Hired to
investigate strange necrotic energies escaping a forgotten jail from an older
age, the party found themselves under the town of Thunder’s Point again. The
group consisted of a half orc barbarian, goliath wizard, turtle man cleric of the
grave, the satyr bard, lizard folk druid, catfolk ranger, lizard folk
swashbuckler, catfolk blood hunter, centaur barbarian, and bird folk ranger.
They entered a thirty-foot square chamber with plaster walls over hewn stone,
and as the last member passed the threshold the entrance disappeared, and a
faint miasma of green mist hung around the party’s ankles. They fumbled around
in the dark for a bit until the wizard remembered his light spell. The turtle
man found a space where the wall seemed to be flimsy and pushed his way through,
revealing a hallway further into the darkness. The group moved forward, leaving
the ranged characters behind. The centaur pushed ahead and found a large sized
ogre skeleton hunched in the corner so she poked it, causing it to attempt to
bite her neck. It missed and brushed past her neck clacking sweet nothings
harmlessly. The group murdered it before it could act again. The walls started
cracking and four more skeletons pushed through the walls and attacked the party
from all angles. The skeletons hit hard but were put down rather easily. The party
ventured forth, finding the hallway went on for hundred of feet and there were
cells covered over by plaster. The mist was thicker here, and the party kept
checking to make sure it was not gas, noting more of a chlorine or ammonia spell.
They broke into a few of the cells and stole bones noticing that this place was
strange, the prison area was just walled up after the inmates died. They
eventually found a giant door with green mist curling out from underneath it. Doing
the rational thing, the centaur barbarian threw the half orc barbarian at the
door, bursting it open. Mist poured out of the faintly lit room, the party
could see it originated from two large basins on the far end and there was a ghostly
robed troll floating above them. The party instinctively attacked him and he
summoned four glowing skulls to assist in the battle. The group tied to take
out the troll witch and found the skulls interposing themselves to block the
party. The skulls themselves kept biting people which not only damaged them but
caused the victims to feel weaker. The cleric in the group used dispel magic on
one of them and knocked it out of the air, killing it. the wizards used
lighting and fire to attack and were able to cause quite the bit of damage. The
troll, seeing the party was still in the entryway had teleported behind them
and attacked a few times and noticed they were clumped. He used an ability that
allowed him to ghost in a line, dealing damage to everyone he touched, which
was half the party. The characters that made their saving throws took fifteen damage,
those who failed took the fifteen and also had their hit point maximum lowered
by fifteen points too. Enraged the party destroyed the troll, made sure the
cisterns of mist were either broken or rendered non-working and made their way
back to the surface to the reward of some new magic items.
Sunday, September 30, 2018
Untamed Wilds Session 11!!
In their
wanderings the party found a firbolg barbarian that did not say much as well as
their paladin satyr and catfolk warlock waiting for them back in the sword in
the king room. The eleven of them tried to wrap their head around the mystery
and the paladin decided to try to bend the sword with his shield. He took some
necrotic damage and the human wizard got an idea. He cast levitate on the sword
and it rose out of the king’s chest and disappeared. There was a disembodied
maniacal chuckling and the group chose to leave the castle. They wandered the castle
plateau until they saw torches in the distance and could hear large groups of
frog men croaking. They were searching the city for the intruders and the party
too evasive actions. The group made their way down to a lower level via magic,
ropes, and sick monk tricks, making their way past a few of the roving bands of
frog guards and lion sized frog monsters. They made it to a crossroads and
figured they could set up an ambush to take out a few of the guards. they saw
large sized frog men with two heads each looking over the tops of some of the
buildings as well as a few smaller frogs in regal garb or armor. The ambush
worked well, they started a few of the buildings on fire and engaged the
monsters viciously. By the end a few buildings had been knocked down and a few smaller
fires had grown into a respectable blaze. The giant two headed frog men took an
overabundance of effort to take down but succumbed to the military strike force
of a party. Once satisfied the party made their way further into the city, knowing
the fires would lure the frogs away from themselves. They made their way to the
next ledge leading to the lower part of the city and used the same strategy as
last time, repelling with ropes, magic, and sass. They found the last portion
of the city sunken under the waves and out in the deeper waters could see a
large wooden platform between a few of the long-broken towers with a gathering of
both normal and large sized frog men preforming some sort of ritual. They made
their way closer on some stolen boats, splitting into three groups, one was the
stealth boat, the other two made too much noise. The stealth boat also featured
most of the ranged characters with height stealth, so to the casual observer it
would appear to be just an errant boat in the water. They sailed over, saw a
cultist frog man person in the midst of driving a dagger at a bound figure, and
let loose with arrows. The cultist pretty much exploded, gore soaking his
fellow croakers and his lifeless body falling onto the platform. The rest of
the frogs started running around readying weapons and one of the large sized frogs
cradled its fallen friend in its arms. The hasted monk ran past the crowd of panicked
frogs, grabbed the sacrificial victim, and jumped into the stealth boat. They realized
the victim was the archaeologist they were hired by and started to undo his
bindings. Within the chaos the other boats snuck up and the fight was joined by
everyone. Fire and lightning rained down upon the frogs and the lizard
swashbuckler felt something pass him in the water, so also came up top to fight.
The fight was quick except for two stronger frog men with skills in sward and
spell, but their resistance was fruitless, they succumbed to death. The party
gathered around the archaeologist and he cast a teleportation circle to return
them to the surface.
Sunday, September 9, 2018
Untamed Wilds Session 10!
After their
reward they were hired by an older archaeologist studying a series of caverns
within the Thunder’s Point area. They were joined by two new friends, a human monk and an elderly human wizard. In total, the party
numbered eight, the ranger crow, blood hunter cat folk, barbarian centaur, dragonborn
fighter, human wizard, human monk, lizard swashbuckler, and the wizard goliath.
As they traveled into the deep they found an area that was not stable and the
entire tunnel gave way, sending the party into the dark. As they fell they heard
the archeologist enact a spell of feather falling, saving the party and his
fate is unknown. The group settled about their landing area, finding themselves
on a high precipice overlooking a collapsed city enshrouded in darkness. In
front of them was a large castle with stone doors untouched by time and
blocking it from closing were two humanoid frog man skeletons that looked destroyed
by a large lion skeleton. While the party sat around thinking of their escape
they could hear croaking in the distance. The crow ranger sat and used his
super keen senses to detect that monstrous creatures were approaching and
quickly from the lower broken levels of the city. The ranger, blood hunter, and
swashbuckler prepared themselves for combat, the barbarian positioned herself
to be in the doorway, while the monk and wizards looked around inside the large
castle front hall. Their investigation found the door could be barred from the
inside, there was artwork depicting the heroic cat folk from the old age
defeating their enemies with both magic and sword. There was a large fire pit
that had some latent magic to it and a throne with even more magic. The goliath
found a secret door in the back of the chamber and was having difficulties making
it open. At this point the outer guard noticed eyes in the darkness ascending a
makeshift wood and bone latticework scaffolding. The party delayed until they
had more information, watching as dark figures moved within the shadows while
large croaking things climbed the wall of the precipice. Eventually three small
heads poked up over the edge, the middle head stood a bit and launched a
fireball at the mass of party members attempting to hide in the shadows, and
moments after the blast large frog monsters the size of lions leaps up onto the
landing, biting out at anything close to themselves. The party made quick work
of the first group, the wizards took a break from their research to drop a few
spells into the fray. More of the man sized from men came up the scaffolds and
were dealt with quickly. Fire balls and other more cautious spells were cast in
the defense of the party and the monk worked her flurries to quickly take out
the bigger threats. The centaur looked down again and saw even more frog men
climbing. She did the reasonable thing and used her sword as a lever and tipped
the scaffold over. Bone, wood, and airborne frog men crashed down heavily against
the lower level and croaks could be heard slowly fading. The party took
this moment to enter the castle as a group and bar the door with bits of broken
skeletons. The human wizard took a closer look at the throne in the rear of the
structure and found the enchantments would shock anyone unless they were descended
from the royal line of cat folk. He bid the blood hunter sit in the seat and
there was no magical discharge other then the firepit starting up very subtly. The
group looked in the unlocked and now visible door finding boring rooms looted of all
their worth and rotten food. The goliath wizard had the swashbuckler help him
with the secret door and together they found their way through, the rest of the
group followed as they could. They found the still supplied rooms the guards and
servants would live in as well s a weapons depository and quite a few rooms
with both spell books and weapons, leading them to think the previous people
studied both the sword and tome. They also found a metal door with a feline
face embossed on it and kept failing to open it. the elderly human wizard asked
the cat folk to put his hand on the door and stabbed him in it, sending blood
on the door and causing it to slide aside revealing a chamber with a fancy bed,
curtains and tapestries of ancient scenes and peoples. On the bed they found
what appeared from the art they had seen the king, in his resplendent robes and
garb he looked as if he was still alive, except for the black blade of star and
shadow piercing his chest. The wizards again attempted to identify the sword
and found no success and a few of the party tried to grab it. They quickly
found the sword to either be protected or cursed, it damaged anyone that
touched it, causing them to waste away painfully. The centaur attempted to grapple
it out of the king and found it unmovable. The swashbuckler attempted to cut it
out and met with similar disaster. While they attempted to kill themselves, the
monk looked at the back wall and disappeared from view, she had located a
secret tunnel that lead behind the scenes. She went left first, eventually finding
a locked gate with no visible key. The human wizard attempted to follow and eventually
half the group was standing in the narrow hall and the other standing in the
bedchamber. The old wizard snuck right down the hall and found a tower with mages
implements as well as a large tome, that was locked. The swashbuckler came in
and opened it with his thieves’ tools and they learned a bit about the culture,
and connected the sword may have belonged to the ancient villain the old heroes
had fought. The wizard took the book and the swashbuckler tied to take the
skull of a dead bird. The wizard told him to put it back but the swashbuckler
told him no, it was his. A shirt spat and argument blossomed, the wizard ending
it by using charm person on the swashbuckler and it worked. He told the lizard
to put the skull back so the swashbuckler just tossed it back over his
shoulder. As the skull broke the lights faded, shadows took over the room and coalesced
into a vulture demon, which attacked the party without mercy. The blood hunter
and the ranger were the only ones not involved. Still, the six party members within
the chamber made quick work of the denizen of the darker worlds, finding only
dust in its wake and the skull nowhere to be found.
Map made in Inkarnate
Tuesday, August 28, 2018
Running for different sized groups
Recently I have been running sessions for multiple groups of
players ranging in size from intimate, one player and one dungeon master, to
small group, three to six players and one dungeon master, to a large group of fourteen
players to one dungeon master. Each different group has different needs and
play styles and some dungeon masters are better with certain kinds of groups.
For the one on one we are playing a prewritten adventure
with the player having four characters she is controlling. Each character is someone
the player has played before either in longer games with other players or campaigns that never went anywhere and
wanted to run them through this adventure. Roleplaying within the party is
lighter because she would spend a lot of time talking to herself as opposed to
other players. In another instance I played as four characters in a campaign my
roommate ran in school. It was great, my characters were able to learn more
about the world and the way it worked, interact with nobles, anger dark powers,
and help the dungeon master come up with obstacles to overcome. With this
approach time can be spent on plot lines directly involving the backgrounds of
the characters, it is easier to see direct ramifications of the party’s
actions, and adventures more catered to the players wishes. One main advantage for playing a one on one
game is you only need two people to play, sometimes scheduling larger groups
can be a nightmare.
With a small group of three to six players each player gets
more time to shine with their characters and we can mix out adventure styles. For
groups this size the dungeon master can integrate more personalized backgrounds
for the players. recently we had a few sessions with three players and one
dungeon master, less had to be planned on my part as the dungeon master because
the adventures were more focused directly on the actions of the players. One
session took place in a bar where the party was relaxing after a few stressful
missions and meeting other heroes in town. They delved into their individual
backstories in correlation to how much their character had drank and were able
to forge stronger bonds between the members of the group. The second session
they played as a three person group they went on an actual mission leading them past a
keep on a cliff and an auction and backstory came into play to knock them off
the rails. We are able to do longer roleplaying sessions focusing on much
larger topics with the smaller sized group and get away from the big combats. I
end up preparing less for these small sessions, knowing the players will converse
and carry their interactions further than a few statistics on a page will. Other
groups will vary depending on if they want more roleplaying or more combat
based adventures.
For groups in the four to six range I try to find a balance
between the social and combat interactions as well as involving backgrounds. There
are times even with six players that people get lost in the fray, the more
aggressive players taking the spotlight. Noise can also become an issue, if
people are having side conversations it can become hard to hear what is going
on. Four to six has become the standard for many of the game designers when
coming out with adventures and modules. This size also allows for a prepared
party to cover many of the bases in the adventuring party, the standard mage,
thief, warrior, priest mold that has been a classic for role playing games for
generations.
For the larger groups with seven to ten players it is harder to keep things in order. It is harder to keep everyone in the picture and involved when everyone wants and deserves to talk with the same bartender or dragon and people are having side conversations in character that might need to be heard by the dungeon master for later conflicts. With the larger groups I end up running more combat encounters or puzzle encounters to keep them moving and within a numbered order to make sure everyone get their chance to do something every session. There is nothing worse then a player feeling like they are not included because they are shy or everyone else has a more forceful personality. In most cases with the larger group it is harder for everyone to hear each other at the table, it tends to get noisy with eleven people in close proximity. There have also been moments where one round of combat took forty-five minutes. The next rounds went much quicker. Lower level adventures also work better for larger groups, once characters have more attacks and larger spells game play can slow down in almost any version of the game. Again, most pre-published adventures are structured for parties of four to six players so drastic adjustments need to be taken to ensure the party does not wipe the floor with the monsters every encounter or become under powered to monsters meant for tougher opponents.
10+ PLAYERS!! Recently I have been running many with as many
as fourteen players. With ten it is important to keep the party on task, with
fourteen, buckle up. There tends to be much more debating on what should be
done, be it going left or right down a hallway, should we open this door, or
should we trust the NPC we just met. I have found a few things helpful, maximum
hit points on monsters, non-combat allies for keeping things on track, task-based
missions, and skill challenges. Monsters with maximum hit points helps make
sure each monster is around as long as possible. This sadly makes spells like
color spray or sleep less likely to work in 5e. Throwing higher level monsters
only works within the mid-tier of the game, low levels are more likely to lead
to character death and player unhappiness. Adding more low-level monsters has led
to success as well, many easier to kill monsters will delay the party from
getting to the bigger monsters by a few rounds. The most helpful thing I have
started doing is keeping the party in initiative by seat, that way they always
know who will act before and after them in combat. When I had the fourteen
players show up at the game store we gave the new players premade characters
and walked them through the basics. Everyone was at a festival for the recent
victory over a big foe when monsters attacked. The party, around the table took
turns attacking my monsters, which in the case of the hydra, did not last long
against fourteen attacks in a row, even with maximum hit points. If I wanted it
to be a bigger challenge I should have doubled the monsters per encounter, I will
try that next time. The other crazy part of large groups are the overlaps,
there can be numerous rangers or druids in a party, or three rogues, or
multiple wizards or my favorite, the four bards. The game can take drastic
turns when each player has magic, or abilities to detect certain kinds of
enemies with class skills, negating surprise for encounters. We had an instance
where multiple uses of divination magic were used by multiple characters to divine
what was on the other side of a door. Silly things can happen with this many
players as well.
Your experiences might differ at the table, if any of this
is helpful at all enjoy. If you have any questions or need advice my email is bookgnomeblog@gmail.com
Wednesday, August 22, 2018
Untamed Wilds Session 9
The party
was sent off to investigate one of the goliath keeps on the border separating the
giant lands from the rest of the island. The group consisted of the crow
ranger, centaur barbarian, lizard swashbuckler, human wizard, satyr bard, minotaur
bard, goliath wizard, satyr barbarian, dragon born fighter, and cat folk
blood hunter. Upon arrival they found the keep silent, the door barred from the outsider,
and blood on the northern wall. the walls were twenty-foot-tall stone, the
front doors stone and metal. The lizard, cat, and crow got on top of the wall
and noticed a stone inner building with a dirt courtyard with five dead
goliaths, four from crushing wounds and another seeming from blood loss on the
north wall, his leg was missing. They also noticed the inside face of the stone
entrance was covered in bloody hand prints and the door to the small structure
within the keep was broken. The lizard threw a stone onto one of the bodies on
the dirt and watched as pincers bit and started pulling the body under the dirt.
The party launched bolts, arrows, and spells into the area, as the rest of the
group had climbed up the lizard’s rope to investigate with them. Out of the
dirt burrowed three more of the creatures, Ankheg, and another came up behind
the party, that was nicknamed the squamous ankheg, a horrible mutation with spider
legs, scorpion stingers, a back full of spines, and nightmare fuel physique. The
party took some damage, a few became grappled by the beasts and the scary one
sprayed acid on the party. The swashbuckler shot the crow by accident, and the
goliath wizard was able to nuke the bugs with a fireball, ignoring his allies with
his knowledge of the spell. The minotaur got to gore a few of the monsters as
well. shit got real for the party when the scary squamous ankheg sprouted wings
and flew down to bother the barbarian, which fell victim to the scorpion tails
taking minimal damage but becoming poisoned. She later saved against the poison
and destroyed the eggs attempting to take root within. The party was able to
destroy these foul monstrosities before taking too much damage. They investigated
the smaller structure within finding more broken bodies and the lizard and crow
tried to sneak past them. The Satyr barbarian loudly broke down the door,
ruining the parties attempt at stealth. From behind the bodies a small voice
was heard and they found a pixie in a lantern, which half the party wanted to
eat. The pixie got away and told them they would need to report what had happened
to their boss, the fort would need new guardians and a strange satyr person
showed up and these monsters came with him. The satyr bard matched the description
of the satyr with the monster making satyr they met in the first session and
the plot thickened. At this moment they heard from the sky a horrible screech
and saw a stitched together wyvern gliding down at the keep. They leap to
battle and ran out of the keep to face it on the ground after the satyr bard cast
hideous laughter on it. They had bunched up and made ready to charge when a
second screech made them aware of a second creature, another small frost dragon
with blackened and bruised scales. The dragon blasted the party with a cone of
dark ice, hitting all that were bunched at the front gate. The wyvern also hit
the barbarian with a wicked tail stinger but the poison did not kick in. The
party wailed on both of them, quickly destroying both. At this point they heard
stirring within the smaller building and noticed the bodies of the goliaths
shuddering, as if they were full of hatched bug monsters, so the centaur ran in
and stomped the bodies and bugs into paste. The party took this chance to rest and,
in the morning, headed back to town, finding a reward of one hundred and fifty
gold waiting for them.
Friday, August 10, 2018
Untamed Wilds Session 8!
August 8th
2018 beat the all-time number of players record I had run for before. Our
session started with three brand new faces, two kids and a parent playing for
the first time. We had many of our usual crowd as well as a few returning faces
we had not seen for a bit bringing our party to fourteen players. the party had
returned from their oceanic journey about a week before hand and were in full
gear festival mode celebrating their victory over Jazina and her gnoll minions.
Our group consisted of the new harpy warlock, minotaur bard, satyr barbarian,
and the returning catfolk, the warlock, drunken master monk, ranger hunter,
blood hunter, human wizard, satyr bard and paladin, lizard folk swashbuckler
and druid, centaur barbarian, and crow ranger. Their party was ruined when
screams and smoke filled the area and a hydra burst forth to fight the group.
Many of the party had attacks that did fire damage naturally so it never had a
chance to regenerate, the centaur was able to take many of the heads as the
blood hunter’s burning arrows sealed the wounds. As the crow fired arrows
straight into its heart the ground shook and the crowds parted to reveal two
gorgon metallic bulls. The group had some difficulty getting through their
armor but the satyr barbarian was able to lasso one of them and hold it still
to grant his allies advantage on their attacks. One was able to use its blast
of petrifying gas against a small wedge of characters but they were too hardy
to fall prey to its miasma. The druid was able to smack one of the gorgons,
granting the neck to the barbarian centaur allowing her to cleave the head
right off. Once the gorgons were vanquished four cyclops pulled off their
one-use invisibility cloaks and laid into the less armored members of the
party. The wizard was offended such base creatures dare attack him and magic
flowed freely. Two of the cyclops were charmed by the bard’s hypnotic pattern,
one of the others was charmed by the paladin’s fey step which was then ruined
when the swashbuckler shot it in the face. The druid knocked the largest over
with a tidal wave and the cat folk warlock started him on fire with a flaming
sphere. The paladin had asked the cyclops when it was under the charm effect to
toss him at the other cyclops but since the charm broke he just fast ball threw
him at the druid, getting knocked prone. The monk killed the paladin tosser
cyclops and jumped from his paralyzed head to another about thirty feet away
using both cat folk grace and monk shenanigans. On his next turn he continued
to bash the head in on the cyclops. The harpy warlock used his eldritch blast a
few times and decided to go into melee with one of the cyclops after using true
strike on himself and also beating up on the same cyclops. the cat folk ranger
made great strides in damage with her hunter ability to do additional damage to
wounded foes the entire fight. The wizard did cause a bird to get sick in the
distance after missing with his ray of sickness and used his rays of frost to deal
out more consistent hits, relying on magic missile when the need was dire. The
swashbuckler was eventually able to hit and it was critically damaging for his
foes, the cat folk warlock was able to slowly pepper away at the foes, driving
them away from her with each hit. The blood hunters fire arrows helped whittle
away at the monsters hit points the entire combat, the satyr bard got to move
everyone around the battle field with his inspirations and the minotaur bard
got to use his charge attack to drastically wound one of the cyclops. Our
rangers, mages, and blood hunter were able to dominate the long-distance game
even with a smaller map than the giant pirate ship we had used last time. Our druid
was able to use some great poison sprays and close-range spells while the
wizard and warlocks definitely wore down the monsters with their arcane arsenal.
The centaur barbarian used her great sword to amazing effect, most of the
monsters failed to resist her additional lightning damage while the satyr barbarian
was able to use one of his additional equipment to change up the battle dynamics.
The bards did as bards do and supported everyone the best they could. Healing was
hard to come by but luckily the satyr bard was able to give people temporary
hit points around the battlefield. Dissonant whispers helped the party as well,
with monsters fleeing from them they were granted free attacks each time. The
monsters died and eventually the jovial atmosphere returned. Now the question
is why did the monsters attack, and possibly who sent them?
Friday, August 3, 2018
Untamed Wilds session 7
Within
sight of the Drake’s Fortune the party decided it was time to plan. The crow
ranger used the spyglass and could see four different Jazinas walking around
the ship, ogres with small ballista walking the triple decks of the ship, a
blue ogre talking to the Jazina at the helm, odd Nothic eye beasts patrolling parts of
the decks, gnolls manning small row boats filling the water, and a dark shape looming
under the massive ship. They chose to toss in the titan hydra scale and then address their
troops, the fifty minotaur and the two ogres they had on board with them as
well as the quickling and the human cleric Kiel. As the captain, the satyr
paladin, was summing up the plan with as much forethought as “get em” they
heard sizzling from the water, the waves shifted, and the titan hydra grabbed
the kraken from under the water and body-slammed it on the fleet of row boats
that were surrounding the Drake’s Fortune. The quickling was sent aboard the
Drake’s Fortune to cause havoc but no sign of him was seen since he ran across
the water, stabbing gnoll as he passed. The party drew their ship in close to
the Drake’s Fortune and sent ballista bolts with ropes attached to them to
latch onto the ship. The ship had come in close enough that the barbarian
centaur just jumped the twenty-foot distance, the paladin close on her hooves.
They quickly encountered and distracted the three ogres with the oversized
crossbows while other foes made to slow the party down. The lizard swashbuckler
used one of the ballista and shot an ogre on the lower deck, which the ogre
tried to return by shooting it back with his oversized crossbow but just became
tangled in the rope having not pulled it from his body the proper way. Both the
crow ranger and the catfolk blood hunter launched long range arrows at the crew
and captain of the ship, drawing her attention. She used her wand of fireball
to return the favor, hitting most of the party and burning their sails. After
that the ranged fighters chose to spread out and get to the other ship by
piggybacking with the minotaur over the open water. The minotaur started
pulling the ships closer together via their ropes, keeping the ships from
drifting too far apart and a boarding crew took the chance to climb aboard and
go looking for their captured kin. The other group of party members went into the
lower decks to battle against unseen foes. The paladin rode on the barbarian’s
back helping her bash ogres and Nothic eye beast monsters in the thick of
things. Our swashbuckler made his way over on one of the ropes and closed in on
the rope confused ogre, which had fled into one of the doorways inside the
ship. The swashbuckler turned the corner and ran the ogre through and noticed
Jazina further in the ship. She cast a spell at him which caused his balance to
be wrecked, making both walking and shooting his bow somewhat difficult, and
she ran back into the ship, locking the door. While off kilter the swashbuckler
was able to pull off a trick shot bounced off of Kiel’s helm and into an ogre.
At this point the blood hunter made his way over and helped the swashbuckler
right himself. The minotaur with the crow on its back had breached one of the
doors and found the oar room with most of the minotaur chained to oars being
whipped by a sickly gnoll and at his feet was the quickling laying in a pool of
its own blood. The minotaur siege team took quick care of the gnoll and made to
unlock their allies. Off at the back end of the room Jazina could be seen
leveling a long tube with a wooden grip at the crow, a loud bang filled the air
along with smoke and an inch sphere of metal lodged into him. The tube had
blown up a bit and the Jazina dove behind minotaur for cover. The crow waited
till she popped back up, being rewarded with her rising up with a wand leveled
at him. He put two arrows into her face and as she fell back the wand
discharged creating a globe of fire hitting a large portion of the minotaur.
The crow spent the rest of the battle helping heal the wounded and saving the
worse off ones from death, even the quickling, he also helped unbind the
minotaur to help the others. The more abled bodied made their way deeper into
the ship, taking out unseen threats. After the last ogre on deck perished from
terrible blows from arrows, war hammers, and electric great sword strikes, the
forgotten blue ogre caught the paladin, barbarian, and cleric Kiel in a cone of
cold and ice, bringing them close to death. Two Jazinas made their way to the
party, one creating fear in the minds of the cleric and the barbarian causing
them to flee, and the other trying and failing to dominate the paladin. The
blood hunter was attempting to scout other areas of the ship and ran face first
into another eye beast, which he slammed the door on and attempted to brace it
and flee, the creature did get off one of its eye effects, causing the blood
hunter’s skin to rot. The blood hunter ran all the way back to the other ship,
leaving the swashbuckler to deal with this dire foe. After a few attempts the swashbuckler
was able to rend the foe and start sending arrows at the ogre as well. Kiel
tried to keep up with the healing but there were so many injuries to work on
that he was spread thin. Seeing the tables turning the paladin used his dance
charm to catch Jazinas but failing to catch the ogre. The barbarian fled and
after a few moments to calm herself charged on a lower deck and brought pain to
the lesser of the two dancing Jazina, which also took an arrow to the skull
from the blood hunter a few ships away, ending her threat. The ogre, seeing
things were looking dire, if not just odd, charmed the paladin to stop dancing
and Jazina cast her teleportation spell taking the ogre along with her. The
party took stock of their situation as a few odd booms shook the ship and noted
that not only did two of them get away, but another Jazina did not join the
fight, the ship was starting to tip just slightly. The two sailors on the group
realized the ship was slowly sinking from the way it was pitching and started
looting the ship for supplies and munitions. Once they secured their gear and
survivors the titan hydra thanked them for the chance of battle and offered to
help speed their travel home with their liberated friends. Each player gets to
choose either a plus one weapon or armor now as a reward for completing this
story arc.
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