Game 12, back on track
Posted 6th June 2009 at 01:30 AM by HardcoreDandDGirl
Well I have to go to work soon, so I have to be quick. I have this week joined DDI, and so far I like all the bells and whistles. I find most articles awesome, and the playtest monk I just downloaded to read when I get home tonight. We came pretty close to leveling again. So here we go:
Ok, so this game went much better. It started with us getting the freed slaves back to the 7 pillars where they would be safe…and before we could enact our plan, that little Kobold (name escapes me) came up to us to tell us there was someone with information that wanted to meet.
It took us all of 3 seconds to figure the odds of it being a trap were 99+%. Of course the best way to fight a trap, is to spring it. When we got to the meeting, it wasn’t even a few seconds…there were Miniature golems, Carnage demons, and cultists… And I found Inflict Light Wounds in 4e (I don’t know if this home brew or official) but it was an attack Vs Ref, and damage equal to your healing surge value+ the cultists Wis mod.
It was a hard fight, but unlike last week there was no grind, every round something cool was happening. Then came the kick in the pants, Tor got bloodied, and these little demons that were just hanging out in the room all teleported next to him and chowed down. From that point on, anytime anyone got bloodied this repeated. SO we had Lucen try to AOE them, since they were behind stone bars when not eating bloodied guys.
After the fight, we realized that the Golem was the same one those wizards that rule here use to enforce there rules. So at this point we had to split up. Cap, tor, and Lucen finding out about the wizards, and Me Syl, and Renard go to the party.
This lead to three skill challenges, My group had 1 that needed 12 successes before 3 fails, the others had one to find the wizards, so first 8 before 3, then 4 before 3 back to back. This lead to the players with less skill focused having an easier time. All in all I liked it.
We started by getting into the party, it was easy enough to pretend that Syl owned me and Renard, and Syl was very upset, and renard forged a copy of an invite well she made a fuss. It was funny.
The best part was every other skill the other group used was intimidate, well Syl, Renard, and I used just about every skill in the book. The most interesting one we used was to cause a distraction I dropped a glass I was bringing to my ‘master’ so she pulled out a whip and beat me half to death…I used Endurance to make the pain last long enough to pull everyone. We mostly did the ‘spy’ thing of searching the place during the party. We found not only did they not have the slaves, but they had bigger problems. There was a vampire thing, maybe an exarch of Orcus was attacking the underdark.
Mean while, the others intimidated there way into finding a wizard, then intimidated him into giving up the info. It seams they also were over there heads with problems, one of there own turned trader. Paldamair (spelling?) was one of them, until it was reveled he was a demon worshiper, now he has taken some of there resources, and vanished.
So when we meet back up we had a lot to put together, but the main mission had to take priority. So on to finding out about the Durger, the last group that could have our prisoners.
Now this is the time we would normally wrap up, but Dave insisted we push on. So we asked around, and it turned out to be in a place called the Horned hall. It was much deeper into thunder spire then we had gone yet, and we went. We had two run ins with wandering undead, then got to the hall. We went to go in, and the door was open. Everyone inside was dead. Lots of blood, some durger, some jet black and acidic. Demons. We were about to give up when tor saw tuff of hair. He picked it up, and smelled it…heyna. We were going to switch gears, a gnoll hunt.
Ok, so this game went much better. It started with us getting the freed slaves back to the 7 pillars where they would be safe…and before we could enact our plan, that little Kobold (name escapes me) came up to us to tell us there was someone with information that wanted to meet.
It took us all of 3 seconds to figure the odds of it being a trap were 99+%. Of course the best way to fight a trap, is to spring it. When we got to the meeting, it wasn’t even a few seconds…there were Miniature golems, Carnage demons, and cultists… And I found Inflict Light Wounds in 4e (I don’t know if this home brew or official) but it was an attack Vs Ref, and damage equal to your healing surge value+ the cultists Wis mod.
It was a hard fight, but unlike last week there was no grind, every round something cool was happening. Then came the kick in the pants, Tor got bloodied, and these little demons that were just hanging out in the room all teleported next to him and chowed down. From that point on, anytime anyone got bloodied this repeated. SO we had Lucen try to AOE them, since they were behind stone bars when not eating bloodied guys.
After the fight, we realized that the Golem was the same one those wizards that rule here use to enforce there rules. So at this point we had to split up. Cap, tor, and Lucen finding out about the wizards, and Me Syl, and Renard go to the party.
This lead to three skill challenges, My group had 1 that needed 12 successes before 3 fails, the others had one to find the wizards, so first 8 before 3, then 4 before 3 back to back. This lead to the players with less skill focused having an easier time. All in all I liked it.
We started by getting into the party, it was easy enough to pretend that Syl owned me and Renard, and Syl was very upset, and renard forged a copy of an invite well she made a fuss. It was funny.
The best part was every other skill the other group used was intimidate, well Syl, Renard, and I used just about every skill in the book. The most interesting one we used was to cause a distraction I dropped a glass I was bringing to my ‘master’ so she pulled out a whip and beat me half to death…I used Endurance to make the pain last long enough to pull everyone. We mostly did the ‘spy’ thing of searching the place during the party. We found not only did they not have the slaves, but they had bigger problems. There was a vampire thing, maybe an exarch of Orcus was attacking the underdark.
Mean while, the others intimidated there way into finding a wizard, then intimidated him into giving up the info. It seams they also were over there heads with problems, one of there own turned trader. Paldamair (spelling?) was one of them, until it was reveled he was a demon worshiper, now he has taken some of there resources, and vanished.
So when we meet back up we had a lot to put together, but the main mission had to take priority. So on to finding out about the Durger, the last group that could have our prisoners.
Now this is the time we would normally wrap up, but Dave insisted we push on. So we asked around, and it turned out to be in a place called the Horned hall. It was much deeper into thunder spire then we had gone yet, and we went. We had two run ins with wandering undead, then got to the hall. We went to go in, and the door was open. Everyone inside was dead. Lots of blood, some durger, some jet black and acidic. Demons. We were about to give up when tor saw tuff of hair. He picked it up, and smelled it…heyna. We were going to switch gears, a gnoll hunt.
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It's been three weeks; no more blogs?
~Posted 27th June 2009 at 10:02 AM by fissionessence
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