Sunday, December 23, 2007

Session 10, December 21st, 2007

Misca (new player) - Nim - Streetrat (rogue)
Oz - Bruce - Slayer (monster hunter)
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Oz- Ozerman - fighter
Harrythefish - Red - Red knight
Deguello - Bexar Mexia - Wizard
MrHack - Krong - halforc Musketeer

This post will contain spoilers...so you've been warned.....
















Nim; a former member of the Fists, has stolen along behind the party and has been trying to find out what they've been up to. He arrived at the caves and was negotiating the collapsed tunnel trap when the earth began shaking. He fell into the pit and luckily was covered by the old section of porticulis grating as the roof above him caved in.

He spent the next two hours digging himself out of the pit. He crawled out and in the near darkness of the caves began searching for the group. Eventually he spotted a light ahead and heard some coversations. Carefully he approached, but due to his fatigue and the debris on the floor he makes some noise...

Elensar has been standing back from the group since the discovery of the Bloodstone, and he nervously stands guard at the rear of the group when he hears a scuffling sound from the corridor. He signals the rest of the group and readies his bow.

Eric, ever the optimist, calls out, 'Hello?'

Nim responds after a moments pause, 'err hello guys.'

'Nim is that you?' Hekdar calls into the darkness as he raises his sun imbued mace overhead, 'by the suns light how did you find us?'

Nim shuffles into the room, covered in dirt and dust, he explains his following the group and his desire to rejoin them.

'Just stop scalping everything.' grunts Eric, as he and Hekdar check him over for injuries.

The group now uses the light boned Elf as a 'fishing' lure and lowers him down the steep cliff. Several hours of concentrated work and the group is down over a hundred feet to a swift moving stream. The cave in has opened a new underground world for them to explore, and without further ado, the group begins a long and exhausting trek along the underground stream.

They overcome blockages and a group of aquatic monsters and eventually arrive at the back of a large cavern. Nim climbs out of the chilling water and cautiously approaches a dim fire. He finds the partially eaten remains of a horse and other signs of some creatures living in the place. Krong scents the air and realizes that they are in a orc lair! There's a current of something foul and dank in this filth filled cavern.

The group explores the area carefully and discovers a few trinkets and treasures, then Oserman is scented by a group of caged dire wolves! Worried that their barking would alert others he attempts to do battle with the creatures, when Krong (not always the smartest member of the group) unloads his blunderbuss at the charging wolves....

Shouts come down the tunnel...someone has been alerted!

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2 exp to each of the party members. Approximately 13 hours has passed since the cave in occured and the group was trapped in the cave.

This session was very interesting as I had 7 players in it! Only a few problems with disconnects, but thanks again to having a voice channel we had no problems with getting folks back on and keeping the game going.

A few things; Whisper messages to the DM are very cool, but it uses an ID system (ID0001 sent you a message) since I have no idea who that is, its very frustrating. I wish that FG would give a proper identifier for whispers, as well as allow whispers between players (though it would be cool if the DM could 'listen in' to the whispers).

Evernight has a few 'slow' sections to allow the story to progress without the PC's being involved in it. This was one of those sections and it was fun to have the group overcome dangerous terrain and make their way through the collapsed caverns. I thought they handled the situation very well with few, if any, problems, good teamwork and thinking really paid off as no one was injured during this trek and I had many opportunities to injure or even kill hapless characters.

Sunday, December 16, 2007

Evernight Session 9

Session 9 December 13, 2007
Players
Elf - Hekdar
Oswyn - Oserman
MrHack - Krong

-bad weather and holiday commitments means a few folks couldn't make it out. Our final game of the year will most likely be next weeks. After that I'll be in the process of moving to another town and getting my internet back.


=======================Spoilers - This details some things about Evernight========================================= =====
















The dust settles after a few moments, and the rocks stop falling from the ceiling of the cave. Luckily the party was safely ensconced in the ancient hive-like area and suffered only minimal cuts and scrapes.

They move out of the cave and discover that the entrance to the Sa Karan ruins has collapsed into the old trap pit. Moving tons of rock is out of the question, so the group begins to re-explore the caves. They soon find a long sloping collapsed section of wall in the rear of the room where they had the fight with the crab-like monsters.

They also discovered some sort of altar or slab in a well preserved room, but they can find nothing else of interest about the slightly sloping stone slab or the room in which it sits. Krong attempts to break off a section of the floor to see what lies below it, to no avail. His best efforts mearly mar the striking face of his hammer slightly.

The group goes back to the collapsed wall section and carefully looks down the slope. They can hear running water in the distance, and a slight mist of condesation is starting to form along the walls. They begin to pull out their ropes and climbing gear to prepare for the descent into the darkness.

Hekdar notices something strange; his senses say it must be morning now, but he doesn't feel the re-vitalizing energy from the sun that he is used to at dawn. Even while indoors he would feel his connection to Solace return with the dawn.

Today he feels only a trickle of returning energy....


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1 exp to the folks that could make it.

Remember if you want to elaborate or embellish my reports here feel free! If its really good I'll throw you a bennie for the next game....(hint).....
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Evernight Session 8

Session 8 December 6, 2007
Players
Elf - Hekdar
deguello - Bexar Mexia
TaranShannara - Elesar
Oswyn - Oserman
Harry the Fish - Eric Redding
Wook - Bruce
MrHack - Krong

The group has suprised a band of orcs who are about to torture some miners. In the melee that follows a lone half-orc who had been observing the orcs opens fire with his blunderbuss upon the confused orcs. This is Krong a fallen musketeer from Kings Port who's out to prove himself to the world.

During the bloody battle the group co-ordinates their attacks and quickly mops up the orcs, then they turn their attention upon the gore covered half-orc who has helped them.

After a bit of conversation they agree to free the hostages, and welcome the aid of the musketeer into their ranks, though some don't trust the 'green skin' as far as they can throw him. Upon being untied the hapless miners tell a tale of ambush and near torture by the orcs and promise to spread the word of the 'Fist of Solace' to the town of Aragron. They stumble off into the approaching darkness and the group continues onward.

Soon they find a group of horses tied to some trees outside of a cave entrance....

---------------------------Spoilers------------------------------------
- if you are going to play Evernight you may not wish to read the rest of this post-






















Inside the caves they find some fresh tracks leading them past an obvious trap and down a corridor. There they discover a nasty suprise; a trap that delivers a blow of mental energy when set off. They devise a cunning way around the trap and move onward. Soon they come to a large cave where the signs of a recent battle lay scattered around them.

In pools of blood lie three members of the Scarlet Riders; dead, in fact, chopped to pieces somehow. Scattered amoungst the brave hero's are two strange crab-like creatures that bleed green ichor. Curious to see what has become of the Riders, Hekdar approaches a glowing wall. Suddenly and with near total suprise a third crab creature drops from the ceiling beside the priest.

In an instant the bizarre monster begins spinning madly like a top, flinging out its razor sharp clawed appendages that send the hapless priest flying in a blood soaked heap against the wall.

Instantly the Fists react to the attack and open fire on the foul beast. Only to discover that it is covered with a thick protective chiton. Several members charge the creature and other members let fly with magic and gunpowder upon the monster.

Luckily they are able to kill the monstrosity in time for Eric to call upon the healing powers of Solace to save Hekdar.

Upon regaining consciousness Hekdar points to the nearby wall and the group discovers a Sa Karan bloodstone! A powerful magical artifact. Hekdar pries the stone from the wall and holds it up to examine it. Bexar, overcome with greed with seeing the gem, rushes forward to try and wrest the stone from the priests hands. They tussel and fight over the artifact.

Suddenly the cave begins to shake and huge boulders begin to fall from the roof! Its an earthquake! The group gathers up what they can easily find in the room and still struggling over the bloodstone, Hekdar and Bexar go with the group back down the cave to a safe area where they wait out the aftershocks, while still arguing about the bloodstone. Elensar who remembers legends of the stones is unhappy about its discovery but says nothing to the other members of the Fists.

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A fun game with some entertaining roleplaying and discoveries. Evernight has begun!

Evernight Session 7

Session 7 November 29, 2007
Players
Elf - Hekdar
deguello - Bexar Mexia
TaranShannara - elesar
Oswyn - Oserman
Harry the Fish - Eric Redding
Wook - Bruce

The group has arrived in the shining city of Kings Port and wander the city in search of various items and perhaps another job. While listening to a herald near the Rialto they are noticed by a young mage. Bexar Mexia has been searching for some muscle as he goes out into the world far away from the dusty halls of the Academy. This group of obvious adventurers seems to fit the bill.

Just as he begins to introduce himself, a page approaches the group with an invititaton to meet with his Lord. The group agrees and follows the page to the mansion of The Galstaff family; a family well known for its support of various hero bands including the famous Scarlett Riders, of which the families eldest son, Trabian is a proud member. Inside the fine mansion they meet the Lords personal assistant Simon. He offers them a simple but important task, to bring a letter as quickly as possible to the Riders. He is unsure of their location but knows that one of the groups members, a ranger named Bareena usually spends her time at the finest Inn in town; the King's Shadow.

With the letter carefully stowed in his pouch, Hekdar leads the group to the famous Inn. There he and Redd are allowed entrance to its hallowed halls and they quickly discover that the brave Bareena has been hired to kill rodents! Rats have began to show up in large numbers in the Inn's cellar, and desperate to keep the news a secret the bartender had hired the adventurer to go and discover the source. Strangely enough, she left several hours ago and hasn't returned and the bartender was about to call for the City Watch to come and look for her.

He quickly opens a nearby sewer lid and the party grudgingly enters the world below Kings Port. Lucky for the group, the local Wizards Academy sends its students down into the depths to practice their spell casting (mostly bolt and blast spells to free up congested sewer matter), and the local perfumers guild unloads a weekly dose of rose water into the sewer lines in an effort to keep the smell down. Still its a rather unpleasant place and the group carefully make their way along the edge of the flow.

Soon they come upon Bareena, who has pressed herself up against a hole in the wall in an attempt to stop an inflow of rodents. She is more than happy to see the group and willingly agrees to their plan of letting the rodents out to be slaughtered. She jumps aside and Bexar unloads a powerful series of bolt spells into the mass, instantly incinerating it! Coughing from the burning rat filled air the group learns that the Scarlet Riders have left Kings Port for the wilderness town of Aragron in search of a fabled Sa Karan ruin. She thanks the party and heads off to the Kings Hospital to have her wounds taken care of and to make her report.

The group, now calling themselves; The Fist of Solace, gather their equipment and their pets, then head out along the Kings road towards Aragron. After a rather uneventful trip they arrive at the wooden gates of the town and after some friendly banter with the one-armed former Red Knight gatekeeper they enter the town. Soon they find 'The Axe' the towns finest Inn, there they meet several interesting characters and hear an epic poem sung by a famous Bard. They then find a local dwarf who after some convincing tells them of the location of the Scarlet Riders.

With no time to loose the group exits the Inn, and quickly say goodbye to the gatekeeper and make their way up into the mountains in search of the entrance to the Sa Karan ruins.

As they wind their way along the rough mountain trail they come across the camp of a band of orcs....


- a good session with some interesting roleplaying between the wizard and the priest, who are on opposite opinions about most things. The group also purchased a Kep hound and a mule to bring along extra supplies of food and ammunition, and to lower their encumberance. So far since the group hasn't been attacked, the animals have been safe. That could change....

Evernight Session 6

Session 6 - November 15
Players;
Wildelf - Hekdar
NPC- Nim - Streetrat (rogue)
Wook- Bruce - Slayer (monster hunter)
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Oz- Ozerman - fighter
Oz - Red - Red knight

The group finally finished cleaning out the lower level of the orc stronghold, they then wandered around and tried to figure out a way up the stairs (which were blocked with a powerful electrical field). They then decided to go out the way they had gotten in and move around to the front of the hold. There they attempted to break into the old wizard school that the orcs had taken over as a base of operations...

Eventually Hekdar accidentally traced the opening rune on the door and they gained entry to the courtyard. There they suprised and slaughtered a group of lounging goblins and dire wolves. They then cleared out the remaining areas of the orc stronghold (now mostly abandoned by the orcs and with only a few goblin 'cleaners' left.

Down a blocked corridor they found a scorched door which lead to a room with a blazing fire. They entered and a fire elemental attacked. The battle looked hopeless until Hekdar blasted the creature with his Gods power. Therein they found a fine magical longsword and a potion of power. They explored further and discovered the remains of one of the wizards who'd died so long ago...they took his robe of armor and then slew the few goblins that they'd had prisoner, after all, they wouldn't convert to following Solace....

They then headed back to King's Port in triumph to gain their rewards of 200 Suns each. Now between jobs they seek out new equiptment and adventures...

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note; next session we will actually begin playing Evernight! The preceeding sessions were to get used to FG2 and SW and to introduce the players to the gameworld.
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Evernight Session 5

Session 5 Tuesday Oct 23, 19:30
Players - characters - class
Longarms - Nim - Streetrat (rogue)
Longarms- Bruce - Slayer (monster hunter)
Tanan-Tarrin – Fencer ***not present
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Wildelf - Ozerman - fighter
NPC- Red - Red knight

A huge drawn out battle between the group and the orcs of the lower level of Norgrugs fortress, including the massive and nasty Norgrug himself. Last game the group alerted the orcs with some rather noisy fighting and now they are forced to battle it out with an angry mob of motivated killing machines. Loads of action and craziness as the batle pitched back and forth (several times I thought we'd see the end of the group), but eventually they overcame the odds and defeated Norgrug and his orcs!

Voice comms sped up the action with all OOC stuff using voice and allowing me to concentrate on the orcs and what they were doing rather than typing answers to queries and such. I still sometimes forget to re-deal the Quick edged PC's as it can get a bit confusing, but I stretched out the combat tracker and this really helped me set stuff up, now if I could only layer it on translucently...

At the end of the battle the group spends the next hour healing and repairing their equiptment (Bruce's crossbow snapping its string during the battle at a critical moment was a sight to behold).

For surviving the fight and killing Norgrug; 3 Exp each. (plus 100 Suns when they get to Kings Port).

The group now loots the area and discovers the following;

A pair of of ruby 'eyes' in a statue of a six armed orc. Norgrug's battle axe; Str d10 or more to use, does Str + d10 +1 damage (AP 1, -1 parry, 2 hands to use). Treasure room; 2 potions of healing (1 wound level each), A pair of Archers Gloves (+1 shooting to wearer), and 1,000 Suns. The magic items were identified by the blowing bennies that remain for the group this session.

In the tradition of Tarths hero's the group should now decide upon a name (famous groups like the Troll Killers, The Seven or Desert Justice are the stuff of local legends).

At the top of the staircase is an electric blue wall that crackles with electrical energy, there seems to be no way to circumvent the wall at first glance...
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Evernight Session 4

Session 4 Monday Oct 15, 19:00
Players - characters - class
Longarms - Nim - Streetrat (rogue)
Tammy - Bruce - Slayer (monster hunter)
Tanan-Tarrin – Fencer ***not present
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger (played by Sgain as an NPC)
Oz - Ozerman - fighter
Oz - Red - Red knight

The group continues searching for Norgrugs lair along the rain swept hills. On the third day of their search they are ambushed by a band of goblins. They spring into battle and quickly lay waste to the nasty greenskins. At the end of the fight they find a wounded goblin in the nearby bush who they intimidate into talking.
The creature tells them of a secret entrance to the Norgrugs lair, they set out searching for the 'grey hill' and eventually find a small cave. Outside of which are dozens of small bones and scraps. Ozerman, the dwarven fighter enters first with his flintlock and axe in hand. The other members follow closely behind as they enter the dank cave.
Ozerman is attacked by a huge spider that ensnares him in a mass of sticky webs, the nearest party members try to cut him out, when Hekdar spots the spider closing in for the kill and blasts it with a jolt of sunlight that sends its smoking corpse to the cavern floor.
They explore the cavern and eventually find a well hidden door in one wall segment. Carefully they open it and find an empty corridor, they explore it and Ozerman hears sounds of movement around a corner in the hall, he signals Nim who moves over and when the pair are ready they jump out behind a pair of orcs who are guarding a staircase. A nasty fight ensues, with other members of the group rushing in to help but being blocked by the closeness of the corridor. Even tally they kill the orcs, and Nim notices more figures moving towards them down a hallway....

This was a fun session, with me having just suffered a major bout of the flu. The game moved a bit slow at first, which is typical of 'searching' adventures, as the group scouted around for clues to Norgrug's hideout (I expected no less than four days searching and wasn't surprised). Once they found the cave entrance to the hideout things began to move a bit better, especially once they encountered the orcs. I was shocked that Ozerman would fire his flintlock in a confined space as it alerted the orcs to their presence, but then again, sometimes in the heat and excitement of battle folks forget things.

We did prove that the Quick edge is not working in the combat tracker, and this is a major problem! As I have to be informed (or notice) when quick characters don't pull a card above 5 on their initiative. I'll change that characters edge to Level Headed and see what happens....