Pathfinder in ND


Got to a town.
Kids are being kidnapped.
Sphinx in the middle if town.
I talk to town elder, learn about disappearances and offer to help with the
aid of companions.
We’re gonna leave after witnessing child abduction.
Wait for peter…he gets killed after trying to kill and rob potionsmaker.
*session break*
Townspeople gather around the exploded potion shop
Town elders give us the benefit of the doubt, we are banished for 24 hours,
but otherwise nothing is held against us.
We leave in search of the children.
Encounter a band of half-orcs, end up killing all of them, got some coins
and loot.
Proceed to look for and succeed in finding the orc camp, some gold.
Proceed further on into the forest.
Come to a clearing, which contains a stone archway, they are piled up and
leaning together to form an arch

rescue the kids

Perfect circle surrounding the arch, cut about 6 inches into the ground
Kris went inside the circle and hears whispering coming from the arch, the language it is speaking is Abyssal
The arch is a portal
Thru the arch is a small room
After matt kicks in the door we are on a balcony, with stairs leading down to a room filled with bones.
We go down and skeletons arise around us
Battle ensues
We kill the skeletons
Proceed further along
Kill a guy carrying a box of bones
Find a summoning circle in a creepy room
A closet of ingredients, lots of ingredients
A room with two cages. And a guy poking at the things in the cages with a stick.
The cages are full of…different, not scared, but different, children.
Matt and Peter hit the guy who then does magic, turn into a ghostly 6ft skull and goes to the creepy room the summoning circle
Everyone goes to the room
Peter wraps up the door in the room with the cages to secure them
We all go after him, Peter catches up.
The guy cuts his abdomen and his guts spill out all over the pentagram and explodes.
4 Skeletons show up, as well as a dretch demon.
Battle ensues.
We emerge victorious, rescue the children, get some gold, gems, and a scroll.
Return to the town and are greeted as heroes.

Heroes of Alia

The next morning we wake up and the town is throwing a party for us
Ereth (elder at Alia) gives us a letter explaining what we did for the town, it is addressed to the town of Vedcora (the town Ereth comes from – is the elf authority on the west side of the continent)
A townsman manages to get a tree to fall on him, we rescue him and come back to town.
The next day we wake up and head southwest to Vedcora.
Travel for half a day and come to a bridge 40 feet long and 10 feet wide.
Two guys with a troll on a chain are extorting people who attempt to cross the bridge.
Peter intimidates them and we cross the bridge.
After two days we arrive safely at Vedcora, the elf city. (Est. pop. 10,000)
Find out info – shop.


Michael is sick in the wagon.
Sought out a caravan as mercenary guards.
Stayed at the inn in Ereth’s home town.
Found someone willing to pay us each 15 GP to guard him.
Caravan sets out for Alia.
On the bridge where we met the brigands, we are accosted by 9 bad guys.
We kill 6, 3 run away. 2 of these are wounded, leaving a traceable blood trail. After plundering the dead, we consider following the trail.
Make camp.
*****session break*****
Matt is sick, Michael’s better.
Michael found an assassin vine, ran away because they’re horrifyingly dangerous.
Resting at the caravan for the evening.
Battle in the night – the assassin vine has sought us out.
Matt has recovered.
Victory over the assassin plant.
Peter, Michael, and his cat go in search of the bandits who ran off.
We find them and surprise attack them.
Kill all but one who we let go, and tell to go back to Ereth’s hometown, Vedcora
We return to the caravan with all the loot from the bandit camp.
Continue on and see a large white ape behind us who wanders into the forest.
Continue on to Alia uneventfully.
Give weapons we got from the bandits to Alia’s militia.
~300 dwarves passed thru Alia a few days earlier.
Buy some stuff.
Join with the merchant we came with for 20 GP to travel with him to Fei.
Michael makes some potions.
We leave the morning of the third day being at Alia.
In the night a very bright fire appears, we get up and get going.
Kris scouts ahead.
Without incident we make it to Fei.
We get paid, and the whole fire thing is still going on.
Kris, Michael and his cat go check out the fire.
The fire is being magically maintained. As well as having some some controlling magics cast on/around it by dwarves. The dwarves are constructing some sort of building, in the building are dwarves wearing suits resembling scuba gear.
We go back to the town, sleep, inquire around town about troubles/recent news.
Michael meets a druid and talks with him, his name is Mali. He has been going north following the call if the trees. Looking for “it.”
The next day Matt, Kris, Michael and his cat go to the ring of dwarves.

wagers, fuego, and weirdness

Matt, Kris, Onida, Michael and his cat go the dwarven ring.
We let Matt approach by himself, while we wait in the trees.
Matt talks and receives no information.
Peter is up to shenanigans in the town – looking to spar with people in Fei.
We get back to town and Peter finds us.
He has set up a fixed fight with an orc and a halfling.
The fixed bar fight has begun with peter and the orc.
Kris is not involved, he is outside.
Onida is involved and will heal at the end.
Michael and Matt are neutral parties who will get involved to save Peter and/or prevent the halfling from running away with the money.
Michael ends up waging 4GP and winning 12GP
Peter ends up knocking the orc out (who didn’t appear to be trying to throw the fight.) Onida heals the orc who proceeds to run away because he is being booed. Peter gets paid for the arrangement. Distributes money.
The fire goes out.
Go to sleep.
The next day we go down to where the fire was.
We come across pinpricks of light and battle commences with them.
We are victorious over the points of light.
Continue onward to the tree line.
The dwarves are not only dead but skeletonized, and have no equipment.
Nothing left around the cleared area.
Kris, Matt, Michael and his cat go down the stairs.
We are in a room that seems to be some sort of trap.
I activated it, and a black ichor is coalescing in the center of the room.
Me and my cat proceed into the room. I get knocked off my cat.
The ichor has invaded all the grooves of the room. I manage to hit it and the ichor retreats to the far side of the room.
We all go to the other side of the room and kris throws alchemist’s fire at the ichor.

The mysterious pit

Battle commences with an ooze.
Dispatch the ooze.
Continue onward.
Attempt to open a door, it’s trapped, Michael gets knocked unconscious by falling rock trap.
There is something behind the door.
We retreat back to the top of the hole, and rest.
During the rest Michael wakes up and tells the person on watch he hears voices – kobolds – and goes back to bed.
The rest ends without incident.
We proceed to enter the pit.
Go back to the room with the trapped door.
It smells of burnt bear mixed with insects. Some sort of trap seems to have been set.
Kris sets one off, a flying javelin hits him.
Everyone else manages to get through the trapped without setting them off.
At the door we get through, although we did set off another trap and some of us got injured, nothing serious.
Enter a room with two doors, and four fountains, one of which is working, but it’s letting out nasty black goo.
After we all enter the room, a door slides into place, and we’re trapped. The hissing sound of a snake begins.
Battle commences.
Snake is dispatched handily.

Deeper into the pit

Michael put an iron bound chest in his cats inventory.
Michael searches the tunnel where the anaconda came out of, and finds a metal piece that is some sort of lever.
Peter pushes it down and there is a gust of wind – hot air – and rumbling that begins.
While this is happening Kris is exploring down the hallway, through the door Matt opened.
We all go down to where Kris is and Kris opens a door at the end of the tunnel and we enter a room with six exquisitely carved statues that are humanoid and roughly nine feet tall.
There are stairs going downward, large four feet stairs.
Peter and Guenhwyvar are wrestling.
Kris runs and jumps down some of the stairs.
As soon as Kris lands, one of the statues animates and steps off its platform.
Battle commences with the statue.
One more statue animates.
Kris notices some guy with whited over eyes, and the white is pouring out of his eyes 300ish feet away and takes off after him.
One more statue animates.
Kris gets near the guy and the guy uses magic and disappears and the statues crumble to dust as the guy disappears.
Victory over the statues.
In the dust of each of the six statues we find a beautifully cut diamond – Matt appraises them and believes they are worth ~300GP
We go down the steps and at the bottom we come to a stone face jutting out of the wall, and there is a minor transmutation aura around it.
Kris sticks a torch up the nose of the face, it sneezes and says, “That is very rude.”
We converse and see a room through his mouth. After a time Kris offers him one of the diamonds we acquired from the destroyed statues in order to pass into the room, the face accepts, we give him a diamond that he snorts into his nose. After snorting in the diamond the face disappears and an archway replaces it.
Inside is a clean room with a fountain, containing clean water and a few benches around it. The room has three doors.
Matt tries one and it is open, inside there looks to have been an explosion. Matt enters the room. As Matt enters he disappears from Michael’s sight, and Matt finds a man with an accent mixing chemicals. Matt clears his throat and asks if there is anything he can help with, the man is surprised that Matt is there and says there’s nothing he thinks a dwarf can help with, and asks him to leave. Matt acquiesces and turns around and sees the room he came from, but with people who are not our party. As he goes to leave an explosion erupts behind him propelling him through the doorway and into Michael.
When Matt and Michael proceed into the room they find the exploded room.
Michael searches the room and finds papers in an unknown language, and Matt finds a never ending set of doors, there is a strong conjuration aura in this room.
The other door contains an office-like room inside this room is another door, which contains some sort of lift. (yet to be explored)
And the final door opens into a hallway with short outcroppings along both sides that have a couple mini fire pits on the side, halfway through the hallway it breaks and there is a chasm about 15 feet across. There is a set of double doors across the chasm and Matt attempts to lasso the door handles, he succeeds quite expertly. We gather together in that hallway, Michael shimmies across the rope and when he gets across the chasm a rumbling begins, and shortly thereafter a shriek.

The nasty vargouilles

Flying heads (vargouilles {vargoyle}) break off the wall and battle commences.
Victory ensues.
Matt, Michael, & Onida are diseased.
We proceed through the doors that Matt had roped, and we come to a very large cave with something like a sun, but no sky. We explored a little and found no signs of civilization.
We all cross the bridge back where we came from.
Onida & Peter go back to town via the way we came in; Michael, Michael’s cat, Kris, & Matt take the lift they found, if leads back up to near the top of the spiraling pit.
We all make it back to town & get healed by a cleric, she gets 9 platinum of donations from us.
We sell our diamonds, worth 300 GP. We open the iron bound box we found, inside were 15 very old platinum pieces & three rings.
1) Feather patterned – transmutation aura – ring of feather fall – worth ~2200 GP
2) Well made – dense gold, feels twice as heavy as normal – abjuration aura – worth ~8000 GP – ring of mind shielding – detect thoughts & discern lies & can tell when someone tries to detect the wearers alignment – APPEARS CURSED
3) Simple silver band – faint conjuration aura – ring of sustenance – worth ~2500

Journey to Melyor

Matt is currently experiencing a negative status effect – vargoyle poison.
We meet with the merchant, Zlumec, who we arrived with. We tell him we will escort him, he is happy to hear this. We leave the town, the forest thickens & the road, looking more like an actual road now, widens. There are ruts, but we move beyond them and then a tree falls over. Kris dodges, Matt isn’t as lucky, he gets pinned under the tree.
Initiative is rolled.
Battle begins.
Victory is achieved.
Searching the corpses we find:
Blue sapphire – 986 GP
Purple garnet – 141 GP
Moonstone – 49 GP
Deep blue spinel – 195 GP
Deep green spinel – 54 GP
Smokey quartz – 13 GP
Tourmaline – 62 GP
Large smokey quartz – 49 GP
Irregularly shaped freshwater pearl – 1 GP
For a grand total of 1550 GP
We sell a bunch of things and we all get a lot of gold.
We move the tree off of the path. Some of the group explore the area looking for dangers, nothing is found, and everyone (adventurers & merchant) camp for the night.
The night is uneventful & the next day we continue on in our journey.
Two more uneventful days and we arrive at the port city of Melyor.
A bustling city full of a various number of races.
Shopping goes down.

Wraiths are problematic.

In Melyor we go around and shop.
Michael gets a new animal companion.
Michael goes in search of information and hears about a haunted mine.
The party leaves Melyor and proceeds to the haunted mine.
We find the mine entrance, the road leading to it looks new. There is a new & well fastened rope hanging down into the shaft.
Peter shimmies down the rope, makes it to the bottom. A room, with a pit in the middle, which is below the shaft we came down.
Peter hears sounds reminiscent of an active mine.
We all proceed to enter the mine, as we all get down into the mine the sounds decrease.
Kris notices a treasure chest in a pile of rubble – a large legitimate looking treasure chest that Peter, who did a once over of the area, didn’t notice.
Matt tries to pry open the chest and it bites him. It is a Mimic.
The Mimic has adhered itself to Matt’s weapon arm and his weapon.
Battle commences.
Victory ensues.
More exploration of the mine.
Matt adds support to the walls of the mine.
We open a door and enter a room with a pool of ghostly water, eerily and unnaturally cold water, it seems likely that the room is haunted. Michael, because of his curiosity, and refusal to let things remain undisturbed, eventually gets grabbed by a ghostly figure and attacked, receiving a negative penalty to constitution.
Battle commences.
After an intense battle we dispatch the wraith.
Inside the pool, which isn’t nearly as cold as it used to be, we find a +1 scimitar, as well as several other things that Onida wrote down and need to be split up at next session.


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