Archive for the 'D&D' Category

This week on D&D:Nicole gets magic missled in the ass, and the team becomes a manora.

Thursday, May 3rd, 2007

We hear guards coming as a consequence of the screaming whore, so we run like hell out of the torture chamber. We prevent Zook from sending a parting lightning bolt at the whore on our way out. After a few hundred yards, we duck into a corner to try to ambush the guards who might be following us.
Lo and behold, like everytime we have a “clever” plan, it backfires: Enter 4 loathsome filthy creatures. Ooooze Mephits. Flying slimy clawy thing that have a breath weapon (which we didn’t see). Who apparently had damage reduction but it totally didn’t matter while people just beat the crap out of them (probably why we didn’t see the breath weapon).

After this battle we encountered the guards who chased after us from the whore house. 2 of whom died in the surprise round we got on them. As usual the monk becomes unconcious due to the non-lethal damage, lalala lying in the gutter…. The 4 guards that followed us were killed off very easily, but then enter Boba-Fett… I mean uh… some guy important back story blahblahblah… The thug who works for the mistress of the whore house where Lyr, now revealed to be a girl named Lyra, was born and was going to have to work. We also saw said thug and mistress at the magistrates party so many weeks ago.

The battle starts out on the right foot (except for the monk, still in the gutter) but then the thug decides to run out of the circle of light like an inconsiderate humanoid creature, and the barbarian, in chasing after him, eats 2 Critical Hits, and DIES. Like less than -10 hit points dead… omg how much does it cost for a reserection? dead… Clearly indicating that the battle in fact was now on the left foot. But then the barbarian finds an accounting error in hit points and suddenly finds 8 hit points and is only at -3, which I guess in the end did save us something like 100k in gp, yay accounting…
Although highly injured the party continues to try to fight the slowly retreating thug-guy, but he Dimension Doors away leaving us with nothing! (except some half-dead party members) The corpses of the 4 guards yielded (+1 Great Club, +1 Chain Shirt, M.W. Long Sword, M.W. Light Crossbow)x4. But as a whole the party decides that we should probably book it to the commondant since now we’re known to these scary people at the whore house who clearly are better connected than we are.
Although of course we haven’t considered exactly how trust worthy that particular person might be.

The 2 gutter snipes had to make a fortitude save for Filth Fever, but luckily barbarians have really high fortitude, and monks are immune to disease, so I guess we just won’t know what particular effects that disease has.

Daud had to expend most of the rest of his turn undeads, but at the end of that we have all of our hit points back as we run out of the sewer system.

This week’s theme: little children with one-eyed teddy bears

Wednesday, April 11th, 2007

After careful determination by our cleric of who was worthy of which recovery spell, we started on our way for the day.

Lyr picks the lock on the door at the end of the hallway.
We enter the room, and it seems to be part of a building. Very clearly different from the sewer section we were in earlier.
View: Large Sarcophagus and walls with lots of spikes and chains. aka torture chamber, lit by torches in that creepy way. We have Dos open the sarcophagus which actually was an iron maiden. In the abrupt silence after the shrikes of the barbarian, some of us heard a baritone humming coming towards us.
Appear: humanoid creature in a blood stained apron.
Who sees Dos and then yells for guards like a pansy.
When we try to kick his ass though, he disappears.
Guards enter through the door and the “Excruciarch” enters.
The chains animate to attack us! (moving on from the tentacles of last time)

Lyr manages to sneak attack again!
Various people variously try to attack things, Da’ud casts Prayer. After which Dos immediately rolls a 1. But then Artemis one shots both the guards by doing more than 20 damage per roll, finally using the still mysterious powers of her bow.

The Excruciarch attack like 23054897986 times and Dos and Da’ud have to make all kinds of saves. The battle continues and eventually Dos manages to finally make a critical hit to kill the excruciarch.

The party turns to concentrate on the Kyton, where the monk in the usual fashion goes down at 11/45 with 16 points of non-lethal damage. The battle continues with Gesshou down and the wolf, whipped by multiple chains, cowering in the corner.

After we *thought* we defeated Kyton he “arose” again. Apparently he is not of the material plane, so he keeps regenerating or something, because after killing him again we threw his head in the fire. People take some more damage but we through the torso into the fire after it. And while the rangers attempt to tip the equilibrium between the fire and the regenerating, Lyr finds that:

the guards have 2 masterworrk Long Swords and Light Crossbow and chain shirts, a suspicious sarcophagus was opened to reveal
400 GP, 1000 SP, 1 piece of Spinel, 1 tiger eye, aquamarine. black velvet potion case with ( ), black leather pouch w/ skull amethyst.

The vision down the corridor: is actually a staircase.
Stone walled stairs up to the “ground level” which become wooden doors. At the top of the staircase, in the doorway is a whore, who cries for help.


Thursday, March 29th, 2007

Every other Wed. is D&D night, so in order to help remember what’s going on, I’m going to try to keep a “summary” of weekly events here.
Summary of past events will go here along with some other random pages linked off of it.

Last time on D&D-west coast we were attacked by Rippers. One of the sailors that we sailed with on our cruise to Baja was killed, we managed to kill one of the assailants but the other got away. We were hired by the Commandant to track down and kill the rest of the rippers. The next morning we went snooping around and shoping to find out that the rippers seem to be in the sewers and to buy various things including “special halfling pipe weed”.

After another pleasant evening at the Greenglen home and huge plates of mini-pancakes with mini-chocolate chips for breakfast, we went out to the sewers near the docks to find the rippers.

After some problems starting out, we remembered that our Rangers have the ability to “track” things, and we were able to follow the tunnels in the direction of the ripper nest. On the way we encountered some Carrion Crawlers, who have an amazing paralyzing ability which we were unable to experience due to killing them all off with a frigid ball (fire ball -> energy conversion, ice) and a few arrows.

Further into the sewer system we were attacked by some huge tentacles. There was much “grappling” but we managed to defeat 4 ‘creatures that cannot be pronounced’ with the use of the prayer spell.
Found some treasure in the tentacle dung pile: money, gems, Magical Diamond (Moderate Evocation), 2 Potions (Owl’s wisdom, divine protecting spell), 2 scrolls (baleful transposition, remove paralysis), and an everburning torch.

Further tracking led us to a section that was no longer a direct part of the sewer system, where we found the rippers that we’d set out to find in the first place. Rippers have a pheromone that has to be saved against and 2 of our members failed that as we entered the room. After a successful attack by the rogue and the monk, the rippers used their other pheromonal attack to put half of the party to sleep. 2 people were left asleep that round while the mages cast “Haste” and “Prayer” leading to numerous complications in the next few rounds as to what gets added and what doesn’t to various attack and damage values.
Although the Barbarian did get woken up, the rogue slept for the rest of battle. And after the first monster was defeated the monk decided to be dumb which resulted in “rest” at 7hp – 17 temp-hp. Through the actions of those not lying on the probably really gross floor, the rest of the rippers were killed.

There is a yet unexplored hallway with a door at the end. One of the rippers came out of this hallway before meeting its timely demise.