The Howling Cliffs

Game 22: A real Podias in the butt
Don't feed it! Now it's following us home!

The party made it out of the drow dungeon alive, dispatched an unneeded zombie minion. On the way back to town, they met up with another character remembered from their shared vision, a strange little halfling who claims to be on a very important quest on behalf of the goddess Desna herself, there and in the flesh. He seemed to confirm that there was something real about what they’d seen and the importance of that scepter stands out to them.

Game 21: Deep down in drider town
To see but not to be

A secret tunnel was revealed and the only other way out blocked off. The party encountered driders and was overwhelmed and taken captive. They got a glimpse of the dark workings of the drow. Non-drow humanoids were lined up in preparation for becoming slaves, including our heroes. Drow who failed some test were given a potion to keep them alive as they were cut in half just below the waistline in a guillotine. They’re severed torsos were then melded with giant spiders to form new driders.

Our heroes had a sense that their only hope was a scepter being held by the leader. They made a dash for it. Arrows flew. Swords slashed. Some members were cut down. But in the chaos that ensued, time seemed to slow down and Cregga, barely alive, managed graced the scepter with a fingertip and everyone snapped awake back in the room from before they opened the tunnel.

How lame. It was all a dream, a vision? It felt so real though, and the party seemed to think something about it was, so they chose to avoid opening the chest that triggered the opening of the secret tunnel and left the way they came in.

Everyone level up before the next game.

Game 20: The Drow High Priestess
To free or not to free?

Only one of the four drow concubines they encountered seemed free of Stockholm Syndrome and actually seemed eager to go free. The heroes defeated the high priestess and her cohorts in the main worship hall. They found a key on her that opens a locked door at the back of the room which they haven’t explored yet.

Juvens got the idea to try using the crystal ball on the slaves who had been maimed since it has demonstrated rejuvenative properties before on Sashal.

Items found amongst the bodies: (bold means magical)

Cloak of Resistance +1
Mithril Shirt
Potion of Blur
Chainmail x2
Masterwork Chainmail
Hand crossbow x5
Masterwork Rapier x2
Rapier x5
Dagger x2
Wand of Ray of Clumsiness CL 1, 38 charges
Oil of Magic Weapon x2
Ring of Infertility x2

Game 19: Deep into the bowels (cont.)

Our heroes discovered the female quarters and a few male drow slave concubines. At the end of the game, they still needed to search the bodies and the room.

Game 18: Deep into the bowels of the drow lair
Drow hearts and screaming mushrooms

They had a fight in a long, thin corridor. Juvens is ripping out drow hearts. They found the restrooms and a mushroom cave.

Game 17: Found the drow hideout
Switched to Patfinder rules

First we worked up everyone’s classes for Pathfinder. Folks seemed reasonably happy. The witch aspect of the game now means people can choose either least invocations as a warlock or witch hexes via progression on the witch level advancement chart.

Bey had a dream where she was being attacked by a deformed goblin with nothing but tentacles for the top half of its head. She defeated it and woke with her hands around Anna’s throat.

The party found a farm being worked by slaves. A drow in a white cloak stood watch outside the small farm house. There was a trap door inside that opened to a stairway. They entered and found spiders that ignore people in white cloaks. Then they fought some drow in a room beyond.

Game 16: The ghost town of Wintford
Hello? Is anybody home?

x.p. 1800 (including Cregga—the others already applied it)

The party (minus Cregga) explored the town of Wintford, killed (temporarily?) several ghosts, and looted what little remained to be looted. The town seems to have been raided by orcs a long time ago.

When they got back to town, some guards stopped them and a guy used a wand on them that was supposed to detect witches. Juvens believed it to be a detect chaos wand based on his spellcraft. The guy using it seemed perplexed saying that just about everyone showed a little bit of chaos and he was getting nothing, but he seemed content that they weren’t witches and they moved on. Juvens felt warmth coming from the crystal ball at the time.

Meta: Everyone seems amenable to switching over to Pathfinder rules. Ben and I are willing to do the conversions. We just need access to folks’ character sheets.

Game 15: Grave-robbing for fun & profit
They don't need that stuph anymore

X.P. for this game = 1800 including Juvens.

Cregga and Anna met back up with the others in the chapel basement but Juvens got nauseous from the rotting body smell and had to go out and get some air. There were a couple of intelligent undead humans several floors down underneath the chapel. They killed one and the other surrendered and handed over some treasure he had gathered in a corner. They grilled him and gathered that the dead were waking up for no apparent reason. Some were mindless. Others remembered their lives. He and his partner had been trying to dig people up and save them from the terror of waking up buried or locked in crypts.

The party went back to town and bumped into the lady that bought the troll hands from them back in Chesswick. She offered them a bulk discount on identifying some items but they decided they had enough party treasure for Anna to go ahead and make an Artificer’s Monocle which they used to identify many items. The crystal ball, however, flashed brightly enough through the monocle to dazzle her briefly and the monocle stopped working at all for several minutes.

The party, without Juvens who still felt sick, went around breaking into mausoleums and looting the dead. They found a sewer entrance and fought a wight. Then they followed it into a town called Wintford and were attacked by an overzealous guard who turned out to be a ghost.

Game 14: We must be getting closer
They're like cockroaches. If you see one...

Creyga, Bey, and Anna each need to kick off the game with a Fortitude save, DC 12.

We’ll start back right where we left off, still in the cemetery.

To the left of the battle are three stone tombs in the side of the hills, one of which has the door cracked open.

Cregga and Anna went exploring for a bit feeling it was pretty safe at that point. While they were gone, Juvens and Bey met a man named Jacob who was once a town guard in Winterhaven.

Bey read his thoughts:
He had memories of waking up buried alive and digging out some before some zombie-like creatures helped dig him up. He had been wandering around the graveyard eating from the corpses and feeling horrible about it.

Jacob stayed with them a little while and they investigated the chapel. He proved very helpful in fighting off some zombies that took a head-shot to die.

Game 13: The other Bink is a drow
Any hope for a dry adventure in this town?

The party tracked the Bink look-alike West out of town with the help of Anna’s sniffy dog, Sylvia. He cast darkness and then tried to lose them in a cemetery but they caught up to him only to get intercepted by a pack of ghouls and ghasts. They showed no interest in “Bink” for some unknown reason.

When they’d almost defeated all the undead, “Bink” appeared out of nowhere stabbing Creyga. Apparently he’d become invisible. He was duel-wielding masterwork rapiers. He also cast a couple of spells. He was eventually defeated along with the remainder of the undead.

The human was actually a drow using a magic necklace/choker to transform into a specific human. Bey was able to figure it out. She got the sense the choker may have some other ability as well but hasn’t triggered it. The necklace seems to transform or store whatever the user is wearing and carrying along with the change in form.

X.P. = 1850 each, including Juvens

38 gp
8 sp
leather armor (on his drow form)
Elven Chain with abjuration aura (on his human form)
A gold and silver broach/clasp shaped like a skull with necromantic and abjuration auras (on his human form)
2 masterwork rapiers (on his human form)
A heavy weather dark gray cloak (on his human form)
A lighter white cloak (on his drow form)

A choker/necklace with transmutation aura: So far, Bey has figured out that the choker allows the wearer to assume a specific human male form (Str 10, Dex 14, Con 10). It stores up to 33 lbs of items (<= 4 cu ft) that are on your person when you shift, switching it out for whatever is currently stored with the alternate form. She can sense that it has some other power not yet attempted. Switching is an act of will that uses a standard action.


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