Jorden; Markass: absent but played by Steven
Salizar: late but played by Steven
GAME 11: Knock,
We wake from the battle with the spiders and move through
the tunnel. Our first encounter
took us by surprise as a crystal in the rock tore free and attacked us. The battle was vicious as the creature
was a psion killer. Shortly after
this we were set upon by a drow priestiess and several of her guards Marq was
struck by a dart and put to sleep.
He managed to cast some serious spells but once he was down. The battle ended and we managed to pick
ourselves up and heal up.
This game starts with us healing up from the last
battle. We took some serious
damage and we are all in need of healing.
We manage to heal enough and take time to search the bodies. The look is extroidinary as we manage
to securely and throuroughly search the bodies.
vials of drow poison
mithral chainshirt, masterwork
mithral chain shirt, masterwork
vials of drow poison
vials of Drow poison
light shield, masterwork
vials of Drow poison
mithral chain shirt, masterwork
Most of the items go into the party inventory and once we
all heal from a good nightŐs rest.
Marq uses his ability to determine what is magic and then manages to
focus on the breastplate. Just for
the time being I take the priestesses dagger and the vials of drow poison. We now have 6 of the drow tokens, one
in my possession and 5 that are unclaimed. Some of the other hold the tokens but donŐt wear them. I am wearing my token, Kemee is holding
but not wearing, Malark is holding his, Seth is holding but not wearing, Marq
is holding but not wearing.
Once we are ready to move forward we get tot he door and try
the key. As kemee is trying the
key he discoveres that it does not work.
Markass moves up and taks 20 to oopen the lock. When he gets the door open both Kemee
and I try to search the changer.
Kemee opes the door and there is another door just a few
feet later without a lock. It
takes Kemee a few tries before he realizes that there is not a keyhole or
handle. Markass moves to the door
and trys to search for buttons and triggers.
I move to the door and try to open with my mind. I focus on the amulet and the glory of
Lloth and visualize the door opening.
Unfortunately nothing happens.
I take another attempt and try to pull the door. Nothing again.
Kemee takes my sledge and heads to attack the door. As he strkes the door it explodes and
radiates a mass effect to the rest of the party. Everyone except for Malark and I are affected by fear. As the other are running away we can
see through the open doors and there is a rope and wood bridge. Makark also screams Beholder. I only have a few seconds before the
whole party runs past me. My goal
is to reach out to trip marq first and hopefully malark can break the
mange to trip marq but he bulls free
casts protection from lightling and stays behign the wall
cast Delay poison to make myself immune
step out and with line of sight I fire three arrows. Two strike but the magic on them
does not work. I take time to
shout to Malark that magic is not working.
casts silence but the spell fails
other move quickly away
beholder moves forward and closes his main eye and opens one of the stalks
thus forcing Malark to make a FORT save agains Finger of Death
also need FORT same to escape his blast
is forces to make another FORT save and makes it this time
the main eye closed I strike two arrows and hit twice. I take a few steps around the
corner to get out of line of sight
uses his Flame Strike and deals some massive damage and moves around the
fire two arrow and the magic winks out because the main eye is open.
takes out his glowing orb and rolls it into the cavern. The orb goes out because of the
null magic field. Our trigger
to attack is when the orb goes out.
Until then we are going to hold our attack
make my first FORT save but fail my WILL save and take some serious damage
from my second FORT save. I
am seriously hurt and back down the tunnel but wait for Malark.
see the eye close and I strike with two arrow and hit once. I deal minor arror damage but
and Seth finally breaks the Fear effect and stops running. They are roughtly 720 feet
away. He turns around and
starts back to the rest of us.
finally breaks the fear effect at roughly the 700 foot range. He casts skate on himself and
turns around back
is only 360 feet from the party when his fear effect turns off. He turns around an saunters back
breaks the Fear and starts running back.
door behind Malark disintegrates and he falls back wards. The antimagic is off but Malark is
hit with some serious damage
the eye still closed I strike and hit two arrows and death some serious
is able to cast magic so he uses his flame strike.
Malarks Flame strike the beholder dies and dissolves to the ground
When the party finally returns to Malark and I the beholder
is destroyed and the bridge is cinders.
The second door has take damage but it is still intact. The only problem at this point is to
get across the chasm. The thoughts
are to jump, dimension door, or for Dolerine to cast a ectoplasmic wall across
the chasm. The wall should last
long enough and should hold our weight.
We move forward and the tunnelll transitions from rough
stone to highly worked stone. The
tunnel is too clean to determine if anything has moved through this area. As we approach the end of the tunnel we
get to a door that actually takes the key we found. We opend th edoor and we see the tunnel cut to the left.
Kemee hands the key to Markass and the key works. Kemee locks the door then ujlocks the
door. This hallway makes me very,
very nervoius. I take time to
search the tunnel but donŐt find anything. We move through the set of doors and we get to the third
door. I am in the last position
and donŐt sence anything yet.
As I am moving through the first set of doors I search for
oddities and find the following message etched on the door.
of old, humankind defeated the dark ones and drove them back under the
earth. The Drow built this
place to defend their tunnels.
If we do not wrath, they will yet make it our tomb.Ó
Kemee unlocks the third door and it opens into a T
section. He is leading and takes
the move across the hall. The
tunnel to the left is caved in but the right tunnel is open. Kemee sees a skeleton at the end of the
hall that is surrounded by the black power. As kemee is looking around the corner the skeleton raises
his hand and fires three magic missles.
move up and take a position right behind Kemee
casts Bless that gives us a +1 on attack and fear saves
all wait until kemee opens the door with his flail in hand
- As he
opens his door I move out of the door and there is a skeleton waiting for
me. I take two undead bane
arrows but only hit with one.
The skeletons seem to blink in and out.
blocks the door and turns the sketons. He manages to turn the three that we can see.
casts skate on Kemee
and Seth moves into the room and ready for combat
changes his weapons and shield configuration
launch three arrows down the hall and manage to strike twice but only deal
moves around the corner and sees a large purple snake like creature. There are tiny little tentacle
legs and a face that is oddly human.
To the right there are several sarcophagi. The creature is moving into the
hall and is gearing up to taste a piece of Marq.
creature cast Feeble Mind at Marq and attacks with a bite that only deals
a minor damage. A failed FORT
save drops Marq down several points of CON and a failed WILL save drops
his INT and CHA down to one
drops his shield and flail and pulls out the great sword and manages to
hit for slight damage.
manage to strike twice and only serve to piss it off
casts Rightous Wrath of the Faithful and that granted an extra melee
attack per round and a +3 to attack and damage
casts a psion spell that launches an electrical spell but the creature is
able to avoid half the damage
fails his second FORT save and falls asleep before he can launch any of
creature casts Slay Living and forces Kemee to make a FORT save that he
fails. He drops another 4 CON
points from the poison.
Unfortunately, he fails the spells FORT save and drops immediately.
move closer to the exit and launch three arrows at the creature and only
moves invisible through the creatures space and gets inot position
casts Sound Lance at the creature and times the shot perfectly so he is
cororal. He deals some
creature steps back and reaches up to a necklace of gold orbs and throws
one at Malark, Markass, Seth, Marq, and Dolerine. The only person that takes all of
the damage is Marq. The rest
of them take only half damage
launches severl strikes and drops the creature with three hits
skeletons move up and launch magic missles at both Dolerine, Seth, and Markass
falls to the ground but Malark is able to cast a quick healing that
brings him to just above death
strike with the Undead Bane arrows and strike three times for a total of
40 points of damage
srikes with 5 massively cool attacks but misses each and every one of them
tries to turn the remaining skeletons and turns 4 of the 8 skeletons that
have been attacking us
is now able to stand up and heals himself enough to bring himself
skeletons launch at seth with his three magic missles
takes several magic missles to the face and suffers
strike at the undead and manage to strike the skeleton but at the same
time I strike Seth and hit for enough damage to drop him
have got to get to him the next round and at least heal him with my cure
light wand. It may not bring
him up and moving but it will take the edge off
takes his strikes and deals some serious damage with three hits
casts positive energy with the purpose of hitting the undead and healing Markass,
Malark, and Seth
fire into combat and only manage to hit Markass
manages to hit the remaining skeleton and drops the last one.
cast Aid Mass on everyone of the party except for River who is too far
is healed enough from Malarks spell that he is able to stand up and search
the nearest skeleton
takes down another section of the wall and launches magic missles at
is time to move into the battle and trust in the rush. I move 30 feet and them
move up and fire twice and hit once.
This brings me down to my last Undead Bane arrow
takes time to search the large creature and sees the following but does
not actually take the items now
is necklace with the explosive swords
picks up Marq and carries him back to the doorway
lay down cover fire and manage to strike Seth
cast the big healing on Seth and brings him up to good points
grabs the ring and the necklace before moving back to the door
launches magic missles at Malark and deals some serious damage bringing
him almost down to death
hold my position until Malark moves past me
heals himself and moves back to the door
finally breaks through the wall and move up. They launch at Malark and deal some damage.
We move through the hallway and backtrack through the door
and the hallway. We take the time
to heal the rest of the party with the intention of heading back into the
tunnels and deal with the skeletons.
Once we are fully healed we move back into the room and we destroy the
skeletons and locate the prisioners that have been taken.
One of the prisoners is the farmer that we have been using
as a base of operation. He was
taken shortly after we left the farm house. We also manage to discover the Lord Morngrym parents along
with roughly 80 other prisoners.
At the end of the skeletal battle we have a decisionto make. We can either find another way to get
to the surface and back to town or we can rescue the hostages and try to take
them back to town. The down side
of saving everyone is that we would have to explain to the Zqynterym where all
these people came from.