Percy's Pipsqueaks

Trouble Afoot in the Woods

(Each player received 1425xp for the last session, except for the npc ranger/rogue. His take was 200 for only fighting the hydras.)

Brief notes on the last session:
Animal Cruelty

  • Party explored the town more thoroughly.
  • Thief acquired the pair of sentient magic swords.
  • Thief gave the sheep farmer’s brother the jar of worm goop. He was pleased. And confused.
  • The party visited the fighter’s guild, who suggested that they venture outside the city gates and clear the wild animal problem that’s been occurring.
  • The party did so and immediately encountered dire wolves and a black bear in the first tent they came across.

Zombie Spa Party Zombie

  • The party came across a pack of these guys →
  • These faceplate zombies stumbled around and were quite resistant to turning.
  • They nearly overwhelmed the party, but were ultimately defeated.

Crafty Cultist

  • As they continued on they discovered a ramshackle tower.
  • A sneaky little cultist of some sort spoke some incantation, calling forth a summoning circle and a demon.
  • As the party battled this beast, the cultist began his incantation again.
  • Ultimately, he managed to summon 3 full demons before the bloodmage was able to cut him down.
  • The cleric managed to acquire a nice and magical set of armor from the first demon that fell in battle.

Holy Hydra Batman!

  • As the party continued adventuring, they discovered a raised plateau along with a pair of hydras.
  • Like any good adventured, they battled them. Most of the combat was ranged, though the blood mage got all up on that junk. So to speak.
  • They also encountered a ranger/thief who was attempting to deal with the beasts himself. He mostly missed, but he made some attempts to help out.
  • After the two beasts were slain, the party discovered a litter of stone-like Hydra’s eggs. There’s no word as to how developed or viable they are, but it’s an interesting prospect.

The party then returned to their quarters at Percy’s Tavern.

The Great Pink Worm

After recovering the dagger,  the band of adventurers set off back to Percy’s bar. They met a theif and he accompanied them for the rest of the adventure. They then headed to the sheep farm to slay the beast they’d been told was eating the sheep. They discovered that the beast had eaten the sheep and all of the sheep herder’s family, except for the herder’s brother who they had met in the bar. On the way they found a house being attacked by zombies and ghouls. The cleric managed to make them run away in fear with her mighty spells. The house was ablaze and they rescued three people from it. With the family safe, they then set off once more to the sheep farm.

The party went to the cave that Percy suggested. The theif, of course, automatically disappeared into the shadows and went to scout out the area.

After a brief fight with several goblins that ended with them all being crushed by boulders, they started searching the cavern again. Upon further inspection of the boulders, they found an opening and inside was the wizard Melvin’s brother! He had a treasure chest, so the theif offered a trade, one loaf of bread and some mustard for the treasure… the old man accepted.

They then encountered a gelatinous cube & defeated it easily. Though, right after the battle, the bloodmage almost took a plummet by failing to span the jump of a crevice. She managed to grapple to safety. The rest of the party managed the jump and had to battle some harpies. Though the harpies did successfully manage to cast a spell on the theif and the mage that made them fall in love with the them. They eventually defeated the harpies and made it into the next room.

They found a puzzle and they heard someone say, “When master and pet meet eyes, the way will be revealed by fire.” When they finished, the puzzle vents opened in the floor with gas spewing from them. The theif recited the clue and then got a torch and lit the gas; a door then appeared.

The party managed to get past the door and into the next room. In the next room was the great pink worm and a few baby worms. The party defeated the worm, though, the thief and bloodmage very nearly got digested in the process.

The reward was great for the adventurers! They found a dispersion cloak and Eyes of the Eagle for the thief, he also recieved some new armor. They found a ring that was cursed, anyone who put the ring on could not take it off. The rest of the items were of no use to them and therefore were sold for a plentiful bounty. They all also gained a level or two and made there way back to the bar.

A Mysterious Dagger

After saving the tavern, the party found out from Percy that their were a few quests around the city that were open. A sheep farmer on the outskirts of Baldur’s Gate has lost several sheep to some sort of beast that he suspects is inhabiting a nearby cavern. In addition, an old and powerful wizard lives just outside of the city and is constantly looking for new artifacts to study and increase his knowledge. His assistant Marxin acquires most of them, but is often overburdened. As a result, he often asks adventurers to acquire the artifacts for him, while allowing them to keep any treasure they acquire in the process. The party elected to assist the wizard with his work, and they were joined by traveling nameless fighter.

The party traveled to the bushy tower of the wizard and entered it, after a brief fright from the golems standing guard. The wizard eventually descended his staircase and mistook the bloodmage for his trusty assistant. After a lengthy and humorous conversation with the wizard about topics such as mayonnaise and hair loss potions, he revealed that the party must seek a magical dagger within a tower within a dungeon. He gave them the location and sent them off.

They arrived at the dungeon and discovered that the door was enchanted and quite the conversationalist. They eventually talked the door into allowing them entrance. The party began to explore the dungeon, which had many locked doors and many traps. One room had an orange couch in it, which hid a badger that attacked the blood mage. A devil named Rasaset then revealed itself and began battle with the rest of the party. They proceeded to slay these beasts and many more throughout the rooms. The bloodmage determined that every door should be poked, and uncovered more than a few traps that way.

The party continued to explore and found a magical book that was crying non-stop. The fighter paged through it, which seemed to calm it down. He then stashed the book in his pack, for later investigation. One particular room was laced with poison insects, which nearly slayed the barbarian and the magic-user. As the party continued exploring, they came across a room in which the very shadows moved forth to attack. The fighter discovered that torches would reveal their forms, and could also damage the creatures. The party managed to slay the pair of shadow beasts, and backtracked a brief amount. They then came to a room with a central pillar and four offset rooms with short staircases. The party split up to investigate, and both the fighter and the bloodmage found nothing in their rooms. The magic-user located a single kobold, whom he quickly shot down. The barbarian however, found that his room was packed to the brim with 3 kobolds, 3 cobras, and a black ooze. The party teamed up to take on the beasts in the small area, though the barbarian was nearly slain again.

As the exploration wound down, the fighter found a talking bastard sword, known as the Finest Sword You’ve Ever Seen. He was intrigued by this magic weapon, and took it to meet another talking sword the party had discovered (along with a very scrawny man) in a secret room of the dungeon. The other sword, a contemptuous and apathetic fellow, allowed for the fighter to wield him as well. Together the blades formed a powerful, if chatty, combination. The party advanced to the final hallway of the dungeon.

As the final hallway, it proved highly treacherous. Every five feet were laced with traps, and every member of the party felt this hallway’s sting. The bloodmage was shot with arrows. The magic-user was thrown into the wall. Traps hit everyone. The magic-user even briefly succumbed to his wounds near the end, and had to be revived again. Finally, the party retrieved the dagger from the tower at the end of the hallway, and carried it back on one of their shields.

The wizard was more than happy to receive his artifact, though he was confused that a second Marxin had arrived. At any rate, he read the crying spellbook which allowed both the magic-user and the bloodmage to jot down additional spells for when they became more powerful later in their careers. He also gave the adventurers a chest which would open in either a week or two weeks; he wasn’t quite sure. The party quickly left with the vast amounts of treasure they had acquired, and advanced to the second level.

Save the Tavern

The party awoke from the remains of a tavern fight in Percy’s Tap & Ale when a dwarven fighter by the name of Beardsley Stormstein kicked down the door and requested the help of every able-bodied warrior and wench to help him save the area outside the tavern. Bandits were raiding, and there no guards in sight.

The party joined Beardsley and took the fight outside to take on three bandit captains, two archers, and a handful of bandit grunts. It was a lengthy battle full of twists and turns. The bloodmage shoved a stiletto in the eye of a bandit with such force that his head exploded. Two of the bandits hid behind blockades for almost the entire fight. The magic user went on an arrow rampage and shot everything that moved. Beardsley constantly forgot he had an axe and thus took more than his fair share of arrows to the knee, thanks in no small part to a prejudiced bandit archer. The cleric managed to bring Beardsley back to a healthy state, but luck didn’t smile on her arrows. The barbarian felled some bandits as well, though one critical fumble led to him lodging his axe in the wall behind him as he wound up for a mighty swing. Finally, the blood mage traveled across the tavern square and up a tower in less than six seconds, leading to a minor case of PTSD for the bandit archer she went to attack.

In the end, the party saved the tavern square of Baldur’s Gate and earned the trust of Percy McFinnigan. A great deal of gold and magic items were handed out by Beardsley and Percy for the valiant deeds.


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