Session 1
In the first session, as directed by Duke Eldor of Ocean's Edge, the party had ventured out in search of the Duke’s daughter who has mysteriously gone missing. 4 teams of adventurers were dispatched from Ocean’s Edge to search for the girl. The PC’s part, led by the Paladin Graeme, headed South-West and soon found themselves exiting the valley to the encampment of Town’s Edge. After dissolving a potentially volatile conflict with some guards in the White Cliff Tavern, the party sought out clues to the Duke’s Daughter’s whereabouts from the Guards and Barmaid. Although largely unhelpful, the guards notified the PCs of a group of bandits that they were informed were headed West. They were unable to provide details, but were doubtful that the girl was among them. The barmaid, a friend of the Duke’s daughter, informed the party that when they were younger, the two would often venture into the mountains to seek out adventure. She further added that their adventures were largely a secret to their parents and that should she have gone alone, it’s unlikely that anyone would think to look there.
Following the barmaid’s lead, the party headed north into the White Ridge Mountains on a hunch that the girl might have gotten herself lost and be unable to find her way back to the city. Nearly a half-day’s journey into thick forest surrounding the base of the mountain led the party a break in the trees. At the far side of the snow-covered field, the could clearly see the long rope bridge that served as the only visible path across the large chasm that separated them from the base of the mountain. Shortly after inspecting the bridge for it’s structural integrity, the party found themselves under siege by guards of the same dress as those they had previously been talking to in the Tavern at Town’s Edge. Outnumbered, the party opted to make a break for the bridge and see themselves to the other side to give them the strategic advantage. As the others took their final steps off the treacherous bridge, Theron bravely stood to face their attackers to see his comrades to safety. His bravery would soon prove foolish as a volley of crossbow bolts riddled his body and nearly threw him from the bridge. Kal, having been just ahead of Theron at the time, quickly pulled the Dwarf’s body to safety and re-joined the others behind the rock formation just right of the bridge.
After launching a relatively successful counter-attack, the party quickly surveyed their options and mounted efforts to disable the bridge to prevent the enemy advance. With the guards making their march across the bridge, they sat helpless as Vince doused the bridge in oil and Armando lit it ablaze. Moments later, the bridge collapsed and the group of guards plummeted into the ravine, survived only by their supposed leader who vanished into the woods as the bridge was lit on fire.
After a moment of rejoicing, the party gathered themselves, healed the wounded and sought cover from the imminent storm ahead. Along the winding path of the mountain were pockets of concave earthen inlets that they opted to pitch their tents over to protect them from the cold winds. While standing guard at the entrance to the tent, Kal heard an unsettling cracking noise that alerted him to warn the others. Although most of the party safely made it out of the tent in time, Lili and Theron fell as the frozen earth beneath them gave way to their combined body heat. A short fall left them below the remaining party in a natural cave emanating with and unnatural warmth.
Using their superior low light vision, the two investigated the cave and found that the source of the warmth seemed to be coming from the far eastern corner of the oblong cave where a small underground stream appeared to be welling up. It was the party’s conclusion that the stream’s warmth must be fed by some form of natural spring beneath their feet. To the western side of the cavern, the stream dumped out into a 3 foot wide hole in the wall.
Unwilling to investigate further, the party deemed the structure to be a safer area to bed down than the storm raging above them and set to making camp within the cavern, setting up a makeshift rope hold to allow themselves exit in the morning.
Session 2
The party awoke the following morning and made their way out of the cave that they had fallen into and subsequently chosen to bunker down in. After a short discussion they opted to continue north into the White Ridge Mountains following the tracks in the snow that have since been buried under the nights blizzard. A few hours into their journey, the group began to feel the harsh effects of the weather atop the peaks and fended off the effects of Hypothermia as the sought cover from the elements. Before long, and narrowly avoiding a frozen demise... the group ducked into a cave opening near the summit of the first peak. After observing the mouth of the cave, it become obvious that something inhabited it. Foul smells invaded the noses of the group and chattering noises resonated from the thick walls in haunting echoes.
The mouth of the cave split almost immediately to the east and west in 2 very different paths. The group chose to head towards the North-East path in hopes that it's wide berth would provide faster and less inhibited movement as they progressed through the dark halls. The walls were alight with the eerie glow of luminescent fungus that provided a dim glow. After rounding the first corner, Lili (Firwind) nearly sprung a snare trap set up in the hall that would have lifted her to the ceiling in short order. Fortunately, she was able to discover it and disable it before harm would have befallen her or anyone else. She similarly disabled the other poorly disguised snare in the other tunnel before the group progressed.
Because they had dismantled the traps without setting them off, they were able to round the corner into the first main room while avoiding detection from the 3 Kobolds who were standing around yammering to one another in their tongue. The group made quick work of them and gathered up their weapons before moving on. They soon found themselves in what seemed to be the center area of the cavern where a large stone outcropping centered the room and split it into 4 paths. Moving quickly, the party made their way towards the noises of other Kobolds in an effort to surprise and surround them before they knew what was coming. As the party engaged, noises from the surrounding hallways foretold of backup making it's way toward them hastily. Soon enough, the room erupted into combat as the party fought off hordes of Kobolds rushing them from all sides. The group split into 2 and took them on in groups. Armando, Mezlo and Cid took the southern portion of the room and handled the reinforcements while Firewind, TM and Murphie made short work of those to the north.
When the dust settled, Armando gathered the spears and javelins from their tiny lizard-like bodies and piled them onto his back as the party dredged forward into the deeper reaches of the cave, but not before tripping a crude trap along the way. A large wooden pole had been set up to hold in place a shelf high above the cavern's floor. Atop the shelf, an assortment of large boulders had been precariously perched in such a way that should the shelf be disturbed, they would tumble to the floor and likely crush all those standing beneath. A thin trip wire had been tied to the base of the wooden pole and stretched to the opposite side of the hall, secured to a stalagmite. Unaware of this, the group passed through, knocking the wire and pulling the boulders down on top of them. Thankfully, their reflexes paid off and they were spared a large portion of the damage.
Narrow passages turned out to be a theme in this cave, as the group squeezed through one after another as they made their way towards what they hoped would be a less claustrophobic environment. To their relief, the southern pass opened into a large chamber booming with the noises of Kobolds of all ages and types. Taking advantage of the element of surprise, the party engaged them an dispatched the camp rather effectively... after witch Armando again... harvested their weapons.
Pausing briefly to discuss what to do next, they surveyed their surroundings and noticed that they were in likely the largest and most expansive room in the cavern. It was roughly 50x50 and had ceilings that were almost not visible due to their distance from the floor. The northern portion of the room was littered with burned out fires, assorted junk and a few scattered weapons placed against a 10 foot tall sloping wall that plateaued to a platform atop which some of the Kobolds had been patrolling.
They ultimately opted to head south through the tunnel adjacent to the one they had exited from, following the direction of the shallow stream that cut through the walls of the cavern and flowed in a south-westerly direction. Their squeeze didn't last long as they exited the tunnel into a small room guarded at the front by a Kobold Grunt. Behind him, Firewind (Or Cid... I cant remember) quickly spotted a growing magical light illuminating the eastern corner of the room and identified it as coming from the red-caped Kobold who appeared to be preparing a spell.
TM rushed the Kobold Grunt who was standing in the party's way and the group rushed in, leaving Murphie (not in attendance) to guard the tunnel in case of enemy backup. With a poof of green haze, the Sorcerer Summoned a venomous viper to his side and immediately began casting defensive spells on himself in preparation for the enemy assault. After taking a color spray to the face, the Viper was incapacitated and the party left it to despawn, knowing it to be of magical origin. Meanwhile, the party made short work of the grunt who was now against the southern wall and prone on the ground while Fire and Cid worked on the Sorcerer who was determined not to go down without a fight.
Midway through battle, Mezlo spotted a young girl, bound in the corner and communicated her presence to the party. Firewind was quick to act and lept in beside the Sorcerer to grab the girl and hastily retreat her to the care of Murphy who was outside of the heat of battle. With her out of harm's way, Armando stepped in and deftly tripped the Sorcerer, where... on his back, he was no match for the onslaught of sword and spell that spelled out his death shortly there-after.
Identifying the girl as the Duke's missing daughter, the group panted a sigh of relief and quickly raided the inner chamber of the small hoard of treasure that the Kobolds had gathered before they left for Ocean's Edge once more.
That ended the session due to time, prior to which I handed out the session's spoils and experience. A large pile of Gold and Silver pieces valuing over 750gp as well as a steel mirror, a jade and gold decorated ivory mug and a Masterwork Short Sword were among the treasure. The experience points were enough to propel the party on to level 2.
In the first session, as directed by Duke Eldor of Ocean's Edge, the party had ventured out in search of the Duke’s daughter who has mysteriously gone missing. 4 teams of adventurers were dispatched from Ocean’s Edge to search for the girl. The PC’s part, led by the Paladin Graeme, headed South-West and soon found themselves exiting the valley to the encampment of Town’s Edge. After dissolving a potentially volatile conflict with some guards in the White Cliff Tavern, the party sought out clues to the Duke’s Daughter’s whereabouts from the Guards and Barmaid. Although largely unhelpful, the guards notified the PCs of a group of bandits that they were informed were headed West. They were unable to provide details, but were doubtful that the girl was among them. The barmaid, a friend of the Duke’s daughter, informed the party that when they were younger, the two would often venture into the mountains to seek out adventure. She further added that their adventures were largely a secret to their parents and that should she have gone alone, it’s unlikely that anyone would think to look there.
Following the barmaid’s lead, the party headed north into the White Ridge Mountains on a hunch that the girl might have gotten herself lost and be unable to find her way back to the city. Nearly a half-day’s journey into thick forest surrounding the base of the mountain led the party a break in the trees. At the far side of the snow-covered field, the could clearly see the long rope bridge that served as the only visible path across the large chasm that separated them from the base of the mountain. Shortly after inspecting the bridge for it’s structural integrity, the party found themselves under siege by guards of the same dress as those they had previously been talking to in the Tavern at Town’s Edge. Outnumbered, the party opted to make a break for the bridge and see themselves to the other side to give them the strategic advantage. As the others took their final steps off the treacherous bridge, Theron bravely stood to face their attackers to see his comrades to safety. His bravery would soon prove foolish as a volley of crossbow bolts riddled his body and nearly threw him from the bridge. Kal, having been just ahead of Theron at the time, quickly pulled the Dwarf’s body to safety and re-joined the others behind the rock formation just right of the bridge.
After launching a relatively successful counter-attack, the party quickly surveyed their options and mounted efforts to disable the bridge to prevent the enemy advance. With the guards making their march across the bridge, they sat helpless as Vince doused the bridge in oil and Armando lit it ablaze. Moments later, the bridge collapsed and the group of guards plummeted into the ravine, survived only by their supposed leader who vanished into the woods as the bridge was lit on fire.
After a moment of rejoicing, the party gathered themselves, healed the wounded and sought cover from the imminent storm ahead. Along the winding path of the mountain were pockets of concave earthen inlets that they opted to pitch their tents over to protect them from the cold winds. While standing guard at the entrance to the tent, Kal heard an unsettling cracking noise that alerted him to warn the others. Although most of the party safely made it out of the tent in time, Lili and Theron fell as the frozen earth beneath them gave way to their combined body heat. A short fall left them below the remaining party in a natural cave emanating with and unnatural warmth.
Using their superior low light vision, the two investigated the cave and found that the source of the warmth seemed to be coming from the far eastern corner of the oblong cave where a small underground stream appeared to be welling up. It was the party’s conclusion that the stream’s warmth must be fed by some form of natural spring beneath their feet. To the western side of the cavern, the stream dumped out into a 3 foot wide hole in the wall.
Unwilling to investigate further, the party deemed the structure to be a safer area to bed down than the storm raging above them and set to making camp within the cavern, setting up a makeshift rope hold to allow themselves exit in the morning.
Session 2
The party awoke the following morning and made their way out of the cave that they had fallen into and subsequently chosen to bunker down in. After a short discussion they opted to continue north into the White Ridge Mountains following the tracks in the snow that have since been buried under the nights blizzard. A few hours into their journey, the group began to feel the harsh effects of the weather atop the peaks and fended off the effects of Hypothermia as the sought cover from the elements. Before long, and narrowly avoiding a frozen demise... the group ducked into a cave opening near the summit of the first peak. After observing the mouth of the cave, it become obvious that something inhabited it. Foul smells invaded the noses of the group and chattering noises resonated from the thick walls in haunting echoes.
The mouth of the cave split almost immediately to the east and west in 2 very different paths. The group chose to head towards the North-East path in hopes that it's wide berth would provide faster and less inhibited movement as they progressed through the dark halls. The walls were alight with the eerie glow of luminescent fungus that provided a dim glow. After rounding the first corner, Lili (Firwind) nearly sprung a snare trap set up in the hall that would have lifted her to the ceiling in short order. Fortunately, she was able to discover it and disable it before harm would have befallen her or anyone else. She similarly disabled the other poorly disguised snare in the other tunnel before the group progressed.
Because they had dismantled the traps without setting them off, they were able to round the corner into the first main room while avoiding detection from the 3 Kobolds who were standing around yammering to one another in their tongue. The group made quick work of them and gathered up their weapons before moving on. They soon found themselves in what seemed to be the center area of the cavern where a large stone outcropping centered the room and split it into 4 paths. Moving quickly, the party made their way towards the noises of other Kobolds in an effort to surprise and surround them before they knew what was coming. As the party engaged, noises from the surrounding hallways foretold of backup making it's way toward them hastily. Soon enough, the room erupted into combat as the party fought off hordes of Kobolds rushing them from all sides. The group split into 2 and took them on in groups. Armando, Mezlo and Cid took the southern portion of the room and handled the reinforcements while Firewind, TM and Murphie made short work of those to the north.
When the dust settled, Armando gathered the spears and javelins from their tiny lizard-like bodies and piled them onto his back as the party dredged forward into the deeper reaches of the cave, but not before tripping a crude trap along the way. A large wooden pole had been set up to hold in place a shelf high above the cavern's floor. Atop the shelf, an assortment of large boulders had been precariously perched in such a way that should the shelf be disturbed, they would tumble to the floor and likely crush all those standing beneath. A thin trip wire had been tied to the base of the wooden pole and stretched to the opposite side of the hall, secured to a stalagmite. Unaware of this, the group passed through, knocking the wire and pulling the boulders down on top of them. Thankfully, their reflexes paid off and they were spared a large portion of the damage.
Narrow passages turned out to be a theme in this cave, as the group squeezed through one after another as they made their way towards what they hoped would be a less claustrophobic environment. To their relief, the southern pass opened into a large chamber booming with the noises of Kobolds of all ages and types. Taking advantage of the element of surprise, the party engaged them an dispatched the camp rather effectively... after witch Armando again... harvested their weapons.
Pausing briefly to discuss what to do next, they surveyed their surroundings and noticed that they were in likely the largest and most expansive room in the cavern. It was roughly 50x50 and had ceilings that were almost not visible due to their distance from the floor. The northern portion of the room was littered with burned out fires, assorted junk and a few scattered weapons placed against a 10 foot tall sloping wall that plateaued to a platform atop which some of the Kobolds had been patrolling.
They ultimately opted to head south through the tunnel adjacent to the one they had exited from, following the direction of the shallow stream that cut through the walls of the cavern and flowed in a south-westerly direction. Their squeeze didn't last long as they exited the tunnel into a small room guarded at the front by a Kobold Grunt. Behind him, Firewind (Or Cid... I cant remember) quickly spotted a growing magical light illuminating the eastern corner of the room and identified it as coming from the red-caped Kobold who appeared to be preparing a spell.
TM rushed the Kobold Grunt who was standing in the party's way and the group rushed in, leaving Murphie (not in attendance) to guard the tunnel in case of enemy backup. With a poof of green haze, the Sorcerer Summoned a venomous viper to his side and immediately began casting defensive spells on himself in preparation for the enemy assault. After taking a color spray to the face, the Viper was incapacitated and the party left it to despawn, knowing it to be of magical origin. Meanwhile, the party made short work of the grunt who was now against the southern wall and prone on the ground while Fire and Cid worked on the Sorcerer who was determined not to go down without a fight.
Midway through battle, Mezlo spotted a young girl, bound in the corner and communicated her presence to the party. Firewind was quick to act and lept in beside the Sorcerer to grab the girl and hastily retreat her to the care of Murphy who was outside of the heat of battle. With her out of harm's way, Armando stepped in and deftly tripped the Sorcerer, where... on his back, he was no match for the onslaught of sword and spell that spelled out his death shortly there-after.
Identifying the girl as the Duke's missing daughter, the group panted a sigh of relief and quickly raided the inner chamber of the small hoard of treasure that the Kobolds had gathered before they left for Ocean's Edge once more.
That ended the session due to time, prior to which I handed out the session's spoils and experience. A large pile of Gold and Silver pieces valuing over 750gp as well as a steel mirror, a jade and gold decorated ivory mug and a Masterwork Short Sword were among the treasure. The experience points were enough to propel the party on to level 2.
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