Game Notes 06-01-2021 After the Forgotten Barrow
They townspeople have been much impressed with the tale Hergon tells
of their prowess and the strength of the monsters and undead they
encountered. They will form a militia and station them outside the
graveyard while they go down and do further exploration. They get
back to the graveyard and begin investigating the opened graves
Time Stop
Danny explains to Loric to guard from above
They go back down the ladder through the lower rooms to the door to
room 9.
Init: S 24, Lu 18, Val 16, Ro 15, Danny 13, Zombie 9,
Zombie 42 hp
-11 Lu, -12 Dan, -11 Ro
XSword 1 - hp
87
Other S2 - hp 97
-30-28 Lu, -44
Ro,
-22 Dan -39-30 Ro, -16 lu, -6 Val
Round 1 -
Round 2 -
Round 3 -
Round 4 -
Possessions combat gear plus +1 studded leather, masterwork
scimitar, masterwork short sword, masterwork composite shortbow (+1
bonus if having 18 str.) with 14 arrows, 42 gp, 82sp
They find a stone of Undead Raising (4 per day) only at night
They find a note says:
"Raise as many as you can, go as deep as you can and bring your
findings to me. Xeron" With a Zentarum symbol under the name
indicating a high rank in the magocracy.
After searching the room very finely, they head back up to the
surface using the ladder.
They were down for about 2 hours, so its about noon when they
resurface. The villagers found 4 open graves and killed 4 skeletons.
2 men are wounded and the party heals them both.
They are told there will be a celebration that night and all the
town is invited.
They are each given 50gp for their efforts and are told they will
never be forgotten.
ITs a cloudy day when the wake up.
Travelled Eleasis-Gerd 11Day 251
In town on Eleasis-Gerd 12Day 252
Set out to the maus Eleasis-Gerd 12Day 252
Returned the next morning Eleasis-Gerd 13 Day 253 They had the big
party.
Setting out from the Cabbage and Coronet on Eleasis-Gerd 14Day 254:
☀️ High: 66°F Low: 52°F Wind: 0 mph
They talk to Herngren privately and they give him 40gp to make a
monument in town to remember what just happened. they plant a acorn
at the graveyard in Kingshom with a spell plant growth
They head out about 11:00 back to Shadowdale.
No encounters on the first day of travel and a nice camp near a mass
of black berries.
Eleasis-Gerd 15Day 255: ☀️ High: 64°F Low: 46°F Wind: 0 mph
No encounters. They make camp and enjoy being out of doors! Loric
kill a buck and brings some of it back to camp. They spend a couple
of hours dressing it and roasting some for breakfast. 12lbs left.
They get to Shadowdale 2:00pm
+1 leather goes to Danny and the bow goes to Roe.
They are met by Lavala who
asks how it went.
Lavala Grentival: Female Elf Soldier, N. Str 9, Dex 7, Con 9, Int
10, Wis 9, Cha 8. Lava has a square face, with auburn hair and
light blue eyes. She wears studded leather and wields a flail.
Dark grey uniform.
At Elminsters house. They are met by Turat at the door and he
arranges for them to meet with Elminster that evening.
Lavala is a gryphon rider (named Hikabora) and sees the group
leaving Elminsters. She flys down to them taking them the note
given to her by her commander with instructions to post it, but
she thinks it would be good for the Bear Claw.
They go to the house of Elminster and are told he will get in
touch with then soon. They are staying at the Old Skull
Inn.
There are 7 tables occupied when they arrive at 3:00
1:2 2:2 3:4 4:4 5:6 7:6 - 24 patrons 2 solo bar folks
The 2 tables with 6 are all adventurers with the smaller tables
being locals.
They take a corner room on the 3rd floor. They order Elvin wine and
are served quails eggs on crackers and a vegetable stew.
They are met by a boy of 12 named Charle Gunston who is human and
very clever.
Elminster visits them via a project image spell. Elminster will tell
them that the abduction and imprisonment of the Bear Lord was part
of a larger plot by the Zentarim to increase the influence in the
area of the dells.
He ask them to go to Hap to find out about what has been messing
with the nearby villages around Hap.
The stone is from the Zentarum Teifling Mage family of Dewer.
They head off to ELminsters house with the item as soon as they can
that night. No Encounters
Turat has a magic box that seals itself and gives them a paper
explaining what up with Hap.
"Please go the the city of Hap just off of Rauthhverurs Road.
At Hap Go to the Millery Inn and ask for Ishakalow."
They look at the note then return to their rooms at inn. Lavala us
there waiting for them.
She is mooning up at Ro and winking at him. They tell Lavala the
night is on them and they order lots of drinks, good dinner of
stream caught trout with a butter sauce.
Ro walks Lavala back to the barracks. but is back 1/2 hour.
They stay in their rooms that night and have a great nights
sleep.The bill is 14gp 2sp.
Eleasis-Gerd 16 Day 256: ☀️ High: 62°F Low: 47°F Wind: 0 mph
The next morning they plant an acorn with a spell plant grouth and
close the Lathander temple then set off for Hap.
Lu proposes following the river to Ashbenford then going due east to
Tangled Trees to see Amity.
Time Stop
Eleasis-Gerd 17 Day
257: ☀️ High: 62°F Low: 44°F Wind: 0 mph
Eleasis-Gerd 18 Day
258: ☀️ High: 64°F Low: 48°F Wind: 0 mph
Eleasis-Gerd 19 Day
259: ☀️ High: 65°F Low: 48°F Wind: 0 mph
VARAG ZOMBIE CR 2 hp 42 (6HD);DR 5/slashing NE Medium undead
(goblinoid) Init +1; Senses darkvision 60 ft.; Listen +0, Spot
+0 AC 19, touch 1 1 , flat-footed 18 Immune undead
immunities Fort +2, Ref +3, Will +5 Speed 60 ft. (12 squares,
can't run) Melee mwk scimitar +7 (1d6+3/18-20) Base Atk +3; Grp +6
Abilities Str 17, Dex 13, Con—, Int—, Wis 10, Cha 1 SQ single
actions only, undead traits Feats Toughness Skills Listen +0, Spot
+0 Possessions masterwork studded leather, masterwork scimitar
Single Actions Only (Ex) Zombies can perform only a single move
action or standard action per round. A zombie can move up to its
speed and attack in the same round if charging.
SARGUS CR 2 hp 87 (6 HD) Male varag rogue 1 CE Medium humanoid
(goblinoid)
Init +6;
Senses darkvision 60 ft., scent; Listen +1, Spot +0
AC 22, touch 15, flat-footed 17 Fort +3, Ref +10, Will +0
Speed 60 ft. (12 squares); Run, Spring
Attack Melee mwk scimitar +5 (1d6+4/18-20)
Ranged mwk composite shortbow +8 (1d6+4/x3) Base Atk +2; Grp +6
Atk Options sneak attack +1d6 Combat Gear potion of cure moderate
wounds
Abilities Str 18, Dex 20, Con 15, Int 6, Wis 8, Cha 12
Feats Improved Initiative, RunB, Spring AttackB,
Two- Weapon Fighting Skills Balance +7, Jump +18, Listen +1, Move
Silently +16*, Spot +0, Survival +0 (+4 when tracking by scent),
Tumble +10 *A varag can always choose to take 10 on a Move
Silently check, even if rushed or threatened.
Possessions combat gear plus +1 studded leather, masterwork
scimitar, masterwork short sword, masterwork composite shortbow
(+4 Str bonus) with 14 arrows, 42 gp
XERON CR 5 hp 29 (8HD) Male yuan-ti pureblood sorcerer 4 CE
Medium monstrous humanoid Init +7; Senses darkvision 60 ft.;
Listen +5, Spot +5 Languages Abyssal, Common, Draconic, Goblin,
Undercommon, Yuan-Ti AC 19, touch 14, flat-footed 18; Dodge SR 18
Fort +2, Ref +8, Will +9 Speed 30 ft. (6 squares) Melee +1 spear
+9 (1d8/x3) Base Atk +6; Grp +6 Combat Gear potion of cure
moderate wounds, wand of magic missile (CL 3 r d ; 13 charges),
figurine of the nagatha Sorcerer Spells Known (CL 4t h ) : 2 n d
(4/day; 2 used)—Melf's acid arrow (+9 ranged touch) 1 s t (7/day;
4 used)—mage armor†, magic missile, ray of enfeeblement (+9 ranged
touch) 0 (6/day; 3 used)—acid splash (+9 ranged touch), detect
magic, mage hand, prestidigitation, read magic, touch of fatigue
(+9 melee touch, DC 13) † Already cast Spell-Like Abilities (CL 8t
h ) : At will—detect poison (CL 6t h) 1/day—animal trance (DC 16),
cause fear (DC 15), charm person† (DC 15), darkness†, entangle (DC
15) † Already used Abilities Str 8, Dex 16, Con 10, Int 15, Wis
12, Cha 19 SQ alternate form Feats AlertnessB, Blind-FightB,
Combat Casting, Dodge, Improved Initiative Skills Bluff +9,
Concentration +10 (+14 to cast defensively), Diplomacy +6,
Disguise +11 (+13 to act in character, +18 when impersonating a
human), Knowledge (history) +7, Knowledge (arcana) +10, Listen +5,
Spellcraft +9, Spot +5 Possessions combat gear plus +1 spear, ring
of protection +1, scribe's kit, map of the tomb complex Alternate
Form (Su) Xeron can assume the form of a Tiny to Large viper (MM
280) as a psionic power.
Xeron then uses cause fear on a fighter type, following up
with ray of enfeeblement if cause fear doesn't work. Then he
focuses on dealing damage. He starts with Melfs acid arrow and
works down to his less powerful remaining spells.