Andoran Campaign

Sleeping Beauties

Game Synopsis April 7

The now being lighter on Arcane powers, picks up a very interesting addition in the form of a gnome wizard. The party then heads out to find the Briar Henge. As the party draws nearer the Henge, the forest grows wilder. The party takes refuge in a lumber camp for the night. During the night they are attacked by feral lumber jacks. The lumber jacks are captured for the most part without harm except for one that is killed by Ariana. Most feel the death was unnecessary and are stand offish for a time. The surviving feral lumber jacks are penned up. The party processed on to the Henge without much further incident. There was one where they witnessed a group of feral people being chased by a group of lycanthropes hunters that were intern being chased by lycanthropes. Nearer the Henge the party defeats an elf lycanthrope hunter and her companion crocodile. Once they finally find the Henge, about the half the party is put to sleep by atomies and their sleep poison. After they finish off or drive off the atomies and a spriggan, the party retreats to lick their wounds and await the sleeping to awaken.

Forget thy past, Condemn thy future

The party finally makes it to Isle of Arenway. Karlexif informs the party that their contact on the island is named Regleena and they can meet her at the Low Branch Inn. They also discover, while exiting the boat, that Karlexif was indeed a Pathfinder. The Isle of Arenway is the Wildwood Lodges main headquarters, so to speak. The Isle is broken up into sparse and dense areas of woods. There are very few buildings on the isle and most of those are mills or support for the mills. A lot of the buildings that do exist are of halfing and gnome sized.
The party finds the Low Branch Inn. It is the lower branch, more or less truck sized, of an enormous tree. The inn’s common room is occupied by mainly fighter types from the looks of them. It is easy for the party to spot Regleena since she is sitting by herself with everyone else giving her lots of room. At first glance she looks rather unkempt but there is no other indication of this outside her outward appearance.
She leads the party back to her “house”, which is as one would guess is a tree. The upper levels are accessed by a set of stairs that can only be seen when one is touching the truck of the tree. The party is given a room to stay in and some more provisions for their trip. She also advises them of a couple things to keep in mind for their trip. The first most important thing is that everything here and on the road to Wispil is about the lumber. Secondly that the Wildwood Lodge and Taldor take very seriously keeping the road safe. Third if anything that comes along the road it is best just to move over and get out of the way. She gives the party a quick over view of the city and then leaves them to their own devices.
The party sets out on the road to Wispil the next day after having acquired a horse and wagon. Something visits them in one of the first nights that seem to keep Rotrum from getting his spells back. He does get them back in the coming days but at one level per day. The party also hears howling several nights in a row. The howling never comes too close but it is definitely always there at night. The howling does not sound unnatural in origin.
Several nights into the trip the party is attacked by a pair of owlbears. The party defeats the owlbears and then half the party takes off to track the surviving owlbear that run off into the woods. They manage to find the owlbear but it has already bled to death from its wounds. They decide to track back to find the owlbears lair. They get to the lair but find no eggs or treasure.
Meanwhile, following the old adage “split up we can take more damage that way”, and having learned nothing from the first time they split up outdoors, the rest of the party is attack by dire wolves. The very ones that they had been hearing during the night. Arum is killed. They wagon party manages to defeat the dire wolves by the time the rest get back from their midnight stroll in the woods.
Once morning arrives they toss the dead body into the wagon and head out. The party is on the road for a bit when they hear thundering hooves coming up behind them. Veed pulls the wagon over to the side of the road like Regleena had said. The group on horseback turns out to be a Taldoran patrol that was looking for who killed the owlbears to thank them and reward the slayers. However, Ariana, in what is describe by the Patrol Captain, decides to make a break for it and acts like the party is about to be attacked. The patrol deals with her with the best way they know how, neutralizing her quickly with bolts and spell. Once Rotrum brings her back around there is a “discussion” that ensues that leads the captain to order everyone to drop weapons and prepare to be searched. Veed then proceeds to rat out Rotrum as a cleric of Sarenrae. The situation is quickly defused by the wizard on patrol with the watch. The two have a heated debate out of ear shy by spell. The patrol leaves without further incidence. The party waits until the patrol has been gone awhile and then heads out again. They discover however, that they had been watched from the other side of the road by someone.
Back on the road to Wispil, the party encounters a rowdy group of adventurers and lets them pass. During one of the last nights on the road, a naked man runs out of the woods, howls up at the sky, looks at the party and then runs off into the woods again.
Finally getting to town they party gets directions to Falbin’s house. The party arrives to find the house under attack by some of the very adventurers that had pasted them on the road. The party defeats them and save Falbin and his house from the fire the thugs had apparently set. For saving him and his house, Falbin pays the gold for the cost of having Arum reincarnated. Arum comes back as a half-elf. After the having the party reassembled, Falbin tells the party about the Atavistic Splinter and that it seems to be causing anyone that gets to near to it to become feral. He gives the party Litheria Blossoms that should help me stave off the feral condition. He also tells them what he knows about Briar Henge, the dark fey, and druid connection.

Boring, boring, boring, boring, boring, boring, TROLLS!

After having gotten a little bit more reward from rescue of priest. Apparently after they drove her out, the kyton went on a murdering spree. The party discovers a gnome snooping outside their rooms but nothing more comes of it. They meet the boomrafter Karlexif, who will be getting them up stream. The trip up river goes smoothly. Veed catches a daily supply of fish to keep the rations from getting too low. The party notices an increase in the number of patrols and finds out why when they are attacked by scrags. They dive them off and stop to lick their wounds for the night.

Why did the session have me singing Rihanna?

The party does make it into port at Cassomir. Once docked the party gets Xan raised and restored to full. The party then finds out that they have a lycanthrope in their company, Arum. Arum does get himself cured before the next full moon. The party explores the town. The party makes inquiries about getting a ship going upstream but has no luck. No one wants to take them on and they cannot outright buy one themselves without lots of cost for the boat and permits. While exploring more options about how to get up river Rotrum encounters one of the Hidden. Rotrum and the priestess of Sarenrae says that she can help the party if they are willing to help her. One of the other Hidden has gone missing. He was dealing with a clutch of kobolds that were helping smuggle things in and out of the city. At first the kobolds got the blame but then they had disappeared too. The priestess gives Rotrum directions on where the kobold lair is and where to find her again. The party enters the lair and encounters a mated pair of otyugh. They defeat them and then find most of the kobolds massacred but their traps unsprang, well until Veed gets there. The party also encounters two wights which were quickly dispatched. The party descends a hole that is surrounded by chains. They encounter what has killed the kobolds, a kyton. The party runs the kyton off and finds the missing priest still alive but in bad shape.

Sahuagin! Grab the tartar sauce!

After the battle the party licks its wounds and counts its losses. The party decides to try and get Xan raised but will have to daily cast to keep corpse fresh and raise ready. The party did find Veed in the slave pen. They managed to find his mundane items but none of his gold or true valuables. The two thieves that got away, got away with some nice stuff. Aram finds that he is missing his pack, money pouch, and quiver. The party does make it back to town and informed the authorities what has happened and where to find the stash from the slavers. The party gets some nice rewards from the merchant companies for the goods they got back for them. The ship does not leave for a couple more days but during that time the bodies or what remains of them of the two thugs that got away wash ashore. The ship finally gets underway for Cassomir. On the trip to Cassomir not really much happens outside of Veed, and only Veed, now hears flapping wings at times. The ship is tailed and overtaken by a couple of Taldoran naval ships but the ship is not boarded. The ship does come under attack from Sahuagins, aka sea hogs, and kills most of them. The ship drops anchor just outside Cassomir.

She's dead Jim

Game Synopsis 01/28/2012

  1. Xan informs the party that she thinks she knows where Veed went. She saw, what she believes to be a couple of half-orcs carrying a wiggling bag that had Halfling curses, coming out of the bar the guys had went into.
  2. The party cases the warehouse and figures out a plan of attack. As with all best laid plans of mice and men things do not go as planned but the party does manage to get a hostage to question when they do not find Veed there. The hostage tells the party that the slavers probably took him to the west to a sea cave they use to ship things in and out.
  3. The party also finds the owners of the warehouse, the Tarace Mercantile, have been keeping a second set of books and have been dealing in things that would be considered black market material including slaves. The party gets 50 gp as a reward for the slaver and the info. The party is offered an additional 1000 gp for proof of breaking up slaver ring in the sea cave.
  4. The party makes inquiries of the local fisherman and with enough greasing of palms gets one to tell them where he thinks it is. The harbor he knows of is not easily seen from the water because of the way the cliffs are but from the land it should be more noticeable. They are unable to find someone willing to sail them into the cove. The fisherman recommends that the party find a herder or farmer that might be able to better direct them for a land route.
  5. The party does find a herder, once again by greasing palms, who tells them of a herd that never really moves. He gives them general directions and the party heads out to find the herd that does not move.
  6. The party does find the herd and like told on approach the only things that seem to interact with their environment are the herd dogs. On closer examination the herd dogs are not dogs at all but wolves and as they morph into their hybrid forms, they are discovered to be werewolves.
  7. The party dispatches the werewolves but not before two of the party are bite, Arum and Pretern.
  8. The group discovers that the herd and the shepherds are nothing but illusions and that they have found the sea cave they were looking for. There is a small little traveled trail down to the small beach where the sea cave is. The group starts down the path and all but the Arum and Xan fall done the cliff and nearly dies.
  9. Once they heal themselves up, the party proceeds into the sea caves. Ariana manages to trick the guards in the first room and they easily terminated. The first cave seems to be a loading/unloading dock of sorts with cargo ready to go out. The cargo is mainly high price non bulk items but no slaves.
  10. The adventurers work their way back further into the cave complex and do well at avoiding too much detection until…….
  11. At a major intersection the group encounters several guards. Arum throws up a web spell that gets party members but even before that Ariana tries to make a flying leap up on to a bolder but ends up missing and falling backwards in Rotrum and they both falling to the ground. The party does get rid of these guards and discovers that parts of the sea cave floor can be moved up and down blocking or almost blocking a passage.
  12. Starting down a new passage the party is attacked by a grey ooze. They destroy the ooze without much difficulty.
  13. With all the noise from battling the ooze the party has alerted the next room full of thugs. After an intense battle, the group questions a worshipper of Zon-Kuthon. He laughs and makes fun of the party as they question him and finally they put him to rest.
  14. The party finally enters the last of the sea caves that has several thugs, a priest of Zon-Kuthon, and slaves locked up in the back.
  15. The battle ends with the priest dead. Xan dead. Two of the thugs manage to escape using potions and swimming out to sea. The party has yet to check on the slaves to see if one is Veed.
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We seem to have misplaced our halfling.

Game Synopsis 12/17/11

  1. The party decides to start its trip to Wispil by boat.
  2. The party signs on as security on the Sea Sorcerer for the trip to Cassomir.
  3. It takes 3 days sailing to get to Souston.
  4. The Sea Sorcerer spends two days docked in Souston.
  5. While in Souston, Veed is attacked by slavers. Xan and Ariana help fight off the slavers and turn them in for a reward.
  6. The ship set sail for Triela. The trip takes two days.
  7. On the way to Triela, a ship shadows the Sea Sorcerer. The ship that is shadowing the Sea Sorcerer is suddenly set aflame. It burns and sinks. Xan does a flyby but can see no survivors or any crew what so ever.
  8. The ship makes it to Triela but has to wait to get a dock. Triela is described as a very rough town.
  9. In Triela, Ariana and Rotrum go on a date.
  10. Morik, Veed, and Pretern go to one of the seediest bars at the docks. At the bar, Morik and Pretern start a fight. After leaving the bar, they discover that Veed is missing.
No Game 01/14/12

I know. I know. Hate me all you want but work has decided that our EDI software upgrade needs to be done on a weekend and guess what. :( Exactly. I tried to get it pushed back but no such luck. Thats what I get for being a grunt. The next game will be Saturday the 28th. As a “sorry about that” I will make chili.

Go-go goblin dogslicer

Game synopsis for 11/19/2011

  1. The party gets leave to go goblin hunting and heads out of Riverford.
  2. After a couple days of searching the party finds the goblins trail.
  3. They follow the goblin war party for several days and find that the group also includes goblin dogs.
  4. After having been spotted by the goblin war party, the party attacks only to find that they have walked right into the middle of the goblin war party.
  5. The party is victorious in killing all the goblins and goblin dogs.
  6. The party returns to Riverford for rest and mercantile exchange.
  7. The party then heads out for Almas to pick up their new mission.
  8. Once in Almas the party is told that they need to get to Wispil in the Verduran Forest of Taldor.
  9. When they get to Wispil, the party needs to find Falbin, a gnome herbalist, to get the rest of their mission.
  10. The party has a lengthy discussion about division of funds.
  11. Ariana now has what appears to be a pseudodragon familiar.
Mostly they come after dark, mostly.

Game synopsis for 11/19/2011

  1. The party and what are left of the lumberjacks set out for Olfden. On the way back to Olfden they join up with several other caravans taking lumber back to Olfden.
  2. Once the party gets to Olfden they report back to the Adventure Captain Ixan. Nothing seems to surprise him all that much about the details of what is going up to the point where the party shows him the part of a parchment with the symbol of a gagged skull on it, the symbol of the Whispering Way.
  3. The fact that the Whispering Way may have had something to do with or dealings with the dark fey seems to disturb Ixan the most. Are the two groups working together for some purpose? Did the dark fey just get the magic scrolls from them and nothing more than that? He suggests that this begs further investigation.
  4. The other thing of interest that the party brought back was a Wayfinder, a Tireless Wayfinder to be exact. This particular Wayfinder belong to an Adventure Captain, after confirming with divination, which had disappeared plane hopping some 500 years ago. Ixan would not say who it was but he left the Wayfinder in the party’s keeping. There were no ioun stones in it.
  5. The party is asked to head back to Almas for reassignment. They will find out there what and why. When grilled “Why them”, Ixan said that they needed a group that is not too well know and that has experience dealing with dark fey.
  6. The party takes on a bit of cargo to make some extra money. It is a shipment of darkwood seeds and liqueur bound for LaBrequec Shipping.
  7. The party has few encounters in their travels. They encounter two shadows on their way. Fighting shadows in the dark, not a good idea even if you have low light vision. A group of something had been hounding them for a little while and the party found out they were truly hounds of a sort, dire wolves and wolves.
  8. The party also gets pestered by goblins but no attacks. They discover not too far from Riverford that a group of goblins and maybe something(s) else attacked a farm house. The attacked killed all on the farm. On their way back the party discovers that this is not the first farm to have been ransacked.
  9. Once at Riverford, the party is asked to help with finding the goblin raiders and the receive leave to do so from the Finder Lodge in Almas.

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