Sunday, April 17, 2005

Session #21

After skipping a week, everyone was ready to play...and chat a lot.

Brian was ready to play, but he dislocated his knee earlier that day. So now he's out for who knows how long (upwards of a month I hear). This is where I feel like I should insert a Bob Herzog quote along the lines of "the game must go on" and then go wuss-slap the boy. But it's early, I'm tired, and my KoDTs are just out of arms reach...so eh. He'll just pay the price by having a character lagging way behind the rest in XP.

Torin was played by Jeff.

And for Justin "the Moody", he has been screwing himself out of damage dealt in combat. I created a combat matrix for Thunderclease, showing the overall bonuses to attack and damage during combat and the changes that result from Power Attack, Bull's Strength, and raging. He's been making this mistake for a while now.

Here's Thunderclease's attack and damage if he is Power Attacking at 5, had Bull's Strength cast on him, raging, and his target is evil aligned, while he is using his +2 holy greatsword:
2 attacks at +15/+10 for 4d6+24 damage. 6d6+48 if he gets a critical.
On a critical he will average 69 points of damage!

Up until this night his record max damage was 48. Now it's over 70. All because simple math is just too darn hard in the heat of combat. Heh.

Alright, let us begin...

Day 27, midnight.

We last stopped with the characters having defeated the fractured inevitables and the barghests causing a new garrison force to gate into the dungeon. The party spent 3 days giving the new garrison members and their leader, who now has a name - Mythlyrian, all the information they have.

After that the group leveled:
Krieg added a 9th level of cleric.
Valden added a 9th level of cleric.
Zorak added a 9th level of sorcerer.
Dalron added a 9th level of rogue.
Torin added a 3rd level of rogue (is now rgr 3 / ftr 2 / rog 3).
Thunderclease added 7th level of barbarian ( is now bbn 7 / ftr 2).

Mythlyrian, a solar angel, informed the party that this new garrison is going to be in the process of "cleaning house". In the past couple days they had cleared out the remaining barghests, shadows, and a lair of shadow mastiffs that the party had never stumbled across.

Next would be assaults into regions A, G, and I. With region I being the first on the list. And the party had to option to join in on the assault or to continue on their journey towards finding their objective and way out.

(Basically I am railroading the party into region J. Reason: I'm not exactly a fan of drow/driders. Drow elves get used way too much. Plus the group is ready to move on to a new kind of area. Regions I & M are linked, by drow. Region J has a different feel to it. This is not meant to offend Jim Hague, it's just the personal tastes of this DM.)

The party asked Mythlyrian what he knew of the area they'll soon be exploring. He told them they are heading to an area known as "The Pyrefaust". Long ago a red dragon known as Tyrus, the Devourer of Kingdoms, was imprisonned in ice in the region. His followers were imprisoned there as well. Boy did the party not like the idea of taking on an ancient red, but our group as a whole has not taken on a dragon since that young blue dragon in the moathouse from the Return to the Temple of Elemental Evil. That was about 2 years ago. Besides, what's the worst thing that could happen? >:)

The next morning, the party stood behind a force of 50 shiny new garrison members that were ready to extinguish the evil of region I.

The party made a direct route to the only exit from region I (that didn't lead to region E). They had to go through Mahir's cache once again, but it involved nothing more than answering a few riddles that they already knew the answers to.

So let me introduce to you, region J...

Map

The party descended a long path of stairs, easily 60' down. As they descended the air became hotter and oppressive. Had the 2 clerics not cast an Endure Heat spell on everyone (3 1st level spells for each of the clerics), they'd be in for some heat effects soon.

And the moment they get to the bottom of the stairs, the party members have to make a will save or be "shaken" (-2 to attack rolls and ability & skill checks). Only half the party makes their save (Dalron failed of course).

Detect Evil and trapfinding showed nothing on both doors. The background evil is gone, that was an effect of the messed up chaos of region I.

Room J9: Heat and smoke filled the room. A small rivulet of lava split the room in half. Valden looked down into the flowing lava, and could almost make out a face looking back at him. Further investigation of the room found nothing.

The party goes out the east door. They find a large river of lava covering the horizon (the smoke of the region is limiting their vision to 60'). Although they could travel along the edge of the river, it is only 5' wide. That makes them think and that any creature living in the lava would just have to pull the party just a little bit and they're dead. So they backtrack a little.

Room J10: A cloud of hot, moist air poured out of this room. A small film of water coats the floor. Thunderclease takes a step into the room and a surge of electricity fills his body. A failed save means he takes 49 points of damage.

That wakes up the party. Dalron has an electrical protection spell cast on him so he can investigate the room. He determines that the trap was a 1-shot.

Room J11: Small rivulets of water collect into a puddle in the depressed center of the floor. At the southern end of the room is a pedestal with a nice shiny sword resting upon it. Dalron moves forward investigate the pedestal, Krieg quickly reminds him to check the puddle for traps. No trap found. Luckily for him, he has a nice reflex save bonus. The floor with the water is a simple pit covering. Dalron pulls his foot back in time to prevent him from tumbling down into a deep pit.

Dalron then decides to jump over the depression in the floor. He makes it relatively easily (75% chance of success).

Joe: "Couldn't he have just walked around the puddle?"
DM: "Yes."

Anyway, Dalron checks the pedestal and finds no traps. He grabs the sword and investigates it. For a brief moment he sees red runes in the blade, but they fade very quickly. He decides that he's going to try out this new longsword.

Room J12: This room has 3' of water. Luckily it is also set 3' deeper. Thunderclease says that he's not going into the water. So Dalron volunteers to take a look into the water, by laying on the ground of room J10, and sticking his head into the water of room J12. Bzzzzk. A lighting blast fills the water for 22 points of damage (Dalron only takes 2 thanks to his protection spell). Then a big blue lizard creature bursts from the water.

Combat begins:
Round 1: Zorak casts haste. Thunderclease charges into the room and takes 2 swipes (1 regular and 1 haste) at the behir. Hit with a crit, and hit. Valden came in a got a hit in too.
Round 2: There is no round 2.

The behir had over 90 hp. Thunderclease did over 60 on his 1st attack, then 30 on his 2nd. Valden only had to deal 2hp in damage.

That was quick wasn't it?

A search for treasure finds a few trinkets on some skeletons, but nothing magical.

Hallway J85: 2 statues of angels stand in this hallway turn, each with rubies for eyes. On the floor lies a dead azer, burnt to a crisp. Dalron investigates the area and rolls so well that the DM gives him plenty of information (39 on his search check). These 2 angels each shoot a bolt of lightning down the corridor they face. The unfortunate person who triggered the trap takes damage from both bolts.

The group ties a rope to Dalron, then walks away and ties the other end of their rope to the Immovable Rod. Dalron diables the trap, but only temporarily. He then searches the azer, and finds a lump of 36gp, slagged together.

Hallway J83 (left): An inert angel statue stands here. No diamonds for eyes. (The party puts 2 & 2 together)

Hallway J86: 2 crumbled and broken angel statues once stood here.

The party moves on and finds an entrance to region G and a new view of the lava river.

Hallway J84: Another alcove with a statue of an angel with diamond eyes. This angel had a sword in one hand and the other held a horn to the angel's mouth. Dalron checked the area twice and found no traps. The party thought better of that. So once again they tied Dalron to the immovable rod. Dalron moved to investigate the statue and its eyes. The moment he stepped in front of the statue, the horn started blasting. Dalron got buffeted pretty hard. Had the party not reeled him back in, he would have been knocked unconscious. Also, had he not been tied to something, he would have taken a lava bath.

The party had had enough of this, so they turned back.

Room J16: Detect Evil by Valden showed nothing. Searching for traps by Dalron found nothing. But listening at the door by Torin, well that turned up something. It sounded like multiple big somethings were behind the door, and they were fighting.

So the party buffed up their usual pre-combat spells, and then burst in the door.

They found 3 behirs fighting furiously with one another. One was much larger than the others. But all 3 stopped their in-fighting once the party kicked open the door.

Round 1: The party sets up a conga-line-of-death. One of the 2 regular behirs moves into the doorway and blasts the party with a lightning bolt for some damage. It doesn't live to see round 2. The 2nd regular behir moves off to the side, not being dumb enough to fall for the trap. The large behir uses a hidden magic item to cast Word of Chaos upon the party. Thunderclease and Zorak, both being chaotically aligned, had no effect. Everyone else had to make a will save (DC20), or become confused. Dalron and Torin failed and also had to make another (DC20) save or become stunned. Dalron failed, and he had to make a 3rd (DC20) save of become deafened (like it mattered at that point).

Dalron is now under the effects of Greater Invisibility, Protection from Energy: Electricity, Bless, Prayer, confused, deaf, and stunned. No one can even see him to help him.

Round 2: The large body of the behir slows movement in the area where it fell. This hinders the party making it into the room. Torin's confusion causes him to attack Krieg, but he wildly misses (which ruins his Invisibility spell). Krieg casts Fire Shield. Zorak casts Haste on everyone except Torin and Dalron. Thunderclease moves into the room to fight the remaining regular behir, and nearly brings it down. Nearly. Valden moves in to take on the big behir and does some minor damage (the regular behirs had 94hp, the large one had 175hp - but the party didn't know this). The regular behir bit Thunderclease for scratch damage, and successfully grappled him. The large behir bit Valden for over 25 damage. Leaving him with under 40 hp, and in the bad position of being grappled. The only way for him to break the grapple - natural 20 for him, natural 1 for the behir (probability 1 in 400).

Round 3: Torin's confusion results in him rushing to attack the large behir. Thunderclease fails in his 2 attempts (Haste gave him a 2nd chance) to break free. Both failed. Same results for Valden. Zorak hits the large behir with 2 Scorching Rays. Krieg casts Flame Strike on an exposed portion of the large behir.

Although plenty of damage was done to the large behir, it wasn't enough. The large behir got a constriction attack automatically (4d6+12 damage) and 6 free rake attacks on him. 5 hit for 1d6+6 damage each. A total of 78 points was done to him. Valden was ripped into shreds.

Thunderclease did better, but not good. He was down to under 50%.

Round 4: Zorak's Scorching Rays and Krieg's (2nd of 3) Flame Strike brings down the regular behir. This frees Thunderclease from the grapple, who then dashes to the large behir. Torin's confusion roll leads him to attack the large behir, for some decent damage (including a crit). The behir responds by hitting the Toring and Dalron with its lightning bolt attack, leaving both with under 20hp.

Round 5: Fireball, Flame Strike, Torin's attacks, and Thunderclease's attacks finishes the large behir off.

The group immediately gathered the remains of their fallen comrade. Unlike before with Dugan, the party now has a cleric that can raise dead. But they don't have the diamonds required for the spell. Except for the diamonds in the eyes of the statue that nearly blew Dalron into the lava river. So they decided to go remove the diamonds.

But not before searching the room for loot. They are adventurers after all.

They find...a diamond. A large fist sized diamond that weighs over a pound.

Hmmmm....

Hallway J84 (again): After a few seconds of searching, Dalron finds the trap this time. But it requires over a minute to remove the trap, temporarily.

Dalron climbs up on the angel statue and investigate the diamonds. Each is worth at least 5000gp, more than enough the Raise Dead spell. But as he investigates further, he realizes that it will take a long time to remove the diamonds, and that each diamond is also trapped.

Not wanting to risk Dalron's life (any more than required anyway, not that it's stopped them before), they decide to return to Mythlyrian to ask for his help.

So the party begins to return to region I. But before they begin to ascend the stairs, they can make out the backside of a drider.

That stopped the party in their tracks. They move back into region J and Zorak casts Invisibility on Torin, who has the best skill in Move Silent. His sneaks up the stairs to scout.

Side story: At the time (heck until they read this) the party had no idea what exactly was happening. The party had been in region J for a little over 3 hours. During that time the new Garrison army had assaulted region I with a vengeance. The inhabitants of the region barely stood a chance.

Much was lost on both sides, but the Garrison had the numbers, the drive, and the discipline. The driders had become nearly complacent and the drow used this as an opportunity to settle a few scores with the driders. But the drow initially had no idea the extent of the angelic assault.

End result: Arioch, a powerful drider, and Lorath, the 3-armed drow, were once brothers. Arioch's forced transformation into a drider ended that family bond, until now. The two brothers sought refuge in Mahir's old lab area (Lorath and Siglinde had spied the party heavily once contact was made - yyyeah, that's the ticket).

Torin found a drider and Lorath facing the door, ready for combat. What he didn't know is that Arioch heard him, but did nothing about it.

Torin returned to the party, who casts their buff spells, while Arioch casts Invisibility on himself and creates an illusion of himself where he was standing and climbed onto the wall, and waited.

The party's plan: Silence on Thunderclease's sword and Greater Invis on Torin and Dalron.

Round 1: Thunderclease, Torin, & Dalron rush silently up the stairs.
Round 2: Thunderclease swings at the illusion of Arioch, solidly hitting nothing. Arioch observes the combat from a safe distance. Lorath readies for combat.
Round 3: Thunderclease and Dalron corner Lorath and wound him horribly. His misses with all his swings of Eight Strikes Fang, so he switches his weapons. Arioch moves into position to attack Krieg.
Round 4: Arioch gets his full attack on Krieg, bringing Krieg to -4hp (2 hits with a weapon, 1 is a crit while smiting good, and a bite attack). Dalron and Thunderclease finish off Lorath. Torin makes his spot check to see Krieg's situation. Zorak casts Scorching Ray at Arioch but misses narrowly (he also used his reroll point because would have hit Krieg and killed him).
Round 5: Dalron notices the situation and runs off to Krieg's aid. Thunderclease does not, so he searches Lorath's body - thinking combat is over. Arioch moves along the wall to engage Zorak, but the DM rolls a 1. Torin dumps a healing potion down Krieg's throat. Zorak hit Arioch with all 5 missiles from his magic missile spell (he broke through spell resistance with each one).
Round 6: Thunderclease finally notices the combat and runs down the stairs to help the party. Dalron gets a single hit in, but since he is invisible, he gets his 5d6 sneak attack damage. Torin moves in to combat as well, but misses. Arioch attacks Zorak and wounds him, including his poisonous bite. Zorak loses 1d6 points of strength.
Round 7: Dalron, Torin, and Thunderclease finish off the surrounded Arioch before he has the chance to get away.

A quick looting of their bodies turns up some nice items, but in that period Zorak succumbs to the drider poison once again and is reduced to 1 strength. A couple of Lesser Restorations later, and he back in fighting form (dang clerics).

The party finally gets back to region E.

They find the busy Mythlyrian and ask him for his help to restore Valden to life. He says he cannot, there are many others who need his help as well and the raising Valden is not something he can do lightly. The party is able to convince him to do it through a diplomacy check by Krieg, but at a cost

Mythlyrian needs diamonds just as much as Krieg would, so he offers to raise Valden and give the party enough diamonds to cast Raise Dead once more on their own, IF they give him that 1 pound diamond they just found. After some deliberation, the party agrees.

The diamond is a Chaos Diamond, worth 120,000gp if sold. Mythlyrian, a lawful good solar, smashes the diamond to pieces. He takes half for the Garrison's use, gives the party 5000gp's worth, and casts Raise Dead on Valden.

And the party rejoices.

We stopped there.

There will most likely not be a session entered next week. The wife and I are going on a cruise. We leave early saturday morning and will not be back until the following saturday. Although there is internet access, I don't think I'll have the free time for that.

:)

See you all in 2 weeks.

5 Comments:

Anonymous Anonymous said...

Just thought I would mention that the last time the party faced a dragon it was a Red Wyrm that killed half the party. If you recall Sean your character was being rolled around in his little sphere like a marble... This was the end of Dale's campaign.

Drew

8:25 AM  
Blogger BlueBlackRed said...

Oh yeah, I had forgotten all about that debacle.

Dale thought that the 8 PC's we were running were too strong for the dragon that was in there, so he bumped it up an age category or 2.

Result: half the party were ashes by round 3. Dale decided he was tired of running for a while. Campaign put on hiatus, and never resumed.

12:14 PM  
Anonymous Anonymous said...

Bah, offended? Not a bit, I'm just glad people're enjoying the WLD. :) I & M get extremely drow heavy, though less so in M. I say steal what you like from there and get on with what you like. Hell, I bucked for having the 'driders' and drow abandon the spider there and go with a serpent theme - my Howard influence showing again.

If you want to have lots more fun, you can always send 'em to the Elevn garrison...;)

3:53 PM  
Anonymous Anonymous said...

Bah, Forgot my Renewal Domain, Get cured 1d8 + level (or something like that). All ended well for that combat regardless.

9:43 AM  
Blogger BlueBlackRed said...

You dropping was probably for the best. He would have just spent another round on you and done more than you would have healed.

7:58 PM  

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