Nitharos II.5: The longest short rest ever

Session 19 - a well deserved victory

After gearing up and having a rest the group moves on to find the artifact spear.

On their way through the dungeon, while furiously looking for a way forward, they stumble across a stone golem whom they proceed to brutally murder.

They find a hidden door leading to a huge open room with a throne occupied by a skeleton, when entering several skeletons raise from the ground and attack them, after a while the skeleton on the throne awakens and join in the fray, it does not take long before they release that the skeleton will prove a daunting adversary. After a long and winding fight the party figures out how the skeleton sustain its energy through the resurrection of skeletons. During the fight Vic touches one of the pillars in the room and starts floating towards to roof and into a statue head with an open mouth, fearing the imminent danger of his companion, Alistair sent his familiar Dulin to the roof to deliver a teleportation spell, landing him in safety on the hallway roof.

After killing the skeleton king, the party moves the throne to reveal a hidden door leading to a small shrine room with one solitary statue in it. When they move closer they breathe a sigh of relief as they spot the statue holding the spear they were looking for, but as they try and pry the spear free the statue crackles and an ancient Mhiyrian Warrior awakens, the party fights valiantly but quickly notice that they can’t hurt the creature. After a tough fight, the party notices the Myr starting to rapidly age and turn to ash. Finally victorious the party grabs the spear and while backtracking through the dungeon they send a message to Epsilon detailing their victory and asking for backup. the group exit the dungeon and wait for Epsilon to arrive.

Session 18 - Close calls and new assets

After resting in the overly trapped church, the group gets stumped by a magic door. the group decides to test and research the fog gates, Brusla figures out that one of the gates changes something about your person, but everyone still walks trough, after some back and forth Brusla turns into a woman. Not unhappy by the change she now thinks new and easier ways to trick men into buying the items they have found on the way, for ridiculous prices.

The group finds a way back to the entrance thanks to Viclannan’s skills at searching, and he even disables a trap. Alistair manages to loose all his gear and items and walks around with some leather around his middle parts and some boots vic had.

Getting desperate Brusla turned to the holy and prayed to his god for guidance and actually got the answer “larchii wer bivnix, coi geou ti aso”, this tough Brusla to avoid the fog gates and focus their effort elsewhere.

Giving up on the magical door the group gets teleported through by Allistar, and find a laboratory, this room had some gelatinous cubes and the group managed to fight the first one off. The second one got killed by the same bomb technique Viclannan ‘Vic’ Trihorn and Appunns “Brusla” Kningtar used to kill a giant skeleton, filling the room with acid in the process, they got a key out of it that no one knows what is for. they also almost die to a lava trap. they find a mummy that Alistair Storm manages to grapple, that turned into mist. while i mist form Appunns “Brusla” Kningtar used his new scythe, to devastating effect, resulting in the apperation being absorbed absorbed it. After the mummy’s death the roof started collapsing, they got out and later found it to be another illusion. now severely stumped Vic asked his lovelydovely for help, and they searched the room with the acid cubes to reveal a secret door.

They find a hole with spikes they need to get over, luckily the spikes are so far apart that you can climb down and walk between them. This worked great until Vic triggered a trap and spikes shot out bewteen the other spikes. He dodges the spikes and climbs up on the other side. Now tired of this shit Allistar teleports the rest of the group over. They now find another secret door to a new room where Vic and Allistar almost dies to a green slime trap.

They press on and triggers traps after traps. Until they find a cave where Allistars gear and items are, with more loot. Bruslina sees an invisible siren ghost, then decides to make a helmet out of a boot and sockets a gem she found earlier that lets her see invisible things. The siren starts to sing and Viclannan ‘Vic’ Trihorn finds this great. Brusla makes quick work of the ghost with her scythe, that absorbs this being as well.

They find a lot of valuables and Allistars gear, and then decide to rest on the island in the cave.

Session 17 - Oh look! Another door

Brusla dreams he is working in a field. When the night falls the field turns into a bloodied battlefield and Brusla wakes up.

They spend some time figuring out how to open the door to the older part of the dungeon. They soon discover that the complex is riddled with traps and secrets. Vic discovers a hidden room where they encounter a gargoyle Alistair takes a pretty rough beating but the rest of the party manages to kill it. The gargoyle drops a collar with the inscription:

Look low and high for gold, to hear a tale untold. The archway at the end, and on your way you’ll wend

The hidden room has two doors. The first door leads to a one tiled empty room. The other door leads to another door which leads to another door and so on.

After dodging a few traps the group finds i mist gate adorned with four crystals of different colours. The party spends some time trying to figure out if the gate is safe to walk through, but Vic quickly looses his patience and walks through. It turns out that the gate doesn’t provide a way back so, after overcoming a few traps, Vic pushes on to find an alternate route back to his friends. On his way he finds a room with three chests in it. One made of gold, one of silver and one of wood. Vic opens the one made of wood and is attacked by a huge skeleton carrying two giant scimitars. With the help of his friends, supplying him with fireballs stored in crystals, Vic defeats the skeleton and finds a way for his friends to join him.

The party opens te silver chest and finds a crystal box and a ring of protection. The third chest contains a bunch of tiny vipers. They quickly kill the vipers but Alistair, having a really bad day, gets poisoned and barely mangages to drink an antidote before passing out.

When Alistair comes to they press on and find a corridor with lots of strange paintings. It turns out that a few of the paintings are nothing more than illusions hiding other rooms. In the first room they get to they find a gargoyle

De finner ut at to av maleriene er illusjoner. Bak den ene er det et lite rom med en gargoyl. De ofrer ni krystaller og den sier. “Your sacrifice was not in wain, look to the fourth to find your gain”. Degår til det fjerde rommet og blir angrepet av en brain in a jar. Vic setter inn nådestøtet en millimeter før en mindcontrolle brusla kjører en fireball i ryggen til vic. De finner blant annet en liten bag med safirer.

Session 16 - The Lich

After a good nights rest the group descends into the well using a rope to slowly and safely reach the bottom, Brusla manages to slip and fall, hurting himself and Vic, who he lands on.

They cross several dangerous chasms and slippery stones, Unlucky Brusla falls off the rocks several times and into the water stream below.

They encounter four skeletons once they arrive into what seems to be a hidden dungeon. They clear the dungeon and find a room with two skeletons and a large wight, after a close call where the wight tried to drain Alistair’s Soul they emerge victorious.

They find a chest with a hidden door behind it, containing a 2ft. statue of a female with wings and an ornate dagger.

In the hidden room behind the chest they found and defeated a Lich.

The party decided to take a leap of faith, literally, to uncover a hidden tomb; in the tomb, they find Reaper’s Embrace, a Philosophers stone and a spell book of some kind, they also find the lich’s phylectary, who’s original remains were lying in its coffin and permanently destroy it.

They then went further down into the depths, where the dungeon shifted from new to ancient architecture, but before venturing any further they group takes a rest.

Session 15 - Dragon and ruin clash

The group journeyed bravely up the mountains leaving their trusty steeds and donkey in a forest elf city.

On the way up the mountain they noticed a dragon.
The dragon tried too fool the group by pretending to be a woman in need, but the group did not feel heroic against a dragon so the bluff did not work.

Battle ensued and Viclannan ‘Vic’ Trihorn managed to hurt the dragons ass so hard it screamed fear into Russlabb.


After this epic attack the dragon turned and punched Vic into sleep. The rest of the group managed to do drain out the last of the dragons health and it was a success. Waking up Vic the group decided to take the dragon with them to sell later, they did this by cutting the dragon into pieces and stuffing it into the bag of holding Vic bought earlier.

After some rest the group found an orc settlement where a drug induced shaman made the prodigy of the tribe, Bardu, show the group the way to the ruins they sought.

With the kid’s help they found the ruins, and for once developed a battle plan. The ruins was filled with goblins, and they had a leader and some mages. The battle went almost perfect, though Bardu almost died. A lot of fire spells were used in the battle and most of the ground ended up scorched, so the group rested in one of the ruined guard towers that still had a roof after saying good bye to the orc that had helped them.

The group had found a letter and knew the enemy was sending an emissary.

The next day they had to hurry down the well.

Session 14 - A place to prosper

Everyone has had next to no sleep. Vic for obvious reasons, Brusla because he couldn’t resist the urge to spy on Vic ad Riala and Alistair because he couldn’t focus on his meditation.

Brusla had forgotten the name of the mage who gave them the “running scrolls”. He asked again, his name was Talleren.

After enchanting their horses and getting some tips on how to navigate in the area the group is on their way. They ride through the day with no complications other than some rain.

They decide to spend the night in Reddansyr, a bit dodgy place with Yuan-ti
as the main inhabitants. The group is exhausted. Alistair goes to bed as soon as they find an inn. Vic checks out the bounty board and Brusla goes to the local morgue to get some more information about revenants before going to bed.

Alistair is the first one to get up. He finds himself an herbalist where he gets some information on how to use come of the herbs he has collected and buys “soap of internal bleeding”. When the whole group is up and about they all hit the road and travel directly to Starmantle.

They make it there in good time and decide to stay there until the next day. Alistair finds a very posh elven inn and Vic and Brusla goes to a place run by halflings.

Ruslab goes to a kennel and, for the first time, buys something with his own money (yaay!).

Alistair spends most of his time doing research. Brusla spends part of the day doing the same. Vic sells the artefacts he found on Nitharos and joins Brusla in the local mage tower. They each buy gloves of dexterity and Vic buys lessons from an illusionist trainer named Barukh. Alistair finds out that there are mages in the area who can summon familiars for other magic casters. He pays for the services and with the help of a pretty half elf named Khali Haukatio summons a hawk whom he names Dulin. Khali peeks Alistairs interest and he spends some time trying to charm her.

Vic and Brusla is a bit short on funds after buying their new gloves and spends the rest of the evening doing some work. Vic peels potatoes and Brusla helps out at a local blacksmith.

Session 13 - When a Demon loves an Angel

The heroes leave Iriaebor at dawn making brisk haste for Priapurl, a city that they were told harboured several Harper members. When they leave they make sure to stay off the roads (As they were warned to do). After a day’s travel and an encounter with some hellhounds, they arrive at Priapurl, a calm and peaceful village warded by powerful magic. When they arrived, Alistair went and spoke with the cities resident magician who, when provided with the harper symbol and the parchment Alistair received earlier (Warning to stay off the roads) , gave Alistair three scrolls that would make their horses extremely fast for three weeks. He also told him about his friend within the druids of Ghultemere Forest named Amdiron who could help them once they arrived.

The party spent some time forging some armor improvements, one of witch was a saddle that would allow Ruslab to ride with Brusla on the same horse. When night hit the peacefull village our heroes retired to the local Tavern for some food and lodgings. When they arrived, the tavern where populated by mostly local Harpers but also some foreign adventurers, one of whom was a beautiful Aasimar named Rhialla whom attracted the attention of Vic. After some back and forth and a bit of help Vic managed to pique the interest of Rhialla, and they spent the night together.

Session 12 - White feather

The group decimates the goblins and sets up their own camp.
They then head towards Iriaebo.
Arriving at Iriaebo they take refuge in a local Inn.
Alistair recieves an annonymous message warning the group to stay off the roads.
They gather some information before they leave.

Session 11 - Pink pubes and torn faces

They ride for a while, sees nothing but wildlife. Huge rats amongst other things.

After a long days ride they encounter an ogre ravaging through a toppled caravan. While the group discusses heir strategies they are spotted and the ogre attacks. After making the ogre rip his own face of with a combination of acid and ice, the group loots the caravan. Amongst other things Vic finds a signet ring which he puts on.

Before the travellers leaves they see that Vic has pink hair. Everyone is confused.

They travel a long distance with no complications but suspect they are being followed.

At midnight they camp at a crossroad. They are attacked by a group of gnolls. The fight goes well. Everyone except alistair, who is awakened by a pack of wolves eating the dead gnolls, sleeps well through the night.

They get to the town of Elturel where they decide to sell some of their goods. Alistair suggests going to the guards and inform them of the raided caravan and the ogre. Brusla sees the signet ring and manages to figure that it amongst other things makes the wearer think it’s worth insane amounts of gold and that it turns hair pink.

Brusla suggests selling the ring and Vic “knowing” the rings worth thinks it’s a wonderful idea. However Vic is not pleased with the offers and refuses the last bid that landed on 2000 gp which results in fight between the trio. After a lot of back and forth they cleverly pries the ring out of Alistars hand, into a piece of cloth and sells it. The buyer walked away pinkhaired and smiling.

They continue on and encounters a goblin camp. Vic scouts it and they decide to attack.

Session 10 - Baldurs Gate

The heroes leave Harper island on-board Nitharos,
They spend their time wisely; Vic is shaken by his narrow escape with death and spends his time reading and studying, trying to figure out what had happened to him and how he could make sure it would not happen again. Alistair continues training; he uses his time to establish a morning routine that would allow him to stay prepared for any situation. Brusla spends an ungodly amount of time getting his spear acid proof, then got Kerry to imbue it with acid damage.

When they arrive at their first destination; the ruins of Candlekeep, there the group helps the harpers load Nitharos with the remaining supplies and man-power needed. The group together with Grein devises a plan that will allow the party to leave nitharos discreetly
and arrive at Baldurs gate so that they can travel the rest of the way on foot.
As they arrive at Baldurs gate under the cover of night, they meet Willfyre who lead them to a Tavern, they discuss their travels and the party promptly leaves after a good meal. They first go to purchase supplies for the travels before they head to the library, then they head for the stable. After purchasing 2 light horses and a pony, the party leaves Baldurs gate in record time.


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