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