Monday, April 25, 2011

Wyrmwick Log: Session 10

Hide your wives and hide your kids, it’s another edition of the D&D recap! This time our sessions were stretched over the course of the weekend, but in shorter segments. Thankfully this will be a one post recap (hopefully), but that isn’t to say stuff didn’t happen—far from it. Heck if you thought Caitlin got fucked up… well actually she’s still far and away the most fucked up party member, but shit happened to Grieg too. Let’s not waste time and get right into the recap!

Having just finished off the gnolls and cleansing the temple of Bahamut, we found ourselves searching the town for any other survivors. Caitlin smelled a very dark energy radiating from a manor inside the city. We went to investigate, but when we snuck into the basement we found ourselves blinded by this magical darkness. Figuring it was best not to wonder into the pitch black cube of hell, we decided to try the back door, though it was half barricaded with chests. I rolled a trap check and Caitlin sensed she didn’t feel there were any traps, but it seemed too suspicious not to be. To satisfy Caitlin’s curiosity we stood back and let Grieg fire an arrow at chests. Nothing happened. Oh except for the enormous explosion that took out nearly a third of the manor. But you know… no biggie right?

As a moment of douche-ness Jason told us we found a tiny scorched teddy bear that to me meant we had just killed a group of children which quite frankly would kill Caitlin emotionally. This was just a joke though, and the teddy bear was just left behind. In fact all we found in the manner were corpses that made this D&D session feel more and more like a Silent Hill title. All we needed was some symbolism, eerie music, and a retrospective by Dena and we’d have been good to go. Instead all we found was a magic circle that when activated produced an eldritch candle. Figuring this arcane light might break the darkness, we took it with us into the basement.

Dhother decided he’d be the one to enter the darkness first, and to our delight the candle worked! To our horror though, the candle worked, revealing a room full of the mangled human corpses, mostly children, imbedded into the wall. The floor was slick with blood and viscera, and crimson stained spikes lined the ceiling. Dhother proceeded to freak out, though none of us really judged him. Oh Dhother you’ve got a little bit of baby brain on your shoe.

The other thing to note in the room was an altar with a strange man upon it. We debated for quite some time whether we should try to wake him or not, but eventually he extended the length on the room so that we were all inside. We were all trapped in what I can only image Hell must look like, and our mysterious man, cloaked in shadows, woke up and began to move. We tried to sneak up and attack him while he was still shambling around the room, but our attacks just passed through him. Eventually we rolled initiatives and began our battle, but for the sake of brevity I’ll sum up the important shiz-nit (as Snopp Dogg says): Shadow man couldn’t be hurt, he said Grieg was chosen, and we eventually figured out we needed to burn him with the candle.

After the shadow man died an orb of shadow hovered over his altar. Since it told Grieg he was the one chosen for it, Grieg attempted to grab it only for the orb to latch onto his body and cover his body in shadows. Before long Grieg looked more like Noob Saibot (Ha-HA! Mortal Kombat reference), and the shadows began to fade away. Once they were gone it seemed Grieg was back to being normal old Grieg—to everyone else that is. Grieg knew he had changed, and that was most obvious when he heard the orb speaking to him telepathically. It appears these orbs attach themselves to a host and feed off their energy and emotions. In return they grant the user extended life, and special abilities. Grieg’s was the orb of Shadow, which granted him many insidious abilities though it should be noted that his powers aren’t intrinsically evil, but rather very “dark”. If Mickey Mouse shows up and starts talking about the door to the Light, I’m quitting (Ha-HA! Kingdom Hearts reference).

Following that battle we left Holmin Falls via abandoned ship, dubbed the Mighty Gauntlet. Considering the other names that Jason’s name generator has come up with, we were very fortunate. Back in Wyrmwick we reported about the damage to Holmin Falls, and revealed Caitlin’s condition to Muzarog to explain why she might have the ability to counteract Tiamat’s influence. It went well (well as well as “hey I’m a dragon” discussion can go), and Muzarog suggested we head to the Felbrigg Stronghold to discover how they combated the Demon Baron. He would provide us with a bribe and the use of his personal carriage driven by… and I’m serious… Pantikrabs. Yes, his name is Pantikrabs. See what I mean about us getting lucky with Jason’s name generator?

Caitlin used Pantikrabs services to travel to the temple of Bahamut, and from there prayed to the Big B. After a long discussion between father and sorta-daughter-thing, Caitlin learned a bit about Grieg’s orb (protip: don’t let Grieg die), and the source of the Glass Roads. The roads receive power from towers that act as hubs for the Demon Baron’s power, and destroying the towers will revert the lands back to normal. One such tower was in Watchman’s South, and another already destroyed tower was near Felbrigg.

Admittedly I goofed here. When we spoke to Councilman Muzarog, I thought we already agreed to bribe the leader of Felbrigg, and that we already had his money. I misunderstood that he wanted to see us, so when we left without the money I honestly thought it was on board the ship. That was my fault, and I wanted to clear the air there so people didn’t think we were just rushing through things. Also I farted, so clearing the air was necessary. So long story short, we couldn’t get into Felbrigg but we found the destroyed tower anyway.

… Also magic.

With the information we gained we headed back to Holmin Falls and marched on the South Tower. We cleared out the Gnolls guarding the tower (and the one demon who leapt off the tower just to fight us), and made our way upstairs to find a glowing white orb hanging from the ceiling. We started to knock it down only for Dhother to warn us that doing so would kill us all! So we left the tower and knocked it down from the outside via Grieg’s crossbow. The orb fell and tower went boom! It would have looked more glorious and awesome if we hadn’t decided to immediately book it afterwards just in case any reinforcements heard Hiroshima go off. We returned to Wyrmwick, victorious!

Suffice it to say, Muzarog was still very confused as to why we left without his money, but since we figured out the whole “tower” thing on our own, we saved Wyrmwick that bribe money. That’s a positive, right? Sadly we did learn a negative due to a dream with Bahamut. The Demon Baron is Tiamat’s chosen one, so basically Caitlin’s polar opposite cousin. In addition Bahamut fears we won’t be strong enough to take down the Demon Baron, and is suggesting we find the other orbs like Grieg’s and hopefully with their power and the systematic elimination of the Demon Baron’s towers, we might just be able to do it. Unfortunately Caitlin’s mutations have taken a turn for the worse: her sense of smell is now completely changed, she’s starting to grow talons, and she now has complete control of her breath weapons. In general these aren’t bad (in fact the breath weapons are a huge plus), but it’s enough that Caitlin refuses to enter Wyrmwick due to her appearance and she’s contemplating finishing the ritual to see if it will make her stronger. I asked the party to give my best to Alpert, but they didn’t so lord knows what Caitlin will look like the next time she sees him. Stupid party.

And with that we set off to Colingrove and from there Vante’s Tower. Along the way we were attacked by pirates, and Caitlin got to intimidate people with her dragon wings for once. This battle went our way as Jason’s Saving Throw rolls were awful. We knocked half of the pirates off the ship, and they all drowned shortly after. We killed two more, and the last surrendered. We tied him up and interrogated him. His name? Skynet Anti-Gravity. No, I’m not shitting you. Again, see why Jason’s name generator sucked? We retconned that shit immediately so his name is Doll, and he’s pirating to help his family in Felbrigg. Caitlin spared him on the condition that he give himself up to the clerics in Colingrove and repent for his sins. In return we’d find a way to get his family out of Felbrigg… in due time. He agreed, and we docked the Mighty Gauntlet in Colingrove.

From there we picked up some supplies (i.e. some new magic armor for Caitlin and Grieg, plus the rest of the dragon ritual liquid), sold off some items, and then purchased horses to take us to Vante’s Tower. Along the way Dhother continued to investigate the rosary he found in Zalelah’s Crypt, and finally figured out all he could about it. It seems to rosary acts as a GPS on a “Hot N’ Cold’ system to show the user where “home” is. It also can act as a homing beacon for the vampire, and Dhother realized the vampire only disappeared and we weren’t really sure we killed her. Dhother attempted to drop the rosary, but found it followed him like a dog. Yay! Now Dhother can join Dragon Caitlin and Shadow Grieg as having a horrible problem hanging over his head! Huzzah!

We finished off the night in Vante’s Tower learning the origins behind the orbs. We found that at least six orbs exist, though their locations are unknown. The only other orb we know about it the white (Light) orb which seems to be near Attesfield, across the sea to the north of Vante’s Tower. Also Dhother traded the rosary to the mages in exchange for Caitlin’s bodily fluids, so Caitlin can rest easy knowing someone doesn’t have a salt shaker full of her tears.

The session ended there, and next week we have to decide where to go. Looking on the map (courtesy of Sable this time) you can see our options. We could head south back towards Colingrove and try to liberate Watchman North. Or we could return to Colingrove directly to pick up our ship and sail to Attesfield to get another orb. Or we could get the ship and head to Felbrigg Stronghold to find Doll’s family, investigate the source of the rosary (does anyone believe for a second we won’t wake up next time with the rosary?), and try to find out the locations of the other towers. Again, we have a few ways to go about this, so we’ll need to prioritize accordingly. What do you guys think? Where would you go if you were us? Any thoughts or predictions for the future? Are you pumped for the Tiamat V Bahamut Chosen Showdown? Do you like my vest made of real gorilla chest (Ha-HA! Simpons reference)?

Images credited to big sexay DarkVolt.

Until next time, Namaste!

2 comments:

  1. I think there is something wrong with your companions in the D&D campaign. They seemed to be too much of willing to go with your every decision than to make choices of their own. Although that did seem to change when the group decided to attack the tower than to flee as you suggested.

    The other thing that is odd about them is how they aren't vocal enough to create depth to their characters. Your character got enough depth I could go fishing it in it but the others got barely enough depth I could go "fisting" for bass because of how vocal their characters are in the game.

    I would like to know how the the others have played games like this. If they acted like this in their other previous games.

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  2. Finally! I'm caught up on D&D! Yay! Though this last session felt like a pain. Everyone seemed tired or were having troubles. It's just not the same without hearing you try to punch Dhother in the balls. You guys should really consider taking a week or two off, you deserve it.

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