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April 2008


Druids from across the lands gather for the combat ritual. The rules are set. No possessions other than mistletoe and holly. Each druid may take their mammal form as well as use any spell they can cast. Greenleaf squares off with a burly looking outdoorsman. Several rounds later Greenleaf is knocked unconscious. He awakens to congratulations from his opponent and a loss of approximately 100,000 experience. After the celebrations Greeleaf travels to Silverymoon trying to find a wish to restore his experience. With no luck he returns to Thudheim.
Back in Thudheim Thud expands his small empire by starting a liquor trade. He then uses the river to deliver his product to neighboring towns.
Max travels to the wizard’s college in Waterdeep to buy potions for the group. Mainly the barbarian who hates mages and magic but thinks magic potions are ok…
Max buys potions of healing, gaseous form, fly, super heroism and treasure finding.
When Greenleaf returns the group decides to return to the three towers. On the return journey a group of three Manticores are seen and successfully avoided.
The group returns all the way to the underground room where the fountain is used to teleport them down to the lower two levels. Proceeding on the party finds themselves back in the room with the healing pool that removes scars and leaves the ducky tattoo. Then on to another passage previously unexplored.
Through a door and into another room, the group find a doorway that is made of water. On the other side is a vast underwater scene. Greenleaf uses his necklace of adaptation and Ronj uses his ring of free action to enter the watery doorway. They find themselves in the middle of a giant sea. They spread out and do a cursory search. Ronj comes across the remnants of a sunken ship and large bars of silver can be seen within the wreckage.
It is then that he notices the mass of jellyfish descending upon him. He and Greenleaf barely escape the room from the fiery tentacles. When they arrive on the other side the tentacles begin to enter the room. Then suddenly and umber hulk is spotted approaching the group from another direction. The entire group retreats and a wall of fire is erected to provide a temporary barrier.
Moving off in another direction the group comes to a room with a king and queen sitting upon two thrones. They appear to be undead but are not animated. The king is holding a glowing orb and the queen has a tiara upon her head. Both are magical. As the group studies the room, the helm of brilliance continuously does six points of damage per round until both of the undead monarchs crumble and wither away. There is much joy and celebration at the ease of the take. Both magic items are taken and the party moves on.
In the next room the group discovers a huge 10×20 oyster with a giant pearl within. Greenleaf uses stone shape to create a pillar of stone and places between the oyster jaws. Ronj then runs through and grabs pearl. Max bets Da’nog 50 gp that Ronj won’t make it and loses. Ronj recovers the pearl but begins to feel ill. It appears the oyster has poisoned him.
The group heads back to the room that had magical suites of armor in glass cases. With the party waiting in an adjacent room, Greenleaf wears his necklace of adaptation and opens each case. A green gas pours out but the necklace protects Greenleaf.
The armor recovered is all magical and includes:
Human sized full plate
Centaur sized plate
Dwarf sized chain
Human sized leather armor

On to a room with a 40 foot boat with many natives and a captain. The captain wears a large mask. Max casts fireball but the effects of the spell are weak and it does no more than stir up the natives. Melee ensues and the natives are eventually killed.
As the curse on Ronj worsens, Greenleaf travels to Silverymoon to find a remove curse scroll.

After resting the party presses on. Shortly thereafter they find a stone door with the symbols of Comedy and Tragedy impressed unto the surface. They proceed past the unlocked door into a large auditorium. The intrepid explores decide to head for the stage area. After traveling about half the distance to the front of the amphitheatre the group is attacked by a swarm of 50+ Sturges. The creatures’ attack in mass and much blood is sucked. The party retreats back into the hallway trying to escape the main body of the swarm so they can put the beat down on the ones attached to their bodies. The fighters switch to using their hands rather than their weapons so that they can swat at the giant bugs quicker. The creatures bring down the Bard Zappa and his unconscious body is carried away.
The group heads back to the room with the healing tub and once again rests up until fully healed and spells charged. The Bard uses his Magic mandolin to summon monsters and comes up with two bugbears. The party sends the Bugbears back the amphitheatre and wait for the insects to attack them. When the bugs swarm they fireball the entire group. Although they do not kill all the blood suckers, the remaining are not strong enough to mount an attack.
The group then investigates the stage and finds two doors leading off exit stage right and left. The door to the left has stairs going up. The group then opens door to the right. Inside they find a prop room with many items used in the production of plays. Further on they find a “green” room where actors might stay before going on. The furniture of this room was all of the highest quality in its day but has been degraded by time to near worthlessness. A little further on the group finds a costume room. A magic detection spell is cast and it finds a magic cap and a magic Noble Man’s cloak. In an unusual burst of impulsiveness the Cleric Ralik tries on the cap first and then the cloak. The cap is a magic cap of alteration that allows you to change your appearance just by thinking how you want to look. You can appear to be up to two feet smaller or taller and up to fifty percent bigger or smaller. You can also change your race, sex and comeliness. The cloak is a cloak of death and the Cleric dies as soon as he puts it on. Although the cloak no longer radiates magic it will not come off the hapless priest. The group decides to cut off Ralik’s finger and transport it back to his Church and see if they can resurrect him. They decide it would best if they held all his magic in trust for him just in case his Church decides he is worth more dead than alive.
The adventurers decide that enough is enough. With the Cleric dead and Thud without armor the party seems too weak to go on. It is decided that the party will head back to Thudheim and regroup. The only encounter on the way home is a Red Dragon flying overhead with a basket on its back carrying some sort of passengers. Everyone hides.
The group identifies then divides the treasure. Max the Druid Magic User gets the main prize of a Ring of Regeneration. Thud gets the Disguise Cap so that he may change his half-ogery mug into something more appealing. Ronj the Monk takes a Blink ring. Greenleaf Longbranch the Druid takes a +4 Elf sized suit of Platemail and Zappa gets a Ring of Protection +3. Da’Nog takes the mage of the tower’s Spell Book and throws it into a bonfire. The fire freezes into immobility and Da’Nog saves vs Death Magic. He receives a nice experience bonus for his trouble.
Greenleaf Longbranch prepares to fight for his right to become 12th level. He must fight the reigning Druid for his position. The challenged Druid sets the contest rules to be a fight using only mammal forms and a club. On his way he searches for Ralik’s Church in the woods. After several weeks he finds it and drops off the finger of his fallen comrade. It is unknown whether the sect will resurrect him or not.
Ronj and Thud travel to the swamps to find the crazy Magic User who believes he is the Mage of Oralbar. Da’Nog offers to go but only if they are going to kill the Wizard. Apparently that is not the plan. On their way Thud stops of in Daggerford to order up a new set of chain mail that will fit a Half-Ogre. It will take over four months for the project to be complete.
Da’Nog enjoys the hospitality of Thud’s manor house and considers setting up a house in Thudheim but figures it is too much trouble and doesn’t want to be tied down. Zappa continues to develop his spy network in Thudheim and contemplates trying to reform the Mothers of Invention. While it may not be too hard this time, he will find it increasingly difficult to find band mates when the previous ones keep getting killed on their first tour.

Ronj scouts past the orc barricade and discovers a complete wyvern. The underground colony appears to include women and children with many emanates. The newest version of the efk decides to skip beyond the wyvern of orcs deciding that there is no profit to be gained. Back to fountain room. As group approaches, members of another adventuring party begin appearing from the fountain one at a time. Greenleaf speaks with one of the elven members of the other party. It is discovered that the fountain can be used to transport down to the lower levels. The group claims to be the seven from Silverymoon. Though claiming to have lost five members there are still seven remaining… Drinks and pipe weed are exchanged and the seven depart the tower.
Perhaps the efk will have future dealings with this group…
One at a time each of our intrepid adventurers enter the fountain. Though the water is shockingly cold each one magically appears in a room similar to the previous. There is discussion on how to mark the rooms for mapping purposes. Thud promptly takes a stinky ogre dump in his hand, smears an I on the wall and pronounces: “No one will wipe that off” (Ogre crumbs… an ancient ogre secret…)
Then the group decides to enter the fountain again. Each adventurer emerges on yet another level. Down one hallway the group can see a floating globe with a pyramid inside. The opposite passage ends at a door. Proceeding to the door, no traps detected and the door is opened. In the room there are two cases containing leather armor for a female human and full plate for a male centaur. Both are magical. The group decides to forego the room until later and continues on through another passage exiting the room.
Through a maze of tunnels and rooms. Da’Nog tries opening one door and a stone block falls from the ceiling smashing him on the head. He shakes off the damage and enters the room. Within the room is a 20 x 6 sarcophagus.
The group toils and debates and then decides to open the lid of the giant sized coffin. Within there is a mummified fire giant. The group takes advantage of surprise and attacks. Greenleaf strikes first with a slicing 20, removing a portion of the giants upper arm. Other group members hit in the surprise attack and with help from the helm of brilliance the undead giant is put to final rest. The lid of the 20 x 6 sarcophagus is solid gold. The group rests and tries to find a way to cash in on the golden lid. The druids begin using heat metal to break down the lid into manageable pieces. Ralek then uses his magical scale that converts gold to gems and the party is able to salvage 21, 400 gp gems. As the gold conversion is finished by the druids and cleric, three wraiths descend upon the group. Da’Nog drinks a potion of storm giant strength and and the wraiths are quickly destroyed. Da’Nog then picks up the 16’ magical fire giant sword found in the coffin and carries it to the room with the pyramid floating in the sphere. He throws the sword into the pyramid and destroys it. He gains major experience being a barbarian but loses some wisdom along the way.
Through another passage and into a room where there is a small pool of heated water. It is discovered that the pool will heal scars and blemishes. Each of the group enters and it is later discovered that the pool leaves a tattoo of a yellow rubber ducky on each members butt check.