lurkerwithout: (gaming)
Pushed the game up a week, since Brendan is going to the They Might Be Giants concert next Tuesday.  So Frog-Barian Fight Take Two.  Now with clearer understanding of the modifiers for underwater combat.  And the froggos were dispatched, if not quickly, then ably by slumber hexes, lightning and much stabbing and slashing.  But not before they summoned their god, a giant, mutant devilfish.  Who might have eaten Sillius the Wizard, but dimension door is one of the spells that can be cast when grappled.  And thus was the all underwater encounter finished.
lurkerwithout: (gaming)
And lo the random of encounter of Big Old Red Dragon and Even Bigger Older Red Dragon was survived.  Big Red was slain and Even Bigger Red fled the battle.  And thus we arrived at the final dungeon, a paritally submerged ziggurat.  And then much time was spent searching for an entrance.  And then once it was found then did an underwater adventure begin.

And so, after much discussion on how to get to the final dungeon frog/men barbarians were encountered.  And just into the start of the non-surprise round it was realized we'd missed an entire chart of underwater combat affects.  And so the battle was reset to start and it was after 10 and so lo the night was called.
lurkerwithout: (gaming)
What could easily have been one of the more difficult battles (with a three-headed Belial devil) went relatively easy.  Because we still had a 19th level Paladin backing us.  And a pretty perfectly tricked out one at that.  Multiple beneficial Auras, channel smite and regular smite did Ol' Maggotty in.  Along with the wizard keeping it in combat with a teleport anchor and then a wall of force.  Oh and the cleric's summoned celestial mastadon, which landed the actual killing blow.

So that finished off clearing out the Evil Queen's Castle of Evil.  Not that she was there, being off in a different dungeon prepping her Spell of Ultimate Super Evil Horribleness.  But that final two sessions meant Fenyx, my magus and Frazer's Krogar the fighter finally hit level 16.  The others, with there magic card level ups still have a bit to go to reach 17.  I'm happy with my new magus arcana, +1 to STR and bumps to saves and other associated stats.  Plus checking my sheet I see I already have several dragon scales from the last module for my new dragon's breath spell.

lurkerwithout: (gaming)
This week we fought a bloat wizard and some devils. The spiked ones who got away from us in the armory lo these many weeks ago.  But that poor evil wizard did not have things go its way. Bill's cleric and the summoned paladin reflected his big mass damage spell back on him and then our witch turned him to stone. And then Matt tried to dump the turned to stone bloat wizard into a summoned hungry pit.  To finish him off, from his mindless, statue, essentially DEAD state.  Like 20% of the time Matt's "creativity" can be pure genius.  And 50% of the time its just background sillyness.  And then 30% of the time you want to have someone sit on his character and make them not do anything.

Anyway this led to Matt wandering off invisibly, accompianied by all the pirate swears for almost costing us major NPC loot and important story moving forward clues.  Where he got attacked, by the arch-devil, nearly killed and 'ported away by his contingency spell.  Then we had to break before the fight with the arch devil since Frazer had to get home and relieve the babysitter.
lurkerwithout: (gaming)
 This session much time was spent trying and failing to order food.  So I didn't get the lamb platter from the Grekkie place nearby.  :(
Presents were given out though.  :)

After that we met with the evil "Queen" and several of her advisers, guards and some big-ass variant hell hounds.  Said Queen started making with the threats and offers of vague amnesty and so on.  So I shot her in the face with magic missiles pre-initiative.  Then once the fight actually started Mat's wizard stabbed his magic sword into the ground.  Which summoned a character level +2 paladin for an hour.  Not surprisingly this addition meant the fight only went a couple rounds.  Also not surprisingly the "Queen" was some kind of blood-magic clone.  Then post-fight Krogar the Ultimate Fight sat on the throne and got cursed with a -10 to STR & INT.  And we'll need to hit him with a remove curse and a heal.  So he's kind of stuck until tomorrow.

After that we continued sweeping the floor, eventually ending up at the Queen's bedroom.  Where we encounter the bloat wizard and some kind of three-headed worm-like arch-devil.  So thats where we broke for the night.  Happily we still have the summoned level 19 paladin for another half-hour of in-game time.  :)
lurkerwithout: (gaming)
Not a deal accomplished this session.  A late start, down a player and a rain delay causing the group to have to move the gaming table better cover.  Mostly we fought another group of Grey Maiden guards and stumbled into a major encounter in the palace throne room.  So next time the Evil Queen.  Or is it?
lurkerwithout: (gaming)
This session was nearly entirely taken up with battling a giant construct powered by a murdered good cleric.  Which our wizard managed to take control of several rounds in.  Which then led to my evil pirate having to be one of people saying that sending said construct on a murder-rampage thru the castle would be an evil act.  This of course led to several people having a lengthy debate on the whole good-evil, ways justifying the means.  But still, major foe defeated, good priest recovered to be raised when one of the party members actually has the spell prepared.
lurkerwithout: (gaming)
First we let our blind wizard wander around, then we fought some evil lady soldiers (who mostly got torn apart by the cleric's dog), looted the room of the absent Bloat Wizard (getting all his spell books) and finally we finished the night with a fight against a band of evil lady devils (who got beat down by magics holy or wall-themed).
lurkerwithout: (gaming)
With the delivery of various documents, infernal contracts and such to the Korvosan rebel leadership the streets were once again safe.  Well safe enough for our party to buy and sell plundered goods without too much risk of the Queen's killers.  But since the city only had limited total cash reserves, most of our looted magical swag was exchanged for an airship.  Brendan still wouldn't let me add cannons.  After that was research into the best customs and celebrations to use for my upcoming wedding to Jeanie the Efreetess.  Efreetina?  Efreetah?

And with shopping and other bookkeeping accomplished we headed back to the castle to root out any remaining lieutenants.  I mean we got sort of ambushed by a patrol of Grey Maidens along the way, but the mostly fell to Sillius' glyph of stunning.  Then it was onto to the secret armory entrance and a trio of barbed devil brothers.  Who ended up fleeing after only a couple rounds after one of them was pretty quickly dispatched by Krogar and the party made their saves against their best attack.  Still a victory is a victory.
lurkerwithout: (gaming)
After looting the dead devil and assassins we pushed further on into the 4th floor and found...A FINELY MADE BOOKMARK!  With the royal crest on it.  Later we get ambushed by another group of Red Mantis assassins, flinging firebombs from the rafters.  During the fight the RMA leader shows up, all invisible and probably blinking.  She manages to do some decent damage on Krogar with his autocrit vulnerability but barely survives one of his autocrit attacks.  A dimensional anchor from Silius keeps her from escaping while we finish this batch of assassins.

After a brief post-battle healing and looting we continue on, finding an apparently empty room that, after further investigation, reveals an installed phase door.  Testing that we work out that it can be activated by the royal seal, which we have because of that bookmark.  The magical door leads to the Queen's private offices with her assassin and devil contracts and several high level spell scrolls.  This completes the Prove the Crimes of the Queen part of our check-list.  So we head out to set up a meet with the rebel leaders and turn over our new evidence.

Still some a missing priest to locate.  As well as some devils, a Bloat Wizard (whatever that is) and the new Grey Maiden leader to dispose of before going after the three-souled Queen.  Oh and some kind of Blood Pact she set up involving the city residents that also involves those of us who've visited Korvoso in the past.  And of course I've got that Lavish Weddding to set up for Harrow Deck gained djinn fiance.

lurkerwithout: (gaming)
Started the evening with Matt's wizard Sillius getting his draws from the Harrow deck of many things.  Not surprisingly (and with zero Harrow points of his own remaining) Matt went with the maximum four draws.  For which he got his own ants, his own paladin summoning sword, a level, the speed increase and three extra draws.  Leading to him being permanently blind, losing a level at night and the opportunity to trade his own life potential for magic items from a other-dimensional merchant.  So he aged himself two age categories  and got a headband to compensate for being blind and a belt to compensate for the stat loss of being older.

After that we began to explore the 4th level of the castle.  Well after Bill's cleric Terry healed the blindness of me and the witch.  Then to the exploring.  Led by Sillius in gaseous form using his limited range thoughtsense.  This led to a battle with a horned devil and a group of Red Mantis Assassins.  The devil dealt out some heavy damage early with a fireball and lightning bolt, receiving some return fire from Eric's Thrumm's holy arrows.  Only to then go down with a single critical hit from Frazier's Krogar.  After that the RMAs were just mopping up.

lurkerwithout: (gaming)
This session we were down our archwizard as Matt had a previously planned baseball outing with his son.  But we ended up not getting into combat, so that worked out.  Instead we located the missing bones of the dead tiefling noble and returned with them to attic floor.  There new ghost buddy and old ghost guide combined their powers and haunted Harrow (not-Tarot) decks into a Harrow Deck of Many Things.  One where we could spend our Harrow points to cancel out a card and redraw.

For those not familiar with D&D's deck of many things, its basically random draws from a standard 54-card deck where each card has a different magical effect, some good and some bad.  So each of us choose to take the maximum four draws (with Matt getting the chance to choose when he returns next session), which if it weren't for those Harrow point cancels is just NUTS.  Even if I was the only one who pulled disaster cards that had to be avoided, the Idiot which would have drained 3 points from each of my mental stats and one that would have disintegrated me.  I ended up with a true & false vision to be determined later, something called the Theater to be revealed later, an engagement to a genie and a Redo any one choice my character has ever made.

Bill & Eric, among other things, both got the +1 level card.  Aaron ended up with Immunity to fire/Vulnrebility to Acid, +30 base movement (but 3 more forced deck draws), Automatic critical hit confirmation for him and when people crit against him, 4 pet giant ants and then I forget the rest.  Krogar the Fighter is more than a little double-plus bad-ass now; on top of where he was a 15-straight Fighter.

lurkerwithout: (gaming)
We shuffled the schedule around since Frazer can't game next week.  So this week saw the group teleporting down to the dungeon level.  Where Matt experimented with scouting using the spell Vomit Twin.  Where the wizard vomit's up a kind of slime duplicate.  Only Matt would build a 15th level Wizard with a spell book with obscure Goblin spells.  But this led us to a trapped room that summoned some kind of evil other-planar Star Children beasties.  That blinded me and Ona the Witch and delivered some punishing Shining Ray attacks.  Bill's Terry the Cleric did manage to cover the group in communal protection from evil so at least they couldn't physically attack.

Eventually (and mostly thanks to Krogar and Thrumm) the Star Children were defeated and we learned that the entire room was basically pointless, though rewarding in the XP sense.  Next time hopefully we can find dem bones.  Which is hopefully a fetch quest that results in a safe resting point in the the castle.

lurkerwithout: (gaming)
More of a prepatory session as we attempted to check off that missing priest bullet point before going after any of the Storm the Castle ones.  But we learned that said missing priest was probably in the castle as his sister is the evil trainer for the Grey Maidens.  So after some Keystone Cops style breaking and entering involving an alarmed door we checked our maps and our spell-load and headed for the roof of the castle.  Where exploring the uppermost level mostly what we found is the fire safety is shockingly poor.  I mean there are rooms storing skeins of whole, alcohol, a granary and oil soaked rags and deitrius all next to each other.  But no combat or encounters as yet.  Except for finding a hidden room with the ghostly remnant of the ex-king's tiefling half-brother who asked us to bring him his bones.  I'm guessing thats to set up a safe camp zone in the castle.  So next time we'll probably be 'porting down to the bottom dungeon level to try and find said bones.
lurkerwithout: (gaming)
The original plan for this session was to investigate a missing high priest and possible ally.  Instead we learn about a black dragon flying over the city.  So we go to check on that instead.  Yep, big ol' black dragon.  With a rider who we identify as the leader of the Grey Maiden guards and a confidante of the queen.

In the ensuing fight they both fight very..well poorly.  The dragon lands and keeps moving around, not using full attacks, its breath weapon or spells.  And the fighter only attacks to subdue.  Still, with the dragon's high spell resistance, mirror images and armor class its still going slowly.  Eventually the dragon kicks off its rider and attempts to go full out.  But before it can go into full devastation mode Krogar finishes it off.  The lady fighter (Elona, Elena?) surrenders and so we disarm, blindfold and fly her invisibly back to our current base camp.  After some interrogation we learn more about the remaining major NPC baddies, some of the summoned devil support and some partial maps of the castle.  Plus Captain Ex-Girlfriend is willing to change sides, join the rebels and even testify (in whatever legal court the rebels plan on using) on the crimes of the queen.

So dragon bullet point marked off, Grey Maiden bullet point partially marked off and me and the witch get vials of dragon blood to try and blood transcription some new spells from.  And Terry the Cleric didn't even die!

lurkerwithout: (gaming)
We start with the duel against Triffaccir about to begin and the return of Matt's wizard and Eric's arcane archer.  After a few rounds with the rest of the group observiving Bill's cleric spots that Triffy isn't what he appears.  This leads to Sillius the wizard wandering over under an anti-magic shell.  Which is aggravating in that it suprresses all MY magic items and buffs, but does reveal that Triffy is a disguised efreet.  This quickly turns the duel into a mass combat with the efreet taking flight and unleashing mutliple scorching rays.  Eventually the evil genie is defeated by a mulitude of enchanted arrow strikes from Thrumm the A.A, spells from Terry the cleric and the witch and flying attacks by Terry's celestial dog mount and Krogar the Pig (given flight by me).  Sillius, the high level wizard, mostly tried to get the efreet to look at him and his symbol of stunning.  Of course getting hit by a half-dozen rays did mean Terry died before the end of the fight.  Of course at our level thats a pretty short term effect.

So the first of our Defeat the Queen goals was accomplished and I got some new blood to drink so I could learn scorching ray.

lurkerwithout: (gaming)
Despite being two players down, started back into the finale of the Crimson Crown.  This session saw my pirate, Bill's halfling cleric (with celestial dog pokemon) and Frazer's half-orc fighter (with witch girlfriend) tracking down the "hero" Tiramasu (Brendan: That's not his name!  Me: Don't care).  Taffamassoo (Brendan: Still not his name!) is running a false flag operation, using a hired gang to stir up trouble as "rebels" who he then drives off.  Then gives a heroic speech about the Queen and tosses money to the people.

We track down a trio of the thugs as they're out strong-arming and easily dispatch them.  And then interogate them at our new base (found by the two PCs who weren't there).  After that is a confrontation with the remaining dozen members of the gang.  One where someone is apparantly granting the "rebels" wishes.  But then Trifaccir (Brendan: His name is, oh no thats it) shows up (after Krogar has been turned into a pig) and challenges us to take him one-on-one.  So Fenyx steps up to fight the duel.  Which is where we end for the night.
lurkerwithout: (gaming)
And so we officially begin "Crown of Fangs", the final installment of the Curse of the Crimson Crown.  And everyone is back with their character's from the last module almost three years ago.  My pirate captain, the elven magus Fenyx Asher; Bill's halfling cleric of Shelyn, Terry (with celestial hound mount/follower); Frazer's fighter Krogar (with witch follower); Eric's arcane archer Thrumm and Matt back in the group with his wizard Sillius.  Following a not-so-short loot division and shopping we teleported back to Korvosa where Queen Ileosa's enthrallment to her hat continued.

The party met with the various NPCs/rebel leaders from the previous modules and got the general Sub-quests that needed to be compleated before charges could be brought against the Evil Queen, parliamentary style!  Anyway, next session should see us going after one of the items on that list, a new "hero" who has been taking down groups of fake rebels.

lurkerwithout: (gaming)
Finished up the final parts of "Snows of Summer".  Which mostly involved looting the tower (and the defeated witch from last session) and closing the winter-causing portal to Taldor.  Though the looting did lead to Brendan's Erasmus getting cursed twice, first by a trap and then by a ring he thought was a ring of regeneration but was not.  Luckily, Eric's mage had an arcane remove curse scroll for the first and we were able to get a divine version back in town for the second.  After that it was all bookkeeping and loot divvying.

Next session should be the return to Brendan's "Curse of the Crimson Throne" campaign and starting the final module "Crown of Fangs".  Which for me means finishing up a level 15 version of Fenyx Asher my Magus.

lurkerwithout: (gaming)
And the group did press on without resting and confronted the slyph mistress of ravens.  And lo did swarms suck in the dealing of irritating amounts of damage.  But Eramus the Investigator was able to use his remaining flaming loogies and the aviary was cleansed and looted.  Then to the resting, cause the cleric's player hath dropped out for a time.  And so Eramus must now be the group healer.

Then to the final boss.  And the witch-boss' goat was smited.  As was the witch-boss.  And his summoned baby ice elementals.  And so next session will be the wrap up.  As well as the prep for the return to the roommate's Carrion Crown Crimson Throne campaign.

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lurkerwithout

March 2019

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