Monday, May 18, 2009
Oh, and I forgot
Sunday, May 17, 2009
Campaign catch-up
- Given the choice between extracting an orb from the dwarves and pursuing another, we chose to pursue another.
- We ran into a long-wandering ambassador (new PC) from the dragon-ruled continent, to which we were flying.
- Upon arrival, a "cleansing" appeared to be going on. Interrogation of the not-Nazis-I-swear led us to a Temple of Doom, which we investigated.
- Inside, we passed many, many deactivated traps until we reached a room with a large, ominous book on a pedestal. After debating what to do with it, we decided that the rest of us would vacate the temple and then Gerrard would attempt to take the book.
- Gerrard, not having learned from touching the explosive crystal way back when, snatched the book immediately and ran (using his blinking tunic) back through the wall through which we had entered. Everybody else sensed that something terribly bad had happened. Koslov and Garcin (Aleistair's replacement) decided to throw up a wall of force separating them from the rest of the party and knock a hole in the stone wall to find out what was beyond. Cue clouds of acidic, disintegrating, soul-trapping dust that annihilated them instantly. The rest of us, knowing the wall of force would not last long, began desperately strategizing and casting spells to help us survive. I had one idea involving my most recently-acquired binder powers, but just before the wall ran out, I was visited by Sethos, who offered the tools for all of us to escape in exchange for my soul. Not seeing much other choice (and not planning to die soon anyway), I agreed, promptly receiving several scrolls of Time Stop and a cube of force.
- Back to normal time. I used my last Miracle for the day to compress the fog into a 2-ft sphere, around which I summoned a Sphere of Annihilation (a rare and powerful artifact, and exactly what it says on the tin. Do Not Touch). Those of us still alive managed to use Sethos' toys (I didn't tell them where I got them) to get past the rest of the traps (all of which had been activated my moving the book) on the way out. We then sent in trap-disabling specialists to clear out the temple and revived Garcin, Koslov, and Gerrard. The first two immediately attempted to slaughter the latter again, but they were restrained. Gerrard, having proved himself dangerously unstable yet again, was carted off to the loony bin and out of the campaign. (His replacement character is Not-The-Doctor-I-Swear, who flies around in Not-The-TARDIS-I-Swear)
- Further exploration orb-wise took us to the regent of the nation: a bratty young man with an overinflated ego. At one point, some of us accepted his invitation to join him in hunting dire eagles (illusions created for his benefit, actually). During the "hunt," an assassination attempt was made on him (foiled by the party, albeit with some reluctance). Kosliv, Ulgrath (an illusionist PC in the employ of the Athertons), and I investigated this further (not all of the party was with us), eventually leading to us becoming trapped and powerless in a mind-screwy interrogation room. Ulgrath disappeared through a mysterious door, and Koslov was drenched in modified demon blood, providing the final clue to him that we were within an Abaci Macabre.
- Cue to outside the palace, where the others have gotten wind of trouble on the inside. It was also discovered that the Calisa had been seized. Everyone switched over to playing various Atherton marines (I got Meteledes, who has progressed from merely dying and getting hurt a lot to actually being a masochist) for the retaking of the ship. Given the marines' sneaking and dispatching capabilities as a team, this part was a success. Regaining access to the scrying orb, we found where the rest of the crew and specialists (read: PCs) were being held.
- Currently, we are halfway through rescuing the crew (and absolutely massacring their captors in the process), after which we will come after the PCs.
Thursday, April 16, 2009
Mitigating factors
Tuesday, April 14, 2009
A sticky situation
My second character (the secretly-a-walking-blasphemy one) has entered the airship campaign. So far the others have no idea what I am, and even their guesses as to what I can do are rather off-base. This is good, as there will be much subterfuge and deception in my future.
Long-term goal recap: Thanks to the meddlings of the wizard Sethos, the Material Plane has been cut off from the rest of the cosmos. This in turn, is causing creator deity Vateo to sicken and, if nothing is done, die. I couldn't give a damn about him personally (my Start of Darkness has given me a hatred of all gods and their devout), but if he dies, he will probably take the cosmos with him, and that puts a far more bitter taste in my mouth. Most everyone else is motivated to save Vateo by the goodness of their hearts, but I suppose the means justify the ends. Doing so requires us to retrieve the three orbs Sethos used to create the planar barrier. I have a nasty feeling that killing Sethos himself would also work and be faster; see below for why this feeling is nasty.
In the meantime, before the party picked me up from the tower where I had been asleep/in stasis for the last 500 years (starting just before Great Cataclysm), I had been researching vestiges (Vestiges are enigmatic beings who exist beyond the gods, and yet are near-powerless. they grant abilities to those who bind them in exchange for being able to re-experience existence vicariously. I make pacts with these vestiges and then cheat them out of their experience in order to enhance the spells I steal from the gods.) and had just discovered a new one by the name of Graz'zt. This piqued my curiosity: as far as I knew, Graz'zt was a powerful demon lord and not at all inconvenienced with vestige-dom. Summoning him up for a conversation before making the usual pact, I learned that he was now in this state due to a curse placed on him by Sethos, and he wanted me to join an expedition to find Sethos in order to convince him to lift the curse on him; in return, I would be given dominion over a layer of the Abyss (naturally, I knew better than to take Graz'zt at face value!). If Sethos could not be convinced to lift the curse voluntarily, killing him would also work.
Naturally, I see Graz'zt's potential freedom as detrimental to my well-being, but beyond that, he is rather more potent than most vestiges accessible to me (nearly all of them) due to the fact that I can conjure any one of three agents of his, all of whom are potent magic-users in their own right. Thus I have two reasons, one more selfish than the other, to keep Graz'zt confined.
Complication #1. If, as I suspect, killing Sethos will lift the planar barrier, the party may well attempt that instead of chasing down three MacGuffins.
Complication #2. If I explain to the party that killing Sethos will free Graz'zt, I risk revealing that I willingly maintain correspondence with a demon lord (as the cherry on the top of my hot fudge sundae of evil and lies).
Complication #3. When I bind Graz'zt, he still gets to experience the world through me, which includes hitching a ride on my senses (though not, most fortunately, my thoughts, which are nigh-impenetrable anyway). Thus, any actions toward ensuring that he never is freed must be undertaken when I do not have an ex-demon lord bound to me, and if I simply neglect him after our first two conversations, I will look very suspicious (sure, he can't do anything about it now, but if my betrayal falls through or is later undone, I will have a very angry Graz'zt coming after me). Fortunately, I have a means of kicking him out in a hurry, should I need to.
In short, while the rest of the party has to save the world, I have to save the world without letting the man responsible die, without alerting one of my greatest sources of power to the fact that I intend to stab it in the back, and without altering the party to the facts that I correspond with a demon lord, steal godly power on a regular basis, and am undead.
I will deceive the party while simultaneously assisting them, betray a demon lord while simultaneously exploiting him, and save a would-be deicide while simultaneously thwarting him, all on top of my daily routine of cheating half the individuals from whom I derive power and stealing my power outright from the other half, or I will die trying.
Saturday, February 28, 2009
Airship campaign resumes
Sunday, December 07, 2008
Season Finale
Saturday, December 06, 2008
Ka-boom!
Sunday, November 23, 2008
I'll swallow your soul!
Monday, November 10, 2008
Beware of psycho swords from beyond the veil.
Sunday, November 09, 2008
Did he just go crazy and...?
Wednesday, October 29, 2008
Welcome to the fold
Saturday, October 25, 2008
The dice are broken!
- Prepare spell immunity (disintegrate).
- Invest in more divinations.
- Kill first, talk later.
- Prepare resistances to all energy types, not just necromantic stuff.
- Check enemies for amulets and destroy those first.
- Trust nothing jaunty.
- Trust nothing, period.
Wednesday, October 22, 2008
Erm...yikes.
Tuesday, October 21, 2008
Schemes
Wednesday, October 15, 2008
Whyyy?
Sunday, October 12, 2008
The plot thickens
A true D&D experience
- Allistair (the devil): Knowledge on matters old and arcane, mobility, being FREAKING UNTOUCHABLE (very high saves, and Armor Class is a 39!). The downside? He has the lowest hp and attack bonus of the melee specialists.
- Kosov (the wizard): Crafting constructs, weapons, and armor, enchantments, generally being a genius. The downside? He's squishy (naturally: he's a wizard) and can't do much against foes immune to mind-affecting attacks.
- "Batman" (the ranger): Archery, scouting, generally being a skill monkey. The downside? His damage output is low and he is probably the second most fragile overall.
- I-forgot-his-name (the paladin): Healing and buffs, a griffon companion, ability to inflict lots of damage against evil (and absolutely hideous damage against fiends (glances at Allistair, who I might remind you is not personally evil)). The downside? Doesn't excel in any area of combat the way the others do, and not much in skills.
- Hornethand (me, the fighter): Knowledge on matters war- and tactics-related, holding rank on the ship, and being an absolute beast in melee (second-highest Armor Class, highest attack, damage, and HP). The downside? I'm pretty lame at whatever I didn't list as a strength, and I need a wisdom transplant (Intelligence is actually fine).