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[personal profile] terrycloth
Tonight was my underdark themed D+D game. Slee's player was absent again, and I still don't have his character sheet, so he stumbled along in a drunken haze and didn't get any XP. Ha.

The rest of the party sprung their friends from jail, shopped a lot, then fiddled around with some buttons and transported themselves gods know where. Or when.

Getting Abbey and Slee out of prison was a fairly simple matter of getting a lawyer and paying him a lot of money -- the total damage came to about 2700gp, although most of that was fines. Then the party sold most of their stuff, bought some (fairly useless, IMO) trinkets, and tried to raise their previous companions, who they figured were probably still lying dead in the bank vault.

A quick trip to the bank vault found signs that predators had eaten the bodies, and provoked an attack by the tiny admantium golem, which this time was hunted down and slain.

The party had Belrath committed to a temple to 'heal his mind', but didn't pay for very much treatment, and he was released on his own recognizance before they thought to go check on him.

They also investigated ways to reach the surface. Few of the gnomes were terribly willing to help them, since it was against the law -- Haven was supposed to remain secret until they were ready to attack the surface and prove the superiority of clockwork over the steamheads' trinkets. The temples could make scrolls of Plane Shift, but didn't have many useful tuning forks (and none for, for example, the prime material plane) because it didn't work for them. Maybe the fire-folk to the east would be better equipped?

Instead, the party decided to go hunting for adventure and loot in the vast undead-infested tombs west of Haven, on the underground path leading to the large cavern. They chatted with the gnomish Rangers standing guard, who suggested an appropriate level of the dungeon for them to try out. After quickly dispatching a Mohrg and ignoring the coffin from which it had crawled, and the foot-high secret passage behind it, they found a pit of infinite shadows, and fought off several attacks (mostly Loren's doing, with his turning power and mace of disruption) before deciding that the pit was indeed an illusion covering a portal to the plane of shadow. Or some other shadow-infested place.

They retreated to rest, and the guards snickered at them for only having lasted an hour. The next day they headed back, resolved to (at the very least) camp overnight out of sight of the guards.

Abbey found a secret door in the shadow chamber, though, which led back to a room with a teleporter like the one in the pyramid of shadows. This one was reddish, though, and -- well, the first thing to deal with was that it was completely infested with shadows. Everyone was drained -- May down to a single point of strength -- before the last of the shadows was finally dispatched.

After resting for a while in a rope trick, the party examined the now operative control panel. It had four sliders that (Abbey guessed) controlled coordinates in four dimensions, and when they were set to certain combinations (most combinations, actually) a hand print would light up in the center. Like the other teleporter before, touching the hand print and then the sphere (they used a coin) teleported whoever touched the sphere and drained energy (or temporary hit points that could be gained from the power chambers) from whoever touched the hand print.

One of the sliders made the handprint glow white when it wasn't centered, and when the handprint was white twice as much energy was drained. The party didn't bother to actually figure out how the device worked, though, instead pegging all four sliders at various points and sending Vashti (former name Sakura) through. Ten minutes later, Vashti hadn't returned. The party cursed and swore, and all followed her through.

They found her fighting for her life against strange creatures -- with twelve eyes on beak-shaped, mouthless heads, and six arms weilding crackling, glowing staffs. With the party's help they were quickly dispatched, and then Vashti revealed that she could talk to them by threatening the two techs cowering in the corner (and summoning more guards).

The techs promised to tell the guards not to attack immediately if the party would negotiate and not kill them, and offered to imprison them and study them and NOT dissect them (an improvement from their original offer of immediate disection). The party insisted on being sent home immediately. May webbed the corridors to prevent the guards from arriving. Two more previously hidden doors opened, with guards behind, who postured. The party threatened to take action if the creatures didn't immediately give in. The creatures explained again that they couldn't help even if they wanted to.

So the party killed them. It wasn't quite as simple as that, but polymorph other and fireball both worked wonders, and flaming sphere didn't totally suck either. Vashti's blades sliced them into green goo, Abbey cowered in a corner, May flung spells and nearly got shot out of the sky by laser beams, and Slee was paralyzed before he could do anything (what a COINCIDENCE).

But now what? Vashti was convinced the party was trapped in the past, since the creatures had told her that they had just developed teleportation technology, and Loren backed that story up since he couldn't contact his god.

last session next session

The game went fairly well, although some bits were a little tedious and Slee never showed, but after getting home I found lovely notices sitting in my mailbox telling me how my apartment was being inspected on Friday -- again, even though it'd only been two or three months, and thank you SO MUCH for making sure I only have weekdays to prepare -- and my car needed an emmissions inspection again even though I had one done just last year.

Argh. Buzz Kill, I choose you!

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