Apr 15, 2007 20:51
So. Recap time a bit now that I actually have time to write.
I arrived late to the game due to traffic issues. 465 is officially the devil. I had been at the Spring Retreat all weekend and then had to drive back that morning to get to lafayette in time to play. By the time I arrive, combat has just started so my sleep deprived mind is trying to wrap around exactly who is where and what we are facing, as well as the slightly crazy layout of the room.
The room was a this large hall, with a lower floor and catwalks crossing over about 20 feet above the floor. Pillars ran to the ceiling, supporting the catwalks as well as the main room and the stuff above.
(at one point the architecture became a issue, though i didn't understand why really. In a game where magic has a tendency to defy the laws of physics, I wouldn't even bat an eye anymore if the floors were suspended in mid air or something)
Anyway, there were stairs going up where we could hear fighting, and there were 3 main doors on this level. One was the entrance, one went down to the prison, one went to the treasury. My group was the one that was head to the treasury. This became a moot point went some variant of undead beholders appeared. We had been counting on not getting much if any resistance in this room, and instead it turned into a rather nasty fight, losing 2 of the 5 backup knights i had brought with us. we dispatched the beholders finally, though by this point me/Aaron are not happy campers as he just lost too men and I'm seeing how this is only going to go downhill if we encounter more of those.
Steph's character runs upstairs to try and help the trainee's up there, joined by one of the remaining knights. The others end up coming with my group. Hater and his squad take the Angel he had called and go after the treasury. All groups run into heavy resistance. Hucko's less slightly than ours, but since it was pretty much her alone for a few, then it was just as bad or worse than the rest.
Mostly I'm focused on my group, as we get immediately challenged, by name, by whatever has freed the prisoners. We get down there, after I use my nifty new ability to fire a sunburst spell, only to find it not only didn't do as much damage as i had hoped, but most of the em if any were not blinded by the spell. which means that as my poor Knight went around the corner, we see him get vaporized by at least 5 separate spells. Aaron, now really upset, joins jimmy inside a anti-magic bubble and goes down hoping to get me close enough to hurt things. We find a human (assuming a doppleganger actually) and a Beholder. A live beholder without its central eye. (Now, this is the point I totally freak out, even if Aaron can't. I know exactly what that is, seeing as I had been bored on Friday before we left and had been reading about the beholder mage). They proceed to start summoning devils, and we make a hasty retreat before this rather impressive display of firepower. We seal the door hallway and the door, and beldein, the spell dancer leader, teleports me, hucko, ben, and one knight to the top hoping to find a few more spell dancers and trainees. Which is where we had to stop.
So currently, our mission has failed spectacularly. Hater and James characters have been captured. The prisoners, with dangerous information have fled. The thayans got away with god knows how much magical equipment, and my men outside of the Monastery are fighting and dying for absolutely nothing anymore. According to half the group, Beldein has betrayed us (sharply going to be contested by others, and has some already). Aaron proved to be rather ineffective it felt like, either attempting to take on things much to powerful for him, or not able to get into position to do actually do some good.
All in all, not one of our better games. Felt like we were grossly out numbered and outgunned, which does happen in wars. It just seems to happen to us a lot more than I care for. Ah well.
Might add a few more thoughts later, but need to get back to work....