SitN Session #13: Whoosh

Warning: Spoilers below for the adventure, Rescue at Rivenroar (albeit a modified version).

This entry is from Tyrande’s perspective.

I certainly don’t know much about magic but when Roxy’s magic torch went out, I knew that couldn’t be good. Not to mention the drop in temperature and whooshing sound.

There was nothing to do but prepare. I openly suggest we backtrack the last lit room, despite knowing whatever was with us would here us. With a slight roar and a giant fire burst, Rawr blasts a brief moment of light into the room giving us the opportunity to see our foe, a dire bat hovering in the middle of the room. The light quickly dissipates however. Deornoth rummages around in his pack and pulls out a sunrod and when lit, easily lights the entire room.

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SitN Session #12: Into Rivenroar

Warning: Spoilers below for the adventure, Rescue at Rivenroar (albeit a modified version).

Starting with this session, I’m simply posting the Campaign Journal entries written by the players. Typically, I ask the players to take turns each week writing a journal entry and posting it on our group’s private website. We hadn’t been doing this up until this point. Fair warning…the quality, creativity, and completeness of the entries varies from week to week. I’ll post some notes in italics.

This entry is from Deornoth’s perspective.

We were at the bottom of the stairs, at the entrance to the Rivenroar catacombs. Upon opening the doors, we were greeted by four hobs and two gobs. We fought and killed the hobs. The gobs fled through a door to the west. We take a short rest.

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Sorry gmail Users

I’ve had a large number of registration requests from gmail accounts that are obviously spamming attempts. So, if you are attempting to register with a gmail email account, sorry, it won’t be approved.

SitN Session #11: Brrrraaaaaaiiiiinnnnnsssss

Warning: Spoilers below for the adventure, Rescue at Rivenroar (albeit a modified version).

When we last left our intrepid party of adventurers, they were rushing headlong towards Rivenroar…wherever and whatever that might be. Yes, our impetuous heroes only knew that Rivenroar lay somewhere to the east of Everlund. Heading out of town, they spent a short period of time looking for tracks or other evidence of the recent invaders. They discovered that many small bands had come from various directions. There was no clear path to follow and so they headed up the old Dwarf Road along the Rauvin River.

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SitN Session #10: Helping Hand

Warning: Spoilers below for the adventure, Rescue at Rivenroar (albeit a modified version).

When we last left our party of heroes, they had recently returned from their harrowing journey through the Feydark and found themselves attacking a goblinoid raiding party. Having successfully defeated these foes, they pushed north along the road and arrived at the gates of Everlund. Hoping to get Tyrande returned from the dead, they asked the guards about the location of the Temple of Selune.

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SitN Session #9: Hook, line, and sinker

When we last left the party, Yuri had just been attacked and grabbed by some sort of worm that erupted out of the sandy floor. The worm’s tongue is rather long and has a mouth at the end, snapping and biting at Yuri. Although the battle against the worm is rather quick, the party grows concerned about facing more worms throughout the cavern. The worm kept attempting to drags those grabbed by its tongue towards its gaping maw, looking as though it will swallow them whole. It came very close to swallowing Deornoth whole.

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SitN Session #8: I’ll Top the Tower and Melt With You

Warning: Spoilers below for the adventure, Menace of the Icy Spire (albeit a modified version).

Taking a brief rest to deal with some logistical stuff, the party determines that some of the items they’ve found in the last few sessions are magical and what they do. Of particular interest is the parchment found upon the Shadar-Kai…presumably the Bairwin mentioned in the parchment. It turns out that this parchment is magically linked to another and whatever happens to one (e.g., written upon) happens to the other. Ah ha…this Bairwin can receive messages/instructions from someone. The party contemplates how this might be used to track down the individual(s) involved with Bairwin.

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SitN Session #7: Ice and Shadow

Warning: Spoilers below for the adventure, Menace of the Icy Spire.

The icy figures emerging from the frozen flames are clearly not arriving for a picnic. A battle begins and rages across the various rooms of the first floor. More of the figures pop out of the frozen flames and some larger (and more dangerous) ice creatures descend the stairs leading to the second floor. During the battle, it is determined that the frozen flames are actually portals to Elemental Chaos and definitely not something that the players want to enter. The party’s arcane types also determine how to close the portal and do so (but not before some more of the creatures emerge). In the end, the party prevails.

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SitN Session #5: A coat, a coat! My Kingdom for a coat!

Warning: Spoilers below for the adventures, Slivers of Earlann and Menace of the Icy Spire.

The party ascends to the antechamber of the tomb and find that the orcs have not yet arrived and Joyin is still alive. The entire tomb was dark. All of the silvery motes of light had vanished. The pools of silvery liquid were also gone (as was the liquid Ruben had put in his waterskin). The candelsticks no longer opened or closed the secret door. The entire tomb, in fact, seemed completely devoid of any of the magics and enchantments that had once filled it.

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