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Post by jamesd on Oct 8, 2013 15:22:45 GMT -5
My first quest will be This Wednesday and Wednesdays here after until the end of the term. So ill have fewer quests for you guys to do but thats how it goes.
The basic idea is your basic multiple maguffin hunt, quest summaries and the like will go here when required.
The basic introduction for everyone though will be my first in this thread.
In the corner of Odin's great hall sits a Tengu named Triggart. His passion is treasure hunting. He was a merchant before the current series of events leaves him stuck in the great hall and spends his time now searching for treasure he can find.
He comes across a book in the Library of Odin's hall that gives clues to locations of several powerful trinkets and realizes that hunting them down and keeping them in the right hands could help Odin, and those who help Odin are often rewarded with shiny things.
Realizing this he begins solving the clues and finds the location of the first artifact. Which is where my quest on Wednesday will pick up. The clues solved, the location known and Triggart looking for a crew to go get the maguffin of the day.
Anyway thats the basic set up for my quest line. I look forward to seeing how the PCs can screw with it as I go.
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Post by jamesd on Oct 9, 2013 22:43:31 GMT -5
"Quest for the Legendary Snowglobe of Dorunder" Or "How I almost accidentally completely killed the entire party"
First things first Sorry I forgot to get your names for this, that was rude of me, if you want to chime in with them be my guest. Also if I could ask a small favour since Im relatively new as a DM, if you could chime in with ways I could improve the experience or how I could generally improve how things went feel free to let me know. Constructive criticism is more than welcome (I know the majority of our party was new to the game tonight, well im pretty new to DMing myself so lets help each other out). That being said, sorry the dice really were not with you guys tonight, I hope you had fun regardless.
The PCs were (again sorry about the names): A Dampire Cleric: Did some serious damage by channeling negative energy, he took the mead from the tavern and the seeds from Krolnite (he also placed one in the town and is meant to wherever he goes.) A Human Wizard: An essential part of the quest, her burning hands wreaked some havok on the encounters (and the paladin) A Dwarven Paladin: This guy had a rough night with the dice rolls, his main use this time around was negotiating a deal with an encounter to not fight them, details to follow. He played really well in character, keep at it man, the dice wont always be mean. A Goblin Summoner: Was instrumental in finding traps. I suggest you learn more about the role of a summoner and make your Eidolon. With a special guest appearance by an Alchemist for reasons that will soon become obvious.
Now onto the summary.
The party is teleported to the table at which the Tengu Triggart sits. He offers them information regarding the maguffin of the day but has no idea what the object actually is, just that it is a powerful cold artifact. He gives them a bag and says to keep the object in it.
Getting all the information they can from him they head off and are teleported to the location, a small abandoned desert town in the Frost desert. It appears to have been long abandoned but relatively well preserved with nearly everything gone, they first search a tavern looking for information but find it empty. The Cleric finds a couple bottles of mead, Ill say Odin lets you keep them as they are not good enough for his personal stock.
Searching the town they find an Inn as well and many empty and unremarkable houses. In one however they fall into a Void as soon as they open the door.
They fall for an unknown amount of time and eventually hit what feels solid but nothing but each other can be seen. Eventuially a small skeletal figure on a throne made of bones appears with his zombie butler Bartholomew. They offer the party bags of seeds with no known properties and only ask that they plant a seed every where they go. The Cleric takes one as does the Summoner, however the summoner eats them. After a few questions The Wizard requests to be sent back and the Small lich obliges.
They head towards the temple and encounter two sandmen at the entrance. After a valiant fight (where most of them are put to sleep) the sand men are defeated, one turned to glass, the cleric picks up this glass and the summoner eats some, The paladin took some serious damage because he was in between the sandmen and the Wizard, the wizard apologized profusely, the paladin grumbled but was cool with it. They return to the inn to rest for the night as they have taken some serious damage and mostly recover. The cleric found that the glass he stored away had vanished in the night, the goblin found that he stomach was empty.
They make their way back to the temple and proceed inside. The paladin falls into a pit trap and the summoner decides to keep rats ahead of the party to alert them to future traps. This sets off a swinging blade trap where the party takes slight damage as they navigate it. Summoning more rats they continue as they had.
Coming upon the next chamber the rats are immediately eaten as two voices chime about snacks. The adventures proceeded with caution here and this is where the Paladin really did his best. Leading the negotiations he ultimately swears on his gods name to do his best to send the Mephits to their home plain, since this is all they want they allow the party to pass.
The party comes upon a great and vast chasm. The Cleric rolls a marble into the pit and finds it to be merely an illusion. As the paladin steps onto the floor the illusion is dispelled and they are able to approach altar with the object in question. Using every means at their disposal they find that it is not trapped but there is some kind of mechanism attached to it. Grabbing it with his bare hands the goblin finds his arm frozen solid. Unable to break it as three chunks of ice fall from the ceiling and form into Ice Elementals. T
Now this is where that second title comes into play, this is where the dice really turned against the players and what was only meant to be a difficult encounter nearly killed everyone.
The fight went okay, but the tides were quickly turned as most of the party was squishy and the dice just really started going against the paladin.
A few key hits (including two in a row crits against the cleric) swiftly knocked unconcious most of the party (not killed, but damn close), as only two elementals fell it was an elemental against the paladin. The paladin simply could not roll a hit and was swiftly knocked to zero health.
The party defeated the booming voice of Odin is heard by each berating them as he calls in a ringer. The Alchemist. Who rolls in and kills the elemental in one hit, pretty badass on his part.
The snowglobe and the scroll that was with it safely make it back to triggart and the party is returned to Odins hall, defeated but alive.
The snowglobe and the scroll are studied extensively by triggart, and the team receives its pay.
Anyway thats the end of it. Seriously the party did really well they just got steam rolled by bad dice rolls and it turned what I wanted to just be a balanced but challenging run into a near TPK mission.
I hope to see some of you guys improving in the game as the year goes on, the new players did really well.
If I left anything out feel free to chime in and add it.
Good game people, hope you had fun.
Join me Next time as we hunt for the Teapot of Nugradod
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Post by Apples on Oct 9, 2013 23:52:29 GMT -5
Too bad your games are all going to be Wednesday ones. Collecting treasures for his boss was Chomp's old job. He even hauls around a cart in order to fit lots of them when the terrain allows it.
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Post by jamesd on Oct 10, 2013 0:04:36 GMT -5
Not much I can do about it though, I work weekends four to midnight.
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Post by jamesd on Oct 16, 2013 22:56:48 GMT -5
The Quest for the Teapot of Nugradod or "This time I made it way to easy for them"
The PCs were Human monk/fighter
Teifling Alchemist
Dwarven Paladin
Elf Magus
Tiefling magus
Goblin Rogue
Triggarts little area has expanded to include cases, all empty save for the Snow Globe. After insulting the paladin from last time he hands them a bag, complains about how bad it went and tells them they better do better than the last group of freaks Odin sent him, he had to chip away at enchanted ice for six days to get the snow globe away from that goblin and odin has been pissed at me for ages he remarks.
Getting a bag for the artifact and all the information Triggart can give them they find themselves in the Valley of the Eternal War. A place said to have housed an endless battle for the past thousand years.
Snowing heavily they spy a battle to the south with two encampments, one to the east, one to the west.
They head to the camp to the west first, making their way to talk to the king they discuss the possibility for peace. The Sun King seems up to the idea but says that the Moon King might not be so eager.
Gathering information they find out that none of the people of this valley can die, and that it is because a rather charasmatic, yet tiny, man gave them the means to live forever and convinced both sides of the value of the enchanted object within the alter to the north.
They make their way to the eastern camp of the moon peoople where our Goblin forges an invitation to a dinner party to gain access to speak to their king, who says he will agree to peace talks if they can find who has been trying to kill him. Somewhere around this time a mildly helpful crow appears as he was sent by Odin.
Searching the homes of the suspects given they come across key evidence in each (and as soon as they leave each tent is burned down by some mysterious person the party only suspects is the alchemist, they tie him up, the fires continue) each tent is burned down after the search.
After interrogating each with some mark of truth they each reveal that basically everyone is trying to kill the king because they are bored. Except for the scholar, he is rather angry that the king will never let him vivisect orphans. As each interogation goes on every person is told (rather convincingly) that the Paladin is the one that burned down their homes.
So that problem solved they gain the kings promise to appear at peace talks and are rewarded when the king offers them to execute his would be assassins. Several take him up on the offer.
After this they go to the sun king who tells them he will attend the talks if they help his useless son pass his right of passage that he has been failing for a thousand years. The party goes in and swiftly slays the two winter wolves and the prince takes the credit.
The alchemist gains the right to lead the peace talks but turns invisible and the paladin convinces the goblin to let the paladin to lead the talks.
Peace is quickly brokered, and when it is time stops save for the party.
A small skeletal figure laughs and thanks the party for finally making his experiment with a new kind of Zombie all the more interesting. He offers them cakes. The Goblin tells Krolnite of the scholar who quickly becomes his friend.
earlier it was learned that the alchemist salvaged the bag of seeds from the cleric in the previous quest and a similar bag is offered up to the Elf Magus, he takes it but makes no promises to drop seeds. To which Krolnite replies "the seeds will find a way".
Opening the Altar Krolnite retrieves the teapot, which makes unlimited amounts of iced tea and spawns biscuits next to each cup poured and pours himself and any PC that wanted some. The party members that drink some find the biscuits tasty but the ice tea cold enough to do damage to them.
Krolnite infects the population with another variant of the eternal zombie strain and decides to set them to fighting again and gives the party the tea pot.
The Mildly helpful crow then weaves himself a cocoon and awaits the day where he will emerge as a Raven worthy of the name.
The party is sent back to Odins hall where the paladin will notice that the Mephits he made an agreement with are no longer present, the Tengu said a small skeleton showed up and took them home. The Paladin feels dejected as he was not able to help them as he said he would, but questions how Krolnite could have gotten in. As he finishes his question a skeletal head is seen next to his own which says "Odin may be able to make a big wall, but I can find the small holes" and then vanishes.
Getting their pay the party rejoices at an easy quest well handled.
Triggart tries the tea, but takes no cold damage and remarks that he may just keep it on hand, it tastes quite good.
Right that is that for this quest, if I forgot anything feel free to chime in and let me know, hope everyone enjoyed it.
Tune in next week, same bat time same bat channel for The Gladiator Games (this whole mystery item thing is much less fun if I tell you at the end of my quest summaries so bite that, it stays a mystery until you find it).
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Post by jamesd on Oct 23, 2013 23:45:21 GMT -5
Quest 3: The Glass eye of Blergrayu Or "PvP didnt go so well when only one character was massively broken"
The PCs:
The massively broken Tiefling Alchemist
The Goblin Summoner who learned the true value of an eidolon.
The Human Wizard who took some serious smackings and kept the glass cannon true to name.
and the dwarven paladin who managed to escape with his soul
This quest summary will be short since we were low on time for a few reasons and the mission was mostly combat.
Triggart offers everyone iced tea, a few of his feathers have turned white, he blames stress.
He tells the party of where the next item is and shows them wizards that have tried scrying the area, curled into balls on the ground crying about some skeleton coming to get them.
They arrive in the void. Finding Krolnite he materializes the arena, and tells them that the void is many things to many people.
Combat begins, the wizard requesting that Krolnite keep an eye on her raven familiar in the observation deck, he does so and spends the mission feeding it human flesh. It decides they taste delicious (from this point whenever it is faced with a humanoid corpse it will fly over and eat what it can)
The first fight summoned is against several adamantine cobras. They prove a difficult fight but the party pulls away with a heavy victory and are whisked away to the waiting room.
A few hours later they find themselves back in the arena and facing a couple Bearded Devils. They prove a tougher fight but once again are handily dealt with.
Before the next fight they see Krolnite perform a "half time show" wherein he brings approximately ten thousand people from midguard into the void. He offers them sanctuary from the cold that would otherwise be killing them all. In exchange they must merely put up with his random and usually unprovoked cruelty and when they return, should they return, they must worship him as their god and offer their souls to his void. He prefers Midguard with life in it after all.
The party questions why anyone would want to stay in the void, Krolnite responds by snapping his bony fingers, merely stating that his void is many things to many people. The party is suddenly viewing their dream worlds. The alchemist sees a massive city aflame. The Wizard sees a library, which extends as far as the eye can see. The Goblin sees piles of gold, which he begins to eat. And the Paladin keeps his own council, avoiding the temptation of what he sees.
All of this is on offer if you only swear fealty to me, Krolnite says with a grin. The goblin considers but never answers. The Alchemist agrees. The Wizard hesitantly declines, A shame too because Krolnite would enjoy a strong mind which understands magic. Naturally the paladin says no, his soul belongs to his god. To which Krolnite responds, "ill have your soul eventually, Ive always wanted to collect a paladin".
The fights continue, the party defeats three nightmares, well two because one accidentally used its plane shift ability, and Krolnite offers them the prize.
The Glass eye. The goblin and the paladin both reach for it, the goblin grabs it first but it rolls over, as soon as its gaze sees the goblins head it freezes solid. The paladin then puts it in the bag, along with the scroll.
Krolnite then says they must fight for the right to return home and restores them to peak capacity and pits the wizard and the alchemist vs the summoner and the paladin.
Unfortunately how broken the alchemist is made this a pretty bad idea overall as he decimated the other team.
The winners will get:
The Alchemist gets the right to go home, and I need to think if I will give him something else since he is so bloody broken already. I think maybe a +1 to some skill, remind me and ill get back to you on that.
Krolnite, seeing how badly his fellow wizard was damaged by even the most base of attacks, gives The wizard an item he has had for countless years, his anklets of translocation, swift action 3 times per day you can teleport ten feet within your line of sight. This does not provoke. He tells her to take good care of them as they were always very precious to him, and if she doesnt he will ensure her soul never knows rest.
This is where things fall apart. I was going to make the team that lost sign over their souls to be sent home but there was some complaining from the paladin about selling his soul so Odin beams him home after a week in the void along with the summoner.
To make things fair then.
The paladin will gain a +1 to saves against mind altering effects as a result of facing them for a week.
the summoner will gain +1 against poisons as he spent his week eating everything he could find, some of which were very nasty spell chemicals.
Right so, if I forgot anything feel free to let me know, or just chime in if you need to know anything. alternatively also feel free to PM me if you like.
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Post by jamesd on Nov 7, 2013 1:45:31 GMT -5
The quest for the Sacred Bag of Grunzir Or "I really should learn how to properly roll gunslingers"
PCs:
Fighter: Has a family.
Rouge: Really wants things to have blood.
Alchemist: just...bloody hell with the alchemy already
Barbarian: First actual game and is just wrecking shit up. Just how a barbarian should be.
Magus: Used spells on things immune to spells and things that had heavy spell resistance.
Called to Triggarts table, the Tengu whose feathers are turning more white as time goes on, the party finally actually receives a clue as to what the item this week is. A bag, though whose properties are largely unknown, they are shown the map within the book and Triggart explains how it moves throughout the city it is in though he has no idea how.
He explains that the City has been Closed off for years, having fallen silent not long after reports of horrible beasts began being sent out to other places, one report especially gave detail about two horrific creatures who were seemingly indestructible, and the population is likely down to zero since they were all humans and the Tengu holds other races in very low regard.
The party departs the table, immediately finding themselves at a crossroads within the city. The city itself appears to be in ruin, with buildings crumbling and many streets blocked.
The party searches a building as one of their number searches the streets. They hear horrible sounds all around them, and as the party regroups a voice from the roof tops tells them to get off the streets and is suddenly silent.
As they ponder what that was they notice sounds from behind them. Two devourers are making their way towards the party, however they do not look like the average devourer. Remembering Triggarts warning they decide to run, and swiftly make it away and hide until they are certain the creatures are gone.
Leaving their hiding place they again here voices from the roof, mocking them for being dumb enough to even be seen by the creatures and telling them of a way to safety, if they follow a specific road and they will be talked to again at the building they will find.
Finding the building with ease, though with the devourers still following, almost as if they have a taste for the hunt, they are met with the sight of three statues and two giant stone doors.
As they approach the doors the statues spring to life and say "We dont take kindly to no outsiders round here" (meaning people not from the city, not actual outsiders, though there were tieflings on the party). Failing any attempt at negotiation the party decides to try their luck at fighting the Golems rather than the beasts in hot pursuit.
The fight is difficult but the party pulls ahead victorious, as the final golem falls the doors swing open and a new party member appears right behind the party. With the devourers right behind him. Having no time to give a proper warning the party enters the now empty library to avoid the beasts. within the building they find a book written in a strange script no one seems able to recognize save for a few randomly scattered words in languages they understand. The basic information they are able to understand details that the city appears to be a giant experiment an the devourers are prototypes for making stronger undead creatures.
Immediately upon reading the book the party is beset by skeletal hell hounds and makes swift work of them.
Approaching the back door to the building the party is met by two night hags. And the Alchemist (the party member that showed up after the golems) has a brilliant idea to avoid a fight. He calls upon Odin and requests to children for "totally innocent reasons" and successfully makes a bluff check (it was ridiculous, just trust me on that). The fighter, who has a family, (three children, as determined by a D20) suddenly finds two of his children in the hands of the Rouge and the Alchemist who try to give them over to the night hags to avoid a fight.
The fighter then beats the alchemist within an inch of his life while the rouge convinces one of the kids to "go play with the nice laides" and the magus saves that one. The hags enter the etheral plane in an attempt to snatch the children away but the fighter stashes them in a bag of holding and suddenly gains a new disdain for Odin.
The hags are not seen again, but it could be suspected they trail the children even in the bag, and follow the party (after the mission Odin sends them home but them and their mother will now be haunted by the Hags use of their dream haunting ability as they managed to trail them home)
Exiting the door they find several guns pointed at them. Gunslingers. Very poorly rolled gunslingers. The party makes very short work of them and suddenly Krolnite appears.
They ask him about a bag and he says he has no idea what they are talking about but walks over to the alchemist and demands his research notes as he wishes to finish the prototypes as soon as possible and get them properly field tested.
The alchemist feigns ignorance about the book but Krolnite merely looks at him and suddenly the alchemist finds that he is much weaker and has lost many of his abilities. (energy drain spell for the record, cleared up by next game) and warns him that next time he crosses him he will not be so kind. Next thing the alchemist knows the book is in Krolnites hands.
The barbarian reaches for one of the gunslingers guns but suddenly they are all gone. Krolnite, now completely ignoring the alchemist, says he has some fun experiments to run with these. And with these he says once more as the corpses of the gunslingers stand up and move at his command. He gives them their guns and sends them off to who knows where.
Krolnite then approaches the Devourers, who have since appeared through the same door the party used, and pets them both, calling them very good prototypes. He walks away from them, and says "but also very imperfect" and pointing a finger at both they are suddenly no more than dust.
He suddenly vanishes, the gunslingers with him, but the bag falls to the ground off of one of the walking corpses. The party notices a note pinnned to it.
it says "I have no use for this piece of junk so youre welcome to it.
From: The deity with the most: Krolnite
P.S. put your stuff inside for a surprise."
The party gains the following things from the bag.
If they put their Melee weapon inside it gains a bonus 1D4 Ice Damage. (for the monk/fighter he put normal cloth gloves he had in the bag to gain the effect for his unarmed attacks)
If a Spell Caster puts their spell book in they gained the ability to, at will but they still must declare it before the spell is cast (to the DM I mean) change their spells to do specifically Ice damage instead of the normal damage it would do.
The alchemist can make his bombs do ice damage instead of the normal damage they would do so long as he declares it ahead of time.
Anyway thats it. If I forgot anything feel free to chime in, or for whatever reasons you may have. And the Magus, you only get one after all so try to remember if you chose the weapon or the spell effect and feel free to post it here for posterity.
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Post by jamesd on Nov 28, 2013 0:35:14 GMT -5
The quest for the jawbone OR "I finally killed the alchemist"
Right so. The party was:
The Rogue, the Alchemist, the Magus and the sorcerer.
Triggart now mostly covered in white feathers is mostly quiet. He tells the party that this time they are after the jawbone of a fossilized dragon this time.
Arriving at the cave of the ancient dead they receive a map from a zombie named Bartholomew.
The map is magically difficult to read.
Arriving in the first room the party is attacked by two devouring mists which they make quick enough work of.
Next they face off against a minor reaper sent there to kill the rogue. One of the party members provokes it to summon a friend and after running away like a baby demands to see its boss. With most of the population dead he isnt busy and decides to show up. The party cowers in fear before apologizing profusely for wasting his time and learning that he takes contracts which is why the rogue was a target.
Moving forward they face two Demonic Mohrgs and one party member looses his will save (I wont say which that is up to him to reveal at the proper time)
and finally the fossilized remains of a very old black dragon who ultimately gets his ass kicked but not before killing the alchemist (well knocking him unconscious, the rogue killed him).
Krolnite shows up and gives them the jawbone and offers them fragments of the dragons remains for a cost but no one takes him up on it.
And here we have the final bit of fluff I cant put into a mission because I have no real time to, but will give a plot reason for how whoever does it can take on winter.
Triggart grabs all the artefacts he has and decides to take a stand against Odin. He manages to get a few attacks off with the objects but Odin quickly cuts off his connection from them and Triggart is now sane once more, though mostly dead.
Triggart then with his final breaths uses a spell to merge and open the scrolls that have been coming along with the artifacts to create a map to the heart of winter which whoever wants to can use to find it in the final mission.
Well assuming there is no game next wendsday this will be my final one with the club, though I do have a plan for one more if anyone wants to run an evil mission with me or in my place on sunday but Ill post about that elsewhere.
Anyway its been fun playing with you guys, enjoy next semesters games. I wont be able to attend those because night classes on wendsdays and cant go to sundays because of work so this is it for me.
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