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Post by Rincewind on May 22, 2007 8:54:57 GMT -5
OK, the party has continued their explorations of the magical catacombs beneath the city. While resting from the fight with the Baalnannoth (sp?) earlier, in the middle of the night two of the characters began hearing whispering all around them. They began waking the party, but before they woke the cleric and the binder they saw black shadows appear underneath each of them, which rose up around them, swallowing them, then disappearing into the ground, leaving no trace of them. Only the equipment they were not currently wearing remained on the ground. Shortly after, the person on watch (the ranger?) noticed that a stalactite appeared to be moving. He kept an eye on it, but it suddenly fell from the ceiling and attacked him, turning into a Phasm, a creature resembling a large amoeba. After getting a few hits on the phasm, it changed shape into a Large adult white dragon, who proceeded to attempt to tear the party a new one. It was finally defeated, the final blow being dealt by Frodo's wand of Flame Strike. Proceeding further down the corridor, they found a Black Pudding, which grappled the monk and was squeezing him into unconsciousness, after taking a good bit of damage. The ranger attacked it, but his weapons only made it split, and the new pudding then began engulfing the ranger as well. Dragonsrule's contribution to this battle was doing non-lethal damage with his fists to knock out both the PC's and the puddings grappling with them in two rounds One major side-effect of the battle was that the monk and ranger had their clothes and armor burned off, respectively. While exploring a corridor, Frodo found that part of the wall was not natural stone, it had been manufactured and set to look like part of the main cave wall. The half-dragon fighter then knocked a large hole in it over the next two minutes, allowing them to explore the corridor beyond. There, they found a boarded-up entrance, with signs in Draconic and an arcane language saying "Do not open, even out of curiousity." Naturally, the curious copper dragon did just that, but only after the party rested and prepared for trouble. Inside, they found large room with a pedastol with a short sword lying across it with a tag on its hilt, and a large pile of large bones. When they entered, the bones rose up, forming a huge skeletal dragon. The party fought the dragon well, but in one round, after missing with its bite, claws, and wings, the skeleton hit the half-dragon with its tail so hard he fell to the ground, unconscious. It was dispatched a little while later by the Ranger's holy sword. The tag on the sword in the room read "Told you so!". The sword itself had a comb-like guard and a hilt wrapped in rainbow bindings. Once picked up, the sword began to talk in a manner none of you had ever heard before, albeit one you found rather annoying. At one point, after being stowed in the monk's pack, it stated, "I'm flaaaaaming!" Little is known of it, but you suspect that the wizards do not, in fact, want it back, since someone had evidentally tried to hide its existance rather well. They ventured forth and, going down a tunnel, found that the caverns below had a reddish, infernal hue. There they were attacked by a demonic bug-like creature, who stayed on the 40-foot ceiling, attacking the party with spells. They quickly realized that they had few ranged attacks; the half-dragon did minimal damage with his acid and Frodo's wand fared only slightly better. The demon attacked the party with plagues of insects and repeated rays of enfeeblement, which he primarily cast on the heavily-armored fighter. Once Dragonsrule was down to 0 strength, the creature descended from the ceiling to feed, although it was now slightly hampered by the monk's lucky throw of a tanglefoot bag. Once on the ground it began biting the fighter, but was quickly set on by the ranger, who it then focused its attention on. It was eventually brought down by the monk, rogue, and ranger, with the ranger once again dealing the fatal blow with his holy longsword. They are now resting, as the fighter will take some time to get back his full strength.
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Post by Rincewind on Jul 18, 2007 13:24:26 GMT -5
Hm, I haven't updated this in a bit. OK, it'll be a barebones version, then, and hopefully I remember the names correctly.
At the beginning of the evening, a dark portal opened in the catacombs and out popped two old comrades, Hank and Velart, along with their bag-carrier. There was some initial suspicion, but they quickly rejoined the party. After more battles, they made their way farther down the infernal corridor and found the mage, Eric the Grey, who had been missing for days. Or, rather, he found them, as he greeted the party with a lightning bolt, badly injuring them in the narrow corridor. When asked if he was Eric the Grey, he replied that he thought he had been... once... Being a mage, he was quickly brought down, but the half-dragon turned his deadly claws to the side, subduing him without killing him. As he fell, he said "Free..." and collapsed to the floor. In the room they found that a portal had been constructed to allow evil creatures to invade this world from their hellish abode. It was not fully operational, and the party smashed it both magically and physically to ensure that it would not work again. This room was the end of the maze of corridors, and the party found little else of value here. Of course, the ceiling was rather high...
After "rescuing" the mage, they brought him back up to the castle for treatment while their magical items were identified. They were told that the wizards did, indeed, not want that sword back under any circumstances, but that it had several magical abilities, which some seemed to think followed a theme. All their other equipment was identified, they got to browse the library, and they then left for the western Keep where Hank and Velart had found some sort of movie crystals earlier.
In the ruined keep, they first noticed that the entrance lay in rubble, as it had been for centuries. The smooth black stone of the walls was very difficult to even scratch, though, so they are not sure what would have had the power to do that. The party decided to primarily take the path less travelled, the way that Hank and Velart did NOT take when they previously were exploring the keep, and found a number of undead infesting its cold stone passages. Some of the undead were quite physically tough, and one large one nearly ripped the ranger limb-from-limb, but he was saved by the cleric's quick healing spell and the rest of the party. On the lower level, Frodo found a raven sitting on a bookshelf near the wall of one room. For reasons known only to himself, he shot and killed the stationary raven. A second later, its master, a Vitreous Drinker, stepped from around the corner and fired a Finger of Death spell back at Frodo. The lucky rogue fought off the effect, but it took a toll on his health and he quickly retreated, leaving the others to deal with the eyeball-encrusted monstrosity. It attacked several party members, but they were always able to shrug off its worst attacks, so it was finally brought down. The books on the bookshelves were mostly religious tomes about Vecna, leading them to believe that they may have destroyed a small cult to Vecna hiding in the ruined keep.
Near the area where Velart and Hank had found the picture viewer, the party found a locked door, of much better construction that most of the other doors in the keep. Upon picking the lock and disabling the deadly gas trap, the thief opened the room onto a room with metal tables holding a selection of grey and white cubes, as well as a large collection of unidentifiable parts. The white cubes, Velart knew, played movies, but the purpose of the grey cubes was unknown. The party has begun watching the videos (in silence) on the cube player nearby, and has learned that the parts appear to construct a flamethrower, apparently powered by the grey cubes once they have been infused with arcane energy. It is unknown if divine magic will do the trick as well.
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Post by Rincewind on Aug 27, 2007 20:07:32 GMT -5
LGG3 August Game Day recap
Titled "The Thing That Wouldn't Die", or "You can't keep a good man down."
The session started with Francis and the Ranger (who is going without a name due to not having a biography posted in the LGG3 character bio thread) watching more magical cubes on the creation of the keep. I'll try to put these in the "Watchin' Movies" thread. With Hank and Velart they also assembled a flamethrower, using the video as guidance, and Velart attempted to power up one of the cubes with his divine magics. The attempt seemed to succeed, although not as well as when they asked the magical sword to cast some of its spells into the cube.
Well, the party of Hank, Velart, Francis, and the Ranger decided to explore the inaccessable areas of the upper keep, which had been sealed off for centuries. They did so via a fly spell to get to the roof and Velart's domain spell Dimension Door, blindly teleporting about 10 feet downwards from the center of the roof. Unfortunately this turned out to be onto a central spiral staircase, so it took them a short time to recover their footing. On the top floor, they found themselves in a small enclosure around the staircase with a door opening to the main area. Hank led the way, intending to pop quickly through the door and then close it, but left the door open instead, casting the party's light into the room beyond. None of the characters saw anything in the empty hallway, so they cautiously moved out through the door. Suddenly, the Ranger cried out something about an Umber Hulk and fell to the floor, dead. At this point, the party noticed a ghostly figure, resembling a jellyfish, in the corridor with them. Before they could act, it moved to the corpse of the ranger and he rose again, swords in hand, to face the party. He was brought down after a few rounds, and when the corpse fell again the jellyfish creature appeared beside it. However, before anyone could target it, it once again disappeared into the corpse, healing it of all wounds and causing it to rise again. This happened several times, with the party occasionally being able to get a shot at it before it would continually posess the ranger's corpse. At one point Velart disarmed the ranger's body of his holy longsword. After the ranger's next death, the cleric sat on his chest to impede future posessions. However, when the Dybbuk once again took over the body, the rest of the party tried to help out by killing it quickly while Velart was on its chest. Francis, using one of the flamethrowers the party had assembled earlier, shot at the grappled corpse but fried Velart instead. However, this didn't hurt nearly as much as when Hank's sword accidentally cut into the cleric's body later that round, rendering Velart unconscious and dying from blood loss.
With the cleric out of the fight and one of its corpses' weapons missing, the Dybbuk took the next opportunity after his corpse was re-slain to Dimension Door itself and the corpse of the ranger a floor down. A little while after, as Hank and Francis were tending to the cleric and setting up a guard, it popped up out of the floor and cast Fear on them, causing Hank to drop the holy longsword he had picked up and run away screaming into the darkness. Soon after, the jellyfish-like monster cast Fear again on Francis, causing him to drop the talking shortsword and also run away, terrified. The Dybbuk then Dimension Doored itself, the weapons, and any light source it could find down to the Ranger's corpse.
Hank and Francis now decided that they were doomed staying where they were, and attempted to tunnel outside. While Hank was lifting a 700-lb rock above his head, the Ranger's soulless posessed corpse ran out of the dark stairwell and wounded him. It was quickly tripped and killed by the monk, and Hank then dropped the boulder onto the corpse to immobilize it. He took the opportunity to retrieve the holy longsword from the ranger's corpse.
At this point, seeing its favorite body trapped under the rock, the Dybbuk brought its draining ephemeral tentacles into play, draining the life force out of first Hank, and then Francis, until they were as sickly as could be without dying. Although Francis' fists and Hank's sword often passed through the creature without effect, they had landed a few blows on it, but had dealt no serious amounts of damage. With the creature barely wounded and Hank and Francis wheezing their last breaths, Hank hit the Dybbuk twice with the holy longsword, rendering it in twain with two mighty blows. The demon's body shrank and coalesced into a small stone statuette of itself, which Hank then pocketed. The poor Ranger's corpse was then delimbed, beheaded, and set on fire to prevent anything further from happening to it, although not before they removed anything of value from it.
The two then tended to Velart, but since neither of them had the ability to heal him, they had to sit by him and help him to heal naturally. When Velart awoke, he saw two shriveled men with sunken eyes, and after an initial surprise he recognized his friends Hank and Francis. The party is in the process of healing their wounds and recovering from their drained constitutions now, and is still holing up inside the keep, as Hank has determined that a great windstorm is on the way.
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Post by Rincewind on Oct 11, 2007 10:31:18 GMT -5
Hm, I really need to write these when the memories are fresher. Ah well. Olrac was absent for this session, so his neutral cleric was played by the DM.
After awakening, Velart found his companions lying to him about the events which caused his injuries. Annoyed, he put off healing their constitution drain until after he had rested, and when he recovered his spells he immediately cast dimension door to go down to the basement, where the half-dragon and thief had been guarding the crystal viewer. They were surprised to see him, and the half-dragon (Dragonsrule, post a character bio, darn it!) demanded that he go retrieve the stranded party members from the caved in area of the 4th level of the keep, but Velart pointed out that he only could cast Dimension Door once per day, and they were stranded for a while. Meanwhile, Hank and Francis realized they'd been abandoned, and took some time out to explore the darkened corridors of the keep (With about 3 constitution points between the two of them). They found very little, many areas with rusted metal cabinets and not much else. Upon opening one cabinet, a swarm of bone rats spilled out and began attacking them, but they were easily dispersed. The dynamic duo then decided they might not want to poke around in more cabinets until they had more than 20 HP each.
The next day, Velart cast Dimension Door and joined them. They apologized to him for almost fatally injuring him and he restored their constitution to normal. They explored a little more of the keep, then teleported down the next day to join the half-dragon and the rogue. Outside the keep, Hank met with Carnellius, who told him of some of the goings-on lately (Dr. Rich Benson, who had given them some help and advice prior to the prison break, was found dead in a pool of blood and broken glass). When Hank confronted Carnellius with the Archmage's suspicions that Carnellius was actually the Shadowmage Raban, Carnellius broke into incoherent stuttering and fled the scene. On the ground after he left, Hank found an engraved notice of a party at Prince Cedric's manor a few days hence.
The party then made its way to Cedric's manor via the ley-line roads. They stopped off at the town where they had rescued their children earlier, and the few party members who had been present since then got a warm reception. Most of them had nice clothes made, and most of the town turned out to help make them quickly. Some of the party got fancy and used their gems and gold to get very aristocratic outfits, some (like Frodo) got nothing. With their good clothes carefully wrapped for travel, they set off to the Manor to invite themselves to Cedric's party.
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Post by Rincewind on Oct 21, 2007 19:48:03 GMT -5
October Game
The party changed into their fancy clothes and at least Hank concealed his weapons underground near the leyline road. They then went to Cedric's manor house, where they were admitted, largely due to the good clothes Hank and his "pet" (although few ventured to hazard a guess as to what, exactly, the half-dragon was) were wearing. Inside were many wealthy nobles and some of the better-off tradespeople, gambling and discussing the immanent return of the trading fleet. Cedric appeared to be doing quite well at the craps table, but after a while some of the party noticed a man in the shadows about 15 feet behind him who seemed like he may be periodically casting a spell.
When Hank and Velart introduced themselves, Cedric was happy to see them and introduced his "spiritual adviser", Sir Gaire. Gaire was attired in a dark robe with many sigils inscribed upon it, of various lucky or quasi-magical nature, including suns, moons, five and six pointed stars, left-facing (counterclockwise) tetragammadions, open hands, birds, horseshoes, etc. The occupant of the robe was a human about 5'9" in height with medium-length black hair and a beard, but no mustache.
Hank and the half-dragon grew more and more suspicious that Gaire was influencing the gambling, but could not prove anything and could barely notice that Gaire was casting any spells at all. However, to attempt to see the truth behind the proceedings, Velart cast an area of Dispel Magic upon Gaire and Cedric. No visible effects were seen, but Gaire observed the spell-casting and had Velart escorted away for using a magical spell on people who were gambling. Velart dimension-doored away, causing a bit of a stir, and the rest of the party was asked to leave, as they had been disruptive and could be injurious to Cedric's reputation. They did so, with various degrees of grumbling, although Dragonsrule and Hank insisted on speaking with Cedric before they left. Both told him that they felt he was cheating with the help of his adviser, or at least that Gaire was somehow influencing the game, but Cedric would have no talk slandering his spiritual adviser. They left, getting their gear again at the arms check, although Velart later realized he had left without fetching his staff. When Velart presented his chip to a guard to reclaim his staff, it was grudgingly brought it back to him, although the guard spat at him as they did.
Some of the adventurers were now thoroughly annoyed, and Hank in particular lit a rag in a glass of alchohol and threw it down as he was leaving the manor's gates. An irked Gaire, who had been watching from the top of the stairs, repaid fire with fire and fireballed the party. He gave them an ultimatum to leave or be destroyed, and they left rather than battle through the guards at the gate to face a powerful magic-user. It is wise to assume that Gaire put out the fire then, rather than let it damage the property too badly.
The scorched party then went back to the ley-line road to retrieve Hank's belongings (and, I think, Dragonrule's armor). After they had gotten the weapons, they saw a dimly-lit Gaire pop into existance approximately 100 feet away. He cast a mass suggestion spell and told the party to follow him, then disappeared into the darkness. Although most of the party resisted the spell, Velart did not and rushed into the darkness as well before he could be stopped. The rest of the party followed him more slowly and found a dimensional rift open. Following Velart through, they found themselves in a new environment.
The first (other than Velart) through was Francis, the monk, who saw a lone dwarf with an axe in front of a hill. He ran at the dwarf, tripped him, and grappled him, but was rewarded with little other than dwarven cursing. The rest of the party found Francis grappling with a dwarf, Velart studying the blackness around them, and a 200' by 300' hill with scattered plant life around. Everywhere around the hill, if you went too far, receeded into utter blackness.
The dwarf was quickly knocked out, and was held tightly before they helped him regain consciousness. After establishing that he apparently knew nothing of the mage they were following and little of the area they now inhabited, they decided to trust him and healed his wounds.
Searching the hill, they found 3 collapsed entrances in the north face of the hill, which they excavated. One led into a trapped dead end, while the middle one lead into a long passageway. Frodo found and disabled many traps, although it is also true to note that many traps found him. Most he avoided with great dexterity, but he fell in one pit trap near the end and was impaled on 4 poisoned needles at the bottom. He was quickly rescued, but is feeling the worse for wear from the poison. Meanwhile, Francis and the dwarf (who hasn't introduced himself by name to the party as far as I can remember) were investigating a box on the wall. They opened it with a sword, avoiding the poisoned needle trap, and found a handle which released another trap opening. Inside they found some goggles.
At the end of the pitted hallway, they found two doors, one a misty arch with lit gems around the outside, and the other a yawning demon's mouth with utter blackness inside. They could see into neither one, so Velart cast Augury to determine if the demon's mouth was a good place to go (hehe, that sentance cracks me up). The results were decidedly negative, so they all ventured into the misty arch, after one party member kicked the yellow stone.
They then found themselves all (rather cramped) in a 10x10 dungeon with no exits and 3 levers upon the wall. They fiddled with the levers until they found that pushing them all upwards revealed a hole in the ceiling through which they could escape. They were going to go there when they got curious what would happen if they put all the levers down. This made the floor open, dropping them 100 feet to a pit below, filled with tiny undead. The undead were dispached fairly quickly, but the party had already been hurt by the drop and even the few HP of damage the little things did hurt. They have killed the undead and found some necromantic scrolls in the debris, but are still stuck at the bottom of a 100' deep pit with smooth steel sides. Next time: The escape! (at least from the pit).
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Post by Rincewind on Jan 8, 2008 22:23:45 GMT -5
Oops, been slacking off in the entries. Well, Nov and Dec quickies here, then. The group got out of the pit, although not before Hank displayed an uncanny ability to miss a 100 square foot ceiling with his sword (two 1's in a row, a feat he repeated at least one other time that night). They made their way through a hall filled with colored globes on the wall, and explored most of them. Francis decided to explore one with a spear trap by thrusting his whole body through and was nicely skewered, but was revived by the party. They sacrificed some gems to a 3 armed stone gargoyle and got an invisible stone, which has been used and appears to reveal the truth of some things. They avoided another mist-filled door and entered a room like a church, with pictures on the wall and 4 rows of pews. There was another misty door there and a trapped altar which got pretty much all its traps set off, along with the traps on half the pews.
Francis and the wandering cleric walked through the misty door and found themselves in a bare 10x10 room on the other side with no apparent exit but the mist door again. However, the first time they passed through, the monk found his alignment shifted to its opposite and Velart was now a woman. When they exited the mist door, their alignments were restored, but the cleric was still female. To try to fix this, he once again entered the mist door. When he did not return, the monk followed. They were both teleported to the beginning of the dungeon, naked, but Velart had his manhood back. Francis decided to make his way back through the trap-filled corridor to the group, while the cleric went to make himself some clothing made of leaves. Francis unfortunately fell into a pit trap and was mortally injured. By the time the cleric returned, all that could be found was a bloody smear on the spikes at the bottom, with no trace of a body...
Velart then decided to dimension door in the approximate direction of the party, rather than try the traps. Rather miraculously, he was successful. The party pursuaded Frodo to temporarily part with his "lucky" ring in order to open a secret passage, although the thief's feelings were as crushed as his ring when he saw what happened to it. They passed through a corridor filled with pit traps and nearly fell into a pit of lava, as the end of the corridor was like a see-saw. By throwing a party member to the other side of the corridor, Dragonsrule rebalanced it, allowing them to exit safely. They then discovered a secret door in one of the pit traps and made their way until they found a room with three round tubs. Exploring the tubs, the half-dragon found them to be rather acidic, but was not disturbed by that or the gelatinous cube inside one tub. They exited the room, avoided more traps, and found a human imprisoned in a cage at the far wall of the path.
The human was named John Little, and once freed they all walked into a new chamber. It occasionally shook like an earthquake, knocking some of the adventurers down. John was investigating the tapestries during one quake, and it ripped and fell on him, changing shape as it did. The tapestries were revealed to be green slime, and he quickly was eaten as his entire body was drowned in the green goo. Frodo jumped out of the way and was saved, and the party then fried the slime with the flame-thrower device. They made their way into a new hall filled with traps and went north. There they found a stone golem in the shape of an elephant, which continually tried to run them over with its body. It was eventually defeated by the half-dragon, who found that it was limited to only patrol certain corridors, and stood outside them and used his acidic breath on it. They found a new hidden corridor and eventually entered an enormous throne room filled with pillars. Going north, there was a room filled with crossed swords and shields on the wall. When it was entered, they animated and all attacked. After they nearly killed the first party member through the door, there was a swift retreat and the party left them alone. In one of the other northern rooms they found a mummy sleeping with a ring upon his finger and a large gem in his eye socket. Frodo removed the gem, causing the mummy to animate into a Mummy Lord, which the party slew rather easily. In the main hall, Frodo also found a huge ruby he picked up which told him it could grant any wish. When he wished for a complete map of the tomb, it caused all existing maps to become completely blank and then exploded, causing massive Hellfire damage to Frodo, who only escaped death by his quick reflexes and the fact that the gem had been stowed in his extradimensional backpack (the contents of which are now ash).
They have gone through a secret door under the throne and encountered another door and opened it with the scepter. Next time, the conclusion!
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Post by Rincewind on Jan 26, 2008 16:23:38 GMT -5
January Game Day
The entire party (the cleric came out of his walking coma) proceeded through a door and entered a room which appeared to be the final resting chamber of the mage who had built the dungeon. There, they freed a rather peeved efreeti and found some gems which turned out to apparently be worthless. The rogue took massive constitution damage from poison traps, but was healed. They then found a secret passage out of the room underneath one of the 4 massive iron statues in each corner. The northwestern statue was moved and the party found themselves in a hallway. There were no secret doors detected (sigh) so they continued following the hallway to its end- which turned out to be a one-way door depositing them back at an earlier crossroads of the dungeon. They took the only path they had not previously taken, encountered a Crypt Chanter, and easily killed her. They then would have had to backtrack a long way, but the cleric cast Dimension Door to get back to the other side of the one-way door and opened it for the rest of the party. In the corridor, they then found a secret keyhole hidden along one side of the passageway. When inserted, the first key unlocked a secret passageway. The rogue overcame his fear of the Key of Antipathy and used it in the new keyhole they found in the passageway- only to find that, when unlocked, it immediately shot upwards to the ceiling, doing massive crushing damage and pulverizing the thief to a bloody pulp. Under his leaking body a room appeared, the true inner chamber of Acererak. When they went to investigate some of the treasure there, a ghost appeared. He was easily banished by the cleric, but immediately after a skull arose from the table. It was a demilich construct, immune to most magics, as the sorceror found out to his dismay. It was also most hard to damage physically- the most successful was the half-dragon, who used his acid breath, but he only had one use of it before the skull turned its gemmed eyes on him and he crumpled to a heap, dead. It then attempted to kill the sorceror several times, hitting mirrored images each time, before finding his true location and causing him to die as well. Meanwhile, Hank had been attacking the skull with everything he had, making some small cracks in it. Just as the skull killed the magic-user and turned its sights squarely on him, he dealt it two decisive blows and shattered it to fragments of bone and gems.
The two surviving party members then began gathering everything of value. They found a scroll of instructions for opening a Dark Well, provided one had already been painstakingly drawn out. Having no other means of escape, they tied the two deceased party members onto themselves with a rope and took the treasure, including the two gems in which the souls of the sorceror and the half-dragon were trapped. When they activated the portal and stepped through it, it was not long before the swirling energies of the Void shattered the soul-gems and brought their souls back into the (luckily) correct bodies. However, the portal was destabilizing, and Velart was soon knocked unconscious by the energies of the collapsing void. Hank struggled on, with the party tied to him, and saw at the far end some sort of mage, with a grey uniform and blond hair, step into the other side of the passage. Magic streaked from his hands after entering, and he held the portal open long enough for Hank to pull the party through shortly before it collapsed on the mage, killing him. The strain of the passage between worlds finally caught up to Hank, and he immediately collapsed upon the cold stone floor.
The party awoke in a strange room. The walls and floor were grey and the floor seemed to be made of some large smooth stone. Hank awoke first to find Francis, the monk, standing over him, dressed in a close-fitting grey uniform. The rest of the party regained consciousness and Francis told them about some of the strange things about this new world, and what little he knew of how he'd come to be there. Shortly thereafter, some men in grey uniforms and a military air entered the room. They told the party of their struggle against outside forces of unbelievers and asked for their help in bringing the power of Magic back to the world. Although they spoke in a strange, gutteral language, the party found themselves able to understand it when spoken, although not written or transmitted electronically.
Hm, it's been too long, I'll give a quickie continuation. They were eventually asked to assist in a ritual which would empower the Nazi mages' magic via human sacrifice. The party arrived but then attacked the mages before the sacrifices could start. One of the would-be wizards slashed the throat of the elderly kabbalist man they had brought to kill- the young gypsy girl was shielded by Velart's quick thinking. The party killed most of the wizards, took one prisoner, and fled downstairs from machine-gun toting SS guards, where they found and activated a Dark Well to return to their home once again. It deposited them in a desert, far from the world they knew.
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Post by Rincewind on May 1, 2008 14:12:19 GMT -5
March, April game days summary Sorry about the lack of summaries, it's been tricky for me lately.
The adventurers flew across the desert to the east and, once out of it, traveled towards a city by the ocean. There they turned their captured Nazi magus in to the anti-magic authorities, although the only crime he had committed in their world was being a (nonpracticing) mage. He talked to the officials in their language (French), which none of the party who were present understood, and the captain of the guard assured them that he would be taken care of. The party was watched suspiciously thereafter. Knowing the large anti-magic sentiment of the country, they buried their magical possessions outside of town. Some party members also elected to fight in the coliseum for gold and glory. Francis fought their city's captain of the guard, anti-magic division, and won (largely due to tripping). That night, some of the party went to the execution of a magic-user- one they presumed to be the Nazi they had previously turned over to the guard. It was instead a young woman who was hung, quartered, and burnt, before her smoking bones were sold as souvenirs to the cheering populace.
The next day, Hank and the half-dragon also fought in the arena. Hank was careful to bring no magical equipment and barely won in a fight against a fiery giant spider. The draconic warrior had his magic claws annulled before the fight by the guard and lost to a skilled monk. The party left the city soon after, dug up their belongings, and went northeast.
Once getting back to the kingdom they had known before, where mages were persecuted but not slaughtered, they set out for the mage's citadel at Quo. They used the magic roads for speed, but on the last one the monk suddenly stepped off the road and disappeared. The last sight anyone had of him had him posed in what looked like a silent scream.
To be continued with April game day, PM me if clarifications are needed.
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Post by Rincewind on May 18, 2009 19:13:41 GMT -5
Crud. A year of no updates? Well, to be fair, I did write a big, long one, which the board deleted after logging me out right before I posted it. Ah well.
Quick summary of April 2009 game- The party tried to meet with and ambush Cedric's court wizard. When they did so, they found they were fighting illusions, while the real wizard stayed a fair distance away. Also, it was not Cedric's court wizard, Gaire, but their old acquaintance, Magister Magus. As the party was fighting his illusions with summoned bears (which got into a nasty fight when they accidentally hit each other), he fled into a shadow portal, hid, and ran out just as the party ran in past him. In the Plane of Shadow, they fought two Dread Wraiths and quickly exited, but the wizard was no longer there. However, in a house nearby they found a low-level spellbook with a message from Magister Magus that he was being forced to follow Gaire's commands.
The party formed a plan to confront the court wizard at the yearly winter gathering of all the nobles of the realm in Angleshand, the capitol. They travelled there and have taken lodging, with the half-dragon posing as a noble from the western mountainsl
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Post by Rincewind on Oct 9, 2010 4:49:30 GMT -5
OK, I'm going to try to keep posting game updates in here instead of the monthly threads to keep things together.
September 2010- The party, finding themselves on Avernus. developed an escape plan of stealing one of the great invasion vessels of the Abyss and plane-shifting out with it. They had previously forced the Marilith general of the abyssal army into retreat, and went to work with their Infernal allies to secure the vessel. It was mostly deserted, with bloody footprints giving testimony to the battle prowess of the Devils. Once they reached the ship's control center, they found empty bottles scattered across the floor by an open cabinet. As they looked around, the marilith sprang at them from its hiding place on the ceiling and open battle ensued once more. After a short time battling, she took a tactical withdrawal to the rooftops to recover from her blindness (Ungrim's spell yet again) and the party tried to puzzle out the controls. Steve's psion, who could speak Infernal and Abyssal, heard it ask for a destination and blurted out "Dis!" The ship then began its transport, erasing itself as well as anything and anyone on it from existence and then re-creating everything on Dis, close to the burning city of iron by the same name.
This mode of travel was severely traumatic, and caused Ungrim and Johan's minds to snap, rending them insane. As Hank and the psion were trying to get their bearings, and as Ungrim and Johan were babbling incoherently, the marilith got her vision back and peered down from the roof, casting a blade barrier into the cabin and separating the party into two halves. It continued to use hit and run tactics and the party was doing poorly until the demonic forces of Dis arrived to investigate this strange vessel. Ungrim and Hank retreated to the city walls with a Dimension Door spell shortly before the hoardes arrived and sealed the ship with a dimensional lock, and Yohan and the psion fled the ship. All were captured by the guards of Dis, who also dispatched the marilith back to the Abyss once and for all. Once inside the city walls, a powerful dispelling effect suppressed the insanity effect, temporarily.
They were brought to the Bastille of the Flesh, where they only had a short time to interact with the prisoners before being summoned to the Iron Tower by Dispater. Dispater was paranoid about them being the forerunner to a possible invasion, but was eventually convinced that it was merely a colossal blunder that brought them to his city, with the gift of the ship, as he put it. Yohan struck up a bargain with him that, in exchange for agreeing to not harm any Devils, that Dispater would do his best to return them to the Prime plane and their home. Ungrim was turned to an iron statue by Dispater for his insolence, as was Hank (on the second try) for his refusal to agree to the contract. The terms were that Johan and the psion would not harm any devils, assuming that the devils had not attacked them first, under penalty of their souls, in exchange for Dispater's assistance and the devils not harming them, assuming that they had not been attacked by the party, with Dispater's penalty for default being a Wish for the participants. The terms of this were also etched on the back of the statue of Ungrim by an evilly grinning Dispater.
The two party members and the two iron statues were brought into an outer courtyard inside a powerful teleportation circle, with 13 powerful magic-users around it, joined by the Chaos Engine from the ship, in an effort to pierce through the walls separating the Prime plane from the Nine Hells. It was successful enough to send them to what they recognized as the Shadow Realm, from which the psion plane-shifted them back to the Prime Material Plane, into some sort of desert. Here they sit, two breathing humanoids and two statues, awaiting next session...
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