Session Summary #14

Started by Nathan Sherman, March 03, 2020, 08:17:22 AM

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Nathan Sherman

Session #13 ended with:
Akronos realizes that he is the least qualified within the party to find the Skull of Hardin because he has poor human eyes that don't work nearly as well in poorly lit areas as everyone else in the party. He calls Lutheo and Otep over to join him in the search in the dark for the skull. One of the guards confronts Lutheo and Otep as they get closer, telling them to stay out of the area while the guards investigate what went the hell just happened, but while the guard is talking to them, Akronos turns them invisible. Unfortunately, to concentrate on the invisibility spell Akronos has to let down his concentration on the levitate spell and the slab that is glowing and levitating 30 feet off the ground plummets to earth.

This is where the session ended. Everything is going perfectly according to plan, if the plan was to create chaos, destroy the square and the war memorial statue, wake up the city and summon all of the guards within a ten block radius.


And we pick up with the continuation of the master plan...
Akronos takes out his favorite purple silk pouch and loads some coins in it then has his Mage Hand spell carry it over towards one of the three guards to distract them.

Lutheo and Otep are both invisible and they start searching through the cobblestones and rubble for the skull of Hardin the Crusader. Lutheo has detect magic going but it is picking up all of the Faerie Fire lit cobblestones so it isn't as easy to spot the magically radiating skull. Otep gets lucky and finds the skull of Hardin under a pile of cobblestones and dirt. He quickly picks it up causing it to become invisible in his grasp and he runs out of the square.

During this time, the guard that is distracted by Akronos's floating pouch takes a swing at it and expertly slices in two while screaming that there are invisible opponents in the area.

One of the guards that ran back to the guard headquarters comes back with a wizard in tow. The wizards assesses the situation as he marches into the square. The other guard is yelling to the wizard that there are invisible people in the area and he has seen the cobblestones near the statue being moved.

Akronos uses his message spell to check in with Otep and finds out that he has recovered the skull and is headed back to their in. Akronos lets Lutheo know to also start heading back to the inn and then he starts looping around the outside of the square to join the rest of the party.

Seconds after Lutheo leaves the area around the statue the Storm Port wizard orders the guards away from the statue and unleashes a massive fireball over the churned up area, hoping to catch whoever was in there. The party has barely escaped a blistering fate.

The wizard calls for other guards to lock the city down and find the scum from Kitar that destroyed their war monument. It has been a rude awakening for the city at this predawn hour and the guards are furious.

All of the party rendezvouses back in their inn, some seen by the innkeeper and others sneaking in invisible. They decide that they need to get out of town as quickly as possible with their new skull tucked into the bag of holding.


The party devises a plan that everyone will get into the snatch pit except for Theren and Theren will become invisible and head out the main gate as quickly as possible.

Zug refuses to go into the snatch pit. He will walk out on his own and he has confidence that as a half Ogre he can pass for a local. They will meet up at the last point they camped before getting to Storm Port is they get separated.

On the way out of town Zug realizes he will be leaving his two trusty horses, Blackie and Brownie and the cart behind but it is a sacrifice he will have to make. The guards are in the process of trying to get the seldom used gates closed and they stop Zug on the way out of town but Theren is able to sneak pass them invisibly while they question Zug and Theren makes good his escape.

Theren puts as much distance between himself and Storm Port as possible wall invisible before bringing the rest of the group out of the Snatch Pit. They continue to travel until they get to the last campsite before they went into Storm Port. This is their planned rendezvous point with Zug so they wait there for him to join them. A couple hours later Zug joins them and explains that he was questioned and strip searched and finally let out of the city. He almost seems proud that he had to strip down for the guards but was let go.

The party decides to march through the rest of the day and much of the night to put as many miles as possible between them and the riled up hornets nest of Storm Port.

The next day the party uses the Snatch Pit to take out the Avisarr gem and the magical map. With the skull of Hardin in the bag of holding the map now points to deep in the jungles of Myria.

They use the Sending spell to contact Master Elodin and let him know of their success in getting the skull of Hardin. Elodin tells them that he has discovered the site of the ruins of the Conclave of Freedom stronghold. The area has been cleaned up to make it as least noticeable as possible that an excavation has happened here. None of the slaves are seen and very seldom is a guard seen. The black sorcerer is never spotted and Master Elodin is concerned that if they launch an attack on the fortress and do not kill him quickly he would escape back to the Duthelm and quickly bring back military reinforcements. Without all of the skulls in their possession and ready to completely the banishment, it would be unwise for his group to attack. They must wait and watch and be ready to attack when the party has all six skulls.

The next two days are spent marching as hard as they can back into Kitar territory. They march into the night for the first two nights but after that they are feeling better about the distance they made and keep their travel to the days. Akronos points out that since they have the Snatch Pit for up to four hours in a day, it would be great if he and Ceress could ride it in instead of the hard march that they have been doing and the party agrees.

In the afternoon of the third day out of the Storm Port the enemies catch up with them about an hour after Akronos and Ceress have left the Snatch Pit. The party is alerted to the presence of Storm Ports trackers when two arrows spring into the back of Lutheo.

Three Saurian Harothi Berserkers charge the party followed by four elite guardsmen from Storm Port. The ranger stays back and peppers the party with arrows.

Otep runs up to engage them and Akronos ceases the opportunity of a tight cluster of enemies to cast Erupting Earth catching all of the berserkers and two of the guardsmen in the explosion.

The Ranger launchers two arrows into Zug before Theren can bring up an illusion of a wall of fire blocking his view and separating him and two of the guards from the party. Otep and Zug trade heavy hits with the Harothi berserkers and are joined by Ceress in that brutal combat. At different points all three of our fighting heroes are dropped unconscious before a fellow party member can lend a healing hand. Theren's illusion keeps the ranger and two of the guards separated from the main battle for several critical rounds. Ceress breaks off from the main group to go and engage in combat with the ranger. Much to the rangers dismay, despite having skill in close quarter combat with his bow, the monk is able to catch several arrows that would have otherwise struck him.

It seems that the berserkers were able to shrug off a lot of the damage from Otep and Zug so it takes them a long time to whittle them down. The battle rages on with Lutheo getting in some hits aided by his ability to smite his opponents, doing more damage than many of the other punishing blows laid by Otep and Zug.

Eventually the whole party working as a tight group has reduced their enemies down to just the ranger and the ranger, sensing his eminent death flees before more of his enemies can join Ceress to fight him. His attempts to get away are no match for the speed of Ceress and he is cut down in his tracks.



The party ties up and revives the Ranger in order to interrogate him. They discover that his group was sent out to track and kill the Kitar marauders that destroyed their war monument. He was given an arrow that was enchanted to track them down tied to the arrow is half of the silken pouch that Akronos had used to distract one of the guards at the monument. Apparently the black sorcerer's have an improved locate person spell that they used with this item, probably the same or a variant of the spell used on the finger of Geldan that the party now possesses.

After the gain as much information as they can from the ranger, they kill him and leave him and several other bodies strong up as a warning to their enemies. They continue traveling until they get to the town of Trails End where they buy four new horses (Zug names them Blackie 2, Brownie 2, Spot and Spot 2) and they press on at the fastest speed possible to make it back to Myranor.

Once back in the Kitar capital of Myranor they go back to Henriks home and explain to him that the Duthelm military might be very angry at Kitar and it would be good for Kitar to be prepared for that. They explain most of what happened and Henrik tells them he will alert the location authorities.

They ask if Henrik can teleport them to Maria.

Henrik doesn't know of a location in Myria to teleport them to since teleportation circles are rare.

The neighboring nation of Kalimura would never allow teleportation circles in the nation, much less the capitol. The nation as a whole embraces science and discovery and shuns magic and religion to the point of having a major holiday dedicated to mocking wizards and priests.

The closest he can get them is into the pirate city of Haven in the pirate isles. One of his friends is head of security for the ruler of that city.

He warns the party that the Pirate Isles are rough and tumble and the teleportation circle there is well protected. Teleportation circles are very rare and take a full year to set up. This one is known by few individuals and even then, they go to great lengths to be cautious about it.

The city of Haven is built into a cliff side of one of the larger islands on the furthest south segment of the Pirate Isles. The strong hold of the city has its own dungeon and in the bottom lowest cell in the dungeon is the teleportation circle. The cell is specially designed that it can be flooded at a moments notice drowning all the occupants if need be.

The party is eager to put Kitar behind them and they arrange to teleport out the next morning.

Here is where session #14 has ended. The party has just teleported to Haven in the Pirate Islands and will seek out a ship to transport them to Miria.