D&D Session 13 - Of Ropers and Gambits
Aug. 18th, 2017 04:03 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Thirteen sessions - unlucky for some, I suppose.
We made it out of the caves! Finally.
The "incident" with the warlock and the monk was sort of glossed over, thanks to Modify Memory, and Kaz is choosing to believe the problem is settled. The joys of Chaotic Neutral - if it doesn't directly affect me, it can be safely ignored. The monk player really sold it too, which made for some awesome funny moments.
Anyway, before we started off, Kaz tried to convince the orog with us that the best use of the humans we rescued was to clear the way of traps, but unfortunately I couldn't convince the dwarf cleric so we've still got them hanging around.
It also turned out that we'd been misreading the map in our heads, so the DM set us straight and we followed the path less travelled - and ended up in the cavern with the roper - again. Rather than fight, we decided to sneak past it, which worked fine, until the warlock decided to take a parting shot at it. And that led to a massive fight, with Kaz being pretty awesome and finishing the beast.
(For reference, a roper looks just like a stalactite - right up until you get close and then a horrible mouth opens and tentacles grab you and pull you in).
So we finally found the exit, but the dwarf and I convinced the others that we had to go back to where we fought the dragon - the dwarf wanted to destroy the horn controlling the dragon, and I wanted to save Gundark. We got into the room with the invisible walls, and it looks like someone has been raising the dead again, because the baby blue dragons were back, but now undead clockwork monsters. About midway through the battle with them, the evil gnome illusionist showed up and tried to make things worse for us (and the DM suddenly realised that his NPC build was too strong for us to actually overcome). Funnily, the monk decided that a better option would be to dash out of the room and make a break for the horn to summon the dragon - and that freaked the illusionist out. We all barrelled after them, but when the gnome realised the monk had got to the horn first, she bamfed out, crying that we had ruined everything (seriously, this should be our motto).
Our looting commenced and we discovered that Gundark was dead (sad) but Kaz got back the head of the half-dragon (happy). We still have to get through the desert and continue our journey - this side quest took about two weeks longer than the DM thought it would, and I don't think we're getting paid for any of the stuff we did (EVEN THOUGH KAZ HAS THE ROTTING HEAD AS PROOF).
We made it out of the caves! Finally.
The "incident" with the warlock and the monk was sort of glossed over, thanks to Modify Memory, and Kaz is choosing to believe the problem is settled. The joys of Chaotic Neutral - if it doesn't directly affect me, it can be safely ignored. The monk player really sold it too, which made for some awesome funny moments.
Anyway, before we started off, Kaz tried to convince the orog with us that the best use of the humans we rescued was to clear the way of traps, but unfortunately I couldn't convince the dwarf cleric so we've still got them hanging around.
It also turned out that we'd been misreading the map in our heads, so the DM set us straight and we followed the path less travelled - and ended up in the cavern with the roper - again. Rather than fight, we decided to sneak past it, which worked fine, until the warlock decided to take a parting shot at it. And that led to a massive fight, with Kaz being pretty awesome and finishing the beast.
(For reference, a roper looks just like a stalactite - right up until you get close and then a horrible mouth opens and tentacles grab you and pull you in).
So we finally found the exit, but the dwarf and I convinced the others that we had to go back to where we fought the dragon - the dwarf wanted to destroy the horn controlling the dragon, and I wanted to save Gundark. We got into the room with the invisible walls, and it looks like someone has been raising the dead again, because the baby blue dragons were back, but now undead clockwork monsters. About midway through the battle with them, the evil gnome illusionist showed up and tried to make things worse for us (and the DM suddenly realised that his NPC build was too strong for us to actually overcome). Funnily, the monk decided that a better option would be to dash out of the room and make a break for the horn to summon the dragon - and that freaked the illusionist out. We all barrelled after them, but when the gnome realised the monk had got to the horn first, she bamfed out, crying that we had ruined everything (seriously, this should be our motto).
Our looting commenced and we discovered that Gundark was dead (sad) but Kaz got back the head of the half-dragon (happy). We still have to get through the desert and continue our journey - this side quest took about two weeks longer than the DM thought it would, and I don't think we're getting paid for any of the stuff we did (EVEN THOUGH KAZ HAS THE ROTTING HEAD AS PROOF).