We spent the first part of the session going over deity abilities. (Yay! We're sort of deities now!)
Sinclair summoned us to the top of the black moon. He gave us two tasks to perform. The first being to take care of Won-du and his phoenix host. The second being to stop the chaotic army of unnatural creatures from Union that are trying to invade. To help us with these tasks, Sinclair made new watergates for us to use that person specific.
Sapphire uses her encyclopedia magika to help us learn more about Won-du. We find out a lot of useful information to use against him in battle. Afterwards, Isania and Sapphire visit a group of the Killoren. After telling them of recent events, the decide to worship Isania (yay worshippers!) and agree to help mend Koth. Twelve agree to come along.
We set up a teleport circle to Aquillonia. The Winternight Company goes to Aquillonia where they obtain not-so-current maps of Koth. The group decides to teleport to the Roett into the bazaar. Isania immediately start repairing the ecosystem while Sapphire, Karic, and Louis redecorate the temple. Melody decides to set up a meeting with the guild leaders.
A messenger shows up and reports that the regent has been killed and cannot be resurrected. The Winternight Company (minus Isania-tree hugging hippie)go out to calm the masses and take to patrolling the streets at night. Melody discovers fire devils (Palorethe) in one of the guard towers. The following morning, Sapphire and Isania go to get "the twelve" while Louis and Karic gather information. Melody sets up her dinner for the Roett guards to gain information on the slave trade.
After careful planning, Rhiannon agrees to help lure Won-du to his demise. The group teleports to the Glass Sea and put their plan into action. Won-du dies anti-climactically. Shortly after, Melody uses a miracle to go do her "stuff." She goes off to talk to Emporer Ian and used her typical ways to have him try to make her leade of Narciss.
Meanwhile, the rest of the Winternight Company goes to Narciss. Sapphire disjoins the regent and Karic is able to ressurect her. Being thankful, and tired of her job, she declares the Winternight Company the new rulers of Narciss due to their capabilities of defeating Won-du. (We hate that dead guy.)
*I'm sorry if I spelled things incorrectly, Blair. Please leave a comment so I can edit them and make you somewhat happy.*
Monday, July 27, 2009
Friday, July 24, 2009
Reminder
This is just your friendly reminder that the Alba/Kalimdor group will be meeting in Independence on August 14th through the 16th. Matt, Jason, and I will be arriving sometime after Jason gets off of work at 7, or whenever we're done with the fair. I don't know if Pat will be done with detasseling by then or not. He'll have to keep us in the know.
Friday, July 17, 2009
July 11th - 12th: Eastern Kingdoms
The adventuring party gets up in the morning to have breakfast. Brigget decides to have a jar of jam and promptly crashes a short time later. We head north towards the ruins. We stop to buy some horses and chat with the marshall. He gives us an idea of where to look for Ronan and we head off.
After a couple of days of traveling, we see figures in the distance. Grace has her familiar fly up and do some scouting. There are four figures on horses, mostly undead. The party decided to try to avoid them and get off the road. Harrison does some scouting and reports back that he hasn't seen them go by, but he can't seem to locate them either. The four attack us shortly after getting back to the road. We kill three of them, the fourth gets away, from what we can tell. Unfortunately, some of the horses died in the attack, so Grace teleports back to Stormwind to get the old mounts and bring them back.
The party continues on to the pass where we find an ogre patrol. Harrison sneaks up to scope things out and disables their "alarm." The rest of us continue to ride up and wait for Harrison signal. Grace, getting frustrated with how she's handling her mount, teleports her and her horse up to the ogres. Brigget pushes the red button on his mechanostrider and zooms to catch up. Ray and Angus are unfortunately left behind.
During the battle with the ogres, Grace shatters the barrel of flash powder while using her breath weapon. Brigget decides to flamestrike the area, which doesn't have the desired effect he was hoping for, deafening Grace and alerting the keep of ogres to our intent. After defeating the patrol, Angus suggests we do not stay for fear of an ogre ambush. We go back the way we came to set up camp and all stay in Angus' tent.
When we get back to the pass the next day, there are two sets of tracks. One set shows two humanoids that just disappear. (We're speculating it's Ronan and Jarl.) The second set is of the undead from the day before. Their tracks come up and turn back. We decide to proceed through the pass. Harrsion finds several traps through the passage, but we make it through unscathed.
We camp for the night. Ray and Brigget hear voices telling them to turn back and feel like they've been "probed." Angus has a dream about a fire elemental war. Grace tells Thunderen to stop messing with the party, they're messed up enough.
There is a "discussion" on how to proceed and why we're going to the keep since there is a cave that is closer. This discussion mostly involves Ray and Brigget. Grace interjects that we came up here looking for Ronan and that the humanoid tracks we found couldn't be discerned as his. Ronan was headed to the ruins to examine them and the ruins are part of the keep. Ray has the brilliant idea to check out the cave and that maybe there's a way to the keep in there.
When we get to the cave, there are six abominable yetis inside. We defeat them with Ray taking lots of elemental damage. Grace gets very upset by this and demands Ray put on the ring of major elemental resistance while she watches....
After a couple of days of traveling, we see figures in the distance. Grace has her familiar fly up and do some scouting. There are four figures on horses, mostly undead. The party decided to try to avoid them and get off the road. Harrison does some scouting and reports back that he hasn't seen them go by, but he can't seem to locate them either. The four attack us shortly after getting back to the road. We kill three of them, the fourth gets away, from what we can tell. Unfortunately, some of the horses died in the attack, so Grace teleports back to Stormwind to get the old mounts and bring them back.
The party continues on to the pass where we find an ogre patrol. Harrison sneaks up to scope things out and disables their "alarm." The rest of us continue to ride up and wait for Harrison signal. Grace, getting frustrated with how she's handling her mount, teleports her and her horse up to the ogres. Brigget pushes the red button on his mechanostrider and zooms to catch up. Ray and Angus are unfortunately left behind.
During the battle with the ogres, Grace shatters the barrel of flash powder while using her breath weapon. Brigget decides to flamestrike the area, which doesn't have the desired effect he was hoping for, deafening Grace and alerting the keep of ogres to our intent. After defeating the patrol, Angus suggests we do not stay for fear of an ogre ambush. We go back the way we came to set up camp and all stay in Angus' tent.
When we get back to the pass the next day, there are two sets of tracks. One set shows two humanoids that just disappear. (We're speculating it's Ronan and Jarl.) The second set is of the undead from the day before. Their tracks come up and turn back. We decide to proceed through the pass. Harrsion finds several traps through the passage, but we make it through unscathed.
We camp for the night. Ray and Brigget hear voices telling them to turn back and feel like they've been "probed." Angus has a dream about a fire elemental war. Grace tells Thunderen to stop messing with the party, they're messed up enough.
There is a "discussion" on how to proceed and why we're going to the keep since there is a cave that is closer. This discussion mostly involves Ray and Brigget. Grace interjects that we came up here looking for Ronan and that the humanoid tracks we found couldn't be discerned as his. Ronan was headed to the ruins to examine them and the ruins are part of the keep. Ray has the brilliant idea to check out the cave and that maybe there's a way to the keep in there.
When we get to the cave, there are six abominable yetis inside. We defeat them with Ray taking lots of elemental damage. Grace gets very upset by this and demands Ray put on the ring of major elemental resistance while she watches....
Tuesday, July 14, 2009
July 10th: Eastern Kingdoms
Grace talked to Brigget and gave him the original ring of nine lives, explaining how it was more important for him to stay alive since he had the capability to heal. Brigget, earning a "know the answer to you next dilema" from the deck of many things, asked how he could become a gryffon rider without a gryffon. His answer was to search in his backpack where he found a gryffon egg. Angus, being knowledgeable about such things, gives Brigget an always warm blanket to incubate the egg.
Since Brigget was back, Durgon politely left to start his own church. We wish him luck! Ray mentions something about getting a second cleric a little too loudly and upsets Brigget. Brigget proceeds to fight Ray, but Grace intervened by moving the earth to put them into their own ten foot holes. Brigget's armor allowed him to fly out of the pit while Ray had to climb out. Ray decided it wasn't worth risking the ire of Grace by continuing the fight, so he walked away thus giving Brigget the achievement "Duelicious." (Not that he didn't brag about it for the rest of the weekend.)
Since Angus had decided his old pet bear, Misha, was getting a little old, he let her go. He came back with a dragon hawk that is a little flighty when you talk to it.
Ray, the leader, decides we need to go to Ironforge so we can start on our journey north. The last attempt didn't fair well with Ray and Harrison trying to take gryffons to Menethil. Harrison was mentally linked with Grace so she could teleport the rest of the party once they got there. Unfortunately, Ray and Harrison, as well as their escorts, were attacked by black dragons. Needless to say, taking gryffons didn't seem like a viable option. The party takes the tram to Ironforge and Grace and Harrison find someone who is going to teleport himself to Menethil and is willing to take the party as well (for the right price, as always).
While in Menethil, Grace studies the town to be able to teleport back, Harrison goes to the docks to see if there are any boats in and where they are going, and everyone else go to the bar/inn. Ray and Brigget decide to see who can out drink who. (For anyone who doesn't know, Ray is a human and Brigget is a gnome.) They get the Hero's ale. Brigget chugs his and promptly passes out for the rest of the night. Harrison finds out the boat to Darnassus had just left and wouldn't be in town again for a few weeks. The boat that was there was headed to Southshore and would be leaving in the morning. Agreeing that we would help load and unload, they agreed to take us along.
The next morning we take off, with a very hungover Brigget. On the way to Southshore, there is a patrol of naga that the ship is able to scare off. We make it to Southshore unscathed. We help unload the boat and get rooms for the night. There is a drunk local farmer celebrating how his son killed demons to save their farm. Farmer Kent was a very nice man and very proud of his son, Clark. Grace and Harrison walk him home to make sure he arrives safely. Meanwhile, Ray and Brigget decide to try the local drink and do Yeti bombs. They order five each, but the warning on the wall says anymore than three enhances your chances of turning into a lycanthrope. They get three down and are really drunk. By this time, Grace and Harrison have come back and have found out what the two are doing. They also found out that sign means drinking more than three in a year means you will turn into a lycanthrope, not to mention drinking any of it makes you smell like a yeti. Harrison steals the last four Yeti bombs and puts them away. Grace pays the bartender to make sure they don't drink anymore of them. Ray and Brigget notice their drinks are gone and go to order another round. The bartender gives them a drink that looks like a Yeti bomb.
Grace, Harrison and Angus decide to go to bed. After a little bit, Ray and Brigget get very warm and decide to go outside. Once they get outside, they end up throwing up due to the ipecac the bartender slipped them.
Since Brigget was back, Durgon politely left to start his own church. We wish him luck! Ray mentions something about getting a second cleric a little too loudly and upsets Brigget. Brigget proceeds to fight Ray, but Grace intervened by moving the earth to put them into their own ten foot holes. Brigget's armor allowed him to fly out of the pit while Ray had to climb out. Ray decided it wasn't worth risking the ire of Grace by continuing the fight, so he walked away thus giving Brigget the achievement "Duelicious." (Not that he didn't brag about it for the rest of the weekend.)
Since Angus had decided his old pet bear, Misha, was getting a little old, he let her go. He came back with a dragon hawk that is a little flighty when you talk to it.
Ray, the leader, decides we need to go to Ironforge so we can start on our journey north. The last attempt didn't fair well with Ray and Harrison trying to take gryffons to Menethil. Harrison was mentally linked with Grace so she could teleport the rest of the party once they got there. Unfortunately, Ray and Harrison, as well as their escorts, were attacked by black dragons. Needless to say, taking gryffons didn't seem like a viable option. The party takes the tram to Ironforge and Grace and Harrison find someone who is going to teleport himself to Menethil and is willing to take the party as well (for the right price, as always).
While in Menethil, Grace studies the town to be able to teleport back, Harrison goes to the docks to see if there are any boats in and where they are going, and everyone else go to the bar/inn. Ray and Brigget decide to see who can out drink who. (For anyone who doesn't know, Ray is a human and Brigget is a gnome.) They get the Hero's ale. Brigget chugs his and promptly passes out for the rest of the night. Harrison finds out the boat to Darnassus had just left and wouldn't be in town again for a few weeks. The boat that was there was headed to Southshore and would be leaving in the morning. Agreeing that we would help load and unload, they agreed to take us along.
The next morning we take off, with a very hungover Brigget. On the way to Southshore, there is a patrol of naga that the ship is able to scare off. We make it to Southshore unscathed. We help unload the boat and get rooms for the night. There is a drunk local farmer celebrating how his son killed demons to save their farm. Farmer Kent was a very nice man and very proud of his son, Clark. Grace and Harrison walk him home to make sure he arrives safely. Meanwhile, Ray and Brigget decide to try the local drink and do Yeti bombs. They order five each, but the warning on the wall says anymore than three enhances your chances of turning into a lycanthrope. They get three down and are really drunk. By this time, Grace and Harrison have come back and have found out what the two are doing. They also found out that sign means drinking more than three in a year means you will turn into a lycanthrope, not to mention drinking any of it makes you smell like a yeti. Harrison steals the last four Yeti bombs and puts them away. Grace pays the bartender to make sure they don't drink anymore of them. Ray and Brigget notice their drinks are gone and go to order another round. The bartender gives them a drink that looks like a Yeti bomb.
Grace, Harrison and Angus decide to go to bed. After a little bit, Ray and Brigget get very warm and decide to go outside. Once they get outside, they end up throwing up due to the ipecac the bartender slipped them.
Information
This particular blog is for all of my gamer friends. I will be posting my notes on the sessions we have, as well as the schedule for each group. There are currently 3/4ish groups. (Pat's running a 4.0 campaign with Matt, Jason, Adam, me and possibly another Pat, that's why it's an ish.) I will try to put the schedule for each one up so whoever needs vacation, etc. will be informed well in advanced. I may post the notes from this last weekend later today. Any suggestions would be greatly appreciated! Just leave a comment. Please put your name on it so I know who to politely thank for their suggestion. I like knowing who actually reads my blogs!
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