Posts Tagged ‘dork training’

Homebrewed (for the D&D noob) – Part 28.

Sunday, February 27th, 2011

You guys will have to forgive me–it’s been over two months since this game as real-life cropped up between then and now, so getting this post written is going to take some effort, as I’ve forgotten a lot since then. And, if you’ve been keeping up with this blog, you’ll know that this game has since ended. I’d recommend skimming over the last installment prior to reading this; I know I had to. But a quick recap: We left Iema, Natalia, and Sunshine in The Dump, a place full of wood “bushes” that turned out to be the corpses of children. We were then attacked by their killers (splinterwaifs) and after a long, difficult fight, we manage to kill most of them and run the remaining off. And now for the last game…

Icetor the 15th (continued)

Iema, Natalia, and Sunshine are still standing in the wood pile, exhausted after their fight. Iema casts Detect Magic and find a glowing “pot” of money–and a dead body. It is not a body like one of those wood “bushes” that we had found earlier, though. Jim says the body is decayed, has nice clothes, and a necklace that has the symbol of St. Barius society, which was bigger during the Godstorms. There aren’t as many people wearing this symbol nowadays, and when you did see it, they were mostly found on guards.

Iema and Natalia try to figure out what they know. Most of the murder victims were crushed, shredded…murdered by something very powerful. These splinterwaifs, though, are more for shooting, well…splinter-things, things that some people mistook for arrows. Obviously, the splinterwaifs, as terrible as they are in their own right, are not responsible for the murders we’re investigating.

We consider that one of the victims that was nearby The Dump had both an “arrow” in him and had his arm torn off. We conclude that the man had the misfortune of getting between both the splinterwaifs and whoever was killing everyone. Damn, talk about rough luck.

We walk back to the Burning Inn. On the way, Iema takes off his herald’s cloak. He’s decided to stop pussy-footing around with Burne Layward, and if the only way to make the guy talk is to put aside his symbol of his service under Julium, then that’s what he’s going to do. We get to the Inn. Iema sits down. Natalia remains standing, watching Burne warily.

Iema sits down, tells Burne that his story doesn’t add up, there is no way he had made such a huge mistake about what was in The Dump, and blantantly accuses Burne of knowing what was really going on. Burne at first tries a lame attempt at blaming the Corporal, then tries to change his tune.

“You know what?” he says. “Let’s start over. C’mon, I’ll buy you drinks.”

Iema, ever the polite bard, accepts his offer; Natalia, ever the rude druid, flat-out declines. Good thing because Iema takes a sip–and starts choking.  Fortunately he makes his Fortitude save, so the poison doesn’t kill him.

Combat! (My favorite part.)

The place breaks out into a frenzy. Four guys pull out longswords and flip over tables. Before she can react, Natalia gets hit by four arrows. She yells for Sunshine, who is nearby outside, hoping that her dire hawk will hear her. I don’t even remember if she does, though. What I have in my notes is that Natalia turns into a dire bear (of COURSE) while Iema starts hacking away at enemies. Eventually, we’ve bloodied several and run the rest off, but we managed to get Burne held down. While he’s being held, Iema goes around and calmly starts straightening up the bar, remembering to give the bartender 15 gold to go toward the damages.

Finally, Iema dispels whatever it is that’s keeping Burne held. Burne decides to tell us what he knows. The kid that we had heard died was actually the fourth murder. There was another murder even before what others knew about, but it took place outside of town. We get a name and an address for a contact named Al’menna from Burne, he admits that everything he’s said about the Corporal is a lie, and he begs us not to turn him over to Corporal Murstas.

We head off to this new contact, who confirms the rumor of that the first murder actually took place outside of town. Iema asks if anyone new was coming in, and Al’menna confirms there was a very nice family who came had been fleeing their old town because of–get this–some unresolved murders taking place. But these aren’t any old murders. Whatever is doing it could crush animals.

Iema and Natalia surmise that the killer could either be someone in the family or someone following the family. I remember at this point, having a weird feeling of déjà vu, but I couldn’t put my finger on it. Al’menna then tells us that the child victim actually knew the family’s little girl. In fact, he had a crush on her and teased her all the time.

Natalia perks up. “Little girl?” She glances at Iema, who seems to be thinking the same thing she’s thinking.

We got back to visit Madwyn, who seems surprised in our sudden interest in this family, telling us they were very nice people. Still, she hands over the address. On the way, Natalia and Iema try to figure out what it could be. Let’s assume they are, indeed, “very nice people.” How were the murders tied to this family? Natalia suggests poltergeists. Of course, I don’t even know if poltergeists exist in D&D and thought maybe I was being dumb for even suggesting it, but if Jim and Phil thought it was dumb, they kept it to themselves.

Good thing. I’m usually the one getting their drinks for them. Yeah, stay on my good side, boys, ha.

So we get to the home of the girl and her family. The house is dark. The door is off the hinges. This doesn’t look good. Iema has a new ring that he uses to light up the area around us.

“I smell blood,” Sunshine offers.

Based on the damage, we can tell whatever it was was bipedal. It’s obviously huge because it’s crushed through the door. Natalia turns into a wolf, and she smells that same smell of blood and fecal matter. There are human parts everywhere.

We go back outside. Again, the smell is everywhere. We can overhear the Corporal nearby, and we call him over, explain what we’re doing.

This entire time, something is nagging me. Something about all this feels very familiar. I remember someone thinking this was the ghost of “Druid Jack.” Whatever it is, it’s big, super-strong, bipedal, crazy-protective, enough where it could mistake a little boy’s teasing for something more serious–

“OH,” I say. “OH. I bet this is–I bet–it’s–ARGH. What’s the word? What are they called again? IT’S A GRAY RENDER.”

Phil is impressed that I figured it out; Jim admits that he thought I would have figured it out sooner.

 In character, Natalia voices her suspicion, and then we’re all really moving because you don’t want a gray render running around loose in the town. We spread out. Natalia casts Greater Magic Fang on Sunshine because we really can’t afford for her to miss. We start roaming through town, trying to figure out where something as large as a gray render could be hiding. We’re go through alleys littered with small, dead animals–no doubt, leftovers from the render’s meals–and end up standing by a statue.

A bum sees us. “You outta be careful.”

We turn. “What?” one of us asks.

He scoffs. “Statues around here come to life.” We look at each other. He insists, “They do! I just saw one in the park.”

We remember something: Aside from blood, Natalia kept smelling fecal matter when she was shapeshifted. The park the bum is referring to houses a large stone vent that goes to the sewers. Iema calls for the Corporal, and we race toward the park.

Sunshine flies high up overhead to see into the tall vent, then lands by us. “Yup,” she says. “The fan inside is busted.”

I don’t even remember how we call got up and over. I mean, I assume Natalia and Sunshine flew, but I don’t know about Iema and the paladin. Once inside, though, we find some weird things. We see symbols with lines radiating from the center. Jim says it looks like the moon eclipsing the sun, which is the symbol for Tharix, god of crazy people and doomsday cultists. We go through a lake of poop (that’s my oh-so-poignant description in my notes, ha), and we notes that it looks like there’s been a fight. Two cultists are dead. One is still alive, but there are entrails behind him. His eyes are gouged out. Behind him, there is a message written in blood: I have seen death, and it is mine own.

Leave it to doomsday cultists to be drama queens.

Iema spots the little girl. She is freaked out. Jim asks Phil if Iema is going to calm the girl down. Phil sighs, mumbling that he has a feeling that he’s going to regret this…Attempting to comfort the little girl, he puts a hand on her shoulder.

Whoosh. That would be the sound of speedy, angry gray renders coming to attack us, by the way. Yes, gray renders, as in plural, as in one very large one and one smaller one.

Okay, that, we didn’t see coming.

Natalia immediately shifts into dire bear form, then starts a spell to summon an earth elemental. Meanwhile, Iema is fighting like crazy, and poor Sunshine is being smashed by one of the renders.

Suddenly, we hear a grinding sound. “What’s that?” Natalia asks.

We crane our necks, while trying to keep an eye on our attackers. Finally, we spot bricks that are starting to pop out of the walls. Jim reminds us that Natalia had summoned an earth elemental. Well, the elemental is coming from the walls. We watch in horror as a brick-man pulls himself from the walls. The ceiling above us starts to groan.

“Shit, shit, shit!” Natalia says, kicking herself for not predicting this. Iema scoops the little girl up and starts to run.

Natalia is hard-pressed to leave a fight and Corporal Murstes behind. The smaller render charges the earth elemental. Natalia’s creation then faces off both it and the larger render.

“Get to the tunnel!” Murstes yells.

The larger render is still fighting the earth elemental. Natalia grabs Sunshine and start to head out. Before she can turn around and find out if Murstes is behind us, she sees that Murstes has summoned a glowing wall between himself and us, effectively keeping the render and elemental from getting out–and locking himself in with the two.

“What are you doing?” Natalia demands.

Go.”

She hesitates a moment. Iema has already gotten the girl out; after a moment, Natalia and Sunshine flee as well, and they get out just before everything collapses. The little girl is in shock. We decide what she needs is someone familiar, so we go back to her house, pick up the money in the safe that we found there, then take her to Madwyn’s, give the woman the money and the girl, and explained what the culprit was.

Next, we go to the guardhouse to let them know what happened to Corporal Murstes. They seem busy. I don’t remember what exactly they were doing; my notes say they’re “caught [doing something] revolutionary.” Don’t ask. I’m sure if the game continued, we would have found out. I can guarantee you that Jim’s got all worked out, and it probably will have an effect somewhere in Valt and the next game.

At any rate, we don’t care too much about it right now because suddenly, somebody breaks into the room, yelling that there’s a monster in the street. Natalia is surprised. That thing survived the cave-in?

The desk guard runs out to start ringing warning bells, and they start closing the town gates, effectively shutting down the town. We’re about to run out, but we’re suddenly halted by fire coming through the door. Men with black sacks on their heads burst in with firey swords, Burne in the lead. Why the hell did we let him go? Burne yells to burn the place down.

ARGH, WE DON’T HAVE TIME FOR THIS. Natalia quickly gets back in her dire bear form because that’s the form that gets shit done. Iema casts Improved Invisibility on himself and joins the fights. One of the guards jumps up on the desk, downs a potion, and starts breathing fire on the attackers for max damage. While Natalia is grappling one of these idiots, she hears a thunk outside as something hits the window.

“Ow,” she hears Sunshine’s muffled voice from outside it.

Oh, geez. That bird.

Iema, still invisible, sneaks to one guy and guts him, but he isn’t getting past everybody. Jim rolls for one of the female attackers and announces that she has made her listen check. So she figures out where Iema is and attacks. Luckily, she misses. Natalia kills one of the other attackers when Sunshine suddenly bashes through the window.

Iema swings around on the woman who had pinpointed him and manages to kill her. Other guards swoop in around him to surround Burne, grab him, and throw in a jail cell.

Finally, with Burne out of the way, we can focus on our main concern: The very large gray render that’s on the loose. Around us is chaos. Aside from the fight we just had, one guard is yelling to block the gates to keep the render from escaping, and another has just run in to call out that it’s on one of the docks. We hurry that way.

There is a brief debate among some as to whether or not to let the little girl die, figuring that once she’s gone, the threat will be gone, too.  And we picked…what do you THINK we picked? We’re not letting a little girl die! It’s not her fault this crazy thing is attached to her! Are you freakin’ nuts? Iema starts heading out toward the boat and gets about 10 feet before the render starts hurling iron at him. A piece strikes the bard’s shoulder. His whole arm goes numb. Iema gets hit a second time and drops. Both Natalia and a guard make a beeline toward Iema, but the guard gets there first and heals him, enabling Natalia to refocus on the boat, the gray render, and the little girl. She proceeds.

We see that it’s worse than we thought. We thought at least the smaller render had died. It, in fact, had not. Both the renders were on the boat. The smaller one charges at Natalia. Iema quickly manages to grab the Wand of Cure Serious Wounds from Natalia because he’s just about out of spells–and because Natalia, seeing that she’s about to get attacked, is going to shift back into dire bear form. (Quick thinking on Phil’s part, by the way.) So Natalia shifts and starts clawing, Sunshine sweeps in and does her thing, and the lieutenant fighting with us manages to get the killing blow in on the little render.

Everyone then turns to focus on the larger gray render. This fight is much uglier. Iema is killed during it, his legs torn off. Natalia manages to finish off the gray render, collects her friend, and then goes to find a cleric to resurrect him.

Easier said than done. It turns out that not all clerics are willing to just resurrect people. This cleric wanted a good reason to  resurrect Iema, and when Natalia failed to provide one (aside from “he’s my friend and I’ll claw your eyes out if you don’t”), the cleric refused to help.

So Natalia has to use her reincarnate. She was hoping not to have to do that because the chances of him coming back as an arcling were pretty slim. Still, better alive…So she casts. Iema comes back as an owl.

Sunshine eyes the owl hungrily and hops toward him.

“SUNSHINE,” Iema says. “It’s ME! Iema! YOU CAN’T EAT ME.”

“It’s really a drow pretending!” she says, hopping closer. “I’m not falling for your drow tricks!”

Natalia gets in the middle and orders Sunshine to back off. Sunshine reluctantly obeys. We had back to Julium’s, give our report, and go to bed.

Now here’s where I really have to rely on my memory because I didn’t take any notes beyond this point. I believe it was the next morning when Raelan finally comes along and transforms Iema back into an arcling. (Wizards are so handy to have around. When they’re not being annoying.) We go to find Madwyn to discover that when the renders found her with the little girl, that they had torn her arm off. Natalia feels guilty about that (after all, we’re the ones who left the little girl with her, assuming that the renders had died, and thus, had made her a target), so we find someone to try to fix her arm with a spell. Unfortunately, the dice gods were not with him when Jim rolled for that NPC; it went horribly wrong, and her arm ended up growing out of her side. She, of course, is horrified. Determined to get her arm fixed, we go to Raelan, since he has surgery skills. He teleports us to his castle and fixes her arm to some kind of monster arm. It’s not as nice-looking as her old arm, but this arm can do all sorts of things that her original one couldn’t do. To her credit, Madwyn doesn’t complain. Instead, she admires Raelan’s work.

And that’s where the last game ended: Us standing around a woman with a monster arm, and a young wizard throwing his arms up in the air, declaring himself a genius.

It’s as good an ending as any, I suppose.

No longer a noob: closing the door on “Homebrewed.”

Sunday, February 20th, 2011

This whole post is going to be about gaming. You’ve had fair warning.

As I (very briefly) mentioned a couple posts ago, Jim had confessed to me, while we were out on a drive, that he felt that our game was in its final stretch, and it was probably about time to lay the game to rest. At this point, Natalia and Iema are well-known enough in Derrikol Forest that people aren’t going to give them trouble. Jim told me that those mountain giants that were giving people problems before would, if running across us, rather jump off a cliff now than deal with us. They might survive the fall. They wouldn’t survive us.

Jim had also said that if I wanted to continue playing, he could do it. We could push on, Natalia could go off to other parts of the world and be more ambitious and powerful, but truthfully, Natalia was never an ambitious druid. Her big ambition was to be done with the adventuring and return to her forest. The running joke throughout the game was Natalia saying she just wanted to live in her treehouse, and while we joked about it, it was true. If I had been playing a character like Raelan, I could see where we could have pushed the game further. But Natalia? No, especially after she discovered that both her efforts and even her existence were resulting in deaths without her realizing it.

(If you’re confused, it’s probably because I don’t think I’ve posted that game yet. No worries. I will.)

So, last night, Phil came over, and before we even started playing, Jim asked if we also thought it was time to wrap up game. It was a pretty short discussion. We could all feel it winding down. So we didn’t actually play D&D. (We actually started the warm-up to a werewolf game Jim’s going to run next, but that’s another story.) Instead, Jim gave us summations of what happened. There were a couple points where we could pick what our characters would have chosen, and he would tell us how it worked out.

Eventually, I am going to post up the last game we had, the one from two months ago that I barely remember. Might as well; then, I will have had the whole thing documented here. And at some point, I’m going to ask Jim to write the official summary here. I didn’t write a single thing down because I wanted to soak it all in. And I had a big debate with myself on whether or not I wanted to post the big reveals and what happened because there were some things we were blown away by like, oh my god, THE PERSON WHO BETRAYED US TO THE DROW. But I’ve decided that I really want all the details in one post, and I really want Jim to be the one to write it.  Here’s hoping I can convince him.

I don’t remember where exactly I left off on the blog with what was going on in Valt, but I think I did write it down here that when Iema and Natalia came up from the Underdark, they had found out that the towns of Devies and Stilldale were suffering from plagues. Before I found out the game was going to end, I had already talked to Jim about how Natalia wanted to fix this. She had worked hard alongside the towns, particularly Stilldale, and had finally won some amount of respect from the people there–no small feat, considering how much they hated druids in the beginning. Just as Stilldale referred to her as their “local witch,” she thought of them as her town–or, as much as any druid would claim a town. She didn’t want them to all die.

What I was going to have her do in the next game was have her create her first unique spell, one that combined the properties of an insect swarm spell with a type of anti-contagion spell, so that she could release a swarm of mosquitos into the town to heal the people. While wrapping up the game, Jim says that Natalia is successful in creating the spell, but she has limited success, only because by the time it happens, most of the people in the towns have died from the plagues.

Glossing over the summary: Natalia had already had a hint of some of the “bloodletting” that was unknowingly released by herself and Iema that the earth weird had alluded to while we were playing. Jim will finally reveal just how MUCH damage had been caused by Natalia’s choices, actions, and even her own resurrection from when she died fighting the black dragon, ALL those games ago. Jim said there’s a lesson here: Be careful how you use magic.

I’ll tell this part because it’s already been alluded to in the “Homebrewed” posts, so it’s not a shock: Beta does, in fact, become evil. In fact, he creates a monster mess–literally–in Derrikol Forest, to the point where even Natalia doesn’t stay anymore. Instead, Natalia goes off to retire on a boat. A really cool boat. You’ll find out in the summary, despite who finally writes it.

After I agreed that Natalia would do this, I backtracked and asked Jim if Natalia fought Beta before she retired. He said I could if I wanted to, but she would have to had become the leader of the Spruce Circle and gotten herself and all the other druids killed in the process of “cleansing” the forest from Beta and his new groupies. Jim asked if I wanted to change what I had agreed to with Natalia’s fate.

But, at this point, I had already agreed to have her go away, and I’m a big “no cheating” fan and didn’t want “backsies” to rewrite her story, so to speak. Still, it seems very out of character for Natalia to not try to fix the problem that she, in fact, created. I mean, if she had never Awakened Beta, this whole mess wouldn’t be. So I justify her fleeing from Derrikol Forest this way: Natalia would have fought anyone she thought needed to be put down, including Iema. (Sorry, Phil, but that’s just the way it rolls.) But the idea of fighting Beta, her first and most beloved companion, after finding out just how much she contibuted to the downfall of the area, coupled with finding out which of her friends had sold her to the drow…well, it was too much. Besides, what if she just caused more damage? Rather than risk it, she leaves the forest she loves so much and had so much hope for. Yes, it’s sad, but it is what it is.

Unsurprisingly, Iema and Natalia will separate. Phil will reveal things to me on his character sheet that I had suspected (Iema finally moved from chaotic-good to chaotic-neutral), but the source of the slippery alignment will be a complete surprise to me. Iema, as it turns out, has been keeping some mighty big secrets from Natalia, and for good reason. Had she known, there’s a very good chance she might have killed him. I think she would have done that as a last resort, but yes–it probably would have come to that.

Iema has his own ambitions that are quite big, and in fact, I suspect he’s going to be one of the catalysts in an upcoming world-changing event in Valt. I totally want to write about his plans because they’re really cool, but I don’t trust my memory and would rather Jim give all this away. As to what will become of Iema’s ambitions…we shall find out in the next game.

That’s the other thing that surprised me: Although we have no plans yet to start another D&D game, Jim already knows that his next game will be set 17 years in the future of Valt, after Julium has ruled for some time, so Iema and Natalia will both still be alive. What Phil has chosen for his bard’s fate is pretty big, and I would be shocked if Iema doesn’t come up as an NPC. Natalia, though, has become pretty secluded, so I think it will be hard for the next group of players to run across her, unless they’re specifically looking for druids. But seeing as to WHICH boat she retires on, I think it will be very difficult for them to find her, even if they wanted to. Sad that I probably won’t see my first character again as an NPC in a later game? Well, yes. But, truthfully, it seems right for her.

All I’ve got to say about the next set of players–and who knows, I could be among them–is that wow. This campaign ended on a very dark note, and some very big things are on the horizon. Hope you’re ready.

Anyway, enough about all that. The reveals and summary will come later, after I post the last real “Homebrewed” game. Upon concluding my first D&D game, I wanted to touch on some things I learned, things that would be perhaps be useful to others just learning the ropes:

  • Have a fully-fleshed out character concept in mind before you start your character sheet. Mine was pretty vague, and I seriously think that’s what took SO long when I filled Natalia’s sheet out the first time. (Seriously, it was something like 3 1/2 hours.) Phil knew exactly what he wanted to play and had his sheet done in minutes. Granted, he’s also been filling sheets out way longer than I have, but I think knowing exactly what he wanted to do helped a LOT.
  • Unless you have a natural aptitude for acting, create a character that is pretty much just you if you were in a D&D world. I had no issues figuring out how Natalia would feel or do things because, honestly, if D&D was real-life, I would probably be a druid.
  • At the same time…druids are probably not the best class to play for a first-timer, or at least, not in 3rd edition. Unless you have a fabulous memory (which I do not), it can be very tricky keeping track of not only all your spells, but all your forms and the abilities you have in those forms, PLUS all your animal companions’ stats and abilities.
  • For your first game, play with people with loooooots of patience. Preferably friends that you feel very comfortable with. I would not recommend starting out with strangers at a convention, that’s for sure. 
  • Sad fact: Make fun of it all you want, but role-playing really does make the game better. It breathes life into it. As much as I make fun of people who LARP, I can at least see where they’re coming from. In our games, I tend to just tell Jim, “Well, Natalia does this or that.” My scenes are always way less dynamic than the ones between Phil and Jim, where they actually role-play it out.
  • If you’re “of the shy sort” (as Jim describes me in one of his first posts about this game), the best thing I’ve found (aside from alcohol, heh) is to prepare for games. Know what you want to do before the game starts. If you’re like me, you’ll be like a deer in headlights if you’re put on the spot regarding what you want to do next. I wish I had taken my own advice on this one more often.
  • Related to that (as well as the first bullet point): Character backgrounds. I now realize why veteran gamers get so freakin’ detailed with their character backgrounds. I knew Natalia’s past, but I didn’t really know what I wanted her future to be. It made it harder to figure out what I wanted to do, and I wasted a lot of time in-game trying to figure it out spur of the moment.
  • This might be obvious, but the more dice, the better. Try to get different colors, too. One thing I saw Phil do a lot was say something like, “White die is this kind of damage, black die is that kind” and roll. He was way more efficient than I was.
  • Next time, I’m also going to hunt down a box top to roll my dice in, so I can be as enthusiastic as I wanna be in my dice-rolling–without losing them all over the floor and creating a mad cat-chase as they scramble after them.
  • Another thing I saw Phil use a lot was something called “bardic knowledge.” Any time Jim mentioned anything, he would say, “Jim, can I roll a bardic knowledge on that?” Then he’d roll, and if he succeeded, Jim would tell him what Iema would know. Keep in mind that your character knows things that you do not, and if you suspect you’re running into something that fits that criteria, ask the DM. Granted, unless you’re rolling a bard, it won’t be a bardic knowledge check, but it will be something.
  • If I had to do it all over? I would have secretly swiped Jim’s Monster Manual and taken a look at some of the things we could run into. Be careful not to metagame–I’m proud that I’m very good at not doing this, especially for a first-timer–but still, I see nothing wrong with actually familiarizing yourself with the types of critters your character would know about.
  • While you can play without reading the handbook, it certainly helps to skim over it. I actually did read the druid section of ours a couple of times, and actually knew things about druids that Jim had forgotten.
  • Index cards! They’re the best. In hindsight, if I had to do it over, I would have put all the new spells Natalia had learned on index cards and separated them by level. I did eventually write them down on paper so I wouldn’t have to ask to see the book every time I needed to change her spell list, but index cards would have been better.
  • Also, index cards for magic items: Jim took this idea and ran with it. He even had a way we could keep track of charges on wands. DMs should really consider doing this. It was easier for me to remember I had items when I had cards in my hands than when I had it written on a part of my character sheet I never paid much attention to.
  • If you play for any length of time–our own game had been been running for maybe a little over a year now–don’t be surprised when, upon ending the game, you’ve discovered you’ve grown attached to your character. I still don’t get people who cry over their characters dying (that’s just nuts), but I was surprised to realize that I was pretty bummed about shelving Natalia, never to play her again. Even more so, I was disappointed how sad I was for Natalia, seeing how hard she tried to make the world better, and how the world actually had become darker for it. 
  • RESPECT YOUR DMs. Holy crap. The amount of work and even themselves  that they invest to give you something this awesome is nothing short of amazing. Come prepared and don’t be a jerk. Repect what they’re doing because they’re doing it for you, and they certainly don’t have to.

That’s all I can remember for now. In my very first post about this game, I had posted Natalia’s stats. I figured I’d end it the same way. She ended the game at level 14, only points away from 15. (For the curious, I believe Iema was at level 16.) In her human form, she was sitting at 133 hit points and an AC of 18. And for her abilities, they were as follows:

Strength: 13
Dexterity:  13
Constitution: 18
Intelligence: 8
Wisdom: 19
Charisma: 13

Funny how, through all that, her intelligence never went up, heh. But she did get wiser and hardier. I guess that’s all a druid can really ask for, especially in a world like Valt.

Oh, and Jim? Thank you for a great time. I had a blast. And you’ve finally convinced me:  D&D is better than Warcraft. You win.

Homebrewed (for the D&D noob) – Part 27.

Monday, December 6th, 2010

Last week, Natalia, Iema, Corin, and Sunshine visited a drow city, found a drow that was actually not completely evil (although certainly not good), and managed to get out of the Underdark.  Unfortunately, getting out of the Underdark means we made a deal with someone who is almost certainly evil, although the details of that deal are still unclear to us.  Oh–and our old buddy, Julium, is now emperor of Numbrar.  Lost?  Catch up with the last installment here.

Sterror the 15th

So, we’re still on Sterror the 15th, to our surprise.  As mentioned in the last “Homebrewed” entry, our characters had all been on the Astral Plane to get from the Underworld to the Prime Material safely, so we really had no way to keep track of time there.  We lost five days.

And for a person who wakes up at 6 AM even on the weekends because she hates wasting time so much, this makes me a little grumpy.  Just a little.

Natalia, Iema, Corin, and Sunshine are standing at the capital of Numbrar, surprised to find their old friend, Julium, dressed in emperor’s clothes, and secretly hoping that some spoilsport kid doesn’t come out and point out that he’s actually naked.  Or maybe I’m the only one thinking that.  At any rate, Jim explains that in Valt, the 15th is Frost Feast day, and this is when the lord of each community feeds the entire town, and in the emperor’s case, this means the whole capital.  (Although, obviously, not in the same place.)  The Sterror the 16th is more like our Christmas, in the sense that people tend to have dinner with family and friends.

In the midst of all the people milling around, the crew run into another bard named Elyas while they were eyeing the feast and discussing the signficance of imported food.  (Is it a sign of abundance, of having enough money to get exported goods, a sign that Numbrar’s crops are doing so terribly that they have to go elsewhere–what?)  It becomes clear to us, though, that Elyas is anti-Julium.  How did we find this out?  Well, Iema jumps on a table and starts playing a song about the great, new emperor, right?  He was trying to get the crowd riled up about Julium, as well as get Julium’s attention in a roundabout way.  Soon after, Elyas jumps up on another table and starts singing counter songs about the “fake” new emperor, etc.

Natalia gets sick of it and pushes Elyas off the table.

Then an old woman approaches Natalia and the others.  “Lost in the streets,” she mutters.  Everything goes black around us.  Jim says that we quickly realize that Allista Renger is using the old woman to deliver a message.  She says that Julium wants to see them.  Now.

So the group leaves towards the castle.  We’re advised that we have to take a coach because it’s a long walk.  Sadly, this costs money.  Of course.  5 gold a head.

“I don’t take livestock,” the coach guy says, peering at Sunshine.

Natalia bristles.  “She is not livestock.”

If I remember right, Sunshine ended up flying over us.  During the ride, Natalia looks out the window and half-listens to Iema and the coach.  Corin is also quiet, but that’s mostly because Jim can only roleplay one character at a time, ha.  Phil-as-Iema is very good about pumping people for details about everything.  He got the driver to talk to him about everything from shypsies (“I met a shypsy girl once.  It was expensive but worth it!”) to how many soliders Julium has (two for show, two incognito, and probably many others hidden within the town).  The men gossip for a while until we finally get to our destination.

Suddenly, Jerth is next to us.  Remember Jerth?  Julium’s sidekick from his pre-emperor days, definitely with an evil bent, although he’s fought by our sides on more than one occasion.  Wonder where he came from?  Hell, so do we.  Jerth is sneaky like that.

Jerth leans over to the driver.  “Keep driving,” he says to the man.

“Um…okay,” says the newly-nervous driver.

We drive through the crowd of people.  Some are about to press up against the coach, until they see Jerth pull an arrow out on them.  The crowd backs away.

“What’s going on?”  Iema asks.

Jerth doesn’t answer.  We pull all the way up to the castle and are ushered out.  As soon as we’re out, we’re patted down, and more guards point arrows at us.

“Hi, Jerth,” Iema says.  And again:  “What’s going on?”

“Where were you at?”  Jerth demands, ignoring Iema’s question.  We gave the whole explanation of our capture, time in Fasset, and our escape through the Underdark.  Jerth listens to all this, and then he says, “Thirty people died trying to get you.”

Both Natalia and Iema are taken aback.  “Who?” we both ask.  “How?”

“Beta told Julium what happened.  He sent a ship after you.”  Jerth hands a package to Iema.  “This is for you.  Raelan sent it.”

“Raelan?” Iema repeats, surprised.  This whole day is full of surprises.  He opens the package.  It’s his herald cloak.  The cloak has obviously been through some…trouble.  It’s also been patched together.  Regardless, Iema seems happy to have it back.

We turn to go into the castle, but there’s just one more surprise.

Corin halts.  “This is where I get off,” Corin says.

We turn toward Iema’s apprentice.  “What?”  Natalia says.

Iema nods.  “Why?”

Corin waves to some bas relief nearby.  “See that?  That’s a depiction of the first time my homeland was conquered.”

Oh.  I get it.  It’s a matter of national pride.  Still, while Phil/Iema is bidding farewell to the boy, I’m asking, “Really?  Corin’s leaving?  No more Corin?”

“He actually stayed way longer than most apprentices do,” Phil explains.

Jim jumps in.  “The only reason why he stayed so long was because you guys were in the Underdark,” Jim says.  “Usually, once apprentices reach name-level, they go off on their own.”

I guess that makes sense.  And, storywise, it’s a good idea.  But, damn, it was nice having someone as smart as Corin working with us.  Especially since he was privy to DM knowledge, heh.  (Okay, not really.  Jim is very good about not doing that.)  Before Corin leaves, we give him his fair share of the party loot and make him promise to get ahold of us if he needs anything.

After the goodbyes are said, we turn to the castle and enter.  Jim describes the palace like a cross between a mansion and a museum. 

“Hmmm, I feel like we’ve robbed a place like this once,” Iema murmurs.

Natalia and Iema are taken to the council area.  We don’t even have to push the guards outside the doors to let us in.  They take one look at Iema’s herald’s cape and let us in. We open the doors to a lot of yelling.  Not the scared kind of yelling but the angry kind.  We spot Julium further ahead, in a heated argument with a man we don’t recognize.

Even with all the commotion, our entrance is noticed.  A man that we later find out is named Delphus Delphinius snaps at us for our names.  After Iema introduces us, the man spins around and yells, “See, the rumors are true!  Julium is consorting with druids and bringing in our enemies!”

“Maybe if you had help from druids, Delphinius,” Julium snaps back, “you could actually feed your people.”

Huh.  Uh…hell, ya!  YEAH.  TAKE THAT, DELPINIUS.

The grouch stomps off.  We go over to greet Julium.  Iema tells Julium of the prophesy that we got from the earth weird about him.  Natalia wasn’t going to tell Julium about it, but I guess I can see where Iema would want to.  Julium, unsurprisingly, is unwavered by the part where he would be known in history as the most bloodthirsty tyrant.  His goal to unite everyone is going to be seen, and for now, that’s all he cares about.

Aside from the prophesy, we trade other updates.  We find out that Julium intends to end the war on Fasset, that an outbreak of some disease is centered around Devies, and those anti-Julium criers around town were actually planted by Julium himself.  Remember the one that Natalia pushed off the table?  A plant.  Apparently, she had hurt him pretty badly doing that, and Julium ended up paying the man extra.

Oops.

And here we take downtime.  This is due to a new rule Jim’s enforcing about how we have to take downtime when we level up.  Since Iema leveled up last week, we have to take 30 days.

Icetor the 15th

Icetor the 15th is the Winter’s Solstice, and, according Jim, a big holiday for druids.  Because it’s the shortest day of the year, druids consider it “out of balance” and tend to get a little wild on that day and do things they normally wouldn’t do.

Natalia is disappointed that she’s stuck in a town with people who would not appreciate this holiday.  Seeing she’s surround by people who are already suspicious of druids, she forgoes doing anything crazy.

We’re in a drawing room in Julium’s castle when we hear thunder.  Suddenly, Raelan appears with Grugor.  Raelan is well-dressed and now has followers flanking him.  (Ones that, I might add, he seems to LOVE bossing around.)  Grugor has even more tatoos and piercings than we remembered.  They greet us with enthusiastic hugs.  You’d think Natalia would be more excited to see them.  Instead, she forces a smile and simply says hi.  Iema, as usual, is cheerfully chatting away; Natalia is secretly wondering if either one of her friends is the one who sold them out to the drow.

Raelan, indicentally, says the drow are wanted in his castle.  But we shouldn’t worry about Zerik–he has captured him and has been torturing him.  In the end, Vaelika sold him out.  Iema wants at the drow, but he concludes that the Wizard of Vengeance can probably take care of the asshole better than we can.  Natalia mulls over the fact that Raelan has the drow.  She wonders if he’s just telling them this to hide his own guilt.

Curse Jim and his way of dividing people up in his games.

Iema hands Raelan the spellbook disguised as a design book.  Raelan flips through it; he knows all the spells already, but he seems interested in the book itself.  Natalia asks Grugor about Beta.  And this is where she hears news that makes her nervous.

The barbarian describes Beta as scary.  When a half-orc says something got scary, that’s never good.  Beta has gathered his own crew of people and will kill anyone that seems perceived to be a threat to the forest. 

We get more news:  Uliver died, Raelan got married, and we hear more about the plague.  We vaguely remember that people were starting to get sick about the time we were captured.  At first, I worry that when we brought drow into the town, they had done something.  Raelan assures Natalia that the drow had nothing to do with it; from the information he’s gathered, they were concerned about the plague themselves.

“By the way,” Natalia says, changing the topic, “do you think you could turn Sunshine here back into a dire hawk?”  Poor Sunshine had been dealing with being a bat this whole time.

“Sure,” Raelan says.  He calls an apprentice over to do it.  As the girl struggles to perform the spell, he reaches out with his staff and begins poking her in the back of the head saying, “WRONG.  WRONG.  WRONG.”  Seeing the look on Natalia’s face, he says, “Hey, this is actually a nice way to do it.  You should see what Uliver did with his apprentices.”

Eventually, the girl gets it right, and Sunshine is back to being a dire hawk.  Raelan, Grugor, and the herd of people that came with them leave.  Julium comes into the drawing room.  We stand up.

Julium is concerned.  There’s been a string of murders in the capital.  The first one was a homeless man that everyone assumed was a victim of a carriage accident.  Then another man turned up mangled, around the same area, and people started to worry.  The third victim was a little boy, also ripped to shreds.  Julium wants this resolved.  We agree to take a look into it for him.

(Can I just stop here to say, ugh, mysteries.  As a girl, I was pretty good at them, and I even quit reading mystery novels because I was figuring them out long before the main characters were.  As an adult, I suck at them.  I think I’m getting dumber as I get older, I swear.)

Anyway, we get directions from Julium and head toward the middle of the city, to a section called Oakdown.  We want to check out the spot where the second victim (a thief) was killed, but the guard who is responsible for that section of town is unavailable and cannot assist us.  So we go to the boy’s mother’s house instead.

We get to an alley.  Unlike most places in the capital, this area is mostly made of cast-off wood rather than stone.  There are a lot of carpenter shops.  It’s night, so there’s not a ton of people to talk to, and frankly, I don’t even know where to start.  So Natalia starts with asking Sunshine if she’s seen anything while she was flying overheard.

Sunshine hops towards us.  “I saw lots of things!  I saw a boy and a girl, and they were on each other and rubbing on each other and grabbing each other!  And I saw a man sticking another man with a knife!”

Okay, well, that’s just town life.  So we hunt down a homeless guy, give him some money, and bribe some information about what he’s seen.  It’s not much, but we do know that a someone in a gang called the Leymen was also asking questions.  He says someone named Ginnie Hag found the body, but she’s since left town.  The victim was stabbed, shot with arrows, and had an arm torn off about two weeks ago, right after the snowfall that grounded everyone.  Which, the homeless man points out, is strange in itself, since it doesn’t even normally rain in this section of town–it would warp the wood.  The Numbraran capital has potent magics which can, in some areas, exert limited control over the weather.

“I think it’s the corpse of Druid Jack,” the homeless guy concludes.  Natalia wonders herself.  “Druid Jack” is a local folk legend about a serial killer who was tied to a druidic order.  He was executed by the city but promised a horrible revenge.  Somehow I doubt that “Druid Jack” is responsible.

Iema heads down the alley to look around.  He finds a large wooden splinter, broken, which he can see where someone would mistake it for an arrow.  Natalia shapeshifts into a wolf and sniffs around, hoping to catch a scent.  The scent on the splinter doesn’t match anything else around, though.

We move on to the next crime scene, past a part with large monuments, until we get to a residential building.  We go to the alleged home of the boy.  It’s late, but the lights are one, so we knock on the door.  The door opens a crack and peers out.  Iema talks to the woman a little, and then she spots Natalia.  She opens her door wider.

“Why didn’t you tell me you had a druid with you?” she says in a thick Caelth accent.  (The accent from the Jade Islands, where they actually respect druids.)

Natalia is a little slow to react, surprised to find someone who is actually happy to see her.

We get some information from the boy’s mother  (her name is Madwyn) about her son.  He was going to be a fine soldier, she said.  He was a little bit of a bully, but he didn’t mean any harm.  He would pick on a little girl he knew, but that was only because he had a crush on her.  “He was that age, you know,” she muses.

I secretly remember the boy in sixth grade who threw spitballs in my hair all year, the one that later asked me to the sixth grade dance.  (Answer, by the way, was HELL NO.)  Apparently, boys are clueless in ANY reality.  The woman has also talked with the leader of the Leymen, whose name is Burne Leyward, but she chased him out because she doesn’t like him.  She also mentions that in addition to these murders, children have gone missing.

One thing at a time, though.  When the boy was killed, his mother had heard him outside screaming and run out.  He was torn apart.  We try not to make her talk too much about it–as you can imagine, it’s very hard on her–but we do ask her to point the direction and head that way.  Outside, Natalia turns into a wolf and immediately smells something foul, something like a combination of fecal matter and a dead body.  Iema noticed that the ground next to the fence is impacted as if something heavy had jumped over the fence and landed there.

We thank the woman for her time and leave.  Natalia promises that once they’ve finished hunting down the killer, she’ll come back to help Madwyn with her carpentry work.  Madwyn had mentioned that she was trying to finish her orders ASAP so she could leave, and, hell, Natalia might as well put her carpentry skills to use.

Next up:  We go to talk to a Corporal Murstes, someone Madwyn had mentioned and seemed to like.  He, also, was trying to find out what the killers were.  We hear the 10 o’clock bell ring and head that way, knowing from Madwyn’s description of him that we would find the man there.  We do find him there.  He’s clad in a breastplate.  Next to him is a bright yellow horse, which he introduces to us as Mustard.  Murstes is familiar with the murders, as well as the children disappearances.  He wonders if they’re related.  He also believes that someone is hiding in the lumber reclamation yard, a.k.a “The Dump.”

We decide to go there, but not before we go to the Burning Inn to speak with Burne Layward, someone that both Madwyn and Corporal Murstes have mentioned that has been investigating the murders as well.  We don’t get much from him, though.  The moment he sees Iema’s herald’s cloak, he’s hostile, lies to us, and tries to tell us that it’s a bunch of gnomes.  Burne says that he also believes that there’s something going on at The Dump, and that he plans on burning the whole place down to take care of it.

Iema huffs that setting a fire in a wooded area is the stupidest idea that he’s ever heard, and, in not so many words, tells Burne to go screw himself.  We go off to The Dump to take care of the problem ourselves.

The Dump really is a dump.  Jim says that just it’s piled with stuff, full of things  like pallets, slats, and some weird wooden things that look almost like plants.  Jim says that Natalia would know that these aren’t plants, though.  I tell Jim that Natalia is going to investigate them.  Iema also moves into the room.

At this point, Jim hands me an index card, telling me what the weird wooden plant-like things are.  Here’s what it says:

There is a kind of fey called a splinterwaif.  It’s a corrupted dryad, vengeful, bitter, and evil.  These bushy things are what happens to their victims.  (They prefer children.)  They have spell resistance, travel in packs, can spit sharp wood, and animate wooden objects.

Ah, shit.

The reason why Jim gave me the index card is so that I would know what Natalia knows about splinterwaifs–and doesn’t have time to explain to Iema because he gets jumped.

The fight is nasty.  These things do a lot of damage.  Luckily, they’re smart enough to know that the druid would be a bigger threat to them than a  bard.  I say “luckily,” because Natalia at least has more hit points than Iema does.  Unfortunately, though, Natalia hasn’t had time to shift into her dire bear form yet.  Before it’s even Natalia’s turn to go, they’ve already knocked her down a good chunk of her hit points.  Enough that when my turn comes, Natalia has to heal herself before going into her dire bear form.  The omnipresent carpet of garbage requires balance checks every round to be able to move.  As it turns out, Natalia does not excel at balance checks.

And Sunshine.  Poor Sunshine is trying to get into the battle, too, but because of all the piled up wood everywhere, it’s hard to just zip around in the air or get good footing on the piles.

Natalia manages to kill off a couple of the splinterwaifs with a Flame Strike.  (Not without making sure it wouldn’t catch everything on fire, though.)  They keep coming at us, though, and Iema dimension doors backwards, then attacks and kills one himself.  Natalia keeps trying to get across the junk, but, like Sunshine, she also has trouble getting a good foothold and falls. Because Jim is STILL rolling nat 1s for Sunshine, my poor companion isn’t fairing so well, either.  Iema kills more; Natalia decides there’s no point in trying to move across this crap and casts another Flame Strike.

Jim rolls another nat 1 for Sunshine.  That’s three times in a row.  I think Jim needs to take a page from Phil’s book and buy some of those game science dice

Suddenly, wooden objects spring up around Iema, boxing him into a corner, and try to grapple him.  Panicking, Natalia shifts into an eagle (better reflex save, better chance to to finally be able to MOVE across this shit!), and flies toward Iema.

“HEY,” Sunshine yells.  “WE ALREADY HAVE A BIRD!”

Damn, I didn’t peg Sunshine as the jealous type.  Iema casts Cure Critical Wounds on himself; Natalia uses her healing wand to help, then shifts into a dire bear.  The wood pile she’s on starts groaning under her weight.  Luckily, between the three of us (Jim finally rolled something other than a 1 for Sunshine), we kill off most of the things.  A couple flee; Jim tells me that Natalia knows that they’re smart enough to not come back.

Finally, we have time to catch our breath.  Natalia waves her hand over to the wooden “bushes” and explains that we’ve found the kids.  And, no, they cannot be saved.  (You can bet your ass I checked first. )  So, we’ve found out what happened with the missing children, but we still don’t know what happened with the murders–or if this is even related to it. 

That would be for the next game.

Homebrewed (for the D&D noob) – Part 26.

Friday, November 26th, 2010

For those who celebrate it, I hope you all had a great Thanksgiving.  I don’t know about you guys, but I don’t want to spend the day after shopping.  Let’s talk Jim’s D&D game instead!  And I’ll tell you what Natalia is not thankful for:  Drow.  And if you recall from the last game, that’s exactly we left her, Iema, Corin, and Sunshine–about to bunk with some evil elves, admittedly Iema’s and Natalia’s worst kind of enemies.  Confused why we’re living out what seems to be a like bad episode of “Friends”?  (But, Spring, they were ALL bad episodes!)  Kidding aside, you can refresh your memory here.

Usually, when we start our games, it takes us a few moments to remember exactly where everyone was and what everyone was doing.  Although, admittedly, I think my “Homebrewed” series helps us all remember it, but even with that, there is some amount of refreshing to be done.  This time, however, we all remember very clearly:  There are drow, we’re going to a drow city, and Natalia is refusing to sleep in the same camp with drow.  I (firmly) tell Jim that yes, I’m aware that this means Natalia won’t get new spells, but I don’t care.  Once bitten, twice shy.

Or, in Natalia’s case, twice as likely to punch you in the face.

Figuring that he might as well take advantage of Natalia’s self-imposed insomnia, Iema announces he’s not going to bother with watch then and finally get straight eight hours sleep.  Makes sense.

So Corin, Iema, and Sunshine sleep for the night.  The drow do not go to sleep, but do go into a strange meditative trance a little further away from the group.  Like Natalia, though, they’re also wary, and they take watches.

Something odd is happening, though.  As the night goes on, Natalia gets colder and colder.  She knows it’s not the temperatures, though.  It’s her.  By morning, she’s so cold her teeth are chattering.

Sterror the 9th

Iema wakes up, freezing and feverish.  Apparently, both Iema and Natalia are suffering from a disease (the shakes) and in Iema’s case, two diseases (the shakes and mindfire).  This is when Jim tells me and Phil that our characters take -2 to our dexterity.   Phil also had to take -5 off Intelligence for Iema.  We check with Corin and Sunshine, who seem fine.  At first, I’m all whiny about the new stats on Natalia’s character sheet and I’m saying there is no way she’s going to a drow city feeling like this and they probably had something to do with this anyway and I’m pretty sure they’re at fault for the bad economy too and GRRR BOO HISS.  Thankfully, Phil is way more knowlegable about all of this that I am, and he kindly reminds me that I have an item that will help fix this.  That shuts me up.

I flip through the notecards of the items Jim had made for us.  Aha!  I have some kind of Staff of Healing.  Natalia uses that to remove the diseases.  As I roll the dice, Jim roleplays the drow priestess.

“What are they doing?” she asks Hadrazain in almost a disgusted voice.

(Incidentally, Natalia can’t understand a damn word they say, so luckily, I get to ignore everything this bitch says.)

The Master of Arms isn’t sure himself, so he asks Iema.  Iema tells Hadrazain that he and Natalia weren’t feeling well, so Natalia was healing them up.

Hadrazain frowns.  “What exactly did you fight yesterday?  Describe it.”

And so we do.  Well, Iema does.  I feel so sorry for Phil sometimes because when it comes to talking, he does all the heavy lifting.  If I do it, I babble.  Seriously, I’m taking Jim’s advice next time I roll a character: My next character will have taken a vow of silence.

Wait…did Jim just say that to shut me up?  (Note:  Kick Jim’s ass.  Later.  Um, after game tomorrow so he doesn’t take it out on Natalia.)

The drow cleric quickly recognize one of the last things we had fought the day before.  “Pox walkers?” she exclaims.    “You guys fought pox walkers and you didn’t cleanse yourself afterwards?  Are you stupid?”

I glance at Natalia’s character sheet, her intelligence at 8.  Um, honestly…yes.  By the way, great thing for noob D&D players to hide behind is a dumb character.  Gives you an excuse for really dumb mistakes.

The drow priestess marches straight to Natalia and gets in her face.  “You infected us, now heal us,” she demands.  I don’t remember if this was translated for Natalia, but it wouldn’t matter–Natalia gets the gist.

Natalia looks at her Staff of Healing.  She wonders if it could still heal the drow if it were shoved in the woman’s eye.  But, of course, Natalia is a good (kinda) little druid, and would do no such thing.  “Fine,” she says evenly.  And I cringe for every charge I waste on them.

So now the drow priestess and wizard go off to prepare spells.  Meanwhile, Natalia and Iema hang back to talk to Hadrazain.  “Well,” Natalia says, “they’re off to prepare how they’re gonna kill us.”

Hadrazain grins.  “Probably.  Hell, they’ve been trying to kill me for two weeks.”

“Really?” Iema seems surprised.

“Oh, yeah,” Hadrazain says.  “Of course, they’re not gonna be up front about it.  They’re trying to make it look like an accident or something like that.”

Natalia grows thoughtful.  “Do either of them know any kind of mind control or anything like that?  Because what would be really perfect for them is to mind control us to attack you.  Takes care of two birds with one stone.”

Jim suddenly announces that one of us looks over to see the wizard, who we didn’t think could understand us, looking at us with sudden interest, and then turning back to his book, frantically flipping the pages.

“Shit,” I say.  “Don’t tell me that I just gave him that idea.  The one time Natalia says something semi-intelligent, someone’s actually listening?  I didn’t think he could understand Common!”

“Maybe that’s what he wants you to think,” Jim says.

Too late now.  We start rolling for encounters.  When we finally hit one, Jim says that very suddenly, the three drow split up in different directions, like what fish do when the bigger fish comes along to eat them.  And, me being paranoid, I think THOSE FREAKIN’ DROW SET US UP.  But I don’t say that.  None of us say that, although I’ll bet we’re all thinking it.  Instead, one of us says, “Well, this can’t be good.”

And it isn’t.  A nine-foot tall troll-looking thing rolls right up to us.  Jim says his arms are as long as his body with claws at the ends.  The thing has a long face, tannish-gray skin, and bat ears.  In other words, it’s ugly.  Later one of the drow will call it a dusk giant.

Oh, yeah.  And there’s four of them.

Phil must have rolled the best for initiative because he gets to go first.  He says that Iema is going to try Hold Monster.  It fails.  Instead, they charge.  Iema’s nifty boots give him a ten foot reach, so he ends up taking attacks of opportunity, and suddenly, the light on his sword dims.  I don’t know what this means, but I don’t like the sound of it.  Apparently, these giants have some kind of aura that dims light sources around them.

Quickly, the things attack Iema and Natalia.  The drow priestess and wizard start casting.  I secretly wondering if they’re going to blast us or the dusk giant.  To my surprise, Jim says that Natalia and Iema now get bonuses, and we’re filled with strength–albeit unholy strength.

Still, a pleasant surprise.

When Natalia’s turn comes about, she casts Greater Magic Fang on Sunshine and then shifts into her Dire Bear form.  But none of this is quick enough.  While she’s shifting, Corin jumps in, swings his mace around, punges it in troll-like thing’s guts, then yanks it out, swings it back around, and buries it in its head.

The dusk giants all turn on Corin, now determining him to be the biggest threat.  And what they did to him was awful:  They grab him by his arms and legs and rip him to pieces.  Literally.

Suddenly, one of the dusk giants freezes.  Apparently, the drow also tried Hold Monster like Iema did, except that theirs worked.  (Incidentally, Jim just now admitted that the wizard did try to do something similar to Natalia to get her to kill Hadrazain for him, but luckily, I had made her will save.  I KNEW IT.)  There is another one that is severely injured; Natalia finishes it off by ripping off its face. 

At least she gets to take some agression out.

Iema, on the other hand, is still swinging away.  He kills another one, then whacks at the remaining–and then something weird happens.  Jim says something the thing holds its fist up to Iema and a black ray comes out and hits him.  Oh, and guess what?  Iema gets a negative level.  As you can imagine, Phil is none too pleased about this.

Next up:  The drow wizard.  He lets a lightening bolt rip–right into Hadrazain’s back.

Except, as it turns out, the spell doesn’t actually hurt the Weapons Master, since drow have spell resistance.  Instead, it goes through him and into one of the monsters.  The wizard looks at his superior and shrugs.

The priest decides to step in.  She takes out her weapon, which has snakeheads on it.  I vaguely remember something similar in Homeland, so Jim and Phil catch me up:  Common for priestesses of Lolth, scary, and the more snakeheads on it, the more, uh, “dedicated” they are to their evil goddess.

“You mean the more fanatical they are,” I clarify.

“Yes,” Jim says.  He pauses for dramatic effect.  “And she has six.”

“Holy shit,” Phil says, immediately getting it.  It isn’t until Jim explains that three is about average before I understood:  This priestess is, as Jim puts it, “Out of her goddamned mind.

Ew, and her dirty buffs are on me!

Okay, okay, okay, let’s wrap this up.  She kills one of the troll-giant-thingy with it.  Her little fight scene didn’t last nearly as long as our conversation about her weapon.  And with that, it’s over.  We gather pieces of Corin up, Natalia casts Reincarnate, and–get this–he comes back as a wolf.

Corin-the-wolf looks down at his new form and sighs unhappily.

The drow wizard, on the other hand, points at Corin and laughs and laughs and laughs. 

Natalia considers for a moment biting off that stupid finger, but instead, she asks Corin if he wants to stay a wolf.  Hey, you never know.  Unsurprisingly, though, Corin does not want to be a wolf .  The drow wizard offers to change Corin back–for 450 gold and Corin’s mirror.  Although I didn’t realize it at the time, according to the book, that’s a friggin ridiculous price to pay for a fourth level spell.

“His mirror?” we wonder aloud.

Hadrazain explains that in the Underdark, mirrors are rare.  Iema checks with Corin, who quickly agrees to give him the mirror, stating it wasn’t anything special.  Just turn him human, damn it.  We get that taken care of, and then Iema talks to Hadrazain about restoring his negetive level.  Of course, Iema doesn’t actually say that because, in-game, it makes no sense.  But I don’t remember how Phil roleplayed this.  What I remember was us looking over and catching the stupid wizard and priestess going through our shit.

SIGH.

We don’t confront them, though.  I don’t think we had much loot, anyway.  Instead, Hadrazain is saying, “You want some help, huh?  You talking willing help or unwilling?”

Phil is desperate for his character.  “Either.”

Hadrazain strokes his chin.  “Well, unwilling would be cheaper.”

“Then let’s go with that.”

The normally holier-than-thou, stick-up-her ass Natalia isn’t going to argue.  More than likely, it’s going to involve screwing another drow over.  Like she cares.

Hadrazain brightens.  “I’ve got an idea.  C’mon.”  And so the drow Weapons Master leads us to his hometown of Fenzybyl, to a building.  After we reach a gate outside a building, Hadrazain says, “Wait here.”

We wait, eyeing the other drow warily.

The doors to the building open.  Drow wearing robes come pouring out.  Hadrazain is leaning against the wall, arms folded.  Finally, he stands up and approaches one of the younger female drow, stopping her.  Not hard to do.  If you recall, Hadrazain is supposed to be very handsome.  So she stops.  He whispers in her ear; she giggles.  Finally, he leads her to us.

“Which one?” she says. 

Hadrazain points to Iema.  She casts, and yay!  Iema has his level back!

The girl turns to Hadrazain.  “So…ready to go back inside…?”

At this moment, Natalia was like OMG, LIGHTBULB, HE WAS OFFERING HER SEX.

“You know,” Hadrazain says, “I’ve changed my mind.  You’re not really my type.”

And we quickly leave, the female drow cursing up a storm behind us.

“Hey,” Hadrazain says, “why don’t you come to my place for dinner?”

“We wouldn’t be dinner, would we?” Natalia asks suspiciously.

Hadrazain waves his arm at her in dismissal.  “Nah, of course not.”  And so, stupid or not, we go with him because, well, what else are we supposed to do?  Hadrazain leads us to his house, where we are quickly greeted by a female drow priestess in armor.  Apparently, she’s one of Hadrazain’s sisters.

“You can’t bring them here,” she hisses at him.  The two of them start fighting.  Jim impresses on me the big deal that a male drow is beating up a female since females are superior in drow society.  Jim’s description of the way that Hadrazain is also punching his sister also reminds me that, yes, Jim is definitely a big brother.  He has big brother antagonization down to a freakin’ science.

Suddenly, we hear an older female drow’s voice asking about us in whatever language drow speak.  (Um…drow?  Ha.  Maybe?)  Suddenly, Hadrazain and his sister quit fighting before they get caught.  Natalia doesn’t understand what they’re saying, but Iema does:  The older female (Hadrazain’s mother) is commenting that we would make great sacrifices to Lolth; Hadrazain says he just wants to bring us to dinner.

She turns her back on her children, who immediately go back to punching each other when she’s not looking, and the matron mother inspects us.  Finally, she says, “Very well.  You are welcome at our table.”

Natalia leans over to Iema.  “I’m glad to hear she said at our table instead of on.”

“I noticed that, too,” Iema whispers back.

So we go inside.  At first, Hadrazain tries to talk Natalia into meeting his little brother, but she flat-out refuses.  “I’m staying with Iema and the others,” she says flatly, staring him down.

Iema, at this point, seems to be getting embarrassed by Natalia’s rudeness and apologizes on her behalf.  “We’ve had some really bad experiences with drow,” he explains.  “You know, trusting them, trying to help them, and then getting sold into slavery…”

Natalia doesn’t feel the need to explain herself.  Stupid drow.  She keeps staring at him.

Hadrazain, though, is unconcerned.  “Aaaaah, I see, I understand.”  He shrugs.  “That’s fine, then.  I just thought my little brother would really like to meet another druid, that’s all.”

For a moment, Natalia pauses.  Another druid?  she repeats to herself.  No way.  Damn it, do we not have standards?   She can’t deny her curiousity, though, although she doesn’t admit it aloud.

Instead, we go to Hadrazain’s weapons room.  At first, Iema is distracted by something calls the gythka–something that Natalia remembers being conjured by thri-kreen when she was fighting the Gith in the Astral Plane.  (Jim is quick to let me know, though, that there isn’t necessarily a connection between Gith and githka.)  After Iema admires the weapon, he tries to locate the companion to his weapon.  He keeps his hand on his weapon, hoping it will direct him.  He doesn’t want to pull it out for better help, though, for fear that Hadrazain will figure out that Iema’s weapons aren’t just any weapons.  They’re sentient.

 Finally, Hadrazain, realizing that Iema wasn’t finding the weapon, suggests that we check out his secret room.  He opens a door via a statue (a statue, I might add, shaped like Lolth that he makes out with in order to get the secret door to open–Phil and I had a laugh at that one), and we start downstairs.  There are voices in various languages, yelling and pleading.  At first, I’m worried that Natalia and Iema are being led into some sort of dungeon, until I realize that there are no people down here.  The voices are coming from the weapons.

Well, guess Hadrazain figured it out.  I half-expect the drow to jump us, steal Iema’s weapon, and lock us, but he does no such thing.  “Try here,” he suggests instead.

Iema looks and looks and looks, but he’s just not having any luck.  Finally, Iema comes clean and tells the whole riddle regarding the companion to his weapon.  Hadrazain says, “You know, it says ‘the son.’  Maybe it’s not referring to me.  Maybe it’s talking about Dineth.”

Hadrazain locates the nearest servant and asks where Dineth is.  We notice that he’s actually very polite to the servants; however, none of them know.  Finally, after looking around, Hadrazain finds another one of his sisters, yanks her hair, and start bullying her to tell him where Dineth is. 

“I don’t know!” she says.  “And I’m gonna tell Mom!”

Hadrazain laughs.  “No, you won’t.”

She gives up.  Dineth, she says, is in the wine cellar.  She sneers when she talks about him.  We leave, and later we find out why:  Dineth is a little, uh…”slow.”  The rest of his family had wanted him to be sacrificed to Lolth, but Hadrazain and his father put a stop to that. 

We also learn the secret to Hadrazain’s success in how he gets away with beating up drow women.  He doesn’t get caught.  He explains that as long as he doesn’t get caught doing it, he won’t get in trouble.  And none of the girls will tell because they’d be embarrassed to admit they keep getting their asses kicked by a boy.

Finally, we get to where Dineth is.  One side of his face is pulled back, like he’s had a stroke at some point in the past.  He’s crouched down, looking at rats.

“Hi,” Iema says gently.  “What are you doing?”

Dineth ignores us–until Natalia repeats it in druidic.  Then his head snaps up. Natalia and Dineth go into a long conversation about rats, what he’s doing with them, how he takes care of them, and (most importantly) how he’s protecting them from all the spiders.  Natalia asks to see what weapons he has that he’s protecting them with.  As you can guess, this was all a round-about way to find out if the child had Iema’s weapon.  Imagine our surprise, though, when Dineth proudly holds up a book covered in squashed spiders.

Natalia sighs.  “How about cats?  Something bigger?  Do you have a bigger weapon for something like cats?”

Dineth rocks a little bit.  “There–there no cats here.”

Eventually, Dineth decides to take us to what Hadrazain calls the boy’s “sanctum.”  Hadrazain groans and asks to sit it out.  “You guys will probably like it, but it’s really uncomfortable for me.”

We agree and leave him behind, following Dineth into a room.  We quickly understand why it would be “uncomfortable” for a drow:  It’s a room full of trees, grass, and most of all, sunlight.  It’s obviously a creation of magic, rather than an exit out of the Underdark but still, Natalia LOVES it.  Iema, really, doesn’t seem to care much. He just wants his companion weapon, but we look everywhere, we cannot find it.

Natalia keeps trying to find out if Dineth has anything else, but finally she grumbles to Iema, “I feel really bad, manipulating a retarded kid.”

“I don’t.  I want that weapon,” Iema says.

Natalia turns to walk away.  “Well, I’ve tried.  Sorry.  It’s not working.”

Suddenly, Dineth mentions a “secret” brother–one they’re not supposed to talk about.  We try to get him to talk, but he won’t.  We give up and leave the sanctum.  The original priestess had been waiting for us outside.

“Well,” she sneers at us, “I see Hadrazain didn’t waste time in telling you all our dirty little secrets.”

Hadrazain suddenly shows up, chases his sister away, and apologizes.  He had been called away by the matron mother, which, of course, was probably a ploy, so the priestess could get at us alone.  We ask him about having a “secret brother,” but Hadrazain has no clue what Dineth is referring to.  Out of character, I struggle to remember the crazy thing that drow can wind up becoming, and finally I get it.  “Drider!”  I say.  “Is it possible that your secret brother is a drider?”

Again, Hadrazain has no clue about a brother, but he does admit that if there is one, then the drider-route is a distinct possibility.  Finally, realizing that everyone is waiting on us, we go upstairs to dinner.  Not without some trepidation, I might add.

And it isn’t as bad as I thought it would be.  I guess it is a good thing we came with Hadrazain, one of the few male drow with some status.  Because he doesn’t want us messed with, we’re not.  Instead, we’re introduced to everyone: Matron Nisieth; her consort and Hadrazain’s father Pinic, who is a wizard; Zilla, the priestess we came with; Balath, one of Hadrazain’s other sisters; a middle-aged drow named Jaerac, who was the spymaster; and the captain of the house guard, Kynon.  Matron Nisieth finishes introductions by saying, “The House of Teldabazz welcomes you.”

We start eating.  From the sounds of it, dinner is actually good: Mushrooms and roth steak.  Hey, I might be vegetarian, but Natalia is not.  She loves it.

“So!”  Hadrazain says cheerfully to his mother.  “How many kids did you have?”

Iema and Natalia nearly spit out their food.  But, to our surprise, she’s forthcoming about the other child.  She even tells us about the ceremony where she sacrificed her newborn child, which is god-awful, and then she finally asks Hadrazain, “Don’t you have to prepare?”  I presume she’s talking about one of his tournaments or something.

“Oh, yeah,” he says.  He excuses himself from the table. 

I expected the worst.  Luckily, although haughty, none of the drow really want to piss Hadrazain off (well, I don’t understand why the Matron didn’t kill us–maybe she figured we weren’t worth the effort), so nobody, like, jumps up on the dinner table to run over and slit our throats or anything.  Thankfully.  Eventually, one by one, everyone leaves, until we’re left alone with Pinic.

Here, we find out a few things.  One thing we knew about ahead of time was that Pinic was a very powerful sorceror or wizard or something to that effect.  What we didn’t know was that he knew about Iema’s weapon Cruagh, and his quest for the companion weapon Rukh.  Another thing we didn’t know:  Once Iema gets the set, it isn’t going to work outside of the Underdark.  The weapons were made to kill Underdark creatures.

“Excuse me,” Iema says.  “I’m going to take out my weapon, but I’m not attacking, okay?”

Hadrazain’s father nods.

Iema pulls out Cruagh.  “Is that true?” he asks it.  Jim says the weapon flashes pictures that quickly confirm the drow’s claims.  Iema sheaths Cruagh.  “Well, damn.”

Natalia shrugs.  “Maybe it was meant to be down here.  Maybe you can give it to Hadrazain.”

Pinic agrees that Hadrazain will probably do a trade.  Finally, why the mage is hanging around to talk to us becomes clear.  The drow leans forward.  “I can get you out of the Underdark.”

“You can?” Iema asks, surprised.  “I didn’t think teleporting worked down here.”

It doesn’t quite work like that, we find out.  He plans on sending us to the Astral Plan where, of course, we’re going to have to find our way to the Prime Material.  “I will do this for you,” he says, “in exchange that you something for me in the future.”

Iema hesitates.  “I’m already indebted to another–”

“I’ll do it,” Natalia interrupts.  And, yes, I know what you’re thinking.  SPRING.  OMG.  It’s drow!  They’re evil!  He’ll have you do something EVIL.  Yes, I know.  I also knew Natalia wasn’t going to get out of the Underdark without something like this happening.  And you know what?  Natalia doesn’t want to flounder around the Underdark for a FREAKIN’ YEAR.  She’ll take the deal and figure out how to wiggle out of it later.  And if she can’t…

Well, let’s not talk about that.

“It’s something that you’d all have to be involved in,” the mage says.

“I guess I can’t get the same deal I got with the other guy, where it won’t be against my morals?” Iema asks.

“No.”

I’ll do it,” Natalia says again.  Seriously, boys, evil or not, I just wanna go home.

So it’s agreed.  First, we need to say goodbye to Hadrazain.  The Weapons Master agrees to trade Iema Cruagh for the Fencer’s Friend, which sucks the life out of the victim and into the weilder.  Iema apologizes to Hadrazain for cutting out early.  “I know I said I was going to be your twos partner…”

Hadrazain waves him off.  “Don’t worry about it.”

Iema shakes Hadrazain’s hand and thanks him for everything.  “You’ve been nothing but good to us,” he says.

Natalia can’t deny that’s true.  Still, she doesn’t say it aloud.  She pauses for a moment.  “Thank you,” she says stiffly.  That is about as nice as she’ll probably ever be to a drow.  We all agree this is progress for the druid. 

They’re about to leave, until Natalia remembers something.  She turns back around.  “The drow that captured us…Vaelika and Zerich.”

“Ooooh, those guys are wanted,” Hadrazain says.  Although they are from a different city, he knows the history on those two:  They come from Houses of differing political stances, and they really did fall in love, which really did cause tension in their homes.  It sounds all very Romeo and Juliet–until the part where they tried to assassinate the heads of their Houses by calling them to a peace meeting, then pumping the room full of poison gas.

“Do you know where they are?”

“No idea.”

Damn.  Natalia says, “Well, if you’re looking for them, they seem to be deeply involved in the slave trade with Fasset.”

He nods, and then ushers us out.  “Better not keep him waiting,” Hadrazain says to us.  With that, we leave.

We meet Pinic upstairs.  The mage leads us outside, through many locked doors that, oddly enough, seem to automatically know who he is and unlocks themselves for him.  We finally stop at a portal.

“Now,” Pinic says.  “You agree to the terms?”

We do.  He gently prods us toward the portal, but not before we feel a weight of some kind in the back of our necks before we go through.

Phil exhales a deep sigh.  “Geas quest.”

Jim nods.  “And because you agreed to it, there’s no save.” 

The enormity of the grievous error that we committed–worse, knowingly committed–sits on us for a moment.  But there’s nothing to be done now.  The deal is done, and we’re in the Astal Plane.  Weary, we camp for a period that we assume is a night.

Sterror the 10th

Iema loves being in the Astral Plane because, with flight speed being dependent on Intelligence, he’s way faster than Natalia.  Poor Sunshine, whose Intelligence lags even behind Natalia’s, flaps her wings as hard as she can, but she still doesn’t get very far.  We’re both frustrated.

After getting berated by Iema the day before (at least, we think it’s been a day–there’s no way to tell time in the Astral Plane) about not having Find the Path prepared, Natalia casts it immediately once they’re ready to leave.  They fly along for a while until the spell wears off.  After the spell wears off, we’re floundering in the darkness again, dependent on others for directions.  And, sadly, the Astral Plane is lacking in those as well.  We only run into an elf with fire eyes (actually a celestial called a firre) on patrol for demons, but he can’t tell us where the Prime Material is either.

We keep flying along.  Up ahead, we see Gith.

Natalia immediately attacks.  Jim will later laugh at me to tell me he can’t believe I quickly made a deal with evil drow but attacked neutral Gith.  Whatever.  All I remember about Gith is them kidnapping poor little girls and using their brains as a power-source.

Turns out, these Gith aren’t those Gith.  And when these Gith hear Iema say aloud to them, “I didn’t want to attack you anyway” in the middle of the fight, they turned away from Iema, attacking Natalia, telling him that they would free them from her control.  Quickly, realizing the mistake, Iema stops everyone and explains that 1) Natalia attacked them because she mixed up the Gith, and 2) she’s not a psionicist, he’s not under her control, he just meant that he didn’t want to attack them but was only doing it because his friend was. 

Natalia still gives them dirty looks.  She’s not apologizing for shit.  She really is a stubborn, pain in the ass.

The Gith reluctantly agree.  We ask for help getting to the right portal.    We exchange the Helm of Disguise for their help, and we’re careful to explain that we want to get to Numbrar.  Don’t send us back to Fasset!

The Gith agree, lead us to a portal, and I swear to god, they were snickering as they shoved us through one.  Because we landed in a city, a huge city, biggest one we’ve seen yet, even bigger than Fasset.  None of us recognize this place.

It seems nice, though.  There people hustling past us on the streets.

“Are there any, like, kids…?” Phil asks Jim.

Tons.

“Iema stops one and asks where we’re at.”

The boy Iema has stopped looks at the arcling strangely.  “Numbrar.”

“Northern, Central…?”

“Numbrar City.  You’re at the capital.”

We’re taken aback, and then Iema says, “One more question:  What day is this?”

Now the kid looks at Iema like he’s really crazy.  “Today?  Why, it’s Sterror the 15th!  It’s Frost Feast Day!”  Jim of course pulls off his best British waif impression for this because this is Valt’s version of Christmas.

“Wow, we were in the Astral Plane for five days?” Natalia mumurs.  But they don’t have much time to reflect on how time works differently in the Astral Plane.  Because suddenly, we hear a commotion at the emperor’s place, where a feast is being prepared and townspeople are rushing off to join the festivities.

“And now,” a voice booms, “presenting the Emperor of Numbrar…Julium Colsus Numbra!”

And out stops our old friend, in emperor’s clothes.

Don’t worry.  Our jaws dropped, too.

Homebrewed (for the D&D noob) – Part 25.

Sunday, November 7th, 2010

So, Natalia, Iema, Corin, and Sunshine are in the Underdark, part of their maybe not-so-smart plan to escape their lives as prisoners in Fasset.  Iema has just suffered his first death and reincarnation.  Luckily, he came back as an arcling, and just in the nick of time–our encounter has caught the attention of some more bad guys who are coming our way.  Not sure how we got here or what the hell we’re doing?  You can get caught up with the previous installment of “Homebrewed” here.

Sterror the 7th (continued)

It’s still Sterror the 7th, although I’m not sure how any one of our characters can even keep track of time anymore, being that we are in the Underdark and never see the sun.  Luckily, Phil and I do keep track of it in our notes.  Unfortunately, we didn’t keep track of something very important.

Did we heal after our last encounter?

We debate.  We flip through our notebooks and try to remember.  Keep in mind that there was a three week gap since our last game, due to sickness.  Finally, Jim gets fed up with us and tells us that we’re going to assume we’ve healed up and are at full hit points.

I’m not sure if I’ve ever mentioned this, but Jim does not like to waste time when it comes to gaming.  Oh, sure, he’ll put up with some small chit-chat and the fact that I always take at least 10 minutes prior to make myself a pot of coffee and get all the snacks and soda ready for everyone, but when he’s ready to go, he’s ready to go

Needless to say, Phil and I are happy with the decision that Jim’s made because what we do remember is that our last encounter attracted another, so we’d like to be as full up on health as possible.

And it’s just in the nick of time.  We hear tapping.  That’s the most ominous sound, by the way, tapping.  And poor Iema.  Since he has been reincarnated back into an arcling, his drow transformation is gone, which means so is his darkvision.  Now, he’s totally blind and has no idea what’s going on.  Luckily, his magical sword casts light, but, as you can imagine, that kind of calls attention to ourselves.

Nonetheless, the man needs to see, so Iema draws his swords and it bursts into flames.  Now we can see the source of the tapping.  There are two creatures on either side of us that look a little like scorpions.  I tried to find a picture of them online to show you guys, but I was unable.  I wish like hell I could remember Jim’s descriptions, which are always detailed.  Needless to say, they’re called stonesingers.  (Not sure if that’s one word or two.)  Jim warned me that I probably wouldn’t be able to find a picture, as they’re not very popular monsters, and he’s right.  I keep pulling up S&M pictures instead, although I’m not sure why.  Dude, that’s not the kind of role-playing we’re doing.  So, at any rate, if you wanna know what they look like, you’re gonna have to get a D&D book and look ‘em up yourself, heh.

Anyway, Iema, as usual, is very polite.  I always think that Natalia could take a page from his book.  Maybe I’ll play my next character that way, but for now, I kinda like Natalia as anti-social and a bit on the grouchy side.  Iema says, “Can I help you?”

One of the stonesingers screeches and then goes back to tapping.  We start to shuffle back to get around them, and they move to block our way.

“Screw this,” I say, “Natalia’s going into dire bear form.” 

“And now we’re in combat,” Jim announces. 

Good.  Let’s kill these mofos and run. 

I was more brief in my notes regarding combat than I have been in past, namely because I feel like taking so many notes makes me lose place of what’s going on when it’s happening, but I do have here that Iema starts the battle with a trick I’m not sure I’ve seen him do before, which is Hold Monster.  Jim rolls will saves for the creature Iema his trying to hold.  It makes its save.  The other stonesinger makes a screechy noise that, surprisingly, sounds like it’s mimicking the sound that Iema is making.

Huh.  Now isn’t that interesting.

One of them also does 47 points of subdual damage to Iema.  Now, in hindsight, I should have been, like, Wait–why is it doing subdual damage to Iema?  That should have told me that they weren’t necessarily out to kill us.  But, hell, I didn’t think about it.  It’s the freakin’ Underdark.  I planned on having Natalia kill everything in sight down here.  Of course, I’m sure that will call attention to ourselves as well.  Whatever.  When it’s my turn, I have Natalia charge and claw at a stonesinger, only to do very little damage and to find out that–surprise!–it feels like I’m trying to tear up stone.

Keep in mind, though, that I had no idea what these things were when we started this, no less the names of them.  Jim likes to describe what we’re about to encounter, but he often does not like to tell us what they are.  I only find out after the fact, usually when I’m writing these posts.  But I digress.

Sunshine is up next and she fares better.  Luckily, after the last game when she accused Natalia of not loving her anymore because she never “magicked” Sunshine anymore, Natalia remembered to cast Greater Magic Fang on her this time around.  Which is exactly what she needed to do some damage to these things.  Note to self:  Remember to “magic” myself next time!

So, one by one we’re attacking, but when it comes to the stonesingers’ turns, one of them starts singing itself, and stone walls shoots up all around Natalia.  I’m disheartened when it comes to my turn.  I’m not very imaginative, after all.  Had I my spell to soften stone, that would work nicely, but I almost never list that spell.  “Is the wall all the way up to the ceiling?” I ask hopefully, thinking I can just Wild Shape into a bird or something and fly over it.

“You’re in the Underdark,” Jim points out.  “The ceiling is low.  Pretty much everything is going to go up to the ceiling.”

SIGH.  Well, Natalia is a dire bear.  Let’s see if she can’t just bash her way out of this.  And so Natalia starts bashing with her great dire bear paws.  I think I had to do a strength check on this, and I must have rolled well (kinda hard not to when your strength is massive) because Jim tells me that she’s managed to knock out a five-foot section of the wall–enough to learn that, thankfully, the wall isn’t very thick.

Meanwhile, Corin plunges his mace into one of the stonesingers.  It shatters, bursting into nothing but air and screeching sounds.  Iema jaunts on over to examine it, to see if perhaps he can do something interesting with its corpse, like, say, make a musical instrument out of it.  He’s disappointed to realize that he cannot.

“It seemed like they wanted something,” Corin muses.  “Maybe they wanted to hear a song or something.  I think Iema’s song is what attracted them.”

“If that’s true,” Iema says, “then I feel a little bad about killing them.”

“I don’t,” Natalia says.  “What happened to the other one?”

We look around, but we don’t see it anymore.  Iema plays an instrument, trying to lure it out, but it’s not stupid enough to fall for that trick.  We’ve lost it.

Or so we think.

And we go back to rolling the die 10 for encounters.  I don’t even remember how many we have to roll for a day.  Plenty though.  At any rate, we get an encounter on the third roll.

This time, we hear something that sounds like eep.  Iema brings out his sword to get enough light to see by again.  We don’t see anything around us.  We look up.  There, we see a column of light coming down towards us.  As it comes closer, we see that it’s some winged things that almost look like they’re on fire.

“A…phoenix?”  I guess.  But I already know I’m wrong.  Let’s face it, I do not know D&D monsters.  But a girl can hope.

One of them bites onto Natalia and latches on.  The druid immediately catches on fire.  Two more of them move on to Iema and bite, causing 11 points of damage.  Another breaks away to attack Corin and Sunshine.

“Icestorm!  Icestorm!”  Phil says.  And I can’t really think of anything better to do, so I agree.  Natalia casts Icestorm, but we didn’t think about how Iema had subdual damage from before.  He quickly keels over.  Luckily, he’s not dead.  He’s just…out.

Corin, Sunshine, and Natalia all take damage, too, but hell, it worked:  The fire bird things are gone.

One of the cool items that Natalia got from the dwarven thieves guild was the staff of healing.  She uses that to bring everyone back up to full health.  And we start rolling D10s for encounters again.

We get one on our tenth roll.  Jim says we see two things that look like roths.  (Assuming I spelled that right.  Like I said, I don’t know D&D monsters.)  Jim describes them to me as something that looks like a cross between a buffalo and a cow.  Natalia, however, being a druid and all, knows a little something about roths, and she knows that what we’re seeing is too loud.  She surmises that it’s an illusion.

“Well, since the others don’t know, I guess Natalia tells them,” I say.

Dumb idea.  “Do you say this aloud to them?”  Jim asks.

“Uh…’Corin and Iema, that’s not really a roth–’”

“We’re in combat.”

D’oh!

Now, when Jim said that Natalia knew it was an “illusion,” I thought he meant the see-through kind.  You know, like the will-o’-wisps we ran into in the last game.  So I decide not to waste spells like I did the last time around and announce that Natalia is going to chuck a rock at it first, just to see if it’s solid.  Jim looks at me like I’m completely stupid, but he agrees.  Natalia throws.  It hits it with a thunk.

Oh.  So Jim meant that it was an illusion as in a trick, not as in a mirage.  Well, hey, I didn’t know!

Sunshine zooms in to attack the roths.  Something very decidedly inside the roths yell.  AH.  THEY’RE DISGUISES.  I get it now.  The illusions fade, and we find different creatures standing before us.  Slimy ones.

Natalia casts Creeping Cold on one of them.  Jim says that some of its slime freezes over but it doesn’t seem to hurt him much.  DAMN.  Luckily, Iema and Corin step in and take care of business, quickly killing the creatures that Iema will later identify as bearded devils.

I grumble to myself that Natalia was completely useless in that fight, and we prepare to camp for the night.  We’re trying to decide how to do it now, though, since Iema, no longer having darkvision, is kind of pointless to use as watch.  We decide that Sunshine will take a watch.

Hoo boy.

So we roll for encounters during watches.  And we get one–on Sunshine’s watch.  Here’s how that went down:

Natalia, Iema, and Corin are sleeping, when they wake up in the middle of the night to hear Sunshine talking.  “And this one time,” she’s saying in her usual cheerful manner, “we fought some gnomes!  But they wouldn’t let me eat the fingers.”

We hear laughing as a response.  It sounds male.  “Too bad!” the stranger replies, catching his breath.  “I love fingers!”

The three of us get up and peer at Sunshine and her new friend.  Her friend, it turns out, is a bugbear, which sounds cute and cuddly.  I assure you, they are not.  Jim showed me a picture one time.  This particular bugbear is more ripped than other bugbears and is covered in tatoos. 

“Sunshine,” Natalia says, eyeing the thing warily, wondering if she would even have a chance in hell in taking him on.   ”Who’s your new friend?”

“He’s a bugbear!” she says.  “He’s fun to talk to!  He knows lots of stuff!  Mostly about hitting things.”

That little tidbit of information does not make Natalia feel any better.

We greet the bugbear, who introduces himself as Bastus Glastus, the Mage of Boom.  Secretly, I’m thinking Aren’t bugbears evil?  And then I kick myself for never reading Jim’s Monster Manual, but I’m pretty damn sure that bugbears are usually evil.  This guy, though, seems awfully happy for an evil guy.  Then again, who says evil people can’t be happy?  Hell, for all I know, they could be the most well-adjusted people on the planet.

“How are you doing?” Iema says politely to Bastus.

Bastus replies cheerfully, “I’m fine, although I haven’t gotten to hit anyone in a while.”

“If you don’t mind,” Iema continues, “I can’t see without my sword.  So I’m going to pull it out, but I just wanted to let you know that I’m not bringing it out for a fight or anything.”

Bastus Glastus brightens up.  “Are you sure?  I’ll even give ya a free one!”

We laugh nervously, and Iema declines.  He brings out his sword, and the area brightens around us.  “Tell us,” he says to the bugbear, “what brings you here?”

“Well,” Bastus says, “I was blowing things up, and I saw you guys.  I can tell you’re lost.”

Hm.  A friendly, helpful evil non-cuddly thing?  I frown, ready to have to put Natalia in action.  But I don’t need to.  Iema explains to him that we’re heading to the drow city of Fenzybyl because we want to locate the Master of Arms, who has Iema’s companion weapon.

“Ooooh, that guy!”  Bastus says knowingly.  He doesn’t look pleased.  “I fought him once.”

Natalia’s curiousity wins out.  “And?” she asks.

“We came to a standstill.”

We talk with him some more.  Sunshine is right–he is a pretty fun guy to talk to.  Jim will later tell me that we were lucky:  This was a character that we had to roll to see what his response to us would be like, and as it turns out, it was pretty friendly.  He might not be so friendly the next time we meet him, depending on how we roll.  But for now, he’s full of good information, such as the drow that we so easily killed our first night in the Underdark was part of an order that refuses to fight back.  We can recognize them because they usually wear all white.  Once again, Iema feels a little guilty, until Natalia reminds him that sympathy for drow is how we got here in the first place.  He gets over it.

And then we part.

Sterror the 8th

We wake up and continue our now dreary existence of just walking in the dark all the time.  It reminds me of a book of poetry I read as an undergrad, written by someone who worked in some caves.  I wish I could remember the name of it.  I remember that it was good, but after a while, each poem sounded the same to me because the topic was the same thing, day after day, really.  Yup, just like the Underdark.

On the third roll, we get an encounter.  Jim says we hear a vzzzt!  There’s an arrow sticking out of Iema.

So we know somewhere, there is someone with a bow and arrow nearby.  I mean, duh, right?  We roll for initiative.  I got a stinkin’ 2.  (Natalia’s initiative bonus is 1, so guess what I rolled?)  Iema moves in closer to the source, while Sunshine swoops in.  After Natalia casts Greater Magic Fang on her, that is.  I’ve learned my lesson.

The archer ahead of us tries to summon another archer like himself and, luckily, fails.  Natalia gets close enough so she’ll be in range her next turn and then stops to start casting Summon Nature’s Ally.  What is she summoning?  A dire wolverine!  Why?  Well, why not?

Sunshines swoops in on the archer again, biting.  The archer, however, has his focus on Natalia and hits her three times for a total of 13 damage.  Luckily, a long time ago, when we first started this game, Jim recommended that I put a shit-ton of points in concentration, and I’m so thankful I took his advice.  (Let me pass that one to all spellcasters out there!  LOTS of points in concentration when you’re doing your skills!)  I succeed in my concentration check, and Natalia pulls off her summon, regardless of being shot by arrows, heh.

Wish I could concentrate like that.

So, we have a dire wolverine now, and Natalia Wild Shapes in to a dire bear.  My favorite form, if you couldn’t tell.  She gets a partial charge in; Wolvie attacks and misses.  Natalia also attacks the archer, but he suddenly disappears.  Unfortunately, Corin and Iema don’t know this and attack the area he was in to no avail.

Because Natalia and Sunshine can tell with their spidey-sense (haha) where the archer is, they immediately whirl around and attack where he know he’s at and hope that Iema and Corin will figure it out rather than think we just went crazy.  (Luckily, Iema and Corin have wicked-high intelligence; they always figure this stuff out.)  Natalia and Sunshine don’t get to have any fun, though, because the dire wolverine gets there first and rips the archer apart.

Fourth roll.  Another encounter.  Will the fun ever cease?

No sooner than we finish off our fight with the archer, we hear skittering.  Iema lights up a torch–or was it his sword again?–and we see needletooth lizards at our feet.  And I don’t mean a couple. I mean hundreds.  And finally Natalia gets to be handy, since she’s the animal expert here.  (Notice I said Natalia is the expert; I sure as hell am not.)  She whispers to Corin and Iema not to worry.  The lizards have just eaten, so they’re sleeping and won’t wake up.  Just move on through and don’t worry.

We do.  They don’t wake up.  Thank god, because although Natalia might not be afraid of needletooth lizards, Spring sure as hell is.  I wanted to get the hell out of there.

More rolls, another encounter on the 6th.  At some point, I announce that I’m going to find a New Age book and learn how to freakin’ BLESS my dice or something because I’m starting to think my dice are cursed.

And maybe they are because our next encounter isn’t as harmless as the needletooth lizards.  Natalia spots a group of 6 creatures coming towards us.  She’s not sure what to make of them at first, except that they’re humanoid.  Jim tells me that they’re not hurrying, they don’t seem particularly concerned about us, and they’re walking toward us very casually.

And, stupid me, I didn’t think to do anything about it.  I thought, Eh, maybe they’ll just walk on by.  DUMB ME.  Because, oh yeah, they were very casual and relaxed–they very casually sauntered up to us, split up, surrounded us, and started to attack.

“I can’t believe that worked!”  Jim says, howling with laughter.

If any of you guys ever have a chance to play with Jim (since I know that more than one person that reads this lives in Illinois, so who knows?  Maybe one day you will), here is my advice:  DON’T TRUST JIM.  Jim is a very good DM–and a super-sneaky one.

The first thing they do when they attack is trap Natalia in a globe of ice.  Again, no luck with being able to just shift and fly out.  Sunshine quickly flies off and away.  We don’t know where she’s gone or why.

Iema, surprised by all this because he couldn’t see them coming and because Natalia stupidly didn’t alert anyone, is even more surprised when he suddenly takes damage.  He looks down to see that both he and Corin have bony tails embedded in them.  He looks back up to identify our accosters as devils of some sort.

Natalia, on the other hand, is stuck in a block of ice and, at the moment, doesn’t really care who it is who has done it.  I secretly grumble to myself that whatever they are, they must be MEN because only MEN want to IMPRISON WOMEN LIKE THIS, just like the STONESINGERS, who probably were also MEN, and, rather than saying of this, because I doubt that Natalia is the closet-feminist that I am, I instead tell Jim that Natalia is (grumpily) casting Produce Flame to get through the freakin’ ice.  It seems to be working, though, so that cheers her up a little.

Suddenly, Sunshine, who had flown off, is back in the picture, flapping her wings furiously as she charges for the devils.  She swoops at them, all of them, right down the line, doing some nice damage.  Iema jumps into the attack.  Poor Corin tries, but Jim, when rolling for him, fails the tumble check, which means that Corin falls prone.

Uh oh.

Four of the devils see the boy on the floor and take the attacks of opportunity.  If that wasn’t bad enough, they decide to encase him in ice, too.  But here’s where Natalia gets really annoyed:  Natalia was just about to bust out of her ice cage, right?  Well, Corin happened to fall next to where she was stuck, so when the devils cast the ice wall thing again, they hit us both in a nice figure-8 ice cage, so it would catch both us, but each in our own cell so we couldn’t get to each other.

Which means, of course, Natalia can’t heal Corin up.

And, oh, yeah, Sunshine and Iema are outside alone.

Iema backs up against the ice cages.  He’s surrounded and starts getting hit.  Natalia, luckily, still has her Produce Flame still active and goes at her ice cage again.  It’s slow going, though.  So far, she’s managed to melt away a five foot section of ice.  She tries to hurry, not wanting to leave Iema alone–or to leave Corin dying in his own cage.

Sunshine is doing splendidly, thank you very much, and she continues to attack the devils.  And then Iema finally decides he’s had enough of getting picked on.  He opens his mouth.  Wail of Doom.

Natalia finally melts through her cage and stumbles out.  When she looks up, all the enemies are gone.  I have to admit, both Natalia and myself are disappointed.  “What happened?”  she asks Iema.

“Wail of Doom,” he replies.

Hmph.  This bard is proving damn useful.  We get Corin out and everyone up and running; Phil and I go back to rolling for encounters.

We get one on the 8th roll for the day.  Again, we hear ticking noises.  Familiar ones.  More stonesingers.  Two of them.  Natalia growls quietly.  Remember what I said about the Underdark?  Same shit, different day.

Iema, remembering our last encounter with stonesingers, decides to try a different approach.  He whips out a violin (or fiddle or something to that effect) and starts playing.  The tapping stops.  They listen.  We start to move forward to get past, but again, they get in our way.

Finally, Iema stops playing.  One of the stonesingers approaches him.  We hold our breath.  It doesn’t attack, though.  What it does do is simply take Iema’s fiddle–and walks away with it.

“Hey!”  Phil/Iema says.  “Wai–oh, well.” 

I look at Jim, incredulous.  “What?  It’s stealing Iema’s fiddle?  Seriously?”

“Yes.”

Phil shrugs.

“WHAT?  We’re just going to let him take our stuff?”  And then I declare a first-ever for me:  “THAT’S IT.  I’M INITIATING COMBAT.”

But, sadly, I roll a lousy 3 initiative.  I don’t even know why I have to roll initiative if I’m telling everyone that I’M STARTING THIS FREAKIN’ FIGHT.  But there you have it. 

Unfortunately, the fight doesn’t go so well.  Iema, figuring that Wail of Doom was so awesome in the last fight, decides to try it again.  So he opens with it.  And it works.  They run.  With his fiddle.  And they don’t come back.

After we realize that we’re never going to catch up to them, we decide to bunk down for the night.  Natalia is unhappy about the loss of Iema’s fiddle, but he reassures her, telling her it wasn’t one of the nicer instruments he has.  She feels a little better, but still, not much.

Right as we’re getting ready for camp, Iema, while adjusting his bedroll, looks up in time to spot a hovering, translucent rat.  “Um,” he says aloud, “I’m not used to rats being translucent.  Or hovering, for that matter.”

Really, Iema?  Wasn’t it fun to see one?  How about more?  Because lucky for you, this guy brought BUDDIES.  More heads pop out all around him.  Their eyes go red, and before we know it, we’re right back into combat. 

The rats swarm all over us, nipping and biting at our skin.  Their bites are cold, so we know we’re not dealing with ordinary rats here.  Jim says our characters take 2 points of strength damage.  We groan.  It’s gonna be one of those kinds of bad guys.  I’d rather just lose hit points.

We also have to roll fortitude saves.  Both Natalia and Corin fail theirs, so they both lose a turn.  This is getting more and more awful.

Iema, remembering that he has a fire necklace of some sort, takes it out of the bag of holding and yells to get ready for lots of stinging.  He yanks a jewel off the necklace and throws it on the ground.  However, it doesn’t do a damn thing to help our phantom rat infestation.

When Natalia finally does get a turn again, she does Flamestrike, knowing that she could hurt herself and her friends in the process.  Still, she’s out of ideas.  As it turns out, she’s the one who fails the reflex save, and she does 47 points of damage–to herself.  Quickly, she starts healing herself up, but she’s still at 6 points of strength damage.

Iema looks over in time to see a ghost rat jump through Natalia’s mouth as she’s trying–and failing–to cast a spell.  Before he can do anything, though, three drow appear.

Aw, shit.

Instead of attacking us, though, the drow swoop in and quickly kill off the rats.  I don’t know how, but we’re glad they did.  Once the rats are gone, we get a closer look at our “saviors.”

Jim tells us that there are three drow.  One is a very annoyed-looking priestess.  Another is a wizard.  The one heading them–and the one who saved us–wears his head in pigtails.  We instantly recognize him from the description we’ve heard.

The Master of Arms.

Jim describes the Master of Arms as striking.  “You mean for a drow, right?” I mutter.  Meanwhile, I was frantically looking for my index cards for my healing stuff.  “By the way, Natalia’s in the back, keeping an eye on them, trying to heal herself up as quickly as possible.”

Jim responds to the first part of my statement.  “No, this guy is striking for anyone.  Very handsome.”‘

Whatever.  I find it hard to take seriously any man that wears his hair in pigtails.  I frantically roll my dice to determine how much healing I’m doing to whom.  Meanwhile, in-character, the drow talk amongst themselves in Undercommon–unaware that Iema can understand everything they’re saying.

The priestess sighs in exasperation.  “Look, they’re healing themselves,” she says in almost a bored tone.  “Let’s just kill them and sacrifice them to Loth.”

The Master of Arms waves his hand at her dismissively.  “We already gave her a sacrifice.”

Rats?”  The priestess looks at him, dismayed.

“Listen,” he says, rolling his eyes, “Loth can take that sacrifice and like it.”

Iema tries to keep quiet but can’t help but chuckle at the exchange.  Jim stops at this point in the game to remind me that the fact a male drow is talking to a female in this manner should be shocking to us, since females are considered superior in drow society.  (And Jim actually didn’t have to point that out to me.  I remember this from when I read Homeland: The Legend of Drizzt.)  Jim’s point, though?  This guy is very well-respected among drow to be able to talk to the priestess–and about Loth–that way.

Iema immediately starts chatting up the pigtailed Master of Arms.  “Thank you for taking care of those rats for us,” he says.  “Are you the Master of Arms of Fenzybyl?”

“I am,” the drow says proudly.  “My name is Hadrazain.”  He claps his hands together and looks around.  “You guys haven’t seen a bugbear around here by chance, have ya?”

“Bastus Glastus?”  Iema says, sounding surprised.  Natalia looks up, recognizing the name, frowning because her usual tactic is never to admit knowing anything or anyone.  Still, Bastus is probably evil anyway.  She goes back to what she’s doing:  heal, heal, heal, trying to get everyone back to full health, just in case we end up fighting drow.

“That’s the one!”  Hadrazain seems happy.  “Have you seen him?”

Iema admits that we have, points where he went.  Then Iema quickly addresses what he’s interested in from this exchange.  “I’ve been wanting to find you.  I believe you have the companion weapon to mine.”  He describes it.

Hadrazain frowns and tilts his head.  “It doesn’t sound familiar, but I have many weapons.  You can come back to my place and look to see if you can find it, if you want.” 

“Okay,” Iema agrees.  He and Hadrazain chatter about fighting and such, and they even agree that they should be twos partners for some kind of fighting game.  Meanwhile, out of character, I’m hissing at Phil, Dude, didn’t you read Homeland?  You know that drow turn on their partners, like, all the time, right?

And Phil is blowing me off because of course he knows this, he knows way more about drow than I ever will, so STFU, noob.

Finally, Hadrazain asks about the druid that is so frantically healing everyone and giving them dirty looks.  “Oh,” Iema says.  “That’s Natalia.”

The priestess returns Natalia’s scowl.  “What is that?”

Iema doesn’t understand her question at first.  “She’s a druid.”

“I know that she’s a druid.  But what is she?”

“Um…human.”

The priestess stares at Natalia.  Hadrazain turns to Natalia and, to her surprise, addresses her in druidic.  “Nice to meet you.”

Natalia pauses.  “You speak druidic?”

He nods.  “I picked up some, yes.”

When?  I think.  When you were ENSLAVING SOME DRUID?  Except I might have said that aloud because I remember Phil laughing at me and telling Jim that I was such a suspicious person.  DAMN STRAIGHT, BARD.  Er, Phil.

“I don’t wanna leave Natalia out of this,” Iema tells Hadrazain, and then he turns and translates everything for Natalia.  (Not before Corin makes a snarky remark that maybe Natalia should learn some other languages.  Sometimes, I think that boy needs a good dire bear paw-smack across the face.)  So Iema translates, then asks, “So!  Wanna go with them to Fenzybyl?”

“No,” I-as-Natalia say very decidedly.

But I’m out-numbered.  Both Corin and Iema point out that we’ve gotta go into the drow city, anyway.  At least nobody will mess with us when we’re with the Master of Arms; better to go with him than go in there alone.  My point that he’s going to stab us in the back as soon as he can–or lead us into a trap–is also dismissed.  They say they know.  But this is the best way.

So it’s decided.  Natalia doesn’t feel good about it, but they do bring up valid points.  Finally, after we’ve bickered a bit, Iema turns and says, “Well, we need to get some sleep.”  The drow agree they’ll camp with us.

“I am not sleeping,” Natalia says.  Iema shrugs.  I ask Jim if Natalia can do this.  Sure, Jim says, but he reminds me that Natalia won’t get new spells.  Whatever.  I don’t care.  I’m not sleeping.

So that’s where the game ends:  Iema, Corin, and Sunshine getting ready to bunk with some nasty, ol’ drow, and Natalia, sitting back, arms crossed, glaring at the newcomers, and vowing not to sleep for the night so she can watch them.

Yeah, like she’s not bitchy enough in the mornings already.

Homebrewed (for the D&D noob) – Part 24.

Friday, October 8th, 2010

In this “Homebrewed,” Natalia, Iema, Corin, and Sunshine are being led by their dwarven friends to the entrance to the Underdark.  Doesn’t sound friendly, does it?  Yeah, we asked for it.  Yeah, we’re crazy.  Unfortunately, we’re stopped by some NPCs that, as it turns out, are the bane of Phil’s gaming existance.   Not sure how we got here?  Then get caught up here.

Huskyr the 28th

If you recall from the last game, we left off on Huskyr the 28th, late night, travelling with a dwarven thieves guild, whose members are leading Natalia, Iema, Corin, and Sunshine out of Fasset and to an entrance to the Underdark.  We were stopped on the bridge by people accusing us of being “smugglers.”  Before we know it, we’re surrounded by Halflings with crossbows, ogres with shields as large as walls, and your standard human guard stock.

Before I go further, I’m going to stop to mention something:  Jim and I were talking about how Natalia’s and Iema’s trip through the Underdark is going to contain a lot of combat, which are both boring to write and boring to read.  (Fun to play, though.)  We agreed that I would just gloss over most of the battles.  However, I want to specifically mention this one because it marks the return of two of Phil’s most-hated NPCs.

No, I had never run into them before, but in one of Jim’s previous games, Phil has.  Their names are Jakyl (whom Phil calls “Dick”) and Cogar.  I guess they’re a couple of undead guys who have clerics paid off to resurrect them when they die, so Jim torments his players with these guys from time to time.  Or, at least, he tortures Phil with them.  Phil says the worst thing about them is that you think you’ve killed them, only to find out that no…no, you didn’t.  They just keep coming back.

“Give up, Gurdren,” Jakyl yells.  “We’ve got you surrounded.  No more surprises.  It’s over.”  Jim says that the stitches in his body—yes, he has stitches in his body, ew—start glowing blue.

Gurdren raises his hands, but he smiles.  “No more surprises?”  And suddenly, with the flick of his wrist, he whips out the fancy gun that we had given him, and he shoots one of the humans.  The man falls, instantly killed.  “Surprise!”

I could totally learn to like Gurdren.

Of course, we go into combat at this point.  Both Iema and Natalia are hit with crossbows, but we make our saves, so Jim says that we hear buzzing noises but manage to shake it off whatever came along with those crossbows.  None of the dwarves, though, seem to fare as well, and they go deaf.

Sunshine, though , is a little slow to catch on that they’re deaf.  “OH MY GOD, GUYS,” she yells.  “YOU GUYS ARE ALL MUTE.”

Phil and I both got a chuckle out of that.

Iema does his Haste, does some flicking thing with his hand (everyone’s just flicking everyone off in this game), and some ram image comes out and knocks a Halfling off of the bridge.  Don’t ask me.  I guess it’s some spell Iema has.  Or a magical item.

Cogar, the other one Phil hates so much, yells that we’re all guilty of some sort of conspiracy to riot.  What the hell are they talking about?  I thought we were pretty sneaky and quiet.  Isn’t that exactly opposite of what you’d expect from a riot?  No matter; Cogar hocks a loogie at us that explodes in a gout of rancid seawater which pummels us for subdual damage.  And this, by the way, is when I started to dislike Jakyl and Cogar, too, because explosive loogies?  C’mon.  Even nasty D&D baddies should be drawing the line somewhere.

Anyway, I won’t bore you with all the details of this fight.  In-game, it was fun, but it was long.  I’ll give you the highlights:  Explosive loogie knocks out most of the dwarves who failed their reflex saves, Natalia does a bunch of damage with Ice Storm (great AoE spell, for any other druid-lovers our there) and gets down and dirty in her dire bear form, Sunshine gets her two cents in with a “dragging bite” (I had “Dragon Bite” in my notes, but Jim corrected me—I like “Dragon Bite” better), and Iema impresses us with his Wail of Doom.  Yeah, there’s more, but what you need to know is that we won—Jakyl and Cogar jump off the bridge and run away.

Oh, yeah.  They’ll totally be back.

It was a nasty fight.  We move along.  There’s some small talk.  Gurdren says Jakyl and Cogar have been coming after him for a while.  Guess Phil isn’t the only one they like to harass.

We move along.  Jim says we’re not at the Underdark yet; we’re walking along the overground or something like that.  Not really sure what that means or what that is.  I assume that it’s the ground over the Underdark, but hey, what do I know?

So, of course, we’re rolling our dice for encounters, and we get the doozie of encounters:  We walk smack into a city dotted with fires.

And Hobgoblins.

Like, 300 Hobgoblins.

“Oh, shit,” Gurdren moans.

Iema groans.  “Can’t we just…walk around them?”

Gurdren shakes his head.  “They’ve already seen us.”

Phil rolls a bardic knowledge for Iema.  Incidentally, that is a REALLY handy thing to have.  Phil is constantly rolling bardic knowledge for Iema and finds out all sorts of shit.  But I digress.  My point is that Iema knows that these Hobgoblins are nomadic, lawful-evil, and they’re more about survival than anything else.  They’re also extremely sexist and tend to like formalized duels.

Natalia actually knows about the duel part, even without the bardic knowledge; after all, she’s witnessed Hobgoblins demanding duels on more than one occasion herself.  Of course, she also knows that, being sexist, they won’t duel her.

Too bad.  I’m pretty sure she could tear one up, easily.

Several of the sentries come up to us and stare.  Iema sighs heavily.  “You’re not going to let us pass, are you?”

The Hobgoblins shake their heads.

“Let’s just get this out of the way,” Iema says, warily.  “No, you cannot use them”—he waves at Natalia and Corin—“as slaves.  You want to duel, right?”

Of course.  So Iema duels with a Hobgoblin.  Natalia watches with interest.  She feels a little bad making the bard fight, but like I said…the Hobgoblins are sexist.  And, as it turns out, Iema can take care of himself.

The Hobgoblin charges.  While he’s doing so, Iema quickly uses his Haste.  He then waits until the Hobgoblin gets close enough, then he does a spring-forward attack and then quickly springs back while slashing him.  Sounds cool, doesn’t it?  I think this is thanks to some of the super-cool gear that Iema got from the dwarves in the last game session.

Iema kills the Hobgoblin easily.  Once the fight’s over, he beheads the hobgoblin with its own sword.  He knows enough about Hobgoblin culture to know beheading it is a respect thing.  Iema bends next to the decapitated opponent to leave the sword with him.

When Iema stands up, the crowd of Hobgoblins part to let us pass through.  Say what you want about them, they at least fight fair.  We pass through.  Behind us, we can hear Hobgoblins pulling their weapons out on each other, ready to fight one another for the sword that Iema had left behind.

And so we move along.  A couple rolls later, we get another encounter.  Jim says that something like an angel appears in front of us.  It’s wearing dark gray mithril, gold, and silver armor.  Gurdren halts and stares, looking shocked.

“Is it an angel?  Is it an angel?” I ask excitedly.  Admittedly, I was thinking of the angels on Supernatural.  I like Castiel.  Hell, I want to name my first born son after him.

The Angelic Poser glances at Natalia.  “You and your bat may leave.  But I want the others.”

“Is it an angel?  It is an angel?”  I keep asking.  If Natalia was asking it, I imagine she’d be jumping up and down over the boys, trying to see it better.  Although I don’t know why I would imagine that.  Natalia is pretty tall at her 5’9”, and hell, one of those boys is a freakin’ dwarf.

Phil finally answers me to shut me up.  “No.”

Well, then, WHAT THE HELL IS IT?

And I cannot tell you.  Because Jim did not tell me.  Phil did, but I don’t remember.  What I do remember is that Jim said that Natalia felt an urge to leave, but I made my will save (not surprising, since Natalia’s will save is awesome), so she stuck around.

“I feel weird about fighting an angel,” I announce.

“It’s not an angel,” Phil says, probably secretly adding to himself that he was going to send me to meet some real angels if I didn’t shut the hell up. 

Okay, so it’s not an angel.  It’s something that I find out later doesn’t like anything with a chaotic alignment.  Apparently, I—er, Natalia—is the only one with a non-chaotic alignment.  (She’s neutral-good, if you recall.)

Again, I won’t go into the fight.  We won.  Yay.  But I will tell you say this:  Remember Gurdren’s glove?  You know, the one that turns things into stone?  Well, at a pivotal moment, Gurdren grabs at Angelic Poser and the thing turns into stone, wings spread out, looking very cool.

We’re all impressed.  Iema jokes, “Do you do all your art deco that way?”

“It is nice,” Gurdren agrees.  “Hell, I’m taking that with me!” 

So we lug it with us.  There are no more encounters for the day. Finally, we camp with no incidents until morning comes.

Huskyr the 29th

New day, new person rolling for encounters.  I’m pretty sure it was me rolling this time.  When I finally get an encounter, Jim says that Natalia hears singing.  She stops.  “Do you hear that?”

Iema, Corin, and Gurdren listen.  “No,” they say.

Natalia turns to her dire hawk-turned-bat.  “Sunshine, do you hear that?”

Sunshine cocks her head to her one side.  “I hear it!  It’s PRETTY.”

Jim explains to me that, as a druid, Natalia knows of various things that sing, some good, some bad.  She can also discern that the singing is coming from the north.  We debate checking it out, until Corin points out that if it’s something that lures travelers off the road to their deaths…well, yeah, we should probably take care of that.

Natalia is secretly on board from the get-go—she’s gotten where she enjoys the fights—but the others look hesitant until Corin points out, “Also: Loot.”

Suddenly, everyone is feeling agreeable.

So we follow the sound off-path.  We go along the cliffs.  We can feel the air getting warmer.  Finally, we reach the mouth of a cave.  Strangely, wind is coming from the cave.  Natalia and Sunshine still hear the singing, but now, they can tell it’s in Sylvan.

“Does Natalia know Sylvan?”  Jim asks me.

I check her character sheet.  “No.”  I’m disappointed.  Natalia’s lousy intelligence score means she can’t speak a lot of languages.  Sadly, she still speaks more than I do.  D’oh.

Phil saves the day by pointing out that Iema does know Sylvan, so Natalia rattles off the words she hears in the song to Iema and Iema translates.  “It’s just a song about past things,” Iema summarizes, shrugging.

Iema and Corin decide to sneak into the cave while Natalia, Sunshine, and Gurdren hang back.  Unfortunately, there are stone giants right inside the mouth, and they instantly spot the bard and his apprentice.

The giants loom over the two, trying to scare them away.  And it would have worked—if they hadn’t started talking in Druidic, which Natalia can speak.  One says to the other, “Give them a chance to run.  They might not know what’s in there.”

Natalia steps forward.  “What’s in there?” she asks in Druidic.  They look surprised at being understood.  Trying again for privacy, they switch to Terran.  Which, JOKE’S ON THEM, because Iema speaks that too!

Some rock creature bounds up to the giants.  At first, I think that they’re going to unleash this thing on us, but Iema understands that they’re telling the stone dog to sit and stay.  It jumps around them happily, very much like a kitten.  They keep chatting to each other, and finally, they decide to tell us.

Inside the cave, they say, is an earth weird.  Iema immediately asks if we can get a vision from her.  I guess earth weirds have prophesies.  Awesome.

They agree to let Iema and Natalia inside; Corin, Sunshine, and Gurdren have to wait outside.  We’re led to the earth weird and ask again if we can be honored with a vision.  She asks us what we have to offer.  Iema double-checks with Natalia to make sure she doesn’t want to draw from the Deck of Many Things (HELL NO), and he hands the deck over.  The earth weird must be pleased with it because she offers us each one prophesy for ourselves and one for another.

You’d think when you get an offer like this, you’d be ready for what you want to know.  Well, maybe you would, but I was not.  I know what I secretly wanted to ask:  Is Iema going to betray Natalia?  IS IEMA GOING TO BECOME EVIL?  I’m totally suspicious.  I’m wouldn’t put it past Jim to slip Phil notes to pull shit over on me.  In fact, I know Jim does that.  I wouldn’t be shocked if Phil did the same thing.  If they haven’t yet, they probably will at some point.  This could be how I find out for sure.

But…Natalia really doesn’t have a reason to doubt Iema, so she has no reason to ask that question.  So, in keeping with the whole “role-playing” aspect of D&D, I chose not to ask that.  Yeah, I was disappointed.

So I have to mull over that one for Natalia.  Luckily, Phil is having difficulties, too.  Since it’s taking a while for Natalia and Iema to decide, they’re invited to stay for dinner.  Over dinner, they talk about possible questions they can ask.

Finally, after dinner, they’re ready.  Natalia decides to ask who betrayed Julium—and the rest of us—and what Beta’s future holds.  By that last question, she’s hoping to get insight on whether or not he actually has plans to get her, Iema, and Corin.

So she asks the first question:  Who betrayed Julium?  The earth weird concentrates, then her eyes widen in horror.  I don’t know if she’s telepathically linked to those around her, but there was a collective gasp within the room.

I’m on the edge of my seat, ready to hear the answer.  And, admittedly…a little fearful to hear the answer.

“I cannot answer that,” the earth weird says.

What.  The.  Hell.

“Which means,” she continues, “that the person who betrayed Julium and the rest of you is a worshipper of Tantori.  They are protected by their god.”

Ooooh, Tantori…I read Jim’s blog.  That’s a nasty god.  I had a feeling a Tantorite was going to show up in this game sooner or later.

So that leaves one other question for Natalia.  She was going to ask about Beta, but that would only affect her own future.  Julium’s fate is tied up with most of Valt.  Sigh.

“What does the future hold for Julium Caesus Numbra?” she asks.

The earth weird is quiet for a moment.  Then she speaks.  “There shall be no hand before him that can stop him,” she begins.  “And he will succeed in his mission.  He will unite everyone.  But history will forget this, and he will be known as the most blood-thirsty tyrant in Valt.  That is the price of unity.  That is the price of his vision.”

Natalia mulls over her words.  Iema’s turn.

“I have a weapon, Cruagh,” Iema starts.  “But it’s missing its companion weapon, Ruke.  Where can I find the companion weapon?”

“In Fenzybyl,” she answers.  “The hand that clasps it is the son of a matron house and does not know of its power.  Cruagh hungers for his blood.”

“And what about my apprentice, Corin?” Iema asks.  “What does the future hold?”

After she answers, I cannot help but think that his fate is possibly worse than Julium’s:  “Pain.  Knowledge.  Betrayal.  Death.  He will stand against the unstoppable, do the unthinkable, and he will never quit,” she says.  “But he will know great pain, and when the unstoppable comes to him, he will be destroyed.”

Damn, does this woman—do weirds have genders?—know how to spoil a party.  Sensing this, she pauses, then says, “Since I could not answer your first question, I permit you one more.”

Natalia looks at Iema.  He’s the smart one.  Let him ask it.

And he asks a pertinent one.  “Will we survive the Underdark?  Will we survive to see the sun over our home?”

“You will,” she answers.  “But a great evil is loose in your homelands, crafted by your own hands.  You have already influenced the blood-letting.”

God, we can’t win.  With that fun information, we eventually leave the weird and find Corin, Sunshine, and Gurdren.  We don’t mention the prophesies we were given.  Instead, we walk with the others until we reached our original destination, the one before we got distracted by fates.  Finally, we arrive at some cliffs.  Rock doors slide open; we’re greeted by dwarves, who exclaim over the stone Angelic Poser we’re lugging along.

They offer us a place to crash for a night, and we take them up on it, quickly falling into a troubled sleep.

Huskyr the 30th

The next morning is full of activity as we prepare to finally enter the Underdark.  Some of the dwarves wake us up.  Gurdren is not one of them—he’s off doing something else.

One of the dwarves tells us that the elders are very appreciative of the things we’ve brought back.  (I secretly substitute “stolen” in my mind, but who am I to correct them?)    The elders specifically want to talk to Natalia.  However, another man wants to meet up with Iema.

Iema goes to meet the man.  The man has one eye, a burn scar on half of his face, a peg leg, and he’s missing a hand.  All in all, I’d say he’s had a rough life.

He’s knows something about the Underdark.  He explains that most of the Underdark is damp because it’s carved out by water.  It’s also very linear in design.  The first city we’ll come to is Fenzybyl.  This is good, since Iema wants to find his companion weapon there.

He gives us more directions that I won’t bore you with.  In general:  Keep down and east.  He also noted not to be fooled by anyone claiming anything related to Ziniel—those claiming they’re creatures of redemption, who were evil but don’t want to be.  Everyone down there is evil, period, end of story.

Yeah, I think we already learned that lesson the hard way.

The man also gives tips on drow.  And here’s the scariest thing I’ve heard so far.  Now, I don’t know if this is the case in other D&D games, but in Jim’s world, there aren’t very many psionicists because almost all of them are kidnapped by the Gith.  Nobody escapes.  The fact that Allista is up and around is a very unusual circumstance.  (A circumstance that, if you recall, was brought about by Natalia and her friends when they went to the Astral Plan and rescued her.)

The drow, however, actually do have psionicists among themselves.  Several.  Because they’re strong enough to fight off the Gith.  GULP.

I have a feeling that by the end of this little trip, I’m gonna hate drow as much as Phil.

Other things to note, the man says.  Drow don’t flinch.  Ever.  And there will be spiders everywhere.  Ignore them.  If we even take a little notice, they’ll know us as frauds in a moment’s notice.

While Iema is gathering information from this man, Natalia is whisked off to see the dwarven elders, whom, she is surprised to discovered, are druids!  They offer to answer any questions.  And, of course, she can’t think of a damn thing.  I have a feeling this is one of those times when Jim was setting something helpful up for me, and then I failed him miserably.  The only thing Natalia can think to ask is if they know which spells would be the most helpful in the Underdark.  I had her ask this because right before it was time for me and Jim to do our little “scene,” I had been flipping through the other D&D books Jim has and reading up on the spells that Natalia doesn’t have.  Asking the druids for helpful spells was my sneaky way to try to get them to teach Natalia some new stuff.

Sadly, they had nothing to teach me, no spells to recommend.

Sterror the 1st

The first day of the new month, the first day in the Underdark.   A mere four hours into it, and we’ve already run into our first drow.  However, Iema kills the drow easily.  A little too easily, we think.  We hurry off.

A little later, we have another encounter from a creature that just PLOWS right into us, bonking Corin with his club.  There’s scuffling, of course, but we manage to kill it and find its lair.  There we find magic rings—glowing in poop, I might add.  Again, we don’t want to stick around, so we force march to get a little further away before finding a place to sleep.

Sterror the 2nd-5th

Phil and I trade off who rolls for different days, and these were the days we were lucky.  Normally, I like to have SOME encounters, but since Jim has told us it’s going to take about a year (game-time, of course) to get through the Underdark, I’m actually hoping for less.  It’ll make it go by faster.

The only thing to note is that on the 3rd, we finally got to the split in the path that Iema’s coach told him about.  The path goes up and down.  Because the man told us to keep going down, we opted for that route.

We’re going to find out later that we made the wrong decision.

Sterror the 6th

I’m pretty sure I was rolling when we started having bad luck with encounters.  The first one was when the percentage was 21% (eek) and Jim says we hear tapping.  Four shelled things with hooked claws and beaked faces are clattering toward us.  Jim says that they’re hook horrors.  Upon seeing us, they immediately charge and bite Iema.  Then they look disgusted and horrified.  It takes us a moment to understand why they’re acting all shocked, until they start clattering in Undercommon the word for “drow.”  I guess drow is NOT the other white meat.

They’ve also attacked Corin, who never seems to fare well these days, as the boy-turned-drow is down to 0 hit points.

Natalia heals Corin right up, only to find that they’ve brought Iema down. So she heals him up, and he tries talking to the things in Undercommon, trying to explain that we’re not there to kill them, as they believe we are.  They don’t believe Iema, and quickly wrap their hooks around Iema’s and Corin’s necks.  I guess somewhere along the way, Natalia must have shifted to her dire bear form for the fight because the hookworms demand that she not be a bear.  Or else, they say, wrapping their hooks tighter around the boys.

She shifts back.

At first, they debate eating us.  Then they decide against it.  Then they decide to steal our water and shove us in a cavern.  And this is the scene were Jim becomes all happy because while we didn’t die in this encounter, this is the first one where we’ve completely lost the fight.  In fact, he was so pleased, he wrote a whole post about it.

Hmph.  What kind of man gets off on seeing his fiancée and best friend getting beat up, I ask you?  See how long it is before I make him cookies again. 

Anyway, once the hooked assholes are gone, we go out the way we came.  This is where we realize that where the path split, we should have gone up, not down.  So now we have to backtrack.

Re-roll encounter!  And…it’s a 20. :(

This time, we run into a group of big, flabby guys –athaches—that look like they’re actually looking for the hook horrors.  And, of course, because everyone down here is a complete and utter DICK, we fight.  Here, Iema shows off a really cool trick, Wail of Doom, and he sends four guys off running.

Not to be outdone, Natalia casts Ice Storm.  Well, okay, Iema did outdo Natalia—Natalia’s Ice Storm is nothing new; we’ve all seen it a million times before.  Still, the Ice Storm is impressive, doing 22 points of damage on the remaining 8 assholes.

Sunshine decides to jump in, biting, winging over and out.  When it’s my turn again, I decide I’m going to summon something.  When Natalia casts any Summon Nature’s Ally spell, by the way, it’s something we all like to jump in on.  I always make the final call, but I definitely take Phil’s advice, since he’s a much more experienced player than I.

Although, admittedly, I’ve never summoned that orca whale that he wants to see in action so badly.

For this encounter, I decide on the Tendriculos again.  Natalia’s only summoned it once before, and she never really got to see it in action.

I’m much happier with it this time around.  Once she’s summoned it, it does tons of damage.  We’re disappointed, though, that even with all the dings we put into these things so far, they still have 102 hit points.  Sheesh!

Sunshine—poor Sunshine!—is still doing her best in her bat-form, but finally, at some point, she yells, “NATALIA, WHY DON’T YOU LOVE ME ANYMORE?”

Natalia stops long enough during the fight to say, “What?  I do!”

“WHY DON’T YOU LOVE ME?” she keeps hollering.  “YOU NEVER MAGIC ME ANYMORE.”

Oops.  Because Iema had mentioned wanting Poison on his weapon, Natalia swapped the Greater Magic Fang spell out for the Poison.  Her lack of Greater Magic Fang is what Sunshine is referring to.

Natalia tries to stammer out something that sounds half like an apology and half an explanation, but Sunshine keeps yelling, “YOU NEVER MAGIC ME ANYMORE! WHAT DID I DO WRONG?”

I felt really bad about this.  And then I felt really stupid.  Because I’m FEELING BAD FOR A CHARACTER THAT IS NOT REAL.  Okay, done feeling guilty now.

At any rate, the fight is nasty, everyone does their own thing, and eventually, we’re left with one that runs away.  We search the dead athaches, and WOOT.  Magical jewelry!  Just what a girl wants:  Natalia gets a new ion stone!  She promptly places it around her head, and it goes into orbit.

I hope that’s not indicating that my head is so big that it has its own gravitational pull…

Natalia also gets a ring and Moon Bracers.  She gets over her loots pretty fast, though, and settles in on removing the poison from Sunshine with a wand she has.  Meanwhile, Iema’s going through some things as well.  He finds a necklace that looks crappy until he puts it on.  Upon examination, he determines that the jewels can be used as explosives.

He also digs up a tin crown.  “That’s funny,” he says.  “It seems like it looked fancier on the athach that was wearing it.”

We all take turns trying it, but we can’t figure out what made it different when the bad guys were wearing it until Sunshine says, “Let me try!”

We shrug, then put it on her.  It just looks like a tin crown.  “Do you feel any different?” Iema asks cautiously.

“No.  Maybe if I think real hard!”  Sunshine squeezes her eyes shut.  And then, right before our eyes, we see it turn into a gaudy crown.  “Now I feel different!”

“That’s a Hat of Change Self!” Corin exclaims.  We’re all impressed with this item.  Of course, Natalia doesn’t need anything like that, since she changes herself more than I imagine she changes her underwear (sad but true), so that item stays with Iema.

And so concludes just another day in the Underdark.

Sterror the 7th

Good grief, only 7 days since we’ve been here?  Natalia’s getting stir-crazy for some freakin’ SUNSHINE, and I don’t mean her animal companion.  The Underdark is depressing.

And disgusting, as I’m about to find out with this next encounter.

Some spectral creatures step out in front of us and cast a spell.  Phil immediately asks to do a check, but I assume he failed it because Jim announces that Iema can’t identify the spell the things are using.  Nonetheless, we take damage.  Iema attacks the thing, but he just goes right through it.

Aw, crap.

The spectral things disappear.  Jim, incidentally, has the layout drawn on a battlemap:  It’s a tunnel with several smaller U-shaped rooms off to the sides.  Natalia walks into one passage way, sees an elf of composed of light.  Sweet, right?  Natalia (overall) doesn’t care for elves, and here’s one sitting for her to kill.  She casts Produce Flame and gets ready.

Iema is still somewhere along the main hallway.  Unlike Natalia, he’s figured out that there’s someone behind this, and he’s looking for a spellcaster.  He hears where the spell is being cast from and inches towards it.  One of his items has some sort of dimension door ability to it, which he uses.

He ports his ass right into some liquid.

I’m very proud of myself—as soon as Jim said that, I figured out what it was.  No, I’m not just saying that to make it out like I know everything.  I’m saying it because I usually have no clue what the hell we’re fighting, and this is one of those few times I figured it out right away.  Only, of course, because I’d seen the things in action before.

I kept my mouth shut, though, just in case I was wrong.  I wish I had been.

In her location, Natalia hurls two produce flames at the glowing elf in front of her.  The flames seem to bounce off some kind of shield.  Natalia frowns.  The elf grins and flips her off.  Sunshine tries to fly in behind the elf and bite, but, of course, it goes through the elf.

Jim now say that at this point, Iema’s “in” some creature.  When Jim said this, it confirmed my suspicions: Gelatinous cubes.  Iema dimension doors out of it.

Natalia, hell-bent on getting the ghostly elf, chases it, but it disappears behind another gelatinous cube.  How many of these things are there?  She runs around the opposite way of the U-shaped room to get to the main hall, spots the elf, and before she can think, she casts Produce Flame and hurls it at him.  It, of course, goes through the elf and hits Corin smack on the back of the head.

“OW!” he yells.  He turns on Natalia, annoyed.  “IT’S AN ILLUSION.”

Oh.  Well.  Yeah.

Remember when I asked earlier how many gelatinous cubes are in this hallway?   Well, the answer is a LOT.  Here’s what’s worse:  They’re working with will-o’-wisps, who taunt us, then we walk into the cubes, the wisps feed on our torment.  Apparently, they also took levels of sorcerer, since they are casting Dancing Lights.  And the cubes are on all sides.  Iema and Sunshine pretty much get stuck and paralyzed right away; Natalia dodges it for a while, gets stuck but not paralyzed, then gets out of one to walk right into another cube again.  The only one who manages to stay out of the gelatinous cubes is Corin.

There are will-o’-wisps right in front of Iema, taunting him as he’s paralyzed in his gelatinous cube.  “Shall we kill him?” one asks the other.

Natalia starts for them.

“Stop,” they order.  “Come any closer, and we’ll kill him outright.”

Natalia stops, undecided.

Not Corin, though.  “DEATH TO TYRANTS!” he yells while running to save his master.

But, despite all his agility, he isn’t fast enough, and the will-o’-wisps kill Iema and turn invisible.  Corin and Natalia kill off the cubes that are around them.  Iema’s body lays on the floor.

Jim has us roll for another encounter.  Wouldn’t you know it, we roll a 1, so yes, we’re going to get another encounter.  “Shit,” I say.  “Are we going to have to fight something else with Iema lying dead over there?”

“No,” Jim says.  “They’ve heard you and are coming, but you’ve got a little bit of time to pull off a Reincarnation.”

So Natalia casts.  As I roll for what Iema comes back as, I say a quick prayer that he’ll come back as something useful and not a toad or something.  I read the number to Phil, and he looks it up.

“Human!” he reads, surprised.

“Awesome!  Wait—so he’s human now?”  I ask.

Jim shakes his head.  “No, it’s just a baseline.  When you roll human, it means you get to go back to whatever you were originally.  So he’s an arcling again.”

So that’s cool.  Next, Phil rolls on the “what went wrong” table.  Jim reads the results and tells him that Iema is now vulnerable to weapons of death.

I don’t really get that—isn’t EVERYONE vulnerable to weapons of death?—but I don’t have time to figure it out.  Already, we can hear someone approaching…

Of course, we’re not going to find out what it is until next game.

Homebrewed (for the D&D noob) – Part 23.

Tuesday, September 28th, 2010

Back with another “Homebrewed,” which I’ll try not to ruin too much with my epic exhaustion.  In the last game, we left off with Natalia, Iema, and Corin in the middle of robbing a museum.  Hey, don’t look at me like that–you’re supposed to be rooting for us, remember?  Besides, we wouldn’t have to do this if they hadn’t stolen everything from us and enslaved us in the first place.  Unfortunately, the heist has had a couple of hiccups.  Natalia and Iema are in a world of hurt, and Corin…well, Corin’s dead.  Don’t remember that happening?  Well, go refresh your memory here.  Otherwise, read on.

Huskyr the 17th

We pick up right where left off in the last game:  Corin lying dead on the ground, with Natalia, Iema, and Sunshine standing around him. 

“Hey, Natalia,” Iema says, “do you have Reincarnation prepared?”

“Yeah.”  She didn’t say what we were all thinking:  Wonder what he’ll come back as, though

Then we both notice Sunshine hopping closer to Corin, eyeing the boy’s fingers.  “No, Sunshine!”  we say.  “You cannot eat Corin’s fingers!”

“Why not?” she asks, confused.  “He’s not using them.  And he’s already missing some.”

Natalia decides not to address that question.  Instead, she focuses on Corin, casts Reincarnation, and Corin comes back.  And it’s not as bad as it could be.  Sure, he doesn’t come back as human, but he comes back as a Halfling.

At this point now, Natalia has only one healing spell left, only 80 hit points left while in bear form (keep in mind that being in bear form add somthing like 40+ to her hit points), and Iema’s down to a mere 17.  Since Iema is worse for wear than Natalia, she uses her last healing spell, Remedy Moderate Wounds, on Iema, and then we go snooping around the room we’re in.  We find a Deck of Many Things.  This is another one of those things where Jim has an actual “game prop” ready for us.  This one, though, I had known about ahead of time because Jim needed my Tarot cards to create the deck.  Since he explained what the deck was before the game, I already knew what it was and didn’t need to ask–and I had already known that there was no way Natalia was going to touch it.

“Ooooh, a Deck of Many Things,” Corin says.  He reaches out to touch it, yanks his hand back, reaches for it again…

Iema has already decided that he’s going to risk it, but we want to finish looking around for anything else that we can find to either use or sell.  Good thing we didn’t stop looking:  We find an ornate gun that we think we can sell for a lot of money, some keys (always good to have keys), and a wooden head in a box.

As it turns out, the head can talk.  It immediately starts yelling, “Thieves!  Thieves!”

Iema, ever suave, shuts the head up.  And, as usual, he gets the head talking, even gets the head’s name.  (Rintharios, if you were curious.)  And it doesn’t take long for Rintharios to start complaining.  He says that he’s been in the box for two and a half centuries and would like help getting the rest of his face back.  (I guess he’s missing some of it.)  Natalia says she’ll thinks she can help; between the skill points she has in woodworking along with her druidic spells, she’s got mad skillz.  So we chat with the head while continuing to loot the place, which also turns up a Hammer of Dwarven Kings. 

Impressed by the weapon, Iema tries to pick it up.  Immediately, he feels an overwhelming urge to drop it.  Neither Natalia nor Corin have any problems, though.  Natalia eyes Iema suspiciously.

And I’m not subtle about her suspicion, by the way.  In fact, I announce it:  “Natalia is SUSPICIOUS of Iema!”

“She should be,” Phil laughs.

I totally am, particularly because of what I know out of character.  In a nutshell:  Phil has told me and Jim that he’s not going to necessarily be so hellbent on keeping his character good.  I guess he’s played lots of straight and narrow characters in the past; now, he’s trying for a character that toes the line on occasion.  And the other night, when he came over just to hang out, I overheard him talking about lichdom with Jim.  Shocked?  YOU GUYS.  HE THREW ROCKS AT BIRDS IN THE LAST GAME.  OF COURSE HE’S GOING EVIL.

Actually, I don’t think he is going that way.   Not yet.  I just know he’s open to the idea, heh.

Okay, shut up, Spring.  Back to the game!

So, at this point, we’ve found all that can be found, and we’re debating whether or not to go into the next room or quit while we’re ahead.  We’re low on both health and spells.  And here is where Spring is not like Natalia:  Spring would play it safe, quit now, go home.  Natalia figures we’ve come this far and has confidence that she and her buddies can pull this off. 

Also, Corin and Iema really want to draw from the Deck of Many Things.  Understandably, though, they’re nervous.

“I can draw some cards for you,” Rintharios suggests.  We hand him the deck; he uses his mouth to select a card, although the cards seem to work with whomever’s drawing from the deck, as the cards he’s drawn float up in front of him on their own.  I can see that he’s drawn  The Magician and the 10 of Swords.  Those are the Tarot cards, of course; I’m not sure what they “translate” to in the Deck of Many Things.  But I do know that Jim says that the wooden head in the box now feels less lucky.  Nobody can figure how he can get any less lucky, but I digress.

Iema screws up his courage.  Phil-as-Iema draws The Sun.  Jim says that Phil gets 50,000 XP and a sable cloak..  Iema also feels luckier.  But his luck is short-lived when Phil draws 10 fo Swords and gets -1 to saving throws.  He also draws a 2 of Swords, which will automatically move him to the next level, provided that he can kill the next monster on his own.

We pause the game here to adjust Phil’s sheet.  Now, if we went based on the XP Iema was supposed to get, Iema would jump up something like four levels.  We were excited.  Then Jim did some research and found that the rule is you can’t go beyond one level.  I think you’re supposed to advance to the next level and be 1 point shy of the one after that.  I tried to argue the case that we overrule the book.  Natalia, I said, wouldn’t touch the cards; shouldn’t Iema gets rewarded by taking such a huge risk?  He could have keeled over flat if he had drawn the wrong card.

In the end, Jim laid down the law:  For game balance, he would go by what the book says.  We were disappointed, but we both knew Jim was right.  Still, it would have been cool.

Once Iema’s character sheet is updated and Phil has picked his new spells, Corin is next up to draw from the deck.  He draws the 4 of Cups, a card that allows him to reverse past events.  He then draws 10 of Swords (popular card, it seems) and he immediately uses the 4 of Cups card to reverse his drawing of the 10 of Swords.

“You sure you don’t want to draw from the deck, Natalia?” one of them asks.

I back away from the deck.  “Hell, no, Natalia’s not touching that.”  Jim and Phil look at me like a party-pooper.  “Well, SOMEONE here has to have common sense!  Natalia may not have high intelligence, but she’s got a ton of wisdom, remember?”

They shrug me off and we decide to move on to the next room.  Natalia leads the way.  Inside, there are many boxes scattered about.  We see a creature inside the room.  It has pointy teeth, pale white skin, and is wearing brown linen.  Phil groans as Jim describes it.

And because I have no imagination, I ask, “What?  What?”

“It’s a vampire,” Phil tells me.

Oh.  A vampire?  So what?

Yeah, I’m about to learn that D&D vampires are way more bad-ass than the glittery kind in Twilight.  (Although, admittedly, the Twilight vampires would make way better disco balls.  I’m just saying.)

The vampire lunges for Corin, sinking his claws into Corin’s new Halfling body.  Iema draw his sword.  Immediately, the sword tries to signal something to Iema.  Currently, there is a map of the Jade Islands on it, but Iema doesn’t know what that’s supposed to mean.

And the fight is on:  Natalia in her bear form, Sunshine doing her whole fly-by attack thing, Iema with his sword.  And we’re failing miserably.  For one thing, the vampire is grappling Corin, which is making the boy take Con damage.  I didn’t realize how crappy that is until this little fight, when I got to see it in action.  That’s when I remembered Jim’s post that he had written not too long before this game called “No More Kid Gloves.”  Damn.  So this is what he was talking about.

I confirmed it when Natalia tries attacking the vampire and consequently 1) takes -2 to all checks and rolls, and 2) accidentally heals the vampire.  Aw, crap.

Corin can’t break from the vampire’s grasp.  Sunshine and Natalia keep clubbing away at the vampire, although Natalia’s learned that trying to grapple him isn’t a good idea.  Meanwhile, Iema’s sword is frantically trying to communicate him him, changing the pattern on its blade to a flames.  Still, Iema isn’t sure what the weapon is trying to signal to him and instead just attacks with it.

Eventually, the vampire drops Corin.  Corin is out again at -5 hit points.  Natalia tries her Produce Flame along with her regular claw and bite attacks.  The bite fails, but finally, her claws manage to get through the monster’s damage reduction.  Jim says that she leaves a flaming hand scar on him.  WOOT.

The battle continues; so does Iema’s sword.  It keeps flickering  from gold to silver to copper and back, faster and faster.  Iema realizes he needs to say a command word.  He struggles to think of what it could be.  Then, he comes up with it:  “RUGOS.”

It’s the Jade Island word for fire.  Unfortunately, Phil has a bad roll for his attack, so it doesn’t do him much good.

The vampire steps back during the fight.  Jim says Natalia, Iema, and Sunshine hear scratching through the walls.  Soon, dire rats are swarming around us.  We start hacking away at rats until it’s Iema’s turn again.  At his turn, he yells the command word again, but this time, with much better success:  He lops the vampire’s head off.

Still, we have the dire rats to deal with, although they don’t seem too bad.  We’re killing them off easily until only a couple are left.  Once outnumbered, the remaining dire rats run away.  Iema looks to Natalia to see if she wants to chase them and kill them; she shakes her head no.  They’re just rats being rats, after all.

Iema starts singing and I roll some heal checks on Natalia; together, the two of them manage to stabilize Corin.  Once they do, they look for anything in the room.  We find some wizard’s staff.  Neither Natalia nor Iema can hold this one, though–we immediately drop it.

Natalia comes up with the idea of using Corin to try to pick it up.  “Just use his hand to grab it,” she says.

We do so.  Suddenly, Corin wakes up gasping and sits up.  “It’s talking to me,” he says in an awed voice.

“It’s talking to you?” we ask.  Is that bad or good?

“It says you already have soul weapons,” he continues.

Oh.  So that’s why we couldn’t pick it up.

Looking around the room, we find some sort of necklace made out of teeth.  Natalia was going to take that, but when Corin read the card and found that it was a magical weapon made by giant owls, we realized it would be better suited for Sunshine.  We put the necklace on the hawk, clasping it to her feathers.  She grins (as much as a hawk can grin, anyway), and bounces up and down, making her new necklace make a satisfying cha-ching! sound.  She looks good and she knows it, heh.

We also find a spellbook.  There’s information nearby (remember, we are in a museum) that says this spellbook was carried by an enemy of the state.  If you look at it, though, it just looks like a fashion designer’s sketchbook.  The theory is that it’s a code, so you have  to break it to find out what it all really is.

Nearby, we also find some spell component pouches that had been used during the centuries.  Don’t mind if we do…we also snatch up scroll and wand organizers that we have found, along with potion belts.  How handy!

Our work here is done.  We slip out of the museum (much easier than getting in, let me tell you), and we head back to the dwarven thieves’ guild place.  Gurdren greets us; Iema gives him the run-down on the monsters.

“Oh, there was a vampire?  THAT explains the death of the flower girl and the dwarven brewer,” Gurdren says.  He sees the look on our faces and explains:  “You can use a rose to kill a vampire–”

“–and dwarves brew their beer with holy water,” Iema chimes in, getting it.

I did not get it.  I mean, I get the holy water, although I didn’t know dwarves brewed their beer with it.  But I had never heard of the rose thing before.

Once we’re done gossiping about the monsters, we show Gurdren what we’ve scored.  Gurdren shows a particular interest in the hammer and the gun.  He seems a little too interested.  Suddenly, Natalia’s trust in this short guy wavers.

Still, it’s late, and when he says we can stay for the night to rest up, we agree.  We plan on locking ourselves in, but Gurdren beats us to it.  He tells us goodnight, closes the door, and we hear locks click from the outside.

Huskyr the 18th-Huskyr the 27th

And on these days, we rested. Hey, if it’s good enough for God…

Huskyr the 28th

Opposed to what the prior date entry might indicate, we weren’t captured or held against our will or anything; we really were resting up.  We might have done other stuff, but if we did, I apparently didn’t think it was important enough to make note of.

Moreover, the day before, on the 27th, Jim says that the dwarves give each of us, save Sunshine, a wooden box with cool gear in it.  At this point, Jim handed me and Phil index cards with all the gear information on it.  The gear is awesome and tailored to our characters.  Phil and I oooh and aaah over our new loot.  Sadly, I can’t tell you everything I got because Jim took the cards back after the game and I don’t know where he’s keeping them.

Of course, the dwarves aren’t giving us these things out of the goodness of their hearts.  In exchange, they want those items that we stole from the museum.  To sweeten the pot, they say that while we can probably get more information about the Underdark from Dirtgut of the ogre thieves guild, the dwarves will lead us to the entrance.  Sounds like a deal to us.  We hand over the hammer and the fancy gun.

So now today, on the 28th:  The ogre thieves guild.  We disguise ourselves and go.  However, once we get there, we find out that “password” is no longer the password.  Somehow, we manage to let the guy at the door to let us in.  Kind of crappy security, if you ask me.  Then again, it’s full of ogres inside, so who really needs security, anyway?

Inside, the usual ogre stuff is going on.  You know, things like a dolphin eating contest.  There’s also a table with ogres taking turns stabbing each other.  Finally, one makes a small noise.  The others throw their arms up in the air and yell “Awwwww!”

These are some strange games they enjoy here.

Eventually, we find Dirtgut.  We show him the club, offer it to him in exchange for information.  He’s skeptical of the club, though.

“Hey, Mushok,” he calls to another ogre.  “C’mere.”

Mushok strolls over.

“Hold up dat shield,” Dirtgut orders.  Mushok complies.  The shield he holds up is impressive, being made of adamantine.  Dirtgut swings the club over his head, then plunges down in a swift, sure  motion.  The sheild cracks.  Dirtgut looks satisfied.  “Dat good club.”

Damn straight, Dirtgut.

So Dirtgut agrees to tell us what we need to know about the Underdark.  He says what the humans have on line, the drow have underneath.  We need to keep in mind that everyone lies there.  Everyone.  While the drow city is dangerous, the Underdark wilderness is even more so.  He says there’s a waterfall down there; if we find that and follow the river from there, it will lead us to the drow city.  He also adds that disguising ourselves as drow will give us an air of arrogance.  Our biggest problem, though, will be the lack of food and water.  We should stock up while we can.

Luckily, Iema thinks ahead and asks if Dirtgut has a bag of holding we can purchase to put food in.  Of course Dirtgut has a bag of holding!  He’s part of a thieves guild, isn’t he?  He sells the bag to Iema for 5,000 gold.

We get ready to leave, to go to the “barber” to get transformed into drow.  Dirtgut, though, has a few things to say about that.

“To be drow, must have air of arrogance,” he reinstates.  He points to Iema.  “You, I think can fool them.”  Then he points at Natalia.  “Not sure ’bout you.”

Natalia gets huffy.  “Why not?”  (Secretly, though, out-of-character, I was thinking there is no way I could pull this off.)

Dirtgut explains.  “Drow females bossy–”

“Oh,” Natalia interrupts him, understanding.  Neither Natalia nor myself are very good at being bossy.  So we come up with another plan:  Iema and Corin will be the drow, and Natalia will pose as Iema’s slave.  Sunshine’s awesome eyesight as a hawk won’t do well in the Underdark, so we decide she should be transformed into a bat.  We go off to the Barber’s to do that, go back to the dwarves to tell them of our plan, get a fake prisoner neck coller to sell the Natalia-as-a-prisoner thing more convincingly.

During the night, we slip out with several of the dwarves from White Stone Masons.  We go with them through the east gate, through some wilderness and some mountains, and start crossing a bridge.  But suddenly, some guards step out from behind rocks in front of us.

“Well,” one of them calls to the other cheerfully.  “Looks like we got some smugglers!”

And he calls the guards.

To be continued in the next game…

Homebrewed (for the D&D noob) – Part 22.

Saturday, September 18th, 2010

Woot!  Back already with the 22nd installment of “Homebrewed”!  This one will be shorter than the last because it’s (mostly) the first half of a fairly short dungeon.  I think it’s a dungeon, anyway.  At any rate, Natalia, Iema, and Corin just finished their last job and are eager for another, as they’re trying desperately to scounge up money to afford a nice all-expenses paid trip through the Underdark.  Can’t remember what their newfound chosen career paths were?  Refresh your memory here.

Huskyr the 16th

We pick up right where we left off, on the night of Huskyr the 16th, right after we’ve killed off the gnome thieves guild.  We got back to the dwarven thieves guild, which, incidentally, is called White Stone Masons, let them know that we’ve completed the job, and then start trying to brainstorm for other jobs to raise money.  Oh, and we finally learn the guild leader’s name, the one that turned Iema and Corin into stone to make sure that they weren’t found by people who would be looking for us.  (For further explanation that I skipped in the last “Homebrewed,” see Jim’s comment here.  You can also read about the glove that turned them to stone on Jim’s blog here.)  The leader’s name is Gurdren Whitecowl.  Gurdren overhears us trying to figure out what job to do next and admits that our idea about robbing the museum would be the best bet for some fast cash.

Interestingly enough, Gurdren says that he thinks the best time to rob the museum would be during the day because of the way the security is set up.  He says that the first and third floors have traps on them, so that if anyone comes onto those floors, they would automatically have the temporal stasis spell cast on them.  Still, the best stuff is on the first and third floors.  The second floor, he says, doesn’t really have anything worth stealing.  He recommends talking to the Dirt Children thieves guild, a guild consisting of ogres, for more information on how to break into the museum.

Iema, understandably, is reluctant to just go knocking on the door of an ogres-only thieves guild to ask how to rob a museum.  “Is there any way we can get an escort, someone to introduce us?” he asks.

Gurdren, seeing Iema’s point, says, “I’d recommend Durthak.  He’s a half-ogre.  I’ll have him take you in the morning.”

Speaking of morning, it’s getting late, and we all are tired after a long day of killing off short people.  (Thank god I’m not in this D&D world, right?  Otherwise, I’d be toast.)  We agree to go with Durthak and pay the Dirt Children a visit in the morning.

Huskyr the 17th

After we wake up and eat, Iema gets busy trying to disguise us so we’re not recognized in the city.  Gurdren catches him doing this and suggests we go see a wizard that they call The Barber to cast polymorph on us rather than having Iema disguise us all the time.  It would be easier, he points out.

Corin likes the idea.  “Actually, we should go see him to polymorph us into something that has dark vision before we go into the Underdark,” he says.  “It could be cheaper than buying items to help us with dark vision.”

We all agree this is a great idea.  Before we go leave to pay the ogre guild a visit, we decide to give The Barber, Fezus, a visit.

Fezus runs his business in the poorer section of town.  Boards cover the establishment’s windows.   A sign is nailed to one of the planks.  It reads BARBER.

We go inside.  It’s dark.  We hear what sounds like something dragging across the floor.  After our eyes adjust to the dim lighting, we finally spot the source of the sound:  A gravekin coming towards us, dragging his leg across the floor.

“Hi,” Iema greets him.  “We’d like haircuts.”

Fezus pulls out his scissors.

Iema looks at the blades, then back at Fezus before he clarifies.  “No.  The expensive kind.”

“Ah,” Fezus says.  “I see.” 

He goes about transforming us, although I can’t remember what our new forms look like.  I just remember Jim saying to Phil, “Phil…you’re a black guy!”

“Sweet!” Phil laughs.

[Edit:  As Jim has pointed out in the comments, this is a reference to Family Guy.  Unsurprisingly, since I really don't like that show (shocking, I know), I didn't catch it, but I thought I'd include it here, because it IS pretty funny:

Lois Griffin: [Lois and Peter wait for a pregnancy test] God, I can’t believe we weren’t more careful. This probably happened that night we tried role playing.
Lois Griffin: [flashback] Oh, I need a spankin’. I’m a bad, bad girl.
Peter Griffin: I’m a paladin with 18 charisma and 97 hit points. I can use my Helm of Disintegration and do one D4 damage as my half-elf mage wields his plus-five Holy Avenger.
Lois Griffin: Paladins can’t use the Helm of Disintegration.
Peter Griffin: Oh. Then, I’m a black guuuuy.

Even dumb shows have there moments, but I digress.]

As for the rest of us, I don’t remember what Jim says we looked like.  I think Sunshine stayed the same, though.  But enough of our new identities, we’re off to go chat with some ogres.

We head off to where we’ve been told we can find Durthak.  We find him leaning against the wall.  He looks as though he has no legs below the knee.

Naturally, Iema is the first to speak to him.  “We want some information,” he says.

Durthak, probably knowing that we were coming, doesn’t give us too hard of a time.  It turns out that his legless appearance was just a trick, as he unfolded his legs from beneath him and stands up to his full height.  My own legs hurt just thinking about it.  He indicates we should go elsewhere.

We head to a door.  Durthak knocks.  An ogre opens a window to peer out.  “What’s the password?” he asks gruffly.

“Password,” Durthak responds.

We laugh.  Jim says we all go inside and see a place of “ill repute.”  (Jim’s words.)  Ogres are tossing coins and making bets.

“Betting on if it comes down heads or tails?” Phil guesses.

“No,” Jim says, “betting on whether or not it comes down at all.”

We laugh again.

Durthak takes Natalia, Iema, and Corin to an ogre they call Dirt Gut Maneater.  He’s a scary-looking mofo covered in tattoos.  The tattoos are testaments to Dirt Gut’s past, each one an image depicting some god-awful thing he’s done.  Durthak leaves us alone with Dirt Gut.  Natalia thinks that personally, she would rather deal with Durthak.

Iema tells Dirt Gut that we would like information.

“Then you need give me money,” he says.  “Either dat, or I shake money from you.  But if I do dat, den I be tired, den cranky.  I don’ like dat.”

We agree that we’ll just give him money.  We’d prefer he not be tired or cranky either.  So we fork over the change, and we’re told the following:

There are a couple of guards outside one of the floors.  He calls them “collaborators,” although I’m not sure what he means by that.  He says not to bother trying to bribe them—it can’t be done.  He claims the first and third floors cannot be touched.  He also tells us about devices set up to cast temporal stasis on intruders.  There’s an animal of some kind on the second floor, but he doesn’t know what.  Dirt Gut says he once sent a thief to go check it out, but the thief never came back.

Also in passing, he mentions that there’s a flower shop owner down the street who was killed in her sleep, but nobody knows why.  If that’s not weird on its own, then this will drive the point home:  About a block away, there was a dwarf that brewed his own beer, and he was also killed.  Both of these people had shops within a block radius of the museum.  We wonder if it’s connected.

Iema decides to ask Dirt Gut about entrances to the Underdark from the Emperor’s palace.  That, Dirt Gut doesn’t have any knowledge on.  But Dirt Gut quickly brings us back to the topic at hand, telling us that people deliver food the museum during the day.  He suggests we check that out.

We thank him for the information he’s offered and leave.  Before we go do our little heist, we decide to check out the shops.  Guess what?  We’ve got nothing.  We cannot find any reason for anyone to kill those shop owners.

Next, we plan on how to take care of the guards.  The plan is this:  Iema makes Natalia invisible.  Then he will put a guard to sleep while Corin fascinates the other.  Natalia will kill them as an invisible tiger.

Or something like that.

We go into the alley for buffs:  Invisibility on Natalia, Barkskin on Corin (I’m proud that I actually remembered to do this), Mage Armor on all of us, as well as Cat’s Grace.  Natalia also remembers to cast Greater Magic Fang on Sunshine. 

Our plan to take care of the guards goes off without a hitch.  After we kill the guards, we go into the museum.  We have to make checks (dexterity?) as soon as we go in.  Phil succeeds; me and Jim-as-Corin fail.

“Okay,” Jim announces, “Phil, Iema remembers the pit that is right inside the door.  You immediately step around it when you walk through the door.  Spring, Natalia and Corin forget and step right into the pit.”

Luckily, it’s only a five foot drop.  Granted, that’s just above my head in real life, but Natalia’s taller than I am at her 5’8”.  She falls right into a coffin.  When she gets herself together, she looks around and sees that there are bones scattered about.  She scurries out of the coffin, and she and Corin pull themselves out of the pit.

It doesn’t take us long to get into combat.  As soon as Natalia and Corin have climbed out, a blue-gray wolf comes padding out.  Jim says it would be considered a magical beast called a Tugren.  I guess this is something Jim made up, so let me give a quick explanation:  Jim says it’s just a wolf with a template added to them.  Its history in the world of Valt:  Tugrens are originally from Shoten.  They’re bred from storm elementals and normal wolves.

“Where can I get one of these wolves?” Natalia wonders aloud, impressed.  She doesn’t have a chance to be impressed for long, as we’re jumped by more of them.

Quickly, the wolves trip Iema and Natalia.  Sunshine, a little slow on the uptake, whips around.  “WHAT’S THAT?!  IT’S A WOLF!”

Seriously, she pretty much yells everything.

Corin, luckily, doesn’t get tripped, so he’s still standing.  Sunshine jumps into battle, attacks a wolf, and immediately gets shocked.  Natalia morphs into her brown bear form.  No dire bear here—she’d go through the floor.  Natalia then attacks the wolf that attacked Sunshine, but alas, even though she gets some nice swiping and biting in, she takes lightning damage.

Again, Natalia totally wants one of these wolves.  How freakin’ awesome.

Iema gets up and maneuvers himself behind the wolf attacking Natalia, putting himself in a flanking position.  He attacks, but again, he also takes electrical damage.

During the scuffling, Natalia is knocked prone.  I’m surprised by this; Natalia’s bear forms are usually difficult to trip.  So, naturally, I wasn’t sure how to attack from my position on the floor.

“Getting up takes a move action or partial action or something, right?” I ask Jim.

“You can always attack from your position on the floor.”

I frown.  “While lying on my back?  Like a desperate hooker?”

Jim starts laughing.  “Well, I was thinking more like when Gremlin rolls on his back and start attacking Emmy with all his claws.”

“Like a desperate hooker…I would have never thought to put it like that,” Phil adds.

Okay, so something apparently wrong with me and my analogies.  Nonetheless, I decide not to waste any kind of actions and stay in my desperate hooker position, attacking wolves above me.  It works: Natalia manages to kill off the wolf that she and Sunshine had been working on earlier.

Meanwhile, Jim says that Sunshine “goes to town” biting another wolf.  Iema also attacks, takes more damage, but manages to get himself over to Natalia to heal her up.  Natalia keeps her back on the floor, clawing at wolves around her.

Sunshine now does something a little different:  She flies away, flips over, and then flies back.  She attempts a bite but misses.  We’re still impressed by the flipping action.  Phil asks Jim if he can do a bardic knowledge check to see if he can identify what Sunshine just did.  He rolls well, and Jim says that Iema recognizes it as an aerial tactic normally used by dragons.

Wolves’ turn.  One of them attacks Corin and bounces off him.  Turns out that he just ran into Corin’s Protection from Evil spell.

“They’re evil!” Corin yells. “Kill them!”

We’re trying, Natalia grumbles inside her own head.  Of course, she can’t say that, being in bear form.  Secretly, she’s sad to find that these super-awesome wolves are evil.  I guess that dashes the chances of her ever getting one.  Wah.  But she gets over it, crits, and kills off the remaining wolf.

We all brush ourselves off and Iema compliments Sunshine on her flipping-maneuver.  She says thanks him, but says it make her look silly.  “I look like a turkey,” she complains.  “I am not a turkey.  I am a hawk!”

Yes, Sunshine, yes, you are.

Next, we move into what’s known as the War Room.  Jim immediately has us do reflex saves, which Sunshine fails.  The door explodes and she goes flying.  She seems okay, though.

Okay, that is, until we spot what’s within that room:  A creature with a stretched mask over its face, carrying a braided whip with pieces of glass in it.  Oh, shit.  And here we are, not knowing the safe word.

We roll for initiative.  For once, I kick ass, and Natalia gets to go first.  She charges in to do 52 points of damage.  Iema’s next, then Sunshine, who does her “turkey dance” again.  The creature gets to go soon, though, and whip-stuns Natalia.  He tries to use his whip to yank Iema’s weapons out of his hands, but luckily for us, he doesn’t do so well.  He does better with Corin, managing to yank the boy’s weapon out of his hand and throw it behind him.

Iema manages to finish off the S&M guy, and we enter the War Room.  There are locked cases, which Corin gets to work on.  He manages to get two of them open.  One has a wooden shield.  The other object is a belt with two clips.  One clip says RUKE, but whatever weapon is supposed to be in that is missing.  On the other clip, there is a sheath attached that says CRUAGH.  In it, there is a rapier with CRUAGH written on that as well.  Both the shield and the rapier are magical.  We decide to keep these items.

Next up:  The Hall of Artifacts.  We pop our heads in, but it doesn’t look like anything’s in there.  Corin does some snooping around, and he says it looks like there’s a ward.  Suddenly, red smoke spirals up, and something like a demon appears.  (Jim once told me what exactly it was, but I don’t know these things, people.  So I’m going with demon because it sounded demon-like to me.)

The demon thing looks at us, looks at the red smoke circle around himself, and sighs.  “Very well,” he says.

Because I’m demon-retarded, Jim has to explain to me that the demon can’t get out of his circle.  Hey, how should I know that?  I was a good girl growing up; I spent most of my time doing my homework and watching TV as opposed to summoning Beelzebub.  I wasn’t that bored as a teenager.

So, this demon tells us we’re going to play a little game.  (Yay, a game!)  The game consists of answering riddles.  (Boo, riddles!)  He has a box that has keys to all the other boxes in the room, but that box is protected by a prismatic sphere.  We proceed with the riddles, which I won’t go into, but Jim has them here if you’re interested.  (And you totally should be—Jim had some good ones ready for us.)  I personally don’t care much for riddles.  I’ve never done much of them and don’t really have the patience for them.  Phil, however, is pretty good at them, and got us through the trickier ones.

The last riddle, incidentally, is a trick.  This is how the last riddle plays out:

Demon: Three of one and one of another,
four from a sister and one from a mother.
Take away two when you visit the Hells,
and tell me out loud what your plundering spells.

Sunshine:  “Eat me”?  What kind of answer is that?

Demon [stepping out from the circle]:  Don’t mind if I do.

Yup, that’s right, people.  The answer to the last riddle is “eat me”—and, incidentally, the key words to free the demon from his little circle cage.  Curse you, Sunshine!

So we go into combat.  Once again, I roll highest for initiative.   I tell Jim that she’s casting Handfire and shifting into her brown bear form.  Sunshine attacks but only manages to get one bite in.  Iema starts buffing people. Natalia and Corin attack the demon-guy, but sadly, he resists Natalia’s Handfire.  Damn, I hate blowing a good spell.

The demon tries for Corin, but Corin’s Protection from Evil spell burns him.  The demon looks surprised.  “You brought a paladin on a thieving mission?  Are you guys crazy?”

Note that Corin’s not exactly a paladin; he just has some ranks in it or something, I guess.  At any rate, we’re not exactly in the mood to correct him, since we’re all bleeding from his stupid claws.

When it’s my turn again, I tell Jim that Natalia is going to summon a dire wolverine.  Sadly, I rolled a nat 1 and fail miserably.  Luckily, when it’s Phil’s turn to do something, he rolls much better than I and manages to successfully cast Improved Invisibility on Corin.

Soon, it’s my turn again, and this time (with Phil’s help), I decide I’m going to summon a Tendriculos.  Of course, Jim and Phil have to show me pictures from the book and explain its abilities because I barely could pronounce it, much less figure out what the hell a Tendriculos was.

While Natalia is summoning whatever it is, the demon casts a mirror image spell.  Sunshine nabs one.  “I KILLED ONE!” she yells excitedly as the mirage disappears.  Iema and Corin jump in, taking out images left and right.  Finally, the Tendriculos appears, and we’re like, HELL YEAH, IT’S GONNA KICK THIS DEMON’S ASS.

Except it doesn’t.  It misses all its attacks.  Damn.

So, whatever a Tendriculos is, it makes the demon nervous because he casts an invisibility spell on himself to hide from it.  We all start trying to guess where he’s at and are swinging wildly, only to hit air.  Finally, the demon appears behind the Tendriculos and summons more mirror images of himself.  Gah!  Again, we start furiously popping mirror images left and right.

Then the demon, succeeding on a spell to see invisibility, turns his sights on Corin.  Swiftly, he kills Corin outright.  “That’s what a paladin gets,” he sneers.

How awful.  Natalia’s come to like Corin a lot; I can only imagine how Iema feels about the loss of his companion.  However, we don’t have time to mourn.  Natalia keeps working on mirror images.  Iema has to do a will save, which, luckily, he succeeds at because something outside of his mind was trying to get at his newfound rapier.  The bard manages to fight it off.

However, whatever the demon does is enough to drop Iema.  Natalia casts Healing Circle, which, while it doesn’t get him up to a lot of hit points, it is enough to get Iema back up.  Which is great because Iema really steals the show here:  He draws his rapier.  On it, he notices that a map of the Jade Islands with fire behind it is glowing on the weapon.  He can feel that the rapier is willing him to do something.  Does he give in to it?

“Yes,” Phil answers Jim quickly.  We’re eager to see what the rapier wants Iema to do.

Jim says that Iema’s eyes suddenly turn all blue.  The rapier glows, then something happens—

The demon is gone.  The rapier has cast banishment on it.  HOW AWESOME.

Except, of course, Corin’s dead, and we still have another room to go…

And that, of course, will be continued in the next game. :)

Homebrewed (for the D&D noob) – Part 21.

Friday, September 17th, 2010

And we’re back (finally!) with another two-part “Homebrewed,” a game that spanned between a Friday night and Saturday afternoon.  If you’ve read the last installment, you know that events have turned grim after Natalia, Iema, and Corin were tricked by a couple of drow and now are slaves in Fasset, home of the Scaled Emperor.  No idea what’s going on?  Feel dirty and ashamed, but then redeem yourself here.

Chilldenor the 24th

If you’ve read the last installment and the corresponding comment from Jim, you’ll see I’m getting the timeline of our capture a little messed up.  I take notes as I go along, so it’s not a memory thing:  I’m just completely confused as to where Jim “has” us in Valt.    He said in the comments that the last game wrapped with us finally arriving in Fasset, but in the beginning of my notes for this game, I have started off with the following:  Spent entire day sailing.  Doc[k].

(Shut up about misspellings.  You try taking the obscene amount of notes that I take during a game.)

Anyway, my question is this:  If we were in Fasset by the last game, where the hell are we sailing now?  Maybe within Fasset?  My understanding is that part of the population is underwater, so I guess that could be possible.  So, Jim, my dear DM-and-husband-to-be, please enlighten all of us in the comments section, ‘cause I’ve got nothin’.

At any rate, this game starts at night, and Jim gives us a run-down of what we can see outside the boat, such ogres and other various races unloading stuff off the boat, an ogre with a long pole scooting people along, and, as we get off, a half-ogre checking people’s hands.  We find this curious.  Our “host” (funny word for SLAVE DRIVER) explains to us that the half-ogre is checking for Rings of Citizenship, something that’s very important to have in Fasset.  We will be getting temporary ones, and something to note:  You sure as hell don’t want to be caught wandering around the city without a ring, and creating a false one is punishable by death.

The so-called host’s name is Curnen, his name obtained by Iema, who seems to be taking his new slave-status in stride and is still making friends with everyone.  (As you can imagine, Natalia does no such thing.  Mostly, she mopes and snipes at people, behavior that I think, while unhelpful, is totally in character for a druid.)  Once we get to a building that is set in a cliff, Curnen tells us he’s going to take us to our rooms, and even asks if we would like our rooms separate or together.

Iema, remembering Natalia’s prudish tendencies, suggests that he and Corin should have one separately.  Natalia is grateful for this, although she does ask for them to be near.  You know—better to hear her friends if they suddenly get murdered in their sleep or something.  Curnen agrees and places us in rooms across from each other.  Very lovely rooms, admittedly, complete with fireplaces and flaming spheres to light the area.

Still, it’s no treehouse with a colony of myconids living underneath.  Natalia is completely homesick.  The least they could do is equip it with Internet.  Sheesh.

Almost as soon as Curnen leaves, Iema and Corin leave their room and knock on Natalia’s door.  She lets them in, and together, we all debate if anyone will come get us.  I think we all came to the conclusion that the answer is a big, fat no.  Beta knows where we are, but as awesome as he is, awesomeness alone will not help you break into Fasset if you’re not supposed to be there.

We’re still wondering who the traitor is that sold Julium out and who helped us get shipped off as slaves.  Corin suggests Jerth.  We all agree we could see that coming from him.  Jerth is evil.  Jim has left us no doubt of that, not that Natalia and I need reassurance—I got that impression the first time Natalia “met” Jerth, long before Jim, out of character, confirmed it.

But the point is moot.  We go to our separate quarters and go to bed.

That night, Natalia has a weird dream.  She dreams that hideous things are chasing her, unknown things, and she is without her magic, her gear, her friends.  Although she can’t see what’s behind her, she knows it’s Alesander, the werewolf that she and Raelan had killed so long ago.  Suddenly, Beta is running behind her, catches up, and knocks her to the ground.  She looks up at her wolf.  His one good eye is glowing orange.

He speaks to her in his low voice:  “Help is coming.”

Chilldenor the 25th

We’re all woken up in the morning by Curnen for orientation.  Damn, Jim knows how to make a world realistic.  Even in a place full of wonders and wizards, there’s still a bunch of freakin’ red tape and bureaucracy and hoops to jump through.

Since Phil and I both work at an insurance company, we know all about the hoops.  Doesn’t mean we like them.

Natalia mulls over her dream, which she’s positive means something, but she doesn’t have a chance to tell Iema and Corin about it because we’re all whisked off in three separate directions by interviewers.

We’re not told (at first) what Corin’s interview is like, probably because he’s an NPC, but I do get to hear Jim roleplay Phil’s/Iema’s:  He’s taken somewhere where he’s shown a device, an hour glass, and a spoon.  Don’t ask me what the three have to do with each other (something else I’m confident Jim will elaborate on in the comments), but I do know that Iema was asked to cast Light  on the spoon.  Iema obliges, and then he’s asked to list all the spells he knows, as well as any unusual abilities.

Natalia’s interview has a similar feel to it, although she’s interviewed by another druid like herself named Vreyan, who also has a collar on her neck similar to the ones we have, showing her slave status.   Natalia eyes it cautiously, wondering what it means that another slave is interviewing her.  Natalia, for the first time since being captured, engages in some small talk.  She finds out the Vreyan is formerly from the Maple Circle and now in one called Gull, which apparently is the most prominent circle in Fasset.  Also, it’s appropriately named, as there are seagulls everywhere.

Natalia, remembering the druid from the mage fair, asks Vreyan about the Palm Circle.  Vreyan simply says that they’re ex-patriots.  Natalia toys with this in her mind.  She knows they’ve got to be here somewhere, although she’s not sure what she’s really going to do with that knowledge.

Then the tests begin.  Natalia is more glum than Iema about performing tricks like a freakin’ circus seal, but she goes through the motions, showing that, yes, she can Create Water like a good little druid.  (Sounds like potty training, doesn’t it?  Make water for Mama, now!  GOOD GIRL.)  She also is to list any unusual spells.  She has more in her arsenal than the other druid was expecting, having an unique spell called Ant Trap.  Also, Vreyan is impressed that Natalia is particularly skilled in woodworking, thanks to her long efforts on the treehouse.

Finally, the testing is done, and we’re brought breakfast—still separately from each other, of course.  The breakfast consists of seagull eggs and something that resembles hash browns but is green in color.  Jim appropriately enough, calls them “hashgreens.”   During her breakfast, Vreyan offers to teach Natalia new spells.  The deal?  They must be used for the betterment of the city.  Natalia hopes the betterment of the city isn’t something totally evil but agrees to it.  Who would pass that up?  So after her breakfast, Vreyan takes Natalia out of the building to learn a spell called Wings of the Sea, a level-1 druidic spell that increases a subject’s swim speed.

It’s the first thing that’s made Natalia happy since she’s been brought into Fasset, although that happiness will be short-lived.

Eventually, we’re brought back together and given lunch in our rooms.  With lunch, we’re also finally given our wooden Rings of Citizenship and warned again not go out without them.  Finally, we’re left alone.

Eagerly, Natalia tells Iema and Corin about her dream.  Phil asks Jim if he can make some kind of check—I don’t remember which kind—but it doesn’t matter because he doesn’t get a good result on the die, so Iema guesses, “It was a Nightmare spell that you managed to will out of?”

Jim rolls for Corin, getting an equally dismal result.  Corin says, “Yeah, that sounds about right.”

Positive that the dream means something, I ask Jim if Natalia can roll to make the same check.  He agrees.  I get lucky with the dice, and Jim tells me that Natalia knows better—the dream is something else entirely.

We discuss our interviews.  “I lied in mine,” Corin announces.  “I didn’t let them know about anything I could do.”

Iema and Natalia look at him, surprised.  “You lied to them?” Iema says incredulously.

“I thought we were supposed to be working against these people!” Corin protests.

We discuss our capture.  We apologize to Corin about his missing finger.  (“It was my third most favorite finger!” he says, showing us his first two favorite fingers by flipping us the bird with both hands.)  We talk about possible escape plans, including fleeing to nearby islands outside Fasset’s control.  However,  most escape plans involve playing nice for now until we’re trusted to be without the collars, so it’s seems we’re going to be here for a while.

Later, Curnen takes us out to see the city.  The city is impressive.  For details on it, I would recommend reading Jim’s post about Fasset.  What you need to know in a nutshell:  It’s built into cliffs and part of the population is underwater.  Curnen points up, saying that directly above us lays the Garden of Nobility, which is gated.  Peons like us cannot go in there.  Curnen doesn’t say it exactly like that—he’s tactful enough to not call us “peons” to our faces—but the meaning is still the same.

I almost think Curnen’s tour guide for us was to impress upon us the difficulties of escape.  He seems smart enough to try to impress that upon us.  I think this because the next thing I have listed in my notes was that we were taken to a roped bridge, that we saw a 20 foot wooden wall around the city with very few doors, and that the few doors that were there were heavily guarded.  Jim says we can see how hard it would be to attack the city because you would come in through the gates and immediately face a steep drop off.  

I would also like to note that while we’re given the description of the heavily guarded doors of Fasset, Phil starts groaning.  Turns out that those doors weren’t always guarded.  Once upon a time, Jim ran another game in Valt, and the character Phil had played apparently did something to make someone somewhere decide that guarded doors would be a good idea.  In other words, Phil says, the guards are his fault.

 “One thing about your fiancé, Spring,” Phil says, “he likes to rub salt in a wound.”

Jim and Phil try to give me a brief run-down of what happened, but as usual, I didn’t catch it.  Maybe one of them will enlighten us someday. 

Anyway, moving forward with other little tidbits about our new home:  Fasset has a LOT of ogres, and occasionally, it’ll see some action from younger giants throwing rocks into the city.  Mostly, Curnen assures us, it’s just property damage.  Rarely are there any actual casualties.  Still, good money is paid for giant ears.

We’re also educated that, technically, Fasset is at war with pretty much everyone, but that’s mostly on paper.  Er, parchment?  Whatever they use here.  Because the fact is that Fasset is such a good place to trade, even nations “warring” with them also trade with them.  And it’s not like other nations can get under Fasset’s skin by refusing to trade with them:  Fasset is amazingly self-sufficient, having everything they could need.

Our chances of escape, of assault, of anything are looking bleaker by the moment.

On the note of things being one thing in reality and another thing on paper, Curnen advises us that, if anyone causes a fuss about us being taken as slaves, on paper, we’ve been caught and captured for killing the Fassian team.  We, of course, protest this, stating that Jovos had wanted them taken care of for killing our new druid friend that we had met there.

“Actually,” Curnen says, “they didn’t kill him.  They found him that way.  They just took his stuff.”

“Oh.”  Iema pauses.  “Well, now I feel a little bad about killing them.”

Remembering the bird on the spittle, Natalia says, “I don’t.”

The tour continues with more facts:  Demonic cults frequently spring up in Fasset, nobody’s sure why; the slave trade is big here (duh—Natalia gives him  dirty look, but Curnen doesn’t seem to notice); the city is also home to many dwarves, but they live up in the mountainous area; rumors keep flying that there are Underdark connections within the city, which Curnen says is untrue, although the Underdark does run underneath the city; there are various temples, including one to Natalia’s god, Lolmoro.  Natalia cheers up a little bit at this bit of news, but only just that—a little bit.

After showing us around, Curnen returns us to our quarters.  We’re told that we’ll be working the next day.  Natalia is asked to make sure to only prepare regenerative and curative spells for the next day, things of that nature.  Natalia agrees, no questions asked.  Naturally, she’s curious, but she figures she’ll find out soon enough what exactly it is they want her to do.

Chilldenor the 26th

We wake up and are given breakfast.  Corin is in an unusually foul mood.

“What’s up?” Iema asks.

The boy pouts.  “Remember how I lied in my interview?  You know, about what I could do?”  He waits for us to nod before continuing.  “Well, because I did such a good job of it, they’ve decided that I’m totally useless, so they’re going to send me to school.”  He scowls.

Iema laughs and laughs and laughs.  At that point, a woman that Jim describes as a “vapid kindergarten teacher” comes over to collect Corin.  She waves at him and practically baby-talks to him.

“Why does everyone treat me like I’m a kid?” Corin wonders aloud.  No matter to Vapid Teacher—she leads Corin away from us to go to class.

“Behave now,” Iema sing-songs to his apprentice. 

Corin turns to him and mouths Fuck you.

And then he’s gone, leaving just the grown-ups.  Not that it means much, as I’m pretty sure Corin is smarter than both of us put together.

After breakfast, Natalia and Iema are led down to the canels.  There’s a white ribbon roping an area off that contains a shipwreck.  Shipwrecks, by the way, are not uncommon.  Iema and Natalia are taken to the site and asked to help recovered victims.  Iema starts using singing using his Virtuoso feat or skills or whatever they are; someone catches on, quickly nabs him, and leads him down to the ER area for the more critically injured.

And I have to admit that Natalia didn’t think this was so bad.  If her job is now to rescue people from wreckage…well, at least it’s rewarding, right?

We do this until we’ve exhausted our spells, which Jim says is around noon.  We’re then advised that we’re free to leave and do what we want around the town, but we must be back by the 12th bell.  So we do.  During our wandering through the crowds of Fasset, we spot a half-elf fleeing through a crowd and hear yells of him pick-pocketing.  As he’s about to run past us, Iema sticks out his foot to trip him.  The half-elf falls.  Desperate, he whips out a dagger, but not before guards come and beat him.  People clap Iema on the shoulder and congratulate him.

Natalia frowns.  She’s not too keen on how badly they beat up the thief, but she’s outnumbered, so she keeps her mouth shut.  Iema, on the other hand, doesn’t seem too concerned.

We explore some more.  Iema wants to check out the bars.  What a lush.  By 8th bell, most people are off from work and filling up seats.  We also run into Corin again around 8th bell.  Corin tells us he cut class, and instead, spent his day trying to checking out the criminal underground.  (Yup, that’s what happens when you drop out of school, kids!)  He managed to locate and join a thieves guild.  Sadly, they only allow humans, so it’s probably not something they’ll allow Iema in, since he’s an arcling and all.

In hushed voices, we talk more about escape.  Remember when our “host” told us that that the rumors that there were connections to the Underdark within Fasset weren’t true?  Turns out he either lied or is misinformed because there most certainly is a connection to the Underdark within Fasset.

We make an unconventional choice on how to escape:  We’re gonna go through the Underdark.  Later, after the game is over, Jim will admit that he didn’t see that one coming because who the hell would do that?

Us, that’s who.

We agree, though, that we’re gonna need money for special gear to get through it.  And what’s the best way to get money fast?  Why, performing a robbery of course.

And so begins our life of crime.  Le sigh!

 Chilldenor the 27th

Natalia again is given a list of spells that she know will tap her out again, but since she knows that it’s going to be used to heal people, she doesn’t mind so much, although she does wish she could keep a spell for herself and her friends.  Iema, likewise, is taken back to the ER to do his thing.  While there, he keeps an ear out for the best places to rob in Fasset.   Not that anyone’s talking about it, but hey, you never know.

Natalia is taken back to the infirmary, as she expected, to heal people, but after she exhausts her healing spells, they take her back for something else entirely.

She’s taken outside to a body of water.  Another druid there casts a water-breathing spell on her, and she is taken underwater.  Natalia’s instructed to cast Wings of the Sea on some sort of shark.  I think it was a dire shark.  If I recall correctly (it’s been a while since this game now), Jim also told me they were having Natalia cast Awaken on the shark as well.

Now, Natalia’s not thrilled about helping out Fasset’s defenses, but that’s not what she took issue with.  What she took issue with was that they had brought down a human to be sacrificed so she wouldn’t  take an XP hit when casting the spell.  The man struggles underwater, trying to get air.  Natalia starts for him, but others immediately stop her.  And what can she do?  She is outnumbered, has no spells, and has this stupid collar on her neck to pretty much keep her from doing whatever it is they’re afraid she’ll do.  She’s informed that the man is a criminal who is sentenced to die anyway.  They insist that Natalia might as well put his death to good use, using the sacrifice of his life to help her perform her spells—and, in terms of game mechanics, keep from losing XP.

Natalia and I debate it.  At this point in the game, I had grown very quiet, and Jim was staring at me.  Finally, I say, “I’m not doing that, Jim.  I’ll take the XP hit.”

Natalia announces her decision.  They shrug and drown the man as Natalia watches helplessly.  She then performs her spell, losing XP.  Another sea elf nearby casts Permancy so the Wings of the Sea spell “sticks.”  When Natalia sees the druid that had cast the water-breathing spell on her, she gives him a dirty look.

The other druid looks defeated.  He shrugs.  “We don’t have a choice” is all he says.

Jim asks where Natalia goes next.  I think it’s kind of obvious:  She goes home, crawls under the covers, and cries.  Natalia hates Fasset.

Iema, on the other hand, is off doing his own thing.  After he’s done in the ER, he manages to make friends with some aspiring thieves and goes off to throw rocks at seagulls with them.  (Good thing Natalia doesn’t see this.)  And this is when he finds out that there is a museum in Fasset with some priceless stuff inside.  Others would pay good money for some of the items in there, but it’s very well-guarded.

Nonetheless, Iema decides the museum has a lot of potential.  He makes a mental note to tell Corin and Natalia as soon as he gets a chance.

Chilldenor the 28th

We wake up and have a communal breakfast.  Despite Iema’s hangover (I guess he did a little more than pelt seagulls the night before), he musters up enough energy to tell us about the museum.  Corin has some information of his own, telling us that the bad news is that magical items, which we’ll need for our escape through the Underdark, are illegal for non-nobility.

Yeah, like we care.  Escaping is probably not considered legal either.

Corin, who has managed to score a little bit of money since joining the thieves guild, gives Natalia and Iema 25 gold each, mentions there being a library (don’t remember, though, if we did anything with this information), and everyone goes about their separate ways.

For Natalia, this morning is very similar to the last:  She’s taken to cast spells on a shark, she refuses the human sacrifice, and she take an XP hit.

Iema and Corin, on the other hand, spend a day at the museum, scoping out the place.  Corin is disguised as an arcling, complete with metallic dust in his hair.  Iema makes a note of both security and valuable items:  There’s a book in a glass cage which is said to contain 1,000 Horrors; in the Wizardry section, there is some kind of Staff of Power, a Deck of Many Things, and a Mace of Cumulous Blows…?  I’m not sure if I got that last one right, but that’s what it says in my notes.  Anyway, it is said that it was possessed by a Jade Islander wizard and has the power to destroy Fasset.  It’s worth approximately 300,000 gold—half a million, street value.

Regarding security, Iema sees the following:  Three front doors (the building is multi-level) which are the only ways in; parts of the floor are movable, so there are probably traps underneath; and there are claw marks along the baseboards.  Iema pretends to stop and tie his shoes to further investigate the claw marks, but he can’t tell the source of them.

Iema and Corin split at this point, Corin to investigate museum security further while Iema heads to the library to see what he can learn about the Underdark.  After a day of studying, Iema comes to the conclusion that there isn’t just one entry to the Underdark in Fasset, but there are many, although they’re probably closed off.  Further, at least one connection is in the freakin’ palace of the Scaled Emperor.

How convenient.

Through his reading, he realizes that we’ve got our work cut out for us:  We’re not just going to have to get through the cities, but we’re also going to have to go through Underdark wilderness, sea, drow metropolis, and other various cities, amongst other things.

However, there was someone who had done it before.  His name was Fashlin, who had done extensive traveling with a dwarf, a bugbear, and a drow.  Iema can piece together some of the route, and although it’s opposite of where we want to go, Fashlin’s route did go through the Jade Islands.

Iema finally returns home, meets Corin and Natalia, and tells them what he’s found.  Admittedly, the Underdark sounds daunting.  Corin suggests an alternative:  Killing the Scaled Emperor himself.

We have to sleep on that one.

Chilldenor the 29th

We continue our conversation in the morning.  For his part, Corin talks about what he’s found out about security in the museum.  Also, he’s found out about items that would help us see in the dark, such as a Helm of Darkness, a Moonstone Mask, etc.

We debate between traveling through the Underdark or just overthrowing the Scaled Emperor.  Although he was the one who had suggested it the night before, Corin admits that we won’t survive a showdown with the Scaled Emperor.  Even if we got past him, we won’t get past all the guards that would swarm us.  There are simply too many. 

We decide faking our way through the Underdark is our best bet.  Still, we need money to get equipment to go down there.  Any ideas on how to get money?  Aside from robbing the museum, that is.

“Gambling,” Natalia says.

Iema and Corin look at her like she’s crazy.

So she explains.  “This is a city.  You know there’s gambling going on somewhere.  And I’ll bet there’s something like cock-fighting around here.”  Both Natalia and I shudder at the thought, but Natalia continues:  “I can pose as an animal and fight others.  Seeing that I’m a druid, I sort of have the upper hand on winning.  Others don’t have to know that I’m really a druid; they’ll just think I’m an animal.”

Corin and Iema/Jim and Phil look at each other, mouths open.  At first, I thought I said something incredibly stupid because neither Jim nor Phil said anything for a moment.  Then Jim/Corin says, “That’s a bloody BRILLIANT idea!”

Whew.

The problem, of course, are the collars that keep us from doing whatever we want.  Natalia suggests that surely with all the corruption about, one of the people who knows how to work our collars is caught up with the gambling world.  They help us fiddle with the collar, we give them a cut on the profits.  Iema also suggests that since Corin is already in a thieves guild, he should look around to see if he can’t find someone who would be able to pick our collars.

That’s the extent of our conversation.  We’re then whisked away by our appointed, um, well… “whiskers,” for lack of a better word, heh.  But my point is that the three are taken their separate ways.  Natalia is again forced to Awaken another dire shark, again presented the “opportunity” to use a criminal’s execution as a sacrifice for her spell, and again, refuses to cooperate, taking the XP hit instead.  Everyone around her thinks she’s crazy, but she’s stubborn, saying instead that she was not going to participate in men’s deaths just so she didn’t take some kind of lash back on her spells.

Still, erasing the XP on my character sheet to subtract points was pretty painful.  It also hurt to see that, almost as if to prove a point to Natalia, they hurt the man in a much worse way than he would have died being used for her spell.

Iema’s day was much better than Natalia’s.  He spent more time healing, then sniffing around to find out if there was any kind of gambling involving animal fights.  (Which, of course, there is.)  He also checks out the museum again, thinking that with the security involved, a fire would be a good distraction.  Of course, there are always risks with fires, too.

He gets bored of the museum and decides to go the animal fighting ring guarded by two ogres.  He gets past them and gets inside.  There are currently two dire rats fighting each other.  Iema scans the crowd.  His eyes settle on someone that he thinks is a bureaucrat there.  He makes a note of the bureaucrat, putting 5 gold on an animal.

Jim says other creatures fight each other; Iema places bets.  For kicks, Jim rolls the fight between the creatures to see who really would win in a battle.  I think it was indulging the desire for the geek battle—you know, the imaginary battles comic book shop geeks love to indulge in, like “who would win in a fight, Batman or Superman”?  I actually really hate that stuff.  Or maybe it’s the vehemence that comes with it.  At any rate, I find it annoying, but Jim and Phil are typical geeks in this sense and wanted to see how it played out.  (They like it enough that when Phil was just hanging out the other night and I was off crocheting in the other room, I came out to find them drunk and having various D&D creatures fighting each other.)

But I’m getting off-topic.  The point is, Iema places bets and wins.  When he goes to collect his winnings, he talks to a bookie, who didn’t do as well, and explains why certain ones will most likely win over others.  He offers to help the bookie note special properties to know which ones have the best chance of winning.

Next up:  Bum fighting.  Which, by the way, according to Phil and Jim, is a real practice.  We live in a really sick world.

Back in our D&D world, though, Iema spots the bureaucrat again and tails him.  He follows him outside.  Sadly, Phil fails his move silently check and accidentally stirs up some seagulls, sending them squawking.  The bureaucrat and some thugs see and approach Iema.

Iema quickly suggests they talk elsewhere.  They do, and he discusses the druid-fighting idea.  The men seem interested, but they say if they’re going to help us, we have to clear it with their employer first.

I don’t know about you guys, but I certainly did not like the sound of that.

Chilldenor the 30th

I don’t have a lot of notes for this day.  I jotted down that Natalia was given another list of spells for the day, but this time, they’re requesting her remove disease spells as well as healing spells.  Before we leave for the day,  Iema tells Natalia that he was successful in finding an animal-fighting ring and people willing to be in on it.  He makes sure that Natalia is still okay with the animal-fighting idea, which she is.

Finally, we’re collected and taken to what I guess you would call our jobs.  This time, though, we’re taken to the town guards, many of whom are covered in claw and bite marks.  We’re told that this is the handy work of lycanthropes.  So that explains the request for healing and remove disease spells.  And, as I concluded in my notes, we “do our thing there.”

Huskyr the 1st

Again, we’re collected to help victims of lycanthrope attacks.  We do our thing and leave.  Iema wanders about the town, trying to make himself “publically available.”  I don’t mean in the hooker-sense.  Iema’s not that easy.  I mean in the sense that he wants to make sure he’s easy for the bureaucrat to find.  And find him, the bureaucrat does, telling Iema to meet him the 11th bell—with all of us.

Iema quickly gathers Natalia and Corin together, and we go to the designated meeting spot at the 11th bell.  The meeting spot is a warehouse that looks like a temple, which we find curious.  Aside from having sconces along the walls, there is a bizarre pattern on the floor, which Jim draws out for us.

Phil and I peer at it.  “It looks like a beholder,” I say, thinking what a coincidence this was, since I had just read this post about beholders on Chronic Geek’s blog just the day or so before.

We’re warned that if we don’t convince their employer of our plan, then we won’t be coming out.

We follow our hosts into another room.  Lo and behold, the boss is a beholder.  HA.  I was right to be suspicious when I saw that pattern.

We tell the beholder of our plan.  He disintegrates Natalia’s collar but refuses to do Iema’s or Corin’s, telling them that we have not given a satisfactory reason to get rid of their collars.  Natalia is grateful to have that stupid collar removed, but there’s one little problem:  Not having one now marks her as a fugitive.

So we leave.  One collar off is better than none.  We go visit Corin’s thieves guild, but they don’t want to help Iema because he’s an arcling.  Apparently, they’re a racist guild.

We try very hard to convince them why they should help Iema.  Natalia even argues that Iema could be useful, pointing out that Julium Numbrar, one of the greatest strategists she knows, has used Iema as a key point in his plot against the Spruce Circle.

They at least hear some of it.  The main guy says he can’t help, but another says he will.  I believe this guy was a dwarf, though, so I don’t know if he was part of the guild or what.  (I was under the impression they were a human-only guild…?)  Anyway, this guy calls in an ogre, who cuts their collars off with gigantic  bolt cutters.

The guy who helped says, “I can hide these two”—he points to Corin and Iema—“but I’m not sure about you.”

Thinking there wasn’t enough room, Natalia agrees.  “That’s okay.  I can disguise myself as a seagull.  God knows there’s enough of them here.”

The guy agrees that’s a good idea.  “But come back in a couple of weeks,” he says.  “And meet us.  We’ll have some plan set up.”

Natalia nods, morphs into a seagull, and flies off.

Iema and Corin turn to the guy.  “Thanks for all your help,” Iema says.  They shake hands.  I don’t know what it was that gave Phil a hint—maybe Iema felt a prick or something—but Phil says, “Oh, shit.”

And Iema and Corin are turned to stone.

Natalia, of course, knows nothing about this.  This was a difficult part of the game.  I mean, I knew that Iema and Corin had been turned into stone, and as tempting as it was to have Natalia go back and check on them, there was absolutely no reason why Natalia would, since she had no clue as to what happened.  The guy that helped us gave us no reason to be suspicious or anything.  So, instead, I had a roleplay a clueless Natalia and what she did on her two weeks off.

The first thing Natalia did was decide to get another animal companion, since it appears we won’t be seeing Beta anytime soon.  I decide on getting something that will fit in around Fasset, so it won’t draw too much suspicion.  Furthermore, I would like something that can fly overhead and help scope out escape routes, bad guys, or what have you. 

I decide on a dire hawk.

Since there are plenty of them, Natalia doesn’t waste time in finding one.  She spends the day performing her Awaken spell (there goes more XP), and the dire hawk looks up at her.  “Hello!”  the bird says.

“Good morning, sunshine,” Natalia greets her cheerfully.

The hawk cocks her head to one side.  “Sunshine?  Is that my name?”

And that is how my dire hawk’s name came to be Sunshine.  Phil took great pleasure in this, which he explained:  Sunshine sounds, to us, like a nice, cheerful name, but in Valt, the sun is deadly and considered evil.  The only reason why life can exist on Valt is because of the constant, thick cloud coverage.  So Sunshine really is kind of a perfect name.

Except, as I’m going to find out, Sunshine is not very evil at all.  In fact, she’s one of the funniest characters in the game so far.  Originally, I was going to have her as a temporary companion for Natalia, but she quickly grew on both me and Phil.  I think Jim’s grown to like her a lot, too.

But I’m getting ahead of myself, as usual.

Since we’ve got time to kill, Natalia decides she’s going to go to the Chute and pick items off the corpses floating around there.  Sunshine picks off a dead gnome.  Turns out, she really likes fingers.  Natalia lets her go to town on it (as a Warcraft Horde-playing person, I hate gnomes, so I took a special pleasure in this, heh); meanwhile, Natalia gathers up loot and hides them in Sunshine’s nest.  Incidentally, her nest is ENORMOUS.  Natalia can lie down and sleep in her human form with no problem.

Natalia can’t really think of much else to do during her two weeks.  She does shift into a dire eagle and look for escape routes, although she doesn’t have much luck.  It occurs to her that she could easily escape Fasset—all she has to do is fly out.  However, she’s not about to leave Corin or Iema behind, so she stays in town.

Huskyr the 15th

Time’s up.  Natalia and Sunshine fly back to where she last saw Corin and Iema.  Jim says that the day is Hallow’s Eve, so there’s definitely a party atmosphere about Fasset.  Natalia leaves Sunshine outside and goes into a bar full of dwarves.

Once inside, she asks someone, “Have you seen a man and a boy?  I’m supposed to be meeting them here?”

The dwarf she had addressed has a look of recognition.  “Ah, you mean the coaster and the coat rack!”

“Huh?”

The dwarf leads Natalia to a backroom and opens the door.  Inside, is the “stoned” Corin and Iema.  The dwarves, indeed, have been using them as a coat rack.

Natalia sighs.  The dwarf that had turned them into stone comes by and says he had to do it to make sure we weren’t double agents.  He takes away the stone spell, and Iema and Corin resume their normal selves.  They’re irritated at first about losing two weeks of their lives being stone statues, but upon hearing the dwarves’ reasons for it, they decide it’s understandable.

The head dwarf tells us that if we’re needing money for our trip to the Underdark, they have a job for us.  The next night, they’re going to initiate a gang war—and they want us to kill a bunch of gnomes.

Huskyr the 16th

We prepare our spells, and while we’re waiting for night to fall, Natalia introduces Iema and Corin to Sunshine.  Sunshine, incidentally, has a very low intelligence score.  If I remember right, Jim told me later that it’s actually lower than Natalia’s.  (Natalia’s, if you remember, is a mere 8.)  However, she has a very high charisma, so it’s hard not to like her.  Also, something you can’t really tell from reading this:  Jim roleplays her as being really loud.  And cheerful.  I always envision her sentences ending in exclamation points for that very reason.

But enough of that.  Night finally falls, Natalia turns into a Wharf Rat, and she sneaks into the gnomes’ place through an air vent.  When she gets in, she runs into some barbed wire.  She uses Rusting Grasp to get past that, then hurries to the door to unlock it and undo all the trapped locks.  While doing this, she almost wakes up one gnome, but luckily, he falls back to sleep.

Natalia opens the door and lets her friends in.  Corin quickly redoes the door behind him, making sure the traps are back in place.  Then they both sneak up on gnomes sleeping in their beds.

Out of character, I look at Jim and say, “Dude, I am not killing gnomes in their sleep.” 

“I will,” Phil says happily.  Did I mention he also plays Horde on Warcraft?

Iema is successful at killing his gnome; Corin, however, is not.  Corin stabs at a helmet at the end of the bed.  Turns out that his gnome is rather clever:  He had put his helmet between his feet and his head was actually at the other end.

The clever gnome sits up, sees us, and starts yelling about how there’s an attack.

Well, now they’re awake, I can feel better about killing them, haha.

The room suddenly becomes alive with activity.  The clever gnome makes a go for Corin—logical, since Corin is nearby and just tried to kill him in his sleep—but before he can, Natalia whirls on him and casts Blinding Spittle on him, causing him to go blind.  Sunshine tries to run up to us, but sadly, she can only move 10 feet while on the ground, and there’s not exactly a lot of room for her to fly around here.

By now, the gnomes are out of their beds.  Luckily, Iema has managed to cast Invisibility on himself, and Corin has not only mage armor and some spell to improve his dexterity on him, but Natalia had cast Bark Skin on him as well before we came, so he has some protection.  The gnomes, though, sense that Natalia’s probably the bigger threat, and start circling her especially.  Suddenly, Jim says that she sees a Halfling lunge out at her.  It’s a creepy looking little guy who is malnourished-looking, has teeth filed to points, and has bones and other crap in its hair.

Natalia wastes no time and casts Ice Storm.  Might as well pull out the big guns early.  Sunshine flanks a gnome with Natalia and picks it off.  The gnomes, of course, fight back.  Meanwhile, Ieam attacks the monks (there are monks in a gnome thieves guild?), Corin gets stunned, and Natalia gets stabbed.  Then Sunshine gets hit in the back of the head.

“AAAAH!”  Sunshine yells, as if she had just been delivered a fatal blow.  (She wasn’t.)  “I’VE BEEN HIT!”

Phil and I started laughing at that.

Back in the game, though, one of the monks manage to pinpoint where Iema is and tries kicking him the nuts.  Luckily, he misses.  Another does some sort of stunning fist on Natalia, which he makes, but since I made my fortitude save, it’s not as bad as it could have been.  Still, Natalia’s taken some damage, so she quickly throws a healing spell on herself.

There’s more scuffling.  Iema kills a monk.  Sunshine gets hit again.

“AAAH!  I’M DYING, I’M DYING!” she squawks.  (Note:  She’s totally not.)

Natalia decides to quit screwing around and turns into a dire wolverine.  Yes, I love my dire bear form, but we’ve already determined that that form would be too big for this little house we’re in.    Because I got the feat that allows to shapeshift quickly, I still get a claw in my round, doing about 9 points of damage.  Sunshine attacks a gnome, and then Corin jumps in to help her, whacking at the gnome and finishing it off.

Sunshine looks at Corin.  “Thank you, tiny person!”

Corin doesn’t look too pleased at being called tiny, but he doesn’t have time to argue, either.

 There were some rogues attacking, some weapons being thrown at us, but in the end, the ones that are left try to run away.  One of the monks actually try for the door.  Remember, Corin redid everything when he closed it behind him.  The monk, in his rush, doesn’t notice this, and although he manages to dodge the traps, the door blows up. 

Well, that takes care of him.

So there was just a little bit of clean up.  I—er, Natalia—got to rage as a dire wolverine and take out another gnome.  Sunshine runs past Corin at her super-slow ground pace, panting, “I’ve got to do something!  I’ve got to do something!”  She jumps in and attacks, along with Iema, who takes out another gnome.

There is only one gnome left, who throws a dagger at Sunshine.

“THERE’S A DAGGER IN ME!” yells Sunshine, who dramatically falls over.

Natalia kills the final gnome; Iema heals Sunshine up.  Once healed up, Sunshine happily goes to work eating gnome fingers.  Iema and Corin look at her with morbid curiousity, but Natalia shrugs.  “Yeah, she really likes fingers.”

We let her finish, though, and then Iema and Corin go outside again.  Natalia locks up what’s left of the door, turns back into a Wharf Rat, and scurries back through the house to go back out the way she came.  Unfortunately, though, she runs into more wire, and she doesn’t have any more Rusting Grasp spells, so she just goes through and sucks up the damage.

Once outside, Sunshine looks at Natalia and says, “You’re bleeding!”

“Yeah, I ran into more wire,” Natalia says.

Sunshine blinks.  “Boy, I bet a snake would have had no problem with that!”

Natalia stares at Sunshine and her obvious solution.  “Shut up, Sunshine.”

“What?!  What?!”

And so concludes our first night of crime.  We go back to the dwarven thieves guild and are awarded handsomely: 22,986 gold.

I can see where this could get addicting.

Homebrewed (for the D&D noob) – Part 20.

Monday, August 30th, 2010

This Homebrewed is a little different, in the sense that it’s actually two game sessions rolled into one.  We played Friday night and then, since Phil’s game on Saturday was cancelled, decided to keep rolling with this game on Saturday afternoon.  In the last game, we took on the Spruce Circle and seemed to have won—although Vueliss managed to get away—and wrapped up with the decision that we would push on to the hobgoblin fortress of Kugai, where the diplomat from Cadram had been kidnapped and is being held hostage.  Any questions?  Answers here.

Random quote from this game:

Phil:  Spring, can I take [such and such item] from party loot?

Me:  Sure, whatever, I don’t care.  WAIT.  Natalia’s now withdrawn and greedy after she died last time, remember?  GRRRRR–yeah, sure you can take it.

Phil [laughing]:  I want you to write that in your blog, Spring, just like that.

And so you shall have it, Phil.

We pick up exactly where we left off, right after our “participation” in the sudden, druidic civil war among the Spruce Circle.  That means no new spells.  I was reminded of this after nearly ten minutes of discussion with Phil as to what would be the best new spells to add to my list, completely forgetting that we were picking up on the same day (I had actually forgotten what had happened in the last game!) and Jim was half-listening to the conversation, saying mmhmm, yeah, until suddenly he snapped his head up, giving me a stern look.

“Are you changing your spell list?” he asks.

“Yeah,” I say, “what do you think we’ve been talking about for the last twenty minutes?”

“You can’t.  It’s the same night.  No new spells.”

Seriously, after all that time, listening to me and Phil talk about new spells, and he reminds me I can’t do this after I start erasing?

Jim, you are a butthead.  I love you…but it is what it is, heh.

Luckily, I hadn’t changed out very many, and (surprisingly) I remember everything I had changed.  So I had to change everything back.

Once in order, we get down to business:

Briezen the 14th

It’s still the night of the 14th, right after the fight, and as we’re about to leave, Julium says, “By the way…we have a traitor among us.”

Huh?

He lays it out for us: In order for the northern Numbrarans to have gotten to the diplomat, someone had to have tipped them off that he was going to be there in the first place. They were given details of layouts, precautions, locations, etc. We’re all suspects, as well as Raelan and Grugor. Julium has ruled out Allista and Roan, stating that they have no motive.

“Eh? What’s my motive?” Natalia asks. My character and I are very much alike, where we’re not very motivated in the first place, and certainly not motivated enough to screw with a would-be emperor’s plans.

“You could have decided to align yourself with the other druids.”

Huh. Well, yeah, it’s true that the other druids were giving them grief in the forest, but that was under the old leadership. Did he not see Natalia help overthrow said leader?

The idea of Natalia wanting to help Vueliss in any way makes me chuckle.

Not about to be left out, Iema asks, “And me?”

Julium looks at him.

“Well, I am a bard,” Iema admits.

“And Shotenese,” Julium adds. “You could be helping them.”

Almost as laughable as me helping the evil druids, since there’s no love lost between Iema and his country.

Secretly, I wonder about Roan and Allista. I hope it’s not Grugor or Raelan, although I did say a long time ago that I could see Jim putting me in a situation where I have to fight one of them, simply because those two are my favorites. I’d be horrified to have to fight them.

“It could also be Beta,” Julium points out.

I’m surprised at this comment; I hadn’t even though of it, but now that Beta is Awakened, he has his own motives. Natalia glances over at her wolf. Beta doesn’t seem amused but doesn’t protest either.

Iema, Corin, and I shrug it off, and we all continue to Kugai. Finally, Jim says we’ve reached the town. Here, he breaks out his battlemap and starts drawing on it.  Sometimes, I think I should take pictures of the map when we play, or at least copy his sketches in Paint because I know I don’t describe the layouts well. There’s a reason for this. It’s because I don’t remember them.  Big surprise, I know.

On the map, there are three stables, a forge, and some building that we can’t identify. There’s hobgoblin stuff everywhere, and everything is covered in cobwebs, including the building.
Before I go further, one could be asking themselves, “Why, if Kugai is supposed so well defended, did the northern Numbrarans take it over so easily to hole up this hostage?” One can also ask, “Why the hell would they kidnap some boring old diplomat, anyway?”

Here are the answers:

  1. The hobgoblins that were in Kugai have currently left it much more defenseless than usual, due to the war they’re having with the giants on the other side. Because they’re pretty much gone doing their war thing, it left Kugai wide open for others to take it. Now, you’d think they would have thought of that, but who am I to judge? My guess is that they had to make a choice, and their choice has left their stronghold in the loving clutches of some mighty prissy paladins.
  2. Northern Numbrar = not a fan of Cadram. The feeling is mutual. Julium is from central Numbrar, and although Cadram doesn’t really see the difference between Northern, Central, and Southern Numbrar, thinking they’re all a bunch of assholes, Julium is holding out an olive branch to Cadram, hoping to unite with them and then, with Cadram’s army backing him up as well, turning his sights north. Northern Numbrar has figured this out, so they’ve kidnapped the diplomat during his visit to Julium, in part so Cadram’s already strained relations with Julium will snap, since it will look like Julium took part in it.

So now you know why we’re standing out here in a dirty old deserted kobold fortress covered in cobwebs.

Iema says, “Just a hunch guys…don’t touch the cobwebs.”

Suddenly, we hear someone bellow, “The only thing you’ll find here are your graves!”

We turn to where the voice is coming from. Opposite from us, on the other end of the fortress, there is a stone wall. We see a white -plated man peering over the wall. And that’s all well and good. It’s when his nasty spider mount skitters over the wall that we’re a little disturbed.

Iema recognizes the man as Talrich. He’s another big wig of Numbrar, I guess. He apparently thinks he’s a bad ass.  He’s apparently right: Not only does he pull out a shield in one hand, he pulls out a great sword in another. Really, a great sword in one hand. Now there’s something you don’t see everyday.

“Turn back!” he yells.

“As the rightful heir to Numbra,” Julium yells back from where he’s standing, “you should submit to my rule!”

Another form appears from over the wall, this time, a white-plated Halfling. He is also on a spider mount, although it’s smaller than his companion’s. Not quite as BA as Talrich, he carries a longsword. He throws in his two cents: “The rightful heir is Azelai Numbra!”

Julium says, “Then you leave us no choice.”

Jerth starts the combat letting an arrow fly toward Talrich, but it misses him.  Talrich just laughs.  Iema starts getting himself ready, moving closer to Corin, singing while doing so.  I don’t have in my notes what he cast first, but my guess is Haste. Usually Haste and some sort of Invisibility spell are the first things he throws up, with reason: They work well.

And then Beta goes. Beta is acting…weird. Jim says that because Natalia is a druid, she knows that Beta doesn’t actually have rabies, but he’s acting almost as if he does. He’s frothing at the mouth and behaving strangely. He stalks closer to Julium.

Natalia peers at Beta with concern. When she performed Awaken on him, did he become evil or something?

The men, of course, are not concerned with Natalia’s pet. You think they would be since he’s the size of a pony, but men being men, they just want to fight each other and do their little pissing contest thing. Talrich runs up to Julium and tries to slam his shield into him. Jim rolled a nat 1 for the NPC, so as you can imagine, it didn’t work out too well for Talrich.

The spider tries to attack Julium, but it also misses. And then it’s my turn. I have an idea. I tell Jim that Natalia is casting Handfire, keeping it in her hand, and moving closer to the larger paladin.

Corin sweeps past the Halfling, presenting an attack of opportunity. The Halfling starts at him and then stops. Jim explains that as a paladin, the Halfling can’t bring himself to hurt a kid.

“I feel very funny about fighting paladins,” I mutter to myself. Nevertheless, Julium is Natalia’s buddy—in that boring, humorless, will-turn-on-you-if-it-helps-him-become-emperor kind of way—and Natalia’s a loyal if not stupid girl, so if that means fighting paladins, then so be it.

Since the Halfling let Corin slide, Corin manages to get to Talrich and attacks him. Beta jumps in to help, still frothing at the mouth (my first thought was that he was raging or something), and when he bites Talrich’s armor, the metal immediately corrodes.

Talrich looks at Beta in horror. He’s not the only one—Iema and Natalia are shocked, too.

Talrich gets over his horror long enough to step back, whip his head up in Natalia’s direction, and point at her. “VILE SUCCUBUS!”

Huh? What? WHAT DID I DO? SO NOT FAIR.

Iema takes this chance to try to cast Grease on the Halfling’s sword, but Phil rolls a nat 1 and he misses. (If I remember right, there were a lot of nat 1s in this game.) Not giving up, Iema rolls for concentration in casting a blur spell, but sadly, he doesn’t do well on that either, and he blows the spell. Corin, not faring much better, tumbles and falls where he’s standing.

Damn. This is kind of embarrassing.

The Halfling, still refusing to hurt or kill a kid, instead attacks Corin for subdual damage and brings him down, unable to participate in the battle, but still unharmed.

At this point, Iema remembers that he still has a stone salve and downs it. Meanwhile, Natalia, who still has Handfire in her (literally) hot little hand, now shifts into bear form. MUHAHA! I’m a bear with great paws of fire! Well, one paw anyway. I have to do quick check with Jim to see how it actually works, but work it does, so we roll with it.  Sadly, though, I’m catching the nat 1 disease, and I miss.

Beta turns away from Talrich, deciding to go after the Halfling instead. I’m not sure why. Maybe it’s because there’s enough attacking Talrich, or that the Halfling is the one who knocked Corin out? We’re all a little protective of the kid. At any rate, he’s going after the Halfling, who is backing up toward the cobwebbed covered building and attacking Natalia. After seeing what Beta has done, the Halfling paladin casts something at Natalia—and then looks confused when it doesn’t work.

And I’m confused why he’s confused.

“He thought you were evil, baby, because of what Beta did,” Jim explains to me out of character. “He was casting Smite Evil on you and Beta, but, of course, it’s not going to work.”

Hmph. Of course not. We’re not evil. Drrrr, little pally, drrr.

Suddenly, an arrow plunges into the little doofus, and he goes limp and starts gasping. Guess Jerth didn’t miss this time. Iema jumps in with his own attack, and Beta—oh, this is gross—Beta reaches up, grabs the Halfling with his mouth, and crushes right through him with his powerful jaws. His eyes are glowing.  Er, eye–he only has one left, a reminder from one of the times he died before.

“I think I’m scared of Beta,” Natalia says.

Iema laughs nervously. “Me, too.”

So now we have one prissy paladin left on the field, but the mofo ain’t giving up. Not surprising. Natalia attacks as a Handfirey bear for a nice 31 points of damage. Talrich tries to whirl around to shield bash Iema but misses—good thing because Iema is down a lot of hit points—and then Beta leans over and bites the spider mount. And it does something very peculiar. It shrieks. Its legs twitch, then retract, and then it dies. Jim says it’s not slow or anything. Beta didn’t slowly kill this thing, nor had it suffered damage before. It’s like there was one little bite from Beta and its lights suddenly went out.

Beta is getting kind of scary. I know that once I did Awaken on him, he would start getting class levels, but now I’m starting to wonder class levels in what, exactly.

We don’t have time to consider it, though. Natalia finishes off Talrich, the Halfling’s small spider mount runs off, and we all split up, grabbing a different building, trying to locate the diplomat. Natalia finally finds him, but because she forgets to transform back to a human when she bursts through the door, the poor old man takes one look at her—a big, bloody bear bursting through the door—and pees himself.

Oops.

Natalia shifts back to her human form to reassure the old man, although I’m not sure he’d be very reassured knowing that a 23 year old girl just saw him piss himself. She calls the others over, we gather him up, and we flee to Stilldale, where we agree to spend the night.

Briezen the 15th-19th

We’re staying at the Lord Mayor Rengers’s house, so when we wake up and go downstairs to breakfast, we’re not surprised to run in Allista Renger, psionicist and future Mrs. Julium Numbra, at the table with her father.  She’s still as strange as ever, looking at everything but people and speaking in riddles.  Allista manages to focus on us long enough to tell us that Julium took his army to the capital.  She also clues us in on how Julium managed to butter up Cadram—he has agreed to let the leader of Cadram’s son marry his future daughter, thereby securing an heir to Numbra for Cadram as well.

Very clever.

And so this is how we learn that Allista is pregnant.  Allista, as it turns out, knows things already about the baby, which she knows is a girl.  She knows that what the girl’s name will be—and that her daughter will choose it for herself around five.  We question if she can actually see the future, but she tells us she doesn’t.  She just can read thoughts so well, she gets a pretty accurate idea what people are going to do.  Including unborn infants, I guess.

Then Allista starts her strange talk.

“It’s not your fault,” Allista tells Natalia suddenly.

“Uh…what isn’t my fault?” Natalia asks.

“You did the right thing.”  Allista suddenly realizes that nobody has a clue what she’s talking about.  “Oh.  I’m sorry.”

“There is no need to apologize,” Iema says.

“I wouldn’t apologize to you,” Allista says.  “You don’t deserve it.”

Surprised by such a blatantly rude response, Iema asks, “May I ask why?”

“You’ll find out soon enough” is all Allista will say.

We’re baffled, but Natalia has more pressing concerns.  Where’s Beta?  She turns into a dog, catches his scent, and follows it to the graveyard.  Beta is there, sleeping.

Natalia tries to wake him up.  He opens his eye and looks at her strangely.  Thinking that for some odd reason, he doesn’t recognize her as a dog, Natalia shifts back to her human form.

Suddenly, she hears screeching.  The graveyard guardian.  You know, the one that hates her and Roan so much.  Oops.  Forgot about him.

Phil didn’t.  “HAHAHA.  I saw that coming!”

Yeah, well, I didn’t.  Happens when you have no memory whatsoever.  I should have known that Jim was gonna lure me out to the graveyard for something like this.

Natalia gets ready by prepping Handfire, but she’s going to find out soon that it’s a moot point.  As zombies and skeletons start pushing themselves out of the ground and she shifts into bear form, Beta howls.  To Natalia’s surprise, the zombies shrink back, and the skeletons—with swords, no less—push past Natalia, rush the graveyard guardian, and press their swords to their throats.

He backs off.

Beta snorts.  “We should go,” he says in his low voice.  He turns to walk away.  Natalia snuffs out her Handfire and follows her wolf.

And this is how we found out what class levels Beta’s taking: Cleric.  I would have never thought.

We got back to the masion, where Natalia casts Greater Magic Fang on Beta.  You know, before I forget, like I usually do.

“Natalia, do you mind if we stick around Stilldale for a little bit?” Iema asks.  “There’s a lot of magic stuff in the party loot that I’d like to identify.”

Natalia agrees.  However, Iema needs some ivory and incense in to cast his spell to identify stuff, so we go looking for Roan.  Excuse me—it’s High Priestess Roan now.  She’s getting all title-like on us.

When we find her, she’s preparing for a priest’s visit.  She tells us that the priest is coming in to perform the marriage ceremony for Julium and Allista.  We’re surprised and ask why she’s not marrying them.

“My church won’t do it.  They’re marrying for love,” she says.

Natalia gives her a puzzled look.  “Love?  Julium?”  I can’t imagine Julium loving anything aside from power.  Maybe a good piece of armor.  Or socks.  All men love a good pair of socks.

“Well, Allista’s in love with Julium,” Roan clarifies.  “And we don’t support marriages based on love.”  She explains that her church believes that love is unpredictable and that a happy, stable home is built on responsibility and duty—not love.

Iema quickly grows bored of the marriage talk.  Typical man.  “Roan, I was wondering if you have some ivory and incense I could get for a spell I need to do?”

She points in him to the sanctum, where she said he can not only get the materials, but he can also cast the spell. 

Iema goes inside and gets to work, where he spends the next five days.  So, naturally, Natalia has to find other things to do.

Briezen the 20th-Briezen the 22nd

It’s the 20th by the time Iema finishes identifying everything.  He asks Natalia if there’s anything she wants, but as it turns out, there’s really nothing in it useful for her.  “Deck the kid out,” she suggests, nodding at Corin.  The better geared he is, the better protected, and the less we have to worry.

Corin is eager to get his hands on some of the loot.  He picks out a slick chain shirt, some rings, and a magical heavy mace.

Natalia is too busy mulling over the past few days to pay too much attention to the loot.  While Iema was identifying his stuff, Jim did some specific role-play with me (of the non-sexual variety, sadly) to determine what Natalia did during those five days.  What did she do?  Well, she went around “blessing” crops and checking on the town’s animals, as usual, but she did have an situation that’s bugging her:  A man who asks for help with his wife and his unborn child.  Natalia, upon seeing his wife, knew that she had something that magic wouldn’t help her with, and only one of them could live.  Natalia was upfront about it, feeling making a decision as to who to save wasn’t hers to make.  The man left, unhappy at the decision he was about to face.

“You should have lied to him,” Beta had told her.

Natalia had remained firm with her decision aloud to Beta, but secretly wondered the same thing.  If she had made the decision, at least she would be the one they would blame and resent—not each other.

But back in the present, Natalia doesn’t mull for the family for too long, as there are rumors starting to get back to us that the heads of guards wearing Julium’s colors are being found on pikes outside the Devies’s gates.  We also hear about an outbreak of diseases, primarily along the road, although we don’t think one event is necessarily tied to the other.  Just more things to worry about.  Iema wants to check it out, but Beta has other ideas.

The wolf stands up.  “Home now,” he says in his low voice.  We don’t have a chance to ask him what his rush is; he turns around and starts for woods, toward the treehouse.  Iema and Natalia shrug and follow.

It’s been FOREVER since Natalia has been in her treehouse, and thankfully, Jim tells me that Natalia sees that the trees in her territory actually seem healthier.  Beta looks for his wolf pups—who, incidentally, while young, are about full-grown now—and goes hunting with them.  Before he leaves, he makes a joke to Iema about “showing them the faith.”

We decide to just relax a bit around the treehouse.   During this time, Iema crafts some new songs; later, he and Corin will discover the myconid tunnels under Natalia’s treehouse and go exploring.  Meanwhile, Natalia finds that her deeds around the woods have attracted some groupies (of sorts, heh) and they’re starting to move into her territory.  Among them, there is a grimalkin named Jervin, who turns out to be sociable.  He asks if he can stay in the area (of course) and tells her about other followers in the area, such as a moose and a dryad.  But then he gives her a bit of information that, in hindsight, I wished I had ignored:  He tells her about another follower in Natalia’s territory, an eagle, who had spotted a boy and a girl running in the forest.

At this point in the game, I was getting really tired and crabby, so we wrapped here.   Too bad.  Because the next day, I was awake enough to be curious about the lost boy and girl in the forest.

Briezen the 23rd

The next morning, Natalia hunts down the grimalkin.  The day before, Jervin was in the form of a cat; now she finds him outside her window as a blue monkey.  “Hey, Jervin,” she says, “about the boy and girl…did the eagle say which way he saw them?”

“That way.”  Jervin points southeast.  Iema suddenly pops out of the window, trying to figure out who Natalia’s talking to, but Jervin pretends he can’t talk.  He makes monkey noises; Iema shrugs and walks off.  He’s not that interested in Natalia’s strange habits of talking to animals.

But we don’t need him to talk anymore.  Natalia suggests we look for this boy and girl; Iema agrees.  So we head southeast.  We don’t have a lot to go on, but it’s better than hanging around the treehouse all day.

We roll and finally hit an encounter.  Jim says about three miles away, Beta stops, sniffs, and glares at a tree.  Natalia looks up.  Jim has me roll a spot check, which I nail with a nat 20 roll, and he tells me that Natalia easily picks out blinds in the tree’s canopy.  She has to point them out to Iema before he spots them.  Iema tries to climb up the tree, falls, and we all laugh.  Then Corin shimmies up the trunk and climbs in.  He calls out that there’s a dead guy in it.

Natalia and Iema climb up after Corin.  The dead guy is an wood elf, his heart cut out, and from what we can tell of the wounds on his wrists and ankles, he was definitely butchered up by manufactured weapons—specifically, a scimitar.   He was laid out to bleed to death. 

“It looks like some kind of ritual,” Natalia comments.

Corin searches.  He finds bows, daggers, and a pendant of Hommirell.  “I think he was a ranger.”

Iema finds initials “TKR” on the tree, but it doesn’t mean much to any of us.

We decide there’s really nothing else we can do here, so we climb back down and press on.  After a couple more rolls, we get another encounter.  This time, we’re about halfway to a river when we hear a strange noise.   After a little snooping, we realize that it’s lizardfolk counting and hauling some trees.  We stop, offer to help, but they seem suspicious and ask why we’re offering.  It eventually comes out that we’re heading in the same direction because we’re looking for a boy and girl lost in the forest.  The lizardfolk warn us that there are drow about and to stay away from trees with shells—that marks their territory.  But once they hear of Natalia’s eagerness to kill some elves, they decide she’s all right and give her a club to go elf-killing with.

But we’re done here.  We’re tired of wandering aimlessly.  Natalia turns into an eagle, flies a little bit while Beta stays with the guys, and finally spots the boy and the girl.  They’re well dressed but very obviously lost.  Natalia flies back to the others, gathers everyone together, and they finally catch up to the boy and girl.

 We don’t want to startle them, so Iema starts playing his mandolin.  They spot us, and at first they seem nervous, but Iema quickly puts them at ease.  Soon, they’re telling us their dilemma:  They’re a couple from northern Cadram who wants to get married—

“—but your parents don’t approve,” Iema finishes.

The boy looks embarrassed.  “That cliché, huh?”  He composes himself before continuing.  “We’re trying to get to Derrikol.  But we’re being followed.  We didn’t get a look at them, but they had this on them.”  He shows us a little crossbow bolt.  Corin turns pale.

“Drow,” he hisses.

What they’ve also seen seems to fit the pattern:  They, too, have spotted a trapper with the heart missing.  Uneasy with the idea of letting a young couple wander around the forest by themselves—and certainly uneasy that there are drow about—we tell the kids that we need to hurry up and get them to Stilldale. 

Wouldn’t you know it, though, we run into eight ogres, complete with spiked clubs and some badass looking tattoos.  They demand the women, then just the civilian girl.  The boy guards her protectively, while Iema insists that they don’t want to mess with us. 

But of course they do, and we get into a big old fight while the kids hide in the bushes.  I’m not going to go into the entire encounter because this is already long, and we’re about to have bigger problems.  Suffice it to say, we walked out of it—the ogres did not.

We keep on truckin’ toward Stilldale.  And we’re close.  We can even see the lights coming up ahead when we hit another encounter.  I roll a nat 20 on Natalia’s spot check, so she sees—not quick enough, I’m afraid—the seven drow about to ambush us on either side.

Immediately, there’s a mass dispel cast on us and we’re all pelted with sleep arrows.  The arrows miss the young couple.  Several of us get hit and are down when the drow then cast Darkness and move in on us.  Beta grabs a scroll of Neutralize Poison off Natalia and uses it to get the poison off Natalia.   So Natalia wakes up, sees nothing but blackness, and thinks Ah, shit, not again.

Since she’s experienced drow before, she immediately knows what’s going on, and she’s much quicker about getting up and shifting into bear form this time around.  However, she gets a surprise:  The darkness disappears, and we finally get to see the results of the mass dispel:

The girl is a drow.  What.  The.  Hell.

One of the attacking drow in robes comes forward and casts Dispel on the boy.  Turns out he’s a drow, too.

The attacking drow start slashing the shit out of the girl.  She’s crying and pleading with them.  They turn around and start on the boy.  Beta and Natalia start killing some of the attacking drow.  But Natalia is pissed.  She’s wondering if the young couple lured us into a trap.  At one point, she whirls around on the couple, about to attack them, she’s so pissed.

Then, when  she hears the attacking drow yell to the couple to surrender, she wonders:  What if it’s another illusion?  Can they do that?

To be safe, Natalia decides against attacking the couple.  Better to kill the ones that we know are against us, right?

Besides, the couple’s not fighting against us.  The boy bull rushes one of the attacking drow to keep it from attacking Natalia; the girl throws herself on Corin, who is passed out from the poison sleep arrows, and gets hurt herself while trying to protect him.

Surely, I think, this couple can’t really be drow, protecting others like that.  Right?

While Natalia is debating, a drow wizard slaps a tree trunk and casts Darkness all over again.  Natalia’s a bear now, so she uses her scent to locate them.  Their scent is faint, and finding them is somewhat just plain luck:  when she does find them, she whiffs out the faint scent of aniseed to help protect them from getting sniffed out.

These bastards were prepared.

We finally kill off all the attacking drow.  Natalia whirls around on the kids.

“Are you really drow?”  she demands.  “Because if you are, I’m killing you.”

Jim tells me that they look really scared, but they admit to being drow.  “Our story is true, though,” they insist.  “But we have to be disguised because nobody believes us.”

Natalia, very obviously, doesn’t believe them.  She tells them just as much.  Iema is hesitant, then he says, “You did protect my apprentice, and for that I’m grateful.”  He votes to help them because, even if they are drow, he feels obligated to them for saving Corin’s life.

Natalia reluctantly agrees because, honestly, Iema is right.  “I still don’t trust you guys,” she tells them, but she reasons to herself that as long as they keep an eye on the drow couple, they can still escort the kids and clear their conscience.  They’ve just got to be careful.

Before we go, though, Natalia gets their names.  The boy’s and girl’s names are Zerich and Vaelika respectively, but they’re going under the fake names Serich and Vaela.

The drow couple put their illusion disguise back up, and we take them to Stilldale.  I’m not sure how Iema felt about it because, hell, I’m not Phil, so I don’t play his character, but Natalia does feel a little funny bringing drow into town.  We find an inn, we all sleep, until Corin wakes us up to tell us that a professional bounty hunter is looking for us—all five of us.

The drow couple is nervous, but they put their disguises back up.   We go to see the bounty hunter, who is this big, dark guy who looks like he might have some half-ogre blood in him.  His name is Drugle, and it turns out he’s a well-known bounty hunter—and his specialty is drow.

He has already heard that we’ve had some run-ins with drow.  The disguised couple feigns innocence as we describe our encounter with drow—and the corpses they’d left behind—that we’d seen just the day before.  Drugle thanks us for the information and tells us that he’s going to talk to the trees and animals in the forest to see if he can find out more.

Crap.  That will definitely get us in trouble.

Iema suggests we buy horses and get the hell out, which we do.  We fly out of town and head to Devies.  Right before we go into town, Iema disguises all of us and we head through the gates.  We find another inn.  Natalia, still very untrusting, decides she’s going to check out the wanted posters to see if Zerich and Vaelika are as innocent as they claim.

The couple wants to go to the inn.  They’re worried, telling us that their disguises won’t hold much longer.  Natalia doesn’t trust them to be alone, so she asks Beta if he’ll stay with them while she goes out of the town and Iema sells some stuff.  Beta agrees.

Natalia heads out, makes a beeline for the posters while Iema goes to sell some stuff in the party loot.  To Natalia’s surprise, the drow couple aren’t listed anywhere.  She’s not sure if she’s relieved or disappointed.  She turns around and is about to head back when she’s stopped by what she overhears some other bounty hunters saying.

“What the point?”  one of them grouses.  “Drugle is in town.  He gets all the good ones.”

What?  Drugle is in Devies already?  It’s too much of a coincidence.  Natalia and Iema come to the only logical conclusion:  Drugle knows about the couple and is following us.

We rush back to the inn.  On the way, we notice the inn has smoke coming out of it; we hear screams and growls coming from within  We panic.  Drugle apparently even knows where we’re staying.  We break into a run, burst into our room.

The room is full of smoke.  Jim tells us we have to make will saves.

Now, this encounter didn’t last long.  Even Jim thought the encounter would last longer, especially because both Iema and Natalia have pretty high will saves.  But we’re all surprised because it doesn’t matter:  Phil and I both roll terribly, so Iema and Natalia both fail their will saves.

And we’re about to find out just how terrible that is.

Iema can vaguely make out what looks like Beta fighting something humanoid.  Iema tries to attack whatever the hell, but having failed our will saves, we’re both frozen.  Beta then muscles between us and goes out the door.  We hear whispering.  We can make out someone saying, “I think we got them.”  Then, we hear the sound of the cork of bottle popping.  The smoke dissipates.

We see two demons in our room.  The disguise drops.  It’s the drow couple.

At this point, I’m going, “I KNEW IT.  I KNEW IT.”  And I’m mentally kicking myself because HEY, finding these little fuckers was MY stupid idea in the first place, and even when I SAID I was going to kill them, I DIDN’T, and WHY CAN I NOT DO WHAT I SAY I’M GOING TO DO, OMG, I DO THIS IN REAL LIFE TOO, OMG, I SUUUUUUUUUCK.

We weren’t totally surprised about the drow couple, but one that that did shock us?  Drugle, the drow hunter, sauntering into the room, obviously in cahoots with Zerich and Vuelika.

“Good boy,” Vuelika coos to Beta.  “See, I told you we wouldn’t hurt them.”  Jim says that we notice that Beta’s eyes are glazed over.

Phil groans.  “Mind control.”

Eh?  What?  I didn’t know drow could do that!  And this, people, is one of the many, many times I’ve screwed Natalia because of what I, as a player, don’t know about this damned game.  Grrr.

The Evil Trio quickly gets to work on us.  They strip the frozen Natalia and Iema of all worthwhile gear, leaving them only in regular old clothes.  They take all our gear, put something down our throats to make it difficult to talk (and, therefore, difficult to spellcast), and mage cuff us.  Beta, still mind-controlled, drags a passed out Corin into the room. 

Then it gets really bad.  

The drow freeze Beta and start pricking him with poison needles.  When they finish with him, they hover over Corin.

“Now,”  Vuelika says, “tell us where Julium is.”

We don’t say anything.

“Tell us where Julium is,” she repeats, “or we’re going to have to do something to the kid.”

Natalia sits there sullenly.  Iema, on the other hand, lies.  He starts making up various places.  The drow don’t believe us and pluck a fingernail out of one of Corin’s fingers.  Natalia is thankful that Corin is passed out and unable to feel what they’re doing to him—for now.

“Try that again,” Vuelika says. 

Finally, Natalia spits out, “Do you honestly think that Julium is going to tell us where he’s at?  He knows there’s a spy around him, and we’re suspects, too!”

The ranger butts in.  “You know,” he says, “I could always just rape the boy.”

Finally, Iema loses his cool.  This is the first time Natalia has ever seen him lose his temper, not that she could blame him.  “I swear to God,” Iema threatens, “if you so much has harm a hair on his head, I will kill you.  I will make you so sorry…”

Vuelika rolls her eyes.  “We will not do that to him.”  She orders the men out.  After they leave, she turns back to us.  “Whether you want to believe it or not, our story was true—once.  But everyone kept after us because of what we are.  Contrary to popular belief, we are not all the same.”

Natalia glares at her.  “Looks pretty much the same from where I’m sitting,” she croaks in her broken voice, thanks to that stupid pill they’ve jammed down our throats.

They keep on asking us questions;  Iema keeps lying about Julium’s whereabouts.  By the end of the night, they’ve made sure that we’ve had no sleep, and they have removed one of poor Corin’s fingers.

Briezen the 24th – Briezen the 25th

We’re exhausted after being questioned all night, but the drow aren’t done with us yet.  They cast their spell to make themselves looks human again.  Then Vaelika and Zerich cast the same spell on us.  I get a sinking suspicion, and Jim confirms it:  They make us up to look like drow.  The couple argue briefly what to do with Beta.  One of them—I don’t know who, but probably Zerich—thinks they should just kill Beta.  Drugle, however, won’t have it.

“That’s a strong wolf, good wolf,” he says.

So it’s decided that Beta will not be killed.  Natalia and I are both glad for that.    They shove the wolf under the bed.  I wonder how large the bed is, since Beta is a big damn wolf.

We’re led out the door.  People in the town are staring at us, believing the illusion, thinking we’re actually drow.  Some spit.  It’s pretty damn awful.  We’re loaded into a back of a cart and taken as prisoners. 

The next day, we have an encounter, probably a chance at escape with that encounter–one that we missed entirely.  We run into another group of travelers while camping.  They’re in awe of the “drow” and peer at us curiously.  When they’re not looking, Vaelika mouths Not one word.

We probably should have done something.  But we were too worried about what the drow couple would do next.  As it is, the travelers don’t make it out before Vaelika and Zerich kill them.

Briezen the 26th

We’re back on the road again.  We pass paladins from northern Numbrar.  They eye us curiously.  Iema treats them respectfully, but the paladins don’t seem to consider that it’s odd behavior and let the cart pass.  We keep heading to…well, wherever the hell it is we’re heading to.  Finally, we make it to Derikkol.  We’re taken out to be put on a ship.  People are throwing rocks at us.  Iema spots Corin’s mother in the crowd.  She’s also throwing rocks.

Iema and Natalia get on either side of Corin, hoping to block his view so he wouldn’t see.

We’re loaded into a boat and thrown in a cell below deck.  After some talking around, we find out we’re not the only ones who have been fooled by the drow couple.  We’re all being taken as slaves to Fasset, home of the Scaled Emperor.

Ugh.

Briezen the 27th

The morning comes.  The boat is still docked.  When Iema and Natalia wake up, they hear Corin crying.  Iema tries to comfort him with little luck.  We’re given bread for breakfast, which we find out from the other prisoners has crap in it to screw with our voices to inhibit our spellcasting.  Natalia seriously considers not eating it.  Hell, she considers starving herself to death just to piss them all off.

Instead, she eats the fucking bread. 

We’re about to pull out.  Jim says we hear a horrible sound outside.  We manage to get a look out the window.  Poor Beta is on the shoreline, looking forlorn and howling.

He must feel so guilty.  Not that it’s his fault the bitch had some charm thing she could work on him, but still…he must feel bad.

Corin must feel better after a little breakfast.  His skills as a rogue are starting to come in handy:  He starts to work on our cuffs.  Iema can’t really do his bardic stuff to help, so he does a little dance to help as best as he can, seeing that’s he’s cuffed and all.

Given our bleak circumstances, it’s pretty funny.

Corin does have some luck.  He’s managed to pick his own lock, but he doesn’t have success with Natalia’s.  He slips his cuffs back on to look like they’re still functioning.

We’re at sea for the next 20 days.

Chilldenor the 17th 

We finally arrive in Fasset.  The first thing Natalia sees are the massive cliffs, about 400-600 feet high.  We come in through a channel, what’s called the Chute.  It’s supposed to be crazy-dangerous.  The boat anchors, and we take a peek out the windows.  We see a plethora of races:  Sea elves, marrows, some guy that is bluish-white with water dripping off his skin.  Some people wearing some simple robes with blue bands on the cuffs come in.  We find out they’re looking for spellcasters, checking all of us for any magic buffs or anything showing that we’re spellcasters.

In Fasset, spellcasters are whisked away to be taken to use their services for the city and for the Emperor.  Non-spellcasters, however, are whisked away to do much shittier things.  Once Corin extracts this information from Iema, he slips out of his picked cuffs, quickly puts a magic buff on Iema, and slips back into his cuffs.

The robed figures stop at Iema.  “You.”

Iema goes along with them willingly, and eventually, they get Natalia and Corin as well.  We have all come to the conclusion that it would be better to admit our spellcaster status rather than end up in the slavemines.

They question us about various things.  While doing so, they have a spell set up so that if we lie, the candle they have lit will go out.  Apparently, even sarcasm is considered lying:  Natalia makes a snarky remark about always wanting to meet the Scaled Emperor, and her voice suddenly comes out as a squeak.

The robed people tell the ogre captain that they’re taking us with them.  We’re taken to a slimmer ship docked next to the one we’re currently on.  Here, they put us in collars but the mage cuffs are taken off, at least.  We’re warned that spells won’t work with the collars on, and trying to take them off will land us in the Astral Plane.

Already, this ship is better.  We’re given dinner, checked on by healers, and taken to our rooms, which, as Jim describers, are about as nice as a motels.  Beats the cell, but Natalia is still grumpy about the whole thing.

We stay here for five more days.

Chilldenor the 23rd

We all have our own guards assigned to us, mostly to find out what we can do.  Jim says Natalia’s guard is very considerately pointing things in the city that would be of particular interest to a druid.  Natalia is completely unappreciative and ignores most of what the guard is trying to show her.  No matter how nice the lady is, it doesn’t change the fact that WE’RE FREAKIN’ PRISONERS.

Iema, meanwhile, is given his first assignment.  He’s taken back into that room with a candle.  He recognizes that the truth spell is in effect.

“Arclings can recognize each other, right?”  one of the guards asks Iema.

Well, it’s not like Iema can lie.  He confirms that this is true.  They bring in a woman.

“Is she an arcling?”

Iema doesn’t look happy about doing it, but he says, “Yes.”

The woman freaks out.  “Traitor!” she yells.  “You traitor!”

Iema shrugs and points at the candle.  They take the female arcling away, who is distraught about being identified.

Yup, this looks like this is how life is going to be for a while.  Welcome to Fasset.

Damn it. 

 


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