Mattsters of the Mattiverse Session 18
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...last episode
- The group reappropriated the last turtle totem, and brought them both back to the Azure Geese. There was much rejoicing.
Spending Money!
- Russ spends a couple of days with the An'ssel'rr
- He does lizardly bonding things with them, probably
- He learns the story of how the Silverwalkers dissolved their old bonds with Alexandrians, and forged a new agreement with the Geese
- He witnesses the first of many rituals that will be used to retake control over the dragon turtles
- While he's off, the rest of the group takes advantage of the Affable Soldier's offer, and makes a shopping list
- Among the things acquired are boro beads, headbands of mental stats, extra DR-bypassing arrows, and a variety of scrolls for the alchemists
- This takes a lot of real time, but not a whole lot in-game happens. It takes about a week to sort it all out
- Then, the group is off to Wydmoor
Into the City
- Their first objective is the Cathedral, to find and secure the not-gate
- They get to the city walls, approaching from the Northeast
- The entire town is showing the signs of its two-year abandonment
- There is a gap in the Northern part that appears to have been breached through more-or-less conventional means
- There is a different gap in the Eastern wall that instead was simply blown into fist-size chunks, along with a large part of the city on that side
- The group climbs into a tower to get the lay of the land. It is a new moon, though, so they only have the light of the stars to go by
- The only visibly standing buildings are along the North wall, near its gatehouse. They decide to approach and investigate
- The buildings are a bank, a bunkhouse, and a massive stone granary.
- The bunkhouse is surrounded by signs of recent occupation, of the "has tails and animal feet" variety. Its door is locked
- Apt does his business, disarming a poison needle trap and unlocking the door.
- Russ and Gokar open the door, which then sounds the jingly bells on the other side of it
- The entryway is clearly a defensible position, and the group hesitates before charging in
- It is a corridor with large, barred windows on either side
- Edi uses a domain power to find what might be hiding on the opposite side of the bars. As expected, there are figures shrouded in shadow, clearly alert and ready
- Russ and Gokar lead the charge, flushing the occupants out with bombs. They reveal themselves to be wererats, with hand crossbows
- A door at the end of the corridor opens to reveal beefier rats, who stand to occupy that exit.
- Edi throws down obscuring mist, and the party begins slugging it out. The crossbow-wielding skirmishers rush from side to side to get visibility on the intruders. The bruisers trade whiffs, and a wererat bard muddles the works with grease and cure spells
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- This long slog finally reaches a turning point after Gokar and Russ are able to make a break in the line. The wererats all retreat further into the building
- Gokar rushes to pursue, and is slammed with four readied crossbow bolts (so many twenties!)
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- The wererats pursue a guerilla strategy, falling back once the rest of the party begins coming into view
- Gokar continues to follow, and the second volley is as unsuccessful as the first was successful, with four misses
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- The pursuit continues. Two wererats escape via the back door, the rest are cut down
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- The party backs off from the position to recuperate
Awards
- 2310 encounter exp to all