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What Fluid saw |
Introduction
Timekeeping
This session began on September 18th, 2025, with the player characters adventuring until the end of the day (the rocket cycle is a real time saver). Downtime for these characters begins on the 19th.
Player Characters Present
Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Thomas (C6), and Poindexter (M6)Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)Fluid the Druid (Level 8 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F5)Bumblebore (Level 7 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy and henchman Gilthaniel (elf F5/M8)Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax)with henchmen Cedric (C4)
Downtime
Session Report
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"I think we just missed them."-- Sever |
Combat #1: NPC Party
Rounds: 5
Result: Party winsHighlights: A knight and warrior met Giuseppe and Gurt at the bottom of the star, hoping to hold them there. A cleric cast hold person and got Giuseppe, the Paladin then went on to take double maximum damage from two shots of the knight's 2-handed sword; he was in trouble!
Bumblebore let fly with a barrage of Macho Mandalf's Flying Elbows at the enemy fighter's helmet, he must have felt like he was rung like a bell!
Gurt stepped up to protect his fellow paladin and face off both enemy warriors at once, stabbing left and right.
Fluid, oblivious to the melee and still in crow form, flew past the fleeing and invisible enemy to head them off, stopping just before the "Snake" room entrance. Here he returned to human form, waited, then cast Faery Fire. From my rushed re-reading the spell, I could not see that it would not work on the intended targets even though Fluid could not see them (in fact the spell is specifically designed for it this!). He was rewarded with the image at the top of this report. At the same time as the spell went off, Sheamus, who had used his Hawkman Wristband to go Invisible and give chase, caught up with the group from the other side; and now there were two separate fronts in the battle. The Irishman found that these were lower level henchmen he faced, who dropped the invisible couch and engaged him.
Back in the shadows room, Cedric cast Hold Person on the enemy knight and fighter, when both failed their saves the complexion of the battle completely changed. Now it was the enemy fighter's turn to take maximum damage.
Sever jumped from the stair in dramatic fashion and attacked the cleric and did her two grievous wounds, but in return an invisible enemy got him with a back stab from where he had been waiting for just such a chance.
I made two big errors here that would have flipped the situation back into a much more even fight, and I was kicking myself later; but I'm not going to say what they were. If by chance something similar happens again, I will heave learned from that mistake...
Fluid saw the enemy caster--who, though illuminated with Faerie Fire was still invisible--cast a spell and he was no longer there. The remaining henchmen were no match for Sheamus and the party emerged victorious.
When the dust settled, they had kept the knight alive and took him prisoner--after he tried to poison himself; the first use of Slow Poison I can remember and it was to stop him doing so. A follow up Neutralise Poison from Fluid and the prisoner was back to square one.
There was lots of speculation from the heroes over their captive and his party; but, with the couch in hand, they were prepared to call an early end to the delve and head back to Guarda, after gathering the loot from the fallen. All this was a bit of a logistical exercise but it is another tale.
Session Statistics:
Combats: 1
Rooms mapped: 0
Combat rounds: 4
Losses: none
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