Raiders of Lost Sumaldi: Difference between revisions
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# [[Twilight Stalker]] - 6 arms, furry, human-sized, tail, long limbs and neck, claws, fangs. | # [[Twilight Stalker]] - 6 arms, furry, human-sized, tail, long limbs and neck, claws, fangs. | ||
=== | === Banshee === | ||
: Plan: The Banshee is contained in in a smallish section of the crypt, behind a door and flowing water that she can't get through. Our plan is to set up just outside the door with wax earplugs, Petra does her Twilight Guardians ritual, we wait while the guardians deal to all undead in range, then we go in to double-check. | |||
We enact our Twilight Guardians plan against the Banshee, it works, she screams (Mass Fear), the scream gets stronger as she fades, her undeath ends. | |||
Some communication complications from all having wax in our ears. | |||
Petra gets her Banshee Death Curse but '''Anpu''' partly protects her by converting it into a cursed necklace. | |||
Heading in we explore, the floor and main crypt have sunk about 20' and flooded. The crypt itself is intact apart from the breached door. | |||
As per our agreement with the temple guardian, we don't enter the crypt but we do gather some items left on the roof of the crypt the Banshee was drifting over. | |||
; Ancient Divination of Banshee Necklace | |||
: Petra can and must scream once a day, rank 5 Mass Fear. Curse Removal is required to remove the necklace. | |||
The guardian blesses our weapons so we can strike insubstantial undead. | |||
We then move against the Twilight Stalker. It is also sealed in but in a larger area so we'll need a variation to plan A. | |||
Detect reveals 1 Greater and 9 lesser undead. Peering through transparency, we can see the cavern is shrouded in magical twilight. | |||
: GTN: '''Shadow Minions''' about the size of pixies, drift/fly slowly rather than walk, shadow-step, thrown shadow darts, melee with shadow blades, don't like areas of light. | |||
We start with another area of Twilight Guardians then carefully move in. When we get near the edge of our Twilight Guardians, some Shadow Minions start throwing darts, Petra & Cass lay down Light to drive them back, Petra and Sprockett pick off the unwary (Gentling Undead & Firebolt). The stalker starts countering our light with more twilight but our two casters to its one mean we can work them into the corner. | |||
Then Haldyr and I present ourselves as bait to draw the Stalker out from the crypt it was hiding in and we engage. | |||
: Stalker has 4 arms, tail, short range teleport, Twilight Celestial adept, has a defensive dimensional warping field (defence spell?). | |||
=== Twilight Stalker === | |||
We continue our slow and tactical approach, blocking them in with light, taking out the minions any time they expose themselves. | |||
Haldyr and I get tagged by the Stalker a couple of times but it teleports away. | |||
Then it foolishly teleports into the middle of mages with its last minion, Cass kills the minion in one blow, Sprockett turns and kills the stalker in one blow. | |||
We search and find some more artefacts then spend a few hours divining them once we get back to the glade. | |||
* Gown - Glamour Weave (Illusion) ... | |||
* Veil - Glamour Weave (Illusion) ... | |||
* Clockwork Amulet - choose 50 once per day on a % roll | |||
* Amulet of Wit - once per day gain advantage on a spell cast | |||
* Amulet of Muscle - once per day gain advantage on a strike check & +1 damage | |||
* Armour Piece - armour storage, flourish to don armour. | |||
* Bracelet - Conceals a 1-H weapon, free act to prepare. | |||
* Small Orb - Elemental shielding | |||
* Hat Patch - First missile attack on you each day will miss. | |||
* Peeping Tom - Copper Keyhole - attach to a door and peer through. | |||
* Wand Sheathe - Conceals a wand, free act to prepare. | |||
* Moon Flowers & Corpse Flowers | |||
* Some coins and non-magical valuables | |||
; Th'rsday 3rd Frost | ; Th'rsday 3rd Frost | ||
We continue our line towards the docks. | |||
After 6 miles, we find what was once a central market/plaza area, fountain, more intact and partially intact buildings than there should be after 2,000 years. | |||
A wider/grander road headed north-east from here. | |||
: GTN: '''Bleeder Swarm''' - whirring bony/spiky insect-like things | |||
Another 8 miles gets us to the docks area, the buildings are mostly rubble, more like the effects of time that we expected. | |||
We then fly back to the field for the night. | |||
; Frysday 4th Frost | ; Frysday 4th Frost | ||
We head back to the plaza and up the grand way which leads to a fairly intact palace. | |||
: Black horse with H&1/2 sword through its head - non-sentient undead, GTN: '''Sword Unicorn'''. Omnivore. Became Zombie-like undead thousands of years ago via arcane necro ritual cast on this War Horse after death. | |||
We approach and offer it grass, it comes over and eats, Petra talks to it, it likes us, especially her - she smells like her old master which we work out was a Drow and maybe a Necro. Petra manages to keep it entertained long enough for me to Divine it. | |||
: Vine-Bramble GTN: '''Wraith Weed''' Non-sentient undead plant. Thorny vines snake out to pull things in. | |||
We stand back and burn it. | |||
=== Session 5 === | |||
; Reapsday 5th Frost | ; Reapsday 5th Frost | ||
; Sunday 6th Frost | ; Sunday 6th Frost | ||
Latest revision as of 10:45, 13 July 2026
Summary
Adventure: Raiders of Lost Sumaldi
GM: Dean
Season: Winter 826 wk
Night: Monday in St Johns
Level: Low
- Party
- Ariane Porter - Human(f) Namer - Stephen
- Cassandra - Human(f) Celestial Mage - Michelle
- Haldyr - Elven(m) Non-mage - Chris
- Lochie - Elven(m) Water Mage - Conal
- Petra - Halfling(f) Necromancer - Lisa
- Sprockett - Dwarven(m) Binder - Ciaran
- Wundstr - Dwarven(m) Air Mage - Sean
- Employer
- Lyria of the Heartwood Nature Priests
- Mission
- Continuing a recent exploration of Sumaldi which found many surprising things that they would like looked into further. There may be other minor jobs to tackle if time allows.
- Pay
- 10k per person in money or services.
Scribe Notes
Sumaldi via Cam's Vale
- Duesday 1st Frost
Haldyr is here on behalf of 'the group' - some really old Elves who are nature priests, we'll be working for them, not him. They sent a 4-horse carriage (driver named Smythe) which will take us to Camdindel's tower to meet with Lyria.
Haldyr says they told him there's no hurry but he wants to leave immediately, reluctantly giving us half an hour to grab our gear.
The carriage starts off at a decent clip then levitates and goes faster (about 40mph) until it lands by the lake at the Vale.
We are met by Lyria, we stroll through the vale while we talk. Lyria is agelessly old, we walk slowly as her war wounds trouble her.
Sumaldi fell to ruin about 2,000 years ago. It is a jungle oasis in the desert, lots of magical influences. The city used to be about 20 miles across. The recent (9 years ago) fall of Argon's Watch and release of powerful life and death energies has effected more significant and accelerated changes.
- Someone has been 'gardening' the herbs there.
- Harvesting any Moonflowers we find would be a bonus.
- Fauna were also influenced by the energies, lots of changed animals and varied/unusual undead. Undead insects and animals. Undead Hag, Sneaky/spiky undead, explosive bloated cadavers.
- A crypt was partially explored. Previous party was employed by a Crypt Guardian to slay a Head Hunter.
Primarily we are being employed for a Botanical and Archaeological survey of Sumaldi. Lyria is also looking for a new home, Sumaldi being high mana could be a candidate.
Ehrendil reports there is a powerful rising evil in Western Filgiso Forest, it has released another blood creature that Ehrendil would appreciate being hunted down.
We then board the ferry to cross to the island and into the solid granite castle for dinner and rooms for the night.
Dinner with Lyria, Camdindel, Legion, Lorto, Maelstrom, Lumon. Syrianth is away being helped to 'transition'.
- W'ansday 2nd Frost
Rk 20 duration enhancements and Str of Stone from Lorto, wings from Cass then we fly ESE over 4 mountain ranges of various heights, then over the desert/wastes arriving at the northern edge of Sumaldi about midday.
Knowing the location of it and with permission, we head in to Ilthuryn's glade.
Good Revenenants?
Previous guild party (Summer 826) cut a path in, found an old cathedral and then explored the crypt underneath. Worked for friendly revenants killing unfriendly undead. We could use scribbles logs to follow their trail.
The Knowledge Dragon doesn't have a map of Sumaldi as was.
As we finish lunch, a flock of Starlings lands nearby and turns into a scruffy man who introduces himself as Kilroy.
We pick a bearing to follow that will take us through the middle of the jungle/ruins towards the docks. Lots of life, insects, undead insects, plants, dense jungle, slow going. A stream, cool quality water, fish, etc.
About 1 mile in we find old but mostly intact buildings covered with plants. Some of the land and buildings once dry are now partially submerged.
Checking out the cathedral, Petra detects a Greater Undead, I draw it out and we kill it.
- GTN: Kikimora Dagger like spikes all over. Claws, large maw. Like an aquatic Ghast, Sentient Undead, didn't drain us during the fight.
When I drag the body out, a small monkey climbs down from the tree and exudes maggots which swarm over the corpse.
- GTN: Beeblezug 'medium-undead' scavenger.
We head downstairs to the first room where the previous group blew up lots of undead. Further down, small room, door, pool, water flows under the door through a channel. Enchanted door, Special Binder Magic, the magic Contains something, it also blocks detect undead.
We knock, open the door, start talking then Petra gets them with her first blast, they flee, she gets them again. We pursue chasing them to another chamber further in where they hide behind their priest-ghost. It asks us to stop killing them as they're 'good' ghosts guarding the dead from bad undead and necromancers. We agree to parley.
- GTN: Spectral Guardian Greater Undead associated with 'god/religion to be named', Gentling (anti-Necro).
Has been undead for millennia. Probably some sort of genus-loci, amalgamation of the dedicated spirits of many priests.
There are bad undead down here that blew in with an undead wind they'd like us to kill.
- Banshee - sometimes substantial.
- Twilight Stalker - 6 arms, furry, human-sized, tail, long limbs and neck, claws, fangs.
Banshee
- Plan: The Banshee is contained in in a smallish section of the crypt, behind a door and flowing water that she can't get through. Our plan is to set up just outside the door with wax earplugs, Petra does her Twilight Guardians ritual, we wait while the guardians deal to all undead in range, then we go in to double-check.
We enact our Twilight Guardians plan against the Banshee, it works, she screams (Mass Fear), the scream gets stronger as she fades, her undeath ends. Some communication complications from all having wax in our ears. Petra gets her Banshee Death Curse but Anpu partly protects her by converting it into a cursed necklace.
Heading in we explore, the floor and main crypt have sunk about 20' and flooded. The crypt itself is intact apart from the breached door. As per our agreement with the temple guardian, we don't enter the crypt but we do gather some items left on the roof of the crypt the Banshee was drifting over.
- Ancient Divination of Banshee Necklace
- Petra can and must scream once a day, rank 5 Mass Fear. Curse Removal is required to remove the necklace.
The guardian blesses our weapons so we can strike insubstantial undead.
We then move against the Twilight Stalker. It is also sealed in but in a larger area so we'll need a variation to plan A. Detect reveals 1 Greater and 9 lesser undead. Peering through transparency, we can see the cavern is shrouded in magical twilight.
- GTN: Shadow Minions about the size of pixies, drift/fly slowly rather than walk, shadow-step, thrown shadow darts, melee with shadow blades, don't like areas of light.
We start with another area of Twilight Guardians then carefully move in. When we get near the edge of our Twilight Guardians, some Shadow Minions start throwing darts, Petra & Cass lay down Light to drive them back, Petra and Sprockett pick off the unwary (Gentling Undead & Firebolt). The stalker starts countering our light with more twilight but our two casters to its one mean we can work them into the corner. Then Haldyr and I present ourselves as bait to draw the Stalker out from the crypt it was hiding in and we engage.
- Stalker has 4 arms, tail, short range teleport, Twilight Celestial adept, has a defensive dimensional warping field (defence spell?).
Twilight Stalker
We continue our slow and tactical approach, blocking them in with light, taking out the minions any time they expose themselves. Haldyr and I get tagged by the Stalker a couple of times but it teleports away. Then it foolishly teleports into the middle of mages with its last minion, Cass kills the minion in one blow, Sprockett turns and kills the stalker in one blow.
We search and find some more artefacts then spend a few hours divining them once we get back to the glade.
- Gown - Glamour Weave (Illusion) ...
- Veil - Glamour Weave (Illusion) ...
- Clockwork Amulet - choose 50 once per day on a % roll
- Amulet of Wit - once per day gain advantage on a spell cast
- Amulet of Muscle - once per day gain advantage on a strike check & +1 damage
- Armour Piece - armour storage, flourish to don armour.
- Bracelet - Conceals a 1-H weapon, free act to prepare.
- Small Orb - Elemental shielding
- Hat Patch - First missile attack on you each day will miss.
- Peeping Tom - Copper Keyhole - attach to a door and peer through.
- Wand Sheathe - Conceals a wand, free act to prepare.
- Moon Flowers & Corpse Flowers
- Some coins and non-magical valuables
- Th'rsday 3rd Frost
We continue our line towards the docks.
After 6 miles, we find what was once a central market/plaza area, fountain, more intact and partially intact buildings than there should be after 2,000 years. A wider/grander road headed north-east from here.
- GTN: Bleeder Swarm - whirring bony/spiky insect-like things
Another 8 miles gets us to the docks area, the buildings are mostly rubble, more like the effects of time that we expected.
We then fly back to the field for the night.
- Frysday 4th Frost
We head back to the plaza and up the grand way which leads to a fairly intact palace.
- Black horse with H&1/2 sword through its head - non-sentient undead, GTN: Sword Unicorn. Omnivore. Became Zombie-like undead thousands of years ago via arcane necro ritual cast on this War Horse after death.
We approach and offer it grass, it comes over and eats, Petra talks to it, it likes us, especially her - she smells like her old master which we work out was a Drow and maybe a Necro. Petra manages to keep it entertained long enough for me to Divine it.
- Vine-Bramble GTN: Wraith Weed Non-sentient undead plant. Thorny vines snake out to pull things in.
We stand back and burn it.
Session 5
- Reapsday 5th Frost
- Sunday 6th Frost
- Moonday 7th Frost
Buffs & Mil Sci
Buffs
| Magic (caster) | Rk | Effects | Duration | Ar | Ca | Ha | Lo | Pe | Sp | Wu |
|---|---|---|---|---|---|---|---|---|---|---|
| Shadowform (Ca) | 14 | +30% Def | 7.5 hours | |||||||
| Waterproofing (Lo) | 6 | Lasts longer on objects | 21 hours |
| Magic (caster) | Rk | Effects | Duration | Ar | Ca | Ha | Lo | Pe | Sp | Wu |
|---|---|---|---|---|---|---|---|---|---|---|
| Str of Darkness (Pe) | 10 | +6 | 2 hours | |||||||
| Shadow Wings (Ca) | 16 | 46 mph | 8.5 hours | |||||||
| Feather Fall (wu) | rk | Fall 5' then 1' per second | ? hours | |||||||
| Witchsight (Ca/Pe) | 0 | 1/2 hour | - | - | - | |||||
| Water Breathing (Lo) | 6 | 7 hours | ||||||||
| Buoyancy (Lo) | 3 | Float, Asc/Dsc: 11'/pulse, No Pressure | 2 hours |
| Thing | Rk | Effects | Duration | Ar | Ca | Ha | Lo | Pe | Sp | Wu |
|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 95% | 58% | ||||||||
| See Invis | Effective rank to see Invis | 8 | 4 | 3 | ||||||
| Second Sight | Spot planar/spatial anomalies | 6 | ||||||||
| Detect Ley Lines | rk 5 = 750' range | 5 |
- Ari's (Michaeline) Banner of Urbino
- Allies within 60' gain +20% weapon SC, +4 weapon Damage, +15% MR to Mind affecting or +10% MR vs morale affecting
- Ari's Heroism
- Allies gain -6 dm vs Fear/Morale -12 on Fright Table rolls
- Autumnal Blessing from Lyria
- Provides immunity from physical or magical effects that cause rot, decay, disease or infection.
- No undead will willingly approach closer than 30 feet to the wearer in most cases.
- Subtract 2 off any drain damage caused
- 1 extra point of FT recovery is gained from any meal or broth
- Other Employer Buffs
- Rk 12 GE on all areas from Legion
- Lesser Enchantment (rk 20) from Legion
- Life Linking from Lyria
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Cass | Haldyr | Ari | ||||||||
| Wundstr | Lochie | Petra | Sprocket | ||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
Ari Haldyr |
Double File
Ari Haldyr |
Single File
Ari |
Calendar
| Winter: Frost 826 (7) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain | 1 | Guild Meeting Seagate | 2 | 3 | 4 | 5 | 6 | |||||||
| 7 | 8 | 9 | 10 | 11 | 12 | 13 | ||||||||
| 14 | 15 | 16 | 17 | 18 | 19 | 10 | ||||||||
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Winter: Snow 826 (8) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | 18 | Yuletide | ||||||
| 19 | Days of Chaos | 20 | DoC2 | 21 | DoC3 | 22 | DoC4 | 23 | DoC5 | 24 | DoC6 | 25 | DoC7 | |
| 26 | DoC8 | 27 | DoC9 | 28 | DoC10 | 29 | DoC11 | 30 | Twelfth Night | 1 | 2 | |||
| Winter: Ice 826 (9) | ||||||||||||||
| 3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | ||||||||