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Post by black heart on May 9, 2011 17:35:11 GMT -5
ok, so, after killing a krakken, a hezrou, 3 large hell hellhounds, a succubus and 9 hellhounds, and getting out of the city, each of you get 5500exp. its well earned.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on May 16, 2011 1:12:30 GMT -5
Session 13 Sunday May 15th, 2011 The session starts with Valgar trying to save Gash from drowning in the ocean after the Kraken battle, but has a great deal of difficulty doing so and starts to sink after the rope he tied to the end of the ship with a grappling hook breaks. Vandroy casts fly on Percival so that Percival can try to save him, but Percival has trouble pulling both Valgar and Gash up. Then Vandroy tries to go into the water to save them but has trouble swimming so he starts shouting to have Bjorn save him, who turns into an aquatic elf and saves the group from drowning and slowly tossing them onto the ship’s deck. The rest of the day goes uneventful as does the second, third, fourth, fifth and sixth days which turn out to be nice sunny days. On the seventh day as we wake up it is snowing so Percival casts endure elements on himself and Bjorn. The eighth day is a little warmer and also goes uneventful. On the ninth day our food starts to run out so Valgar casts create food and water to feed us. Valgar realizes what direction we are supposed to be heading and corrects Zulu’s steering and we manage to reach the destination on day thirteen without any more events taking place. As we get to our destination Percival picks up a funny smell in the air and is able to determine that it smells similar to sulfur from a volcano. At the docks we don’t notice any ships and the town is on fire and the sulfur smell is much stronger. Occasionally we hear explosions and thunderous sounds which are similar to the sounds we heard from the Dwarven city when we visited it; cannons. Vandroy sees people at the top of the castle holding sticks and they are looking at us. Bjorn is able to discern that the cannon fire is coming from the top of the wall. Vandroy casts invisibility and fly on himself and starts to fly towards the wall and talk to the people on the wall that may or may not be shooting at us. Bjorn sprints towards the wall of the castle in his green sea creature form. Bjorn then has a sea horse drop on top of the individual that Bjorn talks to once he reaches the wall. The group of soldiers close to where this happen all shoot at Bjorn who then tells them that in a weeks’ time he will return with his army of sea creatures. Bjorn then returns to the ship, heals himself, and returns to the group as his normal self. Vandroy then flies into the city and dismisses his invisibility and starts a conversation with a soldier and consequently gets many guns pointed at him. Vandroy info dumps on the soldier what has happened at Alabaster and is informed that this city, Vendria, has lasted longer than Alabaster, but it is currently being invaded. The rest of the group is trying to talk to the guards to get inside the city so Percival teleports up to the top of the wall and they discuss the sea creatures and demons that are attacking/invading the city. The group then decides to help this town fight off the invasion force, especially because Bjorn is contractually obligated to do so. Bjorn decides to directly ask to help the city and he is put on a patrol to protect the wall from invaders; they decide not to put him on an extremely dangerous mission first thing. This mission will take place in a couple of days. For the rest of the day Vandroy sells a bunch of his magic items and the gear from the Kraken and uses it to buy a lesser meta-magic rod and an amulet of natural armor +1. The store owner tells Vandroy that if he kills his competition, Verick, he will give Vandroy half price on all magic items he buys. Vandroy intimidates Verick to not spread rumors anymore but doesn’t kill him so the original store owner will only sell Vandroy the items for full price; Vandroy agrees and then leaves. The next day Percival and Valgar go to Verick’s shop and attempt to sell him the hell hound armor and use it to buy other items. Valgar tries to talk Verick up a little bit and manages to get a little more and they divide it up between the party members. Bjorn also sells some items and buys some bringing the day to an end; the next day we head off on our mission to patrol. As we start our patrol we meet our guide whose name is Aust DelMonte. As it turns out this town is not as bad as Alabaster. A lot of buildings are still standing and the worst is that some are on fire and have broken windows. The primary goal of the mission is to scavenge food and supplies for the city. Aust then describes the various enemies that we may run into and warns us of what to fear about them individually. As we are searching, Valgar finds six barrels of rum in a tavern, and Vandroy finds a group of enemies as well as them eating food. Vandroy calls out for help and a battle starts. Vandroy starts off by drawing his rod of meta-magic and casting a maximized fireball with it. In retaliation the enemies shoot a volley of arrows at Vandroy but two miss and one does minimal damage. A few enemies charge Bjorn of which one knocks him prone, but Bjorn is able to get back up and manages to deal significant damage with a critical hit attack. Vandroy then summons a huge red skeletal dragon to help aid in the battle. After that a larger creature moves into the battle and sends us a mental message that we will all cower before him. The party continues to bash at the enemies slowly picking them off as the enemies ping at us with arrows and melee weapons from the half-dragons. Eventually we are able to widdle the enemies down though several seem to heal a little bit and even come back from the dead once before finally dying again finally ending the battle though the troll enemies required fire or acid to destroy them. After the battle Vandroy animates the giant as a skeleton and it has 10HD. After looking at the trolls with blue crystals Vandroy realizes that they look like his grandpa. Items and treasure we loot from the monsters are: 4 +1 huge great axes made of deep crystal 4 Banded mail sets 4 sets of 75 feet of silk rope and grappling hooks 3 days worth of rations 4 +1 mighty composite longbows 4 sets of 80 deep crystal arrows 4 masterworked long swords 4 masterworked chainmail 4 sets of 3 days worth of rations 4 +1 small breastplates 4 +1 steel shields; the shields were large for them since they were small sized 4 sets of 3 days of rations Big gorilla guy that Vandroy animated had 900 gold 800 more gold 1000 more gold 200 more gold 500 more gold 3828 X.P. plus petition
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on May 28, 2011 22:07:24 GMT -5
Session 14 Saturday May 28th, 2011 The session starts with Valgar, Aust, and Vandroy returning to the city to grab a wheel barrow to retrieve the gear that we looted from the last battle while Percival and Bjorn stayed back to guard the gear. Vandroy waits outside the village because the guards will not let him in with his undead. Once back out with the wheel barrow Valgar rides in it while Gash pushes with Vandroy next to it. Once we are back to the battle site we pack as much as we can onto the wheel barrel but we still have all of the great axes to carry so we all have to carry a few things and manage to get it all back in one trip. We manage to get back to the town encounter-free and manage to sell all of the equipment for a decent profit though we do have to haggle as always. Vandroy leaves his undead outside the city as the party goes inside to sell all of the gear that they looted. Once we find a vendor who is decently honest we have all of the gear identified for 410 gold in total and sell it all to him with 25% taken off of the retail price. We divide the gold up between the party members and head back out to do more patrolling and find more food to give to the town for all of the survivors. As we head out we meet Aust who is wondering who Gash is, but decides he doesn’t want to know and we just continue to head back out into the town to find more food. During the patrol Percival sees more Braxat’s while rounding a corner talking to another weird creature. The creatures then turn and attack us enfeeble minding Percival. Vandroy sends in his undead and summons a skeletal undead as well to help beat on the Braxat’s and manage to take one out relatively easily. Gash manages to take out a Braxat and Percival attacks Aust who was mind controlled by a Braxat and attacked Percival; Percival doesn’t know any better since he was enfeeble minded. Vandroy manages to kill the weird creature with a necrotic burst which causes a necrotic cystling to emerge from the creature and come to Valgar as a familiar type creature. Also during the battle Valgar gets dominated by the weird creature and refuses to listen to us after the battle. Valgar resists Vandroy’s dominate spell and also avoids Gash’s attempt to tie him up the first time but fails the second time so Vandroy is able to tie him up reasonably well. After all of this we start to head back to the main castle with a couple undead holding Valgar and the body of Aust and Percival following behind Gash and we manage to get back to the castle encounter-free. Once at the castle Vandroy info dumps on the guards as to what happened and they grab Aust and bring him to a medic. Vandroy asks the guards to look at Percival and Valgar and try to heal them and the session ends. X.P. 2500 plus petition
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on Jun 5, 2011 23:18:24 GMT -5
Session 15 Sunday June 5th, 2011 The session starts back at the main city in Vendria with Percival still enfeeble minded and Valgar frozen in place from a dominate person. It turns out that Valgar’s dominate spell only will last for about a day where as Percival’s condition is permanent until Valgar levels up and can cast miracle or lesser wish to reverse the mind-enfeeblement. After about an hour of babysitting Percival and Valgar Vandroy is told to go visit a man named Blunder in a tower relatively close. As we head over Vandroy attempts to ray of frost Percival but it misses him and sails by. Once there we see Aust walk out of the tower with bandages on him and smells like plants. Once we are inside the room we see several glass bottles, interesting smells and the like. Blunder introduces himself and appears to be a 21 year old man a bit disheveled with a jeweler’s eye glass. Vandroy explains to Blunder what happened to Percival and Valgar. Blunder tries to cure Percival with a restoration potion but it doesn’t do any good. Blunder than recognizes Vandroy and Vandroy realize that Blunder was a transfer at the school and he was notable that he couldn’t cast spells despite the fact he should have been able to. Blunder explains that there is something about the region we are in that prevents material components from growing into an explosion, but Blunder has been able to have some success in alchemist. Blunder than tells Vandroy that the spell that is affecting Valgar is a dominate spell and he should be normal in a day or so, but until then he will just stand around, and Percival is affected by some powerful mind-enfeebling spell and a powerful heal spell can resolve the condition. Blunder than allows us to lock Percival and Valgar in a cell he has available until we can fix their conditions or they expire. Vandroy then goes off to a tavern to get some drinks and relax until the next day when the group can possibly recover and go on another mission. The tavern is named the Salty Kraken and Vandroy orders an Elven Moon Drop and it tastes really good but it does get Vandroy really drunk. Vandroy then goes to sit in comfortable chair by a fire and falls asleep. During the next day Valgar breaks out of his domination spell and he attempts to break out of his ropes, but it takes about ten minutes. Valgar calls his armor to himself and attempts to leave but the door is closed and locked so Valgar knocks and hears shuffling going on from the other side. Valgar then walks right past Blunder and leaves the tower into the town. Valgar then goes back into the tower and asks Blunder where Vandroy and Gash are at and Blunder tells them that they are somewhere in the town and Valgar leaves once again. Valgar then enters the tavern and finds Vandroy and Gash and asks where his gear is and Vandroy tells him where it is and also recaps on what happened to Valgar and Percival. After Valgar prays for his spells he says he will see what he can do about Percival’s condition. Valgar mentions that we could head back to Alabaster and report back to Vandroy’s uncle, but Bjorn’s Geas in Vendria will keep him in the town for several weeks. Gash goes back to Blunder’s lab to get Percival so that we can bring him with us. At that time Blunder is talking to that dude that does stuff who has yet to do stuff (Agent Smith or john’s second character) about going out of the town and at that time Gash walks into the tower of Blunder with a leash. After some discussion it seems that Blunder, who we find out invented the Blunderbuss and Agent Smith are going with us to Alabaster. An hour later Gash shows up with Percival on a leash, Blunder and Agent Smith, actually named Rhast. The possible ways to get back to Alabaster include going back via the sea or going through the mountain path, but that path is overrun with many monsters as it gets almost no travelers; however, since we cannot secure a boat big enough without spending a lot of gold we decide to take this mountain path and we head out right away. As we leave the town Blunder and Rhast meet Vandroy’s undead for the first time and we start to make small talk but eventually hear things meandering in front of us when we are still in the town. The creatures appear to be blue and scaly looking fish men and there are many of them. Vandroy remembers that these monsters are the ones that resemble his grandpa; they regenerate like trolls and can only truly be killed by fire or acid. The battle goes relatively smooth at the beginning as most party members attack the enemies with as much fire as they can possibly muster eventually taking out all of these creatures with minimal casualties on our side. Continuing on our journey we find ourselves getting outside of the town without any more encounters and we decide to stop for the night and rest since we still have a couple days until we reach the mountains. The first watch goes uneventful as does the second and third watch. In the morning we continue on our path towards the mountain pass on the road passing various farms and houses that have been closed and boarded up, but we do manage to hear whispering coming from a closed and boarded up inn ahead of us. Rhast sneaks around and sees about ten men whispering about ambushing us and trying to scare us to give us our goods and valuables. Rhast then tells us that these guys are going to attack us and Valgar casts Call Lightning to scare the men out as they try to hold us up, but they don’t seem to realize that the storm is caused by Valgar at first so Valgar uses some intimidation to frighten them into running away. They still don’t seem too phased so Vandroy threatens to animate them as undead and most run away after a couple attempts as the undead Braxat’s approach them. The rest of the day goes uneventful, so as the night approaches the group starts to argue about whom gets off of watching that night since Vandroy was off last night, and Vandroy says that he will again and certainly doesn’t make any friends in doing so. At the third watch Valgar wakes Vandroy up by pouring water on him telling him to watch. Vandroy agrees but then falls back asleep once Valgar leaves his tent. During the third watch when only Gash is watching about seven blah attack the group’s camp. This battle is much more difficult and the pack lord manages to kill one of Vandroy’s undead Braxat’s, but after several rounds of tough combat and help from blunder’s gelatinous cube that he created we manage to defeat all of the displacer beasts. The rest of the morning goes uneventful and the group is able to finish sleeping or preparing spells as needed and head out once everyone is ready. The day goes uneventful and once we camp for the night we arrive at the foot of the mountain range and the session ends there. X.P. 3375 plus petition.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on Jun 13, 2011 3:08:40 GMT -5
Session 16 Sunday June 12th, 2011 The session starts with us reaching the mountain at night just in time to set watch order. The night goes uneventful for us and for Bjorn who trails behind us but catches up to us at 7:00 in the morning. Bjorn introduces himself to Rhast and tells Rhast of his intentions. Bjorn then talks to Vandroy and Vandroy apologizes for leaving Bjorn behind. Bjorn accepts but really lies about it and the group decides to start to discuss how to get over or around this mountain. Vandroy figures out that there is a passage through the mountain about six hours away, or one in the afternoon roughly. Once we approach the pass we find ourselves stuck in-between two mountains surrounded by ogres and out pops a frost giant that appears to be the leader of the ogres. The frost giant demands we turn over our gear and nothing bad will happen to us. Bjorn attempts to talk to the frost giant and persuade him to let us go if we let them have a piece of Alabaster to control and police. The leader and Bjorn talk back and forth and eventually the leader agrees to talk more with Bjorn if Bjorn can manage to beat an ogre named, The Ricky. The battle starts by Bjorn taking a bash from The Ricky’s club. The battle goes back and forth with Bjorn taking massive damage and Ricky taking massive damage but eventually The Ricky falls to Bjorn’s spear. Bjorn then looks back at the leader and raises his hands. The leader decides to attack us but they may attack the city anyway to take it over. The leader starts the combat by attacking Bjorn with his huge wrench-shaped axe. Vandroy starts off by summoning a huge skeletal dragon that attacks the leader. The leader returns an attack at the dragon and Blunder causes a couple ogres to stick to the ground with some of his potions that he throws at them. The ogres then throw javelins at Vandroy and his undead missing most but hitting one undead for a little bit of damage. The battle goes fairly both ways several times with Vandroy losing undead, Bjorn almost getting taken out, but eventually we manage to take out the ogres and their frost giant leader. The only casualties of the battle are Vandroy’s undead. After the main battle Bjorn attacks the cyst that comes out of one of the ogres and the cyst attacks and attaches to Bjorn in return. Vandroy sees this and starts to chuckle since the main reason the cyst likely attacked Bjorn is because Bjorn first attacked it. Rhast punches the cyst on Bjorn without hurting Bjorn and is able to knock it off of Bjorn. Bjorn then runs after the cyst and kills it with an attack quite easily. The session ends after the battle. 2667 X.P. plus petition Loot: 14 +1 Studded Leather Armor 13 +1 Rings of Protection 13 +1 Great Clubs 1 +1 Gargantuan Great Axe in the Style of a Wrench 1 +2 Ring of Protection 1 Bag for storing Rocks and What Not 1 Lump of Wax a Little Bigger than a Human-Sized Head
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jun 13, 2011 4:07:53 GMT -5
I thought for sure some of us were gonna bite it in that battle.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on Jul 24, 2011 21:49:57 GMT -5
Session 17 Sunday July 24th, 2011 The session starts with Vandroy raising the frost giant as a skeleton while the rest of the group divides up the loot from the ogres and frost giant. The gear that we aren’t using we are having Vandroy’s undead carry as well as the mount that Bjorn summons. Eventually we get to a blocked path with a new mountain in front of us and Valgar starts to head down the left path. Vandroy determines with a knowledge geography check that both paths deviate from the main path but likely both can get us to where we are going. After a short discussion we decide to follow Valgar down the left path. After several hours of travel the sun starts to set and we reach a clearing with some withered trees and a lack of leaves but at least we are not surrounded by rocks for now; from here we decide to stop to make camp. Bjorn uses true seeing to search the area but finds nothing out of the ordinary so we begin to setup camp. The watch order goes Blunder, Rhast and Bjorn with Gash watching on all watches. Vandroy once again decides to not volunteer to watch and surrounds his tent with undead. During the 3rd watch Bjorn starts to feel claustrophobic and decides to just leave the camp and the clearing of trees in general. Bjorn then summons a horse and has it go around the camp once and then jump into the camp fire and the horse’s screams wake up Vandroy, Percival and Rhast. Vandroy tries to cast light and it fails and figures out that this is probably magical darkness. As the group is surrounded by darkness they are attacked by what we eventually figure out to be the trees that are also dealing ability damage with their attacks from poison. The group is basically forced to try to retreat out of the darkness as they can’t see anything to attack and no one has a spell prepared to eliminate the darkness. Rhast and Vandroy fly out and Vandroy’s undead run out of the darkness as well as Bjorn. Gash jumps up out of the darkness and climbs up a ledge as well as Blunder who carries Percival out of the darkness. Once everyone is out Rhast decides to go into a cave that he discovers on the ledge. It seems that a lot of the group’s gear has been left behind in the camp and will have to be retrieved in the morning after the darkness subsides. Inside the cave that Rhast, Gash and Blunder explore leads them to a weathered adamantium gate with a door in it seamlessly that is locked, with no keyhole, and knocking on the door yields no result. However, when Gash tries to open the door on the gate it unlocks and opens easily with no effort. On the other side is more cave and Blunder decides to get the rest of the group before continuing on. Blunder goes to the ledge and drops down a crane to pull up the pack lord while Bjorn and Vandroy climb up the ledge on Braxat’s backs. Once in the cave Bjorn summons a horse to keep the door propped open. Before going any further the group decides to wait for the darkness spell to wear off to go down and retrieve all of the gear from the camp. Once we exit the cave to wait we discover that the darkness has actually faded already so Rhast decides to go down on the crane with a rope tied around him in case the trees recast darkness to get the group’s gear. The crane also lowers down Bjorn’s mount so that gear can be loaded onto it as well. As Rhast walks back to the camp it is quite stressful as any tree can start attacking him, but sees no movement and also no sign of Valgar. Rhast starts to pack equipment on the horse and a breeze goes through causing Rhast to tumble out of fear, but nothing happens. As the crane starts to lift the horse, it withers over and dies. Rhast also gets hit by an unholy blight that does very little to Rhast. At that Vandroy drops two fireballs and Blunder drops ten bombs causing massive fire damage to the entire clearing, clearing it out. After all of the gear is gathered we re-enter the cave and go through the door. As we go deeper into the cave the air starts to get thinner and Blunder and Vandroy see a dog-sized crab that scuttles further in. The group decides to go in the direction that the dog-sized crab ran. Eventually we catch up to the creature and it’s actually a robot that ignores us and continues forward eventually turning into a cavern for it with a stairway on the opposite side. At the bottom of the staircase is a hug opening with houses in it and it appears to be a small village with lights on and humans walking around doing work and what not. The group decides to go talk to the humans. At first the humans are reluctant to talk to us and refuse to trade or buy our extra weapons from us saying that they don’t do that sort of thing. Bjorn and Blunder notice that this human seems to have the faintest joints and actually isn’t human and is a very well made robot. Vandroy asks if there is another way out of the mountain and the robot says that there is a room on the other side but the overlord probably won’t let us in there. At this the group is trying to decide whether to go talk to the overlord or just leave. As a side note a few group members know that this mountain used to be the dwelling residence of a dragon thousands of years ago. The session ends there. 1000 X.P. plus petition.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on Sept 4, 2011 22:25:39 GMT -5
Session 18 Sunday September 4th, 2011 The session starts with us still in the mountain range in the town of Effigy humanoids inside one of the resident’s houses who hurried us inside telling us that outsiders aren’t really welcome in the town. The group then decides if we should just attack the overlord or see if he will let us through the other side or just leave the way we came in. Bjorn decides to go talk to the Overlord and Vandroy more or less is fine with it, but the resident in the house suggests us to go talk to a guard before we leave and the guard happens to be Tony’s new character named Jale Morgan, a war forged. All of a sudden a bolt of lightning strikes Percival and he becomes normal gaining his intelligence back. Immediately Percival wants to take a bath to clean himself off and Jale says that there is an underground waterway below where we are currently standing but there are automaton crabs down there that seem to be mindless and they wander around aimlessly. Percival goes underground harmlessly and starts to wash himself off while everyone else stays up above ground waiting for him to come back. However, all of a sudden as Percival is cleaning himself off he suddenly gets bitten for minor damage on his leg by a small octopus. Percival then tries to get out of the water and manages to do so without getting attacked by the octopus anymore. Percival then smacks the octopus with his chain killing it. After the battle Percival is able to finish his bath un-interrupted and heads back to the group. The group decides to head back through the tunnel and rests for the day. The night goes uneventful and the next day we head back into the town to talk to the overlord. As we are heading to the overlord we see a silver automaton crab walk by us and stop and look at us and then continue onto the overlord. Once we get closer to the overlord’s lair we see more black crabs just sitting there facing the walls. Bjorn summons a horse and rides it towards the overlord with the rest following behind him. Eventually as we are walking we see a few black crabs turn into gold. At the very end of the hallway there are two very bright platinum crabs and behind them is an open chamber circular shaped with a staircase going up and at the top the platform seems to not be attached to the floor and the raised platform is actually a teleporter. Scattered around the room are giant chunks of metal and random crabs. Bjorn spots the remains of a war forged that is missing its legs, an arm and other random parts. Bjorn also sees a greenish crab that seems to be made of adamantine. As Gashtaham approaches the adamantium war forged which happens to be the overlord, the group hears metal rubbing on rubbing and we hear the overlord shout that we shall not take his realm from him and he shoots a green beam at Gash but it misses him and disintegrates part of the wall it hit. At that a battle starts and the group attempts to defeat the overlord and all of the crabs as they shoot beams of electricity at the group and the overlord makes several disintegrate attacks against Gash with the second one hitting him and Gash fails his fortitude save causing him to take a ton of damage causing him to be killed quite handily. When Vandroy gets a turn he drops a maximized fireball on the crabs causing most of them to get burnt and die and then Vandroy summons an undead dragon to attack the remaining crabs. Percival traps the overlord in a bubble buying us a turn before he breaks the bubble. One of the remaining crabs shoots a lightning bolt at Vandroy dealing decent damage to him while the other crab shoots a bolt at Percival. Vandroy is able to finish off all but one of the crabs with a cone of cold and his undead dragon biting the other one into pieces. The overlord breaks the bubble and moves away from the group and attempts to disintegrate Percival and hits but Percival is able to save against the fortitude save. As Jale runs towards the group he is followed by a bunch of crabs but stops when he sees the bony butt of a huge skeletal dragon. Percival then moves up to the overlord and starts to slash at him. Blunder goes up the steps to get a better vantage point and enters the portal getting teleported to an unknown location. After that the overlord turns and fires a disintegrate at Bjorn who fails his save and is also disintegrated into dust by the spell leaving Percival, Vandroy and Jale to deal with the overlord and remaining crabs. Jale begins to engage the crabs that followed him in as Percival continues to attack the boss with his maneuvers and what not dealing some damage to him. Vandroy then blasts the crabs that followed after Jale with a quickened and maximized fireball from his rod and re-summons the dragon to buy Percival another turn. The overlord disintegrates the dragon yet again and Percival attacks the overlord several more times finally killing the overlord and ending the battle that cost the lives of two party members!!! Percival and Vandroy scoop up the ashes of Gash and Bjorn in empty water canteens and mark them in case we find a priest to resurrect them. Vandroy then writes a letter and puts the paper on the teleporter to see if Blunder writes back while Percival goes to find Rhast to tell him that Blunder walked onto the teleporter pad and then heads back to the group, or what’s left of it. Rhast then gathers his supplies and walks into the chamber right into the teleporter without even looking or consulting Vandroy. The group notices several pounds of gold and platinum in the room and Jale takes it up and the three of us and Vandroy’s undead go through the portal. As we emerge from the portal we are in a room that looks exactly the same as the room we were in and the letter that Vandroy wrote is on the floor. The room is not lit well to Percival casts light to illuminate the room. The group heads down the hallway and the standard doorway with a stairway that leads down to a huge open room filled with about a foot deep of water. In the distance Percival hears a splash and some voices murmuring. Once getting closer we see it is Blunder and Rhast and Blunder is completely amazed at the size of the room and how wet it is. The group continues to wander around the room for hours before we finally find a way out through a tunnel that heads up letting is outside into the fresh air and it seems to be salty and on a mountain about ¾ of the way up the mountain and we are surrounded by ocean. Vandroy flies around the mountain and happens to see a beached boat that appears to be of an old style and flying a flag of Sardaman, the paladin deity that Vandroy’s uncle Vlad worships and it appears to be relatively new and the size of a small pirate ship. Vandroy goes back and relays all this to the group and after talking it over we all decide to not wait and head to the ship right away. We head towards the ship and see that it seems to be damaged and after a short while Noj’s new character, Roland Jackson walks up to us after scavenging for food. Blunder manages to make the ship sailable for a day or so and we decide to sail off right away and get back to Alabaster or any other land mass. As we start to sail pretty much everyone fails at steering the ship except for Roland and once it gets dark out we drop anchor and have Jale watch for pirates and wake up Roland if he sees any pirates, but the night goes uneventful and the next morning we start sailing again with Roland at the helm. Percival uses his mending spell to mend the rudder of the boat while he is suspended by a crane that Blunder has. However, as Percival is coming back up he is attacked by a fifteen foot long shark that attempts to eat him. After several attacks from party members Roland is able to deal the killing bow to the shark after flying by on his magical horse, Plamen. The rest of the day as well as the next go uneventful and we are able to arrive at an island with a port and a small village. The session then ends there. 2040 X.P. plus petition
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Sept 5, 2011 15:57:00 GMT -5
He could have been Jale Byrd, Jale Bate, or my personal favorite, Jale Haus. But nooooooooooooooooooooooooooooooooooo.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on Oct 2, 2011 22:17:14 GMT -5
Session 19 Sunday October 2nd, 2011 As the session starts we arrive at the port that happens to have a small city on it. Vandroy tries to buy or update his ring of natural armor but discovers that this town is pretty much a simple fishing town and the citizens were merely impressed that my ring was made of gold let alone magical. Percival decides to go buy new pants as his were quite soiled from when he was enfeeble-minded. Roland goes around policing the town forcing a man off a patch of grass and scaring away another man that was bothering a woman that wasn’t interested in him by pulling out his sword and using stern words and arguable threats. Gash awakens to find himself in the workshop that he was in earlier a session or two ago. The mechanic seemed to discover his body and repaired him. As Vandroy leaves he stumbles back into the room where he died and takes the mechanical devices off of the dead war-forged and discovers that one seems to stop time around him, another seems to let him fly, and the other he is not able to figure what it does. As Gash goes through the portal and comes out of the room he finds himself surrounded by water, but in the very far distance is an island so Gash starts to use his flying ability to fly as fast as he can to the island in the distance which happens to be where the rest of the party currently is. The group all seems to fall asleep on Roland’s ship. Vandroy builds a little quarter for himself below decks and has his undead guard it. Eventually during the night Plamen, Roland’s intelligent mount sees a galley with black sails in the distance flying towards the island. Roland traps the ship in a magical box for a while and comes back to his ship and tries to wake everyone. Vandroy complains at first not wanting to go, but eventually decides to go help; assuming that these people are pirates and need to be dealt with. Roland, Percival and Vandroy fly down to the ship to determine what the intentions of the group on the ship who say that their intentions are merely to hold on and to make port afterwards. Percival goes below deck to see what is stored there and upon going below deck Captain Morgan jumps out of Percival’s pants and jumps into a barrel or rum and starts drinking and swimming in it. Percival tries to grab Captain Morgan out of the barrel but gets bit in the process. Roland decides to create a zone of truth and force someone into it and as a result the crew starts to shoot at Roland and Percival and a combat starts. Since Vandroy is way above the ship he takes a turn to see what’s going on and figure out if he should attack or not. Roland gets critically hit in the face several times with a gun shooting a hold in his cheek, shooting out one of his teeth, and rattling his brain from a shot to the helmet. When Vandroy’s next turn comes up Vandroy drops a maximized fireball on the ship causing a great amount of damage to the deck and killing and hurting many more including Percival. Roland takes a turn to charge his sword up while Vandroy drops a chain lightning spell on 12 of the crew mates killing one and greatly hurting 11 others. Roland then charges up at one of the crewmate’s splatting him good with the intent of getting to the captain but currently can’t get to him because Percival put him in a resilient sphere spell preventing him from doing anything. Vandroy drops another fireball on the ship while Roland splats another cremate that critically hit him in the face. Percival keeps attacking the captain since the captain refused to give up and then trips the captain. Vandroy then drops an ice storm that he held action to do once he saw a gunshot that happened when a crewmate shot at Roland. The ice storm took out the remaining crewmates and once Percival shuts off the resilient sphere spell the ships spins around into the storm and a chunk of ice smacks the captain killing him by breaking his neck. After Percival and Roland fly up away from the ship the ship explodes from the fireball spells hitting the gun powder keg stored beneath the deck. After the battle Roland and Percival get back to Vandroy they converse about what happened and Vandroy asked if he did the right thing assuming he did because he saw the flashes of gun shots. The group then heads to the ship to heal but we aren’t able to pull the ship out of Roland’s whirlpool in time and the boat gets covered in water. We all try to hold onto something as the ship gets drenched by the waves. Percival and Vandroy are able to hold onto the ship while Roland falls off the ship into the ocean and tries to swim his way back up in his full plate. Eventually Percival is able to save Roland by swimming with him to the surface by altering himself to a merfolk. After a great deal of difficulty Roland is able to get back on Plamen. Roland decides to fly back to the village and runs across Gash who is in the middle of the town. Roland asks if Gash is one of pirates and upon Gash saying no Roland flies to the elder’s square and asks him for all of their vessels to tow his boat in as payment for saving the town. Gash finally talks to Roland after the fleets of fishermen are gathered up and Gash asks if he had met the rest of the party and Roland finally tells that the group is indeed who he is looking for. After a two hour travel back to the ship and start to tow it back to the port. The group greets Gash and is glad to see him back alive. Once back at the village the group asks villagers to put us up for the night, but Vandroy has his undead extend their arms out and with some cloth placed over it he falls asleep. The next day the group wakes up around 5pm and starts to prepare spells to help fix the ship but the group is having trouble figuring out a way to flip the ship over so that it is no longer capsized. The group finally finds a way to make a large crank to crank the ship over, but as it is being done the deck starts to bow from the weight of the ship getting turned over. We are able to bring the ship back over but the deck snaps and we are plunged into the water though it is not very deep so no one drowns or is at risk from drowning. The session ends after we get the ship back over ride side up. 1000 X.P. plus petition.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Oct 3, 2011 2:01:39 GMT -5
Hah! I made it through a session without anything trying to eat me! On the flipside, a certain SOMEONE almost single-handedly knocked me down to single digit hit points. Actually though, I found a spell in PHB2 that might be good for me to have for exactly that kind of situation.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on Oct 3, 2011 8:25:34 GMT -5
Actually though, I found a spell in PHB2 that might be good for me to have for exactly that kind of situation. Oh yeah? Do tell.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Oct 3, 2011 17:51:53 GMT -5
Energy Aegis. It's an immediate action (so I can do it once I realize there's a fireball/ice storm/whatever coming down on me), and it gives me resistance 20 against an element of my choice for 1 attack within the next round. And it's an Abjuration so that means it's auto-extended for Percival, meaning it's good for one attack within the next 2 rounds.
I mean, we'd still be better off if we could set it up in advance which elements I need to be resistant to, so I can just cast Resist Energy (whatever) on myself beforehand. In fact, maybe I should just start doing that, casting Resist Energy (fire) on myself in the first or second round since it's quickened for me anyway. The most common area of effect spell you use is fireball, right?
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Post by Kain on Oct 3, 2011 20:11:29 GMT -5
Yeah fireball is probably the most common with chain lightning and icestorm second probably.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Oct 5, 2011 12:26:20 GMT -5
I don't really have to worry about chain lightning since you can pick your targets individually with that one. I mean, unless for some reason you wanted to use me as the center or something, then I'd have to worry
Ice storm seems to come up fairly often, but it's only 5d6 and nearly half of that wouldn't be affected by any elemental resistance anyway. I think maybe I'll just start making myself resistant to fire at the beginning of fights now so you can fireball away without getting me.
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