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Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Does she need all her limbs?

Now armed with another PC in the party - yay! - we seemed to spend a heck of a long time trying to come up with a plan to maybe blow some stuff up and get an imprisoned god (?) from the ruins, and then that was decided against or something. It all got very jumbled up by the end of it that I lost track completely, and let's just say we're going to spend next session battling it out. Possibly in a Leeeeeeroy Jenkins style, because the Juicer might get bored with all the planning.

Spiders and reapers and fairies, oh my!

We continue our venture into Davokar Forest. There be swarms of spiders. We fought them off and got out of there. They were delicious. (They were represented by pieces of salty liquorice, so your mileage may vary.)

Then we found a group of treasure hunters who wondered if they could join us for the night (we said no), followed by a Necromage coming to attack them because someone in that group had decided to steal something of its. They died, it took its thing back and went away.

And then there was a wizard with fire-y bodyguards that turned out to be part of Elindra's arch enemy hindrance. Fun times were had. And by that I mean death (theirs).

Pretty Princess Dress-up Orc

We deal with the aftermath of killing the parasite god and having new powers and some of our followers now being exarchs. We also managed to fit in a trip to Cormyr, specifically the ruins of Zusail, where the prince is still hiding. We put our friend Alwin (now an exarch of Gunda) in charge until they can get a duke or something in from next door to work as a steward. Then we went back to Tilverton, because stuff had managed to mess up again in our absence. You can kind of see why some deities decide to be more hands-off, really ...

#NotAllWizards

The next three months in the lead-up to the actual adventure passed with remembering the name of our wizard friend (or frenemy if you're Elani), huzzah! We put Dominion points into Denethor's continued work on our airship stroke floating pantheon, everyone adding their own special something (i.e. Words) to it.

We found a husband and wife team of Tyr worshippers, one of them being a child of Baal. They helped us with a few things, and even though some might have wanted them dead to begin with, it did appear that they were not there to kill us. Considering they could basically teleport us, that was good. It meant they could take us to north of Icewind Dale where another Tempus-worshipping Godbound was trying to pick a fight with goddess Auril. He was persuaded to stand down, after a special guest appearance by Tempus himself.

Elani was busy trying to keep a couple of our followers on the straight and narrow, because Gruumsh is making his presence known.

The tourney was going great (well, what remained of the participating Tempus and Gunda Paladins ended up having to be disqualified because they got all murdery with each other), until - with impeccable timing - three children of Baal appeared in the middle of the arena just as the finale was about to go down. They asked what year it was and then disappeared. We're puzzled by this, because as far as we were aware the children of Baal were all dead ... save for the guy we met earlier.

I really hope you're kill-stealing

In this riveting installment, we came across a gnome called Snails. Except he was tall for a gnome, and he could slither into very small spaces in a very uncharacteristic way. Not to mention he chopped off his own arm and grew a new one just to get away from us.

Following said gnome into the catacombs underneath Tilverton, we encountered a weird sphere of what seemed to be a bone-like material. It didn't contain a multitude of spiders (this was a genuine concern of at least one party member), but instead a massive caterpillar type thing made up of a lot of different beings. It was VERY Lovecraftian.

It died.

Later, we came across another Godbound, Batman, and a group of dire squirrels and zombies. They all died, and we learned about how dying works in this system. So that's a positive!

Can the NPC fly a SAMAS?

Last week we left our group near Lone Star in Coalition State. This week, we did what we went there to do, and then got the hell out of there. Well, okay, we're still working on that part.

First of all we met Magali, one of the rat people. We think she's on our side, or at least we hope she is because we've just gone and told her everything about us. Gorbash got to be admired by rat kids and healed some very ill people, so at least they like us.

Then we went to get John, which included infiltrating a very big compound in order to break him out of jail. By pretending to be NTSEC. It went surprisingly well, even though Booker's fake ID card was commented on as being very old and should be renewed. Someone had him autograph a sign in sheet, which would be sent for handwriting verification, so we were on a strict timer.

John was obtained, and seeing as how the NTSEC officer whose ID card Booker was using had accepted his "usual" choice of transport without double-checking exactly what that meant ... we were shown to the roof, where six shiny SAMAS were waiting for us. None of us had a driving skill last week, so we sure as hell don't have a flying skill! Lucky for us the Dog-Boy could at least slave all the other SAMAS to Booker's, and show Booker how he's supposed to fly. We're still not in the clear, but at least we managed to take off without crashing to the ground.

Gorgons are the Spanish Inquisition

We continued the fight at the nexus point. The good thing about having impressive weapons and skills is that you can get rid of your enemies with ease. A bit too easy, perhaps, as the GM found out after we'd murderised all his baddies.

Anyhoo. We took back the nexus point for the Rakshasa and celebrated. The next morning we got the info we needed in order to find where John, the head of the Blackstone Juggernauts (a.k.a. our boss) and Gorbash's sort-of-adoptive father, had been taken to. It's in Texas. So next week I guess we put on our Stetsons and get ready to barbecue some meats. Oh, and rescue our friend/boss. Maybe.

Zombies with a foot fetish

Baton Rouge turns out to not just have a problem with river pirates, but also with zombies. Zombies with fancy morgue tags on their toes, despite morgues having gone out of fashion (well, they kind of do when the dead get up and walk). Perhaps some nefarious dude is creating zombies in a kind of golem style way? If we can fight them off for long enough - or if the GM could avoid critting when hitting characters who botched their Quickness rolls for initiative - maybe we can actually get to the bottom of this. The murky, swampy bottom.

Don't even PRETEND this was part of the plan!

In a session where the players kept ehh doing things that the GM hadn't planned for ... like trying to communicate with the spirit/thing trapped inside the portal because rune magic. It's a Pandemonium devil, by the way, and it basically went "you what? LOL" at Gorbash and Alistair when they tried to find an alternative way to activate the gate which wouldn't include blood sacrifice.

Jayson hung out with his fellow Cyber-knights, who kept talking to him about keeping on the straight and narrow (Booker's reputation precedes him, shall we say?) so eventually he stood up and held a speech saying he's not turning to the Dark Side just yet, so chill, basically. One of them proceeded to try and recruit him on a so far unsanctioned battle in Tolkeen, which he wasn't too happy about and later raised with Joan.

Meanwhile, Booker tried to test the protection around the gate and voluntarily spent the night in the Cyber-knights' jail, where Sir Alan read the Codex at him for teh rest of the night. Apparently it was a good background noise to fall asleep to. In the morning Elyssia came along and insulted Hecate through Booker, causing a lightning bolt to blow her through a wall. They were asked to take their arguments outside of the city walls until they could calm down.

The way to activate the portal is through blood magic, i.e. someone needs to die, Booker was told by Hecate - she should know, it's her gate, after all. Booker informed Jayson of this and the two went around town looking to see exactly how bad it would be, sacrifice-wise. A cute 7-year-old girl with pigtails was the answer, which even Booker felt uneasy about, despite being a former assassin.

They consulted with Joan, who would rather the people who might or might not be alive in Nxla's realm stay there rather than sacrificing an innocent child. Gorbash came along and suggested maybe we could use Rakshasa instead, because they're evil anyway so doesn't matter. Joan still vetoed the use of blood magic, because she's not insane.

At this point in time it's starting to seem as if we're not going to Nxla's realm after all. 'Tis a silly place.

You see tentacles coming out of the portal

Booker seemed suddenly eager to give his stuff to other people, perhaps anticipating his Chosen One-ness being the death of him. Well, that didn't pan out.

First of all, Gorbash and Booker found Rita's Horcrux in the astral room. It was guarded by something and it was kicking off, so Gorbash got out of there. He'd never explained exactly how you leave the astral plane before the Psychedelic Dreams drink's timer runs out, so he ended up having to go back in to get Booker. Eventually they both returned.

Rita was happy to save the world as she had her little soul urn back, so we headed toward the place where Gabriel had set up the big portal/gate thing. (Did we mention Ulmolf, prior to joining the party, was one of the people working on putting that thing together? *slow clap*)

A big bomb full of shrapnel was dropped on a hoard of zombies, and it got rid of Gabriel as well. Nxla was on the other side trying to get in, we slew zombies, held the gate together (ohai Ixchal!) and were generally very distracting until Rita could finish her magics.

World: saved. Party death toll: zero. We win! :D

Can I buy that die off you and chuck it away?

After more travelling, we came to the house of Agatha the Banshee. We gave her a nice comb and she answered the question we posed. We just had to try to remember (as players) whose magic book we were supposed to ask her about. As it happened, the person who always writes everything down hadn't written that particular bit down.

The GM "helped", saying it was a funny name and it began with "Bow", because apparently, when it had been mentioned in passing many weeks out-of-game previously, the person who heard it had said "it's funny, because it sounds like Bojangle". Let's just say the clue didn't help, because the name wasn't actually funny.

Aaaaanyway. We then came across a wizard in a tent, guarded by zombies. We got rid of the zombies, and instead of sticking around and getting information from the wizard, we got rid of him too. Oh the things we do for XP ...

We're never going to finish this adventure

I forgot to post this last week because parents were visiting from abroad and stuffs. Last week, we played a bit of Relic, and I should've actually taken notes because there were some funny things said, but I didn't, so never mind.

We went through the portal in Rita's shop and ended up in the City of Brass. It's not a Mortal Instruments book. (... Or is it?) We took a boat trip, talked to Necrophims and their Soul Snakes and tried bargaining with them. It went so-so.

We got through a magic circle outside a door to what appeared to be Rita's workshop, and we've discovered that she's some kind of alien intelligence. We may have helped ourselves to some gems she'll never miss. (*cough*)

And we finished by going back on the boat all the way back to the portal and left the shop with fresh clues.

It's always Nyarlathotep

The Delta Green GM had brought in Arkham Horror the boardgame, so we played that all session. We were doing quite well, despite it only being the three of us, but we eventually ran out of time and had to start packing up. It was fun playing, though. :)