Pathfinder in ND


We found a prison in the tower.
There is an anti-magic field in the prison.
Four cells in the room, one person in each cell, some of the people we’re looking for.
One of the bodies appears to be dead, but sometimes it speaks into our minds, in old elvish, or perhaps multiple languages.
Michael finds a secret area, Matt is brave and reaches into it, it’s cold.
Matt steps in and is on bumpy metal, the sky is a sandy brown color, mountains and stuff. A hard to see but visible pattern in the sky, a grid.
Michael puts his arm through, Matt grabs his arm and comes back. Peter goes in, Michael goes in. Magic does not work here, Michael searches and finds a hex pillar about 50 feet around, seven feet tall and domed on top.
Michael goes back and relays this information to the group, and Peter to the wizard to via walkie-talkie amulet.
Michael & Peter go to the bolt, try to move it, it does not move. There is a quake, at the same time as the quake the orc in the prison shakes.
There is some connection between this world and the plain.
There are bolts all over about 20, at least one of the bolts connects to another bolt. The bolts may be on another plain, or they make us very small and so we are on the prisoners chains.
Michael and Peter, while exploring, have found sticks on the tops of bolts, the sticks seem to be keys that unlock travel between the plains.

Our world leads to Plain A
Plain A seems to be the orc
Plain B seems to be the teafling
Plain C seems to be the elf
Plain D seems to be dead(?) humanoid

00 – orc
2 – teafling
3 – elf
4 – dead(?) humanoid

Matt, Michael, and Michael’s cat are proceeding to plain D, on the way there, on plain C, we see a humanoid creature with slick grey hairless skin.
Michael and his cat sneak away from Matt, and we all sneak towards the grey creature.
The ground around the creature for a good 300 feet seems to be swampy. In this swampy land magic works.
Matt goes and gets Peter, Michael stays near the bog man.
The party returns and Michael casts Lily Pad Stride on his cat.

Grey Render is the creatures name

We almost died!

We are invisible. Kris notices a leather pouch behind a statue. Kris grabs the leather pouch and it has a symbol on it, the symbol looks like a diamond with 3 dots on it.
Peter tells the elf outside about the leather pouch. He does not recognize it from the description given.
We climb up one more level of stairs, there is a door, Michael opens it, it’s loud, a long hallway with lots of doors. Michael closes it again.
We climb up the stairs as high as they go.
There is a big circular room with 8 orcs. Well armored and well equipped.
Two orcs notice something and we retreat down the stairs and they follow us.
They get to the top of the stairs, stop, pull out what could be a communication device, and begin talking.
Michael summons a small fire elemental and it is swiftly dispatched.
Battle commences.
Eight fire orcs in all.
Finally achieve victory by the skin of our teeth.
All fully healed.
The orcs are wearing highly unusual armor – not magical – the properties of mithril but not the look, feel, or temperature of mithril, they feel warm to the touch.

8 special mithril half-plate:
8 AC
25 lbs
30% spell failure chance
Max dex bonus: +2
Armor check penalty: -4
9600 gold each – could probably fetch 14400 gold each, especially to someone who is interested in them, and their properties.

8 swords
+1 longswords
1300 gold each

8 spears – Naginata (normal)

8 great axes (normal)

8 amulets (communication amulets)

At 21,700 exp.

We need to find a place to rest ASAP, and this probably isn’t the best place to do it.

Nick needs to roll for gold and other miscellaneous items for us.

Oozes and gross

Michael, Michael’s cat, Matt & Onida follow Peter and Kris down the waterfall. Michael pulls a lever, the waterfall was stopped and the water level descends, as well as a ladder coming down from the water fall area. Michael goes to the grate pulls a lever, the four of them get pushed to the other side. Michael yells out Peters name, and as he yells his name, he hears a thunderbolt.
battle commences
Michael runs up the stairs and yells, “Follow me!”
Climb a ladder in the dark room
Up there we find a room with mundane equipment, and a door with a trap. Exhaustion trap. We get through the door, destroy the trap, and there are stairs. We head up the stairs and the exhaustion lifts. After we reach a platform there is a double door and a staircase that continues on. On the third step up there is a stone block with a metal mask, frowning, horrific and demonic, behind where the eye sockets are are eyes that are looking at our equipment, looking at them over and over. The eyes have a divination aura. And the mask is a war mask of the god gorum – chaotic neutral.
Hallway behind the double door, and we hear distant footsteps.
Michael explores, finds what seems to be a theatre in one room and a kitchen in another. There are at least 70 orcs, most likely hundreds in this place.
Michael gets back to the group, having evaded the guard who is patrolling, who happened to be making the footsteps.
While we are discussing what to do the stone face begins to slide down. Peter casts invisibility sphere, we as a group move to get out of the path between the stairs and door.
There is an elf behind the sliding door, wearing very non-typical elf apparel. He is wearing really expensive armor could be mithril or brass (the colors are somewhat similar). The elf is with an orc, and the elf stops and looks as though he is looking for something that is not there (probably us.) They go out the door.
We go through where the mask door was and now we are past the face.

Nick has been saying things that we should be taking figuratively, that we’ve been taking literally. People have been saying it to us as well.

Frost Giant

We proceed northward through the desert on what we think used to be the path.
We see a huge, 200 foot radius, 6,000 foot tall eyrie, to the west we see the ocean, which is freezing near the shore. The tower is pristine.
There’s a panel with magic looking symbols on it, we don’t know what they say or mean.
We proceed into the tower.
We see a group of people inside the tower, they look ragtag like us and they do appear to be aware of us.
Nine of them.
Two dwarves: male and female, dressed in noble clothes.
Two humans, dressed as wizards.
One elven wizard. The wizards are part of an old, closed group of wizards, called The Dark Deep, and they are dedicated to the study of old magic, rather than the acquiring of newer magics.
Two half orcs dressed to the brim in heavy armor.
A half ogre female.
A Tiefling, demon folk, of demon ancestry.
They are all decked out in magical gear.
The half ogre greets us, she is friendly. The elf rushes up and demands to know who sent us.
The team of nine doesn’t want us here.
The ogre grabs Peter and in a deceivingly menacing way says, “I’m sorry about this, but we should be gone in a week.”
The tiefling summons something that stays around for more than a minute, seems to be a summoned creature, but it’s different.
We decide to leave and head to the dwarven kingdom, which is eastward.
As we travel we notice a thudding, Michael sneaks up and sees a frost giant, he then proceeds back to the group and informs them. We then produce a battle plan and the best laid plans of gnomes and dwarves often go awry. Spellcasting alerts the frost giant to our presence and battle commences.
Victory is achieved. The giant’s loot is:
Large great axe
Large chain shirt
Magical cloak of resistance +2
Two magical (set of) medium short swords +1
368 GP
In gems 174 GP – including a set of earrings
Scroll of invisibility sphere
Potion of aid – CL 3
Potion of cure moderate wounds – CL 3
Mundane equipment totaling 33 GP (sell for half).
1 day of game time has passed.
Preparing to bed down for the night.

Magic items are marvelous

Archetypes at level 7 If you want.
Michael starts crafting alchemist’s fire. Will take him 56 hours to craft one.
Peter has begun the process of scribing the scroll of Shield.
Michael goes around the town and asks people if they know what the alchemical recipe is, or if they recognize it. He finds someone who has pertinent information. Michael will have to come back at a later (unknown) time to find out more.
Michael desires to gain a closer kinship with his deity, the Spirit of the Forest, every in-game end-day for the next week he must roll a Knowledge Nature roll.
Roll 1 – 23
Roll 2 – 30
Roll 3 – 31
Roll 4 – 32
Roll 5 – 13
Roll 6 – 26
Roll 7 – 19
We proceed back to Alia.
The Sphinx has been around as long as we know, weird occult things have happened with the sphinx, things with lesser demons.
Go to Fei – the big trading post – four more buildings have showed up. Including a three story building that claims to have, "everything. "
We stay in Fei for four days while Peter crafts his cloak.
While we are in the area for Peter’s crafting, Michael builds a shelter, because he’s a druid.
Michael has completed 2 alchemists fires. And during his meditation he detects the scent of Oak, it is drawing him westward, 2 of the nights he smells burning oaks, but he doesn’t know what this means.
We leave Fei and head north.
Michael’s shelter is coming along, it blends in very well with the surroundings, and can comfortably house 4 medium sized creatures.
The party has sold their mounts and the things that go along with them.
We leave the town and head north.
After traveling we come to a desert.
It’s getting colder.
The trail we’re on has disappeared at some point in the past.
We are camping, Michael & his cat hear a sound, they don’t recognize it.
3 giant scorpions (large size) appear.
Battle commences.
Kris & Matt resolve poison. They have strength damage.
Scorpions have chiten (30 lbs)
We set watches and rest.
10 days game time has passed.

Back to Hymowack

Michael’s scimitar, that can resize itself is named Joia.
The papers written in an unknown language are an alchemical recipe for something unknown, Peter transcribes them into Draconic for me.
We rest & the next day head back to the town. We crest a ridge & see the stones where we hid from the frost worms. A person is hanging above them, suspended by their feet from a crude structure.
Michael & his cat do some sneaking & find a pair of ice trolls. Goes back to the party and relays the information.
Planning happens.
Battle commences.
Victory ensues.
2 large battles axes for loot.
We untie the guy who was hanging, he was a part of a caravan going to the southern major dwarven home, from the city of Rath.
We get back to Hymowack.
Jensin Marco (the guy we rescue) tells us if we’re ever in Rath to look him up.
We say we will and wish him well on his travels.
Get 200GP apiece, level up, now at 15,400 exp
**Peter needs to craft snapleaf magic items
18 hours game time has passed

Got the goods

Kris opens the door that triggered a trap that almost killed him last time.
Onida goes down the hall that the door Kris opened leads to, there is a stone demon face with a surprised expression on its face. The stone demon face had a prism shaped ioun stone that is dusty rose colored. There is an alteration aura coming from the prism (ioun stone) Onida picked up. We all proceed down the hallway that the demon face is looking down.
Tapping is coming through the wall, we find a place where it is strongest, but don’t know of any way to access it so we continue on. We reach the room with the pressure plate that the centipedes were swarming over. So we go back to the T intersection and follow the other path. We come to a door, open it and inside is a drow elf, who is surprised to see us. He drops a smoke bomb and escapes, the room is full of the treasure we are looking for. We loot the room of all of its treasures, and while we load up the goods we look through them and identify the magical items.
The magical items we find are:
+1 Warhammer of shock: regular warhammer damage {1d8} +1d6 shock damage – Matt
*Ring of sustenance – Michael
*Ring of mind shield: protects against spells that detect lies, detect thoughts, or alignment – Onida
*Amulet of mighty fists: +1 – Kris
*Amulet of natural armor: +2 – Gwynn
*Braces of armor: +3 – Kris
*Crown: An extremely old crown of minor blasting: deals 3d8 fire damage once per day – Michael
*Illusory deck of cards, summons creatures that follow the summoners commands: 7 of spades = trademark joker & 7 of diamonds = regular joker – Onida
We load up my cat with the goods, and proceed to exit the dungeon.
We uneventfully leave the mine, and it is just after sunset.
We see 5 drow elves fighting (presumably) our guide, and one lone observer.
Battle commences.
Loot on the drow:
*Cloak of resistance +1
*Rapiers (5)
*Drow poison (12)
*Hand crossbow (5) & bolts (30)
*Scale mail (4)
Onida’s ioun stone is a regular ioun stone that gives +1 insight bonus to AC & is cursed, the only effect of the curse that Peter can tell is that Onida cannot get rid of it.
The lone observer is Peter, who is also the brother of our guide.
Ask the name of Michael’s scimitar
Split up items (drow loot)
Ask Peter what the papers written in an unknown language say
Peter is scribing a scroll
Show Peter scrolls (all parties scrolls) so he can learn new spells
12 hours of game time have passed
*prepare for next level

Peter dies...again.

Michael finds that the portcullis is trapped, with a large slit right in front of the door.
Peter devises a scheme to attempt to open the portcullis/set off the trap.
Matt & Kris attempt to implement the scheme.
It clicks up one rung. Peter tries to crawl under the portcullis & sets off the trap.
Peter dies…again.
Michael searches through Peter’s remains, we divide up his possessions. Michael says a prayer, & we proceed onward.
We come across a door which opens into a room with 5 hobgoblins.
Battle commences.
Victory ensues.
Matt tries to beat down the iron door in the room that the hobgoblins were in, he succeeds.
Michael and Kris jam up the trap that killed Peter, Matt comes to us & smooshes the scythe against the wall.
Matt & Kris lift up the portcullis.
Inside the room is a large pool with an alteration aura emanating from it. The ceiling is covered with bats.
Kris was going to pry a lever from the door, but it sprung a trap and Kris got hit with a poisoned arrow, he takes constitution damage, and he jumps into the pool. Kris comes out of the pool & is now male.
Matt jams the hole the arrow came out of.
We rest.
9 hours of game time has passed.

Deep gnomes and centipede swarms

“Matt” grabs an alchemists fire and Peter hits the door in front of him with his flail.
“Matt” throws the alchemists fire & misses but does 1 splash damage to the centipede swarm.
Battle commences.
Dispatch the centipede swarm.
Michael searches where the swarm was and lowers & raises the pressure plate. Which opens the door.
Peter broke the door and there’s a room with pillars, painting and writing in orcish that says, “It’s a trap.”
Found a secret door and Michael finds a trap in the hallway that the secret door opened into.
Michael springs the trap from a safe distance.
We proceed into the room & bump into 5 svirfneblin (deep gnome) & convince them to lead us to the humanoids they’ve seen around. The leader’s name is Frak.
There is a statue in the room of a demon, hezrou is it’s type.
We follow the deep gnomes.
Get through some locks.
Get to a door that last time the gnomes came through was locked, and is now open.
Peter goes through first. Peter, with the zombies in the room, have an initial round & then everyone gets involved.
Battle commences with zombies.
“Pherys fang’s looted this place” is scrawled on the wall.
“Matt” lays 2 caltrops on the smaller map.
We go through the door & continue on.
We progress onward & find an unlocked lockbox.
Inside the lockbox is:
63 GP
150 SP
And other gems all totaling ~1095 gp
A potion of (most likely) enlarge person
The treasure needs to be split up.
About 9 hours of game time have passed.

Frost worms be dangerous

Onida’s wooden holy symbol is turned to gold after the golden spiral stops glowing and falls to the stone floor. The spiral turns to stone. The town’s people are quite thankful and offer us gold. We initially accept, but when we overhear their dire straights, we give it back. They tell us they’ve suffered from thieves. All their prized possessions have been stolen by a band of thieves over a period of time. If we recover their treasure. we can each choose a treasure to keep. We question them about how long they may have been under the blight, and we tell them the current date. They do not recognize the calendar, suggesting it has been a very long time indeed. A man named Iggor offers to lead us to the thieves’ camp. We travel for two days.
Peter notices some rumbling, our guide is disturbed. He thinks it’s a frost worm: 2-16 tons something almost mythical; can eat whole caravans, it’s not fightable (at least by us.) We head for some large boulders that can’t be burrowed through. We barely make it up a large boulder.
The frost worm: 35 ft long, white, frost wisps waft between it’s mandibles. one eye, very fearsome. It issues a trill which fascinates. It lets out an icy blast, so cold that it splits part of the rock we’re on. Peter’s pony bolts, distracting the worm. The worm follows after the horse and we run away.
We continue on. 3rd day we find a small fort. Our guide identifies it as our destination. We search the fort. it is empty, but it appears to be used. One building has mining stuff: carts, and rail tracks going into the mountain. It appears to be a silver/aluminum mine. We go out and tell our guide to watch the horses and wait for us for up to three days. We break down a few doors. One is trapped. Pwent gets ruined, taking 6d6 damage. We see a centipede swarm swarming all over an object, we hear a bunch of people scramble behind the door that was trapped.
It is mid day on the third day.
3 days of game time have passed.


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