Session3

------------------------------------------------------------- PRIMARY TEAM RETURN FROM FORT WILLHOME Friday April 7th 200B ------------------------------------------------------------- The other team which was out by Fort Willhome departs to find Terino special forces have seized Sentinel pass. Party gets warned by Norris. (guard whom dies) Party fights through the Sentinel pass. Monk uses "monk-stone" to summon earth elemental. Shadow conjuration and Xorns abound in the fight through a almost perfect defensive pass. It is very rough going. But magical fog helps protect the party from a almost constant stream of arrows. Other side has significant priests (casting fourth list spells) but mist reduces effect of blesses, etc. (since firing blind, gives only a flat chance to hit in my book.) Escapes and returns to "New Towne" The party then debates the next step. Decide not to openly challenge Terino unless ordered, takes a more, "wait and see approach" LAG TIME IN NEW TOWNE (Friday April 7th 200B) ----------------------------------------------- The parties are given down-time but told to hold themselves ready once a course of action is decided on. Most of group spends time in town. Max and Ming make arrangements to purchase/repair magical equipment. Seyella goes to a subversive coffee house after chasing off some urchins whom were hoping on an easy mark. Thanos and Ribello decide to get drunk and make trouble in the slums. Fawes spends a day trying to commune and asking for ways in which to better serve his lord. Josie goes and hunts with her furry buddies. Meanwhile Tina walks the alleys and "gets back to her roots" to feel the pulse of the cities corrupt underbelly. Tina runs into a young female (8 years old?) that seems oddly out of place and smells of brimstone. Following the girl Josie sees a fire and several deaths. Further investigation reveal a strong sense of evil and something very powerfully magic in the area. But the party lost the little girl. After several abortive attempts, Seyella and Tina finally turn up the girl and a little boy. The party asks the girl if she would come with them and tell them what happened with the fire they saw start by her in the south market. It turns out that the girl is a significant magic user, and (daughter?) of a really powerful archmage. The trouble was cause by her "guardian" a Efrit whom was trying to escape service by granting her wishes or getting her killed. She indicates daddy won't be pleased. The group contacts the father with only a few minor problems in the size of a nine year old with way too much magic power and way too little social experience. "Daddy" arrives protected against most form of attacks and with a couple of improved invisible companions. (whom later turn to be polymorphed into humanoid shapes, but no-one knows what they might really be) Seventh "Iraphondel" obliterates the troublesome Efrit using the Efrit's own wish ability!?! Grants party a boon and at the party's request removes Maas's curse by obliterating the Halfman know as Max. Slightly shaken the party is glad to see both beings depart. FREE AGENCY (Friday April 7th 200B) --------------------------------------- Late that night the fort is attacked. Apparently the Barons quarters were invaded by angelic shock troops. The baron is taken down but the party stops an invisible priest from stealing the baron's corpse. Questioning the angels reveal that they are being compulsed by the leader of the Terino empire. The party quickly hushes up the empire's physical agent and the angels then let the party take out the priest that was controlling them by proxy. The party retrieves a fair haul of magical equipment but when Fawes tries to heal the baron he burns the barons flesh. Quickly consecrating the baron, some of the baron's vassals try to stop him but only partially succeed. The party is kicked out of service, but seems glad since they were not happy to find that they were working under an undead master... Quickly gathering their things the party takes off towards Far away lands in the hope that they never have to see the baronies again. Their lord dead and several Terino leaders dead, the party decides sometimes it is just better to move on. Player Characters ----------------- Ribello - a tough, and wiry appearing vet of several years. Dressed in the finest of burnished steel armor he glitters and sparkles as he moves. Adding to his sinister beauty are the half dozen decorative chains trailing from his vest and belt. Small chains also dangle from each ear, and a glittering mithral chain is slung casually over one shoulder and wrapped around his waist. Fawes - A burnt-umber skinned elf from a far eastern country. Often dressed in flowing robes to keep his fine Bronze armor out of the sun. Star burst motif flares on his breastplate and on mithral buckler has a large chunk of amber surrounded by a sun motif in recessed gold highlights. Tina - Tiny Halfman dressed in worn black leathers with dozens of viscous blades strapped to every conceivable part of her body. Dressed to kill only an occasional flash of teeth betray her location standing out of the way. Slightly sickly in appearance she has too pale skinned pale limp hair that looks oddly faded. Thanos - maniacal sorcerer with a penchant for starting fires. Robes of bright red and orange patterns look like flames, and show many real burn marks, as well as many depicted flames, blazes, and solar flares. Thanos is 6' tall with flowing red hair and a 'not quite there' grin. Rumors on the force are that he was forced into service or face death for burning down buildings. Seyella - A gorgeous magician whose velveteen robes, languid smile, and decadent behavior hide her shadowy past. A illusionist with a interest in the darker side of Fae mysticism. Ming Guanglong - a well built easterner master of the art of unarmed warfare. Son of one of the many Thule warriors caught on this side of the Broken mountains after the war. He was raised with the traditional discipline of the Thule but the personal freedoms of the Baronies. A boisterous drinker, known to be fond of drunken brawls. Max / Maecenenian - a mysterious duo. Halfman barbarian by day, Elvin aristocrat by night. The personalities are very different and changes are sudden and difficult to get used to. Max (the Halfman) is enormously powerful for such a small frame. But he is rather simple and headstrong. Maecenenian or "Maas" is aloof and disdainful. Josie Wolfsbane - female halfman spellcaster often seen wandering in wolf form with her pack around the woods north of Wall. Josie is a druid whom seems fond of using summoned intermediaries to act for her. Notable NPCs ------------ Baron Lidmar - Leader of nation in the Southern Allied Baronies. Known to be strict but fair. Derry Renthrow - elderly advisor to Baron Lidmar. An oracle whom often uses his scrying powers to be a voyeur. Possibly exiled from court for his voyeurism or for his incredibly loose tongue. Has a serpent familiar that speaks Lothian well. The serpent seems exasperated that Derry forgets that he can speak. Tamara - Scout captain and second in command at Fort Willhome. Raenald - scout from the 'Wall'. Unpopular in the extreme he is whiny and paranoid about those in power. Larkin - Military commander of Terino. Ichilam - Elvin Magus often seen in the company of a large flesh golumn. Cassandra - Precocious child with amazing magical knowledge. The daughter / lover of Ilephondel ? Ilephondel - "Seventh" - Possibly the most powerful mage living this century. Seeming unconcerned with mortal or immortal(?) lives. Elomar - Efrit who was wished into nonexistence with his spirit scattered across several plains. All for being a bad babysitter. Items Recovered --------------- 1 scout, slightly used. 6 Terino touchstones. 1 Terino high priest. (head only) 1 suit of magical full plate +1 1 Long sword +1 1 cloak of resistance +1 1 ring of protection +1 1 wand of hold person +1 1 pearl of wisdom +2 3 scrolls wind walk, astral jaunt, silence, searing light, cure critical potions fly heroism (Items traded for) Bastard Sword +1 keen, mighty cleaving *DESTROYED* Boots of springing and striding *DESTROYED* Ring of fire protection (lesser) Ring +1 Ring +1 2000 gp (Items repaired) Net +1 XP Summary for landsharks ------------------------- 1100 XP per character on landshark mission. XP Summary for final mission ---------------------------- 1000 XP per character. Experience Rewards ------------------ +50 xp for Fawes. (Identifying the Terino Touch Stone) +100 xp for Fawes. (Entrancing the Landsharks with glory of god) +50 xp for Tina (proved little guys can be a pain in the ass) +100 xp for Tina (Babysitting the world most dangerous child) +250 xp for Fawes. (Destroying powerful undead being) +100 xp for Maas (Freedom from the almost unbreakable curse.) +50 xp for Maas (Befriending Ichilam the elvin rapscallion) Reputation Awards ----------------- +1 Tina (dangerous from behind) +1 Thanos (dangerous...) -1 Thanos (...to everyone) +1 Tina (great with kids) +1 Maas (curses don't stick) +1 Fawes (Devoted to killing undead...even when it is his boss)