|
Campaign Logs Main
Characters
Events (season 1: 1-11)
Events (season 2:
12-22)
Events (season 3:
23-33)
Events
(season 4: 34-44)
Events (season 5: 45-55)
Events (season 6: 56-67)
NPCs |
Campaign Events
Season 6
Session 56:
Several Ways to End up in Phiam (Smofena 783)
 |
On their way to
Icefia, Parker, Kovar, and Emmerick's ship is boarded.
Emmerick is removed from the ship and the ship is set on a new
course to Cape Tolya. Luckily, Parker and Kovar get to Camade
and then Messada, as Cape Tolya. There, they head to the
bardic college, where they meet Asinjin. After talking to Buld
Mountainmagic about bounty hunters in Port Phiam, the two agree to
head to Phiam and continue their mission. Asinjin joins them,
having another interest in Koddan. |
 |
Meanwhile in Phiam,
Rathos and Isaac, classmates at the bardic college, are searching
for Parker. After several days of partying and searching, the
two find Parker and his friends. |
 |
The newly formed
group introduces themselves and discusses what is happening,
including the bounty hunters in the city who are apparently
searching for Parker and Kovar. |
Session 57:
First Contact (Smofena 783)
 |
The group engages in
their plan to track down a talk about the bounty with a bounty
hunter. Asinjin poses as a bounty hunter and the other follow
behind in secret. They are not successful at any of the inns
they visit, in fact Asinjin is thrown out of one tavern. When
they leave two different taverns, Asinjin is followed.
Although they spot the follower, they are not able to catch him. |
 |
The next day is
Rathos and Parker's turn to collect information. Rathos visits
the jail and talks to a prisoner who tried to con Koddan when he
arrived in the city. He learns that Koddan arrived with four
other dwarves and met a Horarian. He also learns that Koddan
had a massive amount of coin with him. |
 |
The day after, the
group visits another inn. Asinjin learns from the inn that
Koddan stayed at the hotel for one day a month or more ago, but has
not been seen since. |
 |
When the group leaves
the inn, they are accosted in an alley. Two dwarves, matching
the description of two of the dwarves accompanying Koddan along with
a Gree attack the group. Kovar and Asinjin are almost killed.
The other manage to fight the attackers off until help arrives and
the attackers retreat though magic and shadow. |
Session 58:
Second Contact (Smofena 783)
 |
As the constables
arrive, Rathos and Parker disappear. At first, Kovar and Isaac
talk to them, until a deputy constable recognizes Asinjin is
invisible and speak with him as well. The group is not fully
forthcoming to the constables, but the two groups part with an
understanding that the group was attacked and did not break the law.
After the constables depart, the three spend an hour or so magically
searching for the dwarves, to no avail. |
 |
The next morning,
Parker and Rathos return saying they feared what the constables
might do so they snuck away. The others fill them in on the
situation. That day, the group continues to collect
information. |
 |
Asinjin has time to
sculpt a new statue. Parker buys some new tools. |
 |
Late in the day, the
group goes to the shop of Cicero, an item broker known to Parker.
They hope to gain his help in scrying the dwarf. After talking
with him, they adjourn outside to discuss, where they are again
ambushed by dwarves and a Gree. |
 |
Kovar is again
immediately shot by a crossbow and almost killed. He is then
magically held. Asinjin prepares himself magically.
Parker and Isaac defend the helpless Kovar from a new dwarf who
sneaks into the fight. They pin the dwarf down and have him
reeling as two other dwarves bare down on the group. Asinjin
is able to daze the two new dwarves and his spell scares off the
Gree and the dwarf that had snuck in. Kovar regains control of
himself and attacks one of the dazed dwarves while Asinjin attacks
the other. Asinjin's opponent surrenders. Isaac
magically holds the other dwarf until Asinjin tears him apart,
killing him, with another spell. |
 |
The Gree and dwarf
are no where nearby, so the group questions the dwarf that
surrendered. After a minute of questioning, Parker notices a
bat watching them. Asinjin Magic Missiles the bat and is
suddenly attacked by a golem from Cicero's shop. The golem,
made of flesh, stops attacking and Cicero walks out. The bat,
clearly undead, lands on his arm. Cicero tells Asinjin he is
no longer welcome in his shop and the golem and he go back inside. |
Session 59:
The Path to All the Answers (Smofena 783) - courtesy of Valdis
 |
Rathos took the dead Dwarf to the temple of
Arsur'Anyodel to wait for the constables. The rest of us,
assuming that the other dwarf was under some magical “Geas” that
prevented him from answering our questions decided, on the hunch of
Parker, to take the dwarf to the Laden table. The dwarf got loose in
the tavern and started shouting that we were there to kidnap him and
that we were robbers. Kovar tried to knock the dwarf senseless
and missed. The constables were notified and we calmly waited,
under guard of the bartender with a big crossbow, for them or the
proprietor of the inn to arrive. One of the directing council
members arrived with some guards in tow. He took the bartender
aside and was questioning him when Rathos, against out plan, came to
the laden table. We were given permission to leave with the
expectation of receiving a summons from the authorities in the
morning. Rathos told us what transpired when he dropped off
the body: he got strange looks and the High Cleric asked him if we
found the body in or near the sewers. Rathos and Isaac spent
the night in fear that they were going to spend the rest of their
days in jail. In the morning, after a hearty breakfast, we
were summoned to the temple of Arsur'Anyodel. Rathos and Isaac
began to make out their wills. Before we left Asinjin cast a
spell to detect scrying and low-and-behold, we were being scryed.
The focus of the scrying spell was Kovar's holy symbol.
Asinjin tried to remove the focus from the blade but was
unsuccessful. We left Ava's Hope and headed for the temple.
When we arrived we were taken to the High Cleric, who was sitting
comfortably with the High constable. The High constable
informed us that he was the one scrying us. If we had tried to
run, we would have been arrested on sight. He explained that
in questioning the Dwarf that survived the attack on us the previous
night, they figured out that the Dwarf's memory had been erased.
This was not a new phenomenon to the High Constable, there had been
several other similar occurrences. We were told that the
constables had no further information on Koddan but he had something
to show us. He took us to the "Hospital" and showed us an ce
gnome who's mind was essentially completely erased. The Gnome
would occasionally utter the words "the cask", but no one knows what
this means. The gnome was found in a cave 20 miles north of
the city by fishermen. We were told that there were reports of
a purple-ish ooze that was in some way related to the memory losses
that had occurred in or near the city. The High Constable also
informed us that in questioning the Dwarf, we were indeed defending
ourselves from attack so no charges would be brought against us for
the death of the one dwarf. We were to receive the dead
dwarf's items as is per the custom/law. |
 |
Upon reflection we realized that Koddan
entered the city with a large sum of money and, being from port
springs, we figured it was probably dwarven coin. We decided
to try to follow the money to see if we could find Koddan's
whereabouts. What we found out was that for the past 4-5 years
up until about 6 months ago there were large quantities of Dwarven
coin in circulation in Port Phiam. The coin was being
spent/exchanged by Dock workers, the Cleric of Lavash'Ki and the
"workers" of the Lady's Luxury Inn. |
 |
After much dithering, we decided to look to
see if the Knight's Rest kept historical records of all of their
visitors. They did in fact and we set about trying to see if Koddan,
Krosis, or Bardab had stayed at the inn before. There were
mountains of books to go through, so we hired some of the staff at
the inn to do the looking and inform us if they find anything.
Asinjin is crafting a status for the inn as payment. With our
brains sufficiently fried, we head back to Ava's Hope.
Lamenting at the lightness of our collective coin-purses, Asinjin
asks the proprietor of Ava's hope if he/they would like an "Alarm"
spell permanently placed anywhere in the inn, thus securing us
lodging in the inn for the foreseeable future. They accept and
have him place the spell on a wall in the basement that abuts the
sewers. They tell us that there have been strange deaths in
the sewers or something in the sewers coming out and reeking a bit
of havoc. |
 |
Parker eventually gives in and decided to
make contact with some of his more "shady" associates in the city.
He had not done this before due to the fact that he assumed that
anyone of these type of associates would take the opportunity to
collect on the bounty that is on his head. The group decided
to go the Main Mast to wait for Revol Packlade, the local bounty
hunter, to find out more about who placed the bounty and any other
information they can from him. The Main Mast is the known
hangout of Cobus the Shark, a one time associate of Parker's. The
group is going to try to talk to him as well, using the magical
breastplate they acquired from the dwarf to barter for information. |
Session 60:
Convergence (Praemon 783)
 |
The group arrives at the Main Mast to see Cobus. Shortly
after, the room explodes with action. A princess of Yellowia
and her Icefia boyfriend, the four members of the group, Cobus,
Revel Packlaid, the bounty hunter Herrin Cross and his elven
companion, an elven pistolier, and later Rathos and a barbarian
ruffian. |
 |
The fight goes one for a while, an amazingly no one is killed.
Asinjin gets locked in a magical duel with Revel while charm many of
the participants. Isaac musically aids his friends and
thunderclaps Revel and Herrin. Kovar does his best without his
sword to use Asinjin's wands and his attacks. Parker protects
the girl. |
 |
The pistolier escapes with Rathos, the princess, and her boyfriend
in tow. The constables arrive and arrest everyone who is left. |
 |
After talking to everyone, the group is determined to not have
broken any laws and is let go. |
 |
They discover that the large bounty was in fact to capture the
princess. They also discover that Herrin and his ally will be
leaving the country. |
 |
Back at Ava's Hope, they meet Sunjata, an Intorian that knows Parker
and was rescued by Asinjin a year ago. He vows to help track
down Koddan and praises Montaron. |
Session 61:
Ambush and Talk (Praemon 783)
 |
The group tried to relax for a day while Parker learned a spell from
Asinjin. They visited several shops and sparred at the arena. |
 |
When the group returns to Ava'a Hope, they notice they are once
again being followed. Asinjin turns invisible and moves
towards them, while the others discretely wait. As Asinjin is
just about to reach the followers, he is contacted in his mind and
the area goes black, the fight begins. |
 |
Asinjin is quickly knocked out by an assailant. The others
rush to his aid against a familiar dwarf and an unknown cloaked
figure. They heal Asinjin right away and surround the two
visible figures. After a few rounds, they are able to drive
off the three attackers, two by dimension door, one by teleport.
The constables then arrive and question the group, but nothing comes
of it. |
 |
The group sells the dwarven breastplate and then gets some
information from an associate of Parker's. |
 |
The group visits Cobus the next day and pays for lots of
information. |
 |
The group goes to the arena where a day of fights is being held.
They see many people they know. A guardian sits next to
Asinjin and talks with him. |
Session 62: When You Don't Stick to the Plan (Praemon 783)
 |
The next morning, the group plans out what they intend to do.
They are going to go to the bardic college to get a mirror and a
scrye spell. They are going to pay Parker's informants to get
information on the Gree and the dwarf. They are going to leave
the city for several days while that all gets done. As they
are about to start, a wizard named Luigi from the college arrives
with Ari, an old companion of Asinjin's. They also arrive with
a giant badger who is now a companion of Ari's. After
introductions, Ari lets them know he too is searching for Koddan and
the Day Turned Dark. Luigi gives Asinjin a mirror and tells
him he will return later that day is a scroll of scrye. |
 |
The group spends the rest of the day paying associates to collect
information and getting to know Ari. Asinjin learns the spell. |
 |
Early the next day, Asinjin is able to scrye the dwarf. He
attempts to teleport the himself, Ari, Kovar, and Parker to the
dwarf. Sunjata takes the magical steed Asinjin created.
The teleports is off target and the group loses the dwarf. |
 |
Later that day, after some debate, the group agrees to go to the
Lady Luxury where Asinjin is supposed to talk to all of the girls
about their customers. As soon as Asinjin walks in, a trap is
sprung. Asinjin is locked in a dead magic room and beaten
unconscious as the others fail to get to him. |
Session 63: A Fine Rescue (Praemon 783)
 |
The group quickly takes to finding Asinjin. After a time, they
discover that the Lady Luxury is an illusion trap. They
eventually manage to get on the trail, but the telepathic link ends
before they get anywhere. Kovar's spell that detected
Asinjin's health helps for a time, but is then useless. After
a few dead ends, Parker breaks a magic coin and Gnickodemus and
Acyll appear. They are unhappy that they have been summoned
and there are no demons, and also that they must help find Asinjin
who doesn't like the Guardians. They help anyway. |
 |
After searching through the sewers, the group begins to close in on
Asinjin and his captures. Sunjata and Acyll go in different
directions to cover all the bases. The rest of them come to a
door which after detecting inside, Gnickodemus destroys.
Inside, they find clerics of Dresta looking to sacrifice Asinjin.
A battle begins. After a few rounds of slowing defeating the
two dozen clerics, the leader disappears. Asinjin wakes up and
is able to knock out half of those remaining. The rest
surrender. The group begins to interrogate the clerics, who
are able to talk due to Kovar's heavy handed tactics, when Sunjata
arrives with the constables. The group returns to Ava's Hope
to rest. Gnickodemus and Acyll leave. |
 |
Asinjin tells the group that the dwarf Armis and the insane Intorian
in the city kidnapped him and sold him to the clerics, claiming he
was a member of the religion of Arsur'Anyodel. They believe
that Allar is alive. During there conversation, Vega and
another Sunjata walk into the inn. A fight quickly begins
between everyone and the Sunjata at the table, who is evidently an
imposter. The group is finally able to defeat the
doppelganger. Once again, the constables arrive and take
the prisoner away. |
Session 64: Fighting Through the Traps is the
Hard Way (Praemon 783)
 |
The next morning, the group which now includes Vega and the real
Sunjata, goes visiting several temples and shrines before Asinjin
wakes up. They uncover some information about the missing
dwarves. |
 |
When the speak to Asinjin, he reveals to them what he heard while
captured. Armis and the insane Intorian are working for Koddan,
Allar, Pendath and a creature named Malfeseus. They had a
contract with a third party to deliver bodies, which they have now
broken. They are waiting on a shipment of materials for Allar
that they hope will help him control a demon. The group makes
several assumptions about his information. They decide to
visit the constables. |
 |
The constables tell them that the doppelganger is not Lajelter, who
the group had encountered in Port Springs. |
 |
The group, after hearing what Asinjin had to say about being drugged
by a potion bought from the temple of Tfop, decide to go to the
temple of Tfop. At the temple, they talk to the cleric, who
tells them the only person she has sold a similar potion to the one
Asinjin describes is the game warden of the city. The
constable with them tells the group that the game warden was killed
months ago and that the home that the cleric describes delivering
the potion to is not the home of the game warden. The group
decides to go to that house and investigate. |
 |
With one constable, the group goes to the house. They see two
Horarians watching the house, and notice at least one evil figure on
the second floor. They decide to go in after preparing.
When they get inside, they find a secret door in the floor and hear
running footsteps. All but Vega, Asinjin, and the constable
run after the noise. The group gets trapped in the tunnel.
Those that remain in the house discover they are trapped as well.
There are two figures upstairs. After preparing, they blast a
hole in the ceiling. After a short fight, they are able to
hold one attacker, a Horarian. The other attacker, the dwarf
Armis, escapes. |
 |
Asinjin and Vega rush on horseback to the Lady Luxuries, hoping to
find the others. When they get there, they find many
constables who have been searching the building. No one else
has been in the building in two days, and they have found nothing.
The other soon realize they are trapped in a tunnel and will not
make it to the Lady Luxuries. |
 |
Asinjin and Vega go to find the location where the others are
trapped under the street. They are able to get the others out.
The group decides to go to the constables and interrogate the new
prisoner. |
Session 65: Making a Good Plan (Praemon 783)
 |
Vega and Asinjin thoroughly search the house and find three clues
hidden about. They do not know what the clues refer to. |
 |
The group heads to jetty 33, based on the number 33 written in
dwarven runes, a clue found in the house. They find that the
jetty has not been used for years, because a ship sank there.
Finding it odd the ship has been left, they ask around a find that
people have come into and our of the water in the jetty. They
discover that in interior of the ship is magically dark. The
group agrees to come back another day. |
 |
After buying some
potions of Water Breathing at the temple of Tfop, they go to Ava's
Hope. The next morning they are approached by Minister
Drayton, Martine Vanyar, and the constable that has helped them.
The Minister offers a reward for the capture of killing of the
creature that killed three constables at the wall of Port Phiam.
The constable, after the others leave, tells the group that the
doppelganger was questioned by the Minister and is now gone.
The constable tells them some information of the doppelganger's that
confirms some of what they know. |
 |
The group goes to
collect information from Glassman, who tells them about a ship
coming in within the next three days. The group concludes that
the ship is carrying cargo for Koddan and his associates.
After much debate, the group agrees the best plan of action is to
wait for later and assault the entrance at jetty 33, then wait and
grab the cargo. |
 |
They go to the temple
of Lakius, where the old cleric agrees to cast some spells for them,
including lowering the water at the jetty to make it easier.
They set up a plan, wait, cast some long lasting spells, and go into
the water. |
 |
Once in, they come to
the entrance. Isaac remains above, since they group is short
one water breathing potion. Ari goes in first, followed by
Sunjata and then Parker. None of them come back out.
Asinjin dispels the darkness, but it does not help. Those that
entered cannot be communicated with via the active telepathy, and
Kovar's Status spell fails. Asinjin has his Sawtooth beaver
eat though the ship. They discover a stone block in which the
other must be. Inside, the other remained trapped. Vega
goes in and quickly comes back out of the seeming dead magic area. |
Session 66: Unintended Consequences of a Fireball (Praemon 783)
 |
After some quick planning, Asinjin heads into the watery maze.
He reaches the end and is not able to figure out the puzzle.
He begins to do his best to investigate the room he is trapped in,
having become sealed in after a failed attempt to solve the puzzle.
Meanwhile, those outside decide someone should go in after the rope
goes taught. Isaac wins (loses) the game and starts into the
watery maze. As Asinjin tries to escape and Isaac approaches,
Ari and Parker awaken, bound and facing the Regulan and Armis.
After a few moments, the room fills with fire. Unknowingly,
Asinjin, in an attempt to escape, begins fireballing and lightning
bolting down a tube which ends in the room the others are in.
The fire allows Ari and Parker to break their bonds. After a
quick fight, they knock out Armis with his own poison and Regulan
flees. They finally decipher the puzzle and unlock Asinjin
from the room. Two minutes later, everyone has made it to the
holding room. |
 |
Dragging Armis, the group heads down a tunnel. After some
time, they arrive at a heavy door, a staircase, and a secret door.
After opening the secret door and finding a pit of filth that seems
familiar to Asinjin, the group decides to go into the secret
passage. That decision despite tracks leading into the room of
filth. After more time walking down corridors, the group comes
into a building and finds a meeting room below them. Peeking
inside, they see Koddan, Muyarin, Pendath, 6 other men, and a
shadowy figure. They are arguing about where Armis and Regulan
are and they have barricaded the main doors into the room.
Parker finds a secret way into the room and the group plans an
attack. |
 |
Bursting into the room, the groups spells are turned around, but
surprise is still with them. Koddan quickly gives up yelling
that the black knight is coming. Asinjin is able to disable 4
of the six henchmen. Sunjata is horribly wounded and near dead
but continues to fight. Parker is forced to fight defensively
and Isaac hangs in the back inspiring and healing. Vega, Kovar,
and Ari fight Pendath and Muyarin. Muyarin is forced to
withdraw. A banging begins on the doors as someone is trying
to get into the room. Asinjin knocks out another thug but
loses his hammer. Stellit, who had revealed himself as the
shadowy figure, remains hanging above attacking. |
Session 67: The Long Fight (Praemon 783)
 |
As spells get through around, it becomes apparent that the dais in
the center of the room is magic dead and that (after Parker lets
everyone know) above the dais is a rare Spell Engine. As the
fight continues, the spell engine grows above the dais, with Pendath
trying to intentionally enlarge it. Asinjin makes sure to stay
far away from it. |
 |
Isaac continues to blast away with his wand of sonic blasts,
eventually destroying the chandelier and bringing Stellit to the
ground. Asinjin uses his Dolores Motes to stop Stellit for the
rest of the fight and blocking the front door. Another of
Isaac's blasts opens a hole in the wall, where a short time later
four Horarians carrying a chest enter. Two join the fight,
against Koddan and Isaac, while the other two try to get the chest
to Pendath. |
 |
Muyarin's invisibility is dispelled, and he is then set upon by Ari
and Asinjin's spells. He is soon defeated. |
 |
The front door is
smashed and an agent of the Black Knight, but not the knight
himself, is there. Parker breaks his charm that calls the
guardians. The cleaver-wielding abomination leaps through the
Dolores Motes and is delayed slightly. |
 |
The knight moves
forward and eventually gets to the podium. The guardians
arrive from above and are harassed by abyssal vermin summoned by
knight. The knight then is attacked by Ari, Vega, Sunjata, and
Asinjin's spells. Kovar tries to get to Pendath and begins to
attack him. Isaac runs around trying to get help. Parker
prevents the chest from getting to the top of the dais. |
 |
The knight is brought
down by Ari. Koddan, Parker, and Isaac defeat the new
Horarians. Pendath is left alone, and he uses a rod to erupt
the spell engine and disappear with Kovar. The guardians from
above tell the others that Pendath and Kovar fell through a trap
door. Below, Kovar gives chase. |
 |
Ari and Asinjin chase
Pendath above. They have to make their way through Icefian
soldiers, without a fight. After a minute, Pendath Teleports
away and they all return to the house. |
|