Session #22
Aaron's recounting is pretty close. Just replace Azer with Magmin.
For this session I believe everyone made it and we started a little early because I had stop the session early (wake up time was 5am).
Ok, enough slacking, let's write this baby.
Just remember, I'm writing from 2 weeks old memories. You'll have to excuse me if I get a few things wrong or cut some of the story short. You can also check the comments part of this entry to get Krieg's (Aaron's) account of what happened. It's probably more accurate.
Map
Valden had just been raised from the dead by Mythlyrian, and the party gave their thanks in assisting in healing and helping the current wave of wounded from the fighting in region I. Valden all but licked Mythlyrian's feet (figuratively of course).
Afterwards they rested, and proceeded with their exploration of region J.
Preemptive levelling!
I went ahead and levelled up everyone except Valden (some had enough XP to level, some were close, so I let them all level now to save time).
Thunderclease added a level of barbarian (brb 8/ftr 2)
Krieg added a level of cleric (clr 10).
Dalron added a level of rogue (rog 10).
Torin added a level of rogue (rgr 3/ftr 2/rog 4)
Zorak added a level of sorcerer (src 10). His 5th level spell was the nasty Cone of Cold.
Room J16: The party returned to the scene of Valden's shredding. Standard checking of the door to the west turned up nothing, but checking the door beyond that turned up some sounds of chanting.
Room J17: The party slowly opened the door and saw a couple dozen north-facing magmin chanting near the lava river. Then a small earthquake rocked the area and all of the magmin cheared. The cheers of the magmin sounded louder than what the party could see from their vantage. So a couple of spells later one of the party scouted out the area a little closer. He counted around 100 magmin and saw the beginning end of a bridge. The numbers and the lack of knowledge of magmin forced the party to decide to move on.
Room J13: This room appeared to be made out of basalt and had carbon scorch marks were every where. Also there were several piles of gold on the tiles on the floor. Torin investigated after he was turned invisible. His searching of the room turned up that one of the piles had some kind of sigil under it. In an attempt to get a better look at the sigil, Torin instead triggered a trap. Three large fire elementals appeared around Torin. Had he not been invisible, Brian would have created a new character. All 3 hit him, but his being invisible saved him from 1 of the hits. That left him with single digit hp.
The party cleared a little room for Zorak to try his new spell...Cone of Cold. Between that and the meleers, fight is over.
Gold gathered by the party...now all they have to do is find a Quik-E-Mart to spend it.
Room J14: This 10'x10' is quite cool and refreshing. It is also full of books & scrolls...rotted to mush. The party discussed resting in the room, but the lack of room forced them to move on.
Room J9: The party returned to this room and this time Krieg was ready for it. The small rivulet (is that a word?) was now bypassed by Krieg's domain spell, Wall of Stone. He made a bridge.
Room J8: Another hot room similar to J9, but without the river and with a statue. The statue had an inscription on the base that Dalron was able to translate: "Kser Igenis, Protector of the Boundaries".
He also investigated the statue for traps. And he found a good one. Anyone touching the statue would cause part of the nearby wall and floor to collapse and let a good portion of the lava river to flow into the room.
He also found a secret door.
Room J7: The party slowly moved into this room and found 3 large fire-engulfed salamanders, all with nice & big longspears. The party attempted to parley, only to be rebuffed and told to leave. And the party did so, having to reason to fight the salamanders...yet.
Room J6: This room was full of rocks, oil, filth, and tar. There was also a single small salamander (not flaming) that had its tail stuck under a rock. It hissed at the party to stay away. Thunderclease, who had a Protection from Fire spell on, went into the room while offering to aid the poor salamander.
:) Sucker
Before Thunderclease was able to get close to the salamander, it erupted itself in flames. The tar and oil in the room caught fire. It was a simple trap. The salamander was faking it, and ran off.
Thunderclease, not feeling a thing, investigated the door in the northwest.
Room J5: Upon opening it, he found 5 man-sized salamanders and the small 1 from before.
Combat began, but not much happened. By the time anyone from the party was able to get to the room, the fight was all but over.
The salamanders were no match for an immune to fire Thunderclease.
Well now the party knew that being nice and diplomatic to the big salamanders was probably not going to fly. And the party knew that the salamanders were evil (I'm getting sick of that damn Detect Evil spell again :)).
So the party wanted to scout room J7 again. Why? I dunno.
Well, Torin went in with an Invisibility spell. But he didn't do so well with his move silently skill check. It was obvious that the salamander heard him, so he didn't wait around to find out what happened.
The party buffed up. And so did the 3 noble salamanders.
The combat takes place in rooms J6, J7, and the hallway to the right of J7.
When the party was ready, they opened the southern door of J6 into the hallway. They met a Wall of Fire spreading throughout the entirety of the hallway.
Thunderclease ran through the fire filled hallway and fought a noble salamander.
Torin, Valden, and Dalron headed into room J7 and faced another noble salamander. All were invisible except Valden (I think).
Krieg cast spell immunity spells on Zorak, so Zorak went and helped Torin, Valden, and Dalron. Krieg moved into room J5 and waited...and waited...
Each group was able to defeat their salamander, but after much damage and difficulty.
Before Thunderclease could move into the southern side of J7, a large fire elemental appeared and blocked his way.
Torin, Dalron, Valden, and Zorak moved into J7 and saw nothing. Then a fireball exploded around them. Valden responded with an Invisibility Purge.
All of the party was visible now (except for Krieg, who was making shadow puppets in J5). Also, the last noble salamander appeared at the southern edge of J7. The party swarmed him, except for Thunderclease who was having a rough time killing the non-evil, non-critable elemental.
The last noble salamander had his escape route cut off by Dalron. So the salamander ordered his elemental to ignore Thunderclease and clear him a path. The elemental pounded Dalron good, dropping him.
The salamander fled into J8.
1 round later, the elemental was gone, Dalron was healed, Krieg started returning to the group, and the rest ran after the salamander.
They stopped in their tracks as the salamander had triggered the statue trap and caused the southern half of the room to begin to fill with lava.
The party, needing rest, had to travel along the edge of the lava river until they could find an alternate way back to the exit to region I.
Room J15: The party never made it into this room, but when they got close, they could see the bridge from before and see its other end and the edge of an "island".
Going through rooms J12 & J10, the party was able to make it back to the transition area to region I.
We ended there for the evening.
This upcoming session should be interesting. Open up your monster manual and look at all of the fire dwelling creatures. Chances are, the party is going to fight them.
The cruise was awesome by the way. Luck went our way all cruise long (from my perspective anyway). The parking-transit bus at the airport stopped for us. When we got to the gate, the plane was boarding. We get to Tampa w/o a problem. No line for the taxis to take us to the docks. Get to the boat just as they started serving food (and man oh man did, they never stopped with the food), and on and on.
We did some snorkeling, swimming with stingrays, parasailing (wife only - I'm a big fat wuss), well all kinds of stuff. And the food was neverending. We never even had a chance to be hungry. It was like in the Shire; breakfast, 2nd breakfast, lunch, afternoon tea, dinner (with appetizer, salad, entree, & desert), and finally room service 24 hours a day.
And my father-in-law taught me how to play Blackjack, and spotted me $100 to get started. If I lost, it was his money that was lost. If I won, I just returned the $100. Seven days later and I'm up $250+. And then I spent it.
We all had an awesome time. The only place I hated is the one place everyone else loved...
Senor Frog's
For this session I believe everyone made it and we started a little early because I had stop the session early (wake up time was 5am).
Ok, enough slacking, let's write this baby.
Just remember, I'm writing from 2 weeks old memories. You'll have to excuse me if I get a few things wrong or cut some of the story short. You can also check the comments part of this entry to get Krieg's (Aaron's) account of what happened. It's probably more accurate.
Map
Valden had just been raised from the dead by Mythlyrian, and the party gave their thanks in assisting in healing and helping the current wave of wounded from the fighting in region I. Valden all but licked Mythlyrian's feet (figuratively of course).
Afterwards they rested, and proceeded with their exploration of region J.
Preemptive levelling!
I went ahead and levelled up everyone except Valden (some had enough XP to level, some were close, so I let them all level now to save time).
Thunderclease added a level of barbarian (brb 8/ftr 2)
Krieg added a level of cleric (clr 10).
Dalron added a level of rogue (rog 10).
Torin added a level of rogue (rgr 3/ftr 2/rog 4)
Zorak added a level of sorcerer (src 10). His 5th level spell was the nasty Cone of Cold.
Room J16: The party returned to the scene of Valden's shredding. Standard checking of the door to the west turned up nothing, but checking the door beyond that turned up some sounds of chanting.
Room J17: The party slowly opened the door and saw a couple dozen north-facing magmin chanting near the lava river. Then a small earthquake rocked the area and all of the magmin cheared. The cheers of the magmin sounded louder than what the party could see from their vantage. So a couple of spells later one of the party scouted out the area a little closer. He counted around 100 magmin and saw the beginning end of a bridge. The numbers and the lack of knowledge of magmin forced the party to decide to move on.
Room J13: This room appeared to be made out of basalt and had carbon scorch marks were every where. Also there were several piles of gold on the tiles on the floor. Torin investigated after he was turned invisible. His searching of the room turned up that one of the piles had some kind of sigil under it. In an attempt to get a better look at the sigil, Torin instead triggered a trap. Three large fire elementals appeared around Torin. Had he not been invisible, Brian would have created a new character. All 3 hit him, but his being invisible saved him from 1 of the hits. That left him with single digit hp.
The party cleared a little room for Zorak to try his new spell...Cone of Cold. Between that and the meleers, fight is over.
Gold gathered by the party...now all they have to do is find a Quik-E-Mart to spend it.
Room J14: This 10'x10' is quite cool and refreshing. It is also full of books & scrolls...rotted to mush. The party discussed resting in the room, but the lack of room forced them to move on.
Room J9: The party returned to this room and this time Krieg was ready for it. The small rivulet (is that a word?) was now bypassed by Krieg's domain spell, Wall of Stone. He made a bridge.
Room J8: Another hot room similar to J9, but without the river and with a statue. The statue had an inscription on the base that Dalron was able to translate: "Kser Igenis, Protector of the Boundaries".
He also investigated the statue for traps. And he found a good one. Anyone touching the statue would cause part of the nearby wall and floor to collapse and let a good portion of the lava river to flow into the room.
He also found a secret door.
Room J7: The party slowly moved into this room and found 3 large fire-engulfed salamanders, all with nice & big longspears. The party attempted to parley, only to be rebuffed and told to leave. And the party did so, having to reason to fight the salamanders...yet.
Room J6: This room was full of rocks, oil, filth, and tar. There was also a single small salamander (not flaming) that had its tail stuck under a rock. It hissed at the party to stay away. Thunderclease, who had a Protection from Fire spell on, went into the room while offering to aid the poor salamander.
:) Sucker
Before Thunderclease was able to get close to the salamander, it erupted itself in flames. The tar and oil in the room caught fire. It was a simple trap. The salamander was faking it, and ran off.
Thunderclease, not feeling a thing, investigated the door in the northwest.
Room J5: Upon opening it, he found 5 man-sized salamanders and the small 1 from before.
Combat began, but not much happened. By the time anyone from the party was able to get to the room, the fight was all but over.
The salamanders were no match for an immune to fire Thunderclease.
Well now the party knew that being nice and diplomatic to the big salamanders was probably not going to fly. And the party knew that the salamanders were evil (I'm getting sick of that damn Detect Evil spell again :)).
So the party wanted to scout room J7 again. Why? I dunno.
Well, Torin went in with an Invisibility spell. But he didn't do so well with his move silently skill check. It was obvious that the salamander heard him, so he didn't wait around to find out what happened.
The party buffed up. And so did the 3 noble salamanders.
The combat takes place in rooms J6, J7, and the hallway to the right of J7.
When the party was ready, they opened the southern door of J6 into the hallway. They met a Wall of Fire spreading throughout the entirety of the hallway.
Thunderclease ran through the fire filled hallway and fought a noble salamander.
Torin, Valden, and Dalron headed into room J7 and faced another noble salamander. All were invisible except Valden (I think).
Krieg cast spell immunity spells on Zorak, so Zorak went and helped Torin, Valden, and Dalron. Krieg moved into room J5 and waited...and waited...
Each group was able to defeat their salamander, but after much damage and difficulty.
Before Thunderclease could move into the southern side of J7, a large fire elemental appeared and blocked his way.
Torin, Dalron, Valden, and Zorak moved into J7 and saw nothing. Then a fireball exploded around them. Valden responded with an Invisibility Purge.
All of the party was visible now (except for Krieg, who was making shadow puppets in J5). Also, the last noble salamander appeared at the southern edge of J7. The party swarmed him, except for Thunderclease who was having a rough time killing the non-evil, non-critable elemental.
The last noble salamander had his escape route cut off by Dalron. So the salamander ordered his elemental to ignore Thunderclease and clear him a path. The elemental pounded Dalron good, dropping him.
The salamander fled into J8.
1 round later, the elemental was gone, Dalron was healed, Krieg started returning to the group, and the rest ran after the salamander.
They stopped in their tracks as the salamander had triggered the statue trap and caused the southern half of the room to begin to fill with lava.
The party, needing rest, had to travel along the edge of the lava river until they could find an alternate way back to the exit to region I.
Room J15: The party never made it into this room, but when they got close, they could see the bridge from before and see its other end and the edge of an "island".
Going through rooms J12 & J10, the party was able to make it back to the transition area to region I.
We ended there for the evening.
This upcoming session should be interesting. Open up your monster manual and look at all of the fire dwelling creatures. Chances are, the party is going to fight them.
The cruise was awesome by the way. Luck went our way all cruise long (from my perspective anyway). The parking-transit bus at the airport stopped for us. When we got to the gate, the plane was boarding. We get to Tampa w/o a problem. No line for the taxis to take us to the docks. Get to the boat just as they started serving food (and man oh man did, they never stopped with the food), and on and on.
We did some snorkeling, swimming with stingrays, parasailing (wife only - I'm a big fat wuss), well all kinds of stuff. And the food was neverending. We never even had a chance to be hungry. It was like in the Shire; breakfast, 2nd breakfast, lunch, afternoon tea, dinner (with appetizer, salad, entree, & desert), and finally room service 24 hours a day.
And my father-in-law taught me how to play Blackjack, and spotted me $100 to get started. If I lost, it was his money that was lost. If I won, I just returned the $100. Seven days later and I'm up $250+. And then I spent it.
We all had an awesome time. The only place I hated is the one place everyone else loved...
Senor Frog's
3 Comments:
Here's how Krieg remembers it. This may be hard to follow without actual room numbers (or a map, but I will reference from the previous map (http://home.cinci.rr.com/januarywedding/playermap041505.jpg).
When we returned from having Valden raised, we first fleshed out the rest of our area slightly bounded by the lava in J9, and this vast river to the east of that and north of the J80’s hallway. Since the party rogue can’t bypass the statue in J84, we’ll leave that for another day. As with the boundary to the north, it’s not insurmountable, but we’ll stay within our limits for the time being.
East of J16 we found several of the Azer chanting and cheering. We investigated closer by turning Valden invisible and silencing him so he could detect if they were evil, and see what they were chanting to. I don’t remember if they were evil or not, but they weren’t hampering us since we had no need to approach the great lava river. We decided to let them chant and resumed fleshing out the southwest corner of this region.
Northeast of J16, Toren investigated piles of coins under the cover of invisibility. Moving the coins revealed a glyph or symbol that summoned 3 large fire elementals. Apparently assigned to attack the disturber, they attacked the square with the glyph when there was no obvious intruder. All three of them hit Toren’s AC, and of the 50% miss chance, two were able to connect. I believe one of them had a critical. The total damage left Toren with single digit hit points, defiantly not worth hanging around for three more 50% miss chances.
He was able to move out of range and quaff a cure potion. While Zorak took the moment to introduce the three fire elementals to his new spell, cone of cold. Quite devastating, killing one Thunderclease had taken a chunk out of and leaving the other two knocking on death’s door. Thunderclease and Valden were able to kill one but Zorak was able to finish the other off with his five magic missiles. The room produced around 1300 gold, and a 10x10 room that is chilled.
In exploring one of the last rooms facing the great lava river, we spot a bridge. Crossing said bridge would likely attract the attention of the worshiping Azer. We decide to go back to flesh out this side of the great lava river before crossing since we might not have a chance to retreat. Going north Krieg drops a wall of stone (buttressed bridge option) to cross the small lava chasm in room J9. The next room was empty except a trapped statue with some 100 gp jewelry. We decide the gold (that we can’t spend anywhere) isn’t worth the risk of the trap and leave it be. We are developing quite the sixth sense. Dalron walks right up to the sword hanging undraped in J11, but this and the pile of coins we approach with great hesitation. The secret door on the far wall proves to be too difficult for our rogues to open, so we resort to the sorcerer’s wand of knock.
We check the left side of the long hallway and find three large salamanders who ask us our business, then asks us to leave when they don’t receive a satisfactory answer. We close the door and then discuss how easy the sorcerer could cast improved invisibility and take them out in two rounds of cone of cold. They did radiate evil, and most of our group considers eradicating evil as our charter. But without more information about what else was around we decide to let them live. I’m guessing the salamanders were relieved (sarcasm). So we explore on up the hall, rooms to the right open up into the great lava river, salamanders to the right.
The end of the halls open up into a room covered in oil and slime and containing a small/medium salamander apparently trapped under a rock. The small salamander encourages us to leave which most of the group decides to follow, after offers to help it were turned down. Thunderclease on the other hand decides to investigate it moving into the room. Valden had cast protection from fire on him a while ago, and grants him freedom of movement expecting the oil to be slippery. As Thunderclease approaches the small salamander it bursts into fire and retreats into another small room. Thunderclease is able to shrug off 20 points of damage a round occasionally taking a point or two when the DM rolled high on the burning oil damage. The rest of the group stands blinded by the flames as Thunderclease tracks the salamander into a room with eight more small salamanders, all of which fail to hit him. Thunderclease puts his rage and power attack to good use and has them killed by the time Valden checks his spells and sees he can also protect Zorak from the fire. Zorak arrives as the last one dies.
After the flames die down the rest of the group realizes that further relations with the Large Salamanders between us and the exit will turn for the worse when they catch wind of this event. So we decide to go back and slay them… after much discussion… and sending Toren invisible into spy on them, and Toren getting spotted and coming back out, and continuing to discuss what spells to cast in what order, and they are ready and waiting for us. We open the door to find the long hallway filled with a wall of fire in line with the hallway. Thunderclease follows the original plan to come at them from behind guessing it will take him a few rounds to get there, the protection from fire lets him shrug off most of the firewall’s damage. He handles one of the large Salamanders and a summoned fire elemental taking little damage. Valden and Dalron flank the one at our end of the hallway with Zorak’s cone of cold. Krieg casts spell immunity firewall and fireball on Toren letting him arrive after the first two were dead. Having no way to endure the firewall, Krieg retreats into the room with the dead small salamanders so he can’t be snuck up on. Or so he could sneak up on the reinforcements for the Salamanders which never came.
Being unable to find the last large Salamander, the party began to search the room when a fireball burst in their midst. Valden thinking quick casts dispel invisibility which negates the three improved invisibilities that Zorak had cast, but also the Salamander king’s. Zorak was quick to step up and assault him with his cone of cold (failed save, double damage). Dalron tumbles in for the block and hacks him down. Himself that is. Dalron falls into negatives from the backlash damage of attacking the Salamander king. Way to go Dalron. The Salamander king flees into the room with the statue in it before Valden and Toren have a chance to finish him off. He covers his escape by activating the trapped statue filling the room with lava.
We searched for loot and found some armor and magic spears. Then retreated to the top of the stairs leading to region I to rest.
wow, I've been reading your blog and am guessing that this is the Cayman Islands right? Im saying this because i used to live there.
I honestly don't remember.
We stopped in a lot of places.
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