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.
Sunday, July 10, 2011
Saturday, June 18, 2011
Remember, Remember, the 5th of November
The tower is burning, burning down, collapsing, booming out over the city, letting the populace know just what has happened. That was how it all ended, but it began in quite a different way. As of last session the plot had become more involved, four factions not two now. There were the kobolds, the dwarves, the humans, and the goblins. In the end it would all come together in an explosive finale.
The original plan was such: the goblins would assault the keep from the front, distracting the guards, the dwarves would then go into the tunnel that the kobolds had built, and would be followed by the humans once all the guards were dead. The explosives would then be planted, and everything would go off without a hitch, with most of the factions dead resulting in less payment.
The initial planning and arming went fine, but the issue came when the actual plan was to be enacted. The dwarves went up, closely followed by the humans, but their was commotion just outside of the tunnel. The guard were more than expected, and better armed. This is further compounded when three guards descend the tunnel, and charge.
Luckily the party minotaur dwarf makes short work of these, with some additional courage from the bard. The magical energies granting the corrosive energy of acid, burning all in its path. But above was chaos, the garden stained with the blood of the not so innocents. The party bard plans to go and check the explosives but doesn't quite get that far.
A gunshot is heard, and he falls, not quite dead, but on the brink of unconsciousness. Luckily he gets off one more spell, and instantly he has 6 copies, adding confusion to the already chaotic battle. The rest of the group goes to assist him, but are intercepted by an additional sniper. Luckily both of these are still in the courtyard, and so can still be reached.
With one sniper down the other fell quickly to the sword bigger than him, and now all that was left was the explosives. The leader of the human anarchists seemed to be the only one alive, and he was surrounded by guards. But one shout from the knight drew them away, enabling a back-stab and death. Corpses were gathered and everyone was just about done, when a group of seven guards burst through a door, and urgency was again added to the situation.
Luckily they were faster and set up all the explosives to be triggered at the same time, destroying the tower and everything in the surrounding area, hopefully disincluding them. Unfortunately the explosives timing was a bit off, and five of the seven made it into the tunnel for an extensive fight in close quarters. The fight was close in the end, with the party knight being knocked out, and the dragon's pet almost being destroyed. But in the end victory, for some at least. The tower is burning, burning down, collapsing, booming out over the city, letting the populace know just what has happened.
Thursday, May 26, 2011
The Crabs, the Crabs!
The tomb continues to be frightening. But it is oh so enlightening. There are 3 skeletal champions still up, and the party is not in top shape. Luckily the totemist is a whirling frenzy of death, and pounces on a skeleton, missing all but one attack. Not the best start to a session. The rest of the party does alright though, the engineer and samurai doing decent damages against their respective skeletons. The fight is actually fairly easily won, and the loot that is had is good.
They gain one magical breastplate, and the warlock heavily considers a steel shield, though eventually decides against it. So they search around the room, and find a secret door, what a twist. The totemist manages a natural 20 to break it, and crumbles it into dust. The hallway they stumble upon is treated with immense distrust, and the warlock investigates the ceiling.
Unfortunately the trap contained the entire wall, up to and including the ceiling, and he is hit by several darts with dex poison. Even failing the two saves he still only loses two dex, so comes off fairly lucky. They now open the door at the end of the hallway, and find a priest of some kind praying at an alter to Nerull. They attempt some diplomacy, but it doesn't go too well. The warlock is hit by an inflict wounds spell, and falls from the ceiling at -8. The rest of the party rushes after him, and the totemist just about brings him down with a few attacks.
He then runs away, but the party catches up and absolutely destroys him. The totemist smashes him into a wall several times, and the samurai cuts off his arm, leaving him far far from life. They then realize they are an enormous room with one to two hundred corpses, all filed away into coffins. The room is harrowing, and they all decide to not investigate, a move that was probably for their best.
They decide to camp out in the previous room with their bears guarding them from any nasties. Their sleep goes as well or better than expected, and they wake up fine. Then they leave and travel towards the beach. A few large eagles are waiting for them, and their flyby attacks prove to be quite troubling.
The eagles are dealt with through two occurrences, one the totemist with a worse grapple check successfully grappling and almost taking down one of them. And the other is a summoned wolf being tossed at the eagle by the engineer, dealing a large amount of damage. With those dealt with they yet again head to the beach. They arrive at it, and plan out their ambush of the magistrate.
The ambush is where the end of the session occurred, as just as it was being sprung, a giant crab scuttled its way out of the water.
They gain one magical breastplate, and the warlock heavily considers a steel shield, though eventually decides against it. So they search around the room, and find a secret door, what a twist. The totemist manages a natural 20 to break it, and crumbles it into dust. The hallway they stumble upon is treated with immense distrust, and the warlock investigates the ceiling.
Unfortunately the trap contained the entire wall, up to and including the ceiling, and he is hit by several darts with dex poison. Even failing the two saves he still only loses two dex, so comes off fairly lucky. They now open the door at the end of the hallway, and find a priest of some kind praying at an alter to Nerull. They attempt some diplomacy, but it doesn't go too well. The warlock is hit by an inflict wounds spell, and falls from the ceiling at -8. The rest of the party rushes after him, and the totemist just about brings him down with a few attacks.
He then runs away, but the party catches up and absolutely destroys him. The totemist smashes him into a wall several times, and the samurai cuts off his arm, leaving him far far from life. They then realize they are an enormous room with one to two hundred corpses, all filed away into coffins. The room is harrowing, and they all decide to not investigate, a move that was probably for their best.
They decide to camp out in the previous room with their bears guarding them from any nasties. Their sleep goes as well or better than expected, and they wake up fine. Then they leave and travel towards the beach. A few large eagles are waiting for them, and their flyby attacks prove to be quite troubling.
The eagles are dealt with through two occurrences, one the totemist with a worse grapple check successfully grappling and almost taking down one of them. And the other is a summoned wolf being tossed at the eagle by the engineer, dealing a large amount of damage. With those dealt with they yet again head to the beach. They arrive at it, and plan out their ambush of the magistrate.
The ambush is where the end of the session occurred, as just as it was being sprung, a giant crab scuttled its way out of the water.
Wednesday, May 25, 2011
And the City Shall Burn
The plan was a success. The retreat went exactly as well as expected, with the fog cloud providing the much needed escape. The next destination was obvious to the party, to go underground and meet "Dr. Satan". There was only one problem though, the woman whose house they normally went through had decided that enough was enough.
So the woman will not let them through. She claims that they have trounced through her house one too many times, and that they should probably leave. Of course, being the party that they are they decide to grapple her, and force their way through. This does not go as planned though, as they hear a rumbling sound coming from inside the house.
An ogre, a large, brutish infuriated ogre comes charging in from the house, and everyone prepares for the oncoming storm. The knight is busy wrestling with the woman, and rushes inside to allow his party members past. Unfortunately he had already blocked the skeleton and the dragon shaman from coming in, and now it was the ogre's turn.
He takes a mighty swing at the dragon, and misses. Truly exciting stuff. Now the druid has a brilliant plan, he will transform into an eagle. That is his plan. Then the rest of the party converges on the ogre, with the knight tossing the woman away, who then tries to escape. The druid then swoops in and takes a good swing at her.
This swing is extremely effective, quite literally cutting her head off with the critical hit table. Now the ogre wants revenge for this callous act, and proceeds to murder him. One hit and he is down, out, and splattered all over the wall. The rest of the party take down the ogre, but it was all for no avail, as their beloved comrade has dies. Oh wait, they don't care.
No they proceed to Dr. Satan's secret base, and deposit their corpses, proceeding back to the main city for more destruction. A brilliant plan is construed, to raise the cast offs of the cit into a frenzy, and to collapse the government to the best of their abilities. This goes swimmingly as their gather information checks lead them to the sewers, where they meet their guide to the underground, one bard named John. Q. Everyman. They returned to the surface to acquire weapons for their coup.
So the woman will not let them through. She claims that they have trounced through her house one too many times, and that they should probably leave. Of course, being the party that they are they decide to grapple her, and force their way through. This does not go as planned though, as they hear a rumbling sound coming from inside the house.
An ogre, a large, brutish infuriated ogre comes charging in from the house, and everyone prepares for the oncoming storm. The knight is busy wrestling with the woman, and rushes inside to allow his party members past. Unfortunately he had already blocked the skeleton and the dragon shaman from coming in, and now it was the ogre's turn.
He takes a mighty swing at the dragon, and misses. Truly exciting stuff. Now the druid has a brilliant plan, he will transform into an eagle. That is his plan. Then the rest of the party converges on the ogre, with the knight tossing the woman away, who then tries to escape. The druid then swoops in and takes a good swing at her.
This swing is extremely effective, quite literally cutting her head off with the critical hit table. Now the ogre wants revenge for this callous act, and proceeds to murder him. One hit and he is down, out, and splattered all over the wall. The rest of the party take down the ogre, but it was all for no avail, as their beloved comrade has dies. Oh wait, they don't care.
No they proceed to Dr. Satan's secret base, and deposit their corpses, proceeding back to the main city for more destruction. A brilliant plan is construed, to raise the cast offs of the cit into a frenzy, and to collapse the government to the best of their abilities. This goes swimmingly as their gather information checks lead them to the sewers, where they meet their guide to the underground, one bard named John. Q. Everyman. They returned to the surface to acquire weapons for their coup.
Thursday, May 19, 2011
To Me My Bears!
The session had to be shortened for various reasons, so this may be brief. The party hexblade rolled up a new druid, as pertaining to his recent death. This took about way too long, so there's that.
But we begin in the druid camp, with everyone getting ready to leave, with their bears. After a few more hours spent training bears they are ready to depart, and decide to try to cut off the magistrate or king at the pass. They travel through the woods, with some difficulty, because of their bears. They now encounter some frogs, larger than expected.
These frogs are not too difficult, the big ones die in a couple hits, and the small ones die in one. The small ones are also poison, dealing a small amount of con damage to the totemist. The giant frogs though were able to eat both the dwarf samurai and the party warlock, dealing minimum damage excluding the psychological trauma.
The next encounter is with some skeletons in a tomb, just outside of a long forgotten town. This crypt houses 4 skeletal champions, who deal a good amount of damage to everyone in the party. The warlock is damaged by the engineer smacking him across the face with a slab of concrete due to a critical fail. The druids new lizard is also severely damaged, even brought to the brink of unconsciousness. This is where we had to end unfortunately, so this is where we end.
But we begin in the druid camp, with everyone getting ready to leave, with their bears. After a few more hours spent training bears they are ready to depart, and decide to try to cut off the magistrate or king at the pass. They travel through the woods, with some difficulty, because of their bears. They now encounter some frogs, larger than expected.
These frogs are not too difficult, the big ones die in a couple hits, and the small ones die in one. The small ones are also poison, dealing a small amount of con damage to the totemist. The giant frogs though were able to eat both the dwarf samurai and the party warlock, dealing minimum damage excluding the psychological trauma.
The next encounter is with some skeletons in a tomb, just outside of a long forgotten town. This crypt houses 4 skeletal champions, who deal a good amount of damage to everyone in the party. The warlock is damaged by the engineer smacking him across the face with a slab of concrete due to a critical fail. The druids new lizard is also severely damaged, even brought to the brink of unconsciousness. This is where we had to end unfortunately, so this is where we end.
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