|Cantripilla Female Eladrin Wizard 1 (D.D.) Controller of the battlefield through the mysteries of her Orbs|
|Krael Male Human Rogue 1 (A.G.) Cloak and Dagger, opponents unaware of his presence may never notice|
|Bale Male Human Fighter 1 (C.G.) Hit him, go ahead, you’ll only make him mad|
|Targara Female Dwarven Ranger 1 (C.P.) One Dwarf, Two Hammers, and you’re in her way|
|Alerian Yssa’anan Male (Mostly) Dragonborn Paladin 1 (A.L) Bringing the will of Kord to those who don’t want it|
|Five Party Members of First Level: Target Encounter 500 EXP|
Starting Goal – Search for the Goblin’s Base and End Their Attacks
After the battle with the goblin search party in the forest our party took a short rest then took up the trail again, searching for the origin of these invaders. Their trek was short lived as they stumbled upon a clearing with ancient ruins. Four buildings surrounded a statue of a hideous abomination in apparent torment; this monument was being closely scrutinized by a white haired gnome. Quite a dismissive fellow he ignored all attempts at verbal communication, muttering phrases such as ‘beneath me’ or ‘not worth my time’. After further attempts at communication the Gnome began to cast a spell, that was only recognized as ‘powerful’ but the apparent result was disappearance, to the party’s surprise as well as the Gnome’s. However none of our hero’s were able to escape.
What lay in wait for our heroes was best described as a divine experience, a personal audience with a god, granted a lesser god, but hey Deity is Deity. Each member of the party found themselves seeing and hearing without the information passing through their eyes or ears. They were greeted with the image of a beautiful woman, and depending which one you ask you would get vastly differing accounts of her appearance; race, hair color, height, all different to each beholder. However, any account of her eyes would be the same: Emerald Green, pure gem like green, and not just the iris, but the pupil too, a uniform color throughout. She introduced herself as Beruth, Goddess of Thunderheads, lesser Deity to Kord, of which at least two of our heroes are devoted to. She explained that she had called our hero’s from the holy grounds they stood on, saving them from certain death at the hands of the Gnome. The statue that he studied was that of Lom’zhul, a once powerful demon that was imprisoned by the builders of the ruins and the temple below, and that the Gnome wished to free Lom’zhul, most likely for promise of power. The demon if freed, even in a weakened state would easily conquer the island society, enslaving all. She implored our heroes to stop the Gnome and put an end to this madness, and after some questioning our party agreed. Entrusting a Sacred Emerald to the Paladin through which she would be able to contact the party anywhere, she sent everyone back to the ruins at a time after the Gnome had left, however a goblin patrol happened to be moving through at the time.
DM Aside: I added some fluff to the Goddess and cleaned up story, I do apologize that I do this after the fact, learning to be a story teller and what I need prepared for the group of inquisitive minds.
Fight at the Ruins
Not a good encounter for the goblins. Controller was able to slow down one or two of the PC’s, but the warriors and cutters couldn’t hold up their end of fight. No real damage was done to the heroes and the hexxer was forced to retreat down the ruins to no avail.
Outcome: Dead Goblins, Annoyed Paladin (class needs work catching enemies, I have some ideas), 100gp worth of Gems found in Ruins, 10gp found on goblins.
Facing the blocked doorway at the base of the stairs our party attempted some psychological warfare against the goblins directly inside. Using ghost sounds to recreate the suffering of a dying goblin, I failed the party here in not giving them a good enough bonus for this action, hope they trying something along those lines again so I can redeem myself. But upon entering the doorway we have our second fight of the night in rapid succession.
Battle in the Throne Room
|Close Burst 2 Traps||2|
Goblin Skull Cleaver, small goblin, big axe. Thought it’d be fun for a huge hit on someone as they do 2d10 when bloodied instead of 1d10. Interesting rolling with this one, first round party took him to 2-4hp before he stood up out of the Throne, but then they failed to take him down for a couple rounds as he went around dealing unfair amounts of damage for a first level party. Granted this occurred from poor rolling on players side to hit him and lucky rolls for him to hit (16-18 range quite often). Seems a powerful little piece at low level, but I think a bit too strong for first. The traps also proved to be less than successful. Placed 2 modified Rockslides on opposite corners of the room, failing support beams, triggered when you stand next to them. Scared Cutter set off one killing himself and damaging the Blackblade, and annoying the Paladin more than anything else. I need some more practice placing and using traps. I do however like Blackblade, painful buggers when flanking.
Outcome some damaged PC’s, a ruined throne room, and a lesson learned in encounter building for me.
Upon victory the party was presented with three choices North, West, and South, and after some gerry-rigging of locks and alert systems the party headed South into the living quarters and Library. After some cautious spelunking the happened upon the library and set to work to find clues in the books. They came across a partly intact history of the Sanctuary they were in. Once it housed the proud enemies of Lom’zhul, his captors. Brave men and Women who devoted their lives to stopping the demon, finally achieving victory over him and imprisoning him. They also discovered that ruins were connected to a Temple which held the key to his imprisonment and assumed that the Gnome would be searching for this. Also when searching the living quarters they came across the valiant Captain of the Gaurd’s room and in which found a Cloak of Resistance +1 which made its way to the Wizard. The heroes now armed with new knowledge set out towards the rest of the underground keep to deal with the goblin’s and seek out the key of Lom’zhul’s imprisonment.
DM Aside: A reminder to the party and myself of how magic items are chosen. Items in 4e have no value to sell and are horribly expensive to buy, so saving up your funds might get you a nice toy later on, what you find on the adventure better be worth it, so instead of random generation I had each player create a wish list for a different player, and would roll between the players for which item to award.
|Next time The Goblins: Danger or Annoyance|
|Player of Game: Aleriann for finding the Magical Item HID IN PLAIN SIGHT FROM THE REST OF THE PARTY!|
|Goal of Party: Find and Deal with Goblin Menace.|
|Experience Gained: 1075 Total: 2150 (5000 needed for Party to Level)|