Difference between revisions of "Randir"
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=== 6/22/2019 === | === 6/22/2019 === | ||
* We move through the door which was magically locked (the puzzle was to turn off the lights!) | |||
* We come across a man with his mouth sewn shut! | |||
* We fight the guy (because we had no choice!) then find some scrolls and books in a chest. | |||
** His body has flecks of metal in it?! | |||
* We investigate the hallway and hear chanting coming from a room. A fight breaks out! | |||
* 5 priests (mouths sewn shut) + a big baddie show up. WE FIGHT! | |||
* Randir turns into a badger, burrows and flanks the fight! | |||
** The head priest gets bit by Randir and his bark-armor gets pulled out, there are bits of metal dug into his skin beneath the bark?! | |||
* We find | |||
** 4 daggers (not great) | |||
** Priest's Scepter | |||
** A bag of arcane components - the bag is dope, the components are not | |||
** A worn (broken?) wand in a cool sheath | |||
** A super ornate squarish talisman | |||
* Randir mentions he met a blacksmith/arcanist in Leaf who was very talented with metallurgy | |||
** His name is Gregor McFarland | |||
* The room we found the priests have a summoning circle in the middle. Lots of tools and implements. | |||
** But we also see metal fibers growing out of a pile of stones in a corner | |||
** Lots of rudimentary symbols and images of a spirit/deity/god below the mountain | |||
* Randir touches some of the fibers. They're sharp, serrated even, but also springlike. And cold | |||
* We discover some tombs in this ritual room, but decide to not disturb the dead... | |||
* We move on and find a room with a diagram that has some working notes on it trying to figure it out | |||
* We find the priest's room and a chest in it: Fine clothes, fine shoes, boots, ring, notebook, papers and journal | |||
* We leave the cave... fresh air, whew | |||
* We see a cow and a dwarf on the road, the dwarf is Stone (yes, like the rock). Randir finds this to be HILARIOUS | |||
** Stone lives up on he mountain at the Ember Peak Monastary, "It's a way to live. We decide to live simply." | |||
** He doesn't know of any gods living in the mountain, but the metal shard/grass... that seems slightly familiar. | |||
** People settled in this area trying to escape "the war" | |||
** Many monsters lived in this land... they're mostly gone, but "we don't travel much at night for a reason." | |||
** Two folks from the city came up the mountain, they were exploring the eastside of the peak near East Cliff | |||
=== 6/15/2019 === | === 6/15/2019 === |
Revision as of 04:03, 23 June 2019
Randir is a Firbolg
Play Notes
6/22/2019
- We move through the door which was magically locked (the puzzle was to turn off the lights!)
- We come across a man with his mouth sewn shut!
- We fight the guy (because we had no choice!) then find some scrolls and books in a chest.
- His body has flecks of metal in it?!
- We investigate the hallway and hear chanting coming from a room. A fight breaks out!
- 5 priests (mouths sewn shut) + a big baddie show up. WE FIGHT!
- Randir turns into a badger, burrows and flanks the fight!
- The head priest gets bit by Randir and his bark-armor gets pulled out, there are bits of metal dug into his skin beneath the bark?!
- We find
- 4 daggers (not great)
- Priest's Scepter
- A bag of arcane components - the bag is dope, the components are not
- A worn (broken?) wand in a cool sheath
- A super ornate squarish talisman
- Randir mentions he met a blacksmith/arcanist in Leaf who was very talented with metallurgy
- His name is Gregor McFarland
- The room we found the priests have a summoning circle in the middle. Lots of tools and implements.
- But we also see metal fibers growing out of a pile of stones in a corner
- Lots of rudimentary symbols and images of a spirit/deity/god below the mountain
- Randir touches some of the fibers. They're sharp, serrated even, but also springlike. And cold
- We discover some tombs in this ritual room, but decide to not disturb the dead...
- We move on and find a room with a diagram that has some working notes on it trying to figure it out
- We find the priest's room and a chest in it: Fine clothes, fine shoes, boots, ring, notebook, papers and journal
- We leave the cave... fresh air, whew
- We see a cow and a dwarf on the road, the dwarf is Stone (yes, like the rock). Randir finds this to be HILARIOUS
- Stone lives up on he mountain at the Ember Peak Monastary, "It's a way to live. We decide to live simply."
- He doesn't know of any gods living in the mountain, but the metal shard/grass... that seems slightly familiar.
- People settled in this area trying to escape "the war"
- Many monsters lived in this land... they're mostly gone, but "we don't travel much at night for a reason."
- Two folks from the city came up the mountain, they were exploring the eastside of the peak near East Cliff
6/15/2019
- The festival is beginning
- We meet a warrior (Human) and a half-elf druid
- Randir warns the half elf about the bad monster (corrupted mountain lion)
- Randir is very freaked out by this corruption of nature
- Before they leave to "go adventure", Randir warns the half-elf that he must heed his warning
- The half-elf gives Randir a pendant of petrified Ironwood, in the shape of a a teardrop
- He senses some kind of power in it, but not FROM the wood.
- He puts it on and senses a presence of home...
- We decide to head out into the mountains towards where we think the clay came from
- We bought some poison cure and a potion of healing
- We travel for the rest of the day and rest
- In the night, Harold the Ranger shows up and let's Randir (who is on watch) that he has been investigating the caves and have marked the ones he cleared / investigated
- He warns them about the mountain being perilous for people who are not prepared to climb
- We push into a cave, and find it worn...
- We discover a few rusted bits, but then... A SNAKE! IT'S CORRUPTED!
- We kill the snake and find some papers! And a DOOR!!!!
Side notes
- Ironwood is a holy tree in the forests for Randir
- The trees are never harvested, but instead are used when branches naturally break or lightning strikes
- Speaking to Ironwood trees is like speaking to an old wizend monk who only speaks in high metaphor
- If you can interpret these trees well, you are something of a holy person in the forest