Session 17 11 Sep 2023 Report
General Summary
The players began the session planning a mission into the ruined Temple of Thor in an attempt to assassinate an orc chieftain that had been scouted by Shady and was reported to be living on the second floor in the back of the temple. Using Shady as a guide, the characters were able to gain entry to the south side of the temple without being detected and found it empty of orcs. Making their way to the north side and eventually upstairs they were confronted by a female orc magic-caster and a large orc chieftain. After killing both, the female orc reanimated in the way they had seen the orcs from the drow tunnels reanimate, with purple glowing eyes. The corpse of the chieftain, did not reanimate, but instead bubbled and split revealing an enormous 10 ft tall pig-ape-like Nelfeshnee demon that had occupied the body. The characters began fighting the demon and he gated in a second demon into the room, a lizard-like Hezrou demon. After a struggle, the characters were able to defeat both demons, and heard the shock platoon of armored ogres clamoring outside on the north side of the temple. Maelstrom cast a fireball through the window, amplifying its effects with use of the magical emerald and incinerated 4 ogres while severely damaging another 5. The characters cast a detect magic spell in the room, grabbed the items that glowed, and made a break back for the relative safety of secured Outlands, and met again with Shady who had taken out several more outlying orc guards to clear the way for them. He also informed them that he had confirmed the activity of the orcs on the east side of the Meade Hall, and saw they were building rafts on the banks of the river, seemingly preparing for an amphibious assault on the city. Characters took the axe from the orc chieftain, a potion from the orc caster, twin daggers from the orc caster, and a necklace made of small skulls from the orc caster. Huron also found a bag containing 408 gp near her body. Defeated 44 HD of animals Base Total XP 8900
Rewards Granted
twin daggers, from orc caster daggers are magical and are +2 to hit and damage. if used together, in a round, they can be touched together and used to "blink" to a place that the wielder can see within range. Range is 50 ft. potion of restoration EM pg 887 of Restoration XP Value: 300 GP Value: 2,000 This magical fluid was first created by Kenither the Gaunt. Each dose negates the effects of the following spells and powers, restoring the affected creature to its normal state: charm mon- ster, charm person, feign death, forget, friends, haste, hold person, polymorph other, polymorph self, ray of enfeeblement, sepia snake sigil, sleep, slow, stoneskin, strength, and Tasha's uncontrol- lable hideous laughter. A polymorphed creature restored by this potion need not make a system shock roll. The liquid also cures blindness and deafness, and restores a crystallized creature and those turned to stone by gaze attacks. The potion can be administered by pouring a dose on the subject or by the creature ingesting it. In either case, it can negate more than one spell. For example, if applied to a crea- ture affected by both Tasha's uncontrollable hideous laughter and haste, both spells would be negated. axe, from the orc axe is possessed by the vanquished nalfeshnee demon, whose name is Barashkee. In combat it is a +3 axe. It will guide its bearer to evil and eventually attempt to take over the host and summon himself back into the world. skull necklace evil, acts as a horn of blasting. 1 charge per day, recharges at sunset. every time it is used there is a 5% chance of it exploding doing 1d4 damage to the wearer. when, the skulls can send a scream blast in every direction, or it can be taken off and held aloft and focused in one direction. when used as a necklace and the command word is said, all creatures within a 15 ft radius must make a saving throw vs paralyze or be stunned for 1d2 rounds. If successful, there is no stun, but all creatures in the radius are unable to hear anything else for 2 rounds. one hit dice creatures who fail the save have a 50% of being knocked unconscious for 1d8 rounds. If held aloft and used as a directional weapon, it has a range of 90 ft for a 45 degree angle in front of the user, for the same effects. it shatters crystal and glass structures within the are of effect for both uses.