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Once again, we had a session of the Sunday demon game... and once again, we spent the whole game on one combat (after some initial time spent arguing). There was a less toxic amount of rules lawyering this time, with only one prolonged argument, which boiled down to the same old argument as ever -- "should you add rules for the sake of 'realism' or not?" which was, as always, complicated by Eric's insistence that since there was no explicit rule to the contrary, he wasn't actually adding a rule, merely 'clarifying'.

Overall, it went okay, though, and the time spent discussing what to do before the fight really helped clarify what exactly our goals are.

After the fight, the party found itself in possession of a druid's grove, several prisoners with assorted magical items, and a large teleport-trap box. Since the grove was days away from anywhere important (except the mine/prison, which wasn't likely to have the personnel to spare to send after them) and the people they knew of who'd fled would have to be suicidal to try to mount an attack, they decided to rest in the grove overnight -- they'd set guard (none of them had to sleep as demons) but didn't expect any trouble.

And they didn't get any. The only creature to wander near was the druid whose grove they were staying in, who was able to neutralize the poison keeping the clerics asleep -- they'd have clerical support in the morning. Or, actually, the middle of the night, as they finished resting at about 2am. Being nonsleeping demons had majorly screwed their sleep schedules.

Interrogating the dominated prisoner revealed that the machine had been moved, and was no longer in the castle. Also, two of their bodies (the succubus'/paladin and the harpy/bard's) were supposed to be with it, while the maralith/paladin and energy-draining thing/barbarian's bodies were out on 'fishing' expeditions with teleport traps, just in case the party was teleporting around. The spiky-devil/druid's body they already had, of course, and the hydra-thing/sorcerer was in the castle.

After long discussion, they decided that their group was too large to all travel to the castle secretly to try to rescue the duke's son. Since the duke was invested in that goal more, they send him and all the other NPCs to take on that task, while the party itself headed for 'the spire' (the harpy/bard recognized the description from a scry spell, and knew where it was) to get the machine. Once they had the machine, they could start rounding up their old bodies and doing the swap without worrying about keeping prisoners, which was hard. The druid would be in charge of keeping track of the prisoners they already had (in the antimagic box) along with all the noncombatants -- they'd move around and try to keep away from the demons and their agents.

So they wandered off through the woods, and totally by accident ran smack into one of the fishing expeditions -- this one led by a paladin, the marilith's body. Both sides were somewhat surprised, but immediately rushed to attack!

The battle was a bit confused, which worked to the party's favor, for the most part. The important enemies were quickly surrounded by circles of protection from good, except for the paladin, who'd started too far away from the clerics who were casting the circles and had been immediately surrounded by a blade barrier. The unimportant enemies were jerked back and forth, as they were captivated by a harpy briefly, until once again he was suggested by a real succubus, returning them to their right minds... then the party's succubus started suggesting they flee, and after a couple took off screaming (under the influence of magic), the rest followed suit.

The spellcasting enemies got nervous about the lack of cannon fodder, and in addition had to eventually break the protection of the circles to attack specific party members with spells -- the druid was blinded and taken mostly out of the fight, but the energy-draining-thing was able to close and greivously wound them, making them run away. There were also the ethereal succubus and invisible sorcerer who'd been plagueing the party from the complete safety of invisibility (the only party member who'd been able to see invis had had break enchantment cast on him to advance the deterioration of the swap and get his magic powers back, and had lost see invis in the process), but they decided to get going before someone figured out a way to target them.

That left a lieutenant, who'd been kicking the marilith's lack-of-ass until suddenly he found the entire party focused on him -- rays of enfeeblement, searing light, and summoned arrowhawks from the blinded druid whittled away at his health and fighting ability, until the marilith was able to finally finish him off.

Yes, after all that the party managed to kill precisely ONE enemy. They'd killed plenty of horses, though, which meant transporting the wagon they'd captured with another teleport trap on it would be problematic.

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