Showing posts with label Arson. Show all posts
Showing posts with label Arson. Show all posts

Monday, October 1, 2012

Diplomacy and Arson: A Likely Couple

The three brave party members are off to see the kobolds after a few days of rest. The first plan of action is find out how many there are, then murder exactly that number. They know that the little bastards have been troubling the local mushroom farmers, so head over to the farms and see whats going on. It turns out that the kobolds have been stealing food, and that can't go on, otherwise the town would grow less fat and more healthy. So they look around for the location of the kobold hole, and eventually find it, though it is somewhat less opulent than a hobbit hole. The send their talking man out first of course, and the little kobold bard descends down the deep dark hole.

After walking for not too long he trips a wire and gets covered by a bunch of oil, though is luckily not set on fire. This doesn't perturb him too much though, and he continues until he hears a small squeaky voice, telling him that only one may continue. He walks for another couple minutes, and finds a single kobold leaning out of the wall. They have a fairly amiable discussion, and the bard decides that it's time to help the kobolds to attack the town, as they have been oppressed for far too long.He comes out and finds his party has left, to go and train the mage's dog. 

Wandering around town blindly surprisingly does not help with this, though asking around they do find someone who helps them to a dog trainer. This man is a new player, a rogue named Ean. Also while wandering around they bump into a sorcerer elf who recognizes the barbarian from the boat. While he is not actually an elf, but a changeling, he also decides to join up with this party, not knowing anything else to do. The group then wanders back to the whole and find the bard, who tells them what they have to do. Here they have a large discussion about the morality of both sides, and in the end the party is largely divided, but grudgingly agrees to help the kobolds.

Before they try to burn the town however they go to the leader of the town, a gruff dwarf, and try to convince him to let the kobolds live like regular people. This doesn't go over so well, as he unequivocally decides that it won't work, and goes out hunting because he doesn't really like governing the town too much. They also manage to let out that the kobolds will attack in two days, but decide that the the current night will actually be the perfect time to attack, as it will before they are actually expecting the attack.

In the preparations for the attack they gather oil, flint and steel, and the changeling tries to infiltrate the guards. This does not go well however, as he is arrested by the member of the guards he is impersonating, and taken to the captain of the guards. The captain reveals he knows that the wizard is a changeling, and casts a small enchantment to identify him as one from then on. This puts a little bit a damper on his plans, because in addition to this he almost told the captain that they were attacking that night. Woops.

Despite all this they meet up outside the town at dusk and decide to assault the town, deciding they have enough numbers that it should go smoothly. However they forgot one thing, the elf arms dealer. He comes upon their group with his two guards, and tells them how he knows all about their plans, and that he will refuse to allow the destruction of the town to happen. This is when one of the guards decides he has had enough, and slowly shifts to the form of the elf. In one smooth motion he stabs a dagger straight through the elf's heart, and brings his other fist into the second guards throat, utterly destroying it. He then says, "Burn it all down, I love a little anarchy." 

He then disappears, and the party is stunned. Not literally of course, as they subsequently run over to the body and begin looting. After the most important thing is done they all set out to the sides of the town, and prepare to start the fires. The rogue however has a different role, he sneaks through the town and infiltrates the leader of the town's tent as quietly as he can. Unfortunately the leader is not there, and it turns out he wasn't as quiet as he thought he was. A guard comes in, and without the element of surprise the rogue drops very quickly.

The sorcerer saw all this through his familiar, and since previous going through a very similar experience he decided he needed to journey into town to save him. This goes better than expected due to some well made bluff checks. And enough magic missiles to bring down a horse, or a large jailer. Letting his comrade out of jail and healing him they both flee the scene. Unfortunately before they can get back to the farm they are confronted by several armed guards. By this point the fires have already begun, and they are the obvious culprits. The rogue however slipped away into the darkness, and the wizard was left alone to deal with 4 guards.

He ran, as fast as he could, calling for any help he could. Luckily he did actually get it in the form of the kobolds arriving with fires all around. The rest of the party charging in to help with the combat didn't hurt either, though by the end the barbarian and rogue had gone down, and the shugenja was on his last legs. In the end the true savior of the party was the dog, with some fiery support from the bard. And thus the party stood, looting the captain's body, staring at their handiwork. Since they had arrived they had disturbed they had disturbed an eel's habitat and killed said eel, dealt with some merfolk who were tormenting the town, helped to end one man's semi-dominance of the town, and then burned it all down. An adventurous couple of days all things told.

Sunday, May 13, 2012

Jail Break

Have you ever woken up and seen the world in an entirely new light? Now I have, as I opened my eyes and saw everything as it truly was. The world is made of fools,  fools who live until they die, and that is that. I have defeated this, and though it was a painful experience, and difficult, now I defy all those who believe in a life span. My life is endless, and I will never let anyone attempt to do otherwise. They will all fear me, especially if they find out what I truly am. But they always fear what they don't understand, so some day when they all realize the superiority of the undead they will submit.

We recently acquired a few new members to our small party, as well as a new ship. But as I left off in the last entry we were fleeing from a large number of guards who refused to retreat even when shown true fear. The warlock, the warrior and I ran from the mob, while the druid flew overhead providing aerial information. Unfortunately when we reached the gate to enter the dock our boat was in we met with the apparent ruler of this island, a vice admiral. He stood towering above all of us, and demanded we hand over our prisoner, this was not in the plan, and I had run low on spells, with only weak magics left.

What I did have however was a scroll of mists. As we ran up to the gate I unleashed the power within and we were able to escape, though unfortunately the druid's pet was grappled by the man so we had to abandon it. We ran again from the mob but before we got to the ship the druid arrived and reformed into his human shape. He informed us that our crew had been incapacitated and that the Vice Admiral had already arrived on our ship, a most unfortunate situation. We then slept in one of the nearby buildings, and undignified condition but unfortunately unavoidable.

Upon waking we decided the best course of action was to go to the boat where we met up with the inquisitor who had been searching for heretics throughout the night. I don't trust that one, he seems to be adventuring with us only in the belief that we will eventually be adversaries, a precarious situation. As it stood though most of the crew had been taken to prison, with only our mercenary companion still with us. For the next few days we began preparing for the assault on the prison. Prior to actually assaulting the prison we had the inquisitor gain the bounties for both Travis and the warlock.

During that time was when my eyes were opened, as I discovered the city had a substantial underground population, who with the right motivation were able to grant we what I had been searching for. I have not surpassed my master in knowledge, and will not have until I can raise him, but I will outlive him, one way or another. For now however it has granted me unholy resilience, much greater than before, as well as access to a new line of spells, which will allow me to keep an eye on both the party and the crew.

The assault on the jail went much better than expected. We picked the lock on the back door and quickly shut down all resistance through intimidation, leaving not a trail of corpses but merely unconscious guards who would then fear us, and also remember that we spared them. Mercy is not the domain of the weak, but of the intelligent. Upon arriving at the actual cells I created an enormous web disabling almost all of the guards who had bunkered in the room, and intimidating the rest into giving up their weapons.

After stripping the armor and weapons off all these foes we released our crew as well as the motley band of what are in all likelihood rapists and murderers who are now members of our crew. I'll be watching them very closely. But we parted ways with these criminals allowing our pirate captain to guide them safely back to the ship. From here we went to the docks seeking our other prisoner, Travis. Unfortunately once we arrived at the dock we found Reaver, the man from the first island who's boats we destroyed.

Luckily we have grown since then, and were able to utterly demolish his guards and himself. First the druid did a bombing run dropping alchemist's fire and acid destroying the boat they were on nearly completely. Then we created a windstorm forcing the guards to stay on the boat, which was now filled with fire and an inescapable web. They effectively had no chance to escape, and fear tactics destroyed the rest of them.

In the end the Admiral managed to stumble his way out of the burning web, right into the warrior and mercenary, and he was brought to unconsciousness swiftly afterwards. With that we took the fully functional boat that was in this dock and sailed out with everyone, subsequently meeting up with our other two vessels, and setting out for parts unknown.

Saturday, March 3, 2012

Dawn of a new day

Throughout my tenure with this crew of 'adventurers' I had believed them to be largely competent, over the past few days I have learned this is largely not the case. I enlarged the warrior type, and he collapsed into a heap, missing as many blows as he hit. The foolish druid managed to get his crocodile to attack its own self, and the warlock had climbed his way up to the roof and proceeded to do little to nothing in the fight. The only semi-competent one is the priest, an inquisitor from one religion or another.

I began the day by setting out for this new town, which seemed to be in great need of help. There were four tasks and the townsfolk seemed helpless to accomplish even the simplest of them. We decided, or rather I decided, that we should head over and help the tavern owner, so perhaps we could get a good nights rest for once. That is what I miss most about Gol, he would always get the best rooms in the best taverns, now I am forced to scavenge like a beggar, though the people in the town pay fairly well. Upon arriving at the tavern we met an elven barmaid who the animals subsequently drooled over, typical. She requested us to go out to the forest and deliver some boars for the feast.

We set out for the trees, and without too much effort found a boar lying, apparently sleeping, in the grass. After some concentrated shots from the rest of them it still was not killed, just the beginnings of the day of failure that would happen. The boar was not alone however, and its few companions attempted to assault us from the sides. They were all quickly dealt with, in no small part because of my fearsome presence, though one of them seemed strangely resistant to it. After that I made sure we could deal with the rest by enlarging the resident warrior, and a few hits later and we had 6 succulent boar corpses ready for presentation.

Upon delivery the lady was most gratified, and though intimidated by the group and me, had not more money to give, so we were delivered a barrel of ale, which may come in handy later. We then set off and decided to deal with some disheartened shopkeepers, one in particular who requested we go deal with a man who had been buying up a large amount of property around the town, of course the shopkeep was a weak-minded fool, as so many of them are, so we were able to dupe him out of a small sum of gold. We went and saw the man, the aristocrat, who had been purchasing so many buildings, and decided that it would be better to work with him rather than against him. He drew up a fake document which we gave to the shopkeep, and he declared it enough and payed us for our services, we then offered to guard his shop from any potential arsonists.

Before this though, and we had some time, we escorted a doctor to go and collect some herbs. The druid here showed himself to not be completely incompetent, showing some initiative by calming some wild skunks who were hanging around the herbs patch, and collecting them himself. This was a minor diversion but we gained some useful healing devices, though they are mundane.

Little did he know that we had been payed to burn his shop to the ground, though not before helping ourselves to some useful equipment. No one around town cared anyway, an it was definitely not our fault, we were seen in the tavern at the time the place burned down, due to a clever little device I had rigged up, a delayed explosive of some sort. After this we prepared to go see the mayor, who had been complaining about one thing or another, and it turned out this time it was ants all throughout some abandoned gold mines. Unfortunately as is the case with mindless vermin, they have no sense of fear, so would not be affected by my significant talents.

This was where the party showed their true capabilities, with the warrior successfully missing a great deal, and me with my crossbow as the major damage dealer to the ant mother. The ants were surprising ineffective as well, damaging themselves and collapsing down even with no apparent cause, perhaps I overestimated the potential of these mindless creatures. Even with their terrible combat skills the ants managed to knock both the druid's pet and the warrior unconscious, so I was forced to finish the large ant off with a dash of acid into its vulnerable parts. With that done we were able to collect some of the gold from the mines which I'm sure will help in my research in how to become immortal.

With that done we returned to the mayor for another substantial monetary reward, though as we were leaving his son offered us a large reward if we were to kill the aristocrat who had been buying up the town. The reason given for this was that he is 'evil' and thus has to die, which is ridiculous by any logic. After seeing the aristocrat about it we were tasked to kill the boy for simply making such threats, and would be given a sizable reward for it. We were also offered the ability to sail with his 'fleet' which consists of only 3 ships, a pitiful number as I have ever seen. Instead we plan to burn them all down, and to escape from that place with his map, and hopefully to learn more about the islands featured on it, and attain as much wealth as we can find.

Friday, August 12, 2011

Catching up

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.

Sunday, July 10, 2011

A Summary

It ha been too long since I've made a blog post, and a lot of stuff has happened. We have had a session for both groups, because real life so rarely allows for everything to go as planned.


The first group has now not only destroyed the keep, but have managed to get themselves arrested, and brought to the local ruler. This ruler will absolve them of all their sins as long as they do a task for him. This task is very simple, just go to another city, steal all their clerics, and come back. Do it within a limited time, or your heads go off.

Unfortunately when they were arrested they had several guard corpses in their guild, something the guards were not too happy about. This means that if they put one toe out of line they will promptly be arrested and sent to jail, or an early death. They decided to camp out at the lady they murdered before's house, because it was the most innocent place they could think of.

So this goes fine, they all have a nice rest, and then decide to see if the kobolds from before had anything of interest for them. And by thing of interest, I mean straight up murdering all of them, for the inevitable slight that results from a gnome diplomancing a kobold. So everyone attacks, the gnome, he's brought down, but the party come to the rescue. And with a new member now, as a prisoner of the kobolds breaks out and assists by punching his way through a large amount of kobolds.

The monk and the party combine to take down the group, though the knight is brought to unconsciousness and the bard is flung from his back, almost dying himself. Overall though, the fight is won, and they win a healthy reward from the looting of the kobolds. The session then ends and will continue next week.

The other party made some slow progress down the beach, as they defeated the crabs and ascended towards a new goal, one of prosperity. First however they had to defeat the crab in front of them, with aid from their theoretical opponent, the magistrate. His army of horse bombadeers assists quite a bit, and the crab is taken down, albeit with quite a bit of damage done to the party. The magistrate then rides off, but the party has a brilliant plan.

The druid summons a hippogriff, and sends it off to pick up the magistrate and drop him, hopefully for a KO. One failed grapple check later and the hippogriff is thrown off and slaughtered, and the magistrate comes back and delivers a talking to the party. They decide the obvious solution is to beat the druid to unconsciousness and to let the magistrate have his way. This doesn't quite work though, as the druid springs into the water on the edge of consciousness and lives to fight another day.

Both parties part then, with the slower PCs travelling along the shore on foot. This turns out to be a bad decision as they fight yet another crab after about a day, and narrowly defeating the baby crab they retreat to the forest to regroup. The druid has not returned, and will in all likelihood abandon them.

Continuing along the path because they have nothing better to do they run into some bandits, again narrowly winning the fight they slaughter the bandits, burn their tree hideout, and take all their loot. They then proceed to a city which they found after several days search. After climbing up the city they go for a night's rest and the session ends. Fin.

Wednesday, May 18, 2011

Murder, Arson, and Jaywalking

We wake up from last week's session to a rather fortunate situation. The two people recently dead, are no longer as much. This is due to a little help from a little friend. The party Tank now has regeneration, at the cost of having a little person living inside his chest, and the druid is made of dire badger parts, giving him more resilience. They are also now working under a new master besides chaos, giving a little bit of direction to a lot of unlawful deeds.

Their first task is simply to cause chaos, kill a few things, burn things, steal things. This is mostly business as usual, but now they have a reward for it. They first decide to find a tavern, and have a good old fashioned tavern brawl. So they arrive at the first inn they saw, called the Full Mug, and the party druid smacks the first person he can.

He misses, no one is surprised. However after the imitative rolls are over he gets a second attempt, and hits and brings down the barkeep's son, but that is all he does. Next the rest of the bar attacks the party, seeing as they violated the sacred pact between tavern owner and party. This doesn't end up too well for them, leaving three roasted, two sliced, and several more with bashed in heads.

The only one moderately successful in their venture is the bartender, who manages to punch and grapple the druid. The druid however has a brilliant plan, and moves his flaming sphere into his space, burning him and the keeper. This ends in what could be called a win, both unconscious at the same time, but the party to support him, with the bartender left on ice, or fire as the case may be.

There is quite a lot of fire too, given that the party knight decided to burn down the tavern, not their best plan as the guards have been brought in. These guards are summarily dealt with, by running away. Plan Alpha it was, use a fog cloud and then sprint away as fast as they could go. And so they did. I ruled that this did count as besting the encounter, and this was enough to push them over and level up. This ended the session, with everyone happy with their new levels, and prepared to fight for a new day.

Wednesday, March 30, 2011

Snakes, Why did it have to be Snakes

We begin the session as we last left off, in the midst of an epic combat. Our intrepid heroes, (bard, dragon shaman, knight, druid and ranger) fighting an enormous zombified centipede. Also zombified is totally a word, no matter what the spell checker says.

So the fight progresses normally for a turn, hits being exchanged on both sides, nothing abnormal. Then the bard decides to charge in with his 5 health, yes he hit, and for some damage, but something bad was bound to happen. And it did. The bard was ripped in half by the centipede's (Which can have between 20 and 300 legs) mandibles. This was quite a surprise to everyone, especially to me given on average damage I wouldn't kill him, but I rolled max.

So now the dragon shaman stabs him one more time, and manages to take down his one hit point that he had left, and the battle is over. Everyone levels up, yay! Except for the unfortunate bard. So after that is done, and some significant time is spent on it, we proceed to the next great encounter, a wizard descending from the ceiling.

This wizard immediately begins summoning centipedes, smaller ones, but still man sized, and still fairly dangerous. The party decides a fighting retreat is the best way to get out of here, and it almost works, but the knight gets critted by one of the centipedes, and is stunned for 4 rounds, bringing him down and out for quite a while. Meanwhile the others are fighting to the best of their ability, but the wizard is summoning more centipedes, and can not be hurt by arrows or thrown stones.

So the druid runs in and begins dragging the knight, at a whole five feet per round. This does actually end up working alright, as everyone else escapes with their lives, though not much else. They return to there guild for much needed healing, and go looking for a quest, which they decide is better than wandering around aimlessly. But first the druid and the ranger need new animal companions, so they go to a pet store. The conditions at this place, more  of a livestock storage area than store are not good, so the druid burns it to the ground while saving the animals, except for a snake who he hates for some reason.


Anyway they find several jobs, but the one that strikes their interest is the rogue guard, not of the rogue class, who has holed himself up with some firearms. The find the place, and try talking to him. This doesn't go so well, as they lost their only member decent at diplomacy, so it is up to them to fight it out. So after attempting to leave the party knight gets shot, and pissed off, and charges the door while trying to smash it down. He gets shot a couple more times for his trouble, but breaks down the door successfully, and we then had to end the session, as real life got in the way.

Wednesday, March 2, 2011

A Burning Desire (For Loot)

Today's session was the first party again, and this time someone besides the druid got knocked out, it was very exciting.

We started the session off as we normally do, everybody fully rested inside of their ramshackle shack called a guild. Being the bounty hunters they are they went to the bounty board, an incredibly useful plot device. Advertised was a man driven out of house and home by a glowing, floating ball of light, which the party druid identified as a will o' wisp, not entirely accurate but a good guess.

After confronting the owner of the house and strong arming him for a better reward they departed to his house in the upper class part of town. After arguing about the best way to go inside, and the party druid going all the way back to the tavern, only to find out that the door was in fact, unlocked, they finally get in. Here they see a fairly nice house, and journey into the kitchen to find a glowing purple orb who with the surprise round shoots a ray of energy at the resident tank, the dragon shaman.

What follows is a fairly low key battle, between the CR 1 spark, a cat, and the party. They managed to take down the spark with only two hits, and minimal loss of HP, though the cat proved a bit more trouble. See this was a special cat, one that can fly and spit acid, it is a very special cat. The spark was his too, and this acid takes a minor toll on the party ranger. After dispatching the cat with its huge 2 hit points they proceeded upstairs, only to be greeted by an ambush.

Death cats, a party's worst enemy. These guys are actually CR 1/4, just optimized with some soulmelds. So up the stairs there are 2 cats, one to the front, and one to the back, which resulted in a fairly fun battle, being attacked from both directions. With some above average rolls from the dragon shaman, and some courage from the bard the fight ended well, and then the druid decided that he didn't want to waste his fire from the battle, so the obvious solution was to toss it at the first thing he saw, in this case a large wooden bookcase in the large wooden house. I suppose fire is always fun.

As a further proof the next encounter after claiming their reward is a burning house, not caused by the druid, but by some rats. They actually acted fairly heroic here, going up and even saving an orc from the building, though the party bard was assuming lotr orcs and was fairly surprised they didn't kill it immediately. I suppose I should mention here that the druid was knocked unconscious, yet again. This person may prove to be of some importance later, or not, either way. The key is choice, and their choices will definitely affect what happens next.

Next they retreated back to their "guild" and had a little rest, recovering spells and such. Here they fought an interesting creature called a Necrophidus, a skeletal snake with a human skull. This guy managed  to down both the oblivious ranger who managed to roll a 1 on both spot and listen, and bring the bard down to 0 HP, tough he subsequently healed himself, so in the end a good fight was had, bringing everyone up to the next level, after about 13 1/2 encounters.

And here is where we ended it, with everyone leveling up. It seems like it was the party ranger who got the short straw this time, having at least four ones in this session, though I suppose it all balances out given her 4 20s in the other.