Rhenny
Adventurer
Travensburg Campaign – Part 16– 3/9/2014
“Hunt for Spiro Vangar”
We played for 3 ½ hours…5 players –– 5th level PCs – Continuing our Campaign
T’rissril Eilsndar the Drow Bard
Fid (the Dwarven Fighter who transformed into a Warforge Fighter)
Fawnsworth the Gnome Illusionist ex-jester
Nalcon the Noble Cleric of Pelor
Darhgel the Tiefling Evoker
The party decided to rest the night in the Duke’s palace, which the Duke agreed to since they had rescued his daughter from the criminal organization, the Skulls. After resting everyone did some research in the Duke’s library trying to find out anything possible about vampires and other near humanoid creatures that could charm or dominate thinking that some of Lucinda’s description seemed to hint that Spiro Vangar, the Skull’s leader, was able to charm or dominate. Nalcon even went to the temple of Pelor and spoke with the high priest. He found that radiant damage would be effective against vampires and when they are reduced to a weakened form, as gas, a turn undead could possible end their lives permanently. Armed with knowledge, the group also grabbed some garlic, some wooden stakes, some heavy needles and thread too. (Fawnsworth read that some vampires need to be decapitated and then their mouths need to be stuffed with garlic and sewn shut)
A few hours after sunrise, the adventurers heard that many Skulls had been seen in a state of panic, some even leaving the city. The captain of the guards told them that they were scouring the streets for the thugs, and they were able to capture one after a group of guards engaged some of the Skulls in combat. The adventurers spoke with the new captive and found that there were other Skull safe houses in the city. This particular thug came from a house in the South West part of Freehold, and he told the group that no Skull knows where other Skull locations are, although the Hidden Guild that the adventurers assaulted the past night was the main location where Spiro Vangar resided. The party and the captain of the guards decided that the royal guards would keep vigilent and try to watch for any signs leading them to Skull safe houses, but they would not act. They would just keep a watchful eye. The party was fearful that if Spiro Vangar was truly a vampire, he might have coffins in a number of locations.
Soon after speaking with this man, the group traveled back to the Hidden Guild. Nalcon noticed that the sewer passage leading to the door of the Guild had newer looking footprints. Then when the group got to the door, Triss used her hat of disguise to assume the form of the Skull thug who the group defeated a few days ago so that she could bluff her way into the Guild if other Skulls had come back to the location. Fawnsworth used a minor image to mask his own appearance and the two of them knocked at the door and found that some other Skull thugs were inside the Guild again. Triss was able to bluff and gain entrance. Then she and Fawnsworth moved into the guild with an Elite warrior who brought them into the main hall with another Elite warrior. That’s when Fid, Nalcon and Darhgel entered the front door. As those three walked forward, they were surprised by two hidden Skull rogues nobody had seen. Their shortsword attacks scored nasty hits against Fid and Darhgel (assassination with back stab). Then the battle began. Triss and Fawnsworth let the Skull warriors meet the challenge and stayed in disguise until they had the opportunity to surprise the foes. That’s when Fawnsworth heard a telepathic voice inside his mind. It begged for food. It wanted to be fed. “I need more food. Feed me.”
The others fought directly against the 4 thugs. At one point, a Skull warrior was on the side of a drawbridge that led into the inner Guild, and Darhgel blasted him with thunderwave sending him off the bridge into a 60’ chasm below. Fid hacked at the thugs while Triss and Nalcon fought as well. Fawnworth produced a flaming sphere to burn the foes and when the going got tough for the Skulls, one of the thug rogues made his escape through the front door. Nalcon gave the remaining thug terms for surrender and the foe dropped his weapons and agreed. The Skull rogue captive told the group that he and his friends had come back to see if the rumors about the attack last night were true (and to loot if possible). He told the group that they were the only people in the Hidden Guild. The adventurers tied the prisoner up and locked him in one of the guard houses. Then they moved toward the main hall. Fawnsworth still heard the telepathic voice in his head, and he was worried it was the vampire trying to control him. After a brief discussion the group decided to press on to the meeting room where they found the wheel that would open a secret door into what some of the Skulls the day before said was “The Crypt.”
Once they got to the meeting room, Fawnsworth could no longer hear the voice in his head. Triss checked the cabinet and inspected the wheel. She could tell that it hadn’t been used in a while. Then she turned it, and the south wall slid open revealing a 10’ stone stairway. The group went down with Fid in the lead. The stairway ended in an earthen room with a natural sink hole/pit at the far end. Fid went to the pit, and could see that it dropped 20’ and there was a wooden ladder going down. He also noticed a glowing red, orange, irregular light flickering down in the distance. When Triss stepped off of the stairway into the earthen room, and move next to Fid, the ground erupted with skeletal bodies, some wearing chainmail, all with longswords. Once Nalcon moved down, the skeletons surrounded him and hacked at him. Fawnsworth placed a flaming sphere in one section of the room and the others fought until Nalcon blasted all 7 of the skeleton with divine radiance, shattering and pulverizing bone and ending the threat.
Down the pit, Fid could see flickering orange red, irregular glowing. Fawnsworth dropped his flaming sphere down the 20’ and saw that nothing was directly below except more dirt tunnels. Then, after Fawnsworth extinguished his sphere, Fid walked down the ladder into the tunnels below. Just then, he saw a hideous sight. A barbed devil was standing only 25’ to his north, and a flaming ball hit Fid squarely in the chest burning him greatly. The creature spoke to Fid telepathically saying, “my master bid me protect him. You shall not pass.” Each member of the party, in turn, dropped into the tunnels to face this new threat. The battle was their most challenging battle so far. Once in the tunnels, Nalcon granted divine aid (Aid spell) to Triss, Fid and himself, and Fid charged boldly toward the barbed devil after a split second of indecision (he and the others were contemplating leaving as the barbed devil seemed quite menacing). After a number of rounds, a wraith and 2 wights moved in from another tunnel scaring Fawnsworth and Nalcon. Fawnsworth detonated a fireball to injure the wights and the wraith, and then the wraith floated towards Triss and struck, draining Triss of life energy. Fid faced off with the barbed devil and after a few moderate attacks using a silver longsword he obtained the night before, he cut into the devil. Nalcon decided to discharge a fireball as well and that was enough to drop the 2 wights and further injure the wraith. Eventually, Darhgel took down the wraith, Triss moved up to heal Fid, and Fid struck the devil with a few more deadly blows (2 crits in 4 rounds of combat), and although the adventurers had thought that they might have to retreat to avoid this terrible beast, they prevailed.
After the fight, Nalcon healed Fid again, and the group looked carefully down the three tunnels to see which direction they might journey towards.
End Session
Comments.
The group is worried about taking a short rest. They don’t want to give Spiro Vanger (if he is still in the crypt) any time to escape. The 1 hour rest definitely is making them think about resting and at this point they are not willing to rest even though they could have used HD of healing instead of healing spells. They hate it. lol
The barbed devil’s automatic 15 points of damage from fireball or flaming claws really made Fid nervous. Of course, the party was a little concerned that it was auto damage and there was no save, but they rolled with it. Lucky for Fid, the barbed devil rolled horribly every time it attacked Fid with claw, claw and tail. Fid only took damage from the auto fire (but that was 45 points of damage so it was pretty frightening – I actually attacked Fid one time without applying the auto 15…I should have added it on the 2nd attack I made against him. That would have dropped Fid below 10 hp).
The wraith draining max hit points was very scary too. Especially since it did 13 points of damage bringing Triss down to 19 max hit points. She will have to play cautiously as they continue or until they can take an extended rest.
We had a little confusion with Thunderwave. These rules said that it was a 15’ cube with the caster as the origin. That is different than the old 15’ cone and it makes the spell a little less powerful (which I suppose is good since it is a 1st level spell).
“Hunt for Spiro Vangar”
We played for 3 ½ hours…5 players –– 5th level PCs – Continuing our Campaign
T’rissril Eilsndar the Drow Bard
Fid (the Dwarven Fighter who transformed into a Warforge Fighter)
Fawnsworth the Gnome Illusionist ex-jester
Nalcon the Noble Cleric of Pelor
Darhgel the Tiefling Evoker
The party decided to rest the night in the Duke’s palace, which the Duke agreed to since they had rescued his daughter from the criminal organization, the Skulls. After resting everyone did some research in the Duke’s library trying to find out anything possible about vampires and other near humanoid creatures that could charm or dominate thinking that some of Lucinda’s description seemed to hint that Spiro Vangar, the Skull’s leader, was able to charm or dominate. Nalcon even went to the temple of Pelor and spoke with the high priest. He found that radiant damage would be effective against vampires and when they are reduced to a weakened form, as gas, a turn undead could possible end their lives permanently. Armed with knowledge, the group also grabbed some garlic, some wooden stakes, some heavy needles and thread too. (Fawnsworth read that some vampires need to be decapitated and then their mouths need to be stuffed with garlic and sewn shut)
A few hours after sunrise, the adventurers heard that many Skulls had been seen in a state of panic, some even leaving the city. The captain of the guards told them that they were scouring the streets for the thugs, and they were able to capture one after a group of guards engaged some of the Skulls in combat. The adventurers spoke with the new captive and found that there were other Skull safe houses in the city. This particular thug came from a house in the South West part of Freehold, and he told the group that no Skull knows where other Skull locations are, although the Hidden Guild that the adventurers assaulted the past night was the main location where Spiro Vangar resided. The party and the captain of the guards decided that the royal guards would keep vigilent and try to watch for any signs leading them to Skull safe houses, but they would not act. They would just keep a watchful eye. The party was fearful that if Spiro Vangar was truly a vampire, he might have coffins in a number of locations.
Soon after speaking with this man, the group traveled back to the Hidden Guild. Nalcon noticed that the sewer passage leading to the door of the Guild had newer looking footprints. Then when the group got to the door, Triss used her hat of disguise to assume the form of the Skull thug who the group defeated a few days ago so that she could bluff her way into the Guild if other Skulls had come back to the location. Fawnsworth used a minor image to mask his own appearance and the two of them knocked at the door and found that some other Skull thugs were inside the Guild again. Triss was able to bluff and gain entrance. Then she and Fawnsworth moved into the guild with an Elite warrior who brought them into the main hall with another Elite warrior. That’s when Fid, Nalcon and Darhgel entered the front door. As those three walked forward, they were surprised by two hidden Skull rogues nobody had seen. Their shortsword attacks scored nasty hits against Fid and Darhgel (assassination with back stab). Then the battle began. Triss and Fawnsworth let the Skull warriors meet the challenge and stayed in disguise until they had the opportunity to surprise the foes. That’s when Fawnsworth heard a telepathic voice inside his mind. It begged for food. It wanted to be fed. “I need more food. Feed me.”
The others fought directly against the 4 thugs. At one point, a Skull warrior was on the side of a drawbridge that led into the inner Guild, and Darhgel blasted him with thunderwave sending him off the bridge into a 60’ chasm below. Fid hacked at the thugs while Triss and Nalcon fought as well. Fawnworth produced a flaming sphere to burn the foes and when the going got tough for the Skulls, one of the thug rogues made his escape through the front door. Nalcon gave the remaining thug terms for surrender and the foe dropped his weapons and agreed. The Skull rogue captive told the group that he and his friends had come back to see if the rumors about the attack last night were true (and to loot if possible). He told the group that they were the only people in the Hidden Guild. The adventurers tied the prisoner up and locked him in one of the guard houses. Then they moved toward the main hall. Fawnsworth still heard the telepathic voice in his head, and he was worried it was the vampire trying to control him. After a brief discussion the group decided to press on to the meeting room where they found the wheel that would open a secret door into what some of the Skulls the day before said was “The Crypt.”
Once they got to the meeting room, Fawnsworth could no longer hear the voice in his head. Triss checked the cabinet and inspected the wheel. She could tell that it hadn’t been used in a while. Then she turned it, and the south wall slid open revealing a 10’ stone stairway. The group went down with Fid in the lead. The stairway ended in an earthen room with a natural sink hole/pit at the far end. Fid went to the pit, and could see that it dropped 20’ and there was a wooden ladder going down. He also noticed a glowing red, orange, irregular light flickering down in the distance. When Triss stepped off of the stairway into the earthen room, and move next to Fid, the ground erupted with skeletal bodies, some wearing chainmail, all with longswords. Once Nalcon moved down, the skeletons surrounded him and hacked at him. Fawnsworth placed a flaming sphere in one section of the room and the others fought until Nalcon blasted all 7 of the skeleton with divine radiance, shattering and pulverizing bone and ending the threat.
Down the pit, Fid could see flickering orange red, irregular glowing. Fawnsworth dropped his flaming sphere down the 20’ and saw that nothing was directly below except more dirt tunnels. Then, after Fawnsworth extinguished his sphere, Fid walked down the ladder into the tunnels below. Just then, he saw a hideous sight. A barbed devil was standing only 25’ to his north, and a flaming ball hit Fid squarely in the chest burning him greatly. The creature spoke to Fid telepathically saying, “my master bid me protect him. You shall not pass.” Each member of the party, in turn, dropped into the tunnels to face this new threat. The battle was their most challenging battle so far. Once in the tunnels, Nalcon granted divine aid (Aid spell) to Triss, Fid and himself, and Fid charged boldly toward the barbed devil after a split second of indecision (he and the others were contemplating leaving as the barbed devil seemed quite menacing). After a number of rounds, a wraith and 2 wights moved in from another tunnel scaring Fawnsworth and Nalcon. Fawnsworth detonated a fireball to injure the wights and the wraith, and then the wraith floated towards Triss and struck, draining Triss of life energy. Fid faced off with the barbed devil and after a few moderate attacks using a silver longsword he obtained the night before, he cut into the devil. Nalcon decided to discharge a fireball as well and that was enough to drop the 2 wights and further injure the wraith. Eventually, Darhgel took down the wraith, Triss moved up to heal Fid, and Fid struck the devil with a few more deadly blows (2 crits in 4 rounds of combat), and although the adventurers had thought that they might have to retreat to avoid this terrible beast, they prevailed.
After the fight, Nalcon healed Fid again, and the group looked carefully down the three tunnels to see which direction they might journey towards.
End Session
Comments.
The group is worried about taking a short rest. They don’t want to give Spiro Vanger (if he is still in the crypt) any time to escape. The 1 hour rest definitely is making them think about resting and at this point they are not willing to rest even though they could have used HD of healing instead of healing spells. They hate it. lol
The barbed devil’s automatic 15 points of damage from fireball or flaming claws really made Fid nervous. Of course, the party was a little concerned that it was auto damage and there was no save, but they rolled with it. Lucky for Fid, the barbed devil rolled horribly every time it attacked Fid with claw, claw and tail. Fid only took damage from the auto fire (but that was 45 points of damage so it was pretty frightening – I actually attacked Fid one time without applying the auto 15…I should have added it on the 2nd attack I made against him. That would have dropped Fid below 10 hp).
The wraith draining max hit points was very scary too. Especially since it did 13 points of damage bringing Triss down to 19 max hit points. She will have to play cautiously as they continue or until they can take an extended rest.
We had a little confusion with Thunderwave. These rules said that it was a 15’ cube with the caster as the origin. That is different than the old 15’ cone and it makes the spell a little less powerful (which I suppose is good since it is a 1st level spell).