If some of the information on this site seems familiar, I'm not stealing and passing it off as my own. It's because I'm using an existing commercial product that I have changed some names and other things in order to protect the innocent villains against those dastardly adventurers.

Thursday, April 16, 2015

Session #1 Report Part 2

Notes
Text in italics is out of character notes.
Text underlined denotes sarcasm.

While in Karlsburg gathering information regarding the Mount of the Red Doors, they were told by more than one person that they would not be able to enter the Mount, for there was kind of magical force that preventing anyone reaching the red doors let alone open them and enter.

Not only did not party not feel any force preventing them from climbing the stairs and reaching the red door. They were able to easily open the doors and enter. Upon entering, they were meet with short flight of stair going down into a room with six statues - one female and five males. Upon examination the party realized that the male statues did not have the original heads. Vrocensin Verth, the cleric, recognized that original male statues most likely represented the gods of Ezaos, Niysus, Sigmir, Midis, and Vadros. He did not recognize the female. Vrocensin was able to remove one of the heads from one of the male statues.

Anders Blackwood was able to hear voices coming from behind one of the doors. But not until the half-orc barbarian, Thagmar, listened did they recognize the language as being orcish. Behind the door were not orcs but 7 snorks - weaker cousins of orcs. Or as Thagmar put it "The red headed step child of the orcs." The snorks were easily dispatched. Here we see Dravin, the dwarf wizard, first use of what was to become a common staple of his, the Chill Touch cantrip. Or what was to be known as the "Darth Vader", used as both a noun and a verb. The snork was Darth Vadered.

In a deserted store room where Thagmar and Vrocensin were overcome with fit of coughing from ages of dust, the party discovered a 50 foot piece of hemp rope. And the party cheered for their new found wealth.

The party entered a circular room with five demonic looking masks hanging on the wall. Next to skeleton, laid a sixth mask. They were unable to determine the cause of death for the skeleton. After finding three traps connected to five of the masks, the party decided to leave the masks alone.

They discover two stone dwarves. Dravin, explains to the rest of the party that when a dwarf dies, within 30 minutes a dwarf's body returns to it's original form of stone. Even though the dwarves had decent quality chain and battles axes, the party decided to respect the dead and left the items.

After Anders was able to pick a locked door, the party entered a vault with chests and an unknown type of undead. After defeating the creature, discovered a plethora of semi-valuable trinkets and three magic items: a broach of shielding, a lesser wand of magic missiles (like a normal wand of magic missiles but it cannot be recharged), and a blade (longsword) of viled destruction. They also found a map to an unknown location in an unknown forest.

Next the party entered a room with six pillars and a marble altar. Upon entering the room 6 sets of bones appear to jump out of 6 sconces. Each set forming into a skeleton. After a quickly dispatching the skeletons, they party discovers a secret door hidden behind the altar. The secret door led to a treasury room with only a few bag remaining. In the bags were found some silver pieces, gems, and a carved marble head of the god Sigmir.

Later the party hears voice in Low Sulian talking about garrison duty and other military subjects. The party devises a plan to use the least threatening character Milo Tealeaf - the halfling bard - to lure what ever is behind the door out into the hall to be ambushed by the rest of the party. All the planning was for naught. For behind the door were four apparitions of soldiers that paid no attention to the party regardless of their actions.

Around the corner from the apparitions the party discovers a room with six pedestals. In front of each pedestal was an obvious pressure plate of a golden bronze like metal. They decide they want nothing to do with pedestal or pressure plates. Beyond the pedestals was a set of stairs leading further into the dungeon. This they too decide to ignore - at least for now. They suspect there is much more to explore on this level.

Later they discover a room with a steel-reinforced oak table with various stains. They suspect it might have been a lab table.

Next they discover a library with only four salvageable items, two books, a fragmented scroll for the spell knock, and a map of a region called The Exarchate of Theana. From terrain nearby on the map, they deduce it lies to the east of the City-States region they are currently.

The party enters a room occupied by 11 kobold-like creatures. With the Dragonborn fighter, Frocensin Verth's acid breath they quickly slay seven of the creatures. The creatures drop their weapons and the characters decide to grant them mercy. Before moving on, the party evicts the creatures out of the room and take a short rest. Taking the short rest would later prove to be essential.

In the next room they find three large brass boxes with knobs and dials. After discovering at least one of the boxes is warm to the touch and the floor near the boxes is charred, the characters decide it wiser to ignore the boxes and move on.

Next they reach what was to be the next to last room to be explored during the session. The room has a wooden door at the far side of the room. The room is empty except the floor near the opposite door is covered. Up till now the party has played it fairly cautiously. However, here they realize they have a conundrum - of what should be protected by their caution. Most members declare they should burn the oil. However, Anders the rogue, advises that doing so might damage what - treasure? - is behind the door. With visions of gold and items of wondrous power dancing in their heads they decide to brave the oil.

A second or two after opening the door, they realized listening to Anders in this occasion was a mistake. For flying at them were two flaming torches. The party was instantly in trouble. Kelyn Robinsworth, Frocensin's squire immediately succumbed (unconscious, not dead) to the flames. Shortly after Vrocensin would drop unconscious. Darvin was able to drag Kelyn out of the flames. And Anders was able to drag Vrocensin out of the flames.

Beyond the door in a cavernous room lie waiting ten more kobold-like creatures. While screaming no more mercy to kobolds, Thagmar rushes into the room where he is quickly surrounded. The players soon learned how effective a swarm of weak creatures can be due to my flanking advantage rule. The short rest allowed Frocensin to use his breath weapon again.

After this near TPK, party decided to head back to Karlsburg. But before they did, Vrocensin placed the marble head of Sigmir onto the correct statue in the first room they entered in the dungeon. This did something - but what? The party will have to wait till next time.

In-game date(s): Aprflos 5, 918

No comments:

Post a Comment