The Setting:
We have been playing in The Mixed GM’s ACKS game for between three and four years at this point. {EDIT: I have been informed that it has been over four years now} During this time we have moved settings several times, as PCs have found magic portals, spaceships, or just got really lost and ended up in a new world.
We have also gone through a large number of PCs in that time, due to death, being rendered unplayable by wounds, or a player just got bored with a particular PC and wanted a change.
At the moment, we are in The Great Empire Of Long Florida (see map, above.) The PCs, through a combination of diplomacy, treachery, and chutzpa, have managed to break the dominion of the Emperor Jimmithy Buffett III, which has left the individual sovereign city states struggling to forge new alliances.
The Current Crop of PCs:
Character creation is 3d6 in order, player classes from the original ACKS book or the Player’s Companion. Consequently, there is no such thing as “party balance”–we play what the dice give us. Our current party is less of an Adventuring Team and more of an Ecumenical Council.
Fighter: Pierre Delacroix, the latest from the fecund but sadly ill-favored Delecroix family. The line boasts many fallen heroes, cousin Phillipe, who is currently serving as The Sheriff of Pensacola and cousin Bawdy (cf below).
Pierre is first level and wields a +2 two handed sword, with a weapon specialization in two handed weapons.
Mage: Yuko the Fortunate. 4th level. Favors Lawn Dart as her weapon of choice.
The Clerics:
Father Blagfacho. 4th level Priest (a male version of the Priestess Class, house-ruled in). Follower of the Great Nic Mac (Niccolò Machiavelli). Once human, he was transformed into a Crystalline Creature as the only way to repair a severe spinal injury.
Clerici. 4th level cleric. NPC. Cleric of The Whey, an order devoted to bodybuilding as the path to holiness. (Originally the religion was called The Way, and based on the 1970s translation of the bible by that name, but we decided that The Whey was cooler.)
Grysug Trosik. 3rd level Priest. Father Blagfacho’s apprentice.
Baudelaire “Bawdy” Delacroix, 3rd level Antiquarian Witch, with a specialization in healing proficiencies. Makes a really good Gumbo. Along with the rest of the Delacroix family, she is in search for their ancestral home, the Lost City Of Nawlins.
The Situation:
Travelling the length of Long Florida as Carpetbaggers Freelance Goodwill Ambassadors of King Deathstalker Pendragon and Queen Kandi Desantis of Swampton Castle, we came to the City State of Seashell Palace, in Mexican Florida.
We met with the Satrap of Seashell Palace, who has an uneasy alliance with The Rain King and his consort, the Cyber-Succubus.
The Satrap told us that he was having problems with a local bandit chieftain called Montezuma who was allied with the dread Judicious Ecstasy Bringer, an ancient lich who has raised up a cult to try to take Long Florida for himself. JEBite Cultists have been causing problems throughout Long Florida, usually mixed groups of fanatic humans and undead minions, filling the air with the dread sound of clapping and the ominous smell of Unholy Guacamole.
We agreed to seek out Montezuma’s camp, which turned out to be located in a cave complex originally inhabited by Crawfish Men. We found and befriended some of the surviving Crawfish Men (neglecting to mention that we had also killed several of them earlier in the week). In exchange for our promise to drive the disgusting soft-skins out and not settle in ourselves, they gave us valuable intel on the complex.
The Battle:
We navigated through the tunnels to find a door behind which we heard clapping and cries of “JEB, JEB!” Anticipating a group of cultists, we readied flasks of military oil and Yuko’s Web Spell. Then Pierre kicked open the door without checking first to see if it was locked (it wasn’t) and we saw that, yes, there was a group of cultists in there.
But there was also a Coked-Up Feral Hog and, in the back of the room, THE DREAD LICH JEB HIMSELF!
Well. That was unexpected.
Recovering quickly, we threw flaming oil on the Feral Hog, with Pierre rushing forward to deliver the coup de luau. Yuko changed spells and cast Sleep on the cultists, rolling really well and getting all of them.
Bawdy started up with a Protection From Evil.
JEB cast charm on Clerici, who then tried and failed to attack Pierre.
Then Pierre (who is, you recall, a first level fighter) charged the lich.
The players were fully expecting a TPK at this point, but we had a few tricks up our sleeve. With the Feral Hog (who we were fortunately able to take down before it managed to go into Coke Frenzy) and the JEBites taken out, Pierre was able to close with JEB and prevent him from casting spells.
Then Bawdy, Blagfacho, and Grysug all cast Protection From Evil together (singing “May The Circle Be Unbroken”) giving Clerici a +3 on a new save to recover from the charm.
Our strategy was then for Pierre to engage JEB (and he landed an awesome blow at the beginning of the combat) while Clerici, under the protection of the rest of the clerics, healed Pierre every time he was poked by JEB’s Bony Finger, while Yuko peppered JEB with her remaining spells from the back of the room.
This went on long enough that JEB broke into a Villain Speech, promising the party riches and power if they would fall down and worship him. However (aside from Pierre asking if he could have a pony) the party was unmoved. Then JEB announced “I will be back!” and his undead body dissolved into dust and ash.
We won!
I mean, obviously, we didn’t defeat JEB for all time, but we did drive him away and get through the encounter without losing any PCs.
Next up, we will travel to town and Level Up! The GM pre-rolled our wilderness encounters along the way, so we can start the next session in Seashell Palace, preparing to go back and drive off Montezuma, now that his dread protector has been banished.