Session #8

Started by Nathan Sherman, August 09, 2007, 01:12:03 PM

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Nathan Sherman

Session #8

Aruzmathel spends all of his free time at the Drakkellian Guild of Sorcery's library working to decode the wizards spell book.

That night, we are invited to a formal dinner in House Quaigen. Hugh bathes and dresses in his finest. Torgren scratches where it itches and re-braids some of his beard. Aruzmathel bathes and dresses in his new formal outfits. Oliff reverses his loincloth from the blue side out to the red side out. Being unfamiliar with nobility and regal manners, Oliff decides to follow Aruzmathel's lead while at the dinner. We assume that Paragon spent the entire day primping because he looked like a well groomed poodle by the time we saw him at dinner.

During the dinner we are formally introduced to the other members of House Quaigen. It turns out that Lord Peldor is the Master of Coffers for the House.

At the start of dinner, Lady Alia said these words to the group...

Gentlemen, we are very pleased that you have returned our wayward Master of Coffers to us. And I am delighted that you have accepted Lord Kryton's offer for permanent employment with House Quaigen. I'm sure it will prove to be a profitable and rewarding proposition for all concerned. As part of that employment, you have been given rooms. You will find safety within these walls always. You have also been given the signet rings of the House. Use these enchanted rings to open doors here at the guild and you can also use them to communicate with each other. This, we hope, will greatly aid you when you venture beyond these walls.

Lord Peldor has told me, in great detail, the many hardships you endured in returning him to our fair city and for that, we are eternally grateful. I know that Lord Kryton has already rewarded you monetarily and with certain gifts from our coffers. We are a wealthy house and our coffers hold much. I would like to add to those gifts, so richly deserved.

Aruzmathel, come forward... (Aruzmathel steps forward and Oliff tries to follow but is stopped by Hugh) I would give to you Arkullum's Grimoire, a great mage of Drakkel who lived almost two centuries ago. He fashioned a number of spellbooks and House Quaigen possess two. One of these great books I give to you.


In addition, as long as you work for House Quiagen, you have a lifetime membership to the Drakkellian Guild of Sorcery.

Master Oliff, come forward. I hear you are an accomplished cook. Please accept this book of House recipes. It has been in the family for nearly a century. This copy was scribed especially for you.

I would also have you accept this tankard, fashioned for a great borrellian chieftain named Krag of the Winter Wolf Clan by a trio of hatraddi shaman. This tankard will neutralize many poisons from drink placed in it. In addition, upon command, it will heat its contents.

And as with Aruzmethal, you also have a membership to the Drakkellian Guild of Sorcery for as long as you bear the ring of the House upon your finger.


Sir Hugh, if you would be so kind... First of all, I would have you know that every service of the House is at your disposal. One of your rank has certain needs. The stable boys will groom and water your horse daily and the house smith will make you his priority. Should you need any of your weapons or armor repaired, bring them here.

These, she says holding up a pair of horseshoes, are Delphoran's Silver Shoes – said to grant speed and strength to any horse they grace.

I would also grant you this, a bottle of Black Tuma, the city's own label, bottled in 2643, a very good year. This is one of the more sought after wines of Drakkel.


I have no great weapon of power to give you, but I do have the hope of one. I would like to show you this map... recently taken from an enemy house during a minor conflict. If the markings upon this map are correct, it shows the way to the Tome of Gromsha, a great orc chieftain, who, the history books say, was in possession of a great weapon when he died and it was buried with him. The tome is said to be the final resting place of the great war lance known as Dracocid, the Dragon Slayer, an artifact from the Great War. Our House Mage is working on deciphering the final markings on the map and analyzing certain enchantments. When he has completed his work, I will give this map to you and, if you chose, you may ride forth to plunder the tome and claim and wield this great weapon for the glory of House Quiagen.

Master Torgren, as we discussed previously, the great magical axe (Flesh Eater) which you now wield is House Quiagen's gift to you. May it lead you to many great victories in battle.


She gives Paragon something equally amazing, a map and a job to do. He understands his instructions and leaves immediately.

We are then treated to an amazing nine course meal. There are many great conversations. The meal is finished with sweetened chocolate, which is really exotic to Ithria.

Aruzmathel spends a minute aside studying Arkullum's Grimoire. It radiates powerfully magic of strong Abjuration and moderate Transmutation. Morkei owns the other copy of this book. It will store up to 300 spell levels of spells. It will shrink down to 1/10 size and weight and has enough protective magic on it to outlast its owner. The quill that writes on it doesn't need ink. It is armor plated with great locks and enough enchantments to protect it from almost any abuse or hardship. Aruzmathel confides in Morkei that he doesn't use a spell book and they agree that it wouldn't do to embarrass the Lady with her mistake. They will talk to her together in the morning. Apparently Morkei and the Lady didn't know that Corvenians don't use spell books.

In talking with some of the Quaigen nobility, Hugh finds out that the House is mainly focused on trade with Qesher and Aagridar. Hugh asks which houses will most likely be against us and is told that it would be House Dranheim who is also involved in trade agreements and import/export. They have made several hostile take over attempts and are about the same size as House Qauigen. Feelings seem to run high with Lady Alia in regards to house Dranheim.

Torgren asks if they have a captive orc that he can hit with his new axe. Unfortunately, they don't so he pouts and wonders how long it might be before he can test out the special abilities that the axe has against orcs, ogres and orgs.

We go to bed. The next morning we are waken to the tinkling of the breakfast bell.

Before leaving his room, Oliff pisses in his magical tankard that was fashioned for Krag of the Winter Wolf Clan by a trio of hatraddi shaman, and drinks from it to see if the tankard would purify the urine and turn it into pure water. Apparently it only purifies poison and doesn't alter the substance of the liquid, so this just tastes like disgusting and warm piss. Fortunately, he is Magrakian and isn't really bothered by this and just wipes it off the little bit that dribbled down his chin.

During breakfast there is a message for Aruzmathel from Pidgin through the Pig and Whistle. Aruzmathel pays the messenger a silver for his services. He informs the other party members that they will need to follow up on this message this morning.

As soon as Hugh finishes breakfast he goes to the stables and puts his magical horseshoes on his horse.

Aruzmathel meets with Morkei and Lady Alia explains how Corvenian magic works and that wizards of his race don't use spell books. She is embarrassed for not knowing this but Aruzmathel assures her that it is a little known fact because his race doesn't like to brag about their abilities. He gives Arkullum's Grimoire back and she promises that she will find new gift that is more fitting for him.


Aruzmathel, Oliff, Hugh and Torgren go to the Pig and Whistle and Hugh and Trogren wait outside. Oliff goes and delivers his message to his Auntie Laytona who works there. It is a letter from her grum family. She bursts out in tears and heads to a back room where Oliff follows her and comforts her about the new of a lost family member.

The barkeep points out Pidgin to Aruzmathel. He is sitting in the back drinking a huge ale.

Pidgin has bad news. He tells us...

We put the word out among the Street Rats that you were looking for the man from the boat. We found him and followed him. He's staying in a house on the west side. Don't know much about the house, but he must have paid someone for the use of it. It's a nice house with a yard and garden. Two stories. He's inside with some thugs he hired off the street. And he's got some sort of helper. Trevor snuck in to get a closer look, but they caught him and one of the big thugs ran him through. I ran all the way back here, straight to you.

Aruzmathel has him draw the symbol for him. After quizzing him some more he find out that the house was vacant for a while, they have seen 5 different guys there and this is definitely the guy that got into the boat from the river barge.

Aruzmathel pays him 5 gold for the information and tell him to have a memorial for Trevor.

We head back to our house and see if they recognize this symbol. Morkei says that the symbol is the standard of the Vorikkan Academy of Battle Mages, the organization that Soris was a member of.

The Chamberlin tells us that the home is owned by a low ranking lord of a House Winari, a guild that they don't have much interaction with. The house has been vacant for over a year. He is a tall thin blond man (and the guy that we are watching is dark haired and average height). The Chamberlin says we should talk to the Master of Arms. He says that it wouldn't a good idea to start a conflict with that house. Hugh suggests that we could talk to House Winari and offer an eviction service for the squatters in their house. The conversation makes us realize that we need to know the local house symbols so we arrange to get a book detailing each out.

Aruzmathel goes and finds Pidgin and has him set up a watch on the house to see what house symbols come and go.

Hugh goes and rides the city in full armor and symbols on his massive horse. He goes by the main guild house of House Winari, just out of curiosity.

Torgen goes by the Dwarven Mining Guild and asks if they have heard anything about the Red Eye Corps being in town. They do have some information and he learns a great deal. He finds out that a small contingent of soldiers from the Red Eye Corps (specifically a mixed group of Corps officers and Scorched Hide orcs) have come into town looking for someone. The man they seek is an officer of the Corps that has turned renegade and fled with 75 pounds of stolen oricalcum. They are under orders to find and kill him and recover the oricalcum at any cost. He was fairly high ranking and they have sent some of their best killers after him. They know he got on the barge but haven't been able to track him with spells due to the charged oricalcum he is carrying (which tends to obscure magic in close proximity).

Later that day we check in with Pidgin and find out that the house is two stories with a front and back door and many windows as possible entry points. One of the kids watching it, Piper, has seen three men in robes go in and leave twenty minutes later. Two of them had something in their hands as they left.

We decide that we must move quickly if we are going to be part of this. We'll go in at dusk. We have the street rats put two kids out front of the house just before dusk with orders to have one of them follow anyone that leaves through the front doors (while we plan on attacking from the back).

Aruzmathel preps the battle with Extended Mage Armor for him, Extended Bristle for Torgren and Extended Bull Strength for Hugh.

We approach from the back alley of the house. Aruzmathel uses his magical blindfold (which lets him see through walls) to see through the fence into the back yard. There is an orc and a large dog in the back yard. The orc is digging in the yard to burry something. It is the body of a small child, probably Trevor.

Oliff throws a thunderbeast steak to the dog. Hugh and Torgren charge and attack the orc. Torgar takes a massive chunk out of him, Hugh also takes a big chunk of him and the magical armor spikes rip into him. He is dead long before he hits the ground without a chance to raise the alarm. The dog is content while it is eating the steak, but leery of these new people. Oliff casts sleep on it and it drops fast asleep.

We move to the back door and Aruzmathel can tell that there is a human female, one orc and two orgs on the first floor. On the second floor there is five other figures, two humans and three orgs. The female has been beaten and has a broken cheek. All the orgs are outfitted with the same gear.

Torgren goes back and chops the head off the dog, knowing that the sleep spell won't last long, and then he comes up and kicks the back door down and we move in. An alarm goes off when he kicks the door down.

Torgren and Hugh run in and attack the org that is commanding the abused wench. Torgren gets a great hit in and his armor spikes hit as well. Hugh also gets in a strong hit and it drops.

Torgren moves into the next room. Hugh goes around and attacks the orc and gets a good hit in. Oliff takes up position near the front door and readies a spell for those about to come down the stairs. Aruzmathel takes his potion of invisibility and moves onto the stairs. Hugh kills the orc and cleaves at the org.

Three orgs come down the stairs and Oliff takes his shot and misses with a ray of flame. The two that came down the stairs attack but miss Oliff.

Aruzmathel comes down the stairs and casts web on the three orgs that just came down, catching two of them.

Hugh and Torgren take down the org that was between them. Oliff moves back from the guys in the web and shoots the one that wasn't stuck. Aruzmathel also hits him with a bolt and Torgren moves up and finishes him off.

Hugh moves up and power attacks one of the orgs in the webs and slaughters him.

Oliff shoots a crossbow bolt into the last org in the web.

Aruz uses the blindfold to peer through the ceiling and find the guys upstairs and sees them casting spells, preparing for battle.

Hugh and Torgren kill the last org on our floor. Aruzmathel tries to use Baleful Transportation to switch places with the main guy upstairs, but it fails.

Hugh starts burning out the webs that block our way up the stairs. The ogre starts calling in orcish for his fallen comrades and Torgren calls back "They can't hear you when they're dead".

As Hugh moves up the stairs, their mage upstairs casts a fireball which detonates with a tremendous roar. A flash of fire rips through the room knocking everyone to the ground. Everyone is hurt by this spell and parts of the room are on fire now. The webs have all been burned away.

Aruzmathel uses his healing ring to get some hit points back. Torgren goes into a rage and runs up the stairs and begins pounding on the ogre. Hugh uses his healing potion and then moves up the stairs as much as he can. Oliff summons a celestial owl and it attacks and messes up the concentration of the spell caster. The ogre attacks Hugh and misses. The leader shots the owl and blows it away with some magical bolt.

Aruzmathel casts invisibility and starts to move up the stairs. Torgren slams the ogre and pounds him again. Hugh slashes him and set him on fire. Oliff pops around the corner and hits the badly damaged ogre with a magic missile, dropping him but not killing him. The ogre swings from the ground and clips Hugh. The battle mage hits Hugh with 4 magic missiles and the other mage hits him with two.

Torgren moves up and swings and misses the battle mage. Hugh slaughters the ogre on the floor. Oliff shoots the stun wand at the wizard in back but he saves.

The battle mage fails his concentration check to cast in battle and the wizard fails to hit Hugh with a ranged touch attack. Aruzmathel moves past the fighters with his invisibility and grabs one of the bags of oricalcum near the wizard in the back of the room back.

Torgren swings at the battle mage and misses, Hugh moves up and swings and hits but something like a stone skin spell prevents the damage. Oliff moves up and gives Hugh his potion of wound purge.

The battle mage reaches out with a shocking grasp and nails Torgren for lots of damage. The wizard casts a spell at Hugh and provokes an attack of opportunity from Aruzmathel, but Aruzmathel misses.

Aruzmathel uses the oricalcum to power his spells and tries to hit the mage with a touch attack spell but misses. Both Torgren and Hugh take a moment to drink their potions of wound purge.

Oliff fires his crossbow at the wizard and hits but the bolt is absorbed by his protective spells.

The battle mage use shocking grasp again on Torgren. The wizard pulls out his sword which crackles with electricity and he swings at Aruzmathel and fumbles badly, breaking his sword and falling over backwards.

Aruzmathel moves up on his prone body and hits him with belker claws, ripping at his throat from the inside.

Torgren slams the battle mage and gets through his spells. Hugh charges the battle mage and gets a critical doing lots of damage. Oliff hits the prone wizard with a crossbow bolt, but the spell absorbs it.

The battle mage pulls out his sword and attacks Torgren then tries to run but takes a hit in the back from Hugh.

The wizard gets up and tries to cast a spell and fails. Aruzmathel responds with hitting him with another belker claw while the lingering effects of the first one continues to rip into him..

Torgren and Hugh chase down the battle mage and Hugh takes him out.

Oliff criticals with his crossbow against the wizard but the spell absorbs it again. The wizard runs to the table, grabs two bags of oricalcum and runs to get out of the room. Aruzmathel catches up with him and smacks him with another belker claw. Oliff shots at him and misses. Hugh and Torgren run back into the room but don't catch up to him yet. Aruzmathel keeps on his ass and kills him with a final belker claw.

We quickly gather up the papers, chest, four bags of oricalcum with 5 lbs bricks in each, as well as the 2 five lbs bricks that both of the spell casters had for a total of 8 bricks, all the weapons, backpacks, pouches, one spell book (in inedka), and anything else that looked valuable from the bodies.

After this quick search we head out of the house through the back door. There are guards from House Winari arriving so Aruzmathel turns everyone invisible. We slip into the alley and flee the scene.