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Party Inventory:

Coffer (contains 350 gold pieces)

Leather Sachel (contains 2 cure light wound potions,1 cure moderate wound potion)

Maps and charts (from captain’s quarters aboard the Genevieve)

Dagger, fine quality

Hemp Rope

Grappling Hooks

2 Lanterns

12 Flasks of Oil

3 canvas sheets

24 days of preserved rations

3 barrels of water

 

Summary:

 

Our intrepid adventurers set sail aboard the cargo vessel, the Genevieve, to voyage to the promised land. Our ship did not sail alone, but in convoy with two other vessels holding settlers for this new land.

Aboard the ship, our adventurers did meet one another. At a dinner hosted by the captain, each one told his or her story of why they had left their homes to go to this new land.

After two and one-half weeks of sailing, we did encounter a violent storm. While Vick, Onyx, Lysander, and Ranger Rick were out on the deck, the storm drove the ship into a maelstrom. Just before we all lost consciousness, we saw one of the other ships in the maelstrom—except that it appeared to be under attack from giant tentacles.

When our party began to wake up on the shore, we found ourselves being investigated by small sea scorpions. As each member awoke, they attempted to drive off and kill the sea scorpions attacking them. However, our exhaustion made this a difficult task. Fortunately, Onyx, Half Pint Halfling the Humble, and Glam the Glittering but Not-So-Right-In-The-Head Paladin killed many sea scorpions while Vick used his spells to daze them.

At this point, our party was troubled with dissention. We were exhausted from the shipwreck, but had found some trails on the beach that indicated that something or some things had been dragged into the ocean and something or some things had been dragged into the jungle.

Glam the Glitterwit wanted to charge into the jungle to find whoever might have been dragged off. More sensible members of the party--which included just about everyone but Glam Glitterwit--thought that we should take shelter and rest near the beach at the edge of the jungle.

At this point, Onyx, Halfpint, and Lysander stayed on the beach. Ranger Rick, Glam, Abby the Alchemist, and Vick entered the jungle to follo the trail. After a period of time, they all ended back with the part of the group which had remained to rest. Ranger Rick then single-handedly built a shelter without any tools in a manner that would have impressed even MacGyver. We then rested so that we could get over our exhaustion.

The next day, Vick conjured some tools and we built a makeshift raft.  Glam, Halfpint, and Lysander gradually sailed the raft to what remained of the Genevieve.  When they boarded the shipwreck, they encountered another sea scorpion but they swiftly dispatched it. the sea scorpion had shown an interest in part of the ship before it noticed the adventurers. Upon investigating what had drawn the scorpion's interest, they found blood dripping from an upper deck. Quickly, Glam and Lysander climbed to the higher deck to see if they could render aid. Alas, they just found the remains of the first mate inside the captain's quarter. However, in an ancient adventurer''s tradition that clearly goes back as far as the 70's, they looted the place.

When we take leave of our intrepid adventurers, they are together again in their shelter. They have managed to bring back all the loot from the ship and are sitting around a campfire discussing their next steps.

Next time you tune in, you'll get to hear a story we like to call:

All That Glitters Is Not Glam

 

3

Anyone wanting to get a head start on character creation for the Godslayers campaign, here is some background info:

We will use the Pathfinder point buy system, with 20 points for stats.
Characters receive the max gold for their class to buy starting equipment.

Your characters will all begin the campaign on a boat, sailing to the Promised Land.  The journey to the Promised Land is several weeks by sea, and very rarely do people journey to the Promised Land and return, but those that do tell tales of adventure, riches, and opportunity.  The reason your character is on this journey is an important part of their background that they will need to explain.

Please see the recently uploaded document for Bonds Between Characters for ideas on how to tie your characters together.  Keep in mind these are only suggestions and examples.

More info to come during the session...

(Copied from previous site)

The group of intrepid adventurers approached the door to the old observatory. Jerad looked at the others, then walked up and knocked on the door! Of course there was no answer. Filge was asleep in the upper room and the only person who had reason to call on him had his own key anyway. Romanova opened the door and graciously allowed Stonan to go in first. He was greeted by Filge's 'welcoming committee,' three of poor Alastor Land's relatives animated as skeletons.

The undead had barricaded themselves behind some overturned tables on the far side of the room. Broken furniture and other debris was scattered about the floor making footing treacherous. The skeletons raised up as Stonan entered, each firing a crossbow bolt tipped with greasy poison at the dwarf. Luckily for Stonan, two of the bolts thudded into the wall around the door and the third sailed over his head, alerting the rest of the group to the imminent danger. Stonan rushed into the room, successfully picking his way through the debris, and slammed full-speed into the large table that two of the skeletons were behind. The skeletons both hit the wall and then the ground. One of them crumpled into a pile, the magic holding it together dispersed.
...continue reading "Age of Worms, Session 6"

(Copied from previous site)

And so through the face they went. Jerad and Stonan led the way, emerging into a strange room with a narrow beam suspended above a floor covered in what appeared to be ceramic balls about the size of an orange. The beam spans the entire length of the room from just behind the face to a door at the far end, just within the reach of the shadowy light of Jerad's illuminated mace. There was no indication of what might lie in wait below the spheres, or even how far down the floor is. The walls of the chamber, from the height of the beam up to the ceiling, are honeycombed with many small dark recesses.

Romanova was sharp enough to notice that the holes in the wall were just a hair bigger than the ceramic spheres underneath the beam.

Now mindful of the likely trap, Jerad and Stonan got down and hugged the beam, crawling along it towards the door. Towards the middle of the beam, Jerad felt it shift, and a fell wind began to blow from the holes in the wall.
...continue reading "Age of Worms, Session 5"

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That night the party split up in Diamond Lake. Romanova soaked her bruises (wait, she hasn't fought anything yet), soaked her cares away in a perfumed bath at the Emporium and stayed ina room there for the night. Mercurio prepared dinner and stayed with his mentor Allustan. Jerad returned to the temple of Pelor and spent the night in contemplation.

Our three barbarians (one now a Cleric of Kord) strolled into the Feral Dog for some grog and some fun. Greeted in a surly manner by the albino half-orc bartender Kullen, the three took their drinks and headed downstairs for the dogfight. It was a rip roaring good time, with the bull mastiff finally overcoming the wild wolf mutt that was caught outside town earlier that day. Fighting over for the night (at least by the dogs) the boys and Phil headed back upstairs where a large blonde man had drawn a crowd around his table and was regaling them with stories of his bravery and daring while exploring the Stirgenest Cairn. This could only be Auric, adventurer of the Free City and current holder of the Champion's Games Belt. Sitting next to him and whispering in his ear every so often was his wild haired, red robed mage friend Khellek. The three joined the throng and listened in on Auric's outrageous stories. Sensing that most of the talk was empty boasting, Stonan and Nader chided Auric about the red welts on his arms and legs, tell-tale signs of a bad encounter with the stirges of the eastern shore. Khellek whispered something to Auric, and the blond giant quickly changed topics to the pair's exploits in past two years' Champions Games, soon to be held again in Greyhawk.
...continue reading "Age of Worms, Session 4"

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New friends Phil and Jerad in tow, the adventurers headed back to the Whispering Cairn. They choose to descend back down the shaft under the green lantern, now that they were prepared for the beetles that infest the room north east of the entry chamber. As they clambered down the pitted walls, several beetles scattered from the cairns the group built for their two fallen comrades. The group deliberated in the entry chamber on how to proceed. Their decision was made for them when a writhing hoard of acid beetles came around the corner and quickly closed with Stonan and Phil. Two flasks of alchemist's fire quickly dispatched the swarm. Seconds later though, the queen of the colony, a giant bombardier beetle, came around the corner. She ran up to Stonan and caught him, Phil, and Romanova in her deadly spray of acid. Miraculously, all three were unscathed. Phil lifted her great axe and quickly clove the monstrous insect in two.

Jerad and Nader entered the room with the sludge filled basin to search it. Jerad found three oblong lumps, the crusted over corpses of three humans dressed in leather armor with an eight pointed star on the left breast. One of the bodies had some potions, and one had a fabulous pearl. Nader broke apart the nest of the vile bugs, finding a mummified hand with a ring upon it. Jerad attempted to hoard all three potions and the pearl "for his god, Pelor," but Stonan would have none of that. The dwarf became enraged and nearly attacked Jerad, but was placated by one of the potions and promises to split treasure evenly.
...continue reading "Age of Worms, Session 3"

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Alustan, the resident wizard of Diamond Lake and brother to govenor - mayor Lanod Neff has sent his pupil Mercurio to observe and aid a group of young locals exploring the ancient cairns in the hills around the city. Alustan is concerned with recent rumors he has heard about unkillable undead in the Mistmarsh and possible cult activity in Diamond Lake and it's environs. Mercurio is to keep an eye on the adventurers and make sure they don't stir up anything that shouldn't be.

The group Mercurio is looking for was seen by a ranger friend of Alustan's leaving town towards the north west two days ago, and Alustan has a pretty good idea where they are headed. The Whispering Cairn, the scene of many tests of bravery of local youths, is the most likely target in that direction.

Upon nearing the area, Mercurio notices a thin whisp of smoke, as from a camp fire, rising from the last remaining building of an abandoned mining camp. Mercurio approached the group in plain sight as they were finishing up their breakfast. They welcomed him into the camp and he related his purpose in seeking them out, offering his conjuring services in their endeavor. The group realized that they could use all the help they could get if this adventure were to be profitable for them, and gladly accepted his offer. They relayed (with a little embelishment) their progress so far. With Mercurio caught up they returned to the Whispering Cairn.
...continue reading "Age of Worms, Session 2"

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While performing in the square at the end of the Vein, Weber has recently befriended Stonan, who desperately wants out of his job with Luzane Parrin's mines because he is afraid they're about to be sold to Balabar Smenk. Weber has heard first hand the boasting of a group of adventurers from the free city of Greyhawk that they are going to find untold riches in the played out cairns on the SE shore of the lake. Having grown up in Diamond Lake, Weber is pretty sure there isn't anything left but rat droppings and broken junk in that area. However, the idea may have some merit as he knows of a small, forgotten cairn to the north of town that the local teens call the Whispering Cairn. He and Stonan gathered up Stonan's friend Nader and hit the beer garden at the Emporium to talk over adventuring while enjoying some evening refreshments.

As the three of them were discussing the possibilities of wealth in the Whispering Cairn, their renay serving girl was listening intently whenever she passed their table. Towards the end of the night she introduced herself, convinced the three of her usefulness in the endeavor, and quit her job on the spot. The next morning the group of four purchased supplies and a pack mule and headed for the abandoned mining camp that Weber knew to be in the area of the cairn.
...continue reading "Age of Worms, Session 1"

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Hello all! I am the DM for our Age of Worms Campaign. For those who are unfamiliar, Age of Worms is the second adventure path published in Dungeon magazine. The adventures are being published in 12 consecutive issues beginning with #332 back in June and are designed to take characters from 1st to 20th level. Our campaign is set in the world of Greyhawk. More information can be found here: www.paizo.com
...continue reading "Age of Worms Introduction"