GAME LOG

Game 1
53766
1/31/2006:

"Quest for the Fleshlings..."

Initial game setup and character generation.  During character generation we learned the basic details about the plane.  We also learned that there is an infestation in this plane called fleshlings.  There are no thoughts or peace or communication with the fleshlings.  They are an abomination to the established order.

After being attacked outside the central tree chamber we suffered major losses in the tempel guard.  We are given the privalage to meeting wthit the three wisess and oldest plants in this plane.  They set us on the path of our holy mission.  We are to forge an alliance with the clockworks that are in confict with the fleshlings.  We are working off of the idea that the enemy of my enemy is my friend.

Our first encounter with the fleshlings was several weeks after we left the safely of the outer plane.  The enconter was a sign that we are on the right path.  After fighting and defeating the vile fleshlings, one of the smaller one was protected by a power spell, we were blessed by the gods.

Game 2
53773
2/7/2006:

"The Paladin, The Monk, And the Daisy Chain..."

This adventure picks up on the 102nd day of our quest.  We deviated slightly from our course to take on the small hovel of vile fleshlings.  We set our course  to the west in the hope of finding out the emergency that the daisy's were relaying.  We returned to the path and encountered another blessing from the gods.  A paladin was places in our path to aid us in our journey.

We also manage to complete the construction of our clockwork monk.  We even manage to enhance the clockwork to 5th level.

With the paladin we traveled for roughly 100 days on the path before encountering our enemy.  After encountering a field of vines we founght valently and were victorious.  The battel was tough but we prevailed and managed to release the spirits of our cursed plant brothers.  During the battle the paladin was taken from our party and sent with our released brother to the after land.

After santafying the ground and burying our fallen companion we returned to our quest.  We were on the road for another 45 days before we encountered the dark shape in the above sky.  As we stop to investigate the dark shape, the sky opens up and releases a torrent of water.  We only have seconds to react before an invisible foe launches a surprise attack.  The game ended with the attack of a clockwork creature that fell from the sky.

Game 3
53780
2/14/2006:

 

The game started at day 245 with the battle about to begin.  The game four days later on day 249.  One of the main points is that they are resistante to bludgeing weapons and have spell resistance of 27.  There was a large question and answer session with 13 to 14 dead fleshylings and machines.  The orcs tried to raid a group of humans that gained control of the machines.  The humans massacred the orcs.  The game ends with the party following a 14th level wizard and a party of 100 or more fleshlings.  Orc base is roughly 6 days behind us and the human city is roughly 9 days ahead of us.  The river is one day ahead of us.  

Game 4
53787
2/21/2006:

"The Valley of Darkness..."

The game starts with the party safe and fully recovered from the battle with the machiines.  We are on the path of the human and the Wizard Wilco.  We are trying to figure a way to move ahead of the troops and the machines.  Plus, the ever constant hunt for fleshlings.

We encounter a messanger and I begin to have visions of our battle to come.  The Dark Feeder has chosen me to recieve the visions that will put us on the right path.  In the end only one party member, Shadowfrond, was opposed to turning around and following the visions.  We returned to the fork in our path, one way leading to the valley and the other leading into the mountains.  This time we took the path least traveled into the mountains and were again rewarded for my faith in the Dark Feeder.

We encounter a hidden plant civilization that has embraced the vile machine and have turned them against the fleshlings.  We make some powerful allies and gain valueavle information as well as several items that will help us along the way.

The game ends with us being presented with a near impossible task.  The Dark Feeder has place a massive war ship in our path.  The only problems are how to fly it, how to move it, and the best way to kill as many fleshlings as possible with it.

Game 5:
53794
2/28/2006:

"Lifting the Red October..."

The game began with a cowardly attack directed at the chosen ones, namely us.  In a matter of second the entire vally is thrown into chaos as an unknown foe began closing in on our position.  I, with the help of the party, managed to save as many civilins as we could.  The only safe place was onboard the Storm of Vengence.

Once the attack was over and we were sure the threat was gone we began to tunnel out of the small cavern.  Our primary goal is still to raise the ship.  We spend a couple of days exploring the ship and trying to get a feel for her controls and the power systems. 

Once an escape tunnel is dug the party does some exploring.  We discover two very important things.  One, we are very close to the elemental plane of earth.  In just a few hours walk we cross the barrier between the planes with only a step or two.  Two, we are also very close to a network of tunnels that lead down to the molten rock below as well as an exit to the surface.

The game ends with the party discoverent the remains of a village and the few weak Orc survivors.  We make short work of these remaining Orcs.  In their over-confidence the rest of the team expends valuable spell resources dealing with this fodder.  A few minutes after spearing the remaining Orcs we are greated by the real enemy.  The Wizard Wilco teleports into the center of the villiage with four of the robots that tore through the party on (53780).  He has the machine controling orb with him.

Game 6:
53801
3/7/2006:

"Time to Die..."

We start the day with a round of kick the Wizard Wilco.  After he and four of his robots teleported into the center of the party we were a little fearful of the upcoming plant massacure.  As it turns out, we took out the Wizard Wilco and two of his guards before they could even launch their first attacks.

Even though this encounter was simple it was also extremely disturbing.  This battle left us with some nagging questions.  Why was Wilco so easy to defeat?  Why are we still standing after taking on four of the heavy machines?  We had some of our answers after a second Wilco and four more machines appeared only minutes after we defeated the original Wilco.

We also managed to forge a tentative alliance with the machines that have become aware and have revolted against their human creators.  We agreed to take on a mission for them to destroy a potentially powerful duplicating machine.

We arrive at Wizard Wilco's camp a few days after our palaver with the machines.  The initial battle is a joke, we make short work of the guards left in the village.

53808
3/14/2006:

"Search for the Replicator..."

By questioning the dead with a Speak With Dead on the Wizard Wilco we learn that he is able to travel from his base of operations to here in only two or three teleports.  That is roughly 180 days of overland travel. 

We are able to make it to the inner sea ring.  We encounter a cave and a vast inner sea.  There is a storm raging on the horizon towards the center of the plane.  After searching a nearby sea cave we manage to locate the replicator machine and break it out of its crate.  We also encounter the "Dog" and barely manage to escape alive. 

Travel back to the Valley of Darkness is a little trickier than we through and after a little plane hopping mishap we make it in one piece.  We even manage to create (at the DM's annoyance) Similacrums of ourselves using the machine.

We are given a new mission from the machines.  Now in order to get the machines help raising the Storm of Vengence we have to hunt down a Hunter Killer that is wreaking havok by turning machines to rust.

The game ends after we have hitched a ride on a machine transport heading toward the center of the plane.  We are given large amounts of gold to trade for entry into the complex.  Two things are obvious at this point.  One, the acid cloud at the center of the plane is expanding outward and is closer to shore than it was the last time we were here.  Two, the machines are not telling us the entire truth about the station and the Hunter Killer.

53815 3/21/2006:

"The Party is Sundered..."

After trying for several hours we finally manage to get a man on the inside of the facility.  Beeker is able to open the door to the hanger bay by making contact with a holographic sales person.  We even manage to recover our lost party member. 

After exploring the sales catalog and the facility we break away from our guides to search on our own.  We do battle with a formitable warrior.  I am evenly matched until my fellow party members take him down a knotch.  With the death blow I gather his body and equiptment and we flee the inrush of water.

For unknown reason (DM has not emailed me yet) I drop my scythe and run away from the party once I am safely at the top of the span.  I am still carrying the body of the fallen warrior as I race into the complex.  The rest of the party is able to track me by following the water trail I am leaving.

The game ends with Kudsu missing after having exited the complex through an external hatch.  The party is at the main hanger door and as they are about to open the door we hear scratching on the other side.  We also hear the sounds of impacts similar to the same bombardment we heard eariler.  Also, the machines are not responding to our calls.

53822 3/28/2006:

The battle on the platform begins.  We are still trying to deal with the loss of Kudzu while faceing off aginast machines and dogs.  Most of the party is feared and sent running in the opposite direction.  Creeper and DeVine is taken from the party due to level drain.

In a desperate move we use the Greater Teleport and aim for the Storm of Vengence and succeed.  We discover that while we were gone the Storm of Vengence was attacked by rockets.  We are also put on the path of the Serpent by the clerics that were sent to retrieve the army of dead.  However, we were almost defeated by Natalie Portman's boobs.

We journey to the fire cave to meet and hopefully recruit the Serpent.  Through fate and a supreme command of faith Creeper is blessed as teh chosen one.  The party is set on the holy mission of destroying the fleshing and retreiving our fallen comrad, Kudzu.

We also discover what the key is used for and how we might use it for the final battle.  Creeper is given the power of the Serpent and we were told that when the time is right  he can summon the serpents to battle.  The game ends with us on the mission to recover Kudzu and find a mysterous guide that will put us on the path.

53829 4/4/2006

After meeting with the Serpent both Jeremy and DeVine start feeling strnage.  They are suffereing WIS damage every few hours adn they are unable to discern the cause or restrore the damage.  After plane hoping in an attempt to locate our guide we encounter a traveler in the para-elemental plane of Carbod Dixoide.  Both Jeremy and DeVine are accused of being tainted.

Pocalolo is able to discern the locaton of Kudzu and we travel to the sewer that Kudzu is moving through.  After reaching Kudxu the party is attacked.  We sufferer a little damage we are give our first glimpse beneath the surface of Kudzu. 

The game ends with Kudzu the victim of a hold person spell conbined with a good use of the CHA skills.  The party teleports back to the Storm of Vengence with Kudzu in tow.  Neither Jeremy or DeVine are cured of thier ability loss.  They now have to decide what to do with the potentiallly volital Kudzu.

53836

Game Canceled:

Munchkin Instead

53843