Game number: 280
Real date: 5-22-08
Game start: 7-27-770
Game end: 7-27-770
Player Information
| Player |
Character |
Pre |
Bty |
Sex |
Class |
Notes |
| |
|
|
|
|
|
|
| Sean |
Brad |
16 |
20 |
M |
Priest |
white/green; of Shelyn; human, Sandpoint native |
| Warren |
Vosh |
18 |
10 |
M |
Warlock |
black/brown; earth; human, Sandpoint native |
| Eric |
Grim |
13 |
9 |
M |
Fighter |
blond/black; human, northerner (Shoanti) |
| Grisel |
Kaylee* |
19 |
13 |
F |
Warlock |
black/green; air; human, gypsy (Varisian) |
| Jeff |
Del |
10 |
20 |
M |
Druid |
red/grey; elf |
| Notes: Asterisk (*) denotes the high experience earner for that game. |
Date: 7-27-770
Vosh returns to town after speaking with "Mom".
Grim's caravan is attacked two hours outside of Sandpoint by an overwhelming force of organized human bandits. Most of the crew and guards are killed, Grim makes his escape. He returns to town and has a few drinks at the Rusty Dragon.
The party has lunch at the Rusty Dragon; picks up Grim and heads back out to Thistletop. They use the same technique as before: invisible, flight, see invisible to infiltrate the compound. This time there is more activity in the workout yard. The four goblin dogs are still there (and alive) although a couple seem to be in really bad shape. There are two goblins cleaning up the mess of the stallion, Shadowmist. The goblins and goblin dogs notice the party trying to sneak into the door leading downstairs. A short battle ensues and the goblins and gob-dogs are killed. A goblin sentry comes to investigate the ruckus and is wounded by the party. He attempts to flee through the complex. Brad fools another guard upstairs into not coming down. The party kills the other guard and hides all the goblins and gob-dogs in Shadowmist's stall.
The party moves underground. They do not explore past where they have already gone and make a beeline for the lower level. They encounter a single mage doing research and put her down quickly. They notice an obvious secret door and continue to the lower level.
They follow a set of stairs that end at a door. The door open onto a small hall with alcoves on the north and south walls, three in each. The floor is tilted at an angle (for this entire level). The craftsmanships seems different from that above and this level seems older. The statues that were in the alcoves are off their pedestals and have crumbled beyond recognition. A single door, opposite the one they entered, leaves this room. The party moves and Grim takes the lead moving down a short hallway. About 10 feet in two portcullises (portculli?) drop from the ceiling, trapping him next to two statues that begin swinging their large polearms at him. The party attempts to raise the portcullis nearest them to let Grim escape. The suceed in the nick of time as the floor drops away and the entire thing resets. Grim is sliced up pretty bad...
Comments (0)
You don't have permission to comment on this page.