Everyone but Cheva played in this adventure.
You got 544 xp each.
The loot had never been split up from Session 7 so Eric you have 615 more gold.
In
this session you had decided to confront Lorion Voss at his home to see
what he knew about Spyncer Coil, Kalbert Nom, and the Swords of Ptolus.
As you approached the house you saw a large number of Pale Dog
thugs including two Dragonborn mercenaries. You were able to draw off
two of them with the clever ruse, "Sorry wrong turn." This ruse did not
work a second time however, as the Dragon born breathed fire on
everyone and started a general melee. After defeating the thugs you
entered the house to discover Lirion Voss and Spyncer Coil himself, who
was wielding one of the swords! Lirion shouted at you to leave saying
the Balcazars were one their way to buy the sword. Before you could
react, Spyncer ran him through with the sword saying that the Balcazars
would not get his creation. Yark then proceeded to put Spyncer in a
martial arts hold and the sword seemed to slip from Spyncer's grasp.
Apostle picked up the sword and it imeadiatley began speaking to her
telepathically. It stated that it was the sword "Insight" whose goal
was to reveal the secrets of Ptolus. Before you could come to grips
with an intelligent sword you heard screaming outside and a flaming
pale dog stumbled in through the front door.
Fearing the Balcarzars had arrived you went out to face them only
to discover 4 mages of the Sorn assassins guild. After a pitched
battle with the mages, you retreated to the Ghostly Minstrel to recover
and decide what to do next. Spyncer, in a moment of clarity, told
you that the two other swords are known as "Power" and "Deciet." He
said that the Skulks had taken Power and cryptically, said that Deceit
cannot be found.
The skulks are somewhat of an "urban legend" in Ptolus. No one
knows if they were once people who were cursed or some kind of magical
being. All that is known is that that are very hard to see, extremely
stealthy, and act as spies for hire in Ptolus. At this point you
decided that Mand Scheben, high preist of Asche, might be able to
help. Mand did know more of the skulks and was very pleased that you
had recovered one of the swords and Spyncer. He was able to put you in
touch with a Skulk.
The Skulk, known as Shim, told you that he did not know where
Deceit was but he did know who had it. Rhunien Hand, the vampire
bounty hunter, currently has Deceit. Deceit's power prevents it's
owner from being detected by magic so he would be very difficult to
find. Shim said he did not know where Power was either but he knew
where it would be soon. A group of Skulks has Power and they are
planning to sell it to Rhunien tomorrow night at a warehouse near the
Docks.
You have begun making preparations to intercept one of both of the swords.
Session 7
Everyone Played
470 xp Each
Session 8
Everyone but Marc Played
Marc gets half xp for the session and the quest xp for obtaining the Vial from Shilukar
232 xp for Marc
397 Xp for everyone else. (That's slightly more than I told you last night)
In session 6 and 7 you delved into Shilukar's Lair. It was
defended by a tribe of gnolls and two very large demonic Blue Gnolls.
You had been hearing rumors of Blue Gnolls being spotted around the
city, so this must be where they came from. Shilukar had some kind of
evil gnoll idol that was allowing him to both summon and control the
gnolls. Shilukar was experimenting with Chaositech. A form of
organic technology created by the Galchutt, the evil demons who once
ruled over the area that is now Ptolus. Shilukar was creating
monstrosities, such as winged spiders and rat-men with spider legs on
their backs in his lab using Chaositech. He was being hunted by
someone because of his experiments, though you don't know who. He
wanted to be able to live in Castle Shard so he would have protection
from whoever was hunting him. After a pitched battle, you were able
to defeat Shilukar and acquire the elixir to restore Zavere's friend,
Lord Abbercombe. When Shilukar died, strange "growths" covered his
body and his body disappeared leaving only his clothes and items.
Zavere was very pleased rewarding you with 3000 gp and giving each of
you a friendship band. The friendship band allows you to pass through
the wards surrounding the castle, so you can now enter and leave
without being invited or escorted. (Marc I believe the group decided
that your share of the 3000gp was 300, since you participated in half
the adventure.)
The evil Gnoll Idol is still in his lair you might want to do something about that.
Over
the next few days, while shopping resting, and training if you went up
a level, you all had very disturbing dreams about 3 swords and a
scraggly looking man. Soon after, You were contacted by Mand Scheben,
the high priest of Asche, God of cities. He has been having the same
dreams, except his dreams also include your group. He said that the
swords are a prophecy from Ptolus itself. (Mand believes cities to be
living organisms.) The man in the dream is Spyncer Coil, and Mand
believes him to be a prophet of Asche. He asked you to find the
swords. He said that Asche is not a gentle god and that if the swords
and Spyncer were not found the dreams may become more and more
disturbing. (Mand looked pretty haggard himself.) He also said that
is Spyncer is most likely disturbed because of the visions from Asche.
Investigating Spyncer you found out that he was formerly a
blacksmith who worked for the Iron Workers Guild. He had been found
wandering the streets babbling about swords nearly two years ago. He
was committed to the Darkbirth Madhouse for almost a year until Kalbert
Nom a somewhat famous weaponsmith, secured his release. When you
investigated Kalberts house you found him dead and his shop had been
ransacked. You then spoke with Veda Medaris, the guild master of the
Iron Workers guild. She confirmed a lot of what you knew about
Spyncer and said that he and Kalbert were working on three magic swords
that Spyncer had seen in a vision. Veda thought the whole thing was a
load of crap until Rhunien Hand, a very scary individual, came looking
for Spyncer, Kalbert, and the swords. Spyncer has another
acquaintance, Lirion Voss, who is a member of the Pale Dogs street
gang. She believes that Spyncer may have killed Kalbert and fled to
the Pale Dogs. After some investigation, you learned that the Pale
Dogs have recently been sticking to their home turf, the Warrens, and
Lirion Voss has not be seen outside the Warrens in a few days. You
also heard rumors that the Pale Dogs recently robbed a weaponsmith or
maybe a blacksmith.
Cheva checked with his contacts in that Vai about Rhunien Hand. They
said that Rhunien is, in fact, very dangerous. He's a a vampire who
often does work for the Balcazar crime family. The Vai also said that
the Sorn, a group of magical assassains who work for the Kilraven crime
league, are also looking for the swords.
Everyone played in this session. You got 457 xp each.
You went back to confront the Half-orc crime boss, Linech, and to
recover the statue of Lord Abbercombe. You were without Linech's
daughter or the demon possessed watch, which is what he really wanted.
Not surprisingly, he refused to pay you.
Also not surprise, this started a fight. You defeated Linech and his
bodyguards and thanks to some quick thinking on Cheva's part you
avoided fighting the rest of the guards.
On the way out, Linech's Shivvel addicted sister threatened to have her
boyfriend a powerful dark elf wizard name Shilukar take revenge on you.
Zavere and Rill were very pleased to have their friend back and you celebrated long into the night.
Later that night on your way home you encountered a group of ogres
carrying a large chest. The ogre, being ogres, attacked you out of
hand to defend their chest.
After defeating them, you discovered that the chest was a demon
possessed box which can only be opened if you know the name of the
demon.
After a few inquiries you found out that there may be a key that will
open the chest. Neveran's All Key is said to be an artifact that will
open anything. Through research, you discovered that the key was last
known to be in possession of the Cult of the Crimson Coil, who had
taken up residence in an old Brothel known as he Pythoness House. The
Knights of the Pale raided Pythoness House two years ago and chased out
the cult but did not do any further investigations of the house. The
reports from the Knights of the Pale stated they did not pull out any
significant artifacts. It seems likely that if the cult had the Key
then it is still in Pythoness House, somewhere. Both the Adventurer's
guild and the Knights of the Pale still consider Pythoness House to be
very dangerous.
In the meantime, Zavere summoned you back to Castle Shard. It has
proved impossible so far for Rill to free Lord Abbercombe from his
paralysis. (Lord Abbercombe has always been a golden statue,
apparently, he was just mobile before.) The Dark Elf wizard Shilukar
contacted Zavere and offered to free Abbercombe from his paralysis, if
he were allowed to come live in Castle Shard under the protection of
Zavere and Rill. Zavere surmises that Shilukar must have powerful
enemies that he needs to get away from. Zavere does not wish to have
the dark elf living in Castle Shard,but due to his curious senses of
honor, he is unwilling to hire you to simply go kill Shilukar. He did
mention that he and Rill would be "very appreciative" if someone were
to recover the way to free Lord Abbercombe. He also mentioned that
there is already a reward of 1000 gold for Shilukar.
You went back to Linech's hideout, to find that it had mostly been burned
down by the Balcazar crime family. You found Linech's sister, who was
more than willing to spill her guts about Shilukar, who had spurned
her. Shilukar's hideout is underneath an abandoned lot in the
Guildsman district. It can be entered from the lot or from an entrance
in the sewers.
Everyone played in the fun filled New Years Day D&D extravaganza! Including our new Halfling Rogue, Shaena.
Everyone got 500xp.
You
were contacted by Mand Sceben, a friend of Yarkblar, and high priest of
Asche, god of cities. Mand put you in touch with his friends, the
lords of Castle Shard.
Castle Shard is an oddity is Ptolus, it is older than the city and
the lords of Caslte Shard do not recoginze the authority of the current government. The magical shard within the castle givces the lords
incredible magic power. The lords act in what they think is the best interest of castle shard. The current lords are Lady Rill a former
Paladin, now a sorceress and Zavere, a former Blackguard.
Zavere wanted you to go and take a job being offered Linech Cran,
a minor crime lord and brother of Tordian Cran, who you disposed of in
your last adventure.
Linech wanted you to recover his daughters coffin from a sunken ship in the bay.
At Lincech hideout you found that he had a large gold statue in his
office and that one of the buildings is guarded by gnolls, who seems to
come and go without anyone seeing.
You discovered that Linech's
Daughter had become an undead creature not unlike a vampire. A
demonic possessed pocket watch stored in the coffin had brought her back.
The pocket watch also held the secret to making "shivvel" the highly
addictive drug being sold in Ptolus.
You brought both the watch and Linele to Zavere and Rill at Castle
Shard. With their advice you gave Linele to the Society of Redemption
and the watch to the Malkuth.
Zavere has offered to pay you to recover the gold statue from Linech's office, which he believes is his friend, Lord Abbercombe.
Okay this really isn't rpg related but I wanted to get them archived so I can find them later.
There will be 4 games. Two on Saturday and Two on Sunday. First Game starts at Noon each day.
You will have 30 Minutes to set up and 2 hours to play each game. If
you are in the middle of a turn when time is called you will be allowed
to finish.
1800
Point Army. You will use the same army for each battle. Please send
me your army list before the tournament, preferably in Army Builder
format.
In order to be completly fair, I will send out my army list to everyone
a few days before the tournament so you can see it before I see your
army lists.
Your army doesn't have to be fully painted. Any Non-GW miniatures must be approved beforehand.
I will be the tournament judge and administrator. I'm not going
to arbitrate any rules disputes though. You can either figure it out
or roll a d6. Keep on mind if you argue about rules too much you will
run out of time.
Its possible we will end up with an un-even number of players so I
will play or sit out depending on how many people we have each day.
Each battle will have a specified Scenario with specific conditions for victory.
We will be using some scenario special rules so read up on those if you are not familiar with them.
There won't be any full "night-fight" games but there may be a scenario that start or end at night.
I'll email out the scenarios a few days before.
There
will be 4 tables set up, each with Terrain. Feel free to rearrange
the terrain if you like. One board will include buildings, I'll give a
short run-down of the city fight rules for the people using that board
each time. There's not much to them really.
The tournament will be a modified round robin. Everyone will be
randomly matched up for the first round, after that I will match you up
based on whether you won or lost and who you have played already.
The
Overall winner will be determined by the best record. Wins are worth
2 Points, Draws are worth 1 point for each player, Losses are worth 0.
In case of a tie, we'll vote, or flip a coin or see who can throw a sqaut the furthest.
Winner gets 1 crunchy taco, a handsome certificate, and more importantly bragging rights for a year.
At the end of the tournament everyone will get two votes for their
"Favorite army to play against" There may or may not be a prize for
this.
Beer is highly encouraged and recommended.
Please
bring any and all terrain you have. I don't have enough for 4 tables.
We'll also need some extra boards. I have 1 and am planning on buying
at least one more.
Bring your own Rulebooks, Codex, Measuring Tapes and Dice. I don't have enough for everyone.
Bring multiple copies of your army list.
Here are the scenarios for the tournament. They are straight out of
the 4th Edition rulebook with a few modifications. I suggest reading
them over and reviewing the special rules for the scenarios. Also pay
close attention to the "Scoring Units" Table under the victory points
rule, you'll want to know those. Let me know if you have any
questions about the scenarios.
Game 1
Cleanse
Rules : Deep Strike, Infiltrate
Victory: Whoever controls the most table quarters.
Game 2
Recon
Rules: Deep Strike, Infiltrate, Escalation, Reserves, Victory Points
NOTE: In an escalation game only troops without transports,
scouts, and infiltrators are deployed on the board at the start of the
game. All other units start in reserve. Use the reserves rule as
written except that if you always get at least one unit in each turn.
So if you roll and don't get any units you still get one.
Victory: Most Victory Points (Units ending the game in the enemy
deployment zone count their own point value as victory points.)
Game 3
Secure and Control
Rules:Deep Strike,Infiltrate
Victory: Whoever controls the most loot counters.
Game 4
Seek and Destroy
Rules: Deep Strike, Infiltrate, Victory Points, Night Fighting
The first turn of this game is fought at night using the Night Fighting Rules.
Victory: Most Victory Points.