in procuring for us something that we know exactly where he would go for
it. In this case, a couple long bows. Seems there are two
brothers (hunters) in town who trade-off going out to catch stuff while
the other remains behind to watch their families. Here's the whole
idea: He uses his stealthy capabilities to keep an eye on Slater
to see if he makes contact with a supplier, meanwhile we work on his
house (His is one of the damaged ones from the big fight), and we stay
at his house to ambush anyone who sneaks in.
Good plan with okay execution. On the third watch Vasily is
assaulted by a Were-tiger! Actually, this guy we surmise has
multiple shapes since it turns out he entered the house through a very
small hole, so he probably came in as a rat or something. Anyway,
he nearly takes Vasily out while he's sleeping but does take him out in
the next turn. Vasily screams in pain, McDonald screams in fear,
and everyone rushes downstairs. It helps that we now have Shar,
who can actually do an attack power (ice) on the target. He gets
taken down and we explain the situation to the authorities. The
weretiger changes back and he's Slater himself. Now why he'd
bother to attack us once he realizes he'd been scammed is unknown.
Lari wants to wait until daylight to do anything but concerns are voiced
that if there are others at Slater's place they may be doing away with
evidence so we hit the Chandlerie and find it empty of anyone. In
the basement is a reinforced door that once removed heads into long
dungeon tunnel. Down said tunnel we found 3 traps. First was
a spear trap (found and disabled), second was a pit trap (found and
covered with a plank), third was a collapsing ceiling trap found the
hard way as bricks fall on top of Shar, whose darkvision has made him
the point man. He survives with minimal damage. We dig out
that path and decide to go back up and rest because people are injured.
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Game 9 (04/29/20) |
We explore the caverns some more. We're
assaulted by "Mud-babies", which are small skeletons in a heated mud
pool that hurl mud at us as a form of restraint. There's a fight during
which Camden fools them briefly with his illusions, Cerella blinds some
of them, and the rest are killed with phaser blasts. We follow a
passage and find a hole that probably is used by our small enemy.
We backtrack. On another length of cavern we're attacked by an
enormous beetle, which proceeds to breath acid breath on Vasily and
Klonus though Vasily gets the stuff off of him (he's not engaged) so he
won't lose any stuff. After we kill the beetle, Klonus has to roll
to see what of his stuff survives.
The body of the merchant we killed (Slater) disappears and the guards
who had custody of it are dead by violence. No real clues there.
Some of us enlist the local hunter (Gregory) to create a few longbows.
While that's happening we go out and look for necromancers. Turns
out they are beyond the "Bone Forest". Seems that the bones found
in the area leech the life from those around them. The doctor uses
some of her "life powers" to try and follow the way the skeletons went.
It's hard to tell direction in the bone forest. We head home. |
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Game 10 (05/02/20) |
During the day some farmers are assaulted in the
fields by a gigantic bird, which the locals call a Roc. We Rush
out there to fight it. It actually kills two farmers but it takes
some phaser blasts and winds up trying to flee, ultimately succumbing to
its injuries. Bird meat for everyone! And I mean everyone.
We clear the catacombs, finding more traps and then a room that used to
be some kind of bed chamber, now just littered with bloody bits of
rotting meat. Something (likekly our former Chandler and his son)
has been dining on people down here. Among the things found in the
rubble and bone is a placard for the federation ship GRYPHON and its
crew. Star date on the dedication plaque is 60 years before the
star date of when we got thrown here; there are some who remember the
Gryphon and its sudden disappearance over 50 years ago. Also
there's some meteorite ("Star metal") which can be used by potion boy to
extend the shelf-life of his products.
When we get back upstairs one of the bows has arrived. There's a
long discussion and then we decide to go after the necromancer once the
second bow shows up. We try to mark our way in the woods and it
helps a little (plus Vasily's newly embraced interest in survival
skills), but we are attacked by Stirges (one per). Some get away
after sucking blood, while others go down like bloody pinatas. We
try to head back and lose an hour on wandering the forest. When we
get out, it's too late to get to the city so we head to the closest way
station (not far) and hold up overnight. Next day we go back and
Dr. Pulaski's "life sense" helps her determine which direction to go.
Once we arrive there we find a cave with a 50' radius deadzone around it
where nothing grows and there are no bones, just dirt. The captain
goes into it to test and some kind of life-draining negative force tries
to suck his life out, so he runs back. It's decided that since
someone can get to the cave in one move, our healthiest individual will
go there, and that's Klonus. With benefit of some kind of buff
from Pulaski, he runs there and survives. He can't see too far
inside but sees bone. Lt. Shar runs over since he can see in the
dark and he survives also. He can see that there is an enormous
bone bridge made from the spine of some dragon-like being (Draco-lich)
across an underground chasm. We could all run across and try to
survive but Dr Pulaski will likely be very weak and unprotected by then.
So we pull bakc and head to the city to decide what to do next.
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Game 11 (05/06/20) |
We spend a lot of time talking then opt to go
after the necromancer after a week of activity in the town. We
stay overnight at the lovely waystation inn #2 with all the amenities.
After that we make an rare straight trip to the cave. After using
potions to bolster our resistance we run into the cave. Inside
with only minor injuries we start to cross one at a time. Frederic
is first across and gets attacked immediately by 4 horrible skeletal
things that claw the crap out of him. He's lucky to get away.
They get stalled by an illusionary wall of fire, they takes some ranged
damage and get toasted by a punch by Vasily (eventually), then he goes
down from massive amounts of damage and rolling defense like it didn't
exist. The group rallies to take down the skeletons and then we
have to camp overnight at the cave entrance.
During the night a group of cold ones edge across the bridge.
Camden plays fire-warden trying to bottle them up so we do one at a
time. McDonald uses vines to grapple them. Klonus starts wasting
them with lightning. There's some clever subterfuge involving
illusionary bridging that makes a few fall into the pit. There's
more shooting. We eventually opt to flee back across the deadzone
and out of the forest, hotly pursued by cold ones. After a lot of
aided rerolls to cover the people who are failling their rolls we
eventually make it to the way station. The dead bang on the
outside all night. We are badly injured. |
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Game 12 (05/09/20) |
Deliberations this week are about whether to
stay and fix the dead-guy problem or blow town. The night that we
escaped the cavern and barely made it to the waystation we were pursued
by two mobs. Well, that same night the city was attacked by two
small mobs. So it seems that this cavern is producing the area's
cold ones, like a spawn point in a video game. We decide to blow
the bridge. McDonald puts together mroe potions to help us resist
the dead zone. Pulaski takes on a protege among the locals to
teach her how to treat wounds. We head out to the caverns when we
have what we need.
For us it turns out to be a fairly simple operation. We navigate
the woods (on the first try), Camden and Vasily go in and Vasily finds
the right spot and overloads a phaser and the duo run; it blows up and
the bridge is taken out. They make it safely back through the
deadzone and then the go back to the waystation, sleep over night, and
head back to town. On the way a smaller Roc tries to attack but
crashes hard into the ground because some easier prey appears in the
form of illusionary sheep in an optical illusion pit. It hits the
ground on the swoop in hard enough to hurt itself badly and then we kill
it and take Roc meat back to town where Granger cooks it up for
everyone. There's a small party where everyone is approached by
various families trying to pawn off their daughters as consorts.
We leave the protege (Evie, I think?) in charge of the hospital and blow
town with a letter of introduction from the Mayor. Incidentally,
the paper may not be good for us in some areas where maybe there's a
certain hostility for the land it was written in. As we travel the
road toward Southwind, we find on the road ahead of us is the young
protege to Pulaski. Seems she wants to go out and see the world.
We try to discourage her but mostly Pulaski will look out for her so we
try and outpace her, which takes a few hours. Trying to convince
her to go back, Camden creates an illusionary cold-one out of nowhere
and she sees right through it. It's a few more hours before she
agrees to go back reluctantly, so we escort her back to town and then
set out again.
Most of the travel is uneventful. They don't recognize us in
Southwind, so we're fine. We head to Eastwind along the way we
encounter an injured Wingless Terror and with its limited mobility we
are able to kill it. We backtrack its trail of blood and find an
injured bow hunter who is nearly dead Pulaski brings him back to
sufficient health and we get him to East Wind, and he gets us through
the gates and pays for our lodging with the bounty he got off the
"terror". Word in town is that Ehtrain, the son of Duke, has gone
out to fight "the dead king" and not been heard from, though..
On the way to Winterhaven we find a group of thieves who are polishing
off a few old men in a wagon. They decide we owe them "tax", so we
rain down hell on them. Now they're taking ice from Frederic, fire
from Vasily, lightning from Korba, illusionary walls of fire from
Camden, and bow shots from others. When we defeat them we throw
all bodies in the wagon, take the surrenderers to Winterhaven, and turn
them over. The town treats us suspiciously as we arrive with dead
people and captives. The captain gives our letter of introduction
which backs us up to a degree. No one tells them about an
important thing we found on the bandits: A scroll which is a
condolence letter regarding the death of Ethrain, the man who rules
Winterhaven. Seems he died in his campaign against the Dead King
and that is bad for the rest of us.
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Game 13 (05/13/20) |
In our usual roundabout way we end up going to the man who schedules
appointments with Lord Ethrain. Seems that while he’s away and his
consort is acting as regent, it is not known that she’s acting as
regent. In fact, most think he’s going to be gone for so short a
time that there’s no point in appointing a replacement. So our
appointment is with “Ethrain” but first we are interviewed by one of his
people, who reads the scroll and lets us know that was sent weeks ago so
the troops they’ve been waiting weeks for aren’t coming.
We wind up negotiating some money and assistance off of him in return
for going out to find and eliminate the Dead King. Terrifying as
that is since we were only facing a “Necromancer” and had trouble, we
now realize that where he went was where we went. We basically
have to backtrack down toward the pass between this region and the
region we came from, go in and defeat the dead king.
I don’t recall any specific encounters on the way south. We did go
through all the same towns. McDonald makes all the necessary
potions. We go into the forest, make it across the dead zone, and
inside the cavern is a newly constructed half-bone/half-wood bridge.
As we set up to cross, now that we know what to look for, Frederic’s
darkvision lets him spot 6 cold ones (not necessarily like the four that
we fought last time; these are probably more like regular cold ones) on
the underside of the bridge ready to attack. And that’s where we paused.
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Game 14 (05/16/20) |
Much of the team who were present for the previous game when we set
up on at the bridge for the fight do not show up for the start of this
game. So it’s Frederic, Camden, McDonald, Vasily, and Dr Pulaski.
We take a while to formulate a plan and that ends up being this.. Camden
uses walls of (illusionary) flame to funnel the cold-ones under the
bridge into a single file, McDonald controlled the group with his vine
grappling attack, and Frederic devised a trap using a rope loop and a
boulder (so one or more of them would be pulled over the side when the
boulder was pushed) and Camden controlled that, and Vasily sat at the
center of the illusionary walls and punched with his fire fists.
Some of our last phaser blasts were used, we wound up defeating the six
cold-ones. We safely made our way across the bridge.
Going down the passages we pass a few passages where we can hear
shambling, so we try to avoid those. Eventually we end up in a
large chamber with many exits, and one large iron door. Vasily
picks the tumblers and this thing opens. A small cloud of noxious
toxic gas pours out at ground level. There’s some consternation
about what’ll happen if someone falls into that cloud and if we kick
much of that up when walking, but we eventually do continue
because—Necromancer.
At the end of this hall is another door, this one wooden, with gas
seeping into the hall from underneath it. Once opened, the Cordial
Necromancer (a great name for a bar) proceeds to address the first in,
bidding him welcome, telling him to bring his friends, and being
thankful for conversations since he doesn’t get much of that. We
ruin the mood by attacking.
The Dead King summons five cold ones to help out. (By now most
of our team has filled out.) There’s a large brazier next to Deady
spitting out a constant stream of gas. A few characters decide to
focus on shooting that with their phasers. Vasily does some nasty
damage to the Dead man with one hit, but misses the next time and is
dropped right after that by laser death eye beams. Fortunately he
falls a found after the brazier is destroyed, to the Dead King’s dismay,
thus ending the flow of gas.
Takes a while but the monster is defeated, and then after that his
minions. We find the key to the room we’re in, lock the room and
rest overnight. Next day we head back to town with the sword
belonging to Ethrain’s family, and Ethrain’s head, which has been
necromantically preserved.
We go to the town nearby (Fendrad?) and let them know the threat is
disposed of. We get a writ of friendship to replace our writ of
introduction. The head and sword get returned to Winterhaven.
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Game 15 (05/20/20) |
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