Friday, 10 September 2021 10:43

Advanced D&D- Game 5- 09/03/2021- Lost His Head Featured

Written by
Rate this item
(0 votes)

We started with just the two Daves with others trickling in as they could.  Most everyone had technical issues.  Brian Wade’s were so bad, he had to reinstall FGU altogether which delayed him a couple of hours.  Anyway, we started on the boat.  There was some debate on whether we had brought the evil guy’s head in a box or both his head and the body.  Jon declared that only the head was needed, mainly to simplify things.  The Cleric cast a Glyph of Warding on the box, making up a glyph that would warn him if someone was tampering with it.  The youngest sell sword, who the Druid saved with a Goodberry, made a point of thanking him.  He seemed nervous, we figured because we were nearing the end of journey.  The Druid tried to get him to confess to being wanted in the city but he denied it.  Evidently, he was new to the guard game.  We did learn that this was a one-way job for them although he hoped the merchant would hire them for the return, once his business was done.  One morning, the Druid requested they let him off for an hour to do a Druid thing.  He and the Cleric went into the woods, seeking a tranquil pond at which he could cast a Reflecting Pool spell.  Evidently, it’s a 2nd level spell that sort of functions like a crystal ball.  But first, they came upon a camp.  Without a Ranger along, they did their best.  It was more than a dozen human types and a temporary camp that was only used for a night.  Since there was no sign of them, the Druid went ahead with his spell with the Cleric guarding him.  He saw the Wizard on the top of a tall tower in the middle of a keep in the middle of a city.  He seemed to be in good health but seeking a way down.  Some other bits and pieces were extracted but that was the meat of it.  They went back to the boat.

That night, the players noticed some sneaking around below decks.  The sell swords came up, the head guy with blood on his long sword.  The Cleric and the Druid readied for action.  At this point, KP joined and once he got his technical issues resolved, also readied for action.  The Cleric threw his new hammer which returned to him.  The Druid cast Heat Metal on all the bad guys, except for the young one he had talked to earlier.  No save, thanks for playing.  At this point, Paul joined and once he got his technical issues resolved, joined the fight.  The Paladin had trouble hitting.  The Paladina got hit with a 20 but saved against the leader’s poison blade.  The Cleric, with nowhere to go on the middeck, swung on the ropes over to the aft.  One of them was trying to break down the door to get at the ship’s crew.  The Druid just tried to dodge while his spell increased its heat.  After 3 rounds he said they were so incapacitated that they could not move.  He was more worried about lighting the boat on fire.  The rest started shoving them overboard.  The young sell sword did not attack, by the way, and helped in the end.  And like that, it was all over.  Two row boats were seen in the river but when they saw their allies flung off, they turned away.  The Druid managed to hit one boat with a Warp Wood to ruin their evening.  The young guy was questioned but he didn’t really have much to say beyond the obvious.  The merchant was indeed dead.  The captain thanked us and asked what he should do with the merchant’s stuff.  I think we advised him to contact whoever the merchant was meeting and maybe figure out a next of kin.

Meanwhile, the Wizard found a secret trap door and got off the roof.  He quickly ran into a guardian gargoyle who had orders to prevent anyone from going through the next door.  He was a bit confused since no one had come the roof way in the 40 years he’d been there.  Some discussions were had.  It knew of Hawthorne’s distant relative, Milertant Wells, by the way.  The Wizard demonstrated that he could turn on the portal and then logiked that he must have permission to pass since he had permission to use the portal.  A good roll and he moved on.  Next, he overheard the conversation between a couple of wizard students, complaining about their professor.  As he went, the traffic became heavier and at one point, he ducked into a room.  In which was the head wizard of the school and the court.  He knew, personally, each student so that claim didn’t work.  Our wizard didn’t have any spells since his books were still on the boat but probably wouldn’t have much of a chance against this guy.  So he kept talking.  Stuff was said, in the middle of which he cast a Charm but our Wizard saved.  Basically, the portals had once been used by nobles to get around the world but all the keys had been lost in time.  He was most eager to hear how and where he had gotten one.  The Wizard tried to avoid telling him everything.  He promised that when his friends came into town, we’d all talk to him.  He gave him a bed in the student dorm and let him leave.  The Wizard, assuming he was being watched, walked around the city, casually swinging by the barracks of our contact and the docks a couple times a day.  And waited.

The rest of the party got into town.  No one came to meet the boat so our cover story was unneeded.  The captain would allow us to store our stuff on board while he figured out his next move.  We decided to get some rooms at an inn in the nice part of town.  Only the best for our Paladins.  Our paths intersected with the Wizard soon enough and we compared notes.  Somewhere in there, BW called in and joined.  Also, in there, the Druid disappeared.  Evidently, he as spotted someone watching us from the roof tops.  He took it upon himself to tried to out sneak the sneakers but could not.  He tried to contact the Thieves Guild but could not.  We debated talking to the head Wizard about the head and portals, the Paladin introducing himself to the nobility, asking around the gambling halls, etc but we decided to talk to our contact first.  To try to figure out what was going on.  We did see some missing persons posters about.  With great difficulty, we let the night pass and met with the contact in the morning when he came off his city guard night shift.  We joined him for breakfast.  People were disappearing, mainly in the merchant sector.  A couple were rescued.  They were in the process of being sacrificed by some evil cultists.  I got confused in there.  Merchants were sacrificing merchants? Brain washed? In on it?

As usual, everyone wanted to head in different directions but Jon basically kept us together.  Although once again, the Druid did his own thing and tried to catch the watchers (didn’t) and contact the thieves (did).  It seemed like the roof watchers were invisible so maybe wizard school watchers? So, we went to one of the guys who was rescued.  His business and home was locked up.  The guard felt he had probably cause so we busted the door down.  The guy was dead, throat slit.  There were bloody foot prints that seemed to pass through a solid wall.  They led to the other survivor.  He was questioned.  He didn’t say much (who me?) but the Ranger noted he had blood on his shoes.  When he started to move towards a wall, people acted.  I think the Druid tried to grab him and found that he was much more substantial than he appeared.  As if made of stone? The Monk hit him and then debated whether he had monster AC or an AC type of AC10.  We were perplexed as to why it mattered since he hit.  However, with monster AC, he hit by more than 5 and therefore stunned him.  And just like that, the combat was over.  He was tied up and we stopped there.  Once again, the underpowered Monk took out another big bad villain.  6k was awarded and people leveled up.  Jon said it’ll be a while before he’d get back around to this game.

Read 28 times Last modified on Sunday, 24 October 2021 11:59

Leave a comment

Make sure you enter all the required information, indicated by an asterisk (*). HTML code is not allowed.