So it looks like we may be getting to the end of the
AD&D campaign, as major
quests were completed and mysteries answered. When last we left our
merry band,
they had gotten to the Abyss with the dual mission of rescuing a
Goddess and
distracting/killing a Merelith Lord. As the adventurers relax in a
local bar,
a Balor walks in with Gi, who rats us out and proceeds to flee. That's
when our
special items kick in and we all go up five levels.
This week we first spent a couple of hours getting our characters up
those five
levels. Less impressive for me, since I'm multi-classed I only went up
two
levels, with the fifth level going to my raccoon companion. I used
those levels
to get another clerical sphere so I could cast Remove Fear and saved 2
character
points for rerolls. Once we were done, the fight began.
Round 1. Randall and I cast Remove Fear on the party, while Tolma casts
a growth
spell on Kormack and Calcli doubles Heather's hit points. The warriors
draw
weapons and close with the Balor, as he casts Symbol of Fear, which we
all save
due to having extra character points for rerolls. Round 2 we start
hitting the
Balor, with Heather doing impressive damage with her Holy Avenger. The
Balor
Gates in a Badu to help. In round 3, the Balor hits Heather for 49
points of
damage. Heather replies with 50-odd points of damage and the Balor
fails his
Saving Throw and dies. The Badu Gates in four Manes. We quickly
dispatch the
rest of the demons.
After that we do some more investigating, trying to find where Waukeen
is being
held prisoner. From a former guard we get the specifics on the caravan
that
supposedly parades Waukeen, as a show of the the Demon Lord Drazzt's
power.
The caravan stops at the Merelith's place for a few days before
continuing.
Thinking that we can kill two birds with one stone, we go to the
Merelith's
place and see the caravan leave. But we can tell that Waukeen is not in
the
caravan, so we decide to storm the Merelith's abode.
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Once inside, our intrepid party faces four Badu, who put
up a tough fight,
Gating in more Badu. But overwhelming firepower from Heather, Kormack,
and
Filbert soon dispatches the bad guys. We wander the fortress,
eventually getting
to the Merelith's room, where he keeps Waukeen hostage. Rather than
bargain for
his freedom, the Merelith Gates in two Badu and attacks. But once
again, they
are no match for the combined firepower of a 12-14th level party. We
kill the
Merelith, save Waukeen, and find out the identity of the person who has
been
leaving us clues.
Now, all that remains is to rescue two Unicorn who are being held in
the slave
pens. Then somehow get out of the Abyss without having to fight our way
through
hordes of demons. Get back to the Prime Material Plane and find the
Sorcerer so
he we can force him to cure us. This may require another quest, for all
that I
know, so maybe we do have quite a bit more to go.
My Star Trek campaign afterwards went well, more or less. Fulton and
Woo made
characters, then they joined Eric and Donald in the adventure. The
intrepid
cadets had to get dates for the Sadie Hawkins Dance, score tickets for
Professor
Moltross' lecture, and find a hard to find component for their Warp
Field
Containment Unit that they were building for a class project. Standing
in their
way was an energy draining life form, Detectives Harskee and
Skutchingson of
Starfleet Security, and Cadet Tom Paris. Only a couple of very brief
fights,
lots of research and investigation, and a couple of pranks before they
were
able to solve the mystery and complete the episode. And in only a bit
more than
a couple of hours of real-time.
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