Wednesday Night D&D
Jan. 20th, 2011 07:54 pmLast session was combat heavy. This was was conversation heavy.
Having run through the party's Dailies like a tough detective running through his supply of strained metaphors, the group decided it would be prudent to retreat back to Crying Leaf with out guides and the scout that the group rescued. On the way back, the group had to keep dodging enemy patrols, which seem to include Drow, Quasits and Troglodytes.
The next day the party met with the local elves. We learned that the drow have doubled in number thanksto their control of a Gate, which used to lead to the Faewild and which now leads to the Underdark. Happily one of the things the scout learned is that using the Gate in this way requires the use of a Key. The Key needs to build up mojo between uses, so at least the flow of Drow is intermittent and not constant. The Key is on the person of the Drow commander.
Despair and Demise's diaries were translated. Whichever was the one we kileld first was quite optimistic in her final entry; her cousin's diary by contrast is a bit gloomy, having been written after a random group of adventurers hosed the grand plans for a certain artifact. There are hints that the weapon of mass destruction used on the island may now in Drow hands, which would be bad.
Only one of the party speaks elf; they relayed the fact that the elves mentioned something called the Transformation to each other but not to the group. They seem embarrassed about whatever it is. The party speculated that it could refer to the most recent Change Wind, which rewrote major parts of history.
[Oh, yes: it turns out the Get Out Death Card Free I've been counting on since Quinn hit second level was in fact a complete misunderstanding of something and every time Quinn considered invoking it with a suicidal but telling attack on the enemy, he was toying with permanent extinction. Who the hell reads the footnotes to the Book of Forbidden Knowledge, anyway?]
The scout also gave us a general layout of the city the Drow are using as their base. There are three sites of interest; the library that happens to oversee the only route into town, what seems to be an alchemical factory (which caught Quinn's attention; he asked to be allowed to examine any texts and scrolls that survive the facility's inevitable destruction) and the Dorwn's main HQ, a former Arts Academy. The Drow also have a lot of demons hanging around and they have a dragon, a green dragon named Razorhorn. Razorhorn has a fearsome reputation and is either well within the group's ability to deal with or is a Total Party Kill on wings.
The elves would like to hire the party as muscle [1] for their coming foray into the city. They have two main goals:
1: Find and recover the Key.
2: Re-establish a connection to the Faewild.
A Drow scout was captured. Quinn took part in the interrogation (he speaks Drow but not Elf). The Drow was, as usual, affable and not that bothered by the prospect of death at elf hands; apparently this still beats his usual working condition. He either did not know anything important or was determined not to betray his fellows. He did offer to guide the group into the city but Quinn is only Wisdom 10, not 2, and he didn't take the fellow up on his offer.
Next session: the party plays tourist in a Drow-occupied city.
1: Interesting fact: the sweater I wore to gaming was red.
Having run through the party's Dailies like a tough detective running through his supply of strained metaphors, the group decided it would be prudent to retreat back to Crying Leaf with out guides and the scout that the group rescued. On the way back, the group had to keep dodging enemy patrols, which seem to include Drow, Quasits and Troglodytes.
The next day the party met with the local elves. We learned that the drow have doubled in number thanksto their control of a Gate, which used to lead to the Faewild and which now leads to the Underdark. Happily one of the things the scout learned is that using the Gate in this way requires the use of a Key. The Key needs to build up mojo between uses, so at least the flow of Drow is intermittent and not constant. The Key is on the person of the Drow commander.
Despair and Demise's diaries were translated. Whichever was the one we kileld first was quite optimistic in her final entry; her cousin's diary by contrast is a bit gloomy, having been written after a random group of adventurers hosed the grand plans for a certain artifact. There are hints that the weapon of mass destruction used on the island may now in Drow hands, which would be bad.
Only one of the party speaks elf; they relayed the fact that the elves mentioned something called the Transformation to each other but not to the group. They seem embarrassed about whatever it is. The party speculated that it could refer to the most recent Change Wind, which rewrote major parts of history.
[Oh, yes: it turns out the Get Out Death Card Free I've been counting on since Quinn hit second level was in fact a complete misunderstanding of something and every time Quinn considered invoking it with a suicidal but telling attack on the enemy, he was toying with permanent extinction. Who the hell reads the footnotes to the Book of Forbidden Knowledge, anyway?]
The scout also gave us a general layout of the city the Drow are using as their base. There are three sites of interest; the library that happens to oversee the only route into town, what seems to be an alchemical factory (which caught Quinn's attention; he asked to be allowed to examine any texts and scrolls that survive the facility's inevitable destruction) and the Dorwn's main HQ, a former Arts Academy. The Drow also have a lot of demons hanging around and they have a dragon, a green dragon named Razorhorn. Razorhorn has a fearsome reputation and is either well within the group's ability to deal with or is a Total Party Kill on wings.
The elves would like to hire the party as muscle [1] for their coming foray into the city. They have two main goals:
1: Find and recover the Key.
2: Re-establish a connection to the Faewild.
A Drow scout was captured. Quinn took part in the interrogation (he speaks Drow but not Elf). The Drow was, as usual, affable and not that bothered by the prospect of death at elf hands; apparently this still beats his usual working condition. He either did not know anything important or was determined not to betray his fellows. He did offer to guide the group into the city but Quinn is only Wisdom 10, not 2, and he didn't take the fellow up on his offer.
Next session: the party plays tourist in a Drow-occupied city.
1: Interesting fact: the sweater I wore to gaming was red.