Dr. Nobody’s Garage Spot

Gaming and Ya-yas

Kyle, the renaissance urchin.

Rafad gets caught up.

 Inventory of Loot:

 Daenerys –

Ring of five levels

Monocle of the Artificer

Eldara’s robe of bones (2000GP)*

Pistol*

1000 ASYLM gold pieces

 

Coriell –

+1 magic longsword

Cloak of resistances

+1 chain shirt blessed by Aroway

Wand of boogina

1000 ASYLM gold pieces

 

Tombor –

Blood of Vol shield

bracers

+1 chain shirt

Winged boots

chain mail

1000 ASYLM gold pieces

 

Rafad –

+1 bracers

Bow of Shadows Touch

1000 ASYLM gold pieces

 

 

Gold count –

6500 GP from bunker

8000 GP from House Lyrander

4500 SP from bunker (450GP)

5000 CP from bunker  (50GP)

1200 GP from GtP

6000 GP from selling ASYLM gold

________

~22200 GP (5550 each)

 

ASYLM gold:

4000 total.

This is probably worth 3 – 5 time the ASYLM amount.

– Put in bank, and put out feelers to see if anyone is interested.  GtP has a friend who would give us 1500 GP for each 1000 ASYLM GP.  It would take him about three months to move.  We sell our ASYLM gold to dude for 6000GP.

 

20 gems of different sizes and colors

silver flask (1000GP)

necklaces (300GP) – one 3d6 fireball remaining. Daenerys has this.

earrings (50GP)

bracelets (50GP)

locket (200GP)

vase (200GP)

monocle

Haven Fara ring (50GP)

sending stone we use to communicate with GtP

Nux’s masterwork mace

 

* Planning to sell

The group will email Andy a list of things they’re selling.  He’ll figure out how much it’s worth, and let us know.

 We’re back at the party at House Lyrander.

 – A wizard, Rand Roole, comes up to Coriell, and tells him that he thought that his clan, Sunburst, disappeared 2000 years ago.  He brings up Coriell’s sister’s name, she had left home to go to Xendrik.  Coriell tells him that he’s a descendant of the Sunburst line.  Coriell explains ASYLM, and that he remembers the time of horrors.  Professor Roole wants to meet with him later.  He tells Coriell more about the Blood of Vol.  They discuss the curse of the Blood of Vol without Coriell mentioning that he’s been cursed.

 – Daenerys is approached by Habra Tergaren.  Daenerys has the same last name.  She asks why he chose that last name.  He tells her that he has a dragon mark.  She asks if he claims to be a member of the House Tergaren.  Daenerys puts her off, and says that he’s from the hills, and is a distant cousin, come to visit.  She tells him that there are names that are more noble and with more power right now, and she doesn’t understand why he would choose it.  She goes away unhappy.

 – Aerdane is there, and happy to see us.  He asks Daenerys to dance and she turns him down.  He offers to give us a ride home in his sky coach.  The lift is for commoners.  He tells Daenerys that just because she has the dragonmark of house Orion, she doesn’t have to join that house.  There’s a feud between houses Lyrander and Orion.  Aerdane gives us all a ride home, except Daenerys, who chooses to walk.

 – We go back to the gatehouse to get our weapons.  As Daenerys is leaving she sees someone is an obvious bunchy cloak following the rest of the group.  We also notice that we’re being followed, and have been since we left the party.  We don’t notice Daenerys in the shadows.  We step into the skycoach – it looks like a gondolier.  It’s easy for wizards to create flying things because Sharn sits in a manifest zone of the elemental plane of air.  The skycoach only works in Sharn.  We pull into the flow of traffic, and we notice that the person shadowing us gets a one-person crystalline disk, a soar sled, and begins to follow us. Daenerys gets a lift, and begins following us, and our shadow.  We tell Aerdane that we’re being followed.  He’s surprised, and just as he reacts, a sky coach smashes into us with six passengers aboard.  Four of the passengers are armed with shields and flails, and are wearing the same insignia.  Dressed in green.  Two passengers leap on board and rush Coriell.  The fight is on!  As we fight, Aerdane says “Emerald claw scum die!”  We defeat two monks and four soldiers of the Emerald Claw.  They are a military group tangentially tied to the Blood of Vol.  Once the Blood of Vol was no longer the official religion of Karnath, the Emerald claw were outlawed.  However, they did not disband.  Aerdane took us back to the inn, The Ten Bells, in the neighborhood of the Dancing Shadows.  The skiff the Emerald claw were on was probably stolen.  We now how a skiff.

 – As we approach the Dancing Shadows, we see a fire burning.  The Ten Bells is burning.  Coriell’s dog and our armor and weapons are in the inn.  We run towards The Ten Bells .  The fire is under control, but the innkeeper has been beaten.  There’s a man there waiting to talk to us – Johann Ironfoundersson.  He’s the captain of the guard that we met in the refugee camp. The captain talks to us – some men came looking for us.  They ransacked our room.  Kyle comes running up with Ellendil – Kyle grabbed all our things and ran out the back door with Ellendil.

 – Rafad goes to talk to our shadow. Rafad gets closer to our shadow, and he’s wearing a robe and a pointy hat.  Coriell recognizes him – he was the assistant to one of the wizards that was examining Coriell and the curse of the Blood of Vol.  The assistant’s name is Laren.  Rafad brings him to the captain.  Laren breaks down – he’s been told to follow Coriell as part of his graduate studies.  He’s from Moregrave university.  He’s supposed to follow Coriell and take notes on his demise.

 – We go to Clifftop – an adventurer’s quarter.  There’s a rivalry between Clifftop and Death’s Gate – two different adventurer’s guilds.  The Captain tells us we can find him in Black Arch at the guard house.  We find an inn called Eleven Bells, where they rent us rooms for 60GP for the night.  There were three featherfall tokens on the monks.  We looted their bodies.  The neighborhood of Clifftop is in Upper Dura.  Dura in general is the worst of the five quarters, but Upper Dura is the best part of Dura.

 – The next morning we wake up and come down the common room, and see Victor Saint Demain and Captain Pardesh.  There’s a fascinating new profession in this city called “the Inquisitor”, who finds things out.  Victor says “I will bet you two hundred gold pieces that I find the shrine to the Blood of Vol in Sharn before you do”.  Coriell takes the bet.

 – Before we go to Lower Dura, we need to talk to the Captain, and go shopping.  There are shops in the adventurer’s quarters.  Mithril Blade sells weapons.  I buy a potion of cure serious wounds.

 – We spend a couple of days shopping.  We keep being approached by wizards from the university, and scribes.  The people of ASYLM are of interest, due to the refugees’ stories of fighting dragons and so on.

 – Daenerys goes to talk to the House Orion.  They’re happy to see him, and his dragon mark.  They start him on the process to get him as part of the House.  It will take a couple of weeks.

 – A copy of the Sharn Inquisitive comes out.  In the newspaper, there is a number of articles about us.  Veer wrote the articles.  The main gist is that we are braggarts of dubious origins, who claim to have fought dragons, and come from a mythical city that’s thousands of years old.  One of the politicians is denouncing everyone from Asylm, and is saying that we are Cyrians posing as Asylm refugees.  Anyone who says they are from Asylm is a traitor or war criminal, sneaking into Asylm.

 – This is our third week in Sharn.

 – In five days, Sharn celebrates CrystalFall – in memory of when the crystal tower was destroyed.  People create beautiful works of crystal and push them into the river.

– Coriell gets a visit from a wizard who talks to him about sponsoring some of his research into the Sunburst clan.  If he had more founding, in the form of a grant, he could continue his research.  Coriell wants to see his research.  He has a good geneaology of the Sunburst family.  After Coriell’s sister went to Xendrik, there’s little information.  He wants to go to Xendrik. 

– My parents visit – it’s the 4th of Olarune.  They want to open a pub in Lower Menelith tower, near the university.  The neighborhood is a little shady and bawdy, but a good opportunity.  I give my parents 500 GP to open a pub called Latta’s Hearth.

– Rafad pays 500 GP to set up a den or rogues and thieves.  His own little guild.  Level One rogues.

– The day before CrystalFall, we’re at the Eleven Bells, and Lord Malacoda comes in, by himself.  LM heard about our reception at House Lyrander.  A number of people from Asylm have been getting bad names in the paper.  People in Highwall are getting a bad shake.  LM wants donates to the Asylm refugees fund.  I give LM 250 GP. 

– We go talk to Captain Ironfoundersson.  The Emerald Claw thugs have been sentenced to hard labor.  The Captain questioned them, but didn’t get much information.  Based on their accents, they seem to have come from Karnath recently.  No word on how they were working with, for, or where they were staying in the city.  They’ll be doing hard time for 3d6 years.

July 7, 2008 Posted by tombor | asylm | | No Comments Yet

We see a familiar shape…

  • We’re back at Haven Fara.  Lord Malacoda is here with the refugees, and asks us for our plan.

 

  • Geoffrey the Pale is supposedly warping people through to Sharn, but he’s about an hour’s walk away.

 

  • We tell Lord Malacoda about the gate, and about Geoffrey the Pale.  It’s about 12:30 pm right now.  The gate should be working in 4 – 5 hours.  There’s a ship with a magic wheel that will open a portal to wherever Geoffrey the Pale wants us to know.  Captain Galen was apparently using this to evade being punished for piracy.  You can only open a portal to places we’ve been, and GtP is opening up a portal to a field outside of Sharn that he knows well.  Lord Malacoda wants to know what happens to the device after we go through.  We have a sending stone.

 

  • We talk to Jess, and he says that we can leave some people there in case of attack, but he usually sends a runner back to Haven Fara for help, but that isn’t fast enough. 

 

  • Our speaking stone buzzes – Geofrrey asks if we’re coming back, and if the battle is over.  We say: “Battle over, red hand retreats, portal open?  Trust the drou.  On way.”

 

  • Lord Malacoda calls together the rest of his lieutenants, and we start heading into town.  The townspeople are planning on leaving with us.  We decide to not leave anyone there.  We head towards town.

 

  • Rafad finds 10 gold pieces worth of gold coins when he loots, and slits the throats of anyone still alive.

 

  • Stone:  GtP says ‘portal will be open soon.  Surprised by the number of refugees, they just keep coming.’  This brings up the question of what will happen when we arrive in Sharn.  Should we send an envoy?  Should all 3000 of us just show up?  Who owns the field we’re moving onto?  Will the people of Sharn think that we’re an invading force?

 

  • It’s pandemonium the closer we get to Haven Fara.  Nobody knows what the plan is.  Lord Malacoda tries to spreak the portal plan, but we don’t have enough details.  We go with him to meet with GtP.  Lodar Oarknocker comes up to Dymphna, and wants to talk to her about GtP.  Lodar has been watching him, and GtP and Rene have been butting heads. Lodar was watching over GtP’s shoulder, and GtP is a divination specialist.  But the wheel is putting off a lot of conjuration aura – Lodar doesn’t think GtP knows what he’s doing.  He seems to be doing his best, and Rene isn’t helping.  Rene has stormed off.  Lodar thinks he can get the portal open if he can get some time to work on it.  Dymphna: if we can get GtP away, then Lodar will only need 20 or 30 minutes to get it working.  Lodar is an artificer.  He can’t do the part where he has to know the location of the portal, but he thinks he can get it to the point where we can activate it, and GtP can set it to where we want to be.  GtP wants to be the one who’s hands-on, and isn’t really letting Lodar help.  Lord Malacoda comes back:  he wants to come up with a plan for our arrival in Sharn.  Do we send an ambassador?  LM says he’ll pull GtP aside to discuss these issues.  LM will pretend to be ill, so that GtP will go to him.

 

  • Other questions:  Will we leave this end of the portal open for our enemies to follow us?  Who owns the field we’re going to?  How big is it?  Can the portal be opened multiple times?  How long does it stay open?  Should we send an envoy; if so, who?  Should we warn the people of Sharn that goblins are on the way?

 

  • Jess decides to go back and get proof of the red hand goblins.

 

  • Dymphna goes to talk to GtP.

 

  • Goodies:
    • Hark comes and talks to Tombor.  He was a councilman in Haven Fara.  Hark thanks us for uncovering Cap Galen’s corruption, and for getting rid of the spider.  He gives me a pair of boots with wings painted on them.  Continuous +2 bonus to jump.  At each dawn, they’ll have five charges.  1 charge:  +20 to round/move.  3 charges:  +40 to move/round.  5 charges: +60 to move.

 

  •  
    • Dr. Gryll comes up to Rafad, and offers him some potions: 5 cure lt wounds, 3 cure mild wounds.

 

  •  
    • Weston comes up to Rafad, and is carrying a bow.  He says: there were a few things left in the treasure bunker, but use this with caution.  One of the Dark Six was The Shadow.  This bow is called The Shadow’s Touch.  Weston thinks that Rafad has the strength to resist any temptation this bow may send his way.  +1 short bow.   +1d6 cold damage.  Critical: slows someone for 3 rounds.  When Rafad touches it, it sends a cold tingle down his arm.

 

  •  
    • Sam and Marge Wilson approach Coriell.  Coriell pulled Marge out of one of the spider nests.  Sam gives him chain armour, which was blessed by the goddess Aroway.  +1 chain, +5 to armor class.  Once per day:  heals 2d8 + 5.

 

  •  
    • Keel, the heavily scarred gnome councilman from Haven Fara, comes up to Daenyris.  He gives her a ring.  Ring allows you to cast a spell into the ring that other can use later, without magical training.  You can put up to 5 spell levels into the ring.  Then anyone can cast them out of the ring.  You have to be wearing the ring to cast.

 

  •  
    • Dymphna gets Armor.   Armor of the Beast.  +1 armor class.  When Dymphna changes into animal form, she still gets armor in her animal form.  The total for this armor is +4.

 

  • Dymphna talks to GtP.  He’s pretty frantic.  She tells him that the goblins are the Red Fang Marauders, and they are part of the Red Hand.  GtP goes to see Lord Malacoda.  Lodar starts ‘monkeying with the thing’. 

 

  • Daneyris sees GtP, and leads him to LM.  They cover some important information.

 

  • Rafad finds his brother and sister.  He throws them money.  His brother says: mother’s dead.  He asks if Rafad has seen their other brother – yes, but he was a horror tainted beast.  He tells his brother ‘he didn’t make it’.  Rafad feels awkward, then leaves.

 

  • The field in Sharn belongs to the king.  GtP feels that he has enough contacts through the university to arrange an audience with the king, or one of his people.  There’s enough room for all of us.  The portal can stay open for a number of hours.  How big is the portal?  We can put a good number of people through – it’s forty to sixty feet wide.  We’ll need to arrange our men to march through together.  They can enter the portal at both sides.  (We can march people through twenty-four at a time, 150 deep.)  LM and GtP work out whom to send through first.  Clergy first, then they can keep everyone in order, and heal those that come through.  On the question of what to do with the portal, any wizard can activate the portal.  We can’t take it with us, so is there a way for us to disable it?  If we can destroy the wheel, then eventually that will destroy the portal.  The portal would probably stay open a few minutes after the destruction of the wheel. Later:  Maybe we can save the portal by wheeling the boat on logs or something similar. 

 

  • Rafad looks for Weston and Theodorous.  Weston’s in the middle of a trial. 

 

  • Lodar fiddles with the wheel, and it starts to glow in a way it hadn’t done before.  How will we explain this to GtP?  GtP shows up back at the wheel, and tells GtP that it had started to glow on its own after he left.  He believes the bluff.  Once we get the portal open, it will take less than an hour to get everyone through.  It will take longer to get everyone lined up.  LM is working on getting everyone in place.  Theodorous will be the envoy, and he will go through with a letter from GtP.

 

  • Tombor finds his father – he’s an emotional wreck.  Mother’s lost – he doesn’t think she’s dead.  They got separated in the first round of attacks.  He asks Tombor to help look for her.

 

  •  GtP fills Dymphna in on the plan to destroy the gate.  Cover the deck of the ship in gunpowder, then roll a fireball through once we get through.  GtP doesn’t want to destroy it, but it’s too big a risk that it might fall into the wrong hands.

 

  • Danerys goes to get Lodar.  Weston comes out of the ship flanked by Keel and Hark.  The trial is over – Arden Galen will pay for his crimes – Mick odkin: fifty lashes.  Fint: fifty lashes.  Blackcourt: fifty lashes.  Twins: fifty lashes.  Galen:  will hand from the neck until dead.  The prisoners who will be lashed are going to go through the portal with everyone else.  They are in barrels.

 

  • Rafad asks Weston if the other spider people will go through the portal.  No, Weston and his kind will ‘get lost in the shuffle’, and strike out on their own.  They have no interest in going to Sharn. 

 

  •  Rafad and Denerys bring their idea to carry the ship through the portal to Lord Malacoda.  No go.  We stack gunpowder around the ship.  The townspeople say goodbye to their ship, but don’t want it to fall into enemy hands.

 

  • Geoffrey the Pale has some success.  It’s 4pm, and the sun is going down.  The portal opens 100 feet in front of the Good Fortune.  We see sunbathed fields through the portal.  Captain Pardesh tells us that in case of an attack, we should defend the field south of Haven Fara, where the refugees are moving through the portal.  Our job is to hold the line.  Theodorous and the clergy are organizing the refugees as they go through the portal.  Dymphna and Coriell will be the last through to destroy the ship.

 

  • People begin going through the portals.  Rafad rides out to scout and see if there are any goblins coming.  He hears the sound of drums, and sees twenty or thirty goblins through us.  He doesn’t see the guy who rides a MONSTER DOG! and seems to be in command.  The goblins are about half and hour out, and have banners of a red hand on a yellow field.

 

  • Tombor has three potions of cure light wounds in his bandolier.  We prepare for battle.  People have been going through the portal for about an hour.

 

  •  We see goblins, wargs and hellhounds coming towards us.  Dympna prepares to entangle.

 

  •  After an epic battle, with many critical fails, we defeat the goblins.  We take Urthok the Unconscious with us – right before he went down, he said something about his ‘mistress not being happy’.  After defeating the goblins, we see a familiar shape overhead – the black dragon.  After communicating with Lord Malacoda with the speaking stone, we hear that Haven Fara is surrounded by goblins and there are multiple dragons.  It’s time to blow this pop stand.  We’ll run through the portal, then destroy the wheel (and ship)!

May 3, 2008 Posted by tombor | Updates, asylm | , , | No Comments Yet

The goblins are coming! The goblins are coming!

– We’re trying to figure out how to defend Haven Fara from the goblins and goblinoids that are coming down the pass, in pursuit of the refugees.  The first refugee scouts will probably appear around midnight, and the rest of the refugees will probably appear around noon the next day.

–  Westin tells Dymphna that the people of Haven Fara are starting to get concerned and panic about the incoming forces/refugees.  Can we promise the townsfolk anything in return for help?  The Haven Farans have been attacked by goblins before.  Maybe Malacoda can pay them?  We have loot we can give them?  Is there anything we can give them?  Westin says that quick passage out of there might be helpful — maybe we can bring them to Sharn, with the refugees.  If the Haven Farans just run off into the woods, they probably won’t survive for long.

– Note on reserve points:  We have a pool of reserve points that equal our hit points.  Reserve points drain into our hit points, at one point/minute.  When you rest or sleep, your reserve points regenerate.

– Dymphna:  The wand is all used up, and spells are low.  Daenyris:  Also tapped out for magic, until we can rest.

– Dymphna talks to the Haven Farans and tell them that if they stay and fight with us, we’ll do our best to get them passage to Sharn.  We came in and helped them against the spiders, without even knowing them.  We found the source of the spiders, and freed Westin, and captured Cap Galen and uncovered his nefarious plan.  We think they’re best chance of survival is to not flee into the woods.  Of the people that are coming this way, 1,000 are fighters, and it is a mighty fighting force (we know that there are about 10,000 refugees).  Westin adds his voice, and helps convince the Haven Farans.  The crowd cheers!  ‘Gnomes together with humans, and whatever this guy is!’

– ‘The cursed field will be our field!  This is where our enemies will encounter the curse of Haven Fara!’

– Women and children will be protected and towards the back of the town, except for the women who want to fight.  Westin figures out who the best fighters are, and where to put the women and children.

 – 4:30 p.m.: Geoffrey the Pale thinks he’ll have the portal working in less than twenty-four hours.  Geoffrey knocks two stones together, and gives one to Dymphna.  Three times a day, we can use the stone to send a message to the other stone, and Geoffrey the Pale.  Geoffrey:  These stones can’t be compromised.  They’re safe.  Anyone can use the stone, and the magic word is ‘blorg’.  They can send up to twenty-five words at a time.  Baseball-sized.

 

– The refugees are going to come down through the pass, closely followed by the bad guys.  We have to get them through the field and into Haven Fara, where the Good Fortune is.  Geoffrey the Pale will be there giving them passage to Sharn.

– We try to figure out a way to set up fire trenches to drive the bad guys through the the towers (and ballistas), and then off to the side, away from the path to Haven Fara.  Once the refugees are through (and we hope that the 1,000 fighters are in the back), we can light up the fire trenches.  There are about twenty bolts in each tower for the ballistas.

– Can Vergus man one of the ballista towers?  His response:  ‘I got hired to do a job, and it went south.  I just want to get out of here.’  Dymphna tries to convince him.  She tells him that we will tell Aerdane that he was one of our group.  He agrees to help. 

– Jess volunteers to man the other ballistas.  Patience wants to help Jess, but Dr. Gryll wants her to stay with the women and children.  The children from the treasure bunker are with the other women and children.

– Westin agrees, saying that the plan makes sense from a layman’s point of view.  

– Group decides to leave Haven Fara for the Cursed Field.  Upon arrival, the group will rest as the gnomes begin to make preparations to the battle field.

– Geoffrey agrees to “finesse” Aerdane upon his waking, which should be no problem since the retrieved chest/box will be returned to the House of Lyrandar, of which Aerdane is a member.

– We get to the cursed field around 6:30.  Daenyris and Dymphna discuss spells.  Tombor takes a nap.  Coriel has entangle.  He goes into a trance for four hours.  The magic users rest up. 

– Around midnight, we hear voices coming.  Coriel and Tombor head towards the canyon.  We see three riders on horses.  We recognize the riders:  Victor St. Damien (male human fighter), Rene Delyair (male drow wizard), and Lodar Oarknocker (male dwarf artificer).  They are part of our battalion.  They also look beat to crap.  Lodar and Victor are sharing a horse, and Lodar falls off.  They seem surprised to see us.  Lodar:  we were attacked by goblins and hobgoblins.  Half of our forces are dead.  At first we thought it was a scouting force, but they came out of everywhere.  Malacoda arranged the fighters into a defensive retreat.  It’s been pure carnage the last couple of days.

– I tell Victor (and Lodar and Rene) the plan.  Lodar and Rene go to check out the portal and the wizard.  Tombor tells them that our plan is to get the refugees to Sharn, and to fight their pursuers until they’ve all gotten through.  Worst-case scenario, whoever’s left can go to the treasure bunker, and hole up.  It’s easily defensible.  Victor stays to work on defenses.  These three are the only scouts.  Victor rests.

– A couple hours later, Dymphna and Daenyris wake up.  Tombor takes a nap.  Daenyris heals up Victor.

– Dymphna’s wand gets back to full power.

– We prepare the battle field… and fight!

– As we’re fighting, we see some of our family come through with the refugees, and they look like they’re in bad shape.  Dymphna sees her twin sister and an older brother.  Tombor sees his father.  We see an old friend, Captain Marco “Pounder” Pardesh (male bugbear fighter), from Asylm.  Two more of Dymphna’s siblings show up.

– A young black dragon appears, flies over to one of the towers, and spits acid onto Rafad, Vergus, and some random dwarf.

– Up on top of one of the cliffs, we see a familiar shape – a goblin riding a wolf.  We saw him when we were fighting our way out of the treasure bunker, but he turned and rode off without getting involved.

– We kill all of the goblins.  The dragon has flown away.  The wolf-riding goblin blew a horn, then rode off.  It seems as though he has called for reinforcements.

– Currently, the bottleneck is filled with an entangle spell.  The trenches are filled with burning oil.  We hear people – refugees – yelling for Victor and Pounder.  It’s Lord Malacoda and the others.  Lord Malacoda tells us that the enemies have retreated.  Dymphna releases the entanglement spell.  The 3,000 remaining refugees, and the 200 remaining fighters come through the chasm.

– The benevolent Game Master will calculate XP and add it to the blog later.

 

*  We should each have at least 12448 XP at the beginning of this session (except Dymphna, who has at least 11358 XP at the beginning of this session).

March 9, 2008 Posted by tombor | In-game | | No Comments Yet

11/17/7: What Tombor Thinks Happened

At this point we’ve found the Cloud Ant — the ship from House Lyrandar. The elven captain is up on a ledge, cowering (typical).

After some chit-chat, Rafad, Daenerys and Coriell take out the orc guard who’s watching the dolgrims on a ledge at the other side of the chasm. The dolgrims are watching the elf. Dymphna and Chelba go after the elf. I stay behind to guard Vergus and make sure dolgrims don’t come this way.

Dymphna and Chelba get the elf (Aerdane), and they make their way back to the ship. There are still some dolgrims on a ledge.

Some lily-livered, misbegotten whelp of a whore smacks me upside the head with a mace out of nowhere — and around Vergus! I give him a pretty good slap with my great axe, Lucille. Apparantly Vergus knows this guy, and goes off to talk some sense to him. I hear some dolgrims, so I go to the ledge to see what’s going on.

Vergus comes back with mace boy, and he calls himself Nux “two thuds”. Whatever. By this point, it looks like Dymphna and the elf have fixed the ship enough to try to get it off the ground. It flies, but it’s pretty damaged in a couple of places. Give me a cave or tunnel any day.

Most of us jump onto the ship, and the captain gets us to lift off — just as some more dolgrims come by to try their luck. We kill a bunch. Dymphna works the ballista for a while, then Vergus takes over (he’s the expert, after all). Rafad and Daenerys go off into the captain’s quarters in search of Geoffrey the Pale’s box-o-biohazard (and whatever treasure they can find, no doubt).

Unexpectedly, a giant, tentacly-headed punk jumps onto the ship with some wolf-headed, lobster-clawed cronies who look like they’ve been beaten with the wrong end of a hobgoblin. Someone (maybe the DM?) yells that it’s a dulgaunt. Dymphna, Chelba, Coriell, Vergus and I attack it, but it heals up after every hit, unless we use a magical weapon. Dymphna has a magical sling-shot, and I think that Coriell has some sort of magical weapon, but other than that, we’re pretty screwed. The dolgaunt grabs Coriell and starts sucking her into himself — quite unpleasant. Coriell’s able to break free (with Dymphna’s help?), and the dolgaunt is lying prone.

As far as I know, Rafad and Daenerys are still in the captain’s quarters trying to get the damn box. A couple of the men from U.G.L.Y. have gone over there to see what they’re doing. I can hear a lot of banging, like the smashing of doors, and the dolgaunt’s henchmen are starting to damage the already weakened parts of the ship with their heavy-handed stomping around. We’re about sixty feet off of the ground at this point. I wouldn’t mind finding a previously overlooked treasure chest chock full of magical weapons…

– Tombor Auchentoshan

** No XP after this session — we’ll get some after we finish the battle.

November 21, 2007 Posted by tombor | asylm | , , , | 1 Comment