Too long. It has been far too long since I've wrote something, done something creative. So the galavanting heroes or at the very least protagonists continue on their perilous adventures. The first party now 6 strong decides to go and visit Dr. Satan, a nice friendly trip to the underground which was sure to result in victory.
One small problem is a couple of hundred rats swarming. These are no normal rats though, ghost rats from outer space they are, ready to gnaw and to gnash and to drain all the strength. A little help from some dead adventurers though provided the party with much needed ghost destroying weapons and a way to restore some of the strength that the nauseous rats gnawed down.
So a little worse for the wear but still on their feet they descend to the very welcoming arms of Dr. Satan, who's actual name is Ptolemy and henceforth I shall call him by that name. Ptolemy is flanked by two large armed guards bearing the likeness of guard dogs with enormous scimitars. They convinced by his facade decide to descend on an elevator, traveling past several enormous objects in an empty black room of cavernous proportions.
Only then does he reveal that he is not too happy with their activities, agreeing to work for the city and all that. But doublecrossers that they are they decide to doublecross the city, and agree to work for Ptolemy once he shows them his secret project. On an enormous platform revealed to be the still beating heart of the dog they find an ancient being sitting on a throne, threatening to wake and to bring the world to a new sort of order.
Ptolemy reveals his entire plan was to conduct a series of murders and catastrophes at the same time so all the blood can feed into his new god, and bring him back from the edge of extinction. He also reveals that every city is controlled by this one man, and that killing or destroying him may have dire consequences. Suddenly there is a huge quaking, as the city shakes from a collision with a nearby town, the one the party is planning to raid.
Now after a few hours spent with grafts the party is ready to face the clerics in the new environment, and gets prepared for a war. They ascend quickly to the surface, and digging, jumping, and flying there way down they meet the welcoming comity. Unfortunately the group's collective charisma is not of the diplomacy sort, so an armed conflict is inevitable.
Luckily they are better armed, equipped with their new arms and legs courtesy of Ptolemy. They easily dispatch the guards, and capture one who was presumed to lead them to the clerics. Again though, they are too trusting, and are led into an ambush, involving archers and a few footsoldiers. This combat lasts quite some time, great damage being done on both sides, with the dragon shamans healing just barely keeping the party up as the constant volleys seek to perpetually annoy them.
Again they seem close to their goal, and seek a warehouse containing a group of clerics. After some mighty deliberation and dispatching of more guards they come up with a cunning plan. They will forge a document to enter the warehouse, and then easily backstab the guards claiming their reward. This does not go well, as the party gnome is grappled as his paper thin disguise does little to help, and as the rest of the party busts in the session comes to an end, to resume next week.
As for the other party, they are doing fine with their resting and all that, and have a brilliant plan, find some quests, and go kill stuff, something which their record clearly shows they can do. Their immediate target is the mansion of Mathew, a dwarf crime boss who can not be eliminated legally, but since when have adventurers cared about legality?
Their attempts at reconnaissance and stealth do not go that well, so they buy some acid and begin melting the front gate. At this point the party warlock pops his head over, and promptly gets headshotted down to 0 health, and lies on the ground for the rest of the session. The rest of the party charges in and attempts to execute the gun wielding guards. A few misses later and the mission is not a success, but as always the party wins in the end, and they go streaming through the front door.
Here they find more guards, who are met with more difficulty due to the crime boss being armed with magical armerments, and peppering them with acid orbs and fireballs. The totemist gets all up in the face of the boss, and rips and tears his small guts into oblivion. The clean up is fairly routine after, with one of the rogues surrendering and joining up with the party. This is a new PC. The house is then set on fire by the totemist, and the rogue and engineer have to make a run for it with a heavy admantine safe while battling the remaining two guards, one of which gets a face full of safe, and the other manages to shoot himself.
One mansion burned to the ground and their job is complete, reward claimed, and ready for the next quest. This involves opening the safe. After many smashings, and a few more subtle attempts the rogue realizes he has several acid wands in his possession. Many failed UMD checks later and the safe is open, granting a large amount of money to the party, the first of this kind. The party dwarf now commits huri kuri, to be replaced by a shapeshipter a short while later.
Before this can happen they encounter a warblade that a few of them remember from before. He looks a little different, having been reincarnated as an orc, but is none the worse for wear, and puts up quite a fight as a druid casts entangle on the party, severely limiting their movement possibilities. The orc goes down, and up, and down, and up again, and finally the little rogue gets a few critical stabs in, and brings him down for good. That all wrapped up they can finally do what they had been meaning to and go investigate a disturbance in the sewers.
These sewers are different than the ones previously mentioned, and have some interesting new challenges awaiting them. They meet some kobolds on their way down, and that was where we left off, just a few kobolds hanging out with some trabs and some crossbows.