Saturday, August 13, 2005

Session #34

Well this session was about standard.

Much time was spent on "shopping" (read last session), but when the group got moving, they cleared a lot of space. Granted, most of that space was a result of huge rooms more than anything else though.

Joe has decided to no longer be game with us. His reasons are that he is too busy in his personal life and job to continue playing with us. There is more to the story than that, but eh.

After the next session, Dale will be on a 2 month hiatus. His son has some Friday night high-school responsibilities that Dale needs to be involved in.

As a result, Senmonious will be phased out of the game (returns to the garrison) and will return once Dale returns. But we can't do that with Zorak. The group needs an arcane caster desperately, so Zorak will remain with the group as a 1/2 XP NPC. One of the players will control his in-game actions, and I will deal with his leveling and such. Joe was kind enough to leave a list of Zorak's spell choices, making that part easier.

But if one of the players loses their PC, they will not be taking over Zorak as their own. If the player chooses to take an arcane caster, then Zorak will be phased out. With Zorak only get 50% xp 100% of the time, he will fall behind fast, so their may be good need for a wizard at some point.

So now we're on the lookout for 1-2 more players. We've posted notices at YottaQuest and other local gamestores, and have put a couple of various threads online in some "players seeking players" forums. So far we've had some interest, but nothing solid yet.

Map

The party spent over an hour of game time deciding what to buy and sell. They ended up buying nearly 70,000gp in equipment for the 6 characters. But the time delay in getting the equipment meant the party had to sell their equipment first, and then wait for their new stuff to arrive.

With only 3 tenday weeks total until Tyrus is freed (I was confused previously when I wrote 4 weeks), the party chose to explore rather than wait an unknown amount of time.

A few things the party bought:
1 Periapt of Wisdom +4
2000gp in diamond dust (for Restoration spells, Stone Skin potentially, and any wandering liches in search of diamond dust)
5000gp diamonds (Raise Dead spell)
1 Scarab of Protection
1 Candle of Invocation (neutral good version)
100gp Incense (for clerical spells)

(Afterwards some in the party had buyer's remorse, but oh well.)

Room N45: This room was your standard large crypt; dusty, dirty, ancient, etc. with walls at least 30' tall. In almost every open spot on the walls were the skeletal remains of something long dead.
Senmonious's Detect Evil found that each and every skeleton radiated evil.
The party, not wanting to deal with skeletons that weren't bugging them, moved on.

Room N46: This room was all too familiar; a door with the executioner aspect of death on it, 2 statues, one of the guide and one of the judge, and couple of unlit braziers.
With a "screw that", the party turned around.

Room N33: This very large room was full of pottery and crypts and stone faces looking into tarnished metallic mirrors. A couple of the party members noticed that there were some apparitions looking at themselves in the mirrors.

Then they heard some of the apparitions speaking to one another.

Using your best Mrs. Howell voice:
"Oh my, what are those things doing in here."
"Three dwarves, how revolting. Can you imagine..."
"I hope they don't stay here long. I hear their kind carry diseases."


The party, choosing to explore, moved on.

Room N37: Yet another crypt. But this one appeared as though it were melting. The entire room seemed to sag towards the ground. When the party scouted into the room, it reminded them of the flesh rooms from the Halls of Flesh (region I). The stone of the room was soft, like that of an obese person. This made walking very hard.
Krieg solved the problem by laying a Wall of Stone on the floor, using it as a bridge to get to the door on the other side of the room.

The spell worked, but now there was a bunch of lazy stone-fat bulging out from under the bridge. Although revolting, it posed no danger and the party moved on.

Senmonious did scan for evil and found it, but like before the party was scouting.

Room N38: They never entered this room. All they saw was a bunch of tarnished silver and a magically lit brazier in the center of the room. Detect Evil showed overwhelming evil, so they attempted to dispel the magic on the brazier. When that didn't work, they tried to use water to put it out. That did nothing but change the lighting of the room to a creepy water effect.

Choosing to be cautious, the party turned around.

Room N33 (again): This time the party was checking the door to N39 when the ghostly voices became a little more aggressive in their comments. A few in the party decided that they had had enough and said something back. That's when the entirety of the room started yelling at the party. It had the effect of a Feeblemind spell on the party. Thunderclease and Zorak failed their saves. Senmonious was about to destroy some of the pottery, but his hand was stayed by the rest of the party.

Room N45 (again): The party quickly retreated here and got Cleeze and Zorak back in mental-shape with a couple of Heal spells.

Room N40: This room had a recessed pit area full of stone pillows and other bedroom items. But being as cautious as usual, Torin investigated the room while the party watched.

When Torin searched the area at the edge of the pit, he had to make a Fort save. One failed roll later, Torin felt the most amazing pleasure of his life, and then passed out from it.

As the party rushed to help Torin, a horde of wraiths appeared in the pit.

A "horde" is a new creature type in the WLD. They basically take a bunch of weaker undead (about 30), and combine them into 1 monster. They take up 20', have a 5' reach, and the combined BAB of them all, and deal an amount of damage about 4 times that of a standard creature. Their only drawback is that they take double damage from area spells.

So this wraith horde had over 400hp and got 1 attack that deals 4d6 points of constitution damage. Pretty nasty huh?

To make things worse, turning has been watered down in the region. Anyone attempting to turn or rebuke suffers a -6 penalty to their charisma. All undead in the region automatically get a +4 turn resistance. And on a successful turn, the undead aren't turned, but they are dealt damage.

One thing I changes about the horde is their turning. Going by the rules-as-written, the horde had the combined hit dice of 30 wraiths (36 if I recall correctly). That's impossible for anyone but epic clerics to turn. So I changed that around. A turned horde takes double damage from a successful turn, triple if they would have been individually destroyed.

So now clerics can burn through low level undead, but are minor nuisances to tbe big dogs.

Round 1:
Zorak casts Haste.
Thunderclease gets a good swing in hurting the wraiths for about 50 damage.
Wraiths rush the party (they almost go for the free hit on Torin, but choose to deal with the moving living first). They hit, but Thunderclease saves and shrugs off the constitution drain.
Krieg and Valden both successfully turn. Combined they deal over 100hp damage to the horde.
Senmonious fails his turn check.

Round 2:
Zorak, using his Rod of Lesser Maximize spell, drops a Fireball on the horde. They fail their save and take 120 points of damage.
Thunderclease deals his usually heavy damage.
The wraith horde chooses a new target, but Senmonious makes his save as well.
Krieg and Valden finish the horde off with their combined turns.

Torin wakes up a couple of minutes later. Senmonious detects the faint, lingering evil in Torin as a result of his ordeal in the pit. A few minutes later, the evil faded away.

Room N39: This room was small, but it's arched ceiling was high. The stone of the room shown various dark creatures ritualistically scarring themselves and others. Some even shown dark acts of suicide.

Torin investigated the small room alone. Then he had to make a Will save or begin to scar himself. He made the save and left the room.

Room N41: Another small arched room. But instead of the walls showing acts of scarring and suicide, it showed hundreds of pain-wracked faces, and a giant skull at the top of the arched ceiling that spewed forth a liquid as part of the art of the room.

When Torin investigated the room (alone again), he had to dodge a fireball that shot out from the skull at the top of the room. He easily dodged it.

The party, not wanting to deal with the trap, had Zorak cast Disintegrate on the skull. But that was a bad idea. With the keystone of the arched room now dust, the room began to fall in. The party was able to get out in time and close the door.

They won't be returning to that room anytime soon.

Rooms N50, N51, & N52: Empty rooms (for the most part). (Another minor complaint about the WLD - it was rushed out the door too quickly, some rooms disappeared. Had I remembered to, I could have looked up online the missing rooms. But I didn't.)

Room N53: This small room was full of undead. Eight wights used their whips to get a horde of skeletons to clean the walls of this room.

The combat was just a speedbump. The party's abilities quickly cleared the undead.

The only thing of interest was that as soon as Torin entered the room (read as "the first living thing entering the room...) a cloud of blue ash filled the room. It was burnt othur fumes again. Torin made his save, but got out of there.

Coincidentally, the skeletons were cleaning blue powder off the walls until the party barged in.

This region's giant doors had prevented their detection spells from working through them. But now there were regular doors. The south door showed nothing, but the north door showed another horde.

The party cast their buff spells, then charged in...

Room N54: A measly pile of skeletons barely stood a chance against the party's power. One maximized fireball, and 2 turns made the skeletons a footnote.

The party, who had just cast the majority of their buff spells, decided that they weren't going to waste them.

Sooo...

Room N55: Empty. (Intentionally...not left out.)

The party was about to charge through the eastern door of room N53, but the DM called for an end to the evening.

He was tired. It was late. And he had to deal with two drunk women.

Chill out ya perv. Nothing happened.

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