Fate's Brand

Session 1

Session 1 – 1/22/16

Rather than do a full session write up that will take me forever and you might not even read, I figured I’d give you the bullet-point version and if someone else wants to do an in character journal for some xp that would be cool.

• Found out that the Baron Petrof’s kids were captured and their bodyguards were found mangled and partially eaten
• A group of young people from the local village of Whiteridge decided to grab some old gear and try to rescue them from the old Slave Pits to the north
• Members of the party had heard the follow rumors about the Pits
o The pits are overrun by abandoned mutant slaves
o There is a secret entrance in the bottom of the ravine, determined to be false
• The party had the choice to check out an old tower or a tree and settled on the tower which was manned by two goblins with bows
• Matt’s fighter character, Lord Punching Bag, was dropped to unconsciousness by an arrow before being stabilized by Zac
• The party split up, one half laying down cover fire and distracting the goblins while the other assaulted the tower
• Inside the ruined tower, the group found another adventuring party that had been killed by something (ominous dun dun dun) as well as an old desk full of papers and stairs further down
• After finishing off the goblin guards (and the loss of a party member) and looting, the party proceeded down the stairs and bashed in the next door to find 4 more goblins and a mutated goblin chief
• After a tough battle that included Tim’s fighter getting enlarged and laying down the smack, Zac’s beekeeper getting obliterated by a double crit and Matt’s wizard bull-rushing a goblin then slipping and falling down a well on top of that goblin, the party won the fight
• In the chief’s chambers the party found the missing kids, quite a bit of treasure including silver, copper and scrolls and a mechanical bird of mysterious manufacture
• The party dragged their fallen members back to town to prepare for the next adventure

Quest threads:
Wizard Kane’s notes (more on these later)
Mechanical bird
Baron’s children
Further exploration of the Goblin Gully

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Session 2
Tragedy

Session 2 – 2/5/16

• Visited the town wizard, Gandorf the Glum, bought out his supply of potions and spells
• On the way to Petrof manor, spoke to some refugees from the Kingdom of Cirth who warned of disturbing events they claim include lightning storms, swarms of locusts and the dead rising
• Deposited the kids at the Petrof estate, dealt with the chamberlain and took 3 henchmen as payment
• Went deeper into the tower side of the goblin gully, killing goblins
• Dropped a pony on some goblins
• Found a hidden chamber with two elf bodies, gave the warden of the elf tomb a glowing magic sword so she wouldn’t kill the party
• Assaulted the depths of the tower and confronted a massive pile of flesh that killed 4 party members. Seeing the rest of the party engulfed in sickening pseudo-limbs of living flesh, the party Wizards fled

Quest threads:
Mechanical Bird
Offer of a quest from the Baron in exchange for some magic items
Kingdom of Cirth
Hag outside of town who sells salves and tonics

Notable NPC’s:
Baron Petrof
Gandorf the Glum
Wizard Kane

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Session 3

Session 3 – 2/26/16
• Met new adventurer’s:
o Rodnick – Dwarf Cleric
o Miramar – Dwarf Cleric
o Saphira – Elf Rogue
o Vaccio – Human Rogue
o Ragnor – Dwarf Fighter
o Clyde – Human Wizard

• Went to Tavern to check out new quests:
o Mysterious happenings in a cave up the coast
o Baron’s summons to defend his keep
• Party elected to venture back to Baron Petrof’s keep in hopes of gaining his help in future endeavors
• Finally met the Baron Petrof and found him cold and calculating but still decided, after some negotiation, to take a contract to kill goblins
• Fought off goblins while shoring up the defenses, killed 4 hobgoblins and 17 goblins and drove off many more
• Discovered that the goblin clans have joined forces, at least for a short time, for some mysterious reason
• Lost only one party member, Ragnor

Quest Threads:
Mechanical Bird
Strange Occurrences in the caves north of town
9 Finger’s clan of goblins
Kingdom of Cirth
Hag outside of town who sells salves and tonics

Notable NPC’s:
Baron Petrof
Gandorf the Glum
Wizard Kane

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Session 4
Session 4 - 3/11/16

We did quite a bit, so I’m going to zip right along.

Questioned the two hobgoblin captives. Learned that there were 3 clans present for the siege: the 9 Fingers, Redhawks, and Rotten Teeth. The 9 Fingers we learned have no shamans and reside South of the blighted wood in a 2 day travel. They have over 100 warriors. There is also a new chieftain of the clans, and he had gathered the tribes in the first moot in ages.
After questioning the hobgoblins, we turned them over to the city once more and went to the chamberlain to collect our reward (142 Gold). We ended up trading 70 of that gold, along with all the ruined goblin gear, to the chamberlain in exchange for a light wagon, a horse, and tack.
From there we set off back toward Whiteridge. Along the way, we had a look at the mechanical bird but couldn’t distinguish anything truly new.
When we got to Whiteridge, we found out that they had been the victims of a goblin raid in the night. We supplied the town with our extra bows, armor, mace, and shield, along with healing their wounded, before heading back out to search for Hag Etta. (We also checked on Gandorf, but he was not home)
The search for the hag led us to an evergreen forest that was rumored to house more mutated creatures. Sure enough, soon we began to hear odd whispers and strange noises directing us to leave the woods, which we ignored. At one point we were jumped by three Mongrel Men. After defeating them, we found a leather talisman on one (130 GP).
The path led us to a dilapidated cottage in the middle of a clearing. Saphira and Rodrick decided to go in and have a look, hoping this was Etta’s home. Upon entering the clearing, they both fell under a heavy enchantment, influencing them to see the cottage as something familiar to them individually and turning the Hag inside into a charismatic member of the individuals race. She agreed to provide the party with a magical belt, a wand of delay poison, 9 1d4 and 7 1d6 healing tonics, provided the party could bring her 6 live zombies. We agreed to her terms and set out.
We had heard that there was a system of caves nearby that strange noises were heard from. Several boats and a loan explorer had also gone missing in the seaside caves. A 750 GP reward had been posted, and that, along with the thought that the disturbance may have been zombies, took us there.
We camped outside the cave, waiting for the tide to roll back and the cave entrance to again be visible before we entered in.
In a tide pool right inside the cave, we nearly had an altercation with a few giant crabs (large sized); however, the party thought better of it and left them alone.
Venturing further inside, Saphira and Vacio were able to locate a den of pirate skeletons protecting treasure and the wreckage of a ship. The party entered the room and after a swift fight, in which Rodrick and Miramar called down the wrath of the dwarven ancestors, 8 pirates were slain, including the captain. We collected 180 GP worth of coin and a magical short sword.
We have until evening to get back out before the caves flood again. I’m not sure if we found that the caves continue or if we explored most everything.
Stuff left to do:
Collect bounty of 750 GP
Find Zombies
Figure out this darn bird

(Written by Zac)

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Session 5
Session 5 - 3/25/16

Stupid. Stupid. Stupid!

I did it again, dear diary, and it was so stupid. One minute we’re all standing around trying to talk

Bearenard into leaving the bag of gold behind and walk away and the next thing I know I’ve lost my

temper and I’m standing there with my staff in both hands like a club. My staff whiffed past Bearenard.

I missed, but oh, my, the look in his eyes! I don’t know him all that well. I suppose I should be glad that

he didn’t take that new sword of his and poke me with it. It’s a good thing he isn’t the one with the hot

temper. Speaking of that new sword. There’s something strange about it. It makes Bearenard look and

act different. When he pulls it out of its scabbard he goes kind of gray and skinny looking. I plan to keep

an eye on him.

But I should start from the beginning. This journal is supposed to be a record of the things that have

happened during my adventures and not of my temper tantrums.

We were exploring the cave. After we killed all those skeleton creatures, we decided to walk through

the next tunnel and look around. There were several tunnels going in different directions so I’ll just

record the interesting paths here. The first room we walked into seemed to be full of mushrooms and

fungus and some kind of ooze. Roarengarph thought of using his Burning Hands and he and Clyde

burned a bunch of them off, but there was still a lot more of the cavern to walk through. Bearenard

walked right in and a big cloud of spores puffed up. He almost went blind there for a while. The next

thing we knew there were these 2 giant mushrooms attacking us! We killed them and Roarengarph

summoned a pony to walk on through to make sure there were no more creatures in the room. We

followed slowly across the floor and no more spores got us.

We heard music and followed the sound into a large room. It was like walking into someone’s living

quarters. There was a large phonograph player, a chair by a fireplace, a bureau and some other

furniture. On the table by the chair there was a pipe, still smoking, as if someone had just left it.

Bearenard went crazy. I think it’s that new sword of his. He started digging through drawers, looking

through the persons things. He found a bag that jingled, probably with gold in it, and tried to steal it!

Miramar made him put it back but the way he was acting in that room, that’s what finally brought about

the thumping. While they were poking around in the room Roarengarph disappeared. He was there

one minute following us along the tunnel and the next second he was gone. Something tried to grab

Clyde too and he screamed like a little girl! That was a good thing though because it warned the rest of

us. That’s probably what saved him from being grabbed as well. Later when we were going back we

found Roarengarph all tied up and lying in the mud. He was ok though and I cut him loose with my

dagger.

The last cavern we entered contained a large pool of water. Around the outside edge was a rock

outcropping flat enough to walk on. We heard splashing. Roarengarph detected magic and found 6

magical signatures. I cast my ghost sound and made it seem like there was someone walking up the trail

to the right and then to the left. On both sides something sent water splashing over the rocks. Saphira

and Aryssa bravely snuck up the trail to look around. Well, Bearenard being Bearenard, he just walked

on up the trail. Water elementals attacked him and the rest of us had to follow. One of the elementals

pushed Miramar into the water! He can’t swim and, being a dwarf, is so short that the water came all

the way up over his head. Fortunately he enlarged himself and was soon tall enough to get his head

above the water. We killed 5 water elementals in all but one escaped. Clyde and I were able to eat the

hearts of the elementals we killed. That was a little creepy, but it means that we will be able to enter the

Blazing Fist School. Rodnick said there was some kind of portal to another place there. I have no idea

what that means. Something to do with the elementals, I guess. Oh, and Clyde kicked a toad.

When we came out of the water elemental’s cavern there was an old man in full armor leaning on the

tunnel wall. He accused us of ruining his mushroom farm and ransacking his room. Both those things

were true, of course, but I didn’t want to admit that to him because I wasn’t sure what he’d do to us.

We talked for a while and found out that his name was Conner Ginley. Rodnick remembered that he was

a war hero of old. We think that he is hiding out in the caverns to be away from people and society.

After all his battles he deserves to be left in peace. We will do our best to keep his secret and keep the

curious away from his caves. It’ safe now for travelers by the seaside and we can collect our 750gp

reward for killing the pirate skeletons. After our adventures in the caverns, we returned to our wagon to

camp for the night.

Loot from skeleton pirates: chest of coins worth 180gp and the “Sword of Bones,” a cursed artifact

worth 1500gp and with +5 resistance

XP: 180 per person

No loot from mushrooms

XP: 185 per person

Loot from water elementals: 10 opals, 15 aquamarines

XP: 285 per person

A list of the members of our party:

Rodnick-

Clyde- Chris

Berenard- Tony

Roarengarph- Matt

Miramar- Tim

Glynne- Julie

Aryssa -Jaylen

Saphira- Jaden

(Written by Julie)

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Session 7
Session 7 - 4/28/16

· Returned to the site of the previous session’s battle with goblins

· Found traces of the summoned creature, 3 live goblins and a shaman mask

· Returned to Whiteridge and consulted with the constable who requested that the party interrogate the goblins while she kept the mask

· Interrogated the goblins and learned:

o The new leader is human and has 2 other humans as counsellors/bodyguards

o The goblins are attempting to make peace with a “Dark Lady” who has taken up residence in an abandoned lighthouse south of town

o The attacks so far have been mostly information gathering and another, larger attack, is imminent

· The party left Whiteridge hoping to gain more knowledge about the mechanical bird and to seek a Removal of Bearenard’s curse

· Arrived at Marlock

o Found out that the mechanical bird most likely originated in a clockwork city called Ulan

o Visited a few shops for appraisal of gems, learned that the actual Market day is on Thursdays

o Sought out the Disciples of the Badger for removal of the curse

· The Bishop of the Disciples, an older man named Richard Etoff, agreed to remove Bearenard’s curse in exchange for the party’s return of a relic called Logan’s Claws in an old monastery

Quest Threads:
Mechanical Bird and the clockwork city
Goblin invasion of Whiteridge
Logan’s Claws

Notable NPC’s:
Disciples of the Badger, led by Richard Etoff

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Session 6
Session 6 - 4/15/16

Recap:

1. Traveled back to Whiteridge where the city had been attacked again
2. Consulted with the Sheriff on city defenses, setting up watch fires and suggesting traps etc.
3. Had an audience with the Mayor who’s advances were rebuffed
4. Tracked a unit of goblins and set up an ambush which led to an epic fight where 4 shamans summoned some kind of big tar demon
5. Fled.

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Session 8
Session 8 - 5/13/16

Left Marlock to seek out the Monastery of the Order of the Badger.
Found that it had been taken over by servants of Savretoth, a deity in direct opposition to the Badger.
Decided to negotiate and agreed to bring meat and bread in exchange for passage into the monastery. Were warned about the Skulker, a dangerous and feral druid.
Explored and eventually found a secret passage in the basement.
Unearthed and fought a mummy, Bearenard and Vaccio only survived due to a combination of heroics and luck.
Found the sepulcher of Logan and retrieved his claws.
Were waylaid by the Skulker on the way out of the monastery and rather than fight him on his turf, while injured, the party agreed to give him 1/4 share of treasure and passage into Marlock.
Returned to the Inn.

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Session 9
Session 9 - 5/26/16

Divided treasure and split up for Market Day
Traded the Blade of Bone for a Bright Bow (no ammo required)
Acquired the Spiked Buckler commissioned earlier and bought armor for the fighters
Returned Logan’s claws and offended the Order of the Badger
Clyde, Miramar, Arissa, Rodnick, Saphira and Bearenard went to Quaff’s Distillery and all but Bearenard accepted the Tasting Trial. Clyde was the only one to succeed fully with Saphira and Arissa turning green, Miramar being haunted by a faerie and Rodnick being permanently affected by a vulnerability to undead. Clyde was offered a further quest to clear out molds from the mushroom farms and to carry a strain of fungi to the farm.
Meanwhile Glynne and Roarengarph went to Identify magical items. After narrowly avoiding an ambush they successfully helped the thieves and were offered a part share in a “business venture.”
Finally, the whole party decided to collect the bounty on Hogleg Jenkins. Roarengarph bravely offered to Disguise himself and lure Hogleg out and then the party ambushed him. It was a close battle for Bearenard but after quite a bit of hand to hand fighting, the party subdued the giant man and drug him to jail.

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