The Doomsday Clock

January 4th 2010 XP Report

XP Report

  • Roleplaying Rewards (120XP)
  • Bringers on Deck (370XP)
  • Arena Round 1 (311XP)

Total for session: 801

Total for campaign: 6178

Roleplaying Rewards (120)

  • I’m on a boat! (120 XP)

Bringers on Deck (370 XP)

  • Bringer of the Dagger x1 (80 XP)
  • Bringer of the Dagger x1 (70 XP)
  • Bringer of the Moon x1 (70 XP)
  • Bringer of the Blood x1 (80 XP)
  • The Dark Passenger x1 (70 XP)

Arena Round 1 (311 XP)

  • Rahl Gladiator Initiate x5 (52 XP)
  • Rahl Gladiator x1 (259 XP)
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December 21st Game Summary

The party left for Karnish that morning on the transport/cargo ship. It wasn’t easy finding a ship since not many were going South, but they managed to find one and even find one for a decent price.

The ship seemed like your everyday ship that had five other passengers along with the crew. Voltaire did notice someone eying him from below deck, but the person quickly ducked into the shadows before he investigate. Other than that, things seemed normal.

The next morning, the party woke up to find Phaetari preaching the word of The Light very similar to Justine had before. It appeared she was wearing the holy symbol they found in the jewelery shop the day before and she did not wish to take it off.

Later that day a group of harpies attacked the ship but the party was able to fairly easily fend them off. Because of this, they won the favor of the captain and he refunded their transport fee and even promised to buy them a drink once in port.

During mealtime that night Voltaire decided to take the opportunity to find the person that was giving him the stink eye earlier. Not finding him in the galley, Voltaire crept further into the ship. He noticed that it began to get unnaturally dark in the area and soon heard noises ahead of him just around the corner.

It seemed like every time he chased down the source of the noise, it darted away just in time. It was also about this time that Voltaire noticed that the part of the ship that was usually supposed to have guard guarding the cargo bay were noticeably missing.

Not letting this and the darkness deter him, Voltaire continued down towards the cargo bay of the ship. Upon reaching the stairs to the cargo, Voltaire heard something drop. He continued down the stairs and ahead out of the unnatural darkness he saw a single barrel with the top opened, a lit candle, and the top of the barrel sitting next to it.

When Voltaire reached the barrel, the room suddenly became lighter and he could see the barrel was full of alchemist fire that looked like it could easily scuttle the boat. Before he could really take all this in, Voltaire heard a voice call from the direction he came asking who was down there.

The guards that weren’t there before were there now and asking what he was doing in the cargo bay. The guard soon saw the barrel full of alchemist and ordered Voltaire back as he asked for help on the situation.

The guard and several other crewman escorted Voltaire up as two others threw the barrel overboard and destroyed it with 422’s and Gate’s help. The rest of the party saw Voltaire being escorted up and joined him in the captains quarters for questions.

The rest of the crew was quick to blame Voltaire for trying to destroy the ship, but luckily the captain was a man of reason and considering the party saved the ship earlier he decided Voltaire wasn’t there to destroy the ship and let the party go. He questioned the rest of the passengers that night, but was not able to determine how Voltaire got down to the cargo bay without anyone noticing him or, more importantly, who put the barrel there and how they sneaked it on board.

The next day was rather uneventful. Before, the crew warmly welcomed the party and eagerly engaged in conversation with them, now, they seemed mistrustful of them and the other passengers. Furthermore, Phaetari continued to preach strangely and fervently preach the word of The Light.

That night, Voltaire entered Phaetari’s and Ash’s bunk to try and steal the amulet she bought several days earlier that was possibly the cause for her strange behavior. Voltaire was unsuccessful in taking her amulet off as she slept as the amulet burned his hands and woke up Phaetari.

There was a panic in the room and a commotion that woke up most of the rest of the ship as Phaetari screamed. Ash continued to help Voltaire remove the amulet from her possession and they were eventually able to wrestle it free and throw it on the floor.

422 took the chance to throw the amulet overboard. Upon releasing the amulet, Phaetari seemed to instantly return to her normal self and remembered everything that happened.

The next week or so was uneventful as the ship continued to sail on. There didn’t seem to be any more strange occurrences on the ship and Phaetari seemed to be back to herself. Just as things seemed to quiet down, the alarm rang out.

The party rushed to the top of the decks as they saw a large pirate raiding ship quickly traveling towards them. The pirate ship pulled along side them and pirates swung onto the decks and lowered boarding planks.

The party tried to remove the boarding planks but the pirates were too many to keep them busy as they flooded aboard. The party seemed to be handling the pirates with little trouble even with their great numbers and when things seemed the best for the party, the pirate captain appeared with several men carrying barrels presumably full of explosives.

The pirate captain ordered his men to retreat as the explosives were being carried on board to scuttle the ship: if the pirates couldn’t have that ship, nobody would.

Voltaire quickly boarded the ship to try and keep it from leaving as 422 rushed the explosive barrel now on board the ship. Using his knife he was able to cut the fuse before it exploded.

Gate charged the second barrel and was eventually able to push it overboard with the help of the rest of the party. Not wasting time he rushed aboard the ship to try and keep it from leaving.

During the commotion Voltaire confronted the captain on one of the boarding planks and managed to push him off, but not before deftly stealing his hat and proclaiming himself as the captain. Eager to finish his work with the captain, Voltaire donned the hat and jumped in after the pirate captain before being surrounded by pirates.

Gate still on board the then departed pirate ship tried to make it to the wheel to turn it around was quickly surrounded by all the remaining pirates on board. The pirates nearly brought him down and captured him, but Gate managed to jump overboard to safety.

On board the cargo ship, the rest of the party managed to capture three pirates.

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November 23rd Game Summary

The group searched the final room and found a dwarf chained to the wall with a bag over his head. Phaetari decided that the dwarf was friendly and the group freed him. The dwarf, Orin, revealed that he was from the town and explained the events that got to where he was.

At this point Hammurabi passed out for some unknown reason so Orin and Gate decided to take turns carrying him. When the group tried to leave the well they saw four more stitch-faced men with the arms raised high in the air. When Gate approached them, they threw their arms down and a creature made out of fire and bone appeared in front of them. Despite being tired and down a member, the group was able to overcome the challenge with Orin’s help and leave the well.

Orin offered the group shelter in his home and a place to leave Hamm while he was passed out. During this time, 422 Maintenance and Phaetari studied two of the books with writing in them that they found while in the well.

The first book, a History of the World, mentioned a lake of fire located somewhere in The Southern Lands. The other book, a book of Elven history, talked about summoning tablets similar to the ones the group found earlier. These tables where Hellmouth tablets that could open gates to Hell of varying size and would stay open for variable amounts of time, depending on the tablet. The book also gave detailed instructions on how to destroy these tablets.

After resting, the group decided it would be best to leave Hamm resting in Orin’s home and check out the mansion that Orin had last remembered going to. Ash and Voltaire sneaked around the mansion and noticed that there were several stitch-faced men wandering inside the mansion, specifically around the library.

Voltaire bravely sneaked into the mansion and was able to evade detection. He made into the library only to see several of the stitch-faced men studying and burning books. Voltaire slowly made his way to one of the tables and was able to swipe one of the books before without being detected and left the library. On the way out of the mansion, Voltaire passed another stitch-faced man leading what looked like a peasant towards the library.

While Ash and Voltaire was out, Orin passed out for several minutes. When he came to, he revealed that he had a dream where he stabbed Voltaire in his sleep, but not much more.

Ash and Voltaire returned to the group and they decided it would be best to enter the library, stop them from burning the books, and possibly find the enigmatic man that had led Orin to the mansion. On the way to mansion, Ash noticed a secret passage open in the library.

When the group entered the library, they were immediately attacked by the stitch faced men. When they entered it appeared as though they were finished burning books and were actually replacing books in the shelves.

After the fight, the group took a few minutes to look over some of the books but did not see anything else special and kept the books that the stitch-faced men were returning to the shelves.

Ash found the secret passage that he noticed earlier and a bookshelf swung forward revealing a stair case to a dark basement. The group followed the stairs down and saw four more stitch faced men that immediately summoned a blue demon that attacked them.

During the fight, Orin turned the group and nearly killed Phaetari but the group was able to subdue Orin and kill the demon along with the four other men.

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November 23rd XP Report
XP Report
  • Roleplaying Rewards (100XP)
  • Well Entrance Encounter (218XP)
  • Fight in the Library (248XP)
  • Fight in the Dungeon (236XP)

XP Total: 802

Well Entrance Encounter
  • Bone Demon x1 (194 XP)
  • Bringer x3 (24 XP)
Fight in the Library
  • Bringer of the Dagger x3 (153 XP)
  • Bringer of the Moon x1 (44 XP)
  • Bringer of the Blood x1 (51 XP)
Fight in the Dungeon
  • Orin x1 (88 XP)
  • Blue Demon x1 (105 XP)
  • Bringer x4 (43 XP)
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A New Vision of the Lake of Fire

The heat is unbearable.

After taking a second for eyes to adjust you find yourself above the lake of fire again. Standing in the middle is horryfing red robed figure and the knight from Karnish standing at the shore. He has his hands sitting on what appears to be a scrying sphere and is watching you sleep.

Behind that you see what looks like an elf that some of you have seen in your visions badly beaten and passed out on the ground.

The knight has a worried look on his face and starts to speak out to the elf on the ground “you don’t know what I’m trying to accomplish! You don’t, no, you can’t understand!”

“I didn’t mean for all this to happen but I have to finish what I started. I’ll stop them” the knight says and then turns to the figure “but it’s up to you to stop the other force.”

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Ash's vision of Marle

You find yourself walking through the forest as you normally do, but something is different. You look down at your hands and notice the heavy armor and realize you’re in someone elses body but you’re not sure who.

You stop at a small temple of The Light and before you go in to do your nightly prayer you look over and see one of your companions, Aire (the rogue). She seems to be talking to someone, though you can’t see their faces, only the heavy dark robe he wears.

You sneak closer to hear what’s going on but a twig snaps underfoot. Aire instantly turns her head towards you and the dark robed figure darks back in the trees.

Without a moments hesitation Aire runs towards you and before you can react she already has her dagger at your throat.

“Listen here you little weasel” she snarls pushing the blade on your skin “you didn’t see anything. I know your secrets—I know you’ve killed men and I know you’re not a true cleric of The Light. Nobody will hear anything of what happened today if you don’t want anyone else to know your secrets.”

Aire sheaths her dagger, returns to where she was, and picks a book up off the ground and places it in a leather satchel. Before leaving she turns to you and says “don’t look so glum, we’re only saving the world.”

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Orin's Background

Several days ago everyone in the world experienced visions of their future, well, every but this town is seems. When it happened most everyone thought that something simply made them all pass out but then a few people started talking about visions. Shortly after travelers started coming to the city and they also talked about visions.

It became apparent that these visions were of the future but what about the people like you that didn’t have visions? Did this mean you have no future?

This was the accepted idea and it seemed like the villagers just accepted that it must be their fate to die. Those that had visions and those that had the means to leave left, but you and the others that stayed didn’t have the money to simply pick up and leave. To you and the others that stayed, it meant either dying on the road or dying at your home.

The following days nothing much happened in the town and it was clear the entire was depressed and ready to give up on life and then he, a handsome and enigmatic man, appeared. You never caught his name, only that he promised hope.

He did not promise a false hope of life because he said it was already written that everyone here would die and die sometime soon, he only promised hope for a better remaining time on this plane.

About twenty people followed him and weren’t seen again until the next day when they came back happy. These people said that they knew they were going to die but they were at least going to live their remaining time instead of drowning their sorrows in drink.

After this news, another large chunk of people left the town to follow the enigmatic man and you decided to follow too.

The enigmatic man led you to a nobles mansion not far outside of town. One by one he led people to another part of the mansion and left everyone else in a very lavish waiting room. Nobody really knew what to do and most were nervous but everyone stayed for the promise of some kind of hope.

It was finally your turn. You followed the enigmatic man to another room where he led you down into a hidden basement. It took a moment for your eyes to adjust and when they did you did not see the enigmatic man, you saw men in dark robes with sewn shut eyes and mouths. They quickly bagged your had and knocked you out before you could even yell out for help assuming anyone could hear you.

You remember very little, only a voice entering your head and telling you that you are now a servant of The First. Your mind tried to resist at first, but slowly you began to become more and more open to the whispers in your head.

The bringer is always in absolute service.

The bringer is always discrete.

The bringer is always in the shadows.

The bringer is always indirect.

The bringer is never there.

These are the tenants of the first.

These points are hammered in your head over and over again as your mind sits in the otherwise quiet darkness.

And then there’s something else. You can feel your body again, you can feel the bag around your head, and you can feel that you’re sitting on a cold stone floor chained to a wall. On the other side of the wall you can hear what sounds like some sort of a battle.

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November 16th 2009 XP Report

Lots of battles tonight so lots of XP!

XP Report
  • Roleplaying Rewards (58XP)
  • Bandit Encounter (182XP)
  • Outside the Shrine (131XP)
  • Meeting Room Encounter (175XP)
  • Shrine Encounter (204XP)

XP Total: 750

Roleplaying Rewards
  • The Depressed Town (58 XP)
Bandit Encounter
  • Bandits x5 (182 XP)
Outside the Shrine
  • Bringer x1 (29 XP)
  • Bringer of the First x4 (102 XP)
Meeting Room Encounter
  • Bringer of the Dagger x3 (109 XP)
  • Bringer of the Moon x1 (29 XP)
  • Bringer of the Blade x1 (37 XP)
Shrine Encounter
  • Bringer of the First x2 (73 XP)
  • Bringer of the Dagger x1 (37 XP)
  • Bringer of the Dagger x1 (29 XP)
  • Bringer of the Blood x1 (37 XP)
  • Bringer of the Moon x1 (29 XP)
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November 16th 2009 Game Summary

Not finding much else of interest in the small storage room, the group decided it would be best to move on. As the party was leaving the tavern they encountered several bandits. After a small standoff, the small group of bandits and the party decided to go their separate ways.

Later that day, Ash noticed someone following the group and later figured that it was probably the bandits making notes on the group trying to decide whether to attack or not. The party tried to lay a trap for the scout bandit, but they lost track of him.

Later that day the party found the bandits again. They laid a trap for the partying, pretending to have a broken wagon. The bandits attacked the party and were unsuccessful with most of them being killed and the rest running away.

Shortly after the party decided to make camp and went to sleep for the night. While most of the party had visions of The Lake of Fire, Voltaire, Phaetari, and Gate each had a vision (Gate’s Vision of Aire, Phaetari’s Vision of Pieter, and Voltaire’s Vision of Rock).

Other than that, the night was uneventful even though the party found out the next morning that some of the bandits had returned to the ambush site but did not bother the party.

The next morning, the party continued along the way towards the next town. The party reached the next town and didn’t notice any activity in it. Fearing another town had been eaten by the goblins, they advanced slowly. When they got close to the town they saw that people were alive, but they were all incredibly depressed.

Upon entering the town, Phaetari, Ash, Voltaire, and Hamm went to the tavern to find out what they could about the town. It seemed that the people there did not have any visions of the future and decided that meant everyone in the town would die sometime in the near future. Because of that, the townspeople that could not leave the town simply lost hope and began to lose the will to live.

422 and Gate searched for the well that Gate saw in his vision and eventually found it. Around the well all the vegetation was dead and the ground was no longer fertile. The well also appeared to be HUGE and quite ancient.

The party reqrouped and used one of the sunrods to look down the well. They saw that the well was deeper than they could have imagined and there was actually a cave deep inside the well. After some deliberation and some mishaps, the party managed to climb down the well.

While the party was making their down the well, they heard a scream. Once the party got together they investigated the source of the scream. The party went further down the cave and found some figures in heavy dark robes with sewn shut eyes and mouths huddled around a man on a sacrificial alter.

When the party tried to approach these people, they immediately attacked them. It appeared that these people had no intentions of negotiating or even trying to communicate with the party and brutally attacked them. Once the party killed these people, they searched their bodies but did not find much else of interest on them other than some ornate curved daggers they had never seen before.

The party ventured further into the cave deep in the well and found another large room with more of the robe figures. The robed figures immediately attacked the party on entering and nearly killed several of the members but in the end the party managed to kill these men too. After killing them, Gate found the satchel that he saw in his vision, but did not find anything inside of it.

The party checked one of the side room and found what looked like some sort of study room. It had a desk with a large amount of parchment, several blank tomes, two new looking books (the History of the World part XVIII, the History of the Elves part III) and another large book without a title. On the floor there was also a burnt book that had been destroyed.

The party left the room since there wasn’t anything else there and went into the final room of the small cave. The last room appeared to be some sort of shrine or worship room with more robed figures. Just like before the figures attacked the party without hesitation but the party managed to survive.

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Gate's Vision of Aire

That night, Gate had another malfunction

You find yourself standing at the base of a large well, larger and older than one you’ve ever seen. You can hear your comrades arguing behind you but they aren’t what you’re paying attention to—you’re focused on the leather satchel in your hands.

The satchel is completely ordinary, nothing special about it, but you can feel the power coming from what’s inside of it. You smile, shrug, and then drop the satchel in the well listening to it drop in water several seconds later.

Afterwords you hear two of your comrades, Pieter and Rock, call your name, Aire. You smoothly turn around and casually walk towards them and the vision ends.

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