talumin: Hufflepuff: do not provoke (warning)
Fandoms involved: Almost Heroes, Arrested Development, Die Hard, Firefly, Josie and the Pussycats, The Losers, Sky High, Thor

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talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
I've fallen behind on keeping this updated, which is super slack, but I have a mini-session today, so I better get it up to date.

Session 36 - I honestly don't remember how the conversation with the twins ended, but I think we decided to try to complete our contract with them. More importantly, we decided to tell Amrita about our deal with them. She was NOT happy, and basically said that this was why she wouldn't tell us everything about herself.

A lot of this session was debating how best to assault the city. We had the option to use the were-ravens to take the gate, or we could have found Old Ned (who we were supposed to kill aaaaaages ago) and use him to assault the walls. Eventually we decided to use the ravens and ignore Old Ned altogether.

We got to lead the assault on the gate and broke through into a courtyard where we faced the paladin that we had let go from the southern city. After one round, we had to cease so we could go home.

Session 37 - Picking up from the battle, Kaz performed well and utterly slaughtered the poor guards posed against us, then managed to wrestle the paladin into submission (it helped that nearly all of the defenders were dead by then). We took the paladin and her squire prisoner, left them with the leader of the lycanthropes, and pressed on into the city.

Unfortunately, we came across a chokepoint guarded by three wizards - who we talked down! We proved to them that we weren't as evil as they thought, and presented them with the teleportation stone that their boss (who we were accused of killing) gave us - and they teleported out to find out the truth. So yeah, they're probably dead, because the stone would take them directly to the rakshasa and we should have remembered that we had that before we assaulted the city. After their leaders fled, the soldiers surrendered.

Then we had more and more planning, figuring out who to place where for the next day. And all of that went to shit when the defenders struck back. Our lycanthropic leader was killed by vampires, and Amrita was plagued by visions and nightmares. So that put our plans into disarray. Instead of advancing, we're going to have to consolidate what we already have. There's also the chance that we can parley with the reinforcing army coming from the north. However, Kaz and our other fighter are going to head into the sewers to see if we can kill off those vampires, and we're sending the were-ravens to assassinate the enemy captain.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Session 34 - There was a LOOOOOOOT of talking in this session - like a good three hours worth of it. Basically we had to decide if we would join Amrita's (the non-prophet) army and march on the capital, or go our own way, and if we should wait five days or leave immediately. We chose to join, and to wait. And Kaz tried to hit on Amrita the best way a 19-year-old half-orc with a 10 in WIS and 8 in CHA knows how - tell her she's really hot and then run away.

There was also a lot of inter-personal character drama, but it didn't really go anywhere. At the end of the session, we were ranging ahead of the army, found an abandoned farm with a halfling who asked us to save his murdered friends. We wandered into a cave and fought some worms who had gotten the jump on us. We finished up when the last worm was dead.

Session 35 - Following on from the worms, we decided that while these probably weren't what killed the halfling's friends, it was good enough, and left. When we got back to the road, we received word from the army that they needed food badly, as the countryside had been scorched when news of the army had spread. We found a couple of villages further off the road, and convinced the first one to help (I forget how). The second village said that we could have help if we did something for them - kill some goblins. Now, Kaz HATES goblins, so he was in immediately. Hell, he'd had done it for free.

As it turns out, he didn't get to strike a blow against them :( My first action was to cut down the tree one of the goblins was hiding in, which worked great. On my next turn I had the choice between ignoring a massive rock elemental that was attacking our cleric, and going after a goblin that was out in the open and making myself a target for every other goblin there. I decided to charge at the rock elemental and go for the goblin later, but by then, it was too late :( The goblin leader died really swiftly, and the rest got picked off by various magic users while Kaz fumed uselessly as he could reach goblins but not attack them.

We went back to the town, and began a big discussion about how the group should make decisions, and then the vampire twins showed up. Even better, I won the initiative roll and got to take two swipes at them - which missed really badly. And then I was charmed, as usual. Later, the vampires tried to charm the halfling and he made the save with a 24! Which means I know what I need to roll to beat their charm. Technically I can't actually get a 24, but it's good to know.

The conversation with the twins was still ongoing when we stopped, so we're continuing it via Facebook.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
We're back! Kaz is back! I've missed Kaz.

Leaving the grotto of the minotaur with the hot goliath, we ran across the entire pack of lycanthropes, led by the lycanthropic council and werebear. They were NOT happy that we'd released the "prophet" but we convinced them that we could take out the representative of the lord and not cause a slaughter of the common people.

We got into town with the plan to start a fight with the crown's executioner, who had been creating paranoia and killing possibly innocent townsfolk. Our awesome new goliath challenged him to a duel, which he accepted and got his arse handed to him. He wussed out and tried to flee, setting his guards on us, which triggered the townspeople into rising up and attacking the thugs that had tried to run the town. Kaz and the cleric went after the executioner and NEARLY caught him, but some bad rolls meant that he got away. Kaz got to keep his ear though.

The rest of the session was taken up with discussing what to do with the leaders who had supported the lord and the executioner. The paladin we had met wanted to leave with the local castellan - the cleric, ranger, and other fighter were fine with that (Kaz was outside busy hitting on the goliath) but the halfling was REALLY unhappy about it. He was overruled, however, and when he tried to stop the paladin leaving, he got magical shut down.

I think we might have made a mistake there - one of the many so far :D That's where we ended, so should be interesting where we'll go from there.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
I've been slack updating this because I have so many tabs open that I didn't want to open another one just to post. Yes, I'm THAT lazy.

This week was a good example of what often stressed me about running RPGs. This was supposed to be the last session and wrap the story up a little, save for some long weekend games where we can just power through encounters. The problem with that is that it meant there were certain beats and encounters that we HAD to get to before we ran out of time for the evening, so the DM ended up having to push us onto the tracks and railroad us along.

We were fighting the giant apes and starting to hold our own (although Manu had gotten smacked around because he was standing too close and nearly died), when one of the apes just up and fucking died. Something ripped open its back and the last ape legged it. Then our employer Darnish (our Major Reisman) showed up, we rescued the skyship captain and headed back to camp, constantly on guard for whatever killed the giant ape.

Once back at camp we levelled up (wooo level 7). We started asking the captain why the apes wanted him, and he was wondering why we were here. We started getting some plot elements that we hadn't known before, and the DM was clearly indicating that SOMETHING about what we'd done was shifty and didn't match with what was going on and that we'd been misled, but I couldn't follow it (which means Manu couldn't either). B and M made some good Perception rolls and began to realise that Darnish was acting... weird. Like not-human weird. Like weird construct that looks human. There was lots of RPing as we slowly started to all realise what was going on and the situation became more and more tense, with Darnish wanting to leave and the rest of us trying to figure out what was going on. And then that last giant ape showed up and just fucking skewered Darnish.

It was an awesome moment but I immediately realised that this was going to turn into a boss battle and the DM had pushed it forward because we were running out of time for the session. Still, it was awesome, as Darnish started acting like a lunatic, giggling when he took damage and becoming immune to magic. I had the idea to turn into a giant constrictor snake and hold him still while everyone pummelled him, but he still managed to kill B's paladin in one-shot (death rays, yo). Eventually, the construct Darnish was using was killed and the presence retreated, changing form and heading back towards Goldenfields.

So yeah, we're fully off book from Storm King's Thunder now. It's a good ending for the campaign, leaving lots of hooks for when we pick it up again. That being said, I'll be glad to get back to Kaz and B's campaign next week.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Really quick summary of this session because not a great deal happened over a long period of time. I'm not feeling this game as much - I love using Manu, and the module is fun, but I don't know if it's the different DM or just the encounters we've found ourselves in. It just doesn't capture me the way the regular game does (sorry, DM, if you're reading).

So it took us forever to get through the battle at the gate, mainly because we could knock the creatures down but only kill them with fire, and I made a couple of errors that meant we didn't get a fire spell going until after M's Dragonborn wizard was dead. He spent the next hour or so making a new character while we levelled up and got new magic items and RPed a bit.

M's new character rocked up and asked us to go and help him with a quest - which we said "sure!" to, simply because we were getting nowhere with what we were supposed to be doing, so maybe if we tried something else?? This new character is a paladin based off a Southern preacher, and B switched from his bard to another paladin because the bard wasn't great in combat.

We ended up going back to the airship that brought us here, and discovered the captain had been kidnapped by these giant things. Using my awesome dire wolf senses, we tracked the beasts and found the captain, being held captive (hehe captive captain) by giant apes. The tabaxi attacked, but while the two paladins were being pounded into the ground, I tried to talk the giant apes around, because apparently they speak Primordial, which only me and the tabaxi took. And again, we had to stop mid combat, so I suspect that next session we'll either be wiped across the floor or have an entire session of battle.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
So we started off this session with the dwarf mage and aasimar paladin announcing that they were in love and were heading off into the sunset to get married.

We made it to the tavern, and met the folks there. The halfling bard got into a bard-off with the resident halfling bard, and Manu turned into a great dane to get free room and board. We also met our new party members replacing the mage and paladin - A playing a human wizard and T playing a child necromancer with a zombie mother.

We stayed at the tavern overnight and investigated the next morning to discover what happened to these treants. We started by asking an emissary from the capital if they'd seen anything, but she was snarky and the bard ended up using magic on her, which didn't end up turning out well. Turns out the bartender was in love with the emissary, so when the bard sent her off crying, the bartender kicked the bard out, and then passed his charm save. The bard barely got out of being arrested. It's funny because B is playing the bard, and he normally DMs, so he really should have seen the results coming.

Anyway, we went off and got absolutely no information whatsoever where the treants might have gone, but we did find out where to buy drugs. And met some NPCs, but the main thing was the drugs. And that night the town was attacked by elementals and some sort of weird moss creature.

We had the "planning challenge" of determining the defences of the town which I think we did pretty well with. The enemy force showed up at the gate and I think we were doing really well, but since we took so long messing about and talking to NPCs and trying to buy drugs that we had to end the session mid-combat. Pretty sure we'll reach level 6 by the end of next session.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
OK, so lots of campaign diaries now, just to keep my head around them all.

I have the Storm King's Thunder module book, so I sort of know what to expect with this campaign, but the DM S has said he's going to be changing a LOT, so I'm excited. I also have avoided picking up the STK book since the campaign was announced, so I won't be tempted to check on things.

This game I'm playing Manu Kuka-Ilimoru, a goliath circle of the moon druid, which means I can transform into different animals and use LOTS of magic. Personality wise, he's basically Korg from Thor Ragnarok - he believes in balance and letting things be, but the world is a brutal place, so sometimes he has to work and fight to bring it back into balance.

We started off on an airship going to Goldenfields, and we introduced ourselves. We have me, A playing a monosyllabic dwarf pyromancer, B (our usual DM) playing a halfling bard, E playing a tabaxi warlock, T playing an aasimir paladin, and M playing a silver dragonborn divination wizard. T has dropped her paladin after the first session, so we'll see what she's playing next week.

Our airship got attacked by four air elementals who were trying to free the captive air elemental that steers the ship. We managed to kill the attacking elementals, but they did free the captive one first, who escaped and left us stranded. We managed to pass a skill challenge to save the ship from crashing, so yay us!

After landing, we continued towards Goldenfields with our contact, who was quickly becoming the Major Reisman to our Dirty Half-Dozen. We were stopped by what were clearly bandits and although the bard tried to talk us past, the dwarf mage toasted about eight of them with one fireball shot, which meant we were battling. Some great initiative rolls meant that I turned into a dire wolf and teamed up with the warlock to kill the leader before the bandits even had a turn. The bandits fled, save for one who may have been the leader's wife. She kept pointlessly attacking and since Manu is totally feral in beast mode, he had to be magicked into NOT killing her. So the tabaxi did it instead. This led to major conflict between the warlock and paladin, with them nearly killing each other. It also made T realise she didn't like her character and want to switch.

We eventually made it to Goldenfields and I was reminded why we were actually going there (there are missing treants) but before we could really get to talk to the locals, we were taken to the castellan, who proved to be a massive tool who had no idea what was going on in his community. We might have made some mistakes there, but that's where the session ended before we could learn more.

I'm playing again Thursday, but our regular DM will be running one-shots on Wednesdays, so lots of roleplaying to come!!
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Last game of the year was appropriately climactic.

We had run into some followers of the "prophet" who we convinced to help us. We discovered that there were two ways to where the "prophet" was being "protected" - we could go through the minotaur's throne room, or sneak around the back. To sneak around the back we had to find a flower for a dryad so he would tell us the clue to figure out the fairy's riddle to gain access to the gaoler. Us being us, we found a way around all of this.

Instead of finding the flower, the warlock charmed the dryad and made him tell us the answer to the riddle. We had a short battle with some Venus fly traps (that killed the warlock's familiar - sad. The warlock blames the halfling.) then used some lucky dice rolls to beat the fairies. We reached the gaoler and found he was a red cap, and tricked him into leaving his post and arguing with the fairies, then stole his cap and Kaz fucking slaughtered him - I'm talking two critical hits in a row and disemboweling him.

That was the last obstacle before the prophet's cell, so in we go. The dwarf was incredibly disappointed to learn that the prophet was NOT called by the goddess, but just someone with a sense of social justice whose followers used the religious beliefs to gather more followers to the cause. Kaz, however, was stoked, because the prophet is a hot goliath woman, and Kaz is all like "how YOU doin'?" I mean, he's 19 and hasn't really met anyone who fits his standards of beauty before.

We rested for the night there, and Amrita (the prophet) demanded that before we left to begin her rebellion again, we retrieve her sword from the minotaur. We didn't really want a fight, but it didn't matter because the warlock got her spell slots back and that meant that Suggestion works. The minotaur must have rolled REALLY badly, because he gave the sword back and let us go.

Next year, who knows where we'll go???
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Mwahahaahaha Kaz has a level in barbarian and it is AMAZING!!!

Ahem.

First things first. Epic 13 hour session yesterday, so we got through a lot. And I needed it, because these last few days have been a bit tough on me, even with Star Wars etc.

So, with our new part member, we made our way further south, and ran into our giant dragon buddy, (!) using his new polymorph skills to look like a human. He gave us some news and updated us on what has been going on in the rest of the world. It looks like once we're done with the rakshasa, we're heading into the jungles where it's likely a massive vampire infestation has occurred. But also, there is a big orc invasion occurring, although it looks like they're running from something rather than really trying to invade. This has made me think that Kaz wants to go down there and solve two problems at once - the orcs used to live in the jungles after all. If Kaz becomes their glorious leader, he can take them to the promised land. Also, it'd mean we'd save the world and people would be nicer to orcs.

That's for the future though. We arrived where we suspect the rebellion leader is, and began asking around for information. Smartly, we split up so we didn't attract attention - however, the dwarf sort of blew the cover the halfling and warlock had going, so we may have caused more problems. We did make contact with some of the lycanthropes we'd met (fought) in Sigrad (so long ago!) and they weren't pleased to see us, but said that if we could get the Imperial officials out of the area, we might be able to get something done. There was also a group of locals that basically act like the Klan, hunting lycanthropes.

For some reason, some of the others agreed to meet with the rakshasa's executioner, but we had two days to kill, so we investigated reports of something attacking a local's sheep. Of course the Klan members thought is was lycanthropes, but it turned out that it was a shadow wyvern, and Kaz's diadem of daylight (really, why do I have that?) came in handy and spotted it really quickly. We damaged it a bit, then it started to flee and we couldn't keep up. Regrouping at the farmhouse, we scouted out a ruined keep that might be a hiding spot for the creature - and we were right! This battle went about the same, although I did get to lasso the wyvern, but it phased away. Still, we managed to hurt it pretty bad but it smashed through our blockade of the exit and escaped again. The warlock wanted to finish things, but managed to trigger the traps we avoided on the way in, getting knocked out.

We didn't hang around too long, but we managed to find the shadow wyvern as it was trying to recover. We encircled it and charged, slaughtering the thing before it could get into the air. We beheaded it and took a rest over night before heading back to the farm. It also turned out the dwarf and I had been infected with a disease, but thankfully we had a cure on hand.

Getting back to the farm, and then the main town, we were diverted to the captain of the guard's office, who implied that he was a lycanthrope and that we should meet him that night in the forest. Again, looking to kill time (and avoid less sympathetic authorities), we went to the graveyard to level grind via carrion crawlers. After that, we met with the lycanthropic council who said we could go to where the rebellion leader was being held, but they would rather we didn't. The dwarf didn't listen, so off we went.

Reaching the grotto we were confronted by a treant, some vine blights, and pixies/sprites. The dwarf charged in, but we talked to them and they fetched the Forest Guardian, a FUCKING MASSIVE MINOTAUR, like as big as a tree. We couldn't convince him to let us in, but he left us to the guards already there. That didn't go so well for them, because even with only four of us, we mopped the floor with them. The warlock dropped a fireball right in the centre of the treant and oh. My. Gods. She basically one shot this thing, but it retaliated by one-shotting her right back. Then the knight errant (new character) and myself stepped up and yelled timber. It's so good having another fighter. We're like a wolf pack now.

The session ended just as we found a group of humanoids who are probably the rebellion leader's followers.

So epic! We have one session left before Christmas, and then we take a break and play Storm King's Thunder for a while. I'm really excited about this, but the first session has to change nights because I'm planning on going away for a weekend and that's stressing me because of money and having to make other people change plans to suit me and travel and all the other dumbass anxieties I have.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Look at this, updating the day after D&D!

This session we got to use the DM's new awesome tier layers - they're normally for flying creatures, but work pretty well for water too. I'm also going to start using initials for players, because characters and classes are starting to swap a bit.

The warlock had been dragged under the water by some sort of ghost wraith thing, and the gunslinger and ranger dived in after her. Kaz was smart and knew he would sink immediately, so he tied a rope around the dwarf cleric and tossed the dwarf in instead. The fight went back and forward a few times, and Kaz did little more than reel people out of the pond, but we still nearly lost the warlock and didn't even kill the creature.

Once everyone was safe, we encountered an old hunter who told us that this wasn't the first time it had happened. We went to the nearby village and learned the sorry tale of the drowned girl and her childhood friends. It then became a murder mystery as we all gathered evidence and interrogated people. The ranger and dwarf didn't do so well, but the warlock cast suggestion on another suspect and he spilled everything he knew. We noticed some discrepancies in the stories we heard and when confronted, it turned out the local priest had killed the girl and dumped her body in the water. Looking back, I think we may have missed something... but Kaz got to throw the priest into the pond where the ghost totally killed him, so I counted that as a win. In addition, Kaz levelled up! I took a level in barbarian, partly to reflect Kaz's anger at the world and losing people he cares about, and partly to get the damage resistance.

We also learned that a paladin had passed recently, who I'm pretty sure is the "prophet" we're following, but also the lord's executioner, hunting us in particular. I feel better about that, because while we can't take a rakshasa, we might be able to take a lackey. When we woke the next morning, the gunslinger was gone, leaving a note declaring that he didn't agree with our actions and that he was going to go his own way. I totally see where he was coming from, and the player had a new character ready to go, so it was more of a roleplaying thing rather than A getting fed up with how we were playing. The characters, however, lost it. The dwarf tried to contact the dragon we saved many moons ago to come and take us to where the gunslinger wanted to go and confront him. That led to the halfling suggesting that maybe it was time for a vote on who actually leads the party. And THAT led to the dwarf storming off and meeting A's new character. This led to the dwarf changing his mind and we decided to continue on the path we were already on.

Next session will be a big one, and probably our last before Christmas. After that, we're playing Storm King's Thunder regularly with S DMing and a side quest with the regular DM using new characters. I'll update for those too, so I keep it all fresh in my mind. I think I'll play a goliath druid for STK and a dwarf necromancer for the side quest.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
These updates are getting later and later, but I had a busy weekend so there.

Lots of exploring and talking in this session, and we made some decisions. The ranger and warlock had been told by the vampire twins that they might be able to help cure the dwarf's curse. The gunslinger also had info that suggested we could go north and possibly clear our names (and save the world). However, the twins wanted us to go north, so Kaz naturally wanted to go south. We investigated a possible exit out of the city, then used the cover of night to go visit the twins again, despite everyone being VERY aware that Kaz was going to try to kill the vampires as soon as he saw them. However, Kaz managed to be charmed almost immediately and fighting was completely avoided.

It turns out the vampires couldn't help the dwarf, but they knew someone who could. Some guy called Richard... Sanchez. Who we already met. Who the dwarf pissed off by burning the only way of reverting Rick back from squirrel form. It was awesome. Anyway, we went and saw Rick and Morty again, and the dwarf got uncursed. The halfling also slipped out of the city to talk with his fey patron, but we don't know about that yet. We also don't know that the rakshasa is tracking Kaz and scrying on us.

We made our way back to the secret exit to the city, and made the decision to go south. We voted on it, and basically got split 50/50. Eventually the halfling changed his vote. On the way out, we had to fight a shadow toad, a battle which nearly killed Kaz and the ranger's wolf. As we defeated it, the rakshasa arrived and we had to run again. We made it out, however, and started travelling south to our destination - a city that may contain the prophet.

After a few days, we came across a scummy pool with a woman bathing near it. She offered us a swim and the warlock took her up on the offer and was immediately pulled under, vanishing entirely. And we ended it there. Underwater combat? Next session is going to be interesting...
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Last time we were running and running and running with a rakshasa after us. Thankfully, the rakshasa (like most cats) was going to play with its food, and followed us at a leisurely pace. This gave us time to loot as we went.

We busted through the corridors, tricked the undead ogre (or maybe giant) that the rakshasa used as a guard into letting us pass, and broke out into the rakshasa's mansion. I think we slowed the rakshasa down when we spotted it coming and the gunslinger hit it with a silver bullet, making it bleed for the first time since we encountered it. When given the option between two doors, we took the one that was a trap. We ended up in the trophy chamber and naturally tried to loot it. We got some stuff, and defeated the traps, but not before Kaz got possessed by 'something' and cut the ranger in half. (she got better). In true Free Company fashion, this possession was cured by the gunslinger shooting me in the face. (It was kinda awesome - first I rolled a crit to attack the ranger, then the gunslinger rolled a crit on me.)

The rakshasa assumed we were trapped in the trophy room, so we took the opportunity to rest, and then the warlock showed back up and led us to the teleportation room. We fled just as the rakshasa walked in. We had two options, and we took the one that kept us in the city.

This led to a discussion as to where to go next. The dwarf wanted to find the "false" prophet we've been hearing about FOREVER. The rest of us wanted to get as far from the rakshasa as possible. And that's when we received - first, a message from our employers, the vampire twins, and second, a message from Merrazhaan, the evil-doer whose henchman took control of a dragon and then had the dwarf shivved. Naturally, we split the party. The gunslinger went to check out a lead out of the city, the halfling tried to walk out (since he's unknown to be our associate), the warlock and ranger went to meet the twins, and the dwarf and Kaz went to meet with Merrazhaan.

The meeting with Merrazhaan was possibly the funnest I've had in a while. It was through an intermediary, who was TERRIFIED of us, and I manage to get the dwarf to entertain the idea of killing this guy and taking all his money. Also, the information we were given matched my idea to go where the rakshasa would least suspect.

The twins, however, want us to go the other direction. I love that we continually make a deal with these two, and then IMMEDIATELY do the opposite. So the next time we meet, we say "oops, sorry, we'll go do that thing you want now" and then do something else again.

That's where we left it, but I think next session will have a higher RP factor.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Finally posting!

First, we had a boss battle that was surprisingly hard - it was essentially an elder brain, and it tried to trick us into turning against each other. In some cases, it was successful. However, we had the added task of trying to soothe the brain as we killed it - if we convinced it of something and reminded it why we were here, it was less likely to attack. Still, Kaz got bored of that VERY quickly and just started hacking away. It was an interesting mechanic and could have gone very poorly for us.

Having the defeated the brain, we teleported away with the help of the crystal we'd been given ages ago, just as the mind flayers rocked up and the fortress collapsed entirely. And instead of finding ourselves with the army, we ended up in prison. Our patron was in another cell, and it looked like we'd been betrayed somehow! We managed to breakout, but our warlock was suspicious, and we suddenly discovered that our patron was actually the lord of the city in disguise. Who was also the rakshasa!!! (Turns out we poked a hole in the DM's plot and we couldn't think of an answer fast enough, so he revealed the twist early.)

Apparently they'd been tracking Kaz the whole time thanks to the blood spilled when fighting the warlock's husband, which meant everything we had done had been watched (I really hope the saw the bit with Rick and Morty). The rakshasa wanted to talk with us, and discovered that we had the book that revealed his true heritage. He forced us to hand it over, but the warlock made it invisible, then herself, and we ran like fuck. There endeth the session.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
I'm not late with these updates until I have to post two at once :P

So, after defeating the hydra (read: running in terror), we came across a workshop of sorts, or maybe a torture chamber. Searching the place, we found a creepy book with instructions on how to open it. And codes! And handouts! (I love both of these things). Actually, I felt a little bad because as SOON as I got the key, I started working out the message in my notebook, which is something Kaz would have NO idea how to do, so I had to try and roleplay him while working on the code.

Anyway, we figured it out, and the warlock/cleric (not a druid) lost a finger, the ranger lost her sweet werewolf dagger, but we opened the book! And got more handouts!!

We discovered that the "unkillable beast" we've been hearing so much about is a rakshasa (jazz hands), and the journal we found basically sums up it's abilities. It also indicated that the lord of the city we've been trying to save is PROBABLY a rakshasa. This was enough for us to break through to the consciousness we have been inhabiting, and just as we were about to enter the mind vault and kill him, the mind flayers attacked

This led to an awesome battle on floating platforms, where Kaz's axe took control of him (sorta) and nearly got me and the warlock/cleric killed. However, we did drive the mind flayers back, and now we're nearing the end of the dungeon. I'm also nearing level six with Kaz, and have to choose whether I take a feat, or switch to multiclass barbarian for that sweet, sweet rage damage resistance.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Our DM was running a special event this weekend, so he wanted to give us a try at it (and practice for DMing the event). Basically we made a brand new level 4 character (mine was a green dragonborn warlock), broke into teams of three and had to try and kill each other. In addition, there was a hungry hill giant wandering around the arena trying to kill us.

I really enjoyed the PvP, even though I was the first to die. It gave us a lot of ideas in regards to tactics and targeting each other. We also didn't get too invested and become unable to operate as a party afterwards.

In the actual game though, we met another new character! The former monk, now former rogue, is now a druid! A halfling hippy druid who is basically the party's biggest fan! He's also incredibly curious so his first reaction to seeing the hydra we faced almost immediately afterwards was to walk up to it and ask if it was friendly. Possibly it was, but I'd already hit it with my axe.

So, hydras are REALLY hard to kill! This was a really fraught battle for us, as the DM designed a great encounter to challenge us, since when we're not on the back foot, we can basically slaughter any beast one on one. Anyway, it started with 5 heads, and ended with 8. As players we'd decided to try and leg it, but Kaz was the one that led the retreat, on the basis that if it has more heads than he can count, he better leave. There have been a couple of moments where I've had Kaz act based on information we all have as players, but only he has as a character, and it's interesting to see which players have picked up on the fact that Kaz may not be the most trustworthy of people any more.

As an aside, Kaz's axe can cast detect good and evil, and since it works as a voice in his head, I'm going to start using FB Messenger to ask the DM to tell me the results, rather than let the rest of the table know.

It was a close thing, but we all got away from the hydra, although apparently there is worse to come...
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Our games store is undergoing changes, and I'm ill :(

We ended mid-battle last time, and even when we came back, the battle suddenly stopped. The mind flayers had found us in the memories! Fortunately, I went first in the initiative, and I was gonna mess that tentacle face up! And then I got mind-whammied and spent the entire battle drooling. The mind flayer ate the rogue's brain and bamfed out, leaving us to kill the home brew beholder the DM has cooked up to assist the mind flayers.

Going deeper into the memories, we found a hidden passage that held the secrets of the citadel. We found a tome that MAY link the ruling family with vampires. And we also found a crypt with wights and a ghost, who we promptly re-slew. We ended the session realising that we were probably going to have to kill at least five dragons.

Huh. I really thought more happened.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Things are starting to come together, and we've entered into the realm of myth and religion.

Following our slaying (Or maybe not?) of the Father of Beasts, we returned to see the elven queen. We'd been told that what we saw here might be true, or it might be wishes, or it may be how things went in a different reality. Anyway, we got some treasure (a headband that creates a beam of light from the forehead, so OBVIOUSLY Kaz took it), and were allowed to free the unicorn. This actually proved tricky, as none of us speak Unicorn. And the rogue was led on a merry chase, only to have an angel of fire appear when he got close. The dwarf saw this as his god made manifest and rushed towards it. It was a comedy of errors but also kinda frustrating because I don't think any of us had any idea of what to do. We figured it out, however, and returned the unicorn to Damian, who immediately turned into a demon and burst into ash.

It seems that the consciousness that has been guiding us was Damian's helper, and what we were seeing were the events leading up to the cataclysm called the Red Harvest, from whence the vampires came. There were some more metaphorical scenes, including one where we went COMPLETELY the wrong way and ended up dicing with Death. The rogue basically offered up all of our souls (while cheating) and I missed an AWESOME opportunity to build Kaz's character a bit more. Following that encounter, I had 8 HP and we went almost immediately into a boss battle with the god of the forge. We ended the session mid-combat, and we were told the rogue was going to be killed immediately due to the player realising the character was creating too much drama and wanted to play a more laid back character.

I'm still pretty sure Kaz is going to die next session, just because I'm tapped out of skills and healing, and going toe-to-toe with a fucking god.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Two session post

Session 21: We finished off the Rick and Morty tower, defeating the Meeseeks that had taken over the top level. Rick had managed to turn himself into a squirrel (SQUIRREL RICK!) and we actively stopped him from changing back. Kaz was going to eat him, but turns out squirrels can still cast banishment. We made it back to town with a bunch of cursed magical items. We went to rest for the night, and the new ranger, Rook, and the rogue, Raven, got into a conflict over whether we should chase some draft dodgers.

Session 22: this was the epic 12 hour session where we made it to the Citadel, the ancient fortress that once served the realm.

It started off with the fall out from the conflict between the ranger and the rogue, which led to the dwarf and rogue signing a contract (basically a non-aggression pact). This was only enjoyable because the ranger and rogue are played by a husband and wife, so they were clearly comfortable playing the intense argument out.

Heading on to the Citadel was really a testament to the DM, building a sense of foreboding as we got closer and began to explore the rooms. We fought a chain devil that nearly killed Kaz, and then met a tressym (flying cat) that was actually the avatar of the consciousness that inhabits the fortress. Apparently mind flayers are invading the fortress in the hopes of taking the memories stored there.

Fighting the mind flayer thralls became a running theme as each memory we went into was threatened by increasing numbers of foes. Going back through the memories of what we discovered was really Damian, the father of vampires, we had the option to parlay with the elven queen to release Damian's true love. The elven queen requested we kill Rao, father of beasts. After nearly dying in combat with the mind flayer lurking near Rao's prison, we discovered that Rao was a werewolf. A BIG werewolf. Battling in the prison, we managed to contain him for the most part, although he was just so fast Kaz barely got an attack in - but by Thor, when he did! Four swings in one turn, three hits and one critical. He nearly killed me almost immediately after, but it was enough for the gunslinger to take the final shot as the wolf tried to flee.

We were running against time for most of the past few sessions, but I think we've reached a point in the story where the fate of the world comes before the fate of piddling nations. I realised something else - that I see the DM as the person who has read ahead in the book we're all experiencing, rather than someone making it all up.
talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
Going to update this quickly because I'm watching Vox Machina battle Vecna.

The group reunited, and Kaz came face to face with his half-sister (!). We got some more offers on things to kill from the local lord, but we started to suspect that he was trying to get rid of us, and that he was hiding something, so we didn't agree immediately. I had the idea to head to the training grounds so we didn't have a discussion where we could be overheard, and also to beat the shit out of my dad.

Kaz confronted his father and sucker-punched him (getting a natural 20 on the roll thanks to inspiration from like, 4 sessions ago). In the arena, he proved he was the superior warrior, but I also showed him why Kaz is called "the Biter". I also learned that he only left Kaz's mother because the tribe was attacked and he assumed we were both dead. So there's that.

We met clandestinely with the ambassador from the magic colleges, and accepted her offer to investigate the former rebellion, as long as she could provide us transport back to the army so we could battle the CURRENT rebellion (I need a big flow chart for you guys). Unfortunately, because of all the murders (some of which we committed), the city was on lockdown, so we took the lord's offer to help him maintain order in the surrounding towns and immediately went in a different direction.

We rode hard for five days, before coming across a town where the guards were about to put down a riot. They were trying to draft a young man who had gone missing, and they believed the townsfolk were hiding him. The townsfolk claimed the man had gone to 'the tower'. We went to the tower and managed to get inside, and then suddenly we were in a Rick and Morty episode. The pseudodragon form of Morty convinced us to get the tower key from the great warrior who has had a bad mating season, but we messed up the skill challenge and had to fight a massive fire elemental. Kaz was having none of that and slaughtered it pretty handily, eventually just blowing it out like a birthday candle.

That's where we took a break, so it'll be interesting next week when the gunslinger suddenly shows up again.

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talumin: K9 from Doctor Who, with the text 'Shooty Dog Thing' (Default)
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March 2018

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