Sunday, January 23, 2005

Session #12

The entry this week will appear to have less done, but there was more role-playing involved.

Everyone was able to attend this session.

Map

Day 11, 4AM

We last left our group of, uhm, heroes (?) in the passageway at room/alcove E34.

Due to the loss of their paladin Dugan, the 2 clerics, Krieg & Valden, are each memorizing Detect Evil once per day.

At this point, Valden has a little time left for his Detect Evil, so the group is attempting to hurry.

They check the eastern hallway near room E34, but detect no evil. So they check the door to the north...

Room E52: Valden detects 6 points of moderate evil behind this door. The party retreats back and casts their prep spells. Dalron detects no traps, but is unable to pick the lock. A short while back the group found a wand of Knock and put it to use.
They open the door to see a barricade of furniture blocking their way. A rough voice speaks from behind the barricade.
Long story short: (Hey, there ain't no way I'm going to remember every role-playing moment and then type it all down. You all just get the jist of it.)
- The creatures behind the barricade reveal themselves to be barghests.
- They know who about the group.
- They know the group killed a greater barghest, named Morat, with relative ease.
- The garrison is led by someone named Kelara.
- These barghests were led by a barghest named Saraas.
- Saraas's lieutenant offered a deal to the garrison & the PCs: leave this area alone and the barghest's will leave them alone & they offer a "gift" in good faith. But if they PC's do not agree, there will be a big combat where many barghests will die, but the PCs will be utterly destroyed ... oh and we're sneaking up behind you.

The PC's agree and are informed of the whereabouts of the gift. A human who is near death at the other end of the hallway. And to hurry, he may die soon & who knows how long the barghests can refrain from a nice meal.

The group rushes to the spot where their gift is. A near naked, bound, and bloody human.

A few heal spells later and the poor soul was standing.



His name; Torin Malgroth.
His story; The same story as Valden. He was in the same party that Valden was in. When the explosion of monsters were killing their party, Valden fled, but Torin played dead. Since that point Torin was working hard to stay alive. At one he walked into a room, saw a blue-furred wolf and then everything went black. And that is all he remembers until now.
His attitude: Survival of the fittest.
Stats:
Human ranger (3) / fighter (2)
S: 14 D: 14 C: 12 I: 14 W: 14 Ch:9
hp: 39 AC: 16/14/12
Notable equipment: Mithril chainshirt, masterwork scimitar, masterwork kukri

Warning: Believability breach! (It's not easy making every single piece fit.)

Torin would stash his equipment before scouting around, just in case.
The last time he stashed it in room E16 (the fireball trapped portrait room) where the party had placed a door on the trap to keep it from resetting.

After some role-playing and recovery of items, the party was ready to continue.

They are off to find the wiza...uhm the garrison.

Room E7: The party did much exploration and filling in of the map.
When they entered this room they see several bodies and a makeshift throne. On the throne is a creature of shadow with angry glowing red eyes. Combat begins...
Round 1: Thunderclease waits for it to come to him, then he rips the thing a new one. The greater shadow then hits Thunderclease and drains him of 7 strength. Krieg attempts to turn, but something is hampering his ability to do so and he fails. The same happens to Valden.
Round 2: Thunderclease misses and loses 5 more strength, leaving him with 9 (5 if he were not raging). Continued clerical turning does nothing.

Side note: When Joe chose Fireball as his first 3rd level spell for Zorak, I warned him that since he never had any real training with that level of a spell, there would be a "drift" of the spell's center point. Now back to round 2.

Zorak cast his first Fireball spell. The drift had no real effect on combat and the greater takes some damage. Torin uses his skills to run into combat, swing and skip back out. Unfortunately he misses.

Round 3: The shadow barely misses Thunderclease. Four standard shadows pass through the door in the north. The party calls a general retreat. Thunderclease gets lucky again as the greater shadow's attack of opportunity misses him as he flees away. The clerics pull back and their turns still do nothing. Dalron assumes a position of protection to give the group time to flee (suicide or heroism? You decide.). Zorak tosses another fireball, this time into the new shadows. The drift brings it into Dalron's area. But Dalron's rogue ability protects him from all damage. The shadows do not fare so well. But all are still there.

Round 4: All the shadows converge onto Dalron. Out of 5 attacks on a level 6 rogue doing a full defense, only 1 hits. Dalron loses 3 strength. Zorak launches another fireball. The drift once again pulls it onto the party. It hits Dalron, Dugan, Torin, and all 5 shadows. After the smoke clears, everyone has taken damage & only 1 shadow still stands.

Round 5: Kiss that last shadow goodbye.

The party congratulates Zorak on turning a full out retreat into a victory.

(For the next hour Joe was still excited and had to be sedated with a hammer. Twice.)

The party now needs to rest, but the protection of their current safe room (E41) will not allow Torin to enter without passing the tests of the Charter. He passes the test, but refuses to sign the Charter, citing that his destiny is not bound to this piece of paper.

Room E85: After resting, the party finds a secret door at the end of a dead end hallway. Inside is an all too real forest (the room is over 200'x200') with clouds above and animal sounds. The group also sees moving "things" in the distance, but they care not to find out what they are, and leave the way they came. (At this point they have the whole room on the map, but are not allowed to act on information they don't have as they did not fully explore the room.)

Room E65: The party enters this room to find a very organized library and a golden armored clockwork humanoid writing furiously in 2 books while reading a 3rd. It spoke to the party in a robotic tone, introducing itself as Senar, Keeper of the list. He informs the party that he is the historian of the garrison. He proceeds to ask the party question after question. He also finds out that the group signed the Charter. This effectively allows him question everything the party had done since they entered the dungeon (He basically told the party that their refusal to tell him everything would be a violation of the Charter.)
Three days later the party is fully rested and Senar has finished logging everything. He informs the party that the 3 staves they have are powerful tools used by the Garrison to recharge "the wards". He then asks the party about the door they used to prevent the keep the fireball trap in room E16 from triggering. After their description of the door he insists that they lead him to it immediately.
On the trip to the door and back (sadly no wandering monsters...), he tells them that this is the "all-door". A powerful magic item that allows the garrison access to rooms not accessible any other way.
When they return to his room, Senar speaks the word "Illtherin". The door rights itself and floats a foot off the floor and then opens up to a room. Inside is an old library containing books from the history of the garrison to the present. Krieg, being the only one in the party that can read Celestial, also read the books for a good deal of time.

Room E66: This large & open room has a tree planted in the middle of it. It is dead and there are many leaves of it on the floor.

Room E67: This room contained a large store of many items, all set up in an orderly fashion by Wetoq, the Keeper of the Stores. The party chats with him shortly and then they get down to business.

The details of which are being worked out.

At that point we stopped for the evening.

Next week will probably happen, but the in-laws are coming into town. So that may complicate things.

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