At the last cliffhanger, the party (most of us below the recommended level) had killed two wizards, including Emirikol and his rival, Leotah (sp.?). I was pretty sure we'd die in that session, but not so. That put my cleric, Kormaki Lemmisson, right on the cusp of 4th level, a place I never thought to see. We still needed to survive one more session for him to make the jump, though.
We began by looting the wizard's bedroom/study. Found some pretty good stuff in there, including a lot of actual gold and gems. Mat's wizard gained a bitchin' cape of protection against magic, plus 2. Then we went through a portal to what seemed to be Emirikol's "panic room." It was chock full of iron golems and a black gem that zapped us repeatedly with harmful magics. Chris's Dyer Halfling managed to spider climb up to the ceiling, and dropped about 30 feet to double stab it. Double crits! He smashed the gem... and himself. Tried to heal him, but failed. Then, the tower started shaking. Self-destruct mode initiated, apparently. Time to bail! We fled to the previous room, presumably the top of the tower.
Once there, we had two options: Leap through the black portal that Leotah had used when she'd arrived, earlier; or, we could brave the non-Euclidean geometries of the tower, and not die in the process. There was a lot of falling stone happening, and I was not convinced that we could find our way out. That tower was confusing. Given that we didn't have any idea how long we had, I opted (along with Chris and one other person--Mat, I think) to leap into the black portal. It was... a mistake. We suddenly found ourselves 120 feet above the pavement. Shawn advised us to get ready to roll 12d6 damage. Instead, I called upon the Metal Gods, asking for for divine intervention. Chris burned his luck down to the minimum to aid the cause. I burned mine too, and the roll was a 37. Shawn allowed that I'd survived unscathed (as I most likely was aided by Robhal, the Metal God of flight, studded leather, and steel). Chris and (I think) Mat each took some damage, but not 12d6. They survived, barely. Chris's luck will heal, at least. That's excellent. That halfling has been a godsend to this party.
So, we survived. Believe me, no one saw that coming, least of all me.
Bad things:
- My disapproval is now going to need some serious repair. My cut of the treasure will be donated at the Iron Cathedral, when I am able. Maybe I'll blow it on Dave Filth's wake (see below).
- My luck mod is now -3, and that's not going away any time soon. I fear it may be the death of me.
- It's official: Barry's character, Dave Filth, is no more. When Emirikol died, we lost all hope of getting him out of that gem he got Magic Jarred into. I'll miss that guy. He was a mate to Kormaki, and we'd been through many an adventure together. I'll see that he is sent off properly at the Iron Cathedral. There will be many a tankard and bottle drained in his name, at the wake.
Good things:
- Kormaki is now 4th level, an Apostle. He gains one 1st and one 2nd level spell, and another hit die. He also gets a +1 bump to his Fort saves.
- The wizard tower is now a pile of rubble. Fuck you, wizards. Eat a bag of wangs. Oh, wait, you can't. You're dead. Fine, eat them in Hell.
- We are due some payment from the city guard for fulfilling our charge to deal with this wizard problem.
Now, all I have to do is avoid falling anvils and pianos. I have a feeling it won't be very easy, so wish me luck. It's not like I have any of my own.
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