Experience  summary November 30, 2000 – players

IMPORTANT NOTE:
This is the final installment in the chronicles of the Kashen campaign.  The campaign is being put on hold (possibly forever) so that I can  start a new 3rd edition Dungeons and Dragons campaign in  2001.  I had considered converting the campaign to 3rd edition, but it is too specialized to readily adapt to the new rules.  Besides, it is time to start with a clean slate.  Thanks to everyone who has played or followed the campaign.  It has been great fun.    DM

Synopsis:

Session begins  late afternoon on November 19.  It is unseasonably warm and there is a southwesterly breeze.  There is broken cloud cover and plenty of sunshine (a rare commodity in these parts.)  The party has just discovered that Rutlett's boat has been taken from its carefully crafted hiding place inside a stone cliff face.

There is considerable argument amongst the party  members about their next course of action.  Rutlett and his men want to go to Blackhill to look for his boat.   Kieren and Rhyawdd want to go after the dragon.  Most of the others wish to leave Skye with all haste.

Before a consensus is reached several of the keen-eyed members of the party note movement in the trees at the top of the ravine.  The party members scatter for the nearest cover just in time.  A volley of arrows rains down upon them  from the trees.

Rutlett and his men move to the left side of the ravine and begin advancing amongst the bushes and trees toward their foes.  Kieren is concerned for his daughters safety so he casts an invisibility spell on her to conceal her from view.

Liothien readies his bow and fires a volley of arrows at the attackers. He quickly realizes that his arrows are falling short of their mark because the attackers have a 100+ foot advantage in elevation.  Liothien charges up the hillside to close the distance between himself and the party’s attackers.  When he gets within medium bow range he takes cover and readies his bow for another volley of arrows.  He rises from cover and begins loosing arrows when he notes a large half-ogre with sword charging toward him.   Liothien is able to wound his attacker with an arrow before it is upon him.

Rhyawdd and Dermid move to the left side of the ravine and on to the sea cliff beyond to avoid any missile fire from the attackers.   They begin climbing the sea cliff to gain the high ground.  Unfortunately, Rhyawdd loses his footing and falls off the cliff face and back into the sea.  Dermid continues climbing but only traverses about 60 feet before he is attacked by the levitating black and red giant that the party encountered earlier in the day.  The efreet slashes Dermid with its scimitar and connects for a vicious wound.  Dermid is stunned by the force of the blow and falls from the cliff.  Fortunately Dermid kicks off of the wall and ends up impacting in the shallow sea below which cushions the blow.

Kieren, Joseph, Rutlett, Cedric and Rolf break cover and charge up the hillside toward the archers.  Kieren is met by a charging half-ogre before he can reach the archers.  The creature swings its mighty club and connects, dealing him a staggering blow.  Kieren, a ranger who specializes in fighting ogres and their kind,   pulls his wand of paralyzation(!?) and attempts to zap the hulking brute with it at point blank range.  Unfortunately, he is too busy dodging blows from the creatures club to effectively attack with the wand.

Liana readies a lightning bolt spell and blasts one of the bowmen in the trees.  Her spell casting draws the attention of the efreet that attacked Dermid and it zooms toward her for a flank attack.   As it approaches Malcolm steps forward to stop the creature and there is a vicious exchange of blows between with both combatants being wounded.  Liana notes the ruckus behind her and wheels around to see the combat between Malcolm and the efreet.  She blasts the creature twice with volleys of magic missiles.

Rutlett notes the half-ogre that has engaged Liothien and charges over to help him.  The stout dwarf delivers a powerful blow to the brute with his axe and staggers it.  This allows Liothien to disengage from the creature and pick up his bow.  Liothien notes the efreet that is engaged with Malcolm and looses a volley of arrows at it.

Rhyawdd also notes the efreet attacking Malcolm and wounds it with several well placed crossbow bolts.  This hail of magical and missile file sends the efreet flying away at maximum speed.  It flies southwest over the sea and out of sight down the inlet towards Blackhill.

Cedric, Rolf, and Joseph all manage to engage the archers in hand to hand combat.  The archers drop their bows and unsheathe swords to fight the party members.  A third half-ogre charges Cedric who is now being attacked by two foes.

Homer shoots faith arrows at one of the archers and wounds him.  Mem casts two hold person spells against the party's attackers and manages to immobilize an archer and the half-ogre that is engaging Kieren.

There is a furious exchange of blows between the party members and attackers  that are locked in melee.  Ultimately, the party gains the upper hand as their attackers break morale and flee into the woods at the top of the ravine.  The party members pursue their foes until they lose them in the dense foliage in the woods.  Liothien even manages to wound one of the attackers with an arrow fired blindly into the woods.

While the party regroups, Cedric recognizes one of the immobilized attackers as a member of the Blackhill gang.  In a fit of rage he slaughters the held foes before anyone in the party can stop him. Liothien and Mem chastise Cedric for his poor judgement because the party  won't be able to question the men he killed. Cedric offers no apologies for his actions remember his near fatal neck wound at the hands of the Blackhill gang.

Kieren  uses the dragon amulet to heal the wounded members of the party.   Mem uses the remainder of his spells to heal the party members that Kieren can't.

The party considers its next course of action and there is considerable argument.  Rutlett and his team are determined to return to Blackhill to look for their boat and deliver payback to the Blackhill gang for their ambush.   Joseph and Cedric agree with Rutlett and volunteer to go along.

The remainder of the party decides to head for the faerie realms on the Trotternish peninsula in hopes of finding assistance to return home.  Kieren's daughter, Sarah, tells the group that she has a special sigil from Denbecca that should grant the party free passage while they are in the faerie realms.

The Schism:
The party splits and the two groups bid each other safe travels on their return home.

Kieren's Party:
Kieren's group travels east toward the Trotternish peninsula.  By dusk the come to a river that flows north into the sea.  The river appears far too wide and deep to cross safely.  However, there are two stone monoliths that stand at the rivers edges.  The monoliths are decorated with a number of  strange elven/pictish? symbols.  Kieren directs the party to make camp at the river's edge but his daughter stops him and says that they should cross the river to the safety of the elven lands on the far side.  Kieren tells her that the river is not safe to cross but Sarah says that they can use the "bridge" as she approaches the monoliths.

Sarah quietly speaks some arcane words of power followed with magical gestures.  A shimmering translucent archway coalesces and forms from the monoliths and leads across the river.  Sarah instructs the party members to join hands with her so that she can lead them across the bridge.  They do as she asks and the group proceeds slowly across the magical archway until they pass between two more monoliths on the far side of the river.  As the last party member clears the monoliths the archway vanishes.

Kieren's party makes camp in the woods near the monoliths and settles in for the night.  Late in the evening the Liothien notes movement on the trail north of camp.  Someone on the trail speaks to the camp in elven and Liothien responds.  An elven patrol comes into camp and speaks with Liothien.  He rouses Sarah and then acts as an interpreter between her and the patrol.  Sarah shows the elves the sigil from Denbecca and tells them that the party is headed to the stone circle in the hills east of Uig.  The elves give the party leave to travel there and advise them that they are less than a day's journey from the stone circle.  The party has an otherwise uneventful night.

November 20,  It is another warm day with broken cloud cover and some sun.  A light breeze blows from the southwest and there is neither rain nor fog.

Kieren's party travels along the coast road toward the elven, seaside village of Uig.  As they near town they encounter a patrol which challenges them.  Once again Liothien and Sarah speak with elves who allow them to pass.  A similar scene takes place in Uig with similar results.  The party is tolerated and the local elves treat them politely if somewhat coldly.

While the party is in the village they are able to procure some supplies and rations with Liothien acting as the party's intermediary with the elves. Liothien also gets directions to the stone circle that is east of the village.

Shortly after midday, Kieren's party sets out for the stone circle.  The path is hilly and rough but after two hours the party reaches the stone circle which is at the head of a valley filled with strange earthen cairns that Sarah refers to as "faerie mounds".

The party doesn't get an opportunity to inquire further about the mounds as Sarah directs them to enter the stone circle with her.  She tells everyone to join hands with her and go where she leads.  She stresses that the party should continue holding hands during the journey or they will become "lost".  Sarah then closes her eyes and goes into a trance while mumbling a barely audible incantation.  After several minutes an 8' diameter portal/doorway materializes in the center of the stone circle.  Sarah opens her eyes and leads the party through the portal.

The party exits the portal into a stone circle much the same as the one they were in, although this one is in a more heavily wooded area.  Sarah leads the party from the stone circle along a path through the woods.  As the party exits the woods, Rhyawdd quickly realizes that they are near the Clava Cairns which is only an hours travel east  of  Inverness!  He has returned home through the same stone circle through which he left town many weeks ago.

Rhyawdd leads Kieren's party back to Inverness and they arrive safely in town before dusk.  They have completed Kieren's quest and returned home safely!  The party retires to the Black Rock inn for a hot meal and a warm bed.  Inside they find Gudrum and Hendel who are still taking R&R in the town.  There is a heartfelt reunion and many tales of the party's adventures are told as the ale flows freely.

Rhyawdd takes his leave of the party after dinner and heads for Emchath's tower to advise the wizard that he has returned from Kieren's quest.  Emchath is dining with Misha, but he welcomes Rhyawdd and bids him relate the tales of his exploits while they dine.

Rhyawdd goes on at length about his travels but is stopped short by Emchath when he talks about Achintee.  Emchath asks him about  Tarl and the necromancer's spell books.  He relates that neither Tarl nor his traveling companions have made it back to Inverness from Achintee.  Emchath mentions that he sent runners to Tarl's home village in Loch Garve which is along the trail that his group would have taken.  No one has seen or heard from Tarl's party since they left Achintee!  Rhyawdd realizes to his dismay that his cousins William and David were traveling with Tarl.  Perhaps it is time for another quest…

Rutlett's party:
Rutlett and his traveling companions head west to Blackhill.  They encounter no resistance en route and arrive at the outskirts of  town as dusk falls.  Rutlett is the first to note the distinctive horse head prow on his ship, which is beached in the shallow end of the inlet.  There appear to be two men on watch near the docks.  The rest of the town shows little activity as most people are indoors eating the evening meal.

Rutlett can barely contain his fury with the Blackhill gang and the theft of his ship.  He opts for a direct course of action.  Joseph the invoker will cover the inn and surrounding buildings and incinerate any resistance with fireballs.  Rutlett and Cedric will deal with the guards on the docks while the other dwarves and Homer get the ship ready to sail.  Low tide is nearing so the party has little time to sail the ship out of the inlet before the currents shift against them.

Rutlett and Cedric take point and lead the party into town.  They make it as far as the docks before being challenged by the guards.  Cedric tries to bluff the guards but only succeeds getting them to call the alarm.  The party springs into action with Rutlett and Cedric attacking the guards.  Joseph readies a fireball spell while the others head for the boat.

Moments later the front door to the inn opens and several people begin to exit.  Joseph throws a fireball into their midst which also blasts into the entrance of the inn.  This creates confusion for a moment as those affected roll around on the ground to put out the flames.

Rutlett and Cedric exchange blows with the guards as the dwarves and halfling sprint for the boat.  Both guards take wound while the party members are unscathed.

Joseph readies another fireball as Halfdan and his men emerge from the flames engulfing the doors to the inn.  Joseph targets Halfdan and unleashes his spell.  To his horror, the  spell is drawn to Halfdan's staff and absorbed with no effect.  Halfdan appears to casting a spell while this takes place.

Joseph casts another fireball  spell in Halfdan's direction only this time he targets it away from the staff.  The spell detonates normally and one of Halfdan's men drops although the priest appears little affected.  Halfdan casts again and Cedric and Rutlett are immobilized where they stand.  Homer and Mem note this and rush onto the docks to assist their leader.  Mem rushes one of the guards and bowls him over before he can react.  Homer tries in vain to drag Rutlett to safety.  Unfortunately, he is unable to dodge a two-handed sword blow from the other guard and is dropped in his tracks.

Joseph feels a wave of magical energy sweep over him but he shakes off its effects.  He then casts another fireball near Halfdan and it succeeds in dropping another of Halfdan's men as the others charge toward Joseph.  Halfdan himself shows little effect from the fireballs as he points a finger at Joseph and commands him to surrender.  Joseph is compelled to raise his hands in surrender as Halfdan's men close on him with their blades drawn.

Mem takes note of this and runs to the boat, which Rolf has loosened from its moorings.  Halfdan notices the dwarves and bellows out for them to surrender lest he call down a column of heavenly fire to smite them and the boat.  Mem and Rolf decide to attempt to sail away anyway and Halfdan responds by summoning a whirlwind to buffet the ship and push it tight against the docks.

While Halfdan appears occupied Joseph  breaks the compulsion to surrender and draws his sword "Wyrm-Smiter" to attack.  As he raises his sword to attack he is suddenly struck immobile by a hold person spell from an unseen spell-caster (Thorfinn in this case.)

Mem and Rolf realize they have run out of options and surrender to Halfdan's men on the dock..  The surviving party members are stripped of weapons and gear and their hands are bound fast behind.  All of them are then marched or dragged to Halfdan's tower which overlooks the village of Blackhill.  Thorfinn, the mage, keeps a close watch on the party members with his staff at the ready.  Halfdan appears to be tending to his wounded men.

The party members are eventually shackled and interred in several holding cells in the dungeons beneath Halfdan's tower.  Two hours after the party's capture there is a ruckus to be heard in the tower above the dungeons.  The party overhears one of the guards tell his fellows that the Skaren has arrived to take the prisoners.  Things look grim indeed for Rutlett and his companions…

Finish
  
Experience point awards and character status:

Liana Ashwood - Fighter/M-U
Total EP’s            2983
Spell point total:      32 / 32
Hit point total:         38 / 38

Kieren Urquhart – Ranger
Total EP’s            2533
Spell point total:     12  /12
Hit point total:        33 / 33

Liothien Snowhawk – Fighter
Total EP’s              2083
Hit point total:         75 / 75

Rhyawdd MacPherson – Rogue
Total EP's            2083
Hit  point total:       74 / 74

Cedric – Fighter
Total EP’s             1583
Hit Point total:        50 / 52
Missing in Action

Joseph Kerr – Invoker
Total EP’s            3683
Hit Point total:        36 / 36
Spell point total:     18 / 34
Missing in Action

Rutlett Trollcrusher – Fighter
Total EP’s            1583
Hit Point total:       73/ 73
Missing in Action

Mem Hammerworker - Priest of Loki
Total EP’s             2083
Spell point total:      18 / 18
Hit point total:         35 / 35
Missing in Action

Rolf Trollsbane - Fighter
Total EP’s               1583
Hit Point total:         34 / 35
Missing in Action

Homer Goodmead – Rogue
Total EP’s             1583
Hit Point total:       0 / 15
Deceased

Treasure:

Green dragon leather armor,  Ring of Protection +3,  +1 shield