Tonight was my D+D game, in which the party continued to make the underdark a safer place, and prove that fighters are overrated.
May and Abbey easily slaughtered the Koa-Toa monk that awaited them in the small building -- his fearsome flaming nunchuks couldn't touch either of them. But just as the pair was looting his corpse, a pair of Koa-Toa templars with sticky shields of doom arrived, and got a nasty hit in on May after he forgot he was a mage and pulled a dagger to help Abbey flank -- they flanked him in turn, and without his shield he was wide open to a sneak attack.
Luckily (well, not THAT luckily) Conner had seen the magic missiles flying earlier, and swooped down from the hidden stone nest to assist. The three of them finished off the pair of fish-men, then headed further into the temple, where four koa-toa priests wasted so much time using their wonder-twin powers that they only managed to do 1 point of damage before all four were toast.
Actually, that's not true. The last one had no friends, and had to resort to an ACTUAL FLAME STRIKE which did 3000% as much damage as the lightning bolt it took three of them cooperating to cast. Stupid fish.
May was out of spells, though, so he called a retreat, and they slept the night in a rope trick hidden in the little stone niche 150 feet above the surface of the lake. Nothing found them there, although not for lack of trying.
The next day, the decided to finish looting the temple. An invisible assassin was turned into a slug before he could speak a word, let alone attack... but he was a half-fiend slug, and unleashed blashpemies and unholy blight before being skewered and squished.
May, in ghost form, noticed a magic section of wall in the temple's underwater grotto, and decided to scout through it, discovering the kraken. Which swished twice, allowing him to retreat back through the wall to the rest of the party. They charged up, and swooped out to attack!
Abbey, invisible, snuck up and stabbed the kraken, which responded by filling the water with ink so that neither of them could see (incidentally ruining Abbey's targetting) and grappled the rogue. She squirmed away, though, and Erdann in squid form gave himself blindsight and whaled on it. It tried to run away... but Erdann was faster. And had more legs. And long enough tentacles to leave a telltale signal on the surface for the rest to follow. The two massive squidlike creatures grappled... and Abbey snuck up and stabbed the kraken in the brain, twice, finishing it off (although Erdann was winning anyway).
They took the kraken back to the stone giants, and with it as a peace offering, the giants were more friendly, and directed them to the tunnel they needed to continue their journey. The giants also offered to take them there, but the party decided they'd rather just fly. But first -- a kraken had to have a lair, right? But where, in the vast, hundred-mile wide lake, could such a lair be? If only they could Find the Path...
Er, yeah. Conner had that spell memorized, so that's what they did. The lair was at the bottom of the middle of the lake, and was guarded by a pair of giant squids, which Erdann dominated and set running, and a clever door mechanism that only a giant squidlike creature could open. Erdann was, indeed, still a giant squidlike creature. There was some treasure inside.
The next day, they continued onwards, to where a giant chime sat at the floor of a 300 foot cliff, with various cave openings, in which shadowy evil creatures lurked. The party flew past everything, then made their stand at the top -- May zapped the first group of gargoyle-like shadow thingies with a prismatic spray, and Erdann used an insect plague to really annoy the rest of the critters that lived in the area.
The gargoyles were able to drain health from the party, but not nearly enough to make up for the punishment they were taking, and their leaders were both killed off quickly -- the mage from the initial prismatic spray, and the half-dragon by a 'drown' spell. Save or die, especially if you're flying 300 feet in the air.
The only difficult opponent was the shadow dragon, which blasted the party with shadow breath, cast them into darkness, and... was killed by a stone-to-mud spell dropping the roof on him, after his darkness was dispelled. Abbey's backstabbing and Conner's whacking (more damaging now that he was polymorphed into a stone giant) had brought him to the brink of death in the short time he was visible.
After going back and looting everything in all the now-empty caves, the party decided they were running low on space in their bags of holding, and of diamond dust for stone-skins and restorations, and used Wind Walk to fly all the way back to the surface in a single hour, after which they teleported to Baldur's Gate to sell and resupply.
last week next week
I'm beginning to think that there is just no way to prevent a high-level party from resting safely in town every night. At least not in the Realms.
May and Abbey easily slaughtered the Koa-Toa monk that awaited them in the small building -- his fearsome flaming nunchuks couldn't touch either of them. But just as the pair was looting his corpse, a pair of Koa-Toa templars with sticky shields of doom arrived, and got a nasty hit in on May after he forgot he was a mage and pulled a dagger to help Abbey flank -- they flanked him in turn, and without his shield he was wide open to a sneak attack.
Luckily (well, not THAT luckily) Conner had seen the magic missiles flying earlier, and swooped down from the hidden stone nest to assist. The three of them finished off the pair of fish-men, then headed further into the temple, where four koa-toa priests wasted so much time using their wonder-twin powers that they only managed to do 1 point of damage before all four were toast.
Actually, that's not true. The last one had no friends, and had to resort to an ACTUAL FLAME STRIKE which did 3000% as much damage as the lightning bolt it took three of them cooperating to cast. Stupid fish.
May was out of spells, though, so he called a retreat, and they slept the night in a rope trick hidden in the little stone niche 150 feet above the surface of the lake. Nothing found them there, although not for lack of trying.
The next day, the decided to finish looting the temple. An invisible assassin was turned into a slug before he could speak a word, let alone attack... but he was a half-fiend slug, and unleashed blashpemies and unholy blight before being skewered and squished.
May, in ghost form, noticed a magic section of wall in the temple's underwater grotto, and decided to scout through it, discovering the kraken. Which swished twice, allowing him to retreat back through the wall to the rest of the party. They charged up, and swooped out to attack!
Abbey, invisible, snuck up and stabbed the kraken, which responded by filling the water with ink so that neither of them could see (incidentally ruining Abbey's targetting) and grappled the rogue. She squirmed away, though, and Erdann in squid form gave himself blindsight and whaled on it. It tried to run away... but Erdann was faster. And had more legs. And long enough tentacles to leave a telltale signal on the surface for the rest to follow. The two massive squidlike creatures grappled... and Abbey snuck up and stabbed the kraken in the brain, twice, finishing it off (although Erdann was winning anyway).
They took the kraken back to the stone giants, and with it as a peace offering, the giants were more friendly, and directed them to the tunnel they needed to continue their journey. The giants also offered to take them there, but the party decided they'd rather just fly. But first -- a kraken had to have a lair, right? But where, in the vast, hundred-mile wide lake, could such a lair be? If only they could Find the Path...
Er, yeah. Conner had that spell memorized, so that's what they did. The lair was at the bottom of the middle of the lake, and was guarded by a pair of giant squids, which Erdann dominated and set running, and a clever door mechanism that only a giant squidlike creature could open. Erdann was, indeed, still a giant squidlike creature. There was some treasure inside.
The next day, they continued onwards, to where a giant chime sat at the floor of a 300 foot cliff, with various cave openings, in which shadowy evil creatures lurked. The party flew past everything, then made their stand at the top -- May zapped the first group of gargoyle-like shadow thingies with a prismatic spray, and Erdann used an insect plague to really annoy the rest of the critters that lived in the area.
The gargoyles were able to drain health from the party, but not nearly enough to make up for the punishment they were taking, and their leaders were both killed off quickly -- the mage from the initial prismatic spray, and the half-dragon by a 'drown' spell. Save or die, especially if you're flying 300 feet in the air.
The only difficult opponent was the shadow dragon, which blasted the party with shadow breath, cast them into darkness, and... was killed by a stone-to-mud spell dropping the roof on him, after his darkness was dispelled. Abbey's backstabbing and Conner's whacking (more damaging now that he was polymorphed into a stone giant) had brought him to the brink of death in the short time he was visible.
After going back and looting everything in all the now-empty caves, the party decided they were running low on space in their bags of holding, and of diamond dust for stone-skins and restorations, and used Wind Walk to fly all the way back to the surface in a single hour, after which they teleported to Baldur's Gate to sell and resupply.
last week next week
I'm beginning to think that there is just no way to prevent a high-level party from resting safely in town every night. At least not in the Realms.