The explosive finale of the Blood Gulch Chronicles. Literally.
The hiatus end-ETTTHHHHHHH… (more…)
We discuss the alien subplot, dive into the miniseries Out of Mind, and I FINALLY discuss my feelings on Red Team.
DON’T. RUN. IN THE HALL.
I vote we should immediately all turn to Necromancy.
No audio again this week, and no more until I get a new microphone. The quality of the old one is just shoddy and not worth using for anything remotely close to professional.
The battle at Tuffluv continues after a two week absence. The Water Warlock was in a coma, the hero Paladin had his armor shredded, and the Undead Slayer was in a life or death battle against a Chaos Imp.
Those that had lost their characters played some of the Byzantium soldiers as very generic characters, to give them something to do. Also, we ended up having a player character mercenary reveal himself as part of the established contingent.
The Chaos Troll lays waste to everything and every one, putting the Paladin into HP. Some soldiers move to aid him, trying to fend off the beast with their polearms. Two of them crit the creature in unison and then are knocked off their feet immediately afterwards as a wide swath from the creature.
The Chaos Lion suffocates in a haze of ice, gifted from the downed Warlock, the Imp is brought to heel as it surrenders to the Undead Slayer, and the Troll is brought down by teamwork, though the Paladin lays near death.
A few days of recovery occur as people in Tuffluv rumor and gossip about the Chaos Imp and the strange relationship that forms between she and the Slayer. Rumors of Witches abound. The Warlock recovers, and in a lament of the loss of life accuses the Paladin of being a poor tactician. The two argue in public for several minutes before going their separate ways.
Fire fills the night sky as a raid by the remaining secondary vampire takes seven lives, even as the heroes move to defend the town. It becomes clear that they have no time remaining to destroy the last of the wild vampires.
The Slayer brings forth a circle of rain, which the Warlock uses in epic fashion to flood and destroy the cave system, the mercenary, paladin, and slayer all the guard necessary to ensure the wild vampires could not flee, nor assault the warlock.
As a wave of water floods the deepest reaches, and ice crackles atop the ceiling to prevent climbing, it becomes apparent that the vampire plague of Tuffluv is no more, finally…
“That’s the last time I join a guild by Magic Pigeon”
No audio again today, my apologies. We were supposed to have extra people around, and I felt I didn’t have room for the laptop.
For several months we had the idea of playing a mage-only game. All the delightful shifts and styles of magic all in the same game so we can notice the differences and intricacies, the delightful discussions about the types of magic.
Our adventure begins in the land of the South Winds in Stilt City, where two locals get recruited into the crummy remnants of a Guild that had lost just about everyone but the bookkeeper. A halfling diabolist, an elven Zodiac Mage meet up with an Archon (homebrew OCC), a Blade Mage (Rifter OCC), and a professional Wizard.
After the GM explains the woes of the guild, the more anarchist players had considered not even doing this, even though we OOCly all were looking forward to this, because ROLE PLAYING. Step one to getting a guild back in good graces is to pay the reactivation fee like we’re playing FF14. So the bookkeeper and we, we head that way, and notice a crowd behind us. They seem to be watching with great interest, and then even more so when thugs bar our way.
The halfling Diabolist immediately hides, while the others prepare for mage combat! The toughs are armed with brute force and attitude. One player, the Archon, immediately severs someone’s arm, then laughs about it, eventually using it via TK to slap someone else. So it was revealed that we have a psychopath in the party right then and there. The party, for the most part, uses NO magic, aside from Armor of Ithan. One does use an air warlock spell to ruin a thug’s hornblowing, but for the most part, no attack spells, no befuddling, just hack. And the party doesn’t do so well, though they do ‘win the encounter’.
After that contest ended, it was revealed that the locals had bet on whether or not we’d survive. Money exchanges hands…and some of it goes to our bookkeeper. The bookkeeper knew about the fight, and did nothing about it. The diabolist immediately crotches him, and announces she has no interest to join any guild that’d so willingly walk her into a trap for money.
The party agrees, and the campaign plot crumbles to ash.
Or does it? Hesitantly we consider making our own guild sans the bookkeeper, and for now, that’s where our situation concludes…