Sunday, February 06, 2005

Session #14

Dale was too sick to attend this session.
Dalron was played by Justin. Sadly he played Dalron incorrectly but correctly. In other words, he did not play Dalron like Dale does.

There will be no session this coming Friday. It's too close to Valentine's Day, and most of us are married...



Day 17, 5pm

The group talked with Kelara more to find out what she knew about the region to the north. She knew very little of its recent activities except that recently something had cast a Circle of Protection from Good at every entrance to the region.

After securing a location to bunk up from Kelara, the group travelled north. They went past the ward, through a door, and down a flight of stairs to encounter another door.

Room I1 (left one): Everyone in the group except Torin felt a minor headache hit them the moment they stood near the locked door to this room. Listening at the door detected nothing other than a faint breathlike sound. Detect Evil detected a blanket of evil throughout the entire range of the spell.
Dalron attempted to pick the lock on the door. His attempt failed because the lock was jammed. On his lockpick was some blood and bits of flesh. Investigation showed that the door was not locked, but the jammed full of some fleshy substance. Dalron then cleaned out the lock and Thunderclease opened the door. It resisted but eventually opened.
On the other side of the door was a standard dungeon...that was coated in slime, goo, excrement, and similar bits of goo. It all seemed to pulse with a steady rhythm. Almost as if it were alive.
On the floor, in a small area clean of the glop, was a some powdered silver sprinkled in a circle. Knowing full well what it was, they broke the circle of silver and their headaches went away.
After everyone entered into the room, each had to make a saving throw vs. Fortitude (DC15). Sadly they all saved.

Room I2: The only thing interesting about this room was a 6" piece of a belt (including the buckle) that was trying to get away from the group. Thunderclease grabbed it and it stopped moving. He put it in his backpack. (This is one of those things where a DM has to decide how evil he really is.) As before, Detect Evil showed faint evil everywhere.

The party went through the passage to the north and came to a pair of doors that was partially blackened around the edges. Detect Evil still showed evil everywhere, but behind the door was a lingering overwhelming level of evil. The party moved on.

Room I13: This area was magically darkened, so visibility was limited. When the party investigated the the pedestal they triggered a trap that sent dust everywhere in the area. This blinded everyone totally. Confused and blinded the party attempted to get out of the area. But in their confusion another trap was triggered. A spark.
The dust was flammable. Everyone took 10-20 damage from the result. Nothing much, but enough to hurt.

Room I14: This room was decorated in rotting tapestries and other junk in an attempt to look like luxury. Some searching uncovered a scroll with some text written on it in Undercommon. It mentioned a traitor Mahir, something about venom of the slaves and a touch of frost, a leader, a secret cache.

Room I9: This appeared to be a store room (later on they would find out that it used to be a prison). Inside they found a box with a masterwork healer's kit and a bag that had some kind of poison on it. Dalron touched it and lost 4 Dex. Krieg cast Lesser Restoration and got the 4 Dex back.

Room I8: The only thing interesting about this room was that some of the stone panels were lit up magically.

Room I1 (right one): Read I1 above.

Room I15: In this room were 8 chokers that were half fighting amongst themselves until the party opened the door. 5 of the chokers attacked the party through melee and the other 3 used slings. Barely 3 rounds later, 7 chokers lay dead and 1 ran away to the north. Some investigation produced some minor trinkets including a scroll of Arcane Lock.

Room I10: When the party finished with I15 the moved to this room. Detect Evil noted a minor evil (and nothing else but faint all around). When they opened the door all they found was a ruined room with rubble everywhere. Then all at once the chokers, including a larger one, attacked. It didn't go well. For the chokers. Round 1, their leader was dead. Round 2, fireball. Game over.

Interlude: Level up!
Thunderclease added a level of barbarian (brb5/ftr2)
Zorak is now a 7th level sorcerer.
Torin added a level of rogue (rgr3/ftr2/rog1)
Krieg is now a 7th level priest.

Room I12: The party found this room at a dead-end that had some strange tiles with writing in Celestial on them. After a short period, touching the tiles in a special order opened the secret door to the room. Inside they found some mirrors that scryed upon room I9 and some plaques simply stating "Holding Cell".

Room I7: Torin and Dalron snuck into this room and found 6 chokers chanting over 3 piles of writhing flesh. Zorak, without warning the 2 rogues, snuck in while invisibile and nuked them. Quick and easy. Dalron was able to stay clear and Torin only took 5 points.
All the chokers were fried, but the piles of flesh were all but ok. Krieg investigated one of the piles and it investigated him. The flesh writhed underneath its slime and produced a face of sorts. Including a working mouth. And it spoke. It went something like "Aghlabruthliglopthnerlorgthnorblop". At which point its lower jaw fell apart and the face fell back. Thunderclease did not like that one bit (I don't think anyone did), so he took his +2 holy greatsword and stabbed the pile to death. All 3 piles gave screams and all died. Thirty seconds later they were back to life again. The party left.

Room I11: The flesh & slime on the floor and walls of this room was thicker than all of the previous rooms. And the floor moved as if something was beneath it.
As the party investigated this room, they separated a little. Then 6 gricks rose up through the slime on the floor and appeared out of the slime on the walls. They got a quick assault on the party but weren't too successful on their surprise round. Then the party returned fire. 4 gricks died that round, but 2 more could not be reached by the party's front line. Dalron took some minor damage, but Zorak took 4 of the 5 hits a grick could give. Then both of them returned to slime in the walls (which was smaller than the gricks themselves).
The party went back to investigating the room and found a secret door (while being on the lookout for more gricks). But since they were low on firepower now, they decided to head back to the celestial garrison.
They seemed to have the impression that there wasn't a safe place to rest in this region. Whiners.

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