Showing posts with label Angela. Show all posts
Showing posts with label Angela. Show all posts

11.09.2013

The Age of Worms, Session 28

Our exit from this place, triumphant, but still with more questions to be answered, seemed to be our fate, without a clear plan to follow, it looked as if we were going to have to confer with Allustan or Eligos on where to go or what to do next, but as we meant to take our leave from the place, we were attacked!

Out from nowhere, a small group of the dark elves and a mysterious other figure with slimy tentacles where a mouth should be attacked. The area was cloaked in darkness, and though we defeated the four drow, there was no sign of the betentacled fellow, but we did have a trail to follow. The boots of the drow were caked in phosphorescent fungus called Beggar's Gold, which we identified and used as the basis for our investigations under the city in the tunnels which led to the city's sewers.

Greyhawk's sewers, wretched and cold and smelly as they were, are hellishly HUGE. It took us what seemed like weeks, but was likely only days, to finally get back on the trail of our attacker and, we hoped, the bottom of the problems here in the Free City. We fumbled our way further, encountering a few more drow and then came upon a great set of double doors within an otherwise seemingly natural cave.

Cast of Characters
Able Nightengale, Gloaming Healer 7/+1 Negative Level - David
??, Goblin Psion (Telepath) 5/Thrallherd 2/+1 Negative Level -  Paul
??, Human Warblade 4 - Paul (thrall)
??, Human Druid 5/Planar Shepherd 2 -Taylor
Rill Meadowwhisper, Flind Druid (Shapeshifter variant) 7/+1 Negative Level - Me

And here ended our foray into The Age of Worms.

Angela, like me, has just gotten a new position at her job, and she feels she doesn't have the time or energy at this moment to run a game, and so with a little discussion, I decided to start a new campaign. More on that to come, but I'd like to thank Angela for a fun game!

7.18.2013

Age of Worms, Session 27

When we left off, almost everyone had been brought back to the land of the living, and none the happier for it, since we were all in foreign bodies, though it did hold some humor and fascination in certain degrees.

Once we had taken a couple of days to get our legs in our new bodies and prepare further, we ventured in again to the accursed warehouse and its cavernous depths, below. Signs of life were nonexistant, and it appears as if the doppelgangers had all but abandoned the upper levels, possibly for fear of attracting much attention, since there was already some comings and goings to the place.

When we got below, we had a short time fending off the guardian octopus in the water-filled chamber that leads into the lower levels of the complex. Though we had thought that it might take our offering of fish and go, it also grabbed the holder of the bag and we had to fight to keep our companion with us. A decision that we somewhat regretted later, as you will see.

Retracing our steps, we found the rest of the complex to be as empty as the rest until we managed to make it back to a door within the mirror maze where most of us lost our lives. Imagine our surprise when we went in to find none other than Allustan on a throne in the chamber! Many a thought went through our minds, then. Had we been duped? Was this a test for entry into some secret society? Well, no. The Allustan we saw before us changed into a different form almost immediately, and engaged us in battle, casting spells and taking the psion's thrall (the very man we had just rescued from an octopus, I might add, and whom me and my fellow druid had empowered with spellcraft) under his command. The fight with the ensorcelled thrall was a tough one, as his multiple attacks and tough hide made him a formidable foe.

The wizard, himself, had cunningly placed traps in his lair, and tried to control our actions and movements with hindering spells, but we were able to engage him in hand-to-hand combat, at which point he turned into a hulking brute and pulled forth an axe, wielding it with efficiency! By this time, we had surmised that this being was a doppelganger, but his seeming change in aptitudes confused us and we were put on our back foot in an attempt to match skill with this warrior.

Though we cleverly maneuvered his controlled battlefield and worked quite well together, despite our new forms, in the end, it was our brute force, and not cleverness, that won out against the man...thing. We took stock of his belongings and the furnishings of his throne room, finding some infernal device that we wanted no part of, then ventured further into another chamber, this being his bedchamber, where we took stock of (mind you, 'taking stock of' in this sense is the same as 'added to our stock') valuables therein.

Then, we went into what we assumed was the last chamber in these lower levels, a room riddled with silvery spider's webs and multiple women in various states of dress, who claimed to be araneas and the prisoners of the creature we had just slain. We bargained their freedom, which could have been given at any moment, though we were cautious, for any information they could give us and they offered material reward then went about their way, leaving us to decide what to do with this complex now that we know its secrets.
 

Cast of Characters
Able Nightengale, Gloaming Healer 7/+1 Negative Level - David
??, Goblin Psion (Telepath) 5/Thrallherd 2/+1 Negative Level -  Paul
??, Human Warblade 4 - Paul (thrall)
??, Equiceph Rogue 5/Thief-Acrobat 2/+1 Negative Level -Tami
??, Human Druid 5/Planar Shepherd 2 -Taylor
Rill Meadowwhisper, Flind Druid (Shapeshifter variant) 7/+1 Negative Level - Me

Notes: I've not read this adventure path, so I'm unsure if this was it, but it left me thinking that we missed something along the way. The lack of replacements in the dungeon to harry us after a few days was odd, too, but a little suspenseful. I thought maybe we were walking into a large, overly prepared group when we fought the greater doppelganger (Angela told us what it was after the fact, because we all thought it was neat).

No spoilers, please. Just typing out loud here.

Also, I know I'm lousy with these character names. Maybe Angela can clue me in, and correct any class mistakes made if she catches this post. 

7.15.2013

Age of Worms, Session 26

I'm not sure if we got started late or if we digressed quite a lot, or what, but we didn't get much accomplished in this session, though we all had quite a bit of fun and some good laughs at the end.

After fishing some of the party out of a deep pit trap that we discovered had an illusory bottom, we ventured further into the underground complex, following the doppelgangers that had slipped away from us in the previous encounter.

This led us into a room filled with maps and notes, which we hastily gathered some of and stuffed into our satchels to peruse later, deciding that we needed to move quickly and pursue instead of wasting too much time and giving our enemies time to prepare or set up an ambush.

We were too late, of course, and when we entered the next chamber - a vast maze of closing corridors all made of mirrors, they got the jump on us. Simply, the band was outmatched in the cramped quarters, and even the aid of summoned creatures was only barely able to swing victory just into the grasp of the party, of which only Taylor's Druid and Paul's Warblade Thrall were left alive, and they promptly retreated to the safety of the city proper with the dead bodies.

During the combat itself, Paul's Psion dropped and Taylor was able to get to him in time to cast Last Breath, bringing the man back as a Goblin, though out of commission for the rest of the fight. The rest of the party were Reincarnated and came back as various, somewhat shocking, figures.

The Reincarnation table used is one of my own creation and features almost 80 different races. Some of these races boost a character far beyond their present level, and may end up being more of a curse than a blessing when it comes to experience gain, despite the benefits gained from the new race.

Cast of Characters
Able Nightengale, Gloaming Healer 7/+1 Negative Level - David
??, Goblin Psion (Telepath) 5/Thrallherd 2/+1 Negative Level -  Paul
??, Human Warblade 4 - Paul (thrall)
??, Equiceph Rogue 5/Thief-Acrobat 2/+1 Negative Level -Tami
??, Human Druid 5/Planar Shepherd 2 -Taylor
Rill Meadowwhisper, Flind Druid (Shapeshifter variant) 7/+1 Negative Level - Me


7.06.2013

Age of Worms, Session 25

We left off this game with our lone hero, Able, having made haste to Eligos' manor to escape the fate of his companions and collect himself before figuring out what to do next.

His search would not take long, however, as Allustan, anticipating the original party might have some trouble (I believe this is what we settled on as reason to insert new characters), decided to send another group ahead to Greyhawk to aid, but they found they were too late.

Able briefed them on what had transpired and where and promptly led them back to the bowels of the warehouse where his companions had lost their lives, seeking righteous retribution in the name of St. Cuthbert. There, the invisible foes that had proven so difficult before were mercilessly slaughtered and the band ventured further, fighting a giant octopus  until the beast fled before venturing deep into the stone chambers below to be confronted by a band of featureless men after half the party had fallen into a pit trap.

The fight took a while and hindered rescue attempts of the others, but eventually the heroes were victorious and were able to regroup, ready to venture and investigate further.


Able Nightengale, Human Healer 7 - David
??, Elf Psion (Telepath) 5/Thrallherd 2 -  Paul
??, ?? Rogue 5/Thief-Acrobat 2 -Tami
??, Human Druid 5/Planar Shepherd 2 -Taylor
Rill Meadowwhisper, Halfling Druid (Shapeshifter variant) 7 - Me

This session was longer that the write-up would suggest, of course, because each of our encounters had an interesting twist that we had to face, and which made combat just a little longer than it normally would be. The first, our invisible opponents, nearly wiped a party before, the underwater battle with the octopus was challenging when options are limited, and fighting an encounter with half the party cut off from the rest all served as reminders to be ready for anything in D&D.

Also, as
one can see, Taylor rejoined the group this session, and we're all happy for it. In this campaign, his reserve healing and support spellcasting has become a great boon to the party.

6.02.2013

Age of Worms, Session 24

This session saw us with David out of town on a business trip, so I subbed in with his character since mine had died the session previous. The game resumed with the remains of the party still locked in combat with unseen air elemental assailants.

The fight went slowly and granted neither side advantage, with terrible die rolls dictating much of the action early on. Then, everything went quiet. This is kinda when things went south. Mullins threw up a web that let us use it to help navigate the room, and he and Able made it through to the others with next to no problems, intending to recover the bodies of their friends, and were subsequently attacked. Dairon joined them a few moments later and began helping in the combat effort, but Caine was still trapped on the other side, caught fast in webs.

In short order, Dairon fell to the airy assailants, mercilessly killed before Mullins also fell, with the air creatures using alchemists fire from his pack to catch the webs and slow the progress of those close to or in the webs. Able got Mullins back up and they at first checked a room beyond, but found no egress beyond, then began to stand their ground. Caine fell next, unable to reach the others because of one of the creatures blocking the path and slipping into the spike-filled water below, being shredded to death.

Mullins and Able pulled back into the room they had found and suddenly, the gnome turned on the healer! Able cast Sanctuary and made his way out of the building as swiftly as he could and toward Eligos' manor, on the wings of the Celestial Aspect spell, failing to notice that another Mullins had come into the room and begun to fight, as well. That Mullins fell in battle shortly after.

Though I had no clue, Paul and Angela revealed that the Mullins that had been with us had been a doppelganger and apparently was in league with some of the bad guys we were facing or about to face. Treachery! I know many players who might get angry at this duplicitous gameplay and betrayal by a fellow gamer when they work with the DM, but I love it, and I've used it more than a few times, with even helping me out with it before. The guy plays it so naturally.

Though a majority of the party died, David confirmed via text that he would be willing to continue after we all agreed that it should be his call on if he would pursue the mission further, and so our Healer will be putting together a new team to rid Oerth of the horrible menace of the green worms.

I have no clue as to if Tami will be rejoining us, since she didn't show up this last session (I assume because she didn't have a character), but Paul said she had been thinking about a Thief-Acrobat type. Paul, himself, has begun construction of a Psion/Thrallherd, and I raised the level of a Druid I was going to bring in when I decided to bring Sagt in, instead. I assume David will also be working on a new cohort, since Caine bit the dust.


Dairon val Eite, Human Bard 5 - Me (cohort) (deceased)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul (deceased)
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort) (deceased)

5.18.2013

Age of Worms, Session 24

The party complied with the guardsmen's request that we visit their post and be questioned, but Cameron, already in sorts due to being accused of a crime he didn't commit, raised a fuss and was held until he calmed down and his status as a noble and reasonable certainty could be obtained that he was not, indeed, the attacker on Tarquin. The evidentiary lynchpin being a key, found by Tarquin, that none of the party had familiarity with that featured a crest depicting a giant octopus pulling a ship down.

New lodgings were made, a change of address was left with Eligos, and the group sprang into investigation, trying to discern who had it out for them and why. The best leads were found after throwing gold at people who frequent the Crooked House, in hopes that more booze money might loosen tongues. There, we found the name of Cameron's accuser as well as leads on the key, being told that it was the symbol of a trading coster no longer in service, which had several holdings in the River District, warehouses all bearing the same symbol, one of which still stood.

Hiring a guide off the street to lead us to this River District, and the warehouse of interest - a place called Sodden Hold, since that name was painted on the side.

Waiting a short while, looking for anyone exiting or entering, Mullins decided to ask around (which was aided by Cameron failing at intimidate) to see what we could find out about the place. We turned up no leads, and so decided to go in through the door, which had to be forced in. Therein, we found a normal storage room of a warehouse with various doors leading off to the sides. Moving to the first door, however, we found that some of the crates and barrels were mimics, which posed enough of a threat to keep us occupied for quite some time, and though some were caught and at least one party member had fallen unconscious, we fought through to a win against the beasts.

Once everyone was back to fighting shape, we pressed on, finding a dangerous pit trap in front of the first door we checked, and then moving on to search the other chambers, which held nothing of great interest. Katain pressed forward past the pit trap to inspect the chamber beyond, with the others slowly making their ways through by jumping or being pulled through with a rope. The pseudodragon had discovered chests under a flight of stairs which held a few valuables, as well as another door leading off which led to a hall with cells holding several prisoners with a set of double doors at the end.

Informing the prisoners that we would come for them once any danger had been assessed and taken care of, we moved forward through the double doors to find a chamber with the floor fallen out. Water filled with rusted old weaponry sat a little below support struts that once held the floor in place and now seemed to be the only way across the chamber. With a few false starts and an incident with Mullins falling into the pointy water, Cameron started to make his way across the beams by lying down and scooting. This was a poor decision, however, as soon he and the rest of the party were attacked by invisible air creatures that had no problems attacking us, but presented a very tough foe to fight.

Cameron made it to a stable piece of flooring with the healing aid of Able and Katain, but the aid proved futile and both he and Katain were struck down. Mullins disappeared from sight and Dairon saw that being out in the open was a death warrant and retreated into the hall with the cells. Able and Caine both retreated to the doorway to a more defensible fighting position and the four remaining men (well, three men and a gnome) were set to make a final stand when we left off.



Cast of Characters
Cameron val Dane, Human Knight 7 - Me (deceased)
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami  (deceased)

5.05.2013

Age of Worms, Session 23

This session was fairly short mostly because we got started later than usual, and Steve was in and we chit-chatted more than played, but it was fun and set up some interesting hooks for coming sessions.

Since we were waiting on Eligos to get back to us, we pretty much just hung out near the Crooked House and did nothing while the mage took his sweet time to get to us. During the following couple of days, the men that Dairon had pledged to Cameron's cause came back and took their first pay from the knight (I have to pay them since I miscalculated my Leadership score and won't have followers until next level. Sadface.), and Able gathered his band from the local temple to St. Cuthbert. Those who had ordered items special made were able to retrieve them, as well.

This lounging about, however, was possibly not the best thing to have done, as someone attacked and nearly killed Tarquin, the owner of the Crooked House, then fled. When the group rushed down to the commotion in the taproom, a patron claimed to have seen Cameron rush upstairs after stabbing the man, which the party began to dispute, but the accuser attacked, inciting a small riot with the dozen or so patrons howling for blood at such a heinous crime, at which point we defended ourselves.

Being careful not to fully harm those gathered, the band began to subdue the patrons one by one, but were being dealt very real damage, indeed. Cameron went to confront his accuser, who tried to do him serious harm, and who Cameron tried to return the favor to, but the man slipped out the door, leaving the group to deal with riotous patrons, which were quelled before too long.

Able had managed to help some men get Tarquin into another room and heal him fully, then get his complete story of the attack. When the guards showed up a little while later, there was a bit of a debate about the treatment the tavern patrons were receiving and a dispute over who the real culprit was, but thankfully Tarquin just asked that we leave though the guards were not finished with us or the investigation.

We left off here, and like I said before, I think this sets things up nicely for something deeper. As a reminder, we need to send someone to check on Eligos, in case this is related to our visiting him.

Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Al'lah, Synad Divine Mind 7 -Steve

4.07.2013

Age of Worms, Session 22

Entrance to the Free City for our band went swimmingly well, with us gathering as many injured and sick as we could upon our wagon as a means of easing the ire of those we cut ahead of in the hours-long line to get into the city, then greasing the palms of a few gate guards to get expedited in without the hassle of searches and what have you.

The band first procured rooms, upon recommendation, from a place called The Crooked House, Cameron throwing 30 gold at the man to house them and their horses and sundry for a "few nights". Information gathering as they took a round of drinks and meal helped them to determine that their contact, Eligos - known to be a warrior mage(!) and great sage - lives in a nearby district, and so they set out for the man's house.

Eligos' manor was lined with well manicured gardens and hedges, and upon arriving, the party were met with an elven manservant named Pollard, who showed us in to a parlor and bade us wait for his master, who appeared quickly thereafter. The sage politely took in the information and materials presented to him and showed slight surprise at the contact being initiated by Allustan, claiming to not have been in contact with his old colleague for quite some time, but promising to look into things more deeply and get in touch with us within the week, suggesting perhaps we spend our time enjoying the Free City and mentioning a parade taking place that we might enjoy on this very day!

And so, there we went, as the streets were hard to navigate with all the hubbub, anyway, and the party were able to avert a disaster when we engaged an escaped chimera after Katain's attempts to negotiate with the thing to calm down failed. The battle was hectic but quick, and we came out smelling like roses (figuratively, of course...we have been on the road for days) when we not only subdued the beast for the arena company, but also had Able heal the wounds of the bystanders that had gotten injured in the fracas. Dairon quickly sprung to action, extolling the virtues of his master knight, and was able to recruit two men to Cameron's banner, promising glories untold in the days to come as Mullins heatedly debated the reward of our deeds and the cost of the chimera, which was rather prohibitive at roughly 21k gp.

At this point, the group split company. Mullins decided to return to Eligos to question him more on the quest, Katain returned to The Crooked House (since Tami wasn't there to play her character), Dairon went about his search for a church adept for holy aid and guidance for what he hoped was the start of rebuilding of an army for Cameron, and Cameron originally going to the inn, as well, but going to find bottles of drink when he realized Dairon had his booze. (As an aside here, I can't recall what David's characters were doing at this point, which makes me wonder if he had already left for the night - sorry if they hadn't!) After procuring a couple of bottles of fine vintage from a local wine shop, he began to make his way back when he heard the rantings and ravings of a seemingly mad prophet who turned out to be spouting what Cameron perceived to be glaring truths about the "Age of Worms"...

So he knocked him out cold with his maul.

Making the way back to the inn and tossing a few more coins the owner's way, he drug his "drunk" friend to his room, where he promptly gagged and tied him up to wait on his companions to get back. Katain, witnessing the ordeal, flew to Eligos' to warn Mullins of what had happened, and the rest of the characters came in from their various errands and explorations and gathered in the room over the proselyter to confer, with most of it being Cameron justifying to the others that the street preacher just knew too much.

When he awoke, the prosyleter was put to questioning and claimed to be the prophet of something called the Golden Eye, and that he was not part of any particular church or sect, but was granted visions and instinctively knew all that he did about the situation and circumstances, explaining that he cannot even grasp the full idea of what he says unless he speaks his rant in its entirety. At this, feeling that his prophecies could come in handy in the coming days, Dairon stepped in and gave him the "sales pitch" to join Cameron's growing band on their quest, to which he said he would think about it.

And there we left off. Things are about to heat up in the Free City, methinks.


Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami

3.23.2013

Age of Worms, Session 21

Well, I was put in my place about Allustan being with us. He just sent us on his fool's errand, because he's a wizard and far too busy (even though we're probably higher level than he is now!), but yes...he had just sent us, and thus should not have been with us when we almost died, so no fault of his there! Further, everyone except Mullins gained a level this session, and all characters have been updated, including his, since I had forgotten what class he had taken a level in.

This week found us still on the road to the Free City of Greyhawk to visit Elistor, a colleague of Allustan (Hmm.. I've seen this episode of Avatar, there better not be any tricks.) and give him some samples and evidence of the worm infestation so that perhaps he can help us come up with a solution to the crisis.

The road, no matter if less or more traveled, however, certainly has its share of dangers, as before long, we were beset by a pack of worgs who did their best to kill some of our horses, then take down Cameron and Able in the process, but we ended up more than a match for them in the end, and only one of their number was able to escape once we started dogging them before they wolfed us down, as Paul put it.

And though we hoped that our canine friends were the last of our troubles before hitting the city, the felines got in on the action when four displacer beasts surrounded our camp and pressed the attack in hopes of tasty noms. In this, we did lose one horse, which was killed and dragged into the woods to the creatures before finally taking one down and having the other two bolt before their numbers came up, as well.

The displacement effect of the magical beasts made the fight a much tougher one than anticipated, much like the worgs' high hit points helped them immensely to give us a challenge, but in the end we prevailed...though barely in some cases. Angela's dice hate my primary characters, and Cameron was taken down to single-digit hit points throughout the two fights, and actually into the minuses against the worgs. David didn't have much better luck with Able in the night, either, though his ability to heal himself kept him (and us) relevant throughout.

With the Free City less than a day's ride away, we rested out the night in hopes of better luck once within the walls of Greyhawk.

Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami

3.17.2013

Age of Worms, Session 20

This session started later than usual, but we got about as much accomplished as we would have otherwise, as the first quarter of our playtime was spent provisioning and preparing for our mission accompanying Alustan to the Free City of Greyhawk.

After some exposition from our patron and Dairon pledging to Mullins the aid of he and his master on the quest to give the knight purpose again. During this time, Messrs Smithe and Nightengale made a pact of service in the name of St. Cuthbert to rid the world of the taint that the worms hinted at, while Mullins repaid a debt to his uncle and he and his girlfriend, Rosebud, decided that she would stay behind to tend a property that had been bequeathed to the group. The faerie dragon, we couldn't get rid of if we tried, so no one did, proving the point by default.

There was little progress made, and on the first night, the group was set upon by a group (parliament? sleuth?) of owlbears searching for an easy meal. This proved to be fruitful for the two closest to our horses and they snatched their tasty treats and retreated back into the surrounding woods, but the other four (yes, Angela rolled 6 - the maximum possible encountered - on the charts) also wanted appetizers with their meals, so decided the smaller humanoids were a much better choice of first course.

The ensuing combat had many a scary moment, as the beasts are insanely good grapplers, but in the end the group narrowly prevailed, almost suffering the fate of our mounts, but defeating all four remaining owlbears and writing our horses off as a loss. Able, Mullins, Caine, and Cameron took copious amounts of damage, but timely healing and pluses granted by Dairon helped win the day (night).

The fight was a grueling one, but the suspense never dropped, and though it was long, was well played and kept momentum throughout. Since the fight took us past our usual quitting time, we stopped there for the night.

Also, it just now occurred to me that our patron, the mage Alustan, should have been with us when the owlbears attacked, but apparently nobody, even the DM, remembered that part. I'm not saying that he would have swung things too far in our favor since we are 4th-6th level, but an extra magic missle or something of the like would have helped quite a bit.
AND, I'm doubly at fault, as I overlooked a bonus that my bard should have been granting to the party. I blame that on not playing a 3.5 bard since 2007ish, though.

Cast of Characters
Cameron val Dane, Human Knight 6 - Me
Dairon val Eite, Human Bard 4 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 6 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Caine Smithe, Human Marshal 4 - David (cohort)
Katain, Pseudodragon Warlock 1 - Tami

 I think Mullins may have leveled up after this session, putting him at 7th, but I can't recall which class he took this time.

2.24.2013

Age of Worms, Session 19

After a few weeks of not gaming, we jumped back in with The Age of Worms where we left off, with Mullins and Able negotiating safe passage and release of prisoners with the lizardfolk shaman. He bargains the disposal of the king's lieutenant for the betterment of his tribe, and upon agreement, leads the party to him, which swiftly leads to the start and end of combat and the PCs triumphant (with aid from a sneaky pseudodragon).

With that done, the group tends to the prisoners they have come to rescue, and secures their possessions from the lizardfolk. Further talks (I could be wrong, please correct me if so, Angela!) led to a discussion on the security of the eggs of the tribe, and Able decided to go check on the state of the hatchery, but the kobold guardians of the place attacked him and the lizardfolk shaman, prompting a call for reinforcements, where the party tried to join the fray, but the corridors were cramped, making things more difficult.

Once seeing that they were compromised, one of the kobolds split open a dragon egg (from the tribe's patron), allowing worms to spill forth and wriggle away. Quick thinking from Rosebud quelled their spread with precision magic that wouldn't hurt the lizardfolk eggs, stopping the spread of apparent zombie plague and earning more respect from the lizardfolk. Taking the victory with them, and given a boon in the form of an otyugh mount for the small members of the party while trekking the swamp, the group began their trek back to Blackwall Keep with Marzena and her band.

Once there, however, things were not as joyous as had been hoped, because the lower levels had been blocked off due to an infected inhabitant that they had held there in hopes of healing having further infected others. The quarantined area was delved by the party and though there were a couple of scares of possible worm-infection in the party, the group was able to put down the menace of the three worm-zombies.

Here, we left off for the night after a short discussion of plans to head to the Free City of Greyhawk!

Notes: I probably got some of this wrong. I did a slight no-no and got last-minute approval for Leadership at the table and spent some time making my cohort, so I wasn't the most attentive. Having distracted myself with that, it was hard for me to get into the groove of the second half of the session, but I was having fun by the end.

Having said that, my new character is a drunk, and he, his apologetic cohort, and the other characters had a good rp vibe going as soon as he was introduced. Also, it's kind of nice to have a child-like persona in the form of Tami's pseudodragon to play off the various amounts of stoicism and such in the party.

Cast of Characters
Cameron val Dane, Human Knight 6 - Me
Dairon val Eite, Human Bard 4 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 6 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Caine Smithe, Human Marshal 4 - David (cohort)
Katain, Pseudodragon Warlock 1 - Tami

2.05.2013

Age of Worms, Session 18

In search of the missing battlemage and her cadre, we traveled for what seemed like several days into the Mistmarsh, encountering predators both natural and unnatural, with the last, a group of ghouls and a ghast tearing Sagt to pieces once successfully paralyzing him.

The rest of the group won the day and escaped with their lives, pressing on to continue their mission after conducting hasty rites over the goblinoid, and before too much longer, were rewarded with finally founding the lair of the lizardfolk, which they entered without hesitation.

Therein, the group managed to quickly fight their way to the back of the enclave and find the chamber of the king of this tribe, a large lizardfolk with a trident enchanted to return to its owner's hand when hurled. The battle with him was fierce, but again, our heroes triumphed and claimed his magic weapon for themselves!

Shortly, a lizardfolk approached them, claiming to be the tribe's shaman, and offering to assist them if they would act against the king's lieutenant so that the tribe would not have to suffer under his rule. The PCs agreed, and had set off to find him when the session closed.

Cast of Characters
Sagt, Varag 5 (Racial levels) - Me (deceased)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 5 - Paul (secondary)
Able Nightengale, Human Healer 6 - David


Notes: This session report is short because it was fairly combat intensive, with a few random encounters, and then fighting the way through the lizardfolk compound. The brevity also stems from the fact that I wasn't the most attentive after Sagt died, as I was trying to construct a character that I have since decided not to play.

1.04.2013

Age of Worms, Session 17

Though we hadn't met the previous week for my game (due to a freak snowstorm), we convened on Wednesday to continue with Angela's Age of Worms campaign, with a special guest: Steve! He and his girlfriend were in from Oklahoma to do holiday visits, and he was able to make time to join us, which was nice, since he was a long-time friend and fellow gamer.

When we picked up, Steve brought in his Divine Mind (whose name I can't recall currently) who had been off having his own adventures and by happenstance had been in Diamond Lake and heard we were off on another trek, this time escorting Allustan to Blackwall Keep - a outpost on the edge of the Mistmarsh; one in a series built to help keep the threats of the swamp at bay.

Our travels there were only shortly delayed by the inconvenience of orc brigands who thought us pushovers. Within seconds, they found the folly of their actions and two of the original ten made it away with their lives. The rest were dealt with mercilessly, as is our way, and then we continued on, stopping to take refuge in a wayhouse overnight before making our way to the Keep.

Once we arrived, we found Blackwall under siege by a host of lizardfolk, and we sprung into action to aid the defenders. Convincing Allustan to toss a fireball into a small group of the brutes to create confusion, Sagt and the Divine Mind charged in and fell two foes immediately, with Rosebud and Mullins following that lead and pressing the attack, with Able invisibly staying in reserve to heal any of our party that may be injured and Allustan teleporting back to Diamond Lake to gain reinforcements.

The battle was pitched and lasted a couple of minutes, but our heroes made it finally to the keep and defeated the last of the attackers, but not before they had made their way in and began to slaughter the men defending the place. Not a single lizardman was left alive, but we only managed to save five of the brave defenders, who then proceeded to tell us that the princess was in another castle! Wait, no...wrong game...

A small group of Blackwall's standing troops, as well as their battle-caster, were feared to have been taken by the lizardfolk, as they hadn't returned from patrol, and the reptilians were fond of the taste of people, or at least Sagt assumed, since people are, indeed, tasty...as are lizardfolk, and demons, and chickens, and horses, and well, most things.

Mullins pledged our support to the rescue mission and gathered Able, Rosebud, and Sagt to venture into the swamp to save the brave souls of Blackwall! Our psionic companion decided to stay behind at the keep as we went forth (since Steve had to leave at this point) to help man the place until Allustan arrived with help, and the other four trekked off into the muck.

Not far into the swamp, a clutch of giant spiders, each as big as a pony, attacked from the trees above and we fought against both them and our environment, but finally prevailed. Here, we left off, each of us ready to take on the lizardfolk on their turf!

Cast of Characters
Sagt, Varag 5 (Racial levels) - Me
Mullins, Gnome Rogue 3/Wizard 2 - Paul
Rosebud, Gnome Warmage 4 - Paul (we're allowed to have 2 characters)
Able Nightengale, Human Healer 5 - David
Al'lah, Synad Divine Mind 5 -Steve

12.20.2012

The Age of Worms, Session 16

This week, as the party started to find someplace private to commence a post-combat cuddle, we were set upon by a hideous monster, about twice the size of Sagt (who stands at almost 8'!), bearing vicious snapping claws instead of hands and hideous sharp teeth, both of which it put to good use quickly.

Though its path further into the room was blocked by Filge's zombie owlbear (thankfully), there was still room for the party to maneuver around the beast, Sagt going to its side and Mullins skirting through a side door to go behind the thing.

In the early seconds of combat, the beast tore into Sagt and the zombie, nearly rending both of them apart before the arcanists (Filge and Rosebud) began using wands to pepper the thing with weak spells. Mullins got into position to attack and began to deal hefty wounds to the monster while Sagt and the zombie slowly chipped away at it and kept it distracted.

Able found home with his crossbow, then advanced to heal the Sagt, but was ensnared by the grasping columns, and had a hard time escaping during some of the fight. In the end, perseverance and a little luck kept those engaging the beast in melee on their feet, and we were able to take the thing down.

A little butchering and some noshing by Sagt, who offered everyone a bite of the monster, happened while the others checked all the wares in the library we had found earlier. Once everything worth taking was found, the group bedded down to an uneventful night, then made our way out of the tunnels, with the aid of our rope of climbing to make the final ascent, since the elevator shaft had seemingly been sabotaged.

Taken into custody by the guard until we were OK'd by Allustan, we then went our separate ways, Mullins paying debts, and all of us acquiring better equipment, and generally just enjoying being in a peaceful surrounding (except Able, who cannot gain better equipment). We all agreed to journey together further under the employ of Allustan as a sort of personal guard, as he makes his way to Blackwall Keep on the other side of the Mistmarsh.


Cast of Characters
Sagt, Varag 4 (Racial levels) - Me
Mullins, Gnome Rogue 3/Wizard 2 - Paul
Rosebud, Gnome Warmage 4 - Paul (we're allowed to have 2 characters)
Able Nightengale, Human Healer 4 - David
Filge, Human Wizard (Necromancer) 5(?) - NPC


Thoughts: Sagt found a little bit of frustration and some avoidance from him by the locals since he's a goblinoid. This is the first time he's really encountered it, and has dealt with it mostly by staring at the person reacting or one of his tribemates. It was fun to play his reactions and general trying to fit in/not knowing he doesn't fit in. Luckily, the party is there to be his "handler" and make excuses when needed.

12.11.2012

World of Darkness Text Game Recap: Maxine

Between March and May of last year, I had been bouncing the idea off some friends of playing a game separate from our table ventures via e-mail, IM, or text. The response I got was fairly positive, so in mid-May, we worked out that we would try to have a game via text, and I hashed out some quick rules and details after deciding on the new World of Darkness.

Our Chronicle took place in Chicago, and though we didn't make it too far into the game, I found it fun and the game actually ran for almost a year, and could have been longer if not for an extremely long hiatus breaking focus amongst the players.

In this series, I will be posting the character sheet and logs for one PC per post. Along with the character sheet, I will give the background info submitted by the player, as well as various notes from me, including their "tie" to the supernatural, explaining where I wanted to take the game with them. The ties were all made early on, and I'm not 100% sure that's where I would have gone with them as the game progressed.

The logs and character sheet are presented as-is, with typos, etc. Player text is default color.

This one is for Angela's character, Maxine "Max" Williams.




"Max"ine Williams                   Virtue: Justice                          Chronicle: Text WoD
Age: 30                                     Vice: Wrath                               Faction:
Player: Angela                          Concept: Doc/Serial Killer          Group Name:

Attributes
Intelligence: ••••                       Strength: ••                              Presence: •
Wits: •••                                    Dexterity: ••                              Manipulation: ••
Resolve: •                                 Stamina: •••                              Composure: •••

Skills
Mental (-3 unskilled)                 Physical (-1 unskilled)              Social (-1 unskilled)
Academics •                             Athletics ••                               Animal Ken •               
Computer •                               Brawl ••                                    Empathy
Crafts                                       Drive                                        Expression
Investigation •                          Firearms •                                Intimidation
Medicine •••                             Larceny ••                                Persuasion •
Occult                                      Stealth •••                                 Socialize
Politics                                     Survival                                   Streetwise
Science •                                  Weaponry •                              Subterfuge ••

Other Traits
Merits                                       Health                                      Willpower
Resources •••                            • • • • • • •                                 • • • •
Status ••                                   [][][][][][][]                                  [][][][]
Strong Back
Fighting Style: Kung Fu

Flaws                                       Morality                                   
Aloof                                        • • • • • • •
Behavior Blind
Embarrassing Secret


Size: 5                                      Speed: 9                                   Defense: 2
Armor:                                     Initiative Mod: 5                       Experience: 8/0/8

Weapon/Attack             Dice Mod.         Range              Clip      Size


Equipment                               Durability         Structure          Size     Cost



Background: She's still a serial killer, but her career is a surgeon. It pays the bills, plus gave her the knowledge to help get rid of bodies. She works in the ER some also. She doesn't kill very often: probably 2-4 times a year. It's always an abusive male. Her father was abusive. He killed her mother and almost killed her. She killed him first. He went down the stairs. Police believe he fell on his own. He was drunk.
            She has a house outside the city, with a big back yard and a some woods that she owns behind the house. Only she has her property fenced in: privacy fence. She also has a good size "work shed," and a smallish chicken coop for eggs and chickens. Owns 4-5 outside dogs. She likes dogs.
            Maxine uses tranquilizers to knock out her victims, then takes them back to her "work shed" to do the deed. Has no interest in listening to her victims, so she tapes mouths shut and ties them up til they wake, explains to them why they are being "punished," then strangles them with cord.
            (Oddly) cleans her kills much as she would a game animal, drains the blood, grinds the bones, and feeds the meat to her dogs.
            Has killed 33 people, including her father. Doesn't keep souveniers from her kills, but does return to the families, to make sure they are happier without their abusive men.

Tie: Slasher (Hunter), Max has drawn the attention of one of the "true" serial killers in the world; one gifted with inhuman abilities, and he might propose a game, or he might decide he doesn't need competition.

Logs

ST: Sterility. There was comfort in the smell of clean. It took quite a bit of restraint to keep just enough blood to makie it look like a chicken or something bit the dust in the shed to provide dinner. Just enough to allay suspicion, one can never be too careful.
Especially after the last one. He fought back. No, SHE fought for his life...after what he had done to her! She had come ot the ER 4 times.
One of the dogs whines outside, he's been doing that every evening about this time.
Max: I looked down at the blood that was left on the table. Then again, I should probably clean it all up. A surgeon does like a clean work station after all. And I am no exception. However, my dog does have me a bit distracted. I don't know what has been bothering him, so think I'll go check on old Zach.
ST: you step out to see him pacing the edge of the yard, near an overgrown fenceline. As has been usual for Zach, the past couple of days, he just paces, looks, and whines. Usually, it's nothing, but this time, you see something by the brush
Max: [Ok. Is it inside the fenceline or outside?]
[And also, is it day or night? I assume night.]
ST: [OOC: outside. Something small, purple or red, maybe. hard to tell in this light. Night, yeah]
Max: I step back inside the shed for a moment to grab a flashlight and when I step out again I shine the light in that direction, trying to get a better look at what it is.
ST: upon closer inspection, you see that it's an old blue shop rag with a still-glistening smear of something that at first looks like oil, but as the light hits it just right, you see that it is red, but darker than transmission fluid
Max: I step into the she once again to grab a rubber glove and put it on. I also grab a plastic bag. With the glove, flashlight, and bag I head through the gate and around the fence to collect the rag. I don't know where it came from. It can't be one of mine, as I use white rags which I destroy after. Also, it still looked wet. In any case, I don't need it outside my fence and I need to make sure it is what I think it is...blood.
ST: when you recover the towel, you find it to have been used countless times to wipe away grease and oil, and the viscosity of the red liquid tells you that it is, indeed, blood
Max: I take the rag back to my shed, where I will finish cleaning up any mess left over. I then I will destroy the rag along with my other cleaning supplies, in the small furnace I have in the shed. I would like to know where that blood came from, who it belonged to, or how it ended up at my fence. But short of taking the rg to the hospital or police station, I probably won't find out. I may do some looking around in the woods tomorrow before work. But for now, I think it's time to give my dogs a treat and go to bed.
ST: the rag's mysterious origins, and more whining from your dogs for a few minutes after you go in makes unwinding hard, so you go to sleep later than you like, though you sleep soundly enough. The day breaks without another incident, and though you have many questions on your mind, you remind yourself that you work the ER graveyard tonight
Max: [OOC: I am assuming that I am not in office today since you only said that I am working the ER.] I get up when the alarm goes off, about 6am, and I get dressed in jeans and a t-shirt. Then I go to the kitchen to make a quick breakfast before heading out to check the woods. I am planning to take Zach on a leash, since he seemed to be the most sensitive to it, and start where I found the rag. I put on a jacket before I walk out
ST: as you walk out along your fenceline and into the woods, you see that a well-worn path has been made, but over what span of time is impossible to tell. Zach nervously paces at first before pressing against you, obviously not wanting you to go further
Max: I bend down to pet and hopefully comfort Zach a little. "It's ok, Zach. No need to be scared."
When I stand back up I try to urge him to cme along with me. I would like to know where this path leads and maybe find out who made it. I don't like the idea that someone may be watching me.
ST: the dog relents after a few moments, and seems to pick up ascent, though still raising up and whining occasionally. After a short while, you come out on the far end of your property and onto a lead-off [OOC: one of those odd driveways to nowhere that the highway department makes] that abuts a county road. Signs of a heavy vehicle, possibly a truck, having pulled in multiple times is apparent
ST: [OOC: I never got a game text from you last night, if you sent one]
Max: At this, I am done moving forward for the moment. I don't know if I'll find anything today if I continue. I head back to the house. After I get there I take a shower and get ready to leave the house for a bit. I want to see how good a trail camera I can find.
ST: your shopping outing leads you to the Cabelas in Hammond, Indiana, a relatively short drive from where you live, south of Harvey. The associate helping you tries to push more expensive models on you, but the placard next to a Bushnell model reads as having all the features you need, an extended warranty, and a 1-year battery life, all for about $150 cheaper.
[OOC: 8 MP full-color, day/night sensor, adjustable res, programmable trigger speed, multi-image mode, field-scan time lapse, video, 32GB memory, SD compatible]
He admits to not knowing anything about remote feeds to PC or remote uploads, if asked
Max: After buying what I need I go back to the house. Not knowing how long it will take to set up, I will wait until another day to install it. The rest of the day I will spend taking care of my dogs and chickens, and hopefully have time to get a nap in before my shift tonight.
ST: you wake up for the graveyard ER shift, mentally preparing yourself for the traumas of the Second City.
As you exit your house door and fumble with your keys, you look down, seeing the tread of a medium-sized men's workboot impressed in the dirt
Max: Now I'm wondering how someone got inside my fence without alerting my dogs. They aren't big fans of strangers, especially if I'm not with the person. I am going to take the time to check on my dogs, as well as check the outside of my shed and house to see if anything else has been disturbed.
ST: after a thorough look-over, you determine that the dogs are fine and other than some odd scrapes on your shed’s outer walls and the window box outside your kitchen, nothing has been disturbed
Max: I am glad that my dogs are okay, though I am still not too happy about the fact that it looks like someone has been watching me. In any case, I have to leave for work now or else I will be late.
[I want to go to work!]
ST: as soon as you arrive, you're shoved into an operating room, trying to save the life of a teenager that had been struck by the L. The injuries are possibly fatal, but this is what you're trained for, and the operation goes much better than anyone expected.
The elation soon subsides in you when you see a familiar face...a 20-something you had treated before being pushed on a gurney to a waiting op. She has what appears to be a deep laceration on her chest, and bruises are darkening on her neck and face


Next up, Jason.