Merge pull request 'adams-notes' (#3) from adams-notes into master

Reviewed-on: #3
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dan 2022-05-08 19:24:53 -05:00
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# Dnd Notes 04-24-22 Ivory Roses
- Wilfred goes on a long quest to revive Maxibus that included getting some jar from an ivy tower
- We pick up with Wilfred entering the first floor of the university house and after calling out he joins us on the 2nd floor
- We encounter a magic fire barrier. Valerian tosses a magic stone at the barrier which it bounces off of
- We look through the barrier and see a symbol over the door beyond it
- Mirabelle heads a bit down another hallway and finds another staircase
- Amity heads into another room that is filled with flowers that seem to represent different emotions
- Mirabelle finds a place that seems to be out of place which turns out to be a diary. The last few pages mention the headmaster felt it was time to "move forward" but it sounds like they had planned to return
- Wilhelm tries to pickup a suit of armor that comes to life and attack
- Amity finds a corrupted chest. She also finds a ledger on a desk that lists locations and objects. Some of which correspond to some of the rooms that we've already visited. See sees a familiar symbol in the ledger which is a black circle surrounded by a purple ring
- After we defeat the armor Amity brings over the scroll of create water and puts out the fire
- We enter a study/office where Valerian finds 2 books about Char and Selune. 1 book talks about their partnership and 1 talks about their battle.
- There is a secret button behind the books, pushing it causes the bookcase to slide away and reveal a secret closet
- Mira enters a room filled with stuffed animal heads. As she approaches a door in the room there is a 'click' and the door seems to be locked
- Amity looks out some windows and sees blackness beyond the deck area just outside
- She then opens a chest that is marked by the same symbol that she found in the ledger earlier. Inside is a heavy brown tome. It seems to describe plans to create a new school. [Remind Dan to provide the full text]
- Mirabelle gets shoved by an enchanted reindeer head and turns around to see an animated green dragon head
- Valerian opens a chest and finds a grapefruit sized obsidian gem and 500gp.
- Picking up the gem Valerian sees a vision of the future where we are each in cells being watched by an all seeing eye

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# Dnd Notes 05-01-22 B-Team
- Ungvar runs up and annihilates a ghoul which lets out a "chortle of pain". Other ghouls come running
- Infaris uses catapult to launch the talking skull (Olaf the Deceiver) flying into a pair of ghouls but one of them uses the other's face to block the projectile
- We finish off the ghouls and start to explore the maze
- There are some more ghouls that we quickly dispatch with a combo move (Jimco sits on Ungvar's shoulders, Infaris uses gust to send them flying and they slash the ghouls as they fly by)
- We head up to the third floor where Ungvar flings open a coffin containing a map of the catacombs
- Infaris casts haste on Ungvar who charges ahead clearing 2 shades in one turn, he charges further ahead
- Meanwhile Jimco and Infaris follow at a leisurely pace while discussing possibly coming up with a new name for their adventuring party
- Ungvar flings open 2 more coffins but doesn't find much of worth
- Continuing to charge ahead Ungvar falls into a pit
- We fight a stronger skeleton who cast mirror image but we killed it like the others
- Ungvar flings open some more coffins. In one is a locked hidden chest. Another contains a chute that leads to the floor below
- He finds Olaf's body but shoves the body into his "bone bag" instead of putting the head with body

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# Dnd Notes 05-08-22 B-Team
- Ungvar tells us to go on without him while he takes a short rest, we take a short rest too
- Ungvar tells us that he dropped something on the lower floor he needs to go back to get it, he tells us to go ahead without him. We just wait up for him, not wanting to split the party.
- We finally exit the catacombs to find it raining again.
- We approach an orc on the road who is supposed to stop people from entering the catacombs. His name is Dungvar, he looks like Ungvar (who has gone missing)
- While talking to Dungvar a skeleton arm reaches out of the bone bag, grabbed the skull, re-attached it. Olaf laughs at us before teleporting away
- We open a chest Ungvar found. Inside is:
- Hat of Vermin
- finger bone: might be the last piece the the lich needs
- +1 Club
- We smash the bone with the +1 Club and just as we did the mysterious blacksmith shop appear, we head inside.
- We smash up his shop a bit before leaving
- We approach a group of gnomes camping near an iron mine. They are from a town called Vella to the south
- Jimco asks them about the best way to get to the mountain and they mainly warn him to just not go up there at all.
- The miners also mention some strange shadows at night flying overhead
- In the middle of the night the camp is attacked by a chimera
- Jimco tosses some meat to the lion head. We try to make a mixed drink for the goat but it doesn't like it. Jimco offers another drink but it doesn't work either. Infaris offers the goat head her new hat which seems to satisfy it. Jimco offers up a small gem to the dragon head that he magically enhanced with his artificer tinkering.
- The gnomes offers us some donkeys to ride to the mountain as thanks for saving their lives
- We are waylaid by the chimera again who is looking for another meal/payout
- Jimco distracts the beast for a moment while Infaris digs a hole for the two of them to hide in like a duck blind. Once inside she uses the dragon dagger to cut her hand and moments later a dragon appears looking for them and the dagger
- The dragon doesn't find the two of them but does quickly dispatch the chimera. The dragon ends up flying overhead for the next day or looking for them which leads to a LONG day for Infaris and Jimco to stay cooped up in the hole