Monday, September 19, 2011

The Bell Tolls Twice

Last time the second party left off they had just encountered some druids just outside of the kobold's lair in the basement of a house. They were subsequently dealt with so there was only one more thing to do. Deal with the blacksmith, in the kindest way possible.

This is where the amazing assassin attempts again to show off his skills. After his failure to immediately kill a cleric he needed a confidence booster. So he strolls right up to the blacksmith, invisible courtesy of the wizard and performs a sneak attack instantly killing the dwarf. Oh, no, no he doesn't. He stabs him once, misses, and doesn't even kill him with that attack.

The blacksmith responds to this unkindly, and beats his initiative and smashes him with a hammer, rightly deserved. The party wizard then comes to sort this out, but the rogue will have none of this, and stabs the blacksmith again, this time actually bringing him down. The party totemist, the only original member of the party that hated the blacksmith so much then does some unmentionable things to him.

So the party sets off, having accomplished everything they needed to. On the way to the location of the bow, they encounter two strange gentleman mounted on bears, who attack them without provocation. Bear cavalry is proven to be quite a formidable force, doing good damage to the party, though a summoned ape combined with a transformed ranger swiftly deal with one, though the other does a few ride by attacks before finally being brought down by the totemist and his leaping.

Without too much more trouble they arrive at the place where the bow should be, and find two doors, and two large gentleman, one wielding a bow, the other a sword, who are apparently beginning a race to the bow. They run in, and the doors close. After a little bit of scouting the party decides the best option is to smash the door, and go after the sword wielding of the pair.

Smashing through the door takes some time, but with the rogue's handy dandy admantine dagger it is eventually destroyed. They then rush ahead, and see a pit. A very deep pit, with a door on the other side, and a corpse at the bottom. Everyone can easily jump across, except for the engineer, who has to take off his armor to have a hope, and then fails his jump check falling all the way to the bottom, though using his insight to slow his fall significantly.

After getting back up with some help from friends with ropes, everyone arrives into the next room, which has a steady drip of water, something the engineer is utterly terrified of. After the party is entirely in the room, the drip becomes more of a rush, and it appears that the ceiling is buckling. With this unfortunate predicament the ranger and wizard run to the door opposite the one they came in on, and the rest of the party tries to smash down the previous door.

Then an enormous abberation collapses downwards, but the party assassin actually kills something for once, planting an arrow directly through its brain. The water continues rushing, but luckily the party is strong, and smash their way through both doors, continuing on through the dungeon.

 They are subsequently attacked by the man from before, wielding the enormous bow. After shooting them a few times, he runs off through the next door. they decide to follow him, breaking their way through the small partition separating them from where he was, and go charging forward.

Here they encounter a minesweeper room, with the mines being traps. Through a very long and animal sacrificing process they eventually uncover where most of the traps are, and acquire some very nice loot. Then things go bad.

Every other chest in the room was fine, why wouldn't this one be, thought the party rogue. This one was a mimic, a very sticky mimic, who got stuck to the rogue. The party didn't help things either, getting stuck or actually attacking him, the finishing blow was dealt by the engineer who threw a javelin straight through the rogue into the mimic, pinning his corpse to it.

This was not the only life claimed however, as there were a few other monsters in this room, including one tricksy earth monster, a xorn. This thing can float through walls like their air, or water or something, and had attacked the wizard previously. This time the wizard was weakened, and decided to attack head on with a dagger, instead of using spells like he should have.

This resulted in his head being bit off, and spit out. Finally the party found the lever, pulled it, and disabled all the traps. They also destroyed all the few remaining creatures, and then got ready to enter the next room, next session.

Some Sort of Monstrous Menagerie

Back to the first party again, we combine two sessions into one for the ultimate fusion. In this first session the party once again adventurers out unwittingly into danger, demons are slain, and some devious deals are done.

Onto the session, the first thing that happens is an assassin of sorts. The party bard hears things inside his head, and unlike all those other times, he's not crazy. He is told to come outside or the store he loves so much will be destroyed. So he strolls out, with the now invisible dragon shaman stepping behind him.

Instantly he is shot by two large arrows, taking a large amount of damage and still not quite sure where the shots came from. Everyone then tumbles out, looking this way and that for the source of the arrows, but no one can find them. This time 4 arrows find their way towards the party, and finally the little kobold sorcerer spots some sort of monster wielding two bows just above them.

So the dragon shaman flys up, gets an attack, or a miss as the case was, and becomes a very disenchanted pincushion, no longer happy with the idea of being the meatshield. The real MVP of the fight was the sorcerer, who shot a couple of rays at the demon, knocking its dex down to next to nothing, resulting in many more misses.

The demon however then summons another of his kind, resulting in a very desperate party, with everyone low on health even with the healers healing. Luckily the knight finally finished his ascension to the platform where the demons stood, and did an enormous amount of damage to the weakened one, almost completely obliterating it. With this the other demon teleported away, never to be heard from again.

Then the bard goes with the healer to go and convince the church of Pelor to assist them with their assault on Dr. Satan's lair. This goes well with a little help from glibness, and a magnificent quantity of bullshit. So then everyone goes to rest, to let them think it over.

Next day, everyone wakes up, things seem to be a bit worse, with chaos in the streets and several buildings on fire in the distance. Being the heroic heroes they are the party rushes towards the disturbance, and finds a small group of outnumbered clerics trying to fight off a larger number of Dr. Satan's mutants. One breaks off from the group, and offers to help along with his companion, and they all set off for the probably final assault on the underground.

First they encounter a huge centipede zombie, who is easily dealt with, but his two friends offer more problems. Everyone saves their bigger bangs for later, using only the bare-most of resources, and they set off down a long winding staircase to Dr. Satan's lair. Eventually they arrive at a bend, hearing loud noises from the left the bard goes to investigate.

Here he finds an enormous ogre, but with his newly learned spell charm monster he manages to convince him to be friends, after only one smack of the ogre's club. Unfortunately they have bigger problems to worry about, literally, as an enormous centipede rushes down from the ceiling, crushing the ogre completely, it then takes a big old bite out of the bard, leaving him on the border between death and life.

The healer runs up, heals him, and they all begin running at top speed. The sorcerer drops a web, but it doesn't hold him for long, as the centipede smashes and crawls its way slowly towards them.

In the next room they find several orc guards, again dealt with quickly, especially with the added time pressure of the centipede pressing in. Running past the knight running ahead he falls into a pit trap with spikes. He is given a potion of fly, and helps to fly all of them out of there as quickly as possible. With that dealt with they sprint into the next room, hearing some loud thrashing from just behind them.

Alas, a wizard. The wizard creates a large noxious cloud which the party stumbles out of, unable to fight the guards who mercilessly attack them. At this point they are not that interested in fighting, and instead run off towards the next door they see, another trap door.

Instead of opening it the dragon shaman breathes fire, burning it to cinders, and they see the centipede burst through the little hallway, and devour two of the guards, with the wizard subsequently going invisible. Down the stairs they go, and we finish up the session there.

Saturday, September 3, 2011

A Forestfull of Mantises

The second party now on an epic quest to do absolutely nothing. First things first, they meet up with a strangely charismatic warforged who offers to sell a thunderstone to the party totemist. This is then shat right back at him, and the totemist skips off merrily. Great first impression and all. Luckily the rogue is there to smooth things over, and with a little convincing he goes to meet the rest of the party, including the engineer who was forging his full plate very slowly.

Struck by lack of things to do, they retreat back to the tavern. Luckily they run into a holy man carrying an enormous sword who threatens them asking for the location of the dragon egg. He then takes the rouge hostage with permission from the the party, and they agree to meet tomorrow to figure out where they are going.

The trip down is fairly uneventful, running into no beasties, and in fact running into no kobolds. What they do find is a mass of gnomes who claim to have slaughtered the kobolds, the paladin then begins praying in front of the egg, and the party runs off while his back is turned. They run all the way back to town, but encounter a small cloaked figure flanked by two very much larger figures. They are asked by him to go and find the dragonslayer bow, and to kill the dragon egg below.

Conflicting opinions on exactly what to do next but in the end they decide they will definitely find the bow, though not necessarily kill the dragon with it. The engineer is still working on his full plate, so they have to wait a few more days before they can leave the city, and go ask a particularly knowledgeable kobold about the bow.

In the mean time the new warforged party member goes and sells his wares to passers by and tavern people netting a fairly decent amount of money, which he promptly goes off and spends on scrolls. By this time the session is coming to its conclusion, and so we pick up next week with the journey through the forest.

Everyone has bought all their equipment, and is prepared to set out for the dangerous journey to the town. Before they leave they bought maps of the area, as well as the town and the continent. And so they decide to take the quickest way off the city, and dive off with feather fall prepared for when they just about reach the ground.

This works perfectly fine, except for maybe indicating insanity to any watchers. So they set off towards the town, and have a fairly uneventful travel for the first maybe 4 hours. Then there is a dire bear. RAWR!. The enormous bear takes a swat at the party engineer, dealing enormous damage.

Luckily the party is fairly ready for this, and deal out an enormous amount of damage before the bear has a chance to respond, and then the mauling starts. The rogue had a brilliant plan, run up and stab the beast, but after his first attack was quickly knocked down for his insolence.

The summoned beasts from the warforged wizard are also subsequently dealt with, though not without significant damage done to the bear. Eventually the totemist brings it down with a great pounce tearing right through it's head. Its claws are subsequently made into gauntlets for him.

The travels conclude with a praying mantis encounter, in which the rogue is again lifted off and brought closer to death than he would ever like to be. Eventually however the party arrives a the town, and finds it nearly completely destroyed, plants having taken over much of the surroundings and few buildings left standing.

A short discussion with the only remaining guard reveals there are a few families left, him, and the blacksmith. The blacksmith especially peaks there interest because he was not the nicest of fellows and they had been planning his torture for many weeks now.

But the target of their search was to be found, and they discovered the approximate location of the bow, as well as a little bit more information about the dragon. They learned it was one of an ancient species of dragons long wiped out, Regulator dragons. They leveled up then, and the session ended.

Now all we need to do is stop the world from ending!

The day started off fine enough, but by the end of it the party had lost two comrades and were no closer to their goal. They had constructed a new objective however, and it was coming along swimmingly.

Last the session the party had lost their monk, and after recovering from their devastation (which lasted all of 5 seconds) they started the slow climb back to their home city. Along the way they met a friendly neighborhood ogre, who demanded a small pilgrimage for their travels.

They, being adventurers,  resorted to violence immediately, talking only to set up a better tactical position. The party landed the first, second, and third blows and it looked like victory would come quick and easy. Then the ogre got serious. He slammed the dwarf knight against the wall, knocking him unconscious.

His next action was to skillfully dodge the flying dragon shaman, who had set up an expertly crafted attack, ruined by the cursed fate of the natural one. All that was left of the party was the fragile skeleton, and the bard. The skeleton was not the heartiest of the party, and promptly exploded into so many little bits upon collision with the wall.

The damage the ogre had taken however finally caught up with him, and after a little bit of prodding from the bard and a spear through the back from the dragon shaman he collapsed. The rest of the ascension was fairly uneventful.

After retreating home and acquiring an enormous bag of holding the party made a decision. This was quite a surprise. They planned to start a business, with the bard as the face, the knight as the muscle, and the dragon shaman as the manager. Quite some discussion later and the party had hired an architect as well as a plan to make money, they would do what they were best at, killing monsters.

So they adventured out, charging ahead to take out a monster that had been terrorizing a small area just a bit away from their new base. This creature as it turns out has enormous claws, stretching the length of the room. Even with this it is fairly easily disposed of. Just as they were leaving however, they were assaulted by a monster of monstrous proportions.

It smacked the knight into unconsciousness, then the dragon shaman, then the knight again as the bard brought him up, then the dragon again, and so on until he missed a few times, and was subsequently pulverized. This is where this session ended, the party huddling in their home happy with a days work.

Next came the recruiting of some people to work in the shop. The bard was good at talking to people, and managed to convince a dwarf wizard and his 6 sons to help work with whatever they could catch and kill, as well as hiring a sorcerer and a healer, both new PCs.

The knight and dragon set up a routine of descending into the underbelly of the city and bringing back some centipedes for the workers to cut up for armor and weapons. With all the shop sorted out, all that was left to do was stop the world from ending.

Their first idea was to try and get recruits from the leader of the local city. After a failed try to get into the city gates the session ended, most of it was spent discussing various things, with nothing really getting done.