Sunday, January 30, 2005

Session #13

If you're reading this in the hopes of reading about a big fight, then you might as well skip the blog this week.

Jeff could not make it this week, so Valden was played by Brian.

Day 15, 3pm.

Map

The group finished their dealings with Wetoq in room E67 and returned to room E66 to find Augury floating there. They attempted to ask him a question, but no response was given. When they asked if "he" wanted them to follow, he flashed blue (for "yes"). So he floated off to & through the western door.

When the party opened the door, there was no sign of Augury.

Room E70: The party enters this room and finds a room decorated with skulls and similar combat trophies. Also, a 4 legged, winged, mechanical being (a zelekhut inevitable) stands in the room and immediately tells the party to leave his quarters. The party begins to question him. He responds by agressively moving towards the group. The party steps outside of the room, but do not close the door. The inevitable slams the door shut.
Dalron, thinking that forcing the issue would be a good idea, opens the door (while the rest of the party makes sure that the DM knows that they are taking a step away). When he opens the door, the inevitable responds with a couple of his attacks. The first misses, the 2nd hits and is a critical. The single hit did 33 points of damage (the crit did 2d6+10 +4d6 electrical). Dalron only had 30. The inevitable closed the door.
The 2 clerics, Krieg & Valden, use their orisons (0 level spells) to heal Dalron back to 5 hit points. After some discussion whether or not to leave him in that condition, he was healed further.

Room E71: This time the party knocks on the door. A less than stellar response is given. Something to the effect that "Presin, the Adjuticator has no interest in talking to fools". Not his specific words, but enough to get the party to move on.

Room E72: Dalron finds a trap on this door and is successful in removing it. When he listens at the door he hears a quick bit of motion and then a click. He checks again to find the trap reset. The party gets the feeling, once again, that they are not welcome here.

The party moves on and explores a little of the map until Thunderclease notices a secret door. At the other end of the hallway, Dalron is required to find the opening.

It opens up to a hallway, and Dalron immediately notices the secret door directly across from them. But the party explores the whole of the local area using a clerically cast Detect Evil. After nothing is found the party begins opening doors...

Room E105: This was a large library that housed many old books written in celestial, and appeared to be used not too long ago. The party, sick of books, moved on.

Room E100: (Actually room E104 - region E has quite a few map problems) The hallway leading to this room had a slight rush of wind and upon opening the door, it reaked of garbage. The room had a 20' wide hole in the floor and small bits of garbage everywhere. The party investigated the hole shortly, but thoughts of otyughs kept them away.
The hole actually was a strip of Knights of the Dinner Table in the making. Even though the players may read this, this room is probably not going to be visited again. 40' down the pit, a Disintegrate spell activates every minute. If you're down there you take 20d6 damage every minute (fortitude save DC15 for half).

Room E101: After some other map exploration, the party finds this room. Inside it appears as though a small tornado had attacked this room. Also, there is also a man with an air about him that screams holy. But the party totally did not think before speaking. They mentioned that they were looking for someone named Kelara. When he asked why they mentioned making deals with barghests. That effectively ended the conversation. The man ordered them out of his room. They complied and moved on.

Room E102: This room was almost 50% bed. One giant bed made up of several pushed together beds and pillows. The party did a cursory search of the room and left it alone (after not finding anything).

The group then investigated the secret door they had found earlier. But they could not find a door at the other end of the hallway, so they returned to...

Room E85: Torin likes this room, and due to his Chultish background (and his deity), was really hoping to find a dinosaur in this room. Not bloody likely. This room appeared exactly as before, storms off in the distance and things moving in the corner of your eye. The party moved along the perimeter of the room to finish the mapping, but then returned to...

Room E66: When the party entered the room this time, they found Augury standing by 2 lion headed beings arguing with 2 of the mechanical beings. The party heard one of the mechanical inevitables say something to the effect "I will find a way to supplant you Kelara. And when that happens, things will finally improve around here."
Then the party was noticed.
The two lion-headed beings introduced themselves as Kelara and Morkor, leonals and leaders of the garrison. The party introduced themselves and told a 30-second version of their story. They also found out that Augury's actual name was Spark (and Zorak took 2 points of smartass damage when he called him Sparky).
Kelara was furious with one of the inevitables when she found out that one of the inevitables actually had the all-door.
Morkor took possesion of the all-door from Senar and the party was led to Kelara's & Morkor's quarters. During the trek, the party filled them in on the remaining information they had to give them.

Room E106: Kelara let the party know that this blood coated room was a big trap meant to be used against creatures from the creatures that would attempt to escape from the dark creatures that attempted. Near the door to the north is a large silver glyph that Kelara explains is a protected ward that prevents the evil below from passing through the doorway, and there are multiple identical glyphs all along the northern doors to this region.

Room E109: Kelara & Morkor's quarters. The remainder of the session was filled by role-playing (information gathering) with Kelara.
Multiple storylines were filled in:
- The party handed over the 3 runed staves they found. Kelara was incredibly grateful. She only had 2. The inevitables have 2 as well. There are 8 total. Now that Kelara has 5 of the 8, it will make things easier on her. She explained that a ward staff allows a celestial to recharge the wards, but at a temporary cost to their health. The possession of only 1/2 the staves required a juggling act to keep the wards active. This alone was the biggest drain on the entire garrison. That meant that any (further) major problems could have ended the existence of the garrison.
- She was incredibly grateful for the return of the all-door. This allowed the garrison to gather some important supplies that were lost when the all-door was lost. As a reward she gave the party a hand ful of potions and gave Torin a pair of Boots of Elvenkind (more explained below).
- She informed the party that the inevitables in the garrison were no longer officially part of the garrison. After centuries of being in the prison, the inevitables had begun to lose bits and pieces of their mind (read as "their programming degenerated"). She considered it quite fortunate that the party had not given the ward staves to the inevitables, and that she was able to retrieve the all-door as well.
- She additionally thanked the party for disposing of several other problems (Morat and the shadow king).
- She would not agree to the deal that the party relayed to her from the barghest. But she would not do anything with the barghests as of yet and was content to let the barghests destroy themselves.
- With everything added together, the garrison is much better off.
- She informed the party that although she is now the commander of those who signed the charter, it would be cruel to force the party to stay for the remainder of their mortal lives. So she told them that they would probably help the garrison more by thinning the numbers of the evil things below.
- First she wanted the party to help the garrison return the wards to full strength. It was not possible for the party to recharge the wards themselves, but the party could take care of a few simple patrols and similar duties. That would allow the other celestials of the garrison the free time required to recharge the wards.
- She chatted with Torin about him being too close to a dark path, and that later he would have to make a choice.
- During that time the party met the other celestials of the garrison who all appreciated their help.

Two days later the party moved on to a new region. The party chose to head on to region I.

It was only 10 o'clock at the time, and I had not read much at all of region I, so we called it a night for the game. Now I probably should have read something of it because basically, region E was pretty much over. Doing anything else in the region would have been repetitive and boring.

So instead we watched the movie "The Gamers" that Aaron had just bought. Oh man was it bad. It was funny at the beginning, but man was it a pile. It's one of those movies you have to watch once if you are indeed a gamer. As bad as it was, it still was better than the D&D movie. But hey, even the D&D movie was worse than Highlander 2: The Quickening. (The worst movie of all time has to be Left Behind though. Man I would have chewed my arm off to leave that movie had I thought of it.)

Till next week!

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