Sunday, February 22, 2015

If I Had Just One Wish

The party tracked a Gnoll warband to isolated tower.  They circled around, attempted to kill guards, but combat opened up into a full brawl.  One efreet was in a large giant shape, the other a medium sized human female.  The gnolls did not put up much of a fight, after a couple of good blows, Lars fires off a disintegrate spell to soften him up for a wish-deal.  Sadly the spell is quite effective and reduced the efreet to ash.  The other efreet falls before Lars can say, "about my wish...".  The remaining gnolls inside the tower offer little resistance to the party.  The party grabs up the offerings that the gnolls had brought to the tower, plus what they find in the efreeti's rooms above.

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Session Characters: Kushii, Lars, Luce, Billy, Hazel, Khazzaur
Session XP:  3200 XP
Session Loot: 113 pp, 989 gp, 141 sp, 981 cp, Ivory (35 gp), Jade (120 gp), Milky Quartz (45 gp), Topaz (550 gp), 2 x Crystal skull (80 gp), Decorated gold plate (700 gp), Decorated silver plate (60 gp), Porcelain doll with silk clothing (40 gp), Set of six ivory dice (30 gp), Silver brazier with religious markings (80 gp), Silver cauldron with animal symbols (120 gp), Masterwork Battleaxe (310 gp), Masterwork Breastplate (350 gp), Masterwork Leather Armor (160 gp), Masterwork Light Mace (305 gp), Oil of Mage Armor (cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Resistance (cr, 25 gp), Potion of Virtue (cr, 25 gp), Scroll of Flaming Sphere (cr, 150 gp), Wand of Lesser Confusion (cr, 750 gp), Wand of Magic Missile (cr, 750 gp)

Sunday, February 15, 2015

Bubble, Bubble, Boil and Trouble

The party returns to Artel Norrin, the azer weaponsmith wizard.  Artel's eyes light up and he is excited to begin forging the weapon of Jhavhul's demise.  With the extra crystals, he will be able to make some additional ebon flasks.  They should be quite handy in battling fiery opponents.  Artel asks the party to give him several days to work, and when they return the weapon will be ready.

The party heads out to explore other islands in Kakishon.  Hazel names Rishindra as the next destination, and the galley complies.  Sailing there take a day, and gets to experience the Isles of Night.  The Isles of Night are a group of islands kept in perpetual twilight by the massive enchantments of Nex.  The party sees the waypoint, when two lesser ghawwas rise up out of the water and attack the boat.  Fighting ensues with one ghawwas boiling the ocean around the boat, while his partner moves in and flails the party.  Bringing their might to bear, the group overcomes the rogue divs and land at the waypoint.

Establishing the usual base, Rhayhan, Rubbish, Charles-and-Mambo, make camp.  The rest of the party heads out to explore the dark jungle depths of the island.  After a while, Khazzaur picks up a trail of gnolls.  Following the trail, the jungle explodes into movement with three massive centipedes attacking the party.  Countering swiftly, the party chops the centipedes up.  Billy cooks up some kind of stew so foul that even Luce takes a pass.

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Session Characters:  Hazel, Kushii, Khazzaur, Lars, Luce, Billy
Session XP:  3900 XP each.
Session Loot:  Zenzirad, a +1 fire outsider bane frost falchion



Sunday, February 8, 2015

Burning Ring of Fire

The party follows the invitation and meets with Dilix Mahad, a peaceful Shaitan, not happy with Jhavul's intentions on bringing destruction.  Dilix warns the party about the Jhavul-friendly faction of Shaitan led by Obherak, who want to make Kakishon their permanent home.  And also about Proteans, who after being forced to create Kakishon, are desperate to destroy it.  Dilix offers aid to the party if they need it, whichever faction they choose.  Dilix knows the Proteans have the means to escape Kakishon, but is not quite sure if the Shaitan posses the same.

The next destination, chosen from Rayhan's copy of the map and copious notes, is Isle of the Dead.  Not surprising, the island appears completely lifeless...  except for a cat.  Then somebody did something to irritate a couple of invisible stalkers.  Then, inside what was to be Nyx's tomb, a wyrmskull offers lots of advice and information about Kakishon and those that dwell within.  Venema, the former dragon, tells the tale of Andrathi, who is toasted into the bronze gates.  Andrathi's cat Spooky seems to favor Kushii.

Over on volcano island Artel the azer is busy reforging weapons, but the party makes a nice parley and Artel is willing to help.  He mentions the possibility of a special weapon that could be made from certain crystals that grow on top of a spire in a null magic zone on the north end of the isle.   He would have procured them himself, except the anti-magic makes getting by the undead that dwell there difficult.

Approaching the spire the party notices that it is infested with ghasts.  The ghasts seem to not want to leave the anti-magic area around the spire.  Luce decides to charge in, after everyone notices that Billy is missing already.  Without the use of spells, and some very tentative combat tactics, the ghasts do surprisingly well.  That is until Kushii triple-crits and Khazzaur starts wading through the mob of undead.  Billy makes it to the top of the spire and recovers five crystals to take to the dwarf.

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Session Characters:  Khazzaur, Hazel, William, Billy, Kushii, Lars, Luce.
Session XP:  4686 XP each.
Session Loot:  190 GP, 13 +3 undead bane arrows (8400 GP), a scroll of disintegrate, a +2 mithral buckler (5005 GP), and a periapt of wound closure.  three +1 longswords (2315 GP each), a +2 battle axe (8310 GP), two +1 halberds (2310 GP each), a +1 thundering bastard sword (8335 GP), a +2 rapier (8320 GP), and 4 +1 daggers (2302 GP each) , along with a suit of +2 chainmail (4300 GP each) and +1 full plate.

Sunday, February 1, 2015

Welcome to the Jungle

The party arrives in Katapesh via the portal, and immediately heads for the docks to meet the captain of the Sunset Ship.  Meanwhile, Kushii and Billy are in Absalom to nab Tamir, before he escapes.

The captain laughs and comments on how delightfully mercenary the party is, letting loose such a potentially destructive creature for payment.  The party is paid 45000 GP, in high quality rubies.  With a tip of his hat, the captain boards his ship and sails out of the harbor.  Happy about the payout, the party returns to Rayhan's villa to see how he is making out with the scroll.

Rayhan has good news, he has figured out how to open the scroll and will be testing it in a few days.  The party goes on a resupply and equipment run, Lars spends more time fabricating magic times.  One evening, Rayhan announces he is ready and the party gathers in his lab.  Invoking a spell, he begins touching various islands on the map and unlocks it.  Unexpectedly, there is a crackle of lighting, darkeness, a sense of falling.  The entire group has been pulled into the magical vortex, and the group spies a fiery efreet army rising up as they are falling.  A giant of an efreet grins and nods as he ascends, the party falling.

Darkness.

Softly, the light comes with the soft seashore sound of waves rolling onto a beach.  The touch of wet sand surrounds the party members as they wake up, having landed safely on a beach.  Getting their bearing, the group starts moving about the beach.  Rayhan begins speculating that the magic of the scroll, indeed Kakishon itself, may be failing.  Lars rambles on about Rayhan being a hedge mage, and causing all of this.  Luce wades out to relieve himself in the deep blue sea.  The hydra nearby takes offense and attacks.

After a tumble in the shallows, the party searches the shoreline and surrounds.  There is a stone hut with provisions nearby, next to a dock.  A sea turtle wanders up and looks at the party...  a sea turtle radiating magic with a scroll tube in its mouth.  The scroll invites the party to a hunt for the Golden Ram, and to a meeting once the party secures the horn.  Giving the boatman the egg, will tell the boat man to bring the PCs to the meeting.

The party wanders into the jungle looking for the Golden Ram.  A group of fiendish chargers come charging out of the jungle.  The party is startled, but Khazzaur cuts them down before they can do any real harm.

Finding the scent of the Golden Ram, the party follows a trail until they pick up its tracks.  Finally spying the Ram, they move in and the Ram charges.  The Ram proves to be a capable opponent, turning both Lars and Luce into gold.  Eventually the Ram falls under the might of the party,  and they recover the horn.  Resting in the waypoint hut, Lars and Luce revert to their fleshy selves the following day, just as Rayhan suggested that they might.

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Session Characters:  Khazzaur, Hazel, William, Billy, Kushii, Lars, Luce.
Session XP:  2172 XP each
Session Loot:  horns of the golden ram (see below), pile of golden dust (10 GP), 7 armor scroll plates.

left horn is a galley charm (300 GP, hollow, gold plated, summons Nexian galley when blown from a waypoint pier.)

right horn is horn of the golden draught (7000 GP, as a standard action, this gold-plated drinking horn can produce a golden draught. A creature that imbibes or is anointed with this liquid is freed from enchantments, transmutations, and curses as if subjected to a break enchantment spell. If the user suffers from no such conditions, her skin instead takes on a golden hue and becomes almost impervious to blows, as per stoneskin. A horn of the golden draught can produce up to five draughts of each version of the draught before it turns to brass and becomes nonmagical.)

armor plates, functional as scrolls (all at CL 20th): freedom of movement (2000 GP), haste (1500 GP), mage armor (500 GP), mind blank (4000 GP), protection from spells (4000 GP), spider climb (1000 GP), and water walk (1500 GP).