In Elevenleytown, the detectives made their way to the Morse (MetroHorse) stables to attempt to steal a horse and carriage to take them to Enemy Valley. After a quick and somewhat pathetic confrontation with the security guard, they managed to commandeer the Magenta Line horse and go on their way.
Arriving at Enemy Valley, they dodged crime solicitors and went straight into the Enemy Valley Correctional Facility, hoping to speak to Kelek and find out why all of these apocalyptic omens were occurring. Arriving at his cell, they discovered that it consisted of a transparent magical barrier permeable only to smells. With this knowledge, they tortured him with farts until he gave them the information they wanted. He spoke of sleeper agents set up by his father during the last war, who were set to awaken once Kelek was freed from the demiplane he was trapped in. Rock, the Barbarian gifted with near-complete knowledge of the previous versions of Elevenleytown by a unicorn, knew that something was inconsistent with Kelek's story, because Kelek's father was killed during the war, before Kelek could have been born, and he had no children. Unsatisfied, the detectives returned to the agency to figure out what to do with this information, and to speak to Angela, who they thought was acting suspicious earlier.
In her lab, they found Angela still hard at work brewing various potions and other magical looking things. They convinced her to leave her lab for a bit while they could investigate what she was making, and discovered that she was brewing up basically every potion imaginable, as well as makeshift shrapnel grenades, alchemist's fire, and other alchemical weapons. What she was working on before she left was a barrier spell to block Undead from entering the Agency. As they realized that, the Druid and the Ranger both got attacked by ghosts who had surprised them and entered the lab.
They had a long combat, which consisted of the Druid falling unconscious several times, the Ranger throwing the grenade and damaging everyone and everything in the lab, Angela returning and getting possessed, and the party trying to trap the last ghost in the fume hood, only for the ghost, being a ghost and all, to just leave it before they could suck it out of the building. Finally, the Barbarian stepped outside of the lab to see if they could get any help from the others at the agency, and saw Samantha Pauline Adams sitting at her desk with her eyes glazed over, chanting rhythmically. They attacked her several times, but she always beat her concentration check, until the final swing, in which she both lost her concentration and fell unconscious.
Rock dragged Samantha, now returned to consciousness, into the lab, where the party interrogated her and realized she had no idea what she was doing, she had just started casting a spell all of a sudden, with no knowledge of it. Further interrogation lead her to realize that she had no memory of her life before getting hired by the Agency. They realized she was one of Kelek's sleeper agents, and he must have been telling the truth, and that's where we ended the session.
Continuing with Basic D&D/skycrawl: We continued on with a tull table this time (5 and some had never met) and encountered a wrecked ship floating out there. My Magic use waited in one of the little ferry ships (and keeping it together with another) and the other 4 + a former PC rogue (we have 3 rogues) went into a the most stable section. there was a chest in the back bolted to the floor with chains and a padlock. One of the rogues went towards the chest a Ghost appeared asking for the key. Someone went upstairs (the only other usable section and found all kinds of warnings written and then went back down. Eventually, the ghost attcked, hitting that rogue for all but 7 points of damage and aginf him 15 years (he wass only one not wearing a scarab of protection. The fighter with a +1 weopon attacked. The other rogue, and only one with a magic weopon (whip) fleed for teh ferry ship I was not in...and the third rogue grabbed the whip from him on the way in and used it. In this version, turn undead is a spell, and the cleric does not have it, and he couldn't do much. My Magic user sprayed magic missiles at the ghost.
Everyone retreated to the mini ships and returned to the ship. Ghost shows up on our deck. Fighter, non coward rogue with whip (now), and cleric attack it and The cleric manned the one working cannon and firesd on the ship, aiming for the chest. First shot hits ship but misses chest and second one hits chest destroying it. Coward rogue (used to have whip) starts the ship and blast off running (but we have the ghost with us). non coward rogue take a little ship to grab stuff flying out out chest but coward rogue tries to leave him. Player tried to make excuses (says he doesnt know the rogue left but when he is told, he is still leaving him). Cleric is hit by ghost (but does not age because of scarab of protection. Ghost is destroyed by fighter. We go back for the non coward rogue...but he rolled badly on the search and didn't find anything useful. We arrive at Orcebank and drop off the former PC rogue and his robot (Rogue was hired by the bank). We have a bunch of things to do there.
Was running Beyond Icespire Peak, Sleeping Dragon's Wake specifically, and the party agreed to work with Old Gnawbone to deal with the Church of Myrkul that kept attacking her. Everything went relatively normal, until Ebondeath possesses Gnawbone...
But I added a twist: given how paranoid and intelligent Gnawbone is, I gave her a contingency plan that would transfer her soul into the nearest effigy of herself if she was killed or lost control of her body, which should've been the statues of her around her lair, but Ebondeath smashed those while taking control of her body. So her soul jumped into the next available effigy: the plushy of her the party had the traumatized kobold they'd adopted make as an appeasement gift. So now she's basically Patoto GlaDOS from Portal 2 as a plushy.
They manage to escape Ebondeath and decide to go get allies before Ebondeath gains full control of his new body and regains his power, which the players decided will include going to Waterdeep and get the Thieves' Guild to help them.
It was a fun session.
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In Elevenleytown, the detectives made their way to the Morse (MetroHorse) stables to attempt to steal a horse and carriage to take them to Enemy Valley. After a quick and somewhat pathetic confrontation with the security guard, they managed to commandeer the Magenta Line horse and go on their way.
Arriving at Enemy Valley, they dodged crime solicitors and went straight into the Enemy Valley Correctional Facility, hoping to speak to Kelek and find out why all of these apocalyptic omens were occurring. Arriving at his cell, they discovered that it consisted of a transparent magical barrier permeable only to smells. With this knowledge, they tortured him with farts until he gave them the information they wanted. He spoke of sleeper agents set up by his father during the last war, who were set to awaken once Kelek was freed from the demiplane he was trapped in. Rock, the Barbarian gifted with near-complete knowledge of the previous versions of Elevenleytown by a unicorn, knew that something was inconsistent with Kelek's story, because Kelek's father was killed during the war, before Kelek could have been born, and he had no children. Unsatisfied, the detectives returned to the agency to figure out what to do with this information, and to speak to Angela, who they thought was acting suspicious earlier.
In her lab, they found Angela still hard at work brewing various potions and other magical looking things. They convinced her to leave her lab for a bit while they could investigate what she was making, and discovered that she was brewing up basically every potion imaginable, as well as makeshift shrapnel grenades, alchemist's fire, and other alchemical weapons. What she was working on before she left was a barrier spell to block Undead from entering the Agency. As they realized that, the Druid and the Ranger both got attacked by ghosts who had surprised them and entered the lab.
They had a long combat, which consisted of the Druid falling unconscious several times, the Ranger throwing the grenade and damaging everyone and everything in the lab, Angela returning and getting possessed, and the party trying to trap the last ghost in the fume hood, only for the ghost, being a ghost and all, to just leave it before they could suck it out of the building. Finally, the Barbarian stepped outside of the lab to see if they could get any help from the others at the agency, and saw Samantha Pauline Adams sitting at her desk with her eyes glazed over, chanting rhythmically. They attacked her several times, but she always beat her concentration check, until the final swing, in which she both lost her concentration and fell unconscious.
Rock dragged Samantha, now returned to consciousness, into the lab, where the party interrogated her and realized she had no idea what she was doing, she had just started casting a spell all of a sudden, with no knowledge of it. Further interrogation lead her to realize that she had no memory of her life before getting hired by the Agency. They realized she was one of Kelek's sleeper agents, and he must have been telling the truth, and that's where we ended the session.
:)
Continuing with Basic D&D/skycrawl: We continued on with a tull table this time (5 and some had never met) and encountered a wrecked ship floating out there. My Magic use waited in one of the little ferry ships (and keeping it together with another) and the other 4 + a former PC rogue (we have 3 rogues) went into a the most stable section. there was a chest in the back bolted to the floor with chains and a padlock. One of the rogues went towards the chest a Ghost appeared asking for the key. Someone went upstairs (the only other usable section and found all kinds of warnings written and then went back down. Eventually, the ghost attcked, hitting that rogue for all but 7 points of damage and aginf him 15 years (he wass only one not wearing a scarab of protection. The fighter with a +1 weopon attacked. The other rogue, and only one with a magic weopon (whip) fleed for teh ferry ship I was not in...and the third rogue grabbed the whip from him on the way in and used it. In this version, turn undead is a spell, and the cleric does not have it, and he couldn't do much. My Magic user sprayed magic missiles at the ghost.
Everyone retreated to the mini ships and returned to the ship. Ghost shows up on our deck. Fighter, non coward rogue with whip (now), and cleric attack it and The cleric manned the one working cannon and firesd on the ship, aiming for the chest. First shot hits ship but misses chest and second one hits chest destroying it. Coward rogue (used to have whip) starts the ship and blast off running (but we have the ghost with us). non coward rogue take a little ship to grab stuff flying out out chest but coward rogue tries to leave him. Player tried to make excuses (says he doesnt know the rogue left but when he is told, he is still leaving him). Cleric is hit by ghost (but does not age because of scarab of protection. Ghost is destroyed by fighter. We go back for the non coward rogue...but he rolled badly on the search and didn't find anything useful. We arrive at Orcebank and drop off the former PC rogue and his robot (Rogue was hired by the bank). We have a bunch of things to do there.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Was running Beyond Icespire Peak, Sleeping Dragon's Wake specifically, and the party agreed to work with Old Gnawbone to deal with the Church of Myrkul that kept attacking her. Everything went relatively normal, until Ebondeath possesses Gnawbone...
But I added a twist: given how paranoid and intelligent Gnawbone is, I gave her a contingency plan that would transfer her soul into the nearest effigy of herself if she was killed or lost control of her body, which should've been the statues of her around her lair, but Ebondeath smashed those while taking control of her body. So her soul jumped into the next available effigy: the plushy of her the party had the traumatized kobold they'd adopted make as an appeasement gift. So now she's basically Patoto GlaDOS from Portal 2 as a plushy.
They manage to escape Ebondeath and decide to go get allies before Ebondeath gains full control of his new body and regains his power, which the players decided will include going to Waterdeep and get the Thieves' Guild to help them.
It was a fun session.