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The Ann Arbor Area RPG & D&D Group Message Board › Teen Game Campaign Notes

Teen Game Campaign Notes

Peter J.
user 12275327
Ann Arbor, MI
Post #: 21
I've written up a little one-session mini-adventure based on the Vampire's proposition. If y'all like, we can play that for this Saturday, and as a group decide what we would like to do for the following weeks.

Cheers,

-Peter
A former member
Post #: 5
Sorry for the short notice, but my Dad is gone this weekend so my Mom will be taking me. what is the address of the shaw's? - Blake
Peter J.
user 12275327
Ann Arbor, MI
Post #: 22
Sorry for the short notice, but my Dad is gone this weekend so my Mom will be taking me. what is the address of the shaw's? - Blake
Google maps has it as:

5334 Falkirk Ct‎
Ypsilanti, MI 48198

Sometimes maps gets the town name and zip code wrong, but if you type that address into maps.google.com it will show you the correct location.

Cheers,

-Peter

Rafael
user 14096141
Ann Arbor, MI
Post #: 21
Sat. the 28th. We are meeting at Peter's, correct? What's the address Peter? Also, note if you would like input or help levelling to 9.
Peter J.
user 12275327
Ann Arbor, MI
Post #: 23
Address is:

2223 Starwood Ct
Ann Arbor, MI 48103

See y'all Saturday.

Cheers,
-Peter
Peter J.
user 12275327
Ann Arbor, MI
Post #: 24
So, a summary of today's game events:

You left the grave of the vampire lord and continued on your quest to catch the Wispering Way agent. You travel down the coast towards the town of Illmarsh, where you think he was headed.

On the way, you find a deserted quay, where a small sailboat is trying to make dock in a storm. Thanks to Encarii's knowledge of sailing, you assist the lone passenger of the boat and save him from crashing into the rocks. His name is Horace Croon, a local inventor working on his latest invention, a "subaqueous exploration and research vessel." He thanks you for the help, and then is quickly distracted with his inventions and goes on his way.

In town, you secure a room at the in, and note the generally unfriendly (but not openly hostile) attitude of the town. Talking to the locals, you learn that things have been very hard lately, with very poor fishing and the "Neighbors Down Way" have not been seen lately. The Neighbors are from a small town down the bay, and are known for bringing good fortune to the town. Their absence is blamed on all the outsiders (including you) who have been through the town lately.

After Encarii casts a hex on a fisherman, the sheriff arrives and gives you a "talking to." He then leads you to the mayors office for a word with the mayor. The mayor, Early Greedle, is fairly friendly, and answers some questions for you. He then says that there have been disappearances in the town lately, with as many as a dozen townsfolk gone missing without a trace. He suspects the local church of Gozreh, The Recondite Order of the Indomitable Sea, may be involved, but he is unable to act since the Vicar of the church has the Sheriff and other townsfolk under his thumb.

The mayor offered you 5000gp to go investigate and find out what happened to the townsfolk, and put an end to the problem. Although you suspect the mayor may be doing this for political gain (i.e., removing a political rival, the church vicar), it seems like his money is good, and solving the mystery of the disappearing townsfolk really is a worthwhile cause.

So, you head over to the church. Steve and Summer sneak in, and overhear the church Vicar teaching one of the acolytes a prayer, but is a demonic prayer in abyssal to the evil god Dagon. When Encarii makes some noise the vicar comes to investigate and is surprised to discover Steve outside his door. Steve fills him full of arrows in short order, and a long fight ensues at the church. It becomes plain during the fight that this is really a temple of the evil god Dagon, and not a church of Gozreh at all. Ultimately, Sauburn finishes off the temple guardian with his shocking images.

After the main battle with the temple guardian and the acolytes, you discover that there are three high level priests at this temple, only one of which you have encountered and slain here. In an ornate bedroom at the temple, you find some scattered, empty potion bottles (cure light wounds). While you are searching around, you are attacked by two slugs. Steve is infected, and has a very short time before the slug burrows into his brain. Electrical spells and fire spells seem to do nothing to slow it down. Steve and Summer use their knowledge of healing to surmise that they can surgically cut the slug out before it gets to Steve's brain. Summer uses her healing skill to cut the slug out and save Steve from infection by the larval, abarrant creature, although the surgery will leave a bit of a scar.

That's where we left off. Next message is the remaining rooms of the temple and information you'll need for our next session.

Cheers,

-Peter
Peter J.
user 12275327
Ann Arbor, MI
Post #: 25
Behind the secret door in the temple, you find three more chambers. The main chamber is the secret alter to Dagon, where the temple guardian lived. There is a blood covered altar, and a pool of water that goes down and connects with the adjoining chambers. The pool of water also has an underwater tunnel that leads towards the lake.

The second chamber you find contains about a dozen headless corpses. Summer is able to tell that the corpses heads appear to have exploded, but not in this room as there is no gore or bits-and-pieces lying about. These bodies died elsewhere, and were brought to this room. The bodies also appear to have suffered ability drain before their death. All the corpses except one are dresses as normal villagers; these are likely the disappeared townsfolk you are looking for.

One of the corpses has finer dress. You locate 22gp of coins on him, and an eggshell like the one you found on the assassin in Thrushmore (the one where the gouls attacked you). Steve is able to figure out how to open the shell, and it contains a Wispering Way icon. However, this body is not the right height and weight to be the rider you are pursuing; this is some other Wispering Way agent.


In the final room of the temple, you find a man and a woman (Rufus and Imelba Tulby) quietly waiting. They are wary of you, but Andrese is able to persuade them to talk freely with you. They say they are waiting for Father Voltiaro (the head priest the Mayor said really controls this town) to return. This couple has given Father Voltiaro their infant daughter, to be taken for fostering with the Neighbors Down Bay. They explain that this is how things always are in Illmarsh: second and third daughters are given for fostering to the Neighbors Down Bay, where they are raised and marry important members of the Neighbors community, and never return to Illsmarsh. In return, the Neighbors bring good fortune to the town of Illsmarsh, including excellent fishing and occasional treasures.

Unfortunately, as you also know from your talk with the mayor, Rufus explains that the Neighbors have not shown up to take their daughter. Father Voltiaro has gone, with the baby, to see if he can find the Neighbors Down Bay at an old meeting place, the Undiomede House, a few miles outside of town.

Undiomede House the house where the founder of the town and his descendants used to live, but has been vacant for the last 70 years since the Undiomede line died out. However, this is also where Father Voltiaro would sometimes meet with the Neighbors Down Bay, and where he has now taken the infant to try and make contact with the Neighbors.

Rufus and Imelba insist on waiting here until Father Voltiaro returns, so they know their daughter has been fostered as tradition requires. They seem to have no knowledge of the true nature of this temple (they think it is a temple to Gozreh, and will not be convinced otherwise).

There is no further treasure to be found at the temple other than the 22gp found on the body of the headless corpse.

You are now free to choose what to do next in your quest to capture the agent of the Wispering Way you are persuing.

Cheers,

-Peter
Peter J.
user 12275327
Ann Arbor, MI
Post #: 26
Next Meetup is October 12th. Let's meet at my house again:

2223 Starwood Ct,
Ann Arbor, MI 48013

734-913-9177

See you all there. Please be sure to read the previous two posts on this thread, as they summarize what we did and what you learn after the battle in the temple.

Cheers,

-Peter
Peter J.
user 12275327
Ann Arbor, MI
Post #: 27
See y'all tomorrow. Game is at my house again.

Please be sure you've read the posts above, so we can all start knowing what is going on smile

Cheers,

-Peter
Peter J.
user 12275327
Ann Arbor, MI
Post #: 28
Summary of events from last game:

You finished clearing out the town temple, which turned out to really be a temple to the evil demon lord Dagon. However, the Vicar was not there. So, following a lead that he had traveled to the deserted house of Undiomede (Undiomede was the former ruler of this region, 200 years ago, and the "House of Undiomede" is is former estate, now deserted and in disrepair).

You learn that the Vicar has traveled to the House of Undiomede with the three month old second born daughter of a village couple, where he is going to give the girl to the "Neighbors Down Bay." You do not know what will happen to the girl, but not much good comes from a priest of Dagon abducting babies...

You rest the night at the inn, and travel the two miles up the road, into the swamp to where House Undiomede rests. Approaching the house, Sauburn is overtaken with a brief fit. Andrezei asks him if he's ok, and he mutters something about being the victim of some foul spell, and he clearly looks shaken. He says there is something in the lake out front of the mansion, so the party gives it a wide berth.

The party enters the mansion and finds a starving horse tied up in the stable area: the piebald mere of the Wispering Way agent you have been hunting down. Summer does her best to feed the horse and comfort it.

Proceding into the mansion, the party finds signs of some struggle, and the box which, in your previous vision, had contained the Seasage Effigy (the statue that had been stolen by "Lenny," when he was under the control of the Wispering Way). The Effigy is not here, however, but you know you're getting closer.

Progressing farther into the mansion, you encounter a Marsh Giant, who attacks on sight. After the combat, you discover that the mansion has been built upon an ancient circle of Druid stones. Upon getting near the alter at the center of the stone circle, Andrezei is overcome with a vision, which ends with him on his knees and losing his lunch. Andrezei reveals he had a vision of maddened druids killing a divine woman, very likely the godess Desna.

Inspection of the alter discovers a seed pod, which nobody wants to touch, so it's left under the alter. A phase door is located on one of the stones, but the party lacks the key to activate it.

Pressing on, injuries and all, the party searches more rooms of the mansion. While searching another room, a swarm of ticks attacks the party. Already injured from the Marsh Giant, the party flees, but not before Enkari and Sauburn are rendered unconscious and being bled dry by the ticks. Summer saves them by encasing them in a magical acqueous orb, then flees herself. Summer must ultimately place herself in an acqueous orb to escape the ticks, which also renders her unconscious. The rest of the party escapes by hiding in the stables, as the mindless tick swarm wanders off in search of more blood.

The party rests the night in the stables, figuring this is a safe place if a starving horse could live there for several days without injury (other than not having food...).

While resting the night, you hear a baby cry out elsewhere in the building, then quickly silenced. You all have dreams of sickening colors that seam to drain your will to continue on your quest; you feel lethargic and want to stay, sit, and let your lives slip away into the soil... that would be so easy, even though it hurts. In the morning, you have a very difficult time getting motivated to move on, but there is nothing here in the stables for you, so on you must go.



See everyone Saturday! Let's meet at my house again.

Cheers,

-Peter
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