Monday, April 25, 2011

Death Touches the Heroes of Larm...

Tonight the Heroes of Larm delved deeper into the Ruins of Ramat in search of a little girl's dog. What they found chilled them to their souls and brought them face to tentacled maw with some demonic creatures. The Heroes barely made it out, and one of their number fell. I will leave the details to the more proficient bard Blue (who will be giving his account once he has been raised by the priests being sent to Larm from Dolmvay). Here is Blue's account of the events of the day: Poor Blue was the one who was sent to see the gods. But thanks to the retrieval of an ancient holy book of Ramat, the church of Glenys has agreed to raise him if the Heroes donate the book to their church.

To top it all off, they found the dog healthy and hale, though a bit frightened and returned her to her owner. They also solved the mystery of who was stealing Dankmar's wares. Not bad for a night's session. 

 The Heroes of Larm recover after the poison gas cloud cleared from the smashed clay golem...

 The first set of skeleton guardians from the Ruins of Ramat.

 Are those demonic tentacled creatures?

The fall of Blue (and over half the party before the rest defeated the demonic sentinels).

Until then, good reader, keep the dice rolling...

Friday, April 22, 2011

Max Enters the Dungeon Realm...

 On this lazy Good Friday, Max and I had the opportunity to sit down and play a little Dungeon Realm. There is nothing quite like father and son sitting down to play at the gaming table. 

Max opted to play Zortan Graeme, human wizard, and Telles Heroshall, human cleric. The village elders hired the pair to eliminate the goblin threat. The two adventurers were led to the forest ruins by a local forester. Immediately upon entering the ruin's perimeter, the goblins attacked. 

During the skirmish, several of the gobs escaped down a staircase to the catacombs below the ruins. Zortan and Telles descended into the darkness led by Zortan's magical light. The flooded ruins that awaited them was crawling with the little humanoids. 

They battled the sentries and realized that the there may be more goblins than they had first thought. Soon the goblin crossbows were taking their toll. 

Zortan decided to cast invisibility and scout ahead, leaving Telles to deal with the goblins on this side. The wizard had spied a teleportation platform and made a decision to see where it leads, deducing that the goblins probably used the teleportation platform to quickly cross the river. He stepped onto the pad and was instantly across the river on the other side staring into the eyes of goblins left to guard the platform. The poor gobs were confused though, having seen the eldritch light that happens when the platform is used but seeing no one. The wizard hastily left the platform; good thing, too, as the goblins fired their crossbows anyway. While Telles battled for his life, Zortan infiltrated further into the ruined walls of the catacombs. That's when the wizard saw the goblin shaman, his two pet giant spiders, and an ogre! Zortan knew they were in trouble.
Instead of attacking the shaman and his bodyguards, Zortan wisely decided to stay invisible and gather more information about his opponents. While doing so, however, the ogre smelled him but was quite confused as to why he couldn't see what it smelled. 

Zortan quickly and quietly cast a teleportation spell of his own that took him back across the river. 

By this time, though,  Telles had fallen to some well-placed crossbow bolts . Zortan made the decision to save his comrade. He turned himself invisible and made his way to the teleprotation platform, grabbed his unconscious companion's ankles and tried to pull him from the grip of a measly goblin. All three were teleported back across the river. 

Zortan tried to send a magical bolt into the persistent goblin, but the little guy resisted. It immediately attacked the wizard, but Zortan managed to evade the creature's short sword and this time successfully cast his spell, sending the goblin to its doom. Quickly, the wizard grabbed his companion and high-tailed it out of there. They returned to the village and plan on hiring some extra muscle before returning to take care of the goblin menace once and for all. 

Making memories one gaming session at a time. 

Tuesday, April 19, 2011

A Busy Few Days in the Lives of the Heroes of Larm

 Blue the Half-elf bard decided that diplomacy might work where force of arms did not. He boldly went forward to parley with the goblin chieftain. Weaponless, he entered the goblin encampment to discuss the terms for a peaceful co-existence. The negotiations went rather well all things considered. The gods only know how it will turn out...

 The druid stayed behind to keep an eye on the goblins, while the remainder of the group returned to Larm. There they reported to the mayor and Commander Arbogast. Both are skeptical of the tenuous deal Blue struck. They are willing to wait and see as they have nothing to lose. 

The Heroes then decided to pay a visit to the mad hermit Erkmar to tell him that the Temple of Thaxon is now freed from its curse, but they found that he may just be a bit too far gone into madness to be salvageable. They have decided to send word to the Temple of Thaxon in Dolmvay to request a priest of their order come and try to ease the suffering of Erkmar. 

The druid, Lavender Thyme, keeps feeling the misery of the old town tree and continues her quest to discover what ails the town symbol.

Then the Heroes turned their attention to trying to solve the mystery of who or what is stealing the goods of local merchant, Dankomar. In the midst of the investigation, a young girl comes running into town saying that her dog had been taken by a creature with claws. The Heroes of Larm sprang into action and headed toward Witch's Hill, south and east of the city. There they found an ancient ruin and no sign of the pooch. They found a rather ominous hole and made their way into the subterranean levels of this nameless ruin. A spider and fragile clay golem awaited them. The spider incapacitated over half the party before finally being brought down. The golem was shattered by barbarian and exploded, releasing a massive stinking cloud. The half orc dragged his group out of the nauseating mist and now they are resting against the walls of an ancient ruin, looking for a little dog. 

Here is the bard Blue's account of the events above. Much better written and wittier than the above. Enjoy!

Tuesday, April 12, 2011

The Goblins Have Their Day...

After returning to Mayor Caius Rusticus, the Heroes of Larm collected their pay for clearing the mill. Now that he knows the group is trustworthy, the mayor requests the Heroes see the leader of the militia, Commander Arbogast, for another mission involving the recent goblin attacks that have been plaguing the area. 

Arbogast is excited that the mayor has sent these powerful adventurers to take care of his problem. The militia is just not big enough to take care of the menace. 

A scout, a girl from town, Gesa, who is very comfortable in the wilderness, has located the goblin encampment. Arbogast sends her to guide the Heroes to the goblin's camp. 

The Heroes opted for a direct assault, incapacitating the goblin tree sentries. However, after sending a sonic blast into the main skirmish line of the goblins, battle frenzy got the best of the dwarven cleric, and he rushed in contrary to his usually level-headed wise ways. He was felled immediately by goblin arrows. 

The rest of the party made their way into the encampment and took cover and recovered the felled cleric. Things just got worse from there. The Heroes of Larm had to rely on the not-quite-adequate cover of the illusionist's obscuring mist spell to save them from the goblin arrows. 

Eventually, the goblin chieftain felt he had lost too many soldiers and threatened to slash the throat of the unconscious druid until the Heroes left his encampment. They did, and the goblins returned the druid unharmed. 

Now the Heroes are licking their wounds and basking in the healing ability of the dwarves as they plot their next move. 

Regardless of what they decide, they know they must be more cautious on their next foray into the enemy camp if they are to rid Larm of the humanoid menace...

Monday, April 4, 2011

Adventurers Become Heroes...

The Heroes of Larm emerged from the Abandoned Temple of Thaxon after defeating the foul undead that plagued the place for years. They found evidence that it was the vile god, Grimic's work that brought the Temple to ruin.

After their excursion into the temple, the mayor asked them to help the miller with a bit of a problem. They became exterminators. All in a night's work.