The main part of last game was to reenter the Lair of the
Lich and take the rest of them down.
We strike a lethal blow to the Lich but we were not able to locate the
phylactery. We make it back out of
the temple and back to the farm house.
The main decision to be made at this time is to either strike at the
Twisted Tower or back to Castle Krag.
This game opens as we are sitting comfortable at the farm
house. We have gone through the
party inventory looking for anything that can help us. We found a map when we first
encountered in the Bell room. It
is a very detailed map that takes us to several different places and hundreds
of tunnels. We think that we need
to go back to town and at least stock up on normal mundane items. The goal is to then leave the items
that we donŐt need at the farm and travel to town then come back to the Fox
Ridge and travel underground.
takes time before we head back to town to use his Magical Appraisal trick
to identify the Full plate armor that they discovered in Castle Krag
is a +3 AC with Spell Resistance of 13
takes this armor and adds his +1 AC armor to the party inventory
told the party that we would need to approach from under
told us that we need to uncover the false lord
party even has a staff that can summon an Umber Hulk every 10 days
- On the
surface the trip from the cave to the tower is only half a day but
underground it may take a day or two
uncovered and cleared the keep the first time
was a portal in the lower level that was destroyed and might be rebuilt
use this castle as a fortress for the invasion
We make it back to town and donŐt have any trouble. We run our inventory and take the night
to rest. We take the time to move
quickly but safely through the tunnels and move back through the tunnels. My late morning we take our path back
into the underdark leading to the twisted tower. We are moving roughly 100 feet behind Markass and trying to
leave him silent followers.
Markass is moving silently while invisible. He comes into an opening and hears a
chittering or a skittering.
Something is moving in the cavern roughly 40 to 50 feet diameter with a
hole in the ceiling roughly 20 high and it has not changed its sounding or is
moving. He uses his chalk to write
ŇSomethingŐs up aheadÓ. As
markass approaches the opening the noise stops. As he enters the cavern arch he is able to see four spiders
handing from the ceiling.
spider is roughly large size and their legs are covered by some type of
is planning to use his grapple hook to trigger the creaturs tremor
sense. Either that or toss
baseball size rocks to trigger the sense
the ball hits the ground the spiders drop to the ceiling and move around
and approach the spot
tells us to hide our light and he uses his staff of night and casts
darkvision on himself
waits a few seconds after the creatures start to move and then activates
his headlamp. When the light
The rest of us see MarkassŐs light go out then come back
on. We do not hear the sounds of
battle. We can see that a large
shape is in front of Markass. Marq
is able to see using his darkvision so he moves to attack. These spiders are large and take up 10
foot squares. The rest of the
party is roughly 80 feet away from the combat.
casts a purified fireball and manages to catch all of the spiders.
manages to drop the first of the spiders with his damage
second spider takes severe damage.
moves us 30 feet and fires one arrow at the shadow shape that Marq is
manage to miss the target an accidently strike Markass in the back
spiders move us and two of them climb the ceiling and the walls
held his action until the spiders move up and is going to wait and ignore
the AOO in order to stay invisible until he attacks.
manages to deal some serious damage to the remaining spiders
manages to make it past the spiders and dodge the falling spider
spider makes a bite attack and only deals a small amount of damage but
pumps poison into Markass.
He manages to make his FORT save.
attacks kemee but does not hit
fires an arrow after running up but misses
uses Telekinetic maneuver to knock the spider off the wall but the
strikes from a distance and moves forward but casts Mage Armor
- I take
a five foot step and fires three arrows dropping the spider on the wall.
is a little irked that he did not make the kill and tries to catch the
spider inorder to throw it at the other spider. He takes 25 points of damage and is crushed prone
under the spiderŐs weight.
is not able to life the creature and manages to take several points of
damage from the failed attempt
- One of
the spiders attacks Markass with a full attack and takes several point of
damage but is not poisoned.
strikes with his double weapons and manages to kill the remaining spider.
After the combat is over and Kemee is trying to extracate
himself form under the bladed spider.
He manages to do that and only take a little more damage. Once Markass burns some of his healing
spells Kemee is able to walk away fully healed.
I take the opportunity to search the tunnel on the other
side of the cavern. I move down
the tunnel roughly 100 feet but donŐt find anything important. When I return to the cavern the group
has gathered under the tunnel and there is a light ascenting up the
tunnel. Dolerine has created one
of his constructs and augmented it with a super bright torch. Dolerine instruct the contruct to take
the rope and fly to the top or the tunnel. There is another level roughtly 15 feet above the ceiling
and then the ceiling tunnel goes higher.
Dolerine instructs his construct to tie off the grapple hook. For this Dolerine is the first to win
the Trophy of Awesomeness +1.
Markass is the first one to attempt the rope. He manages to make it up the rope and
into the chamber above. This
chamber is like a landing with an offset tunnel. This chamber is littered with bones and other minor
items. There is nothing really
useful and it has a picked over feel to this chamber. Some of the bones look battle damaged and some look like
Seth climbs second and I take the third spot. I make it up the rope with a little
flare. We take roughly an hour to
bring the others up. For Kemee and
Malark we use two ropes. Once we
are on the ledge, Dolerine does he same construct trick and sends his
construct. The construct flies and
stops when the rope is roughly 10 feet above our heads. That means that the tunnel is roughly
150 feet tall. The tunnel is 15
feet diameter so we are not able to brace against the walls of the tunnel but
we can use the wall to use our feet on.
Markass is able to get the next level and sees at roughly 60
feet he reaches a rope bridge that spans the hole we are climbing over. There is a tunnel that leads off in
both directions. One side of the
tunnel turns after a few feet while the other side narrows to roughly 3
feet. He thinks that he hears
something but is not quite sure.
After a few minutes of decision he moves towards the smaller opening and
sideways moves through the tunnel.
The tunnel narrows then widens open.
Seth takes it second then River follows. I manage to make it all the way up take
time to listen to the rest of the time.
While the other are moving through the narrow passage she tries to hear
around the bend. I donŐt hear
anything. Whild waiting for Marq
to climb it becomes apparent that he si not able to even move up 10 feet. After a few attemps I take the time to
pull up Marq. It takes a few
minutes to get up but he climbs and then takes time to move through the small
Kemee tried to climb the rope and the tunnel without help
the first time. He manages to
climbs up but falls at 10 feet. He
takes a slight amount of damage.
During the second attempt he manages to make it up to the ledge and
climbs over to thr eside that River is on. We all manage to get up and Raven, Dolerine, Malark, and
Kemee are on the tunnel side and Marq, Markass, and Seth are on the narrow
When we all gather in the room we learn about th
chanmber. It turns out that the
next tunnel leads into a large cavern. There is a blackness in the center of the lake. We are planning to enter the cavern and
the room with the darkness. While
coming back through the tunnel Dolerine manages to get stuck. Her only escape is to Dimension door
into the cavern. Once there Dolerine
grabs Malark and Kemee and makes it back into the black cavern. When they bamps into the room they are
knee deep in the water.
Once they enter the room they hear a loud roar form the
darkness. As they materilize they
are only 5 feet from the darkness.
They are forced to roll a will save to avoid fear. Dolerine is the only one shaken. Kemee and malark are not affected by
this. They see this long neck,
like a dragon, come through the darkness.
It is gray with shadows forming and moving around the body. The eyes are black with small red pin
attacks Malark and damages him with a bite. He is able to make the FORT save.
runs for the narrow crack and makes it through the hole
moves to try to get out of the water while fireing a energy bolt. After he launches the bolt he
realizes that he does not make it through the spell resistance.
casts Sound Lance at the dragon and it automatically hits. The dragon manages to make the
save and only takes half damage
manages to get himself stuckin the tunnel and needed Markass to push him
- I take
a well balance spring acroll the rope bridge and make it to the tunnel.
steps back and takes out his boulder and puts all three charges into the
dragon stays within the darkness but moves to the end of the pool. We canŐt see the dragon but we can
still hear it moving. It
manages to damage Malark but he fails the FORT save
casts hail of crystals and manages to fail because he is still
shaken. With the mischange he
manages to hit with a 20 foot burst.
The effect is a crystal sphere that missed the target but shatters
when it hits the ground.
tries to turn the dragon as we believe that it is undead. He fails to make the turn attemps.
casts a purified Mini Jaws and realizes that this is an evil creature but
not an outsider. He sends all
the damage to the dragon and manages to deal 44 points of damage thus
earngin him the second person to earn the Trophy of Awesomeness +1.
Markass and River run through the tunnel and are still 15 feet of the edge
of the circle.
takes a deep breth and steps into the darkness with his blindfight thus
bringin the battle to the dragon.
He takes an AOO and fails his FORT same. He is drained for 6 points of damage.
is not sure if he can cure or restore drain ability
moves from around the circular pit to spread out
tries the Hail of crystals again but is struck by his own spell as if his
power was affected by a return spell.
party that surrounds around Dolerine must make a reflex save or suffer 16
point of slashing damage.
Only Dolerine, Malark, and Kemee.
chooses to drop and pretend to be down from this damage and Malark casts
Close Wounds because he thinks Kemee is dead.
moves toward Kemee and casts defensively and manages to cast Cure
Seriously Wounds. He manages
to restore some serious points of healing.
is concentrating on his Mini-Jaws spell. Once it fails it always fails if it does not get
through the spell resistance.
the attack we hear a larget roar and then a plop into the water
the undead dragon slayer
Dolerine manages to create a construct that is able to pull
the dragon out of the wwater. Once
the dragon is on the shore he instructs his contructs to start to pummel the
head and neck. After thunderfists
is finished destroying all the evidence I am able to determine that this is an
undead dragon and its ability damage is from something nectomantic. Similar to a vampire ability. Marq is able to determine that this
type of dragon is a Fang dragon that was shadowslain.
Both Marq and Malark are not able to dispel the darkness
today but we might be able to do it tomorrow. Malark is able to heal the other for hitpoints but he is not
able to restore the damage.
Based on the map there is a tunnel that should be at the
other end of the darkness globe.
Dolerine summons his contruct and gets out rope from above. This whole process only takes several
minturs but we get the rope.
We move across the darkness to get to the exit tunnel. It moves roughly 30 feet ahead and then
turns to the right. Markass is
moving ahead and then we all reach the cavern to the tunnels beyond. When Markass reaches the end of the
tunnel he is invisible and told to bow in the presence of Lloth. We move up to the bend in the tunnel
and I take time to try to listen but canŐt tell anything. We move to the edge of the darkness as
Markass has put out his light.
tells up to bow in the presence of the mightly Lloth
- We all
hear someone casting a spell and we see markass outlined in fairy fire.
darts come flying at Markass but only one manages to hit him. He manages to make the FORT save
for the dart damage.
casts his prayer spell and gives us the +1 to att / dam / saves / skills
is encased in fairy fire and completely visible to all the other creatures
in the cave. He turns on his
moves up and fires two arrows at the lead drow and misses
takes time and walks into the chamber and casts a purified scintillating
sphere but he needs to get through the spell resistance checks.
of the 5 drow warrirors make their spellcraft and are not affected. Most importantly the female drow
manages to drop one of the drow warriors
moves up and as he is moving he puts away his bow and draws out his swords
- One of
the Drow cast a Bolt of Lightning and manages to tag both Seth and Marq.
drow attack Seth and deals come massive damage for 21 points. Seth is able to make his FORT
- I fire
into the dark and one arrow strikes the drow casting and the other one
hits Malark in the back. I
only managed to do some minor damage
casts Burning hands in an attempt to hit as many of the Drow as
possible. We hear another
person drop inside the darkness.
steps into the darkness and launches a full round action but only manages
to hit three times.
Drow cast and Marq, Seth, and Markass all manage to get struck by a
lightning bolt. Even the
improved reflex did not save Markass from taking damage
holds her action and does nothing for this turn and is pulled along with
Dolerine and his dimension door
lands in the middle of combat and attacks the creature in the darkness
drow attacks Kemee with a touch attack and deals 19 points of damage.
strikes at two of the closest drow but only manages to hit twice and miss
twice. Not much damage is
- I move
around the corner and launch three arrows into the darkness and manage to
strike Dolerine twice and Seth once.
I know that I am responsible for hurting the party but at this time
it is more about dropping the drow than coddling the party.
is a burst of reckless abandon manages to hit Dolerine with two wicked
attacks and nearly cleaves her in twain. Dolerine falls and enters the clearing at the end of
- One of
the drow is near Kemee and reaches out and touches him dealing damage
swung but missed as nothing was in the square
- As my
turn I shout at the party memebes to sound off. My intent is to listen to the battle noises and plan to
fire arrows at any sound that does not call out their name.
sounds off; Malark sounds
off; Seth sounds off;
is still striking at anything in the darkness that he can detect. As he is striking recklessly he
makes a Will save and succeeds
After the battle is over I tke the time with Seth to recover
the body of Dolerine. As part of
my responsibilities to Nephyrus I take control of the body and try to prepair
as best as I can. The rest of the
party searches the bodies and I make sure that Dolerine is taken care of before
Johney can cast Raise Dead. Once
Malark casts Raise Death and brings Dolerine back to one hit point and his
remaining power points. He is
currently at 8th level.
breast plate, * shield light steel, masterwork dagger (spider),
masterwork light mace, vial thick, vial thick, 24g, 1s, holy symbol Lloth
contains a *silver token with emblem that we have not ever seen.
mithral chain shirt ; masterwork rapier, masterwork hand crossbow, bolts
20, 4 vials thick; has same coin; scroll; 53 gold; 4s
vials think; 3 different potion; * chain shirt; rapier; hand crossbow; 20
bolts; 56 s
vials think; 3 different potion; * mithral chain shirt; rapier; hand
crossbow; 19 bolts; 56 s
vials think; 3 different potion; chain shirt; rapier; hand crossbow; 19
bolts; 56 s
vials think; 3 different potion; chain shirt; rapier; hand crossbow; 19
bolts; 56 s