New Frontiers

zols perspective 2

so after defeating the initial guardians of this stinky cavernous lair we found the dwarf smith chained to the floor with adamantine chains he claimed to have forged himself…. being that the chains themselves are virtually indestructible eli and myself used up 2 shatter spells to blast the chain free from the rocks it was locked to…. (I want this chain as part of my payment)

some destruct sequence was then activated and these constructs called “shield guardians” went to each exit and blocked our escape. we split up the party some of us went to free the rest of the prisoners we heard screaming while the rest of us battled one of the guardians preventing our escape. Eli flung another fireball and everyone expected party members to be injured as a result but this time was different, he concentrated so that little pockets would not hurt his allies… what a novel idea to not hurt your allies. I have only seen this ability in people that specialize in that splashy fleeting school evocation… does this mean he has abandoned the pursuit for greatness and everlasting life?…. too bad, he would have made an excellent apprentice.

we managed to defeat one of the guardians only to realize this thing was sent to trap us in and drown us… it self destructed in a huge explosion and the roof collapsed blocking our escape and several of us was hurt from the explosion to include our tank tozaj and my croc (my beloved pet that was blasted beyond repair) and at the same time as the explosion the water levels began to rise fast as some plug was unleashed…. thinking quickly i cast fly to find the hole and have my croc plug it with his huge body giving us enough time the prisoners dug us out.

on the way back we met and battled the tentacle creatures the gnome talked about…. turns out they are strong “gricks” and we took the time to go back to their layer and find their treasure…. 13 gems worth 100 gp each, 800 copper, 7000 silver, 2500 gold, 60 platinum, some magic sharing stones, Elixer of Health, and a 4th level spell in a waterproof scroll case (which I gained) but to me the real treasure is the fact i will be able to animate these grick beast…. oh I hate the fact the city looks down on having undead so I will keep them down here in the sewers for now.

there were several things we learned from this expedition…. 1 the dwarf was being used to make armor for some death knight, 2 one of the prisoners had some special marks and acted strange that we need to be questioned, 3 giant crocs make good plugs for water traps

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Eli's Journal
Musings on singed allies and the schools of power

“Eli! Your fireball almost killed the rogue!”

“Eli! That shatter spell was too close and I got a boo boo!”

Apparently journal my traveling companions have a bit of a bone to pick with me (especially that upstart Zol). Apparently they don’t appreciate the simple mathematics of battle, that hitting all of your enemies at once with a fireball is actually worth a few singed gnome hairs. Or maybe they just aren’t as committed to the causes we fight for as they claim…after all, wouldn’t these ‘noble heroes’ be happy to shed a few HP for the downfall of their enemies?

Besides, it’s not like I did something that truly crippled our party’s ability to fight and win…you know, like dropping a globe of impenetrable darkness that hides the enemy in their escape and prevents us from following. Now that would have been REALLY annoying.

Anyway journal it got me thinking. This whole necromancy study has gotten old. Yes it was amusing to make dead bodies do what I wanted, but it was the amusement of the child I was when I first began my studies. Watching Zol and his silliness has shown me just how little is to be gained from this school. No, a fascination with death merely leads to the madness of lichdom like with my old master. What I truly have, is a fascination with POWER.

When I hurled that fireball I felt like I was truly using my level 3 spell slot for the first time. Shame that the helmed horrors were immune to that specific spell…but boy did those rats sizzle! Zombies are smelly, very hard for the DM to manage, and create animosity among the peasants. A fireball, on the other hand, sits quietly in ones spell book until ready. So from this day forward I will devote myself to the ways of Evocation, the school of true power. What good will it be after all to raise corpses when all of my enemies have been burnt to cinders?

As a result of these studies I already worked out how an evocation spell can be sculpted when cast, altering the area of effect to exclude particular creatures. This will allow me to launch my powerful magics without catching allies aflame…well, unless I want to of course.

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Goodness, gracious, great balls of fire

The valiant Dwin, along with his faithful sidekicks continued to search the unsurprisingly foul smelling sewers for the missing dwarf blacksmith. All feeling a bit stronger after a rather rejuvenating rest, they came to the aid of a gnome who had escaped from what the group would later find out to be a dungeon within the sewers. Making quick work of the gnome’s captors (who had apparently been able to pursue him – critical fail for stealth on his part obviously) our adventurers were informed that the dwarf was being held captive in the make-shift prison. And since all “gnomies” are Dwin’s “homies”, Dwin was given a ring of invisibility (which he promptly claimed as his “precious”). Travaran cast water walking on the entire party allowing them to easily make their way down the underground river flowing through the sewer, and after spending a significant amount of time planning a nearly fool proof plan of attack (which would inevitably fail) we rushed in guns blazing (which Eli took literally and hit Dwin with a fireball). After defeating a handful of sets of animated armor and a few wererats, our adventurers stand ready to delve further into the sewer in pursuit of the kidnapped dwarf for the noblest of causes – we need something from him.

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zols perspective

the expedition to seek out a kidnapped dwarf in the sewers below the city initially ran into a snag as the main villain and some of his rat folk goons went by boat on an underground river before we had a chance to confront them….

as we were collecting our thoughts we heard the sounds of battle in an area of the sewer we thought we had cleared out. we ran to investigate the noise and soon realized it was a gnome battling some rat folk. we commenced to save this gnome and defeat these rat men and the gnome being grateful gave our sneaky little locksmith Dwin a magic ring and said he used it to escape his prison. I can only assume he stole the ring from the whatever powerful person runs this place and they may want that property back. The gnome also gave us some advice to beware of the tentacle creatures. we decided to go back and rest but before we did that I animated the giant crocodile and had it go to the bottom of it moat lair and defend itself.

we decided after a day of battle it would be best if we rested to regain spells and heal up before adventuring further. when we went back down we noticed the bodies had all been collected (I assume for more undead creation so we made a mistake by not burning the bodies we ourselves could not animate) our plan was to use the party cleric’s water walk spell and see if we can find the enemy encampment. I reduced the size of the huge crocodile as I figure it would make an excellent ally in this watery location and I let my little bat “Drone” lead the way with my ability to look through its senses for any signs of danger ahead, after awhile we came to a split in the river and I sent the bat both ways. To the right I saw something move in the water but could not make out what it was, perhaps those tentacle creatures live here? (note to self… come back here with army of undead crocs and look for treasure) to the left i saw man made structure so we decided to proceed this direction and came to an area where a construct called a helmed horror and a rat man stood guard. i dare not let my darling Drone go any further as the horror appeared to not allow anything past….

so we formulated a plan to let the foolish rogue Dwin with the aid of his new magic ring go and scout this place out then report back and sure enough he found a dwarf, and then we thought what could go wrong lets attack this place front on…. what was our amazing strategy? to send dwin in behind the front guy so he could get a sneak in and let the other necromancer Eli lob in his fireball then the rest of us rush in to finish the job….

well things sort of went to plan, except that fireball hit our rogue in the process and because of that he was at one point almost about to go down and when the rest of us went in to finish the job Eli also lobbed in some shatter spells that hurt us me and our animated beast as much as it did the enemy and being injured I had to retreat. (note to self need to have a chat with me old pal Eli that he better not do such things again and at least give him a warning bad things could happen if he keeps that policy up.) I regress, the fight so far has been tougher than needs to be but the croc as predicted was extremely useful and took a few of the initial guards out but we know there is much more to come as we heard alarms going off… perhaps they will be releasing hordes of undead to confront us?… we will find out next time

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A gnome named Dwin

(Note: This adventure log is based on Dwin’s point of view, which I can assure you is quite self-centered)

As fate would have it, on this day, our party made their way into a very dimly lit tavern. It was at this tavern that they would meet Dwin (and maybe a couple of other people, but mostly Dwin) a daring and dashing young gnome rogue, who many believe will lead this group to certain fame…or infamy…or death…whichever comes first. Eli clearly did not see the greatness in Dwin upon their first meeting, but Hydook was smart enough to see Dwin’s value and invited him to join the group on their adventures. This led Dwin to believe that, with his far superior intelligence, Hydook must be the leader of the group.

In an instant there was a loud tumbling of flesh down the stairs. Dwin was less that interested in meddling in the affairs of others but Travaran, another bar patron, easily broke up the fight. Seeing this noble deed prompted the party to also invite Travaran to join them in their adventures (though hopefully his clearly meddling nature doesn’t get the group into unnecesary trouble).

A commotion outside led the group out of the bar and into a nearby street where they stumbled upon a group of wererats. In an attempt to sneak up behind their foes, Dwin was wounded and infected – though he would soon be saved from a fate of stealing peanut butter off of giant mouse traps by Travaran, who was turning out to be quite useful for the time being.

As the wererats fled into the sewer the group took chase, pursuing them through a stream of…well, I think we all know where that is going. We made short work of some grey oozes and, despites Travaran’s efforts to un-pick a lock, Dwin was able to open a secret passage which led to an awesome-sewer-slide-of-awesomeness. Each adventurer slid down the slide (quite gleefully I imagine) ready for whatever awaited them on the other end.

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Timber the Tower Falls
Game Night 1-18-15

The party says good bye to the Ghost/Wizard after defeating his failed attempt to meld a golem and Demon.Moments after he dissipates the Tower starts destroying it self after hundreds of year being held and protected by arcane magic. All members make out with few bumps on the head and met a another adventurer name Zol who is into necromancy also.

In route back to town, Zol gave the party a magical hut to sleep for protection at night but close and smelly in time with close quarters. On the last night, the party spotted a party four Half Blue Dragon’s with two Blue Dragon Wyrmlings and maybe third that got away burying underground to escape. Both Eli and Zol added to there Zombie Armies…One 1/2 Dragon surrendered for parlay in panic.

The party returned there prison to Savoign to Fovelis the Arch Mage of Fire. They were told by the captain of the guards at the gate that the party could not bring in the Undead in the city and warned them of parties that hunt undead. Both necromancers told there minions to burying themselves outside of town.

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Home Base

Adventurers,

The town you been going out of is Savoign. Its fairly large cities and last major civilization before going into the Waste to North West of it. Savoign.jpg

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