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eyelessgame ([personal profile] eyelessgame) wrote2002-01-21 04:10 pm

Gaming log

D&D: The party went up into the dungeon again, sensibly deciding that however unpleasant the huge scorpions would be to take out, they had better crawl into their lair and beat them or they'd have to face them on the way out when they're weaker. Good idea, since judging from the fight the two scorpions would have opened a can of whup-ass on the party if it were not at full strength. Gunthar, Cashel, and Hogarth -- the three front-line fighters -- got grabbed, picked up, squeezed, and/or stung, and Raven's attempt to tumble past the scorpion (we figured she ran across its back) failed, since the DC for her tumble roll was 30. Nevertheless, once she reached its back (and poisoned to STR 6), she proceeded to abuse the scorpion -- and the game system -- as only a Rogue7/Ranger1 can, her pair of d6-2 short swords doing a measly 52 points of damage in a single round.

Cashel got to show off his new 2nd level sorcerer spell Ice Knife that the authors of Tome and Blood felt it important to include in the game system. The spell does three different sorts of damage, explodes if it misses, has a gratuitous adjustment to the ranged to-hit roll, and has two different saving throws. But at least it's not unbalanced for a second-level spell, just absurdly complicated.

After beating the two scorpions, they found some generic money treasure and scooted to lick their wounds and neutralize a lot of poison.

Climbing back up the destroyed staircases, they found a deserted hall which Afon indicated he'd come through -- though he clammed up when he was asked to fill in details of his past ("Just where are you from, again?"). While the party was intrigued by rumors of a hydra, they decided to poke around in the direction the hill giants had come from, reasoning that there was probably surface there eventually -- besides, there were rooms and signs of traffic, while the hydra was hundreds of yards away at least, so the same argument applied to the nearby rooms as applied to the scorpions (don't leave potential enemies between us and the way out). Tesla, however, remained suspicious of the corridor the other way, and stood guard at the corner.

First door was blocked on the far side by fallen masonry. Hogarth ("mere matter does not stop me") shouldered in anyway and, in the dark moment before Gunthar ("Torch? What torch? I just cast light on my armor") followed, encountered someone or something that apparently tried to turn him, took a free action to say "um", and skittered away around a corner. Hogarth pursued only to find he/it had leapt through a hole in the wall ten feet up. Hogarth popped to the other side just as Cashel trotted up behind, and the hole slammed shut with a disturbingly rugged piece of wood as a makeshift door. Attempts to break the wood were fruitless; Cashel began to suspect an Arcane Lock. I asked Hogarth to make a Will save and smiled evilly as he rolled a 2.

Hogarth's player blinked a lot as we went through his place in the initiative order twice without him being asked what he was doing.

Meanwhile, some of the cleverer metagamers figured out from the latter room Hogarth had entered (okay, he had had time to shout roughly what the size of the room was, handwave handwave okay so this is a board game) should be connected to another door down the hall, so Whitefire gave it the old wizard's shoulder, followed by the old wizard's bruised groan.

Meanwhile meanwhile, in the shifting light Afon spotted motion that didn't show up on his darkvision, yet further down the hall. He ran after it, with Raven behind him as backup and Theodosia puffing up the rear in her full plate. Afon reached the spot where he'd glimpsed the motion, upon which a spectre emerged from the wall and forced him to demonstrate that druids have excellent Fortitude saves. A moment later, during which both Whitefire and Cashel called for help getting through their respective arcane locks, Theo reluctantly turned the spectre (reluctant because, of course, this would just make it melt into the walls and recover; she wanted to kill it!) and then turned back to make her way toward Whitefire.

Just then, Whitefire's door opened and Hogarth emerged. Whitefire's excellent Spot revealed a pair of large spider legs slamming the door shut right behind the barbarian, who announced to the startled wizard that his new best friend had convinced him he had to go defeat the undead down the corridor, and then took off at his Boots Of Striding And Springing-enhanced barbarian movement right past the startled Theodosia and toward where the spectre had vanished. Hogarth didn't reveal who his new friend was because, of course, most humans wouldn't understand...


Not much happened in Ars. I informed people we Really Needed personality traits for characters (they grumbled suspiciously; if they only knew) and let them have two seasons of study. With Jonah's kids helping ours produce entropy and decibels about the house, the only other gaming that got done was an extended list of paranoid steps taken to keep the covenant safe from the presumed upcoming demon attack. Next time we'll see just how well this works...

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