Sunday, October 17, 2004

Session #3

Well this week was better for everyone.

Half of the party was diseased at one point. But with some lucky rolls, the diseases being minor, and a cleric with the Healing skill, only Dalron is diseased now. But it, the Devil Chills, is hitting him kind of hard.

The party also had some less than logical actions when it came to exploring. Instead of clearing out everything in a semi-logical way (such as clearing out blocks of the map), the party just kept heading in one direction until they were deep within the eastern side of the map. A dangerous place to be. The encounter in room A91 woke them up and they got back to a more intelligent course of action.

Next week there will be no WLD game. The DM (me), will be out of town playing in a Texas Hold'em tourney.

Oh yeah, I've got a plug for an item I just bought. It ain't the cheapest DM screen around, but it is the best one I've found since the old Master DM's Screen from the Basic D&D series. I'm talking about the Kingdoms of Kalamar DM's Shield. This thing probably has every chart you could want. It even has a pizza matrix for trying to figure what kind of pizzas to get from week to week. It's a little unwieldy, but nothing that paper clips can't handle. And it also has some information for the Kalamar setting, but it's in an out-the-way location. So I don't truly consider it a "bad thing". (What I consider a "bad thing" would be forcing psionics and Eberron on us like WotC has done with all of the recent general D&D books.)

Session #3 map A
Session #3 map B

Note: Of the 7 secret doors found this week, 4 were found by Thunderclease and 3 by Dalron. Four of those seven were found because of the free secret door checks that elves get in general, and dwarves get because of their stonecunning.

Room A52: This large room radiated great evil. The focus of the evil seemed to radiate from a dwarf-sized stone throne. After a great deal of discussion, the party left the throne alone. Dugan, the gold dwarf paladin, and Krieg, the gold dwarf priest of Moradin, agree that this place should be cleansed of the evil at their first opportunity.

Room A53 & A54: These rooms are full skeletons of various humanoids, both the "good" kind and the "evil" kind. All skeletons have been spiked to the wall. The party removes the skeletons from their walls and tries to give each one an honorable burial as much as possible. While doing all of this, Dalron and Zorak hear whispers and see things move just outside of their vision. Both pay little notable attention to these and believe it all just to be part of the taint of the dungeon.

Room A56: Nothing in this room but a broken table.

Room A55: Empty room. So they thought. The rogue Dalron begins to explore the room, then everything goes dark. Three more fiendish darkmantles live in this room. While one of them created the darkness, the other two attack Dalron. Once again Dalron drops. But with teamwork, the combat only lasts about 30 seconds. The party decides to rest in this room. But they foolishly do not spike the doors this time. While Dugan is on watch, he hears a sound outside the door. His Detect Evil shows two evil things outside the door. He wakes Thunderclease and they open the door to find nothing. Dugan's radar no longer shows anything. Thunderclease believes that Dugan is full of it. They then decide to spike the doors. The hammering wakes Krieg, their walking band-aid, who was resting to get spells back. This requires him to rest again.

Room A49: This is a huge hallway (30'x260'). The party gives a quick check of the western end and check room A50.

Room A50: Another empty room. The party returns to check room A49 and thoroughly check the full length of the hallway.

Room A91: The door to this room was open and appeared to be full of rubber and other clutter. Dugan's radar detected 6 evil creatures on the other side. From the group's multiple fights with fiendish darkmantles, they've learned to check the ceilings. So when Dalron entered the room he immediately checked the ceiling. He found that it was 20' high and there was the largest darkmantle he'd seen so far. He shouted the alarm and combat ensued. Half of the party had rushed through the doorway. Then when they noticed that all of the darkmantles were much larger than those they'd seen so far AND there were several recently slain orcs and other humanoids they realized they were out of their league. They decided to create a "conga line of death". Full teamwork turned this combat from a potential TPK (Total Party Kill) into a total success with minimal damage to the party. But the combat did drain the group, so they went back to room A50 and rested.

Room A51: More skeletons. This room was left alone.

Room A69: This room was occupied by some creatures that they could not see, but could talk. The party attempted to parlay with the occupants, but the occupants (and Thunderclease) wanted nothing of it. After repeated demands for the party to leave the room, they did and continued on.

Room A20: This is the bedroom of someone. The party checked it thoroughly but found nothing save a secret door.

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