Post by Geckilian on May 5, 2015 20:52:35 GMT -7
Total Session XP: 8000 (6000 for Alastair)
Loot: 2600gp (2100gp for Alastair)
Session Date: 05/06/2015
GM Geckilian - Miere Klerrin
docs.google.com/spreadsheets/d/1Me1PKVj_RqTprsD2JsIflHu1VSTmE8trH2KdRJimes8/edit#gid=1536632155
Player Loot:
Neigh Chevaloshad: 2600gp.
Dryth: 2600gp.
Aura'li Eldra'zi: 2600gp.
Zartuk Windrunner: 2600gp.
Alastair Woade: 2100gp.
Hunting for ideas and clues for how to defeat the annoying necromancer who thus far had vexed him, Zartuk gathered a bunch of friends (some of whom had similarly been vexed) and headed out to Orashar based on a rumour and advice from a resident merchant of the desert areas. Looking at the city briefly, the group went to the tomb in question, watching out for the 'guardian'. A massive ruhk swept down and picked up Diane, howdah and all, surprising Neigh and his passenger. Diane was swiftly ripped apart before the massive bird was killed, at which point the actual guardian, a sphinx, showed up. She questioned their character and actions, permitting all of them bar Zartuk entry thanks to their answers. Whilst Zartuk watched from the outside, the group went in carefully and found a sarcophagus. Opening it up, the group noted a strong conjuration and positive energy presence from a pendant, though Dryth warned that not all was as it seemed. As such Aura decided to pick it up and felt slightly weird. As the group went back outside her state of mind failed as she slipped it on, appearing in the negative energy plane and manifesting a greater angelic aspect. With the urge to crusade thundering in her head and the need to kill undead rising, she managed to wrench it off long enough to return home and rejoin the group who were concenred she'd not followed them out.
Two days later, fully prepared, the group went back to the necromancer's lair to confront him. As before, they came across him tinkering and hurt him badly, only to be repaid with fireballs and more fireballs. Fleeing, the necromancer almost evaded the group were it not for Neight blocking the entrance and everyone setting up overlapping fields of view, backed up with Dryth's exception sight. Eventually Aura got close enough and the pendant, sensing a necromantic evil doer, sped out of Aura's pocket to snap around his neck. With a brief scream and struggle he was gone, and the group thought they had probably won... Regardless, going through the crypts saw the rescue of approximately 12 farmers and friends who were slated for a bit of butchery. Ransacking everything else saw the party gain enough loot to sell and serve as adequate payment.
Loot: 2600gp (2100gp for Alastair)
Session Date: 05/06/2015
GM Geckilian - Miere Klerrin
docs.google.com/spreadsheets/d/1Me1PKVj_RqTprsD2JsIflHu1VSTmE8trH2KdRJimes8/edit#gid=1536632155
Player Loot:
Neigh Chevaloshad: 2600gp.
Dryth: 2600gp.
Aura'li Eldra'zi: 2600gp.
Zartuk Windrunner: 2600gp.
Alastair Woade: 2100gp.
Hunting for ideas and clues for how to defeat the annoying necromancer who thus far had vexed him, Zartuk gathered a bunch of friends (some of whom had similarly been vexed) and headed out to Orashar based on a rumour and advice from a resident merchant of the desert areas. Looking at the city briefly, the group went to the tomb in question, watching out for the 'guardian'. A massive ruhk swept down and picked up Diane, howdah and all, surprising Neigh and his passenger. Diane was swiftly ripped apart before the massive bird was killed, at which point the actual guardian, a sphinx, showed up. She questioned their character and actions, permitting all of them bar Zartuk entry thanks to their answers. Whilst Zartuk watched from the outside, the group went in carefully and found a sarcophagus. Opening it up, the group noted a strong conjuration and positive energy presence from a pendant, though Dryth warned that not all was as it seemed. As such Aura decided to pick it up and felt slightly weird. As the group went back outside her state of mind failed as she slipped it on, appearing in the negative energy plane and manifesting a greater angelic aspect. With the urge to crusade thundering in her head and the need to kill undead rising, she managed to wrench it off long enough to return home and rejoin the group who were concenred she'd not followed them out.
Two days later, fully prepared, the group went back to the necromancer's lair to confront him. As before, they came across him tinkering and hurt him badly, only to be repaid with fireballs and more fireballs. Fleeing, the necromancer almost evaded the group were it not for Neight blocking the entrance and everyone setting up overlapping fields of view, backed up with Dryth's exception sight. Eventually Aura got close enough and the pendant, sensing a necromantic evil doer, sped out of Aura's pocket to snap around his neck. With a brief scream and struggle he was gone, and the group thought they had probably won... Regardless, going through the crypts saw the rescue of approximately 12 farmers and friends who were slated for a bit of butchery. Ransacking everything else saw the party gain enough loot to sell and serve as adequate payment.