Here's the short version of every session so far:
Assault on duck island
- Setup: The party relaxes after the highwaymen, but things lurk in the dark
Booty: Cyrus: Potion of Cure Light
Melindal: Potion of Cure Light. 1 2/3 potion of water breathing
Kirk: +1 Heavy Crossbow
A Royal Decree
- Setup: The Baron comes to Faramere, what he wants is anyones guess.
Booty: Markus: +1 Sword w/ extra power (unknown)
Unclaimed: +1 Shield
500 GP
500 SP
Silver Circlet
Gold Ring
Voyage of the Baron's Revenge
- Setup: The Party is given a ship and directions to destroy suahgin and map the islands of the inland sea.
Booty: Keldar: Circlet of Wave Command
Kirk: +1 Dagger can cast Shocking Grasp 1/day
Markus: Cloak and Sword
Melinda: Potion of Cure Serious Wounds
The Village
- Setup: The crew of the Baron's Revenge has found an island with what appears to be a sizable human population, so why do things seem some wrong to well-traveled adventurers?
Booty: Kirk: +1 Shortsword of Quickness +4
Melinda: Scroll of Protection from Petrification, 2 Potions of Cure Light Wounds
Keldar: Gauntlets of Dexterity +2
220 platinum (roughly 31 each)
750 gold (107 each)
500 silver (714 each)
2800 copper (400 each)
7 gems - Violet Garnet (500), 3 Amethysts (100 ea), and 3 Moonstones (50 ea). roughly 135 gp each.
Big and Ugly
- Setup: A new island an old menace. What will the new heroes choose to do?
Booty: Melinda: Amulet of Second Chances
Markus: Wand of Entangle, 6 charges
Cyrus: Crystal of Attunement - Life Stealer
Assorted other booty which came to about 150 gold each including: male and Female shaped crystal decanters of brandy with matching snifters in a case, Orc Skull Mug, Golden chalice, normal plate mail
City of High Level
- Setup: The party spends some time in High Level. Melinda works on a contract with the wizard Caldar.
Booty: Kruug!: The finest breastplate known to man or orc.
Rescue!
- Setup: the party find the missing ship are they to late to make the rescue?
Booty: +2 leather armor
10 +1 arrows
bracers of armor +4
wings of flying
a pair of friend shield rings
master work longsword
everburning torch
magnifying glass
1800 gold coins
1200 copper coins
30 silver coins
7 gems worht a total of 600 gold
a silver chases andstrung harp with a ruby set in the body worth a total of 1200 gold
various temple accoutrements worth a total of 120 gold
Return to Faramere
- Setup: The party sails a much battered Revenge back to its home port to investigate a story that the Baron is in league with the forces of darkness.
Booty: Various items and durable goods from the village of Oxford.
1 small boy.
The Mines of Corrigidor
- Setup: The party has tracked the Nightmare riding undead to the Mines of Corrigidor in the North of Baron Gruders demesne
Booty: Melinda: dagger +1, wand of lightning bolts 8th level 19 charges
Kruug!: healing potion
Kirk: spool of endless rope, caduceus bracers
Noreen: +2 medium shield
Straithwait: +1 scimitar
unclaimed: +2 chainmail
590 gold 1800 silver 11000 copper (before division)
Land Ho!
- Setup: The party once more sets out for island in the middle of the Inland Sea. What awaits them on the open water?
Booty: Everfresh Decanter- currently containing a fine wine.
scroll-blade of pain and fear, negative energy aura, death knell, summoning undead I
+1 shortsword
ring of warmth
Belt that makes you look like a zombie
10 +1 arrows
master work shortbow
master work elvish longbow
master work long sword
2 tiger eye gems each worth 50 gold
2000 gold coins
Island at the Center of the Sea part 2
- Setup: Markus and Kruug! have awakened the wrath of the fish men. Now do they choose to fight or flee. Do they stay long enough to get what they came from? Will they survive to fight another day?
Booty: Kruug!: +2 Trident, shadowstrike, potion of cure serious wounds.
Keldar: Reciprocal Bracers
Melina: Bracers of Armor +6
Marines: Crossbow +1, 10 +1 bolts
unclaimed: Oil of Slipperiness
North by Northeast
- Setup: The crew of the Revenge has their heading but can they make it through the dangers now pressing the folk of the Inland Sea
Booty: Kruug!: Boots of Dancing, Armband of +1 Constitution
Melinda: Necklace of +1 Intelligence
Kirk: Cape of +1 Charisma, Ring of +1 Protection (armor), +1 Keen Flint Longsword
A Wave By Any Other Name
- Setup: Having defeated the immmediate Sahaughin threat the stalwart crew of the Revenge wonders what will happen next.
Booty: Kruug!: Cirlet of Wave Command (Melinda), Javelin of Lightning
Kirk: +2 Gloves of Dexterity (Keldar)
Melinda: +1 Ring of Armor, Headband of +2 Armor
Keldar: +1 Ring of Resistance, Javelin of Lightning, Gloves of +2 to hit
Unclaimed: Bracers of Armor +3, +1 Hide Armor
Into the Mists of Time
- Setup: The party braves the gates of The School of Necromancy which have been sealed for a hundred years.
Booty: Cyrus: Chime of Opening, Ribbon of Denial
Keldar: Full Plate +1, +1 Great Sword - Guardian Blade
Melinda: Mage Star, Amulet of Health
Kruug!: Badge of Freedom
Strangers in the Night
- Setup: The party is camped in a subterranean town, but they didn't expect to meet this guy there.
Booty: Destroyed: Evil Magic Hand, Evil Magic Rock (nightmare)
Bosun: Bastard Sword - Flametongue
Corporal: +1 Long sword
Noreen: Plate Mail +2, Longsword +2
Hawkins: Helm of Undead Control
Melinda: Dagger +1, Cloak of Elsewyn
Keldar: Boots of Striding and Springing, Scroll - Castigate, Summon Undead II, Blade of Pain and Fear
The Future Awaits
- Setup: Returning to the keep with Mary the party learns what the future holds.
Booty: 2 Hellfire launchers
Some kind of healing box.
The Future Awaits part 2
- Setup: After a messy criminal case the party headed for the dwarves and found something strange. They returned to the strange cave to see what the future holds.
Booty: keldar: laser pistol, gas mask, healing unit, Paralysis pistol, Grenade, 3 power discs, 4 movie discs and the dvd player, shock baton
Melinda: laser pistol
Marcus: laser rifle
Out in the Cold
- Setup: The Heroes having slain the strange creatures of the metal cave, now leave it to the dwarves. They return home to news of an earthquake that left part of the upper levels exposed and the cold pouring into their subterranean refuge.
Booty: Great Spear +1
Gloves of Cold (3/day 1d6 Cold Dmg for 5 rd | Ray of Cold at will - 1d3 dmg) - Markus
Buckler +2 - Markus
L. Sword +1
Dagger +3
Med. Shield +2
3 Potions (TBD)
2 Scrolls (TBD)
9950 GP (2370/each except Cyrus share of 430)
Map with 6 Locations w/ one location being the mountain.
A Dish Best Served Cold
- Setup: "Iron rusts from disuse, stagnant water loses its purity, and in cold weather becomes frozen, even so does inaction sap the vigors of the mind."
Booty: Melinda: book of infinite spells,scroll: magic missile, sleep, 3 uses dust of dryness, pearl of power 1st lvl
Aruman: potion of cure moderate wounds
keldar: Wand of eagles splendor
Keldar: Cape of the mountebank
Kruug!: Boots of the winterland
unclaimed: +3 amulet of the mighty fist
The Hunters Hunted
- Setup: The Frost Giants have been easy prey so far, seemingly patrolling at random through the country side. But now, something seems a bit unnatural.
Booty: Kirk: Necklace of Adaptation, ring of swimming,
Markus: Ring of Water Walking, Gloves of Cold, +2 buckler
Cyrus: Vest of Escapes, Salve of Slipperiness, +3 Dagger
Hawkins: Wand of Cure Light
Ship: Pipes of Haunting, Bracers of AC +4
Keldar: Bottle of Air
Caves of Ice
- Setup: The fog laden opening beckons, enter and risk death or let the giants come out and hunt them that way. Choices, choices.
Booty: Melinda: Rod of Cats, Potion of Fox's Cunning, Potion of Cure Serious Wounds
Markus: Ring of Animal Friendship, Long Sword +1, +2 vs. cold, Cloak of Charisma +2
Kruug!: +2 Throwing Axe (FURY), Ring of Minor Fire Resistance
Unclaimed: +2 Great Swordm, berserking (large), Breast plate +2 (large), Potion of Climbing, +2 Frosty Great Axe (large), +2 Full Plate (large)
Treasure each:: 1750 gold, 30 platinum, 8500 silver
Also: 9 gems inclluding 2 perals and a total value of 1750gold, white statue of dragon(ivory value 1200 gold)
Caves of ice part 2
- Setup: Having left to recover and heal, what sort of surprises will the giants have planned for the return. and what happened to the prisoners?
Booty: Markus: Rope of Climbing
Melinda: Heward's Handy Haversack, Circlet of Intellect +2
Hawkins: Greater Horn of Blasting, Great Spear +2
Kruug!: Immovable Bar, Murlynd's Spoon
Kirk: Ring of Improved Jumping
Keldar: Circlet of Lesser Blasting, Keen Scabbard (3/day)
500 SP, 120 GP, 2 PP each
Dark Clouds Lowering
- Setup: With Marcus out of the keep it's left to Cryus with Kruug! as back up to investigate one of the doors in the upper halway that has strangely opened and appears to be a gate to another world, a sinister shadowed seening world.
Booty: Eramon: +2 dagger, +3 short sword
Kirk: rod (finger of death) 25 charges
Cyrus: +2 long sword, cloak of blinking
Kruug!: girdle of giant size
Marcus: 2 arrows of slaying humans
Keldar: helm underwater action
Nathan: cloak of weather from tim
The Needs of the Few
- Setup: Melinda has needs, Will they get the party killed or lead to greater glory
Booty: Marcus: 18 arrows of marking, gauntlets of swimming & climbing
Keldar: Long Sword +2 Spellblade (fireball), scroll continual fairy fire
Melinda: Necklace of mystic eidolons, pearl of power level 2
Cyrus: Lantern ring
Descent!
- Setup: The party seeks to defeat the menace from the deep once and for all.
Booty: Noreen: +2 Pearlsteel longsword with shadowstrike
Melinda: Hairshirt of suffering, Rod of Avoidance
Keldar: +2 Great Sword of Whirlwind (attack all in reach 3/day), Talisman of Undead Mastery
Marcus: Belt of +1 Dex
Kruug!: Amulet of Natural Armor +2
Hawkins: Bow of Arcane Might (+1d6 per arcane spell level sacrificed)
Kirk: Amulet of Natural Armor +2
Cyrus: +4 Short Sword Defender
Unclaimed: 4 Skill Shards (+2 to skill; use once), Bracelet of Spell Sharing x 2, +2 Spear with Shock 3/day, 18 gems values 12700 gold, 12 objects of art 16000 gold, 23000 silver, 7000 gold
The Needs of the Many
- Setup: Melinda sets out to rescue her family and bring them to the keep. But what if they don't want to come?
Booty: Cyrus: Ring of X-ray Vision, Ioun Stone (Pale Lavendar)
Hawkins: Leather +3, +10 Hide in Shadow
Kirk: +2 Long Sword of wounding, Potion of Owl's Wisdom
Markus: Wand of Cat's Grace
Keldar: Scroll (Hold Person, Resilient Sphere, Gaseous Form), Scroll (Magic Circle vs. Chaos), Scroll (Inflict Moderate Wounds)
Melinda: Wand of Acid Arrow, Scroll (Arcane Trance), Scroll (Cat's Grace)
Kruug!: Potion of Protection from Good
Needs of the Many part 2
- Setup: The heroes survived "The Barons Revenge" but will they survive the dragons revenge?
Booty: Unclaimed: Wand of False Life, Bracers +4
Cyrus: 3 Scrolls, +2 Composite Long Bow, Bracers +8, Belt of Teleport, Rod of Cats, +3 dagger
Keldar: Scroll, Cloak of DR 10/Silver - Spell Resistance 5, Ring of Energy Resistance (10 Cold)
Markus: Gloves of Desterity +4, Amulet DR 20/Melee
Melinda: Bowl of Scrying, Runestaff of Frost, +4 Ring of Deflection
Kirk: Ring of Feather Fall
Kruug!: Ring of Free Action
Noreen: Cloak of the Mountebank
Family Matters
- Setup: Deep in catacombs below Volturnus something stirs in the family crypt of Keldar, Melinda and Mirrim. Is blood thicker than water? Will Keldar and his cousin aid his sister? Will they take friends with them into the family crypts?
Booty: 1670 silver
1100 gold
1 master work dagger
2 +1 arrows
30 flawed garnets (total value 400 gold)
+1 animated heavy steel shield
dagger of venom
gloves of swimming and climbing
wand of cantagion (12 charges)
Family Matters Part 2
- Setup: The intrepid adventurers passed the bridge's guardians only to turn back. What will they do next?
Booty: Kirk: Figurine of Power: Bronze Griffin, Ring of Spell Storing (5 levels), Ring of Wishes (1 left) +4 Hide Armor, 2 +1 Keen Scimitars, +3 Wooden Shield, +2 Morning Star
Keldar: Manual of Golems (Clay), Tome of Understanding (+4 Wis), Tome of Leadership (+4 Cha)
Cyrus: Tome of Clear Thought (+4 Int), Horseshoes of the Zephyr, Pearl of the Sirines, Buckler +2, Ring of Shadows
Marcus: Helm of Brilliance, Eyes of Doom
Kruug!: +1 Vorpal Glaive (Intelligent) with bonus powers vs. Gnolls
5,200 gold each.
A Day In The Life...
- Setup: The party opts to stay in Volturnus to recover from wounds and perhaps study the books they recently garnered. Some are given to study, others to revelry, while still others...
Booty: part 1 recovered by Kruug! during downtime
Astarte: 2 spell books
Artemis: +2 keen obsidian dagger, +2 obsidian staff, Obsidian Gauntlets mage hand at will stone shape 1/day
City of Volturnus: +4 obsidian Breastplate meld into stone1/day, 3 obsidian shards that cause spike growth when thrown to ground
Mirrim: 2 obsidian shards that cause spike growth when thrown to ground
Lucius: scroll glassteel and passwall
Part 2
Unclaimed: +2 med. shield, wand cause serious wounds 21 charges, +1 great spear
Norine: +3 long sword
Markus: +4 bracers
Cyrus: +6 bracers
Kirk: 2 potions cure serious wounds, cloak +2 insight bonus to armor class
Melinda: +2 dagger of spell storing
Volturus Guard: 7 sets of +1 chainmail, 4 sets +2 rustproof chainmail, +3 chainmail rustproof,+2 longsword, +2 longsword from Norine, 1 +1 short sword, 2 +1 long swords, 2 master work long swords, 1 sets master work chain mail, 1 set +2 chain mail
So Very Dark
- Setup: What lies below that can frighten so many, or make the Dwarves of Mithralsgate miss a chance to trade?
Booty: 17,000 pieces of silver
13,000 copper
4,000 gold coins
1,200 platinum
36 gems worth a total of 21,000 gold
fancy obsidian box worth 3500 gold
+3 dwarven thrower (returned to dwarves)
+3 dwarven battle axe (returned to dwarves)
+3 dwarf isized full plate (returned to dwarves)
light crossbow +3 - Melinda
+5 full plate - Keldar
long sword +5 defender - Marcus
cape +1 to Charisma works as eagles spendor spell.
Karnak the Destroyer aka Karnak the Deceiver +3 Weapon speaks common changes shape to any melee weapon 3/day
|
|
 |