9th level, baby, yeah!

Jeph

Explorer
Played a session of D&D yesterday. It rocked, and we just reached 9th level. Also, we performed the first true skuleo of the campagin, obtaining 50 platinum, a folding boat, six feather tokens, two Impermiable Vials (which can hold anything, up to and including souls, knowledge, Death, and that kind of things; one held some enchanted etherial necromantic worms and another some creature of pure magic).

A summary of the game so far:

1st session: The campaign got off to a fair start. Peter C (posts here as Corlon) ran the game. Characters were around 5th level--6th, I believe, now that I think about it; I played Teppin the Trans-Perceptive (human wizard [diviner] alienist), Peter K Argonath the Good (human paladin), Curran Don Ramon Sanchez (human rogue), and Robin, Peter C's brother, some twinked out half giant dwarven barbarian. We went into a cave and killed some orcs, including this shaman dude, because they kidnapped some kids. Robin then went off to get a higher education. We hunt down a Grey Render with magic missiles for some exp. We level up.

2nd session: Now the players are just Curran, Peter K, and myself. A tome we found in the orcs' hideaway told of a ritual taking place in the Middle Swamp of Zaccaromb, and the kids were a sacrifice. They kid we brought back turned out to be the wrong one, so.... Anyway, on our way back to Andirel, we saved this old guy from more orcs, and made camp at his place. In the morning? He's gone, along with our book. We scry him; he's an orc in disguise. A setup! Back at the small city or largish town, what have you, we try to gather some forces for an expedition into Zaccaromb. No-one wants to go. We pay Zambargo the Astrologer (a local diviner) to teleport us to the swamp's edge.

We penetrate further into the swamp, wierd :):):):) happens, we get exposed to some mutating fluids, we find a temple. We discover that the shaman we slew has reanimated as a half dragon, and is about to complete the ritual! All he needs is one more soul! We beat the crap out of him. He throws himself into the sacrifical pit. Crap, he got the soul. We run. The temple explodes. Don Ramon turns into a lizardman and Teppin grows a second head, as a result of the mutating thingy. We cut the head off, despite its protests.

From here on out, Peter K shows up only occasionally. Argonath becomes a psuedo-NPC.

3rd session: Ever the questing sort, we strike off for the coast, through the forest and over the mountains. In order to quicken their travel, Teppin polymorphs Don Sanchez and Argonath the Good into giant eagles. At the mountain's near edge, we stop at a dwarven outpost to trade and gather news. The dwarves have been harassed by slavers, and, when that lead is followed up, we find--guess?--DROW! We attempt to remedy the problem, going into the tunel with 4 dwarven guides. We are intercepted by a scouting party; two of the dwarves die and one is fatally wounded. We beat a hasty retreat, promising to come back in the fall (it is now spring).

It is decided that our job would be much easier if only we had a war elephant. We travel to Mehrdorf, where Teppin signs on as a professor at Uruboo's College of the Arcane Arts, Argonath speaks The Word and makes friends, and the Don does some detective work for one Master Marador, collector of rare and wondrous creatures. We defeat a hill giant and his pet triceratops in order to recover some pegasi for him. For this, he cuts us a great deal on a war elephant. We buy it and trick it out. It is named Bo.

We fight a bit of crime, and level up, and are now at 8th.

4th session: Realizing that we are fantastically rich, we decide to mix it up with the local aristocracy, and have dinner at the city's nicest inn with the trader Karadan, an influential man from the city of Port on the northern continent. Teppin learns a fireworks spell from Uruboo, and uses it as entertainment at a fette thrown by Karadan; he also crafts a Hat of Diguise for Don Ramon Sanchez, as looking like a lizard isn't really working out. The Don gets a message from his father. The rest of us learn for the first time that the Don is, in fact, the son of the baron of Port! The baron is quite ill, and Ramon is asked to come north immediately. We decide to go with him. Karadan happens to have, beneath his mansion in Mehrdorf, a sarcophagus that is connected to one beneath the Sanchez Estate in Port. We use it to travel there.

Lord Sanchez is bedridden with a strange necromantic disease. The city's clerics are prepared to perform a ritual that might save his life on the full moon. We travel to where he was last before he contracted the disease, and encounter and quickly dispatch a ghast. We later find more undead, skeletons in the graveyard and basement levels of a church. Teppin speaks with an insane oracle and recieves a muddled prophecy. Don Ramon mounts a sleepless vigil by his father's side; in the end we resort to drugging him to make him get some rest.

The full moon comes. With a great toll of the bell, the mighty Church of Heironeous disappears, and is replaced with a Big Honking Pyramid. Undead everywhere, including a ghost who bursts forth from the Baron's chest, killing him instantly. We recognize the ghost's features, as they are unmistakable: he is the orc/halfdragon shaman, returned to trouble us once more. Teppin magic missiles a vampire until it goes away, Argonath Turns A Lot Of Undead, and Don Ramon fights the possessed corpse of his father, at one point jumping out of a window.

5th session: We gathered the castle guard and mounted a charge through the streets of Port, attempting to reach the pyramid. A gigantic skeleton of an ancient Wyrm assailed us. Lightning Blasts and lots of crossbow fire from the mook contingent brought it down, but not before it shattered Don Ramon's legs.

METAGAME NOTE: By the rules, Don Ramon died. However, Curran had a great idea. We knew that Ramon's brother, let's call him Don Marcus Sanchez (as I do not fully recall his actual name), was on a diplomatic mission to the far east, and would be returning soon. He wanted to play that brother. However, the brother is the eldest, and would own the city, and Peter C didn't think that was kosher. So, we decided to have Ramon be merely crippled. Ramon would become the steward of the city, and Marcus would go adventuring.

We arrived at the pyramid with little further incident, and were challenged by a group of mounted undead badasses. We were in a tight spot, but horns rang out from the docks, and Don Marcus (human cleric) came to the rescue, along with a Firre Eladrin called with a Lesser Planar Ally and a company of soldiers. We reach the interior of the pyramid, where we meet up with Vivec, a crusading Zen and the Art of War type samurai/India-esque hunter of evil dude. Vivec is played by Wade, who is joining the group. We find a dormant planar rift. The angel fuels it with divine energy, collects payment, and leaves.

On the other side is a barren, blasted desert wasted by necromantic gods. We meet a necromantic cult. They are not evil, but their Gods instructed them to take over the prime plane. We're all like, WTF? Also, there are many Shadows.

6th Session: This one was a quicky. We are on the desert-plane. We learn that the necromancers were taught their craft, including the knowledge to keep themselves safe from the plane's negative energy, by The Ancients. They won't let us talk to them. Also, they won't let us leave. We muscle our way to the Ancients while the necromancers are out (and have to Dim Door past a few Golem, leaving Argonath behind because he and his armor are too heavy), are attacked by the Ancients, and slay the Ancients. Also, we burn the coffin of the vampire that we met last session.

The necromancers arrive outside, send some shadows to look for us. We destroy them. We play poker and go see AVP.

7th sesion: Another quicky. We negotiate a truce using the Whisper spell, convince the natives that Heironeous could protect them as well as the Ancients (which we killed), bring some clerics in from Port, and perform a clensing ritual, turning a section of the desert into jungle. The necromancers give us six relics of the Ancients that they won't be needing any longer: a talking stone bust called The Muse that will answer questions posed to it if in a good mood, a scroll in an ancient tounge, an evil book, a Bag of Souls, and our first set of Impermiable Vials (with, like the second set, etherial worms in one and a magic-being in the other). Back at Port, we Identify it all. Reading the magic scroll takes away Teppin's ability to cast spells and speak any language other than Ancient. He seeks help from Father Ulyses, the High Priest, but manages to infect him with the viral language. We get it cleared up by deaf monks with vows of silence or somesuch.

The Muse identifies the scroll as a ritual to summon something called The Gatekeeper. We play poker and go see Resident Evil: Apocalypse.

8th session, this last one: Teppin returns to his teaching position at Mehrdorf, and Marcus gets bogged down in the paperwork of shared governance. He gets all sorts of kwazy reports: bug-things in the frozen north, an army of undead amassing on the borders of the newly created jungle on the desert-plane, rampaging orcs and fields sown with salt back south by Andirel, where we started. We decide to travel to Andirel. On the way, we check back with the dwarves to whom we promised to return in the fall. They are gone.

We return to Andirel, and Vigor, a local hunter, helps us follow the tracks of the orcs. When we come to a field of cleared trees with an inches-thick layer of salt, where the tracks end cold, we toss Vigor some gold and send him back. We see a mantis-like beast flying off in the distance... and a nearby patch of forest MELTS INTO SALT, Gemorah-style. Holy :):):):). The thing is out of lightning blast (Tepin's signature combat spell, basically an electric fireball) range, so oh well. Vivec hears a noise, we go to investigate.

It's orcs. 16 bog-standard, no levels, MM orcs, and we almost get our asses handed to us. We were damn stupid about this encounter. We try to talk to them first; shoulda known better. Vivec and Marcus get within melee range, nuetering Tepin's blasting spell abilities. In the first round Vivec is surrounded and disabled, and only four of the orcs are dead. Vivec then drops to -1 taking out another orc. Tepin, invisible, casts fly, and hovers above the battle, looking for a space to drop a Ball Lightning (2nd level, 10 foot radius, 1d4 [max 5d4] electric damage per level, medium range, reflex half). He clears out a half dozen orcs that way. Marcus, wounded, lets loose an Obscuring Mist and makes a break for it. A few orcs follw him; he dispatches two with his sword. The last runs, he runs after it. He throws down his holy sword and jumps on the bastard, wresting a dagger from the orc's grasp and impaling the brute with it. Meanswhile, 3 orcs have grabbed Vivec and are running off with him. Teppin can fly better than they can run, however, and blasts the one holding his companion with Magic Missiles. The other two flee.

We heal. The only orc survivor is the one that Marcus tackled; we tie him to a tree and question him. This proves most unforthcoming. We settle down for the night.

Bad. Move.

Teppin takes first watch, preparing the spell slots that he had left open the morning before. (he usually leaves one open of each level.) Only minutes after he's finished, the tied up orc begins screaming, and dissolves into a thick, acidic mist. We react like frightened cockroaches, throwing up four Light spells out of sheer paranoia, readying dispells, and donning armor hastily.

Our Light dwimmers are blanketed by a Darkness. We form a back-to-back triangle and hurry out. Marcus takes front and...

Steps into a Blade Barrier. 3.0e blade barrier. He takes a horrible gash before Teppin can dispel it. Marcus throws up a Magic Circle Against Evil, and WHAM, we're in the middle of an Acid Fog. We hurry out, and Vivec uses his acute hearing to get a general sense of where the enemy is. He tells Teppin, who blankets the area with a Lightning Blast.

The salt demon appears unaffected. Teppin tries to Charm it, and fails. It teleports.

We freak. Teppin uses a Dim Door to try to throw it off, and we get back to Andirel as quickly as we can.

The next morning, we plot our revenge. Marcus and Teppin optimzie their spells, replete with Haste, Invisibility, Dispel Evil, a pair of Charm Monsters, Dimensional Anchor, Endure Elements (acid), Mage Armor, Shield, Shield of Faith, and two Magic Circles: one to protect us, and one to trap it, should we have the chance. Teppin scries the demon. We pay Zambargo the Astrologer (remember him?) for a Greater Magic Weapon on Vivec's sword to beat the DR and a teleport. We port in; it shrugs off both charms but we still destroy him in one round, thanks to Vivec's awesome swordsmanship.

Wade: "Damn. That was much easier the second time."
Curran: "We had the jump this time, and were much more ready for it."
Jeff: "What was the CR on that thing?"
Peter: "Twelvish. Have 3200 exp. Each."

Anyway, we're still not done here--there's a band of Orcs to take care of. The next day we scry them. Again we purchase a teleportation from Zambargo, and use lightning to blow the guards to bits. We get deeper into the orc-cave. Some cultists worshipping a... floating giant octopus? More lightning and Searing Light; orcs die. A celestial bear is summoned to combat the octopus, which is on a 60' high ledge. The bear is annihilitated in a flash of flame and acid. Lightning Blasts launched at the octopus are met with a dispelling screen. Teppin grabs Vivec and they dimdoor to the ledge. Vivec wastes the octopus. We take its stuff, as outlined at the top of the post.

And then we level up to 9th, and go split up for a month of downtime at Mehrdorf and Port. This means many things:

a) Marcus has Flamestrikes.
b) We don't need to pay for Teleports anymore.
c) Teppin can deal some 65 damage average in a single round with a quickened Magic Missile combined with an empowered Lightning Blast.
d) We now have potent anti-divination magic, thus exempting ourselves from the scry-buff-teleport style assassination tractics that we ourselves used on the salt demon. Unless our enemies are so powerful that it wouldn't matter anyways.

As soon as we gather some loot, Teppin will be making Black Company-style fireball projectors for the gang, and we will build a tower into the side of a cliff.

This is a fun game. May it have many, many more sessions.
--Jeff
 

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Jeph said:
This is a fun game. May it have many, many more sessions.
--Jeff

Perhaps a Story Hour is in order? I'd read it!

And sorry you couldn't make NCGDV. But hopefully we'll see you on Jan 29th for VI.
 


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