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Defenders Summary #64: A Ninety Degree Turn

This is not a very exciting summary, but it was necessary to resolve things smoothly so that we can continue adventuring.

The Restenford Defenders have changed significantly in composition. Following the mission to Bone Hill and the pickup of the dim-witted fighter Bogomel, several party members decided that it was time for a break. Alduin decided to remain in Restenford and wrestle with the elusive puzzle box. Quentin’s plans are unknown to the party. Kodo will remain in the Baron’s service as a tracker and scout (a very durable one).

First we resolved some magic items questions. Kodo will receive (as requested) the Smokeshield+1, studded leather+2, handaxe+1, and we threw in the ½ potion of climbing. The party retrieves from his person the Bag of Holding 600/2000, the Horn of Valhalla, and the Ring of Health.

Alduin receives the Manual of Stealthy Pilfering, the Ring of Concealment+2, the Potion of Invisibility, and the Ring of Jumping. The party retrieves from him the dagger+3, Potion of Polymorph, and Boots of Elvenkind.

Quentin’s status is uncertain. We would really like one or two of his six or seven items. Particular requests: one of the three defensive items (cloak+2, ring+1, bracers 7/7) or the spear+1 for Bogomel, who is a specialist. We’ll try to contact Jeremy.

Understand that when the party finally breaks up, all the “party” magic items become individual items and likely these people will get some of these items back at that time (such as whatever Quentin gives up, the Horn of Valhalla, the Bags, potions, etc.).

This mass exodus brought about a few other changes. We decided that because of the loss of Kodo, we would need more fighters, at least for Command and Hold Person purposes. So we will be taking Nakumanu and Bogomel along on most adventures (they are the party’s sole henchmen, a pair of 3rd level fighters).

We still have a few problems. Kain can cover some druidic spells fairly well. However, we still have no tracker or thief/scout. Part of this is solved by giving Morgan the Boots of Elvenkind, making him as good as any thief at hiding and moving silently, which is cool.

However, we still needed a lockpick and traps specialist at least. This meant a thief. We thought about possible connections, and Amortician (Morty) the bard’s name was brought up. We were looking him up for a possible excursion to Bone Hill (if we could do anything productive there) for information purposes. Why not invite him along?

The answer to that is still uncertain, so we won’t know about Morty for another week. It was already that Morty would be unlikely to leave Lendore Isle, so this was at best a temporary solution. So we thought about thieves, and realized that NPC thieves are exceedingly unlikely to be trustworthy, especially given our lovely relations with Hindus, the god of thieves.

Suddenly it hit us—a monk! Some minor discussion ensued, and it quickly became clear that a good monk (Nevronian was the party’s choice) would be both trustworthy and good at what we needed, plus possibly survivable as well. So we traveled to Barnacus to interview possible monks (not henchmen).

We interviewed six Nevronian candidates, and one Korian. We simply couldn’t abide by the restrictions of night actions, so the Korian was out. The first Nevronian was older and exceedingly fanatical about Nevron and downright insulting to the other party religions, so we rejected her.

The second one was more tolerant, but still had an edge. As we learned from the curate, she had the most raw talent and ability, and was somewhat experienced.

The third was a jovial bulky guy who had clearly had a lot of experience. He was the most expensive to release from service and he had a somewhat weird attitude—he really liked to fight in close combat rather than with a ranged weapon. We were somewhat concerned considering that we he might be trying to punch could theoretically LEVEL DRAIN him, but hey. He seemed aggressive but we liked him as a candidate.

The fourth was our favorite in attitude—open to new experiences, clearly wanting to see the world. The problem was that she was fresh out of training.

The fifth I don’t remember.

The last was really weird. He had a death wish, and had seen lots of bodies in the morgue for Raising. He had a veteran adventurer’s attitude in the sense that he expected to be killed.

It came down to numbers 2,3, and 4. 3 was the most experienced, 4 was the least, and 2 was the middle ground. We decided on the most experienced because he was clearly the most survivable.

As it turned out, we had badly underestimated the difference in experience, as you can see by the new party roster:

Felix, 6th level fighter, 59 hp, played by Alex
Balinor, 6th level fighter, 56 hp, played by Joel
Cassian, 7th level cleric, 45 hp, played by Katherine
Kain, 6th level cleric, 43 hp, played by Jeff
Morgan, 6th level fighter, 35 hp, played by Alan
Donald, 6th level mage, 33 hp, NPC
Bogomel, 3rd level fighter, 31 hp, henchman of Cassian
Albee, 4th level monk, 27 hp, NPC
Nakumanu, 3rd level fighter, 25 hp, henchman of Felix
Chiaro, 3rd level illusionist, 6 hp, played by Aaron

Albee has several magic items to help him out in addition to his near maximum possible hit points. He has a ball of wire that will wrap itself around the person it is thrown at and paralyze them effectively. He then charges and beats them up. Suddenly what he was saying during the interview makes sense.

We were quite happy with the choice. We paid the 1000 gp release fee and agreed to additional donations (they’d already been “encouraged” by the 15 platinum pieces out of Balinor’s pocket—Balinor is the “party spokesman” to the Nevronian Church, in an ironic twist).

Information from Morty indicated that we could do little to change the situation in Bone Hill, as it had been tried repeatedly and required magics we will never achieve. So we shifted our attention to a short quest.

We traveled to Benct for the first time since the Brinea adventure, and went to the Nevronian Church. They had had a mission for us 8 years back about dealing with the demon-worshippers of Trun, the small village to the north of Benct. The details will be given next game, but we have planned massive aerial surveillance of the hill on which the Seapoint Lightning were annihilated, followed by possible questioning of townspeople with ESP and Detect Lie spells (it’s good to have a 7th level cleric).

Onward.

Joel/Balinor

P.S. Those not in the Defenders can ignore this part, as it is simply a list of magic items for confirmation purposes with Edwin and the players who are leaving.

By my count, we have not dealt with the Belt of Many Pouches. Also, I may be missing an item on Morgan. Everyone check to see that what I wrote makes sense. Thanks!

Magic Items:

Unresolved:

Belt of Many Pouches

Kain:

Sharkskin Armor +2
Clerical Scrolls scroll of Slow/Neutralize Poison
Bracelet of Beneficent Polymorph
Scimitar +1

Balinor:

Hammer +1 (Maiden Basher)
Hammer +1 (Other)
Plate Mail +2
Dagger +3
Potion of Extra Healing
Ring of Heroism
Ring of Health
Bag of Holding 200/600

Felix:

Short sword +5 (Peacemaker)
Shield of the Stallion
Token of Armor
Ring +1
Potion of Healing
Potion of Flying
Potion of Polymorph
Bag of Holding 600/2000
Ring of Invisibility

Donald:

Bracers AC 6/10
Ring +1
Dagger +2
4 Mage Scrolls
Wand of Magic Missiles
Brooch of Shielding (17 charges)

Morgan:

Longword +1, luckblade (Thunderstruck)
Ring +2
Chain of the Warlord
Token of Door
Elven Chainmail
2 arrows +1
Jawbone of Raise Dead
Potion of Flying
Potion of Extra-Healing
Boots of Elvenkind
Dagger+2 (Mindwaster)

Cassian:

Chain mail +2
Ring of Featherfalling
Small Shield +2
Ring of Warmth
Pearl of Godly Wisdom
Scrolls of Cure Light, Slow/Neutralize Poison

Chiaro:

Potion of Gaseous Form

Albee:

Wire Ball
2 Arches
Potion of Ventriloquism

Nakumanu:

Falchion +1/+3 vs. regenerating creatures
Horn of Valhalla

At home:

1/2 Elixir of Health
Passwall Cloak
Potion of Avian Control
5 +1 first flight arrows (short)

Quentin:

Cloak of Protection +2
Bracers AC 7/7
Mouse of Cats
Druidic Scrolls of Slow Poison and Neutralize Poison, Cure Serious Wounds
Ring of Toad Control
Spear +1
Ring +2

Alduin:

Dagger +2 of Concealment
Potion of Invisibility
20 +1 first flight arrows (short)
Ring of Jumping

Kodo:

1/2 Climbing Potion
Studded Leather +2
Large Shield +1, Smokeshield
Handaxe +1

Perry:

Tuning Fork
Bracers AC 7/7
Dagger +1/ +3 vs. demihumans
7/8 Potion of Invisibility

Drew:

5 arrows+1

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