Here's the short version of every session so far:
Thieves in the Night
- Setup: People and goods are both being stolen in the dead of the night.
Booty: 20 or so copper coins, some small javelins and morning stars.
The Gargoyle Spire
- Setup: The group arrives at the Gargoyle Spire to find someone already there.
Booty: Lord Darius: +2 Robe, Oil of Sharpness
Master Mac: Boots of Weapon Speed, Potion of Hide from Undead
Lord Pern: Oil of Sharpness
Delfra: Necklace of Gargoyle Stoning, Potion of Protection from Evil
20 or so books (Unclaimed)
An Uneasy Truce
- Setup: Can Balock really be trusted?
Booty: Sergeant Ludo: Ring of +1 Protection (deflection), +1 Long Sword
Lord Pern: Ring of +1 Protection (deflection)
Master Mac: +1 Dagger
Lord Darius: Rod of Lesser Enlarge
Secrets of the Spire
- Setup: The truth of the Spire is revealed. Will they survive it?
Booty: Mac: +1 Long Sword
Sergeant Ludo: +1 Long Bow for 18 Str, +1 Scale
Lord Darius: +1 Long Sword, +1 Long Bow for 18 Str
Lord Pern: +1 Long Sword
Sergeant Ludo's Squad: 7 suits +1 Scale, +1 Long Sword, +1 Axe
Time of the Sleeping God
- Setup: The group prepares to enter the altar room of the temple and bring back a God.
Booty: Lord Darius: Quiver of +2 Arrows*, Bow of Rapid Shot
Warden Gwilliam: +2 Long Spear*
Sergeant Ludo: +2 Long Sword*, +2 Shield
Lord Pern: +2 Long Sword*
Brother Mason: Statuette of Cereas
* Items have adaptation to vulnerabilities. Can do two vulnerabilities at a time changing 1 per round, currently set at Cold Iron and Lawful
Dark Waters
- Setup: Can the party find the scepter and if they do, will it send them home?
Booty: 2uits of +1 Hide Armor (Ogre-sized)
2 Rings of +1 Protection (one to Earl, one unclaimed)
2 +1 Great Clubs
The Scepter of Ruling
- Setup: The group makes their way down to the ancient vault where the Scepter is rumored to be kept.
Booty: 12,000 GP in assorted GP, SP and Artwork
Potions/Oils:
Bless Weapon
Aid
Rage x2
Resist Energy - Electrical 10
Resist Energy - Fire 10
Fox Cunning
Shield of Faith x 2
Haste
Lord Pern: Spell Book I: Enlarge Person, Magic Weapon, Fog Cloud, Summon Monster II, Melf's Acid Arrow, Acid Breath, Ice Lance
Lord Pern: Spell Book II: Snake's Swiftness - Mass, Steel Dance, Repair Serious Damage, Ray of Deanmiation, Blast Flame
Delfra: Monk's Belt and +2 Protection Ring
Lord Pern: Circlet of Intelligence +2, Ring of Airwalk, Lesser Chest of Holding.
Brother Mason: Staff +2 w/soundburst 3/day.
Sergeant Ludo: Belt of +2 Strength, +2 Chain Mail
Samuel: Robe of Invisibility and Boots of Speed
Lord Darius: Greater Chest of Holding, Chest of Holding, +2 Short Sword, and Wand of missiles
Unclaimed: +1 Splint Mail and +2 Buckler.
The History Never Learned
- Setup: The group finds themselves in a new era of the past and in the middle of a full scale war.
Booty: Warden Gwilliam: Dagger +2, Ring of Mager Armor (level 5 3/day), +1 Longsword, Ring of Charisma +2, Circlet of Eyes, and Amulet of Clan Friendship
Lord Darius: Dagger +2, Ring of Wizardry Level 2, Bracers of Armor +2, Pearl of Power (Level 3), and Amulet of Clan Friendship
Samuel: 2 Dagger +2, Bag of Holding, and Amulet of Clan Friendship
Lord Pern: Ring of Wizardry Level 2, Staff of Evocation, and Amulet of Clan Friendship
Delfra: Bracers of Armor +4 and Amulet of Clan Friendship
Sergeant Ludo: Ioun Stone of Regeneration, +1 Elf Chain SR 15, and Amulet of Clan Friendship
Brother Mason: 5 Longswords +1, +2 Chain, 4 Robes +2, and Amulet of Clan Friendship
Dracford Isle
- Setup: The group heads out to the mysterious island to see what's there.
Booty: Ludo: +2 Axe of Returning, +2 Ring of Resistance
Lord Pern: Dragon Bone Scepter (6d6 Fireball 3/week, Dragon Fear Aura [DC 10 + 1/2 HD + CHA Mod] 3/week)
Samuel: Dragon Skin Shirt (+2 Natural AC, Fly 1/week, Claw x2 [1d8 + STR bonus], Bite [2d6 + STR bonus], +4 Grapple/Trip bonus [treat as quadriped])
Return to the Spire
- Setup: The group returns to the Gargoyle Spire to stop an assault of T'Cathan forces.
Booty: Destroyed: Robe of Bones
Brother Mason: Ring of Mage Armor
Sergeant Ludo: Ring of Spell Storing (5 levels) [Iron Bones/Sound Lance] - Tim
Delfra: Periapt of Wisdom +2
Samuel: Ring of Protection +2, Amulet of Shadow +10
Luther: Ring of Protection +2
Lord Pern: Orb of Communication, Ring of Protection +2, Ring of Wizardy III
Unclaimed: Armor of Lightness (AC bonus as Chain, Arcane Failure 20%), Bag of Holding II, Long Sword Keen +2
Lair of the Lich
- Setup: The tower is damaged, do they dare to enter?
Booty: Brother Mason: Figurine of Power - Onyx Dog, Tome of Understading +2
Samuel: Gem of Seeing, Manual of Quickness of Action +2
Sergeant Ludo: Belt of Giant Strength +4, Mantle of Spell Resistance 21, Manual of Gainful Exercise +2
Lord Pern: Staff of Power, Minor Robe of Displacement (20% miss), Tome of Clear Thought +3
Luther: Manual of Health +1, Belt of Giant Strength +2 (from Sergeant Ludo)
The Human Condition
- Setup: Things are changing within the Empire. Will Aldermist survive the changes?
Booty: Luther: Ring of Mindshielding, Chain +3, Spell Resistance 20, Haste 10 rds per day
Lord Pern: Teleport Rod, Cloak of Resistance +3, Necklace of Fireballs (type 3)
Warden Gwillem: Long Sword +3, Keen; Gauntlets of Strength+2
Samuel: Ring of Mindsheilding, Boots of striding and springing
Brother Mason: Bracers of Armor +4
The Test
- Setup: To learn about the children of prophecy the group sets out to meet a dwarf named Stonebeard and complete his tests.
Booty: 1 cure serious wounds potion for each person
1 glowing golden bag.
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