A million thanks to our illustrious scribe!!!
Well, dammit all to hell. I had this whole thing typed up and ready to go, and it went amiss due to technical difficulties.
For any background information, cross reference the post from August 30, 2009.
Our valiant adventurers had just overtaken a guarded caravan, due to an excellently planned and executed diversion plan. With Pyre the Ranger driving the now-vacated wagon, Ellora the Sorceress and Bavmorda the Rogue following on horseback, and Brunhilda the half-orc inside, the party set off for Mount Dew in the quest to rescue Fern.
As the surrounding terrain grew more wild and rocky, the party noted larger-than-life spider webs adorning the wilderness. It is at this time the Ranger amazes the entire group with this astounding precept: Large spider webs usually means large spiders. The rogue ridicules Pyre for his “four years of elf school”. That observation is especially ironic in several minutes when Pyre is bitten by a rapidly descending arachnid. Brunhilda does maximum cleaving damage and Ellora finishes it with her crossbow. Ellora then uncovers a longbow and studded leather suit among the spider corpse.
Continuing on to Mount Dew, the party is accosted by Air Eagle (whatsherface’s mate), who offers rides directly to the gate. Ellora eagerly takes AE up on his offer, but Pyre decides to study the bridge’s possibilities for several moments. Per Murphy’s Law, the moment Pyre and Brunhilda begin to cross the bridge, they are attacked by trolls. A brief battle ensues, along with eagle swooping, hacking, and arrow puncturing. Shortly afterwards, Pyre and Brunhilda join the others. Air Eagle informs the group he is vehemently against Teaville…a factoid that might be useful later…
The doors of Mount Dew are strong and sturdy, and Brunhilda looks to flex her muscles as she attempts to beat down the door. However, that fails…but alas, the handle works! Brunhilda compensates by totally punching down the now-slightly ajar door. Within the dark space, a noise is heard, and Brunhilda takes off at a dead sprint to…MINOTAUR! The barbarian rages, and soon the hallways carry the smell of singed Minotaur flesh. However, the barbarian’s raging state does not end for several minutes, and so the entire party is witness to a thorough annihilation of a random storeroom boxes and crates by Brunhilda. Searching debris renders some Cure Moderate Wounds potions and a “Lint Ball in a Bag”, found by the Rogue.
The party ascends a ladder at this time, and in the middle of the new room is a table, on which a random map is placed. How fortuitous our adventurers are! This map details an impending takeover route of Kokoa and other neighboring cities. What such an important map is doing in such a conspicuous place is puzzling indeed. The company continues up another ladder and is met by a group of soldiers, all of whom are dispatched quickly. Ellora manages to cast Hold Person on one, and begins tying him up…for questioning purposes.
Pyre soon brings over his sharpened blade point to hover at “Todd’s” throat. Ellora reminds Pyre that the HP spell wears off soon, and so his torture strategies will need to be quickly executed. Todd informs them that yes, there is an invasion planned, and yes, a force of roughly 20-30 soldiers is en route to Mount Dew. This is not new news to the group – remember the map from earlier? Todd informs Pyre that more useful information could be obtained from his boss…but alas, that guy is discovered to be dead from the fray earlier. Bavmorda and Ellora exit the room through another ladder.
Bav and Ellora overhear more men talking the room above. Ellora then casts Disguise Self, and adopts the disguise of Stoned Canadian Warrior. Her plan is to gather any new information about the takeover. Her plan is thwarted, however, by Pyre, who has grown tired of the slow conversation and takes matters into her own hands. He shouts, “Hey Bill, the shipment’s here.” Nine unarmed guards scurry down the ladder only to be met by Pyre, Brunhilda, and Bavmorda and their weapons of death. Ellora is a bit disgruntled and casts Daze on Pyre. She impels him to not interfere with her plans again.
After he snaps out of it, the company enters into a Dire Wolverine (insert X-Men claw-appearing sound). Brunhilda and Pyre battle it, Bavmorda fumbles, and Ellora spectates. Another ladder leads to another occupied room, which leads to another onslaught, which leads to another nine dead bodies. Here, Pyre locates a blue key and gold pieces. The group decision here is to move back to the Wolverine Room and rest. The discussion at this time is the awkwardness of the slew of corpses the party has left in its wake. Brunhilda’s clean up plan involves throwing all cadavers out the nearest window. The party lets her have at it.
And thus ends the night.
Tuesday, October 27, 2009
Wednesday, September 2, 2009
Search for Frosty: Episode 3
From the golden quill of our sexy sorceress!
Well, this is way overdue, but better late than never, I always say.
This Dungeons and Dragons adventure provided a bit of excitement in the fact that our DM for the evening was Brent, who had not captained the helm since January 2009.
Feel free to peruse back through Yuena’s archives to bring yourself up to speed on this particular campaign…or, read my quick recap here. The roster includes:
Bavmorda: a half-elf rogue
Pyre Fierceshot: half-elf ranger
Ellora: human sorceress
Brunhilda: half-orc barbarian
After some out-of-game congratulations to the Captain on his new job and exclamations of disgust/interest of an online picture of a gal with back piercings, the party settled in.
As you may (or, probably don’t) remember, this party was commissioned to rescue an artifact, a sword names Frosty, by the mayor of Teaville. After a double-cross by a dwarf named Pilch, a scotch-hobbling of said dwarf by Crazy Cletus, and an angry mob chase out of town, the party fled to Kokoa (Pyre’s hometown), taking refuge there. Sharing the recent events with Kokoa’s mayor, it is soon agreed upon that action must be taken. Concern over the erratic mayor’s behavior lately, as well as the recent news from Jonathan, the Kokoa/Teaville liaison, that residents of Teaville have taken up arms and declared war on the small group of adventurers (eliciting a moment of reflective shock from Bavmorda, who had obviously never had war declared on her), make it clear things are moving quickly.
Jonathan also informs the group that Fern, the friendly guide from previous adventures, has been taken hostage to the dreaded Mount Dew. The group feels an obligation to rescue Fern, since it is their fault he has been associated with them.
The mayor is then completely told how to do his job when Pyre recommends a stockpiling of arms, gathering of supplies, and protecting of women and children. The group chuckles for a moment when the mayor says, “I have this rod,” and proceeds to give Ellora a wand that sends up cocoa-flavored, rice-krisped flares.
It seems the general plan now is for the party to rescue Fern, then subdue the village of Teaville. Sounds like a good time, and trips to the general store and church to secure supplies are in order. Ellora and Jonathan take a tumble in the hay at this time as well.
The two-day trip to Mount Dew is interesting to say the least:
1. Owlbear on the road: Brunhilda wastes no time and takes off at a dead sprint. Ellora attempts to do a sexy spell-casting-while-riding-horse series of movements, but fails her Concentration check. Brunhilda takes some serious claw and bite damage, Ellora Scorching Rays the creature, Pyre Rapid Shots it, and Bav finally chalks up the kill. Brunhilda picks up the body and shakes it fiercely…finding a few gold pieces.
2.Brunhilda kind of has a thing for Pyre and tries “hitting” on him.
B: Green is your favorite color. (Whether she’s asking him or telling him is unclear)
P: Yes, it is. Me being a man of nature and all.
3. Group comes upon a weird-looking tree and from it stream a pack of…RACCOONS! After several shouts of “Are you shitting me?”, the fight begins. There is a significant amount of clawing, shooting, magic missiling until the party notices Jabba the Hutt-Raccoon, perhaps the leader, skulking in the background. Ellora casts Web and traps two, Pyre critically misses, and Bav makes a kill. Ellora casts Flaming Sphere on Jabba, who attacks and knocks Ellora off her horse and bites her, but eventually JH is taken down. Bavmorda locates a small hole off to the side of the tree, she squeezes in, locates treasure, throws it out to the rest of the crew, and the loot is divvied up among the others.
4. Ellora gives her Corsair’s eyepatch to Brunhilda, and recommends she put it on (for reasons that make sense only to a Chaotic Neutrally aligned person, no doubt). Out-of-game: Captain Tiki makes a “strap-on” comment at this time and finds himself backpedaling a bit, language-wise, as there are small children in the room.
5. The party travels on up over the hill, where they spot an ogre in the distance. Pyre restrains Brunhilda from running to it, but Ellora spoils it by shouting “Oy, ogre!”. The beast is quickly made into mince-ogre-meat, with Pyre collecting the goods off the dead body.
**Interlude: There is some side boob coppage of Brunhilda by the ranger.**
6. A noise in the distance alerts the party to a giant eagle who appears to be fighting off a group of goblins. After noticing the eagle is protecting a nest, the party storms in to help. Bav sneak attacks and kills one, Pyre picks one off due to Rapid Shot, Ellora freezes one with Ray of Frost, Brunhilda critically hits one, and cleaves it with her mighty greataxe.
7. After the fray has ended, the party slowly backs away from the giant, uber-overprotective mother eagle. To their great surprise, the eagle then says, “Don’t go, friends.” The upshot of this fascinating conversation is the eagle offers the party rides to Mount Dew, but only when her mate returns, the when of that being unclear. The party declines and rides on, soon camping for the night. Pyre is used as Brunhilda’s giant body pillow, and since Bav doesn’t need as much sleep as the rest of the party, she entertains herself by playing pranks on the sleeping couple (placing hands in provocative positions, etc.).
OOG: Some RenFest discussion and strawberry shortcake.
8. Bav continues to be on watch, but the camp is soon in chaos due to an orc attack. Brunhilda takes forever to wake up, but it’s not long before the Scorching Rays, Rapid Shots, greataxes, Shocking Grasps, and short swords have rendered the orcs incapacitated. Brunhilda checks, but finds no gold pieces.
OOG: It’s another round of sexual innuendos as Mrs. Tiki explains why she likes the clicky eraser (“it’s just the tip” and “the shaft is fine”), and these comments elicit a response from the DM about “the ranger pitching a tent”. Bwaaaahahaaaa,
9. Party sees Mount Dew in the distance and they press on. But not long after the sighting, Pyre’s “elf-eyes” spots a wagon train in the distance, and he calls Bavmorda to come check it out as well. Brunhilda and Ellora are like WTF? at being left out, so they join the other two as well. Turns out the party is gazing at a guarded wagon. Yay.
10. An elaborate diversion is planned:
a. Ellora will distract the front two guards by being a damsel in distress. This involves torn clothing and overflowing cleavage. She pretends to be running from the mad half-orc (aka Brunhilda) who the guards just happen to see coming down the hill. They have no idea Brunhilda is coming for them.
b. As the front appears to be under the company’s control, Bavmorda and Pyre will pick off guardsmen from the back. Bav succeeds on her attempts, Pyre fails; there is much swearing.
c. Brunhilda hacks at horse and unseats (and kills) a guard, Ellora Shocking Grasps the two footmen.
d. Four more guards issue from the inside of the wagon.; Ellora misses her touch attack.
e. Bav and Pyre take care of four horsemen, Ellora electrocutes some, Brunhilda cleaves a few, Pyre is in disbelief about the guy who’s still fighting even though he’s got FIVE ARROWS sticking out of him. However, when the smoke clears, eleven guards are dead.
At this point, the company stops for a well-deserved lunch. The gaming session comes to a close for the night as well. Excellent so far!
Well, this is way overdue, but better late than never, I always say.
This Dungeons and Dragons adventure provided a bit of excitement in the fact that our DM for the evening was Brent, who had not captained the helm since January 2009.
Feel free to peruse back through Yuena’s archives to bring yourself up to speed on this particular campaign…or, read my quick recap here. The roster includes:
Bavmorda: a half-elf rogue
Pyre Fierceshot: half-elf ranger
Ellora: human sorceress
Brunhilda: half-orc barbarian
After some out-of-game congratulations to the Captain on his new job and exclamations of disgust/interest of an online picture of a gal with back piercings, the party settled in.
As you may (or, probably don’t) remember, this party was commissioned to rescue an artifact, a sword names Frosty, by the mayor of Teaville. After a double-cross by a dwarf named Pilch, a scotch-hobbling of said dwarf by Crazy Cletus, and an angry mob chase out of town, the party fled to Kokoa (Pyre’s hometown), taking refuge there. Sharing the recent events with Kokoa’s mayor, it is soon agreed upon that action must be taken. Concern over the erratic mayor’s behavior lately, as well as the recent news from Jonathan, the Kokoa/Teaville liaison, that residents of Teaville have taken up arms and declared war on the small group of adventurers (eliciting a moment of reflective shock from Bavmorda, who had obviously never had war declared on her), make it clear things are moving quickly.
Jonathan also informs the group that Fern, the friendly guide from previous adventures, has been taken hostage to the dreaded Mount Dew. The group feels an obligation to rescue Fern, since it is their fault he has been associated with them.
The mayor is then completely told how to do his job when Pyre recommends a stockpiling of arms, gathering of supplies, and protecting of women and children. The group chuckles for a moment when the mayor says, “I have this rod,” and proceeds to give Ellora a wand that sends up cocoa-flavored, rice-krisped flares.
It seems the general plan now is for the party to rescue Fern, then subdue the village of Teaville. Sounds like a good time, and trips to the general store and church to secure supplies are in order. Ellora and Jonathan take a tumble in the hay at this time as well.
The two-day trip to Mount Dew is interesting to say the least:
1. Owlbear on the road: Brunhilda wastes no time and takes off at a dead sprint. Ellora attempts to do a sexy spell-casting-while-riding-horse series of movements, but fails her Concentration check. Brunhilda takes some serious claw and bite damage, Ellora Scorching Rays the creature, Pyre Rapid Shots it, and Bav finally chalks up the kill. Brunhilda picks up the body and shakes it fiercely…finding a few gold pieces.
2.Brunhilda kind of has a thing for Pyre and tries “hitting” on him.
B: Green is your favorite color. (Whether she’s asking him or telling him is unclear)
P: Yes, it is. Me being a man of nature and all.
3. Group comes upon a weird-looking tree and from it stream a pack of…RACCOONS! After several shouts of “Are you shitting me?”, the fight begins. There is a significant amount of clawing, shooting, magic missiling until the party notices Jabba the Hutt-Raccoon, perhaps the leader, skulking in the background. Ellora casts Web and traps two, Pyre critically misses, and Bav makes a kill. Ellora casts Flaming Sphere on Jabba, who attacks and knocks Ellora off her horse and bites her, but eventually JH is taken down. Bavmorda locates a small hole off to the side of the tree, she squeezes in, locates treasure, throws it out to the rest of the crew, and the loot is divvied up among the others.
4. Ellora gives her Corsair’s eyepatch to Brunhilda, and recommends she put it on (for reasons that make sense only to a Chaotic Neutrally aligned person, no doubt). Out-of-game: Captain Tiki makes a “strap-on” comment at this time and finds himself backpedaling a bit, language-wise, as there are small children in the room.
5. The party travels on up over the hill, where they spot an ogre in the distance. Pyre restrains Brunhilda from running to it, but Ellora spoils it by shouting “Oy, ogre!”. The beast is quickly made into mince-ogre-meat, with Pyre collecting the goods off the dead body.
**Interlude: There is some side boob coppage of Brunhilda by the ranger.**
6. A noise in the distance alerts the party to a giant eagle who appears to be fighting off a group of goblins. After noticing the eagle is protecting a nest, the party storms in to help. Bav sneak attacks and kills one, Pyre picks one off due to Rapid Shot, Ellora freezes one with Ray of Frost, Brunhilda critically hits one, and cleaves it with her mighty greataxe.
7. After the fray has ended, the party slowly backs away from the giant, uber-overprotective mother eagle. To their great surprise, the eagle then says, “Don’t go, friends.” The upshot of this fascinating conversation is the eagle offers the party rides to Mount Dew, but only when her mate returns, the when of that being unclear. The party declines and rides on, soon camping for the night. Pyre is used as Brunhilda’s giant body pillow, and since Bav doesn’t need as much sleep as the rest of the party, she entertains herself by playing pranks on the sleeping couple (placing hands in provocative positions, etc.).
OOG: Some RenFest discussion and strawberry shortcake.
8. Bav continues to be on watch, but the camp is soon in chaos due to an orc attack. Brunhilda takes forever to wake up, but it’s not long before the Scorching Rays, Rapid Shots, greataxes, Shocking Grasps, and short swords have rendered the orcs incapacitated. Brunhilda checks, but finds no gold pieces.
OOG: It’s another round of sexual innuendos as Mrs. Tiki explains why she likes the clicky eraser (“it’s just the tip” and “the shaft is fine”), and these comments elicit a response from the DM about “the ranger pitching a tent”. Bwaaaahahaaaa,
9. Party sees Mount Dew in the distance and they press on. But not long after the sighting, Pyre’s “elf-eyes” spots a wagon train in the distance, and he calls Bavmorda to come check it out as well. Brunhilda and Ellora are like WTF? at being left out, so they join the other two as well. Turns out the party is gazing at a guarded wagon. Yay.
10. An elaborate diversion is planned:
a. Ellora will distract the front two guards by being a damsel in distress. This involves torn clothing and overflowing cleavage. She pretends to be running from the mad half-orc (aka Brunhilda) who the guards just happen to see coming down the hill. They have no idea Brunhilda is coming for them.
b. As the front appears to be under the company’s control, Bavmorda and Pyre will pick off guardsmen from the back. Bav succeeds on her attempts, Pyre fails; there is much swearing.
c. Brunhilda hacks at horse and unseats (and kills) a guard, Ellora Shocking Grasps the two footmen.
d. Four more guards issue from the inside of the wagon.; Ellora misses her touch attack.
e. Bav and Pyre take care of four horsemen, Ellora electrocutes some, Brunhilda cleaves a few, Pyre is in disbelief about the guy who’s still fighting even though he’s got FIVE ARROWS sticking out of him. However, when the smoke clears, eleven guards are dead.
At this point, the company stops for a well-deserved lunch. The gaming session comes to a close for the night as well. Excellent so far!
Wednesday, August 5, 2009
August High Seas adventure
Alas! The mighty mission at the keyboard is approaching its end. There were three DnD adventures I needed to recall and recap, and I am now finally on the third. This was just last night's adventure, and so should be fresh in my mind.
Hopefully, a worthy tale for my listeners. Ummm...readers.
This is Captain Tiki's adventure, the one at sea and the party is as follows:
Andromeda - a sexually expressive Deepwoods Sniping Druid
Mercutio - the much-abused Dragon Disciple/Sorcerer (aka Powder Monkey, Cock Blocker, Wizard etc.)
Captain Bella - the party's resident Rogue/Honorable Dread Pirate, and Captain of the vessel, the Nightshade
Willow - a brooding orc-, merfolk-, and certain human-hating Ranger/Bloodhound
This party left off in the port of Gradsul, where a day's repair awaited the Nightshade.
Bella and Willow: off to the nearest tavern
Andromeda: off to the forest with Teowynn and their cats
Mercutio: hang around the ship, but sends Fizz out to spread his seed
At the local Seaside Bar, Willow purchased a mead and broods. Bella buys a round for everyone in the bar (except for Willow, who obviously spoke too soon). A rousing chorus of "Are you shitting me?" goes up around the room.
Bella and Willow hatch a Bar Rumble plan, in which the two local bars (one of sailors, the other of farmers) will fight each other Jets vs. Sharks-style. Bella then meanders to the other bar to buy drinks for those guys, and begin to spread her own seed...of discontent.
Fizz has returned, meanwhile, to Mercutio, looking much, much happier and calmer. Speaking of calm, Andromeda is not when she discovers that although she wished to be ordering from the LUNCH menu, the restaurant where she and Teowynn sit is nearing the very end of its lunch rush. In fact, they've hit the early dinner senior citizen crowd.
Bella buys the farmers' bar patrons a drink, and general cry of "Farmers Are Good People" is heard 'round the tavern. It is OOG considered that this would be an excellent t-shirt slogan.
Mercutio meets Andromeda coming back to the ship with her druid friend, and Lawful Neutral Mercutio feels the need to lay down the Non-Wenching Rules of the Ship (which really only apply to him, but whatever). There is much confusion and questioning by Andromeda, and it seems Mercutio is attempting to pull rank - thus setting off a spell battle between the two players.
Andromeda morphes into giant octopus form. Mercutio responds by casting Fly on himself, and then Invisibility. Andromeda casts Standing Wave, which carries her around, following the sound of Merc's voice as he taunts her. In the final blow, Mercutio casts Dancing Lights...and since Andromeda cannot obviously compete with that, she is done. In what can only be perceived as a "victory dance", Mercutio humps the Captain's wheel. It is assumed by Andromeda that the wheel is now tainted, because she can see the movement of the wheel and in what manner it is moving, but she cannot see Mercutio, whom she assumed has his clothes off (which he doesn't).
Back at the Seaside Bar, a half-orc enters. Willow stares, glares, and broods some more. It is not her nature to start something, but she will finish it, given the chance. At this time, Bella bops in, buys yet another round, and yells, "Sailors Are Good People!". By the way, Andromeda has arrived.
And, then, of all things, Fizz the owl flies in the tavern, clutching a waterskin and a note for the bartender...who, by the way, doesn't know how to read. So Willow "translates" for the barkeep and tells him the note roughly says, "I'm from the Farmer Bar, I want a cheap beer, but I don't want to soil my shoes by stepping in that place. Please, fill this waterskin, and send it back with the owl." The bartender is angry, and begins to spread discontent around the bar, while Andromeda buys a beer and leaves the inn. Pretty soon, some of the Seaside bar patrons appear to be riled, so Willow and Bella exit through the front door, hoping to lead them to the Farmer Bar (well, not really lead, but appear to lead, then follow sneakily). About fifteen patrons end up in front of the Farmer Bar, unsure of what to do next when Bella from the back of the crowd chucks a rock through the window, and Willow screams "Farmers Suck!" Despite these great efforts, the attempt at a bar brawl fizzles. Willow and Bella return to the ship to analyze bar failure/mob mentality strategies.
Willow miserably fails a Bluff check as she tells Mercutio the bartender bitch-slapped Fizz around when he flew in with the waterskin.
An uneventful night passes, and the party leaves the next morning. Up head - the Gryrax peninsula.
The Events of the Day:
1. Attack by three giant squid, who reach with ten tentacles onto the ship. Squid #1: Willow critically fumbles, only gets in two of her six weapon attacks. Andromeda critically hits and Squid #1 peels off side of ship. Squid #2 and #3 pull up their ugly faces over the ship. Their tentacle slaps do A LOT of damage to Mercutio, Willow, and Bella. Squid #2 succeeds on a grapple with Willow and does another ten biting damage. Eventually, the party, with the help of Willow's wolverine (Logan) and Andromeda's lion (Aslan), squid #2 is calamari. Squid #3 does a fair amount of smackage, but through a tremendous whole=group effort, that sucker dies too.
2. OOG: Dinner Break. Cold cut sandwiches, fruit, chips. Also, a raging debate: should the Tikis buy a kneeboard for the upcoming camping trip? Or maybe a new tube? Everyone had opinions on this one.
3. Back in the game, Fizz spots four sea turtle-looking things...official name: TOJANIDA. Spanish or something. Mercutio casts an off-ship ice storm, which sends a pretty serious message to the ToJos. The fighting begins, and Mercutio is blinding by stinging stream of Tostada ink. Fizz casts Bull Strength on Willow, which beefs up the ranger's damage. Bella and Willow make a kill each, meanwhile a lightning bolt spell cast by Mercutio sends sizzling meat chunks all over the ship. Searches of the whole carcasses, as well as the meat chunks, turn up a fair amount of platinum pieces for the entire party.
4. The party reaches Blue, Andromeda disembarks to say goodbye to Teowynn, but everyone else stays on board. The almighty leveling beam touches each party member. Whoohoo!
5. The last leg of the sea journey is nearing to an end, as the Nightshade comes into Relmor Bay. A squad of Triton makes an attack, but the party proves to be ready, picking off the aquatic humanoids one by one. Kills: Mercutio - Two, Willow - Two, Bella - One, Andromeda - Three.
6. Thorgrin the dwarf meets the fleet at the docks of Prymp. He is obviously delighted to have the entire fleet of ships return, whole, full of good iron. After many attempts of the party to use "Jedi Mind Tricks", Thorgrin grants each person "One Magical Upgrade on Weapon". Mercutio steps in here and asks for a free taco...Thorgrin is feeling generous, obviously, and grants "Free Tacos to All!"
7. Andromeda makes a comment about "never having a dwarf before". Thorgrin looks her over and declares "I'd do you." Andromeda ends up passing the dwarf over, as she says she'd appreciate someone with a little more enthusiasm.
And that's it!
Hopefully, a worthy tale for my listeners. Ummm...readers.
This is Captain Tiki's adventure, the one at sea and the party is as follows:
Andromeda - a sexually expressive Deepwoods Sniping Druid
Mercutio - the much-abused Dragon Disciple/Sorcerer (aka Powder Monkey, Cock Blocker, Wizard etc.)
Captain Bella - the party's resident Rogue/Honorable Dread Pirate, and Captain of the vessel, the Nightshade
Willow - a brooding orc-, merfolk-, and certain human-hating Ranger/Bloodhound
This party left off in the port of Gradsul, where a day's repair awaited the Nightshade.
Bella and Willow: off to the nearest tavern
Andromeda: off to the forest with Teowynn and their cats
Mercutio: hang around the ship, but sends Fizz out to spread his seed
At the local Seaside Bar, Willow purchased a mead and broods. Bella buys a round for everyone in the bar (except for Willow, who obviously spoke too soon). A rousing chorus of "Are you shitting me?" goes up around the room.
Bella and Willow hatch a Bar Rumble plan, in which the two local bars (one of sailors, the other of farmers) will fight each other Jets vs. Sharks-style. Bella then meanders to the other bar to buy drinks for those guys, and begin to spread her own seed...of discontent.
Fizz has returned, meanwhile, to Mercutio, looking much, much happier and calmer. Speaking of calm, Andromeda is not when she discovers that although she wished to be ordering from the LUNCH menu, the restaurant where she and Teowynn sit is nearing the very end of its lunch rush. In fact, they've hit the early dinner senior citizen crowd.
Bella buys the farmers' bar patrons a drink, and general cry of "Farmers Are Good People" is heard 'round the tavern. It is OOG considered that this would be an excellent t-shirt slogan.
Mercutio meets Andromeda coming back to the ship with her druid friend, and Lawful Neutral Mercutio feels the need to lay down the Non-Wenching Rules of the Ship (which really only apply to him, but whatever). There is much confusion and questioning by Andromeda, and it seems Mercutio is attempting to pull rank - thus setting off a spell battle between the two players.
Andromeda morphes into giant octopus form. Mercutio responds by casting Fly on himself, and then Invisibility. Andromeda casts Standing Wave, which carries her around, following the sound of Merc's voice as he taunts her. In the final blow, Mercutio casts Dancing Lights...and since Andromeda cannot obviously compete with that, she is done. In what can only be perceived as a "victory dance", Mercutio humps the Captain's wheel. It is assumed by Andromeda that the wheel is now tainted, because she can see the movement of the wheel and in what manner it is moving, but she cannot see Mercutio, whom she assumed has his clothes off (which he doesn't).
Back at the Seaside Bar, a half-orc enters. Willow stares, glares, and broods some more. It is not her nature to start something, but she will finish it, given the chance. At this time, Bella bops in, buys yet another round, and yells, "Sailors Are Good People!". By the way, Andromeda has arrived.
And, then, of all things, Fizz the owl flies in the tavern, clutching a waterskin and a note for the bartender...who, by the way, doesn't know how to read. So Willow "translates" for the barkeep and tells him the note roughly says, "I'm from the Farmer Bar, I want a cheap beer, but I don't want to soil my shoes by stepping in that place. Please, fill this waterskin, and send it back with the owl." The bartender is angry, and begins to spread discontent around the bar, while Andromeda buys a beer and leaves the inn. Pretty soon, some of the Seaside bar patrons appear to be riled, so Willow and Bella exit through the front door, hoping to lead them to the Farmer Bar (well, not really lead, but appear to lead, then follow sneakily). About fifteen patrons end up in front of the Farmer Bar, unsure of what to do next when Bella from the back of the crowd chucks a rock through the window, and Willow screams "Farmers Suck!" Despite these great efforts, the attempt at a bar brawl fizzles. Willow and Bella return to the ship to analyze bar failure/mob mentality strategies.
Willow miserably fails a Bluff check as she tells Mercutio the bartender bitch-slapped Fizz around when he flew in with the waterskin.
An uneventful night passes, and the party leaves the next morning. Up head - the Gryrax peninsula.
The Events of the Day:
1. Attack by three giant squid, who reach with ten tentacles onto the ship. Squid #1: Willow critically fumbles, only gets in two of her six weapon attacks. Andromeda critically hits and Squid #1 peels off side of ship. Squid #2 and #3 pull up their ugly faces over the ship. Their tentacle slaps do A LOT of damage to Mercutio, Willow, and Bella. Squid #2 succeeds on a grapple with Willow and does another ten biting damage. Eventually, the party, with the help of Willow's wolverine (Logan) and Andromeda's lion (Aslan), squid #2 is calamari. Squid #3 does a fair amount of smackage, but through a tremendous whole=group effort, that sucker dies too.
2. OOG: Dinner Break. Cold cut sandwiches, fruit, chips. Also, a raging debate: should the Tikis buy a kneeboard for the upcoming camping trip? Or maybe a new tube? Everyone had opinions on this one.
3. Back in the game, Fizz spots four sea turtle-looking things...official name: TOJANIDA. Spanish or something. Mercutio casts an off-ship ice storm, which sends a pretty serious message to the ToJos. The fighting begins, and Mercutio is blinding by stinging stream of Tostada ink. Fizz casts Bull Strength on Willow, which beefs up the ranger's damage. Bella and Willow make a kill each, meanwhile a lightning bolt spell cast by Mercutio sends sizzling meat chunks all over the ship. Searches of the whole carcasses, as well as the meat chunks, turn up a fair amount of platinum pieces for the entire party.
4. The party reaches Blue, Andromeda disembarks to say goodbye to Teowynn, but everyone else stays on board. The almighty leveling beam touches each party member. Whoohoo!
5. The last leg of the sea journey is nearing to an end, as the Nightshade comes into Relmor Bay. A squad of Triton makes an attack, but the party proves to be ready, picking off the aquatic humanoids one by one. Kills: Mercutio - Two, Willow - Two, Bella - One, Andromeda - Three.
6. Thorgrin the dwarf meets the fleet at the docks of Prymp. He is obviously delighted to have the entire fleet of ships return, whole, full of good iron. After many attempts of the party to use "Jedi Mind Tricks", Thorgrin grants each person "One Magical Upgrade on Weapon". Mercutio steps in here and asks for a free taco...Thorgrin is feeling generous, obviously, and grants "Free Tacos to All!"
7. Andromeda makes a comment about "never having a dwarf before". Thorgrin looks her over and declares "I'd do you." Andromeda ends up passing the dwarf over, as she says she'd appreciate someone with a little more enthusiasm.
And that's it!

Thursday, July 30, 2009
Kimba's Mass Adventure Take 1
Combo effort:
This was going to be an interesting time in a couple of different ways: first, we were supposed to be playing this game while camping, which ended up not happening due to weather. Second, the Captain's niece and nephew (Kristin and Matthew) were joining us for the quest. Finally, it was the debut adventure for new DM Kimba.
Seen previously in Alex's campaign:
Olivet, the renowned bard
Firn, the butt kicking monk
Balen Thunderaxe, the cleaving dwarf
Kat the Sorceress, with her familiar Luna
Newcomers:
Bobby the half orc Barbarian played by Matthew
Elly Bell the adorable gnome illusionist played by Kristin
The previous four had recently suffered a loss to their party. They said a quick goodbye to Silver Fang the barbarian and Greenie the rogue, and began looking for replacements.
They found a half-orc with a gnome on its shoulders that would probably fit the bill.
In the town of Cellular, this newly-formed party discovered that the children of the town have gone missing. Actually, this information is gathered by everyone but the underage half-orc, who has consumed six pints of ale.
After leaving the tavern to consult with the mayor, Bobby randomly punches a house window, then attempts to loot an empty house. Elly Belle the Gnome casts Dancing Lights, which distracts Bobby. Olivet the Bard breaks out into a rendition of "Thriller" in a tribute to Michael Jackson.
The mayor regales the company with tales of the missing children, clues, etc. Fourteen children are missing, and there are rumors of witches and dragons. The adventurers quickly take up the task of finding out where they have gone.
Bobby and Balen declare their "bromance", which is a platonic frienship between two men...in this case, two men who loves axes.
Highlights of the night include:
1. Dire squirrels attack! Balen takes out like five at one time, Firn punches one out of the tree (a la pinata), and a couple of magic missiles and double-axes later - squirrel carcasses litter the ground.
2. The ground becomes squishy, and after a Will save, Elly Bell the Gnome and Bobby the Barbarian become terrified, Olivet fumbles his roll and craps his pants out of fear. Turns out the party is now doing battle with a crocodile and a hag (ugly). Balen fumbles and drops his axe, Kat flings magic missiles, Firn uses Stunning Fists, and Balen ends the battle by whaling on both croc and hag. Bobby apologizes for doing nothing during the fracas. Olivet cuts open the croc and discovers a pouch and a ring.
3. The party travels on and spies a white, encircled structure. Bobby rushes into the building, the party follows, the half-orc keeps running into....a murder of crows! There is much punching, axing, crossbowing, and fireballing that follows. A weird guy shows up in the middle of the fight...no reason why, but he's not around long. Soon, all crows are dead.
4. The hallways are confusing, doorways here and there, corridors that wind along - it is one freaky maze. Elly does some wall climbing (spider climb), and notices some skeletons piled in one corner of a room that the party cannot see into yet.
5. Skeleton Party! Elly the Gnome chooses to investigate the pile of bones, while the rest of the party seems bent on Skeleton Annihilation. Kat the Sorceress fireballs four in one go. In general, there is a bunch of hacking and slashing, while the Bard inspires courage in the party. The battle ends, the skeletons die (again), and Kat finds a ring in the midst of the bone piles.
There were two children not quite dead found in that room also. Time to rest.
Thus ends another good night of gaming. Well done, Kimba, Kristin, and Matthew.
Happy One Year Anniversary to the Gamers!
This was going to be an interesting time in a couple of different ways: first, we were supposed to be playing this game while camping, which ended up not happening due to weather. Second, the Captain's niece and nephew (Kristin and Matthew) were joining us for the quest. Finally, it was the debut adventure for new DM Kimba.
Seen previously in Alex's campaign:
Olivet, the renowned bard
Firn, the butt kicking monk
Balen Thunderaxe, the cleaving dwarf
Kat the Sorceress, with her familiar Luna
Newcomers:
Bobby the half orc Barbarian played by Matthew
Elly Bell the adorable gnome illusionist played by Kristin
The previous four had recently suffered a loss to their party. They said a quick goodbye to Silver Fang the barbarian and Greenie the rogue, and began looking for replacements.
They found a half-orc with a gnome on its shoulders that would probably fit the bill.
In the town of Cellular, this newly-formed party discovered that the children of the town have gone missing. Actually, this information is gathered by everyone but the underage half-orc, who has consumed six pints of ale.
After leaving the tavern to consult with the mayor, Bobby randomly punches a house window, then attempts to loot an empty house. Elly Belle the Gnome casts Dancing Lights, which distracts Bobby. Olivet the Bard breaks out into a rendition of "Thriller" in a tribute to Michael Jackson.
The mayor regales the company with tales of the missing children, clues, etc. Fourteen children are missing, and there are rumors of witches and dragons. The adventurers quickly take up the task of finding out where they have gone.
Bobby and Balen declare their "bromance", which is a platonic frienship between two men...in this case, two men who loves axes.
Highlights of the night include:
1. Dire squirrels attack! Balen takes out like five at one time, Firn punches one out of the tree (a la pinata), and a couple of magic missiles and double-axes later - squirrel carcasses litter the ground.
2. The ground becomes squishy, and after a Will save, Elly Bell the Gnome and Bobby the Barbarian become terrified, Olivet fumbles his roll and craps his pants out of fear. Turns out the party is now doing battle with a crocodile and a hag (ugly). Balen fumbles and drops his axe, Kat flings magic missiles, Firn uses Stunning Fists, and Balen ends the battle by whaling on both croc and hag. Bobby apologizes for doing nothing during the fracas. Olivet cuts open the croc and discovers a pouch and a ring.
3. The party travels on and spies a white, encircled structure. Bobby rushes into the building, the party follows, the half-orc keeps running into....a murder of crows! There is much punching, axing, crossbowing, and fireballing that follows. A weird guy shows up in the middle of the fight...no reason why, but he's not around long. Soon, all crows are dead.
4. The hallways are confusing, doorways here and there, corridors that wind along - it is one freaky maze. Elly does some wall climbing (spider climb), and notices some skeletons piled in one corner of a room that the party cannot see into yet.
5. Skeleton Party! Elly the Gnome chooses to investigate the pile of bones, while the rest of the party seems bent on Skeleton Annihilation. Kat the Sorceress fireballs four in one go. In general, there is a bunch of hacking and slashing, while the Bard inspires courage in the party. The battle ends, the skeletons die (again), and Kat finds a ring in the midst of the bone piles.
There were two children not quite dead found in that room also. Time to rest.
Thus ends another good night of gaming. Well done, Kimba, Kristin, and Matthew.
Happy One Year Anniversary to the Gamers!

Wednesday, July 29, 2009
June Adventures at Sea
I wanted to get something up here while I still remembered anything, even though I have no notes, I'm giving it a shot, bear with me.
These are the things I remember from this adventure:
Mercutio decides for some reason to turn himself in to the sheriff's office, I missed most of this interchange, but the Captain didn't help him, and Andromeda fed his owl. Willow was in the tavern gathering information ranger style.
The Druid met a guy out in the wilderness who would travel with them halfway home, safety in numbers sort of thing. The others assume he is simply Andromeda's latest conquest, failing to realize there's something different about Teowynn.
The boat was attacked by a couple of similar creatures as before. Then a pirate ship attacked, the captain immediately ordered the druid to become an octopus and tear at the bottom of the ship. The sorcerer flew around for a while, captain fired ballistas, Willow increased some stats, and the lion & wolverine crouched waiting for a pirate to set foot on deck.
On to the much better recap from our talented if not timely D&D Scribe:
June 13, 2009 - On the high seas
The seafaring party had reached their destination of Port Tolie, to load up on "good iron" to take back to the city of Prymp. This loading and preparing freed up our trusty Company as they pursued their own interest around town. Mercutio the Sorcerer was especially facing a sticky dilemma. You see, he had just reduced a fairly innocent half-orc to a puddle of goo. For no real apparent reason. He was reminded of the fact that he is of LAWFUL NEUTRAL alignment.
So, he decided to turn himself in. Conversation goes something like this:
Merc: (tearfully) So, yes, I did it. (he reaches into his robes, an attempt to cast Charm Person)
Sheriff: What are you doing?
Merc: Uh, checking my magic.
Sheriff: You need to stop that.
Merc: Wait a minute.
Mercutio is thrown in jail for the night, put under the custody of Bella, and essentially asked to never return to the town.
Meanwhile, Willow the Ranger has spent the last day out and about gathering information about the evil bandit tribe rumors. Andromeda the Druid has a "Twilight-esque" interlude (think meadows) with another druid named Taewynn. The crew he's with is having pirate attack issues as well, so it looks like they'll be accompanying Andromeda's party back to Blue, where they'll head back for their home of Safeton. Captain Bella, having just stolen her lover's money pouch after a night of hot sex, okays this arrangement.
And so we are off! Next stop is the port of Gradsul!
Battles Recap:
1. Two sea dinosaurs
a. One goes for the Captain's wheel, is then slayed by lightning bolt and arrow rainstorm.
b. Bella and Andromeda take major damage and are hurtin'.
c. Willow gets a major ouchie after being bit, and Taewynn kills the second sea dino.
2. Swarm of sea wasps (6)
a. Mercutio casts ice storm on the whole lot. More arrows and sword-swinging ensues.
b. Willow is stung and poisoned.
c. 500 gold pieces is bestowed to each member party by the benevolent, snickerdoodle-loving DM.
d. OOG: Simon the puppy receives a lecture from Andrew about chewing on his Mt. Dew bottle.
3. Dragon Turtle
a. Andromeda goes "Octopussy".
b. An uncomfortable silence after discussion about a "morc" - a cross-breed between merfolk and orcs...thus creating the perfect favored enemy for Willow.
c. Many shots, tentacle whipping, and another ice storm.
d. Musings about this topic: Could dragon turtle/giant octopus sex indeed be possible?
e. Willow does a ginormous 'Six Million Dollar Man' jump onto turtle's back.
f. Mercutio summons a mephit (aka muppet), who then frostbites the turtle's eyeballs. This is appreciated by all as it lowers the turtle's Armor Class, making it easier to hit.
After the DT dies, the party is hit by the leveling beam TWICE. Much reveling (and leveling) ensues. Three of the party members take a prestige class to join Captain Bella, who is already a Rogue/Dread Pirate.
Andromeda: Druid/Deepwoods Sniper
Willow: Ranger/Bloodhound
Mercutio: Sorcerer/Dragon Disciple
Continuing onwards, Fizz the owl spots an oncoming ship - PIRATES! Andromeda morphes into a giant octopus and essentially rips the ship in half. Other members of the party applaud from the deck, although Willow gets a shot off on someone who looks like the captain. As he slumps over, dead, the other escaping pirates dump his body overboard.
The ship is looted as it sinks. The rest of the journey is uneventful, the Nightshade (and others) reach the port of Gradsul, and the adventure is over for the night.
These are the things I remember from this adventure:
Mercutio decides for some reason to turn himself in to the sheriff's office, I missed most of this interchange, but the Captain didn't help him, and Andromeda fed his owl. Willow was in the tavern gathering information ranger style.
The Druid met a guy out in the wilderness who would travel with them halfway home, safety in numbers sort of thing. The others assume he is simply Andromeda's latest conquest, failing to realize there's something different about Teowynn.
The boat was attacked by a couple of similar creatures as before. Then a pirate ship attacked, the captain immediately ordered the druid to become an octopus and tear at the bottom of the ship. The sorcerer flew around for a while, captain fired ballistas, Willow increased some stats, and the lion & wolverine crouched waiting for a pirate to set foot on deck.
On to the much better recap from our talented if not timely D&D Scribe:
June 13, 2009 - On the high seas
The seafaring party had reached their destination of Port Tolie, to load up on "good iron" to take back to the city of Prymp. This loading and preparing freed up our trusty Company as they pursued their own interest around town. Mercutio the Sorcerer was especially facing a sticky dilemma. You see, he had just reduced a fairly innocent half-orc to a puddle of goo. For no real apparent reason. He was reminded of the fact that he is of LAWFUL NEUTRAL alignment.
So, he decided to turn himself in. Conversation goes something like this:
Merc: (tearfully) So, yes, I did it. (he reaches into his robes, an attempt to cast Charm Person)
Sheriff: What are you doing?
Merc: Uh, checking my magic.
Sheriff: You need to stop that.
Merc: Wait a minute.
Mercutio is thrown in jail for the night, put under the custody of Bella, and essentially asked to never return to the town.
Meanwhile, Willow the Ranger has spent the last day out and about gathering information about the evil bandit tribe rumors. Andromeda the Druid has a "Twilight-esque" interlude (think meadows) with another druid named Taewynn. The crew he's with is having pirate attack issues as well, so it looks like they'll be accompanying Andromeda's party back to Blue, where they'll head back for their home of Safeton. Captain Bella, having just stolen her lover's money pouch after a night of hot sex, okays this arrangement.
And so we are off! Next stop is the port of Gradsul!
Battles Recap:
1. Two sea dinosaurs
a. One goes for the Captain's wheel, is then slayed by lightning bolt and arrow rainstorm.
b. Bella and Andromeda take major damage and are hurtin'.
c. Willow gets a major ouchie after being bit, and Taewynn kills the second sea dino.
2. Swarm of sea wasps (6)
a. Mercutio casts ice storm on the whole lot. More arrows and sword-swinging ensues.
b. Willow is stung and poisoned.
c. 500 gold pieces is bestowed to each member party by the benevolent, snickerdoodle-loving DM.
d. OOG: Simon the puppy receives a lecture from Andrew about chewing on his Mt. Dew bottle.
3. Dragon Turtle
a. Andromeda goes "Octopussy".
b. An uncomfortable silence after discussion about a "morc" - a cross-breed between merfolk and orcs...thus creating the perfect favored enemy for Willow.
c. Many shots, tentacle whipping, and another ice storm.
d. Musings about this topic: Could dragon turtle/giant octopus sex indeed be possible?
e. Willow does a ginormous 'Six Million Dollar Man' jump onto turtle's back.
f. Mercutio summons a mephit (aka muppet), who then frostbites the turtle's eyeballs. This is appreciated by all as it lowers the turtle's Armor Class, making it easier to hit.
After the DT dies, the party is hit by the leveling beam TWICE. Much reveling (and leveling) ensues. Three of the party members take a prestige class to join Captain Bella, who is already a Rogue/Dread Pirate.
Andromeda: Druid/Deepwoods Sniper
Willow: Ranger/Bloodhound
Mercutio: Sorcerer/Dragon Disciple
Continuing onwards, Fizz the owl spots an oncoming ship - PIRATES! Andromeda morphes into a giant octopus and essentially rips the ship in half. Other members of the party applaud from the deck, although Willow gets a shot off on someone who looks like the captain. As he slumps over, dead, the other escaping pirates dump his body overboard.
The ship is looted as it sinks. The rest of the journey is uneventful, the Nightshade (and others) reach the port of Gradsul, and the adventure is over for the night.
Sunday, June 7, 2009
Adventures at Sea Part 2 (Same Session)
Still Willow...
My apologies for cutting the D&D adventure in half. It takes a long time to type, you know. At last check, this adventure covered seven and a half pages.
Anyway, upwards and onwards.
Let's see.
Captain Bella's chakram is safe and sound. At some point here that is very fuzzy in my notes, there appears to be a minor scuffle between the rogue and the sorcerer, which goes something like this...
Sorcerer: You're not the boss of me.
Rogue: *Makes threatening, advancing gesture with rope*
Sorc: *Casts Invisibility on himself and kicks rogue in the behind*
Rog: *Takes rope and whips it around in the general direction of butt-kick and source of Mercutio's voice*
Sorc: Ouch! She whipped me!
End of conflict.
Sailing continues until Fizz alerts party again to another sea creature. First glimpses give party a giant snake-like feel to the monster. Party assumes BA fighting pose a la Charlie's Angels. Through a dynamic group effort, the sea dinosaur is slayed. Many references to the end of Pirates of the Caribbean 2 are made (particularly when Johnny Depp leaps willingly into the maw of the Kraken).
Party arrives safely at the port of Blue. All ships intact. Captain sees a definite need to procure some throwing weapons (i.e. javelins) and a crossbow for herself. The druid and sorcerer head off the local inn/tavern to satisfy carnal desires. Both of them go about it in relatively different ways:
1. Druid - Search check turns up an Elf in the bar (Andromeda is picky, only pureblood elves for her tonight). Her first pickup line is somewhat unsuccessful due to a low Charisma roll, but the He-Elf is at least amenable to a glass of elven wine. Very quickly after that first glass's consumption, the He-Elf (on the spot named Legolas - quick thinking, DM!) is a very willing companion to the druid, who wishes to show him "her ship."
2. Sorcerer - In a secluded corner of the bar, Mercutio casts Invisibility on himself, strides out to the middle of the tavern, and then casts Dancing Lights. Bar patrons are now freaking out due to a sudden disco-esque display of whirling lights and colors, coming from what seems to be nowhere. To add to the effect, the sorcerer also adds a ghostly "whooooooo" noise. He then informs the DM he wants to search the room for the best-looking, yet most terrified, female in the room, because he plans to "comfort" her. A very decent Charisma roll on Mercutio's part totally impels the bar wench to accompany him back to the ship.
I'm sure you are seeing, as I did, the probable likelihood of these two parties hell-bent on boning somebody running into each other en route to the ship. Luckily, for all horny parties involved, that did not happen. However, some other strange things did...
1. Mercutio gets wench back to the ship and has a decision to make. Since his quarters are VERY public, it would be quite embarrassing to take the pretty barmaid down below deck and engage in a sex act with 160 crew members watching. He makes the following decision: cast Invisibility on himself AND the wench, lead her to the Captain's Wheel, and proceed to please her and himself in the general vicinity of Captain Bella's sacred steering mechanism. To add to the excitement, the invisibility spell wears off in roughly seven minutes. Your typical quickie.
Some confusion here ensues. Other party members wonder: if the wench is invisible, isn't the sorcerer missing out on seeing her hot body? After all, the DM states the maid is "80% attractive". The sorcerer's reply: 80% attractive + 100% invisible = IMAGINATION. Touche.
2. The Captain has finished purchasing items for the ship and is heading back. The ranger finishes her drinks and is approaching the ship as well (sans sex partner).
You may be asking yourself...in the words of Uncle Andy: How does this not end badly?
3. Indeed, as might be expected, upon arrival, Captain Bella sees and hears strange activity coming from her wheel. She alerts Willow, and they both go to investigate. Sure enough, the invisibility spell wears off, and the rogue and the ranger are now gazing upon a post-coital Mercutio and random barwench.
4. Captain Bella is pissed that her holy wheel has been defiled, and succeeds in engaging innocent barwench in a grapple, thus chucking the naked lady overboard. She then attempts same grapple on Mercutio, but fails (probably due to his sweaty, naked flesh). The sorcerer turns to lower a rope to his sodden bedfellow and is then handily tipped overboard by the rogue's sneak attack.
5. As the two lust partners do Swim checks, Captain Bella announces "No wenching on my ship!" to the gathered crew...and then promptly does an volte-face amidst 160 potentially horny males and tones it down to "No wenching on deck or on my wheel!"
6. When Mercutio ascends (with soggy barmaid), he apologizes and then proceeds to cast Charm Person on the rogue. A failed Will save by the Captain significantly lessens her anger towards the sorcerer. The charmed Captain now allows Mercutio to wench in "Designated Wenching Areas." Subsequent discussion ensues about whether or not 'DWA' signs should be posted for the crew (and Mercutio's) benefit. No clear solution was reached.
7. In the time all this is happening, Andromeda and Legolas have managed to have carnal knowledge of each other and snuck off the ship to avoid detection as well. Andromeda returns in the early hours of the morning, appearing to look refreshed after her "meditations". It is totally unclear what has happened to Mercutio's wench. Maybe she died of the ague.
Time to set sail. The next port stop is Gradsul.
Another Fizz alarm soon after embarkation: five sea hags. Because the sea hags are so heinously ugly, the whole party rolls Fortitude saves. Bella and Mercutio fail and lose -6 on their Strength score. The sea bitches are so ugly...Bella and Mercutio are weakened just by looking at them. Later on in the battle, Mercutio is put out of commission by a hag who casts her Evil Eye on him...leaving him dazed and drooling, prone on the ground. The rest of the party successfully kill the sea hags, with the spectacular ending of the druid completely taking a hag's head off with a perfectly placed (and critically rolled) arrow right between the eyes. Willow brings Mercutio around with some holy water, but he will still be weak (and unable to perform any sex acts) for some time.
Arrival in Gradsul is uneventful. Party is touched by magical leveling beam. The ranger is excited to learn she can upgrade to a new animal companion, so she chooses a wolverine. However, ethical dilemma - how does she get rid of her current wolf, Moonfoot?
No problem! The roleplay of that particular episode went something like this:
Ranger: Is there a vet or animal doctor in town?
DM: Ummm, yes. That way (generic nod toss).
Walk, walk, walk.
Ranger: Hello. I think there's a problem with my wolf. He seems apathetic. He doesn't fight; he is not involved with my adventure much in any way.
DM: Pause. So, are you worried he may be getting up there in years?
Rgr: Um. Pause. Yes.
DM: From what I can see, he appears to be very old.
Rgr: OK, is there a safe haven I can take him to? An animal sanctuary? A no-kill shelter?
DM: Pause. Uhh...
DRUID INTERJECTS: I can perform a ritual to release him into the wild.
DM: Do you happen to know any druids?
Rgr: Yes! (Thinks: Wasn't that convenient?)
Willow leaves, locates Andromeda, who does the deed and suddenly Moonfoot has been downsized, let go, fired, pink slipped...
Rgr: Hi, Vet guy, I'm back. Do you have any wolverines? (OOG: the rogue makes a Hugh Jackman-esque "X-men" gesture)
DM: Uh. On the edge of town is an animal sanctuary...they might have one there...
DRUID INTERJECTS: I can find you one in the wild.
DM: Do you happen to know a druid?
Rgr: Yes.
Having a druid find you a new companion is very similar to a job interview. Remember, Andromeda can talk to animals. The DM does a very good job of translating wolverine into Common. Important questions the ranger wants answered include:
- Who's looking for adventure?
- Who's afraid of water/ships?
- Who will be loyal and protective?
- Who doesn't mind leaving their families behind?
- Who doesn't have any special needs/accomodations that will bog the party down?
In the end, a lone female proves to be the sole recipient of the honor of being Willow's companion. The druid performs the bonding ritual and the ranger leaves her naming to another day. Also, for another day, the druid shall continue the search for another "Legolas" at the next port town - Gryax.
Cheers to another successful gaming go! Nerds Rule!
My apologies for cutting the D&D adventure in half. It takes a long time to type, you know. At last check, this adventure covered seven and a half pages.
Anyway, upwards and onwards.
Let's see.
Captain Bella's chakram is safe and sound. At some point here that is very fuzzy in my notes, there appears to be a minor scuffle between the rogue and the sorcerer, which goes something like this...
Sorcerer: You're not the boss of me.
Rogue: *Makes threatening, advancing gesture with rope*
Sorc: *Casts Invisibility on himself and kicks rogue in the behind*
Rog: *Takes rope and whips it around in the general direction of butt-kick and source of Mercutio's voice*
Sorc: Ouch! She whipped me!
End of conflict.
Sailing continues until Fizz alerts party again to another sea creature. First glimpses give party a giant snake-like feel to the monster. Party assumes BA fighting pose a la Charlie's Angels. Through a dynamic group effort, the sea dinosaur is slayed. Many references to the end of Pirates of the Caribbean 2 are made (particularly when Johnny Depp leaps willingly into the maw of the Kraken).
Party arrives safely at the port of Blue. All ships intact. Captain sees a definite need to procure some throwing weapons (i.e. javelins) and a crossbow for herself. The druid and sorcerer head off the local inn/tavern to satisfy carnal desires. Both of them go about it in relatively different ways:
1. Druid - Search check turns up an Elf in the bar (Andromeda is picky, only pureblood elves for her tonight). Her first pickup line is somewhat unsuccessful due to a low Charisma roll, but the He-Elf is at least amenable to a glass of elven wine. Very quickly after that first glass's consumption, the He-Elf (on the spot named Legolas - quick thinking, DM!) is a very willing companion to the druid, who wishes to show him "her ship."
2. Sorcerer - In a secluded corner of the bar, Mercutio casts Invisibility on himself, strides out to the middle of the tavern, and then casts Dancing Lights. Bar patrons are now freaking out due to a sudden disco-esque display of whirling lights and colors, coming from what seems to be nowhere. To add to the effect, the sorcerer also adds a ghostly "whooooooo" noise. He then informs the DM he wants to search the room for the best-looking, yet most terrified, female in the room, because he plans to "comfort" her. A very decent Charisma roll on Mercutio's part totally impels the bar wench to accompany him back to the ship.
I'm sure you are seeing, as I did, the probable likelihood of these two parties hell-bent on boning somebody running into each other en route to the ship. Luckily, for all horny parties involved, that did not happen. However, some other strange things did...
1. Mercutio gets wench back to the ship and has a decision to make. Since his quarters are VERY public, it would be quite embarrassing to take the pretty barmaid down below deck and engage in a sex act with 160 crew members watching. He makes the following decision: cast Invisibility on himself AND the wench, lead her to the Captain's Wheel, and proceed to please her and himself in the general vicinity of Captain Bella's sacred steering mechanism. To add to the excitement, the invisibility spell wears off in roughly seven minutes. Your typical quickie.
Some confusion here ensues. Other party members wonder: if the wench is invisible, isn't the sorcerer missing out on seeing her hot body? After all, the DM states the maid is "80% attractive". The sorcerer's reply: 80% attractive + 100% invisible = IMAGINATION. Touche.
2. The Captain has finished purchasing items for the ship and is heading back. The ranger finishes her drinks and is approaching the ship as well (sans sex partner).
You may be asking yourself...in the words of Uncle Andy: How does this not end badly?
3. Indeed, as might be expected, upon arrival, Captain Bella sees and hears strange activity coming from her wheel. She alerts Willow, and they both go to investigate. Sure enough, the invisibility spell wears off, and the rogue and the ranger are now gazing upon a post-coital Mercutio and random barwench.
4. Captain Bella is pissed that her holy wheel has been defiled, and succeeds in engaging innocent barwench in a grapple, thus chucking the naked lady overboard. She then attempts same grapple on Mercutio, but fails (probably due to his sweaty, naked flesh). The sorcerer turns to lower a rope to his sodden bedfellow and is then handily tipped overboard by the rogue's sneak attack.
5. As the two lust partners do Swim checks, Captain Bella announces "No wenching on my ship!" to the gathered crew...and then promptly does an volte-face amidst 160 potentially horny males and tones it down to "No wenching on deck or on my wheel!"
6. When Mercutio ascends (with soggy barmaid), he apologizes and then proceeds to cast Charm Person on the rogue. A failed Will save by the Captain significantly lessens her anger towards the sorcerer. The charmed Captain now allows Mercutio to wench in "Designated Wenching Areas." Subsequent discussion ensues about whether or not 'DWA' signs should be posted for the crew (and Mercutio's) benefit. No clear solution was reached.
7. In the time all this is happening, Andromeda and Legolas have managed to have carnal knowledge of each other and snuck off the ship to avoid detection as well. Andromeda returns in the early hours of the morning, appearing to look refreshed after her "meditations". It is totally unclear what has happened to Mercutio's wench. Maybe she died of the ague.
Time to set sail. The next port stop is Gradsul.
Another Fizz alarm soon after embarkation: five sea hags. Because the sea hags are so heinously ugly, the whole party rolls Fortitude saves. Bella and Mercutio fail and lose -6 on their Strength score. The sea bitches are so ugly...Bella and Mercutio are weakened just by looking at them. Later on in the battle, Mercutio is put out of commission by a hag who casts her Evil Eye on him...leaving him dazed and drooling, prone on the ground. The rest of the party successfully kill the sea hags, with the spectacular ending of the druid completely taking a hag's head off with a perfectly placed (and critically rolled) arrow right between the eyes. Willow brings Mercutio around with some holy water, but he will still be weak (and unable to perform any sex acts) for some time.
Arrival in Gradsul is uneventful. Party is touched by magical leveling beam. The ranger is excited to learn she can upgrade to a new animal companion, so she chooses a wolverine. However, ethical dilemma - how does she get rid of her current wolf, Moonfoot?
No problem! The roleplay of that particular episode went something like this:
Ranger: Is there a vet or animal doctor in town?
DM: Ummm, yes. That way (generic nod toss).
Walk, walk, walk.
Ranger: Hello. I think there's a problem with my wolf. He seems apathetic. He doesn't fight; he is not involved with my adventure much in any way.
DM: Pause. So, are you worried he may be getting up there in years?
Rgr: Um. Pause. Yes.
DM: From what I can see, he appears to be very old.
Rgr: OK, is there a safe haven I can take him to? An animal sanctuary? A no-kill shelter?
DM: Pause. Uhh...
DRUID INTERJECTS: I can perform a ritual to release him into the wild.
DM: Do you happen to know any druids?
Rgr: Yes! (Thinks: Wasn't that convenient?)
Willow leaves, locates Andromeda, who does the deed and suddenly Moonfoot has been downsized, let go, fired, pink slipped...
Rgr: Hi, Vet guy, I'm back. Do you have any wolverines? (OOG: the rogue makes a Hugh Jackman-esque "X-men" gesture)
DM: Uh. On the edge of town is an animal sanctuary...they might have one there...
DRUID INTERJECTS: I can find you one in the wild.
DM: Do you happen to know a druid?
Rgr: Yes.
Having a druid find you a new companion is very similar to a job interview. Remember, Andromeda can talk to animals. The DM does a very good job of translating wolverine into Common. Important questions the ranger wants answered include:
- Who's looking for adventure?
- Who's afraid of water/ships?
- Who will be loyal and protective?
- Who doesn't mind leaving their families behind?
- Who doesn't have any special needs/accomodations that will bog the party down?
In the end, a lone female proves to be the sole recipient of the honor of being Willow's companion. The druid performs the bonding ritual and the ranger leaves her naming to another day. Also, for another day, the druid shall continue the search for another "Legolas" at the next port town - Gryax.
Cheers to another successful gaming go! Nerds Rule!
Adventures at Sea
Willow's Writings:
Avast ye scallywags!
It was yet another D&D gathering last night...however, it wasn't I, or Mrs. Tiki, at the helm of the evening's events...it was none other than...
Captain Tiki.
To quickly summarize, Brent and I have been playing D&D for almost a year now. We toyed around with it in high school, and have rediscovered the game after a decade and a half. The Capt. DMed the very first adventure we all began together last June (July?). When winter rolled around, the Capt. became busy and his wife, Mrs. Tiki, took over, and then soon, Brent and I captained our own adventures with this very group.
What a strange, long trip it's been. The Capt. is back in action.
First of all, he regaled us with good news: we all magically had leveled up to 7th level (we were currently at 4th). We could power up our characters at will. Second, it would behoove us to take some ranks in Swimming. Hmmmm...
Armed with that information, we convened yesterday afternoon in hopes for some good D&D fun.
Party Stats:
Me: Willow - A laconic half-elf Ranger (Companion: Moonfoot the Wolf)
Kerri: Andromeda - A haughty elven Druid (Companion: Aslan the Lion)
Kimba: Bella - A pirate-dreaming human Rogue (Companion: Elliot the Horse)
Brent: Mercutio - An exhibitionist half-elf Sorcerer (Companion: Fizz the Owl)
This party had completed a couple of missions in the town of Pitchfield in the recent past, and now had been commissioned by Thorgrin the Dwarf to command a galley, escort of five cargo ships, across the Azure Sea to Hells Furnaces, the location of a good, rich iron. In recent times, the iron in the Pitchfield area had proven unusable - for unknown reasons (a mission perhaps for a later time). Thus, Hells Furnaces' iron has become a hot commodity, shipped to Pitchfield from Port Tolie.
The problem? The last shipment of said iron failed to reach its destination, due to rumors of attacks from pirates and sea monstrosities.
Our job? To command the brand-spankin-new galley ship that would escort the five cargo ships to Port Tolie. There, the ships would load up on iron, and we would then bring the full cargo ships back to the port town of Prymp (a three-day journey from Pitchfield). Our brains and brawn would be responsible for delivering safely a shipment of usable iron. Later, our missions might include discovering the source of the bad iron and beyond that, taking out a bad guy named Sortag, responsible for the rising of bandit-related crimes in the area.
To begin? Head to the city of Prymp and locate a dwarf named Bailin, to be found down at the harbor. There, we would find our new as-of-yet-unnamed ship to begin our journey.
Perhaps it is noteworthy to mention here that our party's rogue entertains dreams of becoming a dread pirate and, in fact, has a detailed plan laid out to make those dreams a reality. Acquiring a ship was first in those plans...and naturally, the rest of us had not much experience on the sea and were willing to let her commandeer the ship. As a matter of fact, the sorcerer (Mercutio) put it to the rogue (Bella) succinctly thus...
"You're partially a pirate..." (which is really not true, but the sorcerer has 18 Charisma, so who were we to argue?) In addition, the rogue is the only one of us with any skills in Sailing. So yeah, the deal is sealed.
After Thorgrin's instructions, we headed off to the merchant's store (pointed out to us by a general DM head toss). Major purchases included Swimmer's Kits and jewelry for the lion and owl. Mercutio spent some time poking fun of the lion's necklace, until it was pointed out that his owl was wearing a dorky anklet...a fact his high Charisma was unable to cover.
One (of many) nice things about leveling up so high is that the druid (Andromeda) now has the skill (with the use of a sweet torc) to talk to all animals. It's a detail that doesn't seem important at the time...but we're not long out of the city of Pitchfield before Fizz alerts Mercutio (and Andromeda as well) that danger lies ahead...in the form of three giant wasps.
OOG: It is discussed that if three giant wasps were ever encountered in real-life, most of the party would probably soil themselves before engaging in battle.
Soon, the wasps come into view, and Andromeda takes aim, fires....and critically fumbles her bow shot. Fortunately, no PERSON was hurt, but unfortunately, Fizz (flying like an owl out of hell back to the party) takes five points of arrow damage. Andromeda apologizes to Fizz through the use of her Animal Speaking torc. It is unclear at this time if Fizz accepts the apology; he appears to be a resident of Ouchland.
The wasps swoop and barely miss Mercutio and Willow with their two-foot stingers. Between Aslan's mighty swipe and Willow's critical hit (totally skewering a wasp), the nasty insects quickly become a happy memory. The rest of the trip to Prymp passes uneventfully. Upon reaching the city, Bailin is located in record time, and an interesting discussion soon ensues. I have included below the paraphrased transcript.
Bailin: So. Here's your brand new ship. It's a bunch of feet long by about twenty feet wide. Roughly a crew of 200 await your command. This ship is so new, it doesn't even have a name.
Mercutio: I have an idea. "Titan". Because one of my main goals in life is to locate the "Maul of the Titans". And, you know, kinda like Titanic, except not?
Cricket. Cricket. Cricket. We all look to Captain Bella for a better answer.
Bella: I've got the name of the ship. The Nightshade.
Willow: Isn't that a poisonous plant?
Andromeda: It's especially dangerous to the human.
Bella: Exactly. It's deadly.
So, The Nightshade it is. Captain Bella is now responsible for assigning the rest of the party to ship positions. After some discussion, Internet searching, and barbecued pork sandwiches, the following clarifications are made:
Cabin Boy: Mercutio (He later becomes known as "Powder Monkey" because it's a cool-sounding position. However, it is the job with the highest life-risk factor.)
Boatswain/Quartermaster: Andromeda (A jack-of-all-trades, this position is primarily responsible for marshaling/maintaining the crew, issuing orders, keeping the ship running, etc.)
First Mate: Willow (Pretty much a figurehead position. I take over if Bella is incapacitated. Think Danny Zuko to Kenickie in the car race in "Grease.")
It's not too long here before someone makes the inevitable joke:
"Heh. We're among a bunch of seamen."
Anyway, Bailin informs us The Nightshade leaves tomorrow at high tide. Whenever that is.
The night passes. Relatively soon after boarding and embarking, Mercutio repairs to the below deck to remove his clothes and cast Mage Armor on himself...a habit he seems to have retained from our last adventures. Jokingly, now, we refer to him as the Boatswain, as he can be in charge of crew morale by stripping naked for them. Let's keep in mind that Mercutio has no private quarters, and so has an audience for every single act he commits below deck. A good thing to know for later...
It is not long before Fizz the owl (recovered, at lookout) alerts the party to a group of five creatures not far ahead. Willow begins foaming at the mouth in a fit of rage when she discovers they are SAHAUGIN (aquatic humanoids - which is her second favored enemy. That means she gets all kinds of bonuses against them). Captain Bella, however, critically fumbles her first attack, a chakram throw, and the weapon falls into the water...much to its owner's dismay. A crew member is dispatched to retrieve it, but alas, rolls a poor Dive/Swim check and is unable to fetch the weapon. The sorcerer has a brainchild and sends his owl to grab the weapon (not quite sinking yet). Fizz is able to grab the chakram, but is unable to fly himself back to the ship's deck. So, there the poor little owl hovers, a heavy metal circle weapon in his talons. The aforementioned crew member is ordered to hustle back down the rope and retrieve both owl and weapon. Another poor Swim check on the crewman's part lands him back in the sea. The rope is relowered. Crewman and owl and chakram rescue is successfully done.
And thus ends Part One. Please flip the album over and continue on with Part Two.
Avast ye scallywags!
It was yet another D&D gathering last night...however, it wasn't I, or Mrs. Tiki, at the helm of the evening's events...it was none other than...
Captain Tiki.
To quickly summarize, Brent and I have been playing D&D for almost a year now. We toyed around with it in high school, and have rediscovered the game after a decade and a half. The Capt. DMed the very first adventure we all began together last June (July?). When winter rolled around, the Capt. became busy and his wife, Mrs. Tiki, took over, and then soon, Brent and I captained our own adventures with this very group.
What a strange, long trip it's been. The Capt. is back in action.
First of all, he regaled us with good news: we all magically had leveled up to 7th level (we were currently at 4th). We could power up our characters at will. Second, it would behoove us to take some ranks in Swimming. Hmmmm...
Armed with that information, we convened yesterday afternoon in hopes for some good D&D fun.
Party Stats:
Me: Willow - A laconic half-elf Ranger (Companion: Moonfoot the Wolf)
Kerri: Andromeda - A haughty elven Druid (Companion: Aslan the Lion)
Kimba: Bella - A pirate-dreaming human Rogue (Companion: Elliot the Horse)
Brent: Mercutio - An exhibitionist half-elf Sorcerer (Companion: Fizz the Owl)
This party had completed a couple of missions in the town of Pitchfield in the recent past, and now had been commissioned by Thorgrin the Dwarf to command a galley, escort of five cargo ships, across the Azure Sea to Hells Furnaces, the location of a good, rich iron. In recent times, the iron in the Pitchfield area had proven unusable - for unknown reasons (a mission perhaps for a later time). Thus, Hells Furnaces' iron has become a hot commodity, shipped to Pitchfield from Port Tolie.
The problem? The last shipment of said iron failed to reach its destination, due to rumors of attacks from pirates and sea monstrosities.
Our job? To command the brand-spankin-new galley ship that would escort the five cargo ships to Port Tolie. There, the ships would load up on iron, and we would then bring the full cargo ships back to the port town of Prymp (a three-day journey from Pitchfield). Our brains and brawn would be responsible for delivering safely a shipment of usable iron. Later, our missions might include discovering the source of the bad iron and beyond that, taking out a bad guy named Sortag, responsible for the rising of bandit-related crimes in the area.
To begin? Head to the city of Prymp and locate a dwarf named Bailin, to be found down at the harbor. There, we would find our new as-of-yet-unnamed ship to begin our journey.
Perhaps it is noteworthy to mention here that our party's rogue entertains dreams of becoming a dread pirate and, in fact, has a detailed plan laid out to make those dreams a reality. Acquiring a ship was first in those plans...and naturally, the rest of us had not much experience on the sea and were willing to let her commandeer the ship. As a matter of fact, the sorcerer (Mercutio) put it to the rogue (Bella) succinctly thus...
"You're partially a pirate..." (which is really not true, but the sorcerer has 18 Charisma, so who were we to argue?) In addition, the rogue is the only one of us with any skills in Sailing. So yeah, the deal is sealed.
After Thorgrin's instructions, we headed off to the merchant's store (pointed out to us by a general DM head toss). Major purchases included Swimmer's Kits and jewelry for the lion and owl. Mercutio spent some time poking fun of the lion's necklace, until it was pointed out that his owl was wearing a dorky anklet...a fact his high Charisma was unable to cover.
One (of many) nice things about leveling up so high is that the druid (Andromeda) now has the skill (with the use of a sweet torc) to talk to all animals. It's a detail that doesn't seem important at the time...but we're not long out of the city of Pitchfield before Fizz alerts Mercutio (and Andromeda as well) that danger lies ahead...in the form of three giant wasps.
OOG: It is discussed that if three giant wasps were ever encountered in real-life, most of the party would probably soil themselves before engaging in battle.
Soon, the wasps come into view, and Andromeda takes aim, fires....and critically fumbles her bow shot. Fortunately, no PERSON was hurt, but unfortunately, Fizz (flying like an owl out of hell back to the party) takes five points of arrow damage. Andromeda apologizes to Fizz through the use of her Animal Speaking torc. It is unclear at this time if Fizz accepts the apology; he appears to be a resident of Ouchland.
The wasps swoop and barely miss Mercutio and Willow with their two-foot stingers. Between Aslan's mighty swipe and Willow's critical hit (totally skewering a wasp), the nasty insects quickly become a happy memory. The rest of the trip to Prymp passes uneventfully. Upon reaching the city, Bailin is located in record time, and an interesting discussion soon ensues. I have included below the paraphrased transcript.
Bailin: So. Here's your brand new ship. It's a bunch of feet long by about twenty feet wide. Roughly a crew of 200 await your command. This ship is so new, it doesn't even have a name.
Mercutio: I have an idea. "Titan". Because one of my main goals in life is to locate the "Maul of the Titans". And, you know, kinda like Titanic, except not?
Cricket. Cricket. Cricket. We all look to Captain Bella for a better answer.
Bella: I've got the name of the ship. The Nightshade.
Willow: Isn't that a poisonous plant?
Andromeda: It's especially dangerous to the human.
Bella: Exactly. It's deadly.
So, The Nightshade it is. Captain Bella is now responsible for assigning the rest of the party to ship positions. After some discussion, Internet searching, and barbecued pork sandwiches, the following clarifications are made:
Cabin Boy: Mercutio (He later becomes known as "Powder Monkey" because it's a cool-sounding position. However, it is the job with the highest life-risk factor.)
Boatswain/Quartermaster: Andromeda (A jack-of-all-trades, this position is primarily responsible for marshaling/maintaining the crew, issuing orders, keeping the ship running, etc.)
First Mate: Willow (Pretty much a figurehead position. I take over if Bella is incapacitated. Think Danny Zuko to Kenickie in the car race in "Grease.")
It's not too long here before someone makes the inevitable joke:
"Heh. We're among a bunch of seamen."
Anyway, Bailin informs us The Nightshade leaves tomorrow at high tide. Whenever that is.
The night passes. Relatively soon after boarding and embarking, Mercutio repairs to the below deck to remove his clothes and cast Mage Armor on himself...a habit he seems to have retained from our last adventures. Jokingly, now, we refer to him as the Boatswain, as he can be in charge of crew morale by stripping naked for them. Let's keep in mind that Mercutio has no private quarters, and so has an audience for every single act he commits below deck. A good thing to know for later...
It is not long before Fizz the owl (recovered, at lookout) alerts the party to a group of five creatures not far ahead. Willow begins foaming at the mouth in a fit of rage when she discovers they are SAHAUGIN (aquatic humanoids - which is her second favored enemy. That means she gets all kinds of bonuses against them). Captain Bella, however, critically fumbles her first attack, a chakram throw, and the weapon falls into the water...much to its owner's dismay. A crew member is dispatched to retrieve it, but alas, rolls a poor Dive/Swim check and is unable to fetch the weapon. The sorcerer has a brainchild and sends his owl to grab the weapon (not quite sinking yet). Fizz is able to grab the chakram, but is unable to fly himself back to the ship's deck. So, there the poor little owl hovers, a heavy metal circle weapon in his talons. The aforementioned crew member is ordered to hustle back down the rope and retrieve both owl and weapon. Another poor Swim check on the crewman's part lands him back in the sea. The rope is relowered. Crewman and owl and chakram rescue is successfully done.
And thus ends Part One. Please flip the album over and continue on with Part Two.
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