Port Silversheath

a dungeon with dragons in it
the game finally lives up to it's name

Following the paladin’s advice, the party goes up to the janni, and explain to them our purpose and the fact that we just killed the medusa.

The seemed happy about that fact, and tried, in a manner, to help us, although it ended up costing us our lives. their lives, I mean, it cost them their lives. The told us the missing people were still on our plane of existence, but that we would need seven keys to open the door that would lead us to them (or something), and that the keys were held by seven bosses.

Well, six of the keys were held by bosses, we have one. Well, we believe we have one. That is, we have a key, and we think it might possibly maybe go to the big door. In what is either a happy coincidence or major plot point, one of the bosses with a key is the same person (Lord K’loth) who killed a bunch of Pelorian Paladins some three centuries ago. Since I am a Pelorian Paladin, (and our resident medic, er, cleric is also a Pelorian) I am looking forward to having words with this Lord K’loth. (I plan to hang him out to dry.) (Also, I suspect he may be a Klingon.)


After getting this bit of information (the janni were struck by some sort of pre-existing execution method, probably similar to a Mark of Justice or some such, if you are interested), we went down to the room with the big door, decided we did not want to mess with it right then, and so we decided on which of the remaining three doors we wanted to go through.

Since we knew what awaits us through the Skull door, we decided to not go through there until we can rest a night and prepare the right spells, which left the Book and Sword doors, both of which were unknown commodities. Naturally, the group looked to the paladin to lead, and so I led them through the Sword door. (I like swords. I like hitting things with swords. Don’t like being hit by them, though.)

We came to a long room, and I started looking into some mundane stuff (more books in a language I can’t read), when the monk, Glynn (I’m pretty sure this time) opened a door and found some gith-something or others. We fought them, got some magic items, including some swords that I was informed it would be a bad idea to use. We searched another room, got some more stuff from a secret door, then went through the other main door at the end of the room. There, we found a pair of large (well, technically I should say Large) red dragons. The monk and paladin fearlessly engaged them in hand to claw (and tooth, and wing, and tail) combat. The sorcerer fearlessly fled back into the previous room, while the ranger, bard and cleric all stayed to help fight the dragons.

In fact, the bard was instrumental (ha ha) in the downfall of one of the dragons by reminding the paladin to use Smite, which dropped the over-grown lizard. The ranger and monk turned the other dragon in to a well tenderized pincushion.

So yeah, that’s where we left off, we killed the bad guys and took their stuff, as usual, we will now probably find a place to rest, recuperate, choose new spells, and then tackle the Book or Skull room next.

In through the out door
We have a nice dinner, clear up some loose ends, and the paladin finds the way to save the day

(mental notes of the humble and gentle Sir Jon of Parenham)

Oh my, but the Marquise has set us a magnificent table. This food is much better than anything I have eaten, and the table setting is just magnificent. Hmmm, that sorcerer is tormenting the help, I shall have to have words with him. He has no sense of decorum. Just pick one drink, man! I shall have to make sure he does not make off with any of the silver ware, he certainly looks the type.

Ah, music, I do appreciate a well played tune. Waldren is proving himself to be even more of a lout than I thought, demanding a lute, when our gracious host provided us with a harpist. One of these days, he will push his luck too far, and it will either be the stocks or gallows for him. Oh, here comes Tuftekal, I should ask him if he could perform a duet with the harpist. He’s got some rings there, he wants me to what? “No, they aren’t evil.” Why would he ask me that. Nice rings though, I wonder why he has so many that look the same. Hey, wait, now Waldren has one, and he is trying to force the harpist to take it. I don’t know how he got that ring, I shall have to let Tuftekal know he is missing one.

The next morning

What a refreshing nights sleep. I hope my companions all had a nice, nightmare free slumber as well.

I will go tell the head priest about the tapestries I saw.

Oh, it’s a history lesson. Boy, evil is stupid. Pelor, in his wisdom, would not hold the souls of those paladins abhorrent, for it was not through their own will that they ate of human flesh.

I will now go meet with the rest of my party. Down we go again, into the room with all the doors. Oh bother, more debate about where to go. “I say we do the werewolf room first, then the big door with all the symbols”.

So, here we are in the werewolf room. There is nothing in many of these rooms. Very disappointing, I was hoping there would be more shapechangers. Hmm, a room with wooden floors, in an otherwise stone dungeon? I pry up the boards, but there is nothing. There was some nice weapons under the bed, but nothing I can really use, although now I have another masterwork bastard sword. You can never have too many melee weapons, you know. I have a feeling the sorcerer was trying to trick me about this sword, but I’m on to him.

I am getting quite annoyed with this room, and now they want me to search a chest. Fine, I will search it. I throw it up in the air, and take a big swing with my new sword. There, now the chest is open, and any secret compartments are exposed.

Hmmm, someone seems to have found something. It’s a schedule of events at the Blue Moon Ball, the one the Marquise is throwing. I’m sure that has some significance, but now is not the time to ponder.

We are in a kitchen now, and in the cupboards, we’ve found a paper detailing when guard watches are changed at each city gate. Sir Raveni seems to think it is important, so I will let her have it.

Ah, now we are in the room with the Very Large Door. While earlier I thought we should go through it, now I think we should go up the door that leads to the Fire sigil. This way we can bypass the janni waiting at the top entrance. I will lead the way.

At the door at the top of the stairs, I burst through, ready for battle…it’s a closet. Rather a large closet, with frilly dresses, and ribbons, and many, many shoes. Why do women need so many shoes? Feeling whimsical, I tie a pretty green ribbon around my helm, and then burst through the next door.

Egads! ‘tis a lady chained to a bed. I must avert mine eyes, lest her nightdress arouse unpure thoughts. Following the training that every paladin must undergo, I slash at the chains in an attempt to free they maiden from captivity. Wow, that was really easy, I think that chain was made from substandard material. I will now walk to the other side of the bed to get the other chain. Bother, she is screaming about her captors being in the hall. Surely they know we are he…BLOODY HELL! The sorcerer just shot the lady with a magic missile of some sort. I knew it all along, he IS evil, he has just been able to fool my mystic senses, somehow. I will deal with him after I defeat the captors. It looks like Sir Raveni is having words with him as well.

Agh, she is still going on, I had better go to the door, one of the other can free her other arm.

What’s this, Tuftekal is saying Glynn (or is it Glenn) has been turned to stone. It’s true! That is no lady, she is a deceiver! I stride over unleash my wrath upon her. How dare she spit in the face of Pelor’s mercy. I free her (well, partly) and she repays me by petrifying my monkish comrade? (I have heard petrification is a danger in that profession).

Ow, I seem to have been bitten by a snake. Good Pelor, it’s her hair! That’s disgusting. Ugh, I never really noticed how heavy this sword is. I should use it with both hands. Oh now, now Sir Raveni is a statue. This is not good at all. I shall call on Pelor’s Justice to smite this wench now.

Forsooth, I am glad that’s over, I am very tired, and this armor is heavy. I think I am carrying too many melee weapons.

I must go offer the sorcerer my apologies, it seems his instinct about the foul woman was right, and my were wrong.

Of all the ungrateful… I try to apologies, and he says “you should be apologizing to Glenn (or is it Glynn)” He can’t even accept my contrition with grace.
Now we are trying to figure out how to get our stone friends out of here. Tuftekal is going to go talk to the janni, hopefully they will help us. I am going to go check out this door. It is proving very difficult to move silently in this armor when I feel so weak.

Hmph. I’m in a library, but every book is in a language I don’t read. I have found what is probably a letter, and some scrolls, I will give these to Tuftekal when he returns. Oh look, he’s back. He seems agitated. He is not listening to me, he just keeps moving. Okay, he’s stopped. Now he is reading over things.

The scrolls contains the spells needed to return our compatriots to flesh, but unfortunately not one to return my strength. Oh well, give me a night to sleep, and tomorrow I will beseech Pelor to grant me the ability to restore myself.

We are now discussing our next move, I shall suggest going up and telling the janni that the medusa is dead. From her letter, it seems to me that they might enjoy hearing that bit of information.

no cleric = undead night, of course
in which the paladin redecorates (then takes the long way home)

so, we went through the door we discovered last time, and went through some tunnels and up some stairs, until we got to a door. Behind the door was a room full of bones, which the paladin discovered had six evil things hiding somewhere. One fireball later, three skeletal trolls rise up. One fight later, they are down.

We go into the room, and find another door, still with the skull and bone motif, and we check if for traps, find nothing, and go through. Find a small room, more doors: one with stairs going up, one leads to another room.

The other room is completely empty, which raises everyone’s suspicions, so Riven starts checking every square for traps. Fortunately, she starts with a straight line to the door on the opposite wall, so Sir Jon, the paladin, walks up to the next door and opens it. He sees a short wide hallway (or long room, depending on how you look at it) with seven doors, six per side and one on the other end (okay, technically it has eight doors, since he just came through one). On the walls of the corridor/room are tapestries. Sir Jon (the paladin) looks at one side and sees pictures of depravity and horror, so he starts ripping them down. He bypasses the doors, which are searched by the rogue in short order. After the paladin tears down all the offending tapestries, he starts on the opposite side. This side, however, tells a story. Sir Jon reckons that the tapestries tell of a group of Pelorite paladins (like himself) set off on some journey to a castle, they are met by the lord of the castle, given a meal, which turns out to be poisoned, maybe, and they seemed to be locked in the room, then the castle we set on fire, perhaps, and a giant bad (why not) flew away. He thinks that’s how it goes anyway.

As the paladin was reconstructing the story from the tapestries, Glynn (or Glenn) opened a door and found some wights. The paladin stepped forward and let loose with a full blaze of Pelor’s glory, and cowed the wights, so Raveni could cut them to pieces. Then Glenn (or Glynn) opened another door, and shadows came out and attacked. Glenn (or Glynn) got hit pretty bad, so the paladin again stood forth for rightness and light, and banished those shadows. He then, knowing they would be back, decided that it would be the better part of valor to go back to a safe camp and return in full force on the morrow.

There was some disagreement about how to best get out of the place we were in. Some in the party wanted to use a magic rope to ascend the pole and go back out the way we came in, while the paladin and fighter wanted to go up a set of stairs that they knew about. Since no agreement could be reached, we split up. The party with the rope got out first, while the paladin and fighter had the pleasure of killing a werewolf.

Everyone is now at the city, resting and trying to figure out our next move.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

The paladin sits one out

We are in the room with all the doors. We debate which one to go down, and choose (?), the one with the winding ramp.

We at the end of the ramp, is a room with five doors. The intrepid paladin strides forward and opens the first door on the right. In it is a room full of books, scrolls, etc. “hmph, boring”, thinks the paladin. (upon a later search we found this) He goes and opens the door on the opposite side of the room. There, a snake with a human head greets him and says “go open the other doors”. Since this is what he was going to do anyway, he does (yep, he failed a will save). The next door on the wall reveals an empty cave. He continues on. While the paladin was opening the other doors, the party starts to fight the first naga. Behind the paladins last door is another cave, and another human-headed snake. “Go be safe”, says the snake. So the paladin (failing his save again) goes into a room on the opposite side of the hall.

The party (minus the paladin) defeat the first naga, and move onto the other one. The remaining naga Charms the fighter into going to be safe, but the sorcerer cross-Charms her back into fighting the naga. The sorcerer thinks about trying the trick on the paladin, but is talked out of it (metagame player to player, the paladin’s player explained to the sorcerers player that the paladin didn’t actually trust the sorcerer, and referred to him as “the shifty one” in his journals). Still, the party defeats the naga. After a search, a secret door is found, revealing a pole descending into a pit fifty feet deep. The monk goes down the hole.

And promptly wishes he hadn’t. There, in the darkness (don’t worry, the monk is a dwarf), are three trolls and four reptilian humanoids. At this point I’m not exactly sure if we know what is down there or not, my mind is fuzzy on the details, but of this I’m certain: we looked screwed. Valiantly, the fighter slides down like a firefighter, and upon reaching the bottom, is ripped apart by a troll. One round, the fighter is taken out. Then the paladin, looking to redeem himself, jumps down after her. He fares better. In fact, he takes out two trolls all by his lonesome. (Okay, that’s not entirely true. Eventually, the cleric came down to give him some healing, and even healed the fighter enough for her to attack once or twice from the ground, before she was knocked out again). It also helped that he was hasted by the sorcerer

While the paladin took out one pair of trolls, the monk single handedly takes out another, then starts to fight the troglodytes (as they turn out to be). The paladin and rest of the party join in, and the troglodytes go down, but not before one of them tries to run away, revealing the existence of a secret door that we probably would not have found otherwise. (we still killed him, but thanked him as we did).

That’s pretty much where we left off on that session.


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