bluegargantua (
bluegargantua) wrote2009-01-07 11:46 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Adjo's Journals (21 of N)
Hey,
I really should just stay inside our magical war carriage from now on.
So after completing Capricious’s errand, it was back to the dwarven tunnel to face down a load of Zombies. It was a fairly short fight. I deployed fire and ice to soften them up as they approached and then applied a force orb to concussively wreck a batch that’d slipped past Taras to bunch up around the others.
Oh, and Thrace got taken away by Capricious and Ander got taken by…a large, talking, magical Badger? At this point I am too jaded to care.
After clearing away the zombies, Kestrel and Hendel checked a side door. After getting sliced by the trap a few times, they decided to clear it and we got into the door control room. A few cranks later and the doors were open and Brawl had rejoined us.
It was here that we learned that apparently Capricious had frozen the zombies in time while we bounced away on the rescue mission. Interesting. Anyway, we boarded Brawl and rolled along through the tunnel towards the secret entrance to the Hook.
After awhile, we came to an area in the tunnel that had been blocked off by some debris. We got out (notice my key mistake) and went forward to investigate. Taras led the way and didn’t have to go far before some slingshot fire bounced off his shield.
Coming out of the blockade were grimlocks, sightless, underground dwellers with a keen taste for human flesh. Guess who the only round ear in the party is? Luckily, they appear to be good eaters with a wide appetite and promptly closed in on Taras while the others launched sling stones from the barriers.
After some initial desultory fire, we marshal our forces and begin wiping them off the map. In this effort, we find ourselves aided by some unknown archer appearing in a large opening about 20’ up on the wall. We were just about to congratulate ourselves on a job well done when another group of grimlocks appear with a pet grick in tow.
The grick launches itself at Taras and Alanna goes to help. I begin to direct fire, but magical shots from the other grimlocks blind me and set me on fire. As the world goes black, I hear a distinct rumble from the wall to my left and suddenly, slimy tentacles lash out and a terrible, paralyzing venom begins to eat through me.
I stumble slowly about and try to shake off these terrible effects, but it’s no good and soon the poison paralyzes me. Luckily, I’m standing right next to Brawl and Capricious gave me an orb with teleportation abilities. So I send the mental command and blind jump into Brawl’s cramped confines. I arrive successfully and without any co-location damage. This is, in fact, a pretty impressive display of magical translocation, but I doubt my fellows (with the possible exception of Kestrel) will have any appreciation for it.
I spend the rest of the fight basically getting back on my feet. My vision clears and I can see a horrific carrion crawler rocking the side of the vehicle. I manage to get off a force orb and then Brawl brings its huge cannon into play. Eventually making short work of the monster.
At about this time, the others manage to bring down the grick and dispose of the grimlocks. Alanna puts up a consecrated zone and we all sit in it for awhile to regain our health. Brawl, in a surprising display of utilitarian ability, fires a grappling hook up for our mysterious benefactor to come down and join us.
I was expecting So to appear again. Instead, it was some elven ranger named Kaylie. No, I didn’t ask for her name, I think Alanna was responsible for this. At any rate, Hendel duly activated her stop-loss clause (The Stormcrows – always arriving on the second draft) and she’s joined our merry band for further fun. Just as well. The group she was travelling with got eaten by grimlocks so she was lucky to find us. I note that we now appear to have one sample of every major elf flavor in the party.
Brawl pushes through the roadblock and gets it cleared up a bit and we continue on. Hendel has us slow up after awhile and reviews a nearby signpost. Up ahead is a chasm with a fortress in the middle. The fortress controls the bridges that allow passage from one side to the other. With the grimlocks’ barricade earlier, we should approach carefully. We creep up to the edge of the chasm and Kaylie and Alanna can spy figures out on the battlements of the fortress. Taras suggests that the rest of us retreat and he’ll give a loud and cheery hello to see if they’re friendly or not. Excellent idea though this is, Hendel has another plan.
It turns out, there’s a secret back entrance, along a catwalk into the fortress. We sneak in, take out the fortress, let down the bridges and we can continue on. Simple. In the process, we get more claptrap about how everyone has their own personal god, some long history on dwarf/human relations and the somewhat unusual value weights dwarves use in the calculus of social obligations.
At last we proceed down the stairways and out into a large tunnel. In the tunnel are more zombies and a larger pair in back with more sinister energies writhing about them. We mow down through the zombies in good time and while the larger undead are a bit more problematic (and stink to high heaven according to the people who actually had to go up and deal with them), we manage to finish them off. The larger zombies bear numerous occult markings of the cult of Orcus so…hooray.
Now we just have to clear a fortress of this rot.
NOTES: Adjo really kicked ass early on. He’s finally got enough depth in encounter/at-wills to be able to mix it up. Conditional effects continue to suck hard and I really need to look into making a magical item or two to grant bonus saves or bonuses to saves.
I really should just stay inside our magical war carriage from now on.
So after completing Capricious’s errand, it was back to the dwarven tunnel to face down a load of Zombies. It was a fairly short fight. I deployed fire and ice to soften them up as they approached and then applied a force orb to concussively wreck a batch that’d slipped past Taras to bunch up around the others.
Oh, and Thrace got taken away by Capricious and Ander got taken by…a large, talking, magical Badger? At this point I am too jaded to care.
After clearing away the zombies, Kestrel and Hendel checked a side door. After getting sliced by the trap a few times, they decided to clear it and we got into the door control room. A few cranks later and the doors were open and Brawl had rejoined us.
It was here that we learned that apparently Capricious had frozen the zombies in time while we bounced away on the rescue mission. Interesting. Anyway, we boarded Brawl and rolled along through the tunnel towards the secret entrance to the Hook.
After awhile, we came to an area in the tunnel that had been blocked off by some debris. We got out (notice my key mistake) and went forward to investigate. Taras led the way and didn’t have to go far before some slingshot fire bounced off his shield.
Coming out of the blockade were grimlocks, sightless, underground dwellers with a keen taste for human flesh. Guess who the only round ear in the party is? Luckily, they appear to be good eaters with a wide appetite and promptly closed in on Taras while the others launched sling stones from the barriers.
After some initial desultory fire, we marshal our forces and begin wiping them off the map. In this effort, we find ourselves aided by some unknown archer appearing in a large opening about 20’ up on the wall. We were just about to congratulate ourselves on a job well done when another group of grimlocks appear with a pet grick in tow.
The grick launches itself at Taras and Alanna goes to help. I begin to direct fire, but magical shots from the other grimlocks blind me and set me on fire. As the world goes black, I hear a distinct rumble from the wall to my left and suddenly, slimy tentacles lash out and a terrible, paralyzing venom begins to eat through me.
I stumble slowly about and try to shake off these terrible effects, but it’s no good and soon the poison paralyzes me. Luckily, I’m standing right next to Brawl and Capricious gave me an orb with teleportation abilities. So I send the mental command and blind jump into Brawl’s cramped confines. I arrive successfully and without any co-location damage. This is, in fact, a pretty impressive display of magical translocation, but I doubt my fellows (with the possible exception of Kestrel) will have any appreciation for it.
I spend the rest of the fight basically getting back on my feet. My vision clears and I can see a horrific carrion crawler rocking the side of the vehicle. I manage to get off a force orb and then Brawl brings its huge cannon into play. Eventually making short work of the monster.
At about this time, the others manage to bring down the grick and dispose of the grimlocks. Alanna puts up a consecrated zone and we all sit in it for awhile to regain our health. Brawl, in a surprising display of utilitarian ability, fires a grappling hook up for our mysterious benefactor to come down and join us.
I was expecting So to appear again. Instead, it was some elven ranger named Kaylie. No, I didn’t ask for her name, I think Alanna was responsible for this. At any rate, Hendel duly activated her stop-loss clause (The Stormcrows – always arriving on the second draft) and she’s joined our merry band for further fun. Just as well. The group she was travelling with got eaten by grimlocks so she was lucky to find us. I note that we now appear to have one sample of every major elf flavor in the party.
Brawl pushes through the roadblock and gets it cleared up a bit and we continue on. Hendel has us slow up after awhile and reviews a nearby signpost. Up ahead is a chasm with a fortress in the middle. The fortress controls the bridges that allow passage from one side to the other. With the grimlocks’ barricade earlier, we should approach carefully. We creep up to the edge of the chasm and Kaylie and Alanna can spy figures out on the battlements of the fortress. Taras suggests that the rest of us retreat and he’ll give a loud and cheery hello to see if they’re friendly or not. Excellent idea though this is, Hendel has another plan.
It turns out, there’s a secret back entrance, along a catwalk into the fortress. We sneak in, take out the fortress, let down the bridges and we can continue on. Simple. In the process, we get more claptrap about how everyone has their own personal god, some long history on dwarf/human relations and the somewhat unusual value weights dwarves use in the calculus of social obligations.
At last we proceed down the stairways and out into a large tunnel. In the tunnel are more zombies and a larger pair in back with more sinister energies writhing about them. We mow down through the zombies in good time and while the larger undead are a bit more problematic (and stink to high heaven according to the people who actually had to go up and deal with them), we manage to finish them off. The larger zombies bear numerous occult markings of the cult of Orcus so…hooray.
Now we just have to clear a fortress of this rot.
NOTES: Adjo really kicked ass early on. He’s finally got enough depth in encounter/at-wills to be able to mix it up. Conditional effects continue to suck hard and I really need to look into making a magical item or two to grant bonus saves or bonuses to saves.