Showing posts with label Session background. Show all posts
Showing posts with label Session background. Show all posts

Monday, August 7, 2017

Tonight's Background

Having gathered some additional allies in the shape of Koshan, a mysterious wizard, Lord Boomish, and Lothar the Firbolg, the party has found the entrance to the Agatheron's lair: a pair of massive iron doors 30 feet high and 60 feet wide.

With the help of Gorp the magical Kobold, the barred doors unlocked and McDagger was turned invisible.  Wolfheir and Arg pushed the doors open a crack to allow McDagger and Gorp to slip inside, and peering in the party saw:

Vast does not begin to describe this chamber. The doorway widens into a hall that is easily one hundred feet across and five times as long. Alcoves are set into the walls on each side of the cavern, covered with great red curtains. Each alcove is flanked by a large torch, filling the hall with a hot orange light. Far in the distance you see a raised dais and an altar of sparkling black obsidian. Five gargantuan fire giants are on the far end of the room, one of them wearing long ceremonial robes and the others carrying massive iron weapons.

In other words....

Experience for last session:
6 Giant worker ants: 720 xp each.

Monday, July 18, 2016

Session Background

The vile demon of the tower has been defeated and the portal to Hell has been shattered but there is still the threat of the ancient dragon Agathareon who seeks to control all the lands of Eir'ian. You make plans to gather heroes together and meet in the village of Larm.

The tower has lost much of it's dark atmosphere and the forest around the tower is slowly returning with life.  In fact, at times,  you can hear the joyous songs of the Three Big Titty Tree Bitches floating through the air of the woodlands.

Your companions, Fermina the warrior, Liedrada the Magic-use, Veleda the Halfling warrior and Antiope the thief have taken their leave to head back to Berkinstoke with the news of the Red Wizard's fall.  Perhaps you will meet up with them again some day.

Living in the tower has afforded you time to examine things more closely and that is when, behind a tapestry in the plush room on the first level, Centari and Tovin discovered a hidden doorway, beyond which are stairs leading down into darkness.

Monday, April 27, 2015

Tonight's Background

Really, what's there to say, heading back to Berkinstok to try to save the dwarf Torvin you pretty much see this thing swooping down on you...


This is the third day after having left the dungeon so you have 3 days worth of healing to dish out before the Roc rocks your world.

Oh, and you're pushing your cart of treasure through the snow.

Good luck!

Monday, March 30, 2015

Tonight's Background

After finding safe haven in the chambers of Klorbag the highly intelligent mutant white ape and learning that you were on level 4 of the dungeon and that the Hobgoblin lair and possibly Fumark were on the level above you, you ascended to level 3 and began hacking your way through Hobgoblin filled chambers.

You still have Cray Ruis and Biggs with you.  Cray has used up his 1 sleep spell but has one left (he is now 2nd level) still has a scroll of Charm Person.  Puma the Mountain Lion is dead.

It is now the 14 day of the Month of the Toad.


Monsters Killed last session:
3 Mummies: 1800 xp
12 Hobgoblins: 180xp
1 Grey Ooze: 240 xp

Total Monster XP: 2,220 each

Treasure recovered:
I don't have any recorded treasure.

NOTE:  We're going to hand out XP first thing tonight.  We've gone 5 sessions and it's getting to be an unwieldy number with one PC killed and a couple of players missing a session or two.  We'll figure Monster XP now and divide up treasure XP when you do finally leave the dungeon.
We'll also consider Klorbag's lair a sanctuary where you can recover safely.
 
Torion Fulvousmith - 3,690 XP
Minimus - 5,975 XP
Su - 5,975 XP
Thenus - 5,975 XP
Wang Du - 5,975 XP
Centari - 2,870

Hirelings and Henchmen
Biggs - Mercenary - Now Level 4 fighter
Kray Rouis - Magic-user - Now level 2 Magic-user
Treasure XP will be figured when back in town.








Monday, March 2, 2015

Tonight's Background

You had just come face to face with the slain Dragon Medora's brood, Gramath and Hegina and told them about their mother's death at the hands of Fumark the foul.  So, at the moment, there are essentially three things you are seeking in the dungeons:
  1. Vershur Boomish's family shield which he believes to be somewhere in the dungeons below Xlarthen's tower.
  2. Torion is looking for the Halfling Skwanky Furrytoe
  3. You are looking for Fumark for the dragons Gramath and Hegina.
You are also carrying around 338 pounds of treasure coins that need to be distributed around.  Basically I'm looking for a quick encumbrance check to find the party's movement rate.

You have also been traveling 6 hours of game time since your last 'rest' so you'll get another two hours of game time before you need to rest for 8 hours. 

Oh and just for grins, the Dragon Hall:


Monday, December 8, 2014

Tonight's Background

After retreating back to the surface from your initial foray into the dungeons below you make camp in the snow dusted ruins of Xlarthan's Tower.  The night is cold and clear but in the early morning hours flurries begin and the snow slowly accumulates upon the bare trees and the ruined stone blocks.  Breakfast is quick and spartan as you prepare for this new day...

PREVIOUS EXPERIENCE:

Monsters Killed:
Cave Bear: 600 xp
Ogre: 120 xp
13 White Apes: 1560 xp

Total Monster XP each:  2,280 xp each

Treasure Recovered:
800 gp

Treasure XP each: 160

Total XP each:  2,440 each

Monday, November 24, 2014

Tonight's Background

After leaving Fishersville as literal heroes, you have traveled to Berkenstoke to meet with Vershur Boomish from the recommendation of Tyrius the magician.  Vershur Boomish offered you a quite handsome reward to seek out and retrieve his family's treasured battle shield which he believes to be part of the unguarded treasure hoard of Medora the slain dragon somewhere beneath the ruins of Xlarthan's Tower. A year prior, he asked Sir Fumark, the slayer of the dragon,  and his men to retrieve but they never returned.

You crossed the River Blackmoor and entered into the Shadow Hills seeking out the ruins but ran into a party of wild Neanderthals of the Uk'Chuk clan.  After a challenge of mortal combat in which Edan was victorious the Neanderthals invited you to their caves.  It is after spending the night among these primitives that the morning brings....

Notes & Maps:

I still owe you 800 xp each for slaying the were-bear, be sure to add that to your experience.



Monday, August 18, 2014

Tonight's Background

5th day of the Month of the Wyrm.
10 days until the first day of winter and the Black Sabbath

You’ve been staying in the small fishing village of Fishersville for the past 5 days.  Fishersville is a usually quiet sleepy village on the shore of Lake Blackmoor but it seems that there is an odd edginess to the people there.



Here is a general summary of those five days.

Day 1
On the morning of the first day, the two sellswords, whom Edan had befriended drinking into the late evening hours exchanging war stories, left on a ferry boat to join Lord Blackmoore’s army in Blackmoor.  Tibag and Thenus are seen casually walking around town. Tibag leaves Thenus at the bower’s shop and continues his wanderings.  After spending the night in a tiny grove near the Bearded Clam, Gnarly wanders around the town chatting with the folks of Fishersville.  He spends the evening with his friends in the Bearded Clam. The ‘witch girl’ has been freed by the watch and is wandering the streets.  Folks in town keep their distance from her.  Maximus is not seen that day until the evening meal when he comes down to get a plate of biscuits and gravy with fried herb potatoes and onions then hurries back upstairs to his room.  The day is quite chilly and grey and the townsfolk are pleasant though somewhat distracted.

Day 2
Edan  and Gnarly leave the village gate early and are seen wandering off into Brushwood.  Thenus spends the day with the bower, Devlin. Tibag continues his wanderings around town. Edan returns to town before sundown and spends the evening in the Bearded Clam drinking with a woman named Tilly.  Maximus is again only seen for the evening meal chatting with a hooded old man then heading back up to his room.  There seems to be less people about this day, and the ones that are about appear distant and almost in a daze.  It is much colder today and the sky is very overcast and heavy.  In the late hours of night a heavy fog rolls in and howling is heard in the distance of Brushwood. Gnarly doesn’t return.

Day 3
A heavy cold fog blankets the town and forest.  Edan again leaves early in the morning and is seen entering Brushwood.  Tibag is out and about the village again but notices that there are not that many people around and that many shops are closed. Thenus, goes to visit Devlin the bower again but finds that his shutters are closed and the door goes unanswered. Maximus is seen leaving the Bearded Clam and meeting up with the hooded old man and both walk up to the tower on the hill.  Late afternoon brings the only stirring among the dwindling populous for out of the fog on Lake Blackmoor drifted in the ferryboat – empty and without signs of the ferryman or the two sellswords.  There are some murmurings at the Bearded Clam about the missing ferryman. As night falls the wind picks up and a heavy cold rain begins to fall as Edan and Gnarly both return from Brushwood bloodied from killing a hunting pack of Gnolls near town. That night the wind gusts and groans against the rafters and the cold rain beats heavily down upon Fishersville.   Howling once again is heard close to town.  Sleep is disturbed by wild dreams of faceless shapes in the shadows...

Day 4
The whole day is spent within the Bearded Clam and the storm continues to rage outside.  No other townsfolk show up to the Clam but that is blamed on the bitter cold and sleet blowing hard through the streets of Fishersville.  That day, the only occupants are Gnarly, Maximus, Edan and Tilly, Tibag and Thenus, the innkeeper and his wife and daughter.  Time passes slowly and dreamlike huddled around the fireplace sipping cider.  You all sense a tense uneasiness in the innkeeper and his family and they seem distracted and in a daze.  Everyone in the party feels exhausted and drained and on edge. All turn in early, even Gnarly.  There is no howling but disturbing dreams are had by all of faceless doom and portents of death, of entrapment and endless darkness, of a floating eye and many arms tearing at flesh...

Day 5
It is morning,  none of you feel rested but at least the storm has stopped but again, a heavy fog lingers.  The first thing you notice is that there is no fire burning in the fireplace and no food cooking on the hearth….

The quick version:
Besides the personal backgrounds you received in email, as the days in Fisherville progress, the storms get worse, a heaviness hangs over the town, less and less people are seen each day and you a have dreams of dark death.

Monday, August 4, 2014

Tonight's Background

After finding refuge in an old ruined abbey, which apparently has kept a pack of hunting Gnolls away,  you found a young girl named Jute.  Her family was attacked by the Gnolls and she escaped to the Abbey just like you.

Exploring the Abbey basement, you found a demonic guardian in possession of a spherical glowing green stone.  After you killed this guardian and Maximus recovered the stone, you were attacked by a pack of four headless hounds.  It was an odd battle but Gnarly has come to your aid and you were victorious, or so it seemed...

You will all receive an additional background note at the beginning of the session.

Thursday, January 16, 2014

Session Background for Monday

You spend some time recuperating and recovering from your wounds within the forest level of the tower.  In fact, you spend a total of two days there.

During that time, you explore the wooded trails and find nothing of interest with the exception of the two rose bushes which reflected a hint of magic. 

Occasionally, you would pop up to the level above peek in on the fire giant, who's name you find out is Targum,  still there waiting for you to join him for some 'rough and tumble'.  Chatting with him (he appears to be a bit of a friendly sort of chap but will undoubtedly kill you if given the chance) you don't find out any additional information about the tower, Zadir or the Heart of Inverness - the power of the tower.  You do notice, however, some twenty plus feet above the area that was detected as magical, a 10' hole in the ceiling.

You take one more day to rest before heading back up to face the Giant.

But as you are packing your gear, you hear faint footsteps upon the forest path heading in your direction....

You will have a total of three days of healing (one point per day plus whatever healing staves or spells are used before we begin.  It would be the 'morning' of the third day when you hear the footsteps on the trail.











Friday, December 13, 2013

Session Background

Having finally recovered all four pieces of the key to get into Zadir's tower, the party stood before the blue-grey polished door.  Placing the keys into the indention, they glow a soft blue and are joined into one solid piece. With the pieces joined and the indentation is filled, a line appears in the center of the blank wall and the door divides into two halves which spring swiftly apart. Beyond the door is a 40' x 40' room with a 10' high ceiling. The walls, floor, and ceiling are all made of the same smooth, blue-gray metal that the key and doors are fashioned of. You see that the room is bare except for 8 thickly padded reclining chairs.

Suddenly, Captain Vanir's soldiers and Thovin's Black Church companions collapse to the ground asleep.

Behind you, just at the edge of the torchlight, you see the shapes of the soldier Cale and the woman you freed from the ogres who stands there with a malicious grin...


Monday, October 7, 2013

Session Background

After the recovery of Baron Blackmoor's circlet, he asks that you join his troops for the final assault to remove the usurpers of Caladan.  He asks that you travel south to meet up with Captain Vanir and Blackmoor's army encamped on the Great Coast Road....

 You will all need to purchase horses and any other gear you would want / need to go to war.  Only a couple of days have passed since your return from the ruined temple. You're welcome to roll of the carousing chart at the beginning of the session if you want (we all know where that leads)!


Monday, September 23, 2013

Tonight's Background

Having been asked by Baron Blackmoor to recover a stolen circlet from the Baron's treasure, the trail lead to a ruined temple.  Beneath the temple ruins where the thieves, lead by a wizard Varnagon, have hidden themselves, you have found skeletons and zombies roaming the tunnels.  You have only found a handful of thieves brutally murdered by the fiends....



Last Session Notes

Last Session Summary

Monday, September 9, 2013

Tonight's Background

For months, the troops of Blackmoor have cut off access to lands of Eri'an from the usurpers of Caladan and repelled the Stygian troops back into that port city.  The siege of Caladan has begun.

However, flush with victories and a full mercenary purse fighting as a free-sword for Baron Blackmoor, celebrations were uproarious and rowdy.

From what you can recall from your bleary hangover there was something about freely flowing ale, a handful of whores, spoken insults, thrown punches, overturned tables and the inadvertent burning down of  a beloved White Sheppard Inn.  Was that really Purple Lotus you purchased from Blackstone Alley?  Bah, who knows, your head is throbbing as if the gods themselves were forging weapons in your skull.

Regardless, you lot now stand before a riled Baron Blackmoor to answer for your transgressions....

Monday, December 3, 2012

Tonight's Background

Still trapped in the caves beneath the Hobgoblin King's underground palace your party explores the tunnels looking for a way out.  Having entered a larger cavern with what appears to be a steam-vent in the back and a large Lava Lizard before it, you are attacked by a swarm of Steam Weavels!

Map of explored areas.....

Other Notes:

Currently you are carrying about 1400 coins of the treasures that you have picked up along the way.  That would be 140 pounds of weight that would have to be distributed amongst the party.


Get your d20's warmed up, you'll need them!

Monday, October 29, 2012

Tonight's Background

With the hobgoblin king defeated in his throne room (along with the emissary of the Black Sun), his guards begin to retreat.  A viking, blind with rage and with most of his hair and beard burned away, pursue the retreating enemies...


Monday, October 15, 2012

Tonight's Background

Having battled and decimated a camp of hobgoblins and freed a prisoner, Throckmorton, a priest of the chaotic god Khalk'Ru the Destroyer, the party continued through the woods. At dusk they discovered some very ancient ruins smothered in the overgrowth and spent the night hidden amongst the rubble.  In the morning they explored some doors and rooms of the ruins coming upon a pristine and peaceful open air garden containing a large pool and a magic fountain...


We'll divide up experience first thing as this garden can be considered a safe haven.

1 Stirge 15xp
1 Hobgoblin 15xp
1 Captured Hobgoblin 15xp
Giant Chameleon 120xp
165 xp

12 Hobgoblins 180xp
8 Centipedes 40xp
10 Giant Rats  50xp
(270 xp)

Treasures
107gp
3 gems; 60gp, 40gp 30gp
12 sp
2 pp
(248xp treasure split)

+2 arrow (Wolf)

Arg's 20 Strength modifiers:

To Hit: +3
Damage: +4
Open Doors: 1-5
Carry Modifier:  100lbs

Monday, September 24, 2012

Tonight's Background

After capturing a patrolling Hobgoblin, Arg 'gently' persuades some pertinent information from him about the whereabouts of the Goblin King. With the afternoon spring rain coming down in the thick forested Howling Hills and the path to the ruined monastery and the entrance to the Hobgoblin king's domain blocked by a camp of Hobgoblins there is nothing else to do but sharpen your blades - for blood will spill this day!

The map of the clearing is below...


Monday, September 10, 2012

Tonight's Background

Resting for the evening at the Hacky Shack, a friendly tavern in the town of Berkenstoke, Arvin's Avenger overhear the cynical one year anniversary celebration of the appearance and subsequent disappearance of Fumark The Foul as he and his band of soldiers were in search of the unguarded treasure of Medora the dragon.  They have not been heard from again since they had passed through Berkenstoke exactly one year ago.  Apparently, the 'unguarded' treasure wasn't so unguarded after all!  The last to see them alive was Abner the ferryman who ferried the band across the Blackmoor River and into the Howling Hills.

But the night wanes on and Sgt Lucius of Blackmoor stationed in Berkenstoke will escort Arvin's Avengers to Blackmoor early the next morning.

Monday, September 26, 2011

A New Chapter Begins....

The evening that your companions, Slick Vinny, Tibag, Gnarly, Skwanky and Maudlin took it upon themselves to delve beneath the ruined tower of Zenopus on their own, the city of Caladan was attacked from the sea by an alliance of Pirates and soldiers from the southern Empire.

The city of Caladan quickly fell to these marauders. The Merchant Guild was disbanded, a new lord was put in their place.

Six months have passed since the invasion and things in Caladan have somewhat returned to normal. However, the nearby lands around the port city have changed as dark things have begun to lurk around the forests and roads and the townsfolk are fearful of traveling at night for rumors of a mysterious woman who haunts the streets of Caladan and the surrounding woods.