Sunday, August 28, 2005

Session #35

Ok, trying to go through this quickly.

Well Dale got sick once again. So he ended up missing his last session for 2+ months. I have this urge to pick on him for it, but I do that enough when he's around.

Also, I found out earlier at work that day that I'd be flying to Chicago and stay there until Thursday (the day before Session #36). This meant that I had 2 days to prepare, and updating this blog was not that high of a priority.

Map

The party stopped at the last session just as they were about to charge through another door before their combat buffs wore off.

Room N56: This room had a lot of crudely done art on the room. It also had 4 skeleton hordes...

Round 1: The party stays close together as Valden puts up a Blade Barrier that shreds the mindless skeleton horde nearest to the party. Two of the other skeleton hordes charge towards the party, and the Blade Barrier. The fourth horde runs to the southwest corner of the room.

Round 2: Melee and minor spells finishes the first horde. The second and third horde rush directly into the blade barrier. Bone chips flying everywhere, but the hordes survive the round.

Round 3: The second and third hordes are either finished by the Blade Barrier or a half hearted swing from someone in the party.

Round 4+: The fourth horde is finished from area spells, and clerical turning.

The party, after searching the room, rebuffs and moves on.

Room N64: This room appears to be a form of jail. Human zombies have been hung on the wall like sides of beef while 4 wights guard the room.

The wights attack the party, a couple of them even attempting to capture the party with nets. But the undead are heavily outclassed. The combat is so onesided it lasts 2 rounds.

The party, not knowing that it was a big room change, charges into the next room. Combat continues with new combatants added to the intiative stack.

Room N67: This room was set up like an courtroom. There were witnesses, a jury, 2 barristers (lawyers), a scribe (poor guy didn't have a stenograph either), 4 bailiffs, and a judge on a throne.

Round 3: The party charges into the room. The undead attempt to fight the party and are slaughtered by the party.
The Judge simply bangs his giant gavel, calling for order.

Round 4: The remaining chump undead are dispatched with barely a notice by the party.
The Judge says, "I have passed judgment on and the sentence is death." He then uses his bodak death gaze attack on Torin. Torin saves, but this attack sobers the party a bit.

Round 5: All other undead are gone, so the party focuses on the Judge. He has already taken about 30% of his hp in damage from previous rounds, and the party leaves him this round with maybe 20% of his remaining.
The judge swings his gavel (a +2 thundering warhammer), at Senmonious and solidly connects.
The judge was actually a bodak/ghast/mummy/allip/vampire. So his hit on Senmonious did some nice damage and required him to make a save versus level drain, mummy rot, and later ghast stench. All were made. Dang paladins.

Round 6: Goodbye Judge.

The party searched the room (part of the kill a monster and take its treasure routine), and they found the Judge's stash of items collected from years of convictions and evidence collection.

Note: I did cut down the amount of XP gained because this encounter was not as tough as it was meant to be. The encounter was supposed to involve the party being captured and put before the Judge. Obviously, that didn't happen. I'm not even sure it could have happened.

The book actually says to roll the stuff up randomly (except for the Judge's gavel and his +3 mithril shirt). So we did.
4d6 mundane items
2d6 minor magic items
1d6 medium magic items
2 major magic items

I don't have a list of what every single thing was, but it was mostly simply items except for a much needed Scarab of Protection. They had also just paid for one of those scarabs.

They immediately used Wind Walk to return to the garrison to identify and sell the stuff they don't need.

Their newly bought equipment was finally delivered during this time as well.

After over a day of resting, the party returns to where they left off except for Senmonious, who had been recalled by the garrison for some important mission.

Room N63: A near empty storage room. Nothing in here but broken rope and dulled chisels and hammers.

Room N61: Another near-empty storage room. It would have been inhabited, but since the local boss is gone, they left.

Room N62: Yet another near-empty storage room.

Room N58: This was once a guardroom that is now empty because their boss is gone.

Room N57: Another empty room because the Judge is dead.

Room N59: And yet another empty room because the Judge is gone.

Room N69: This room was smooth and full of pock-marks. Torin entered the rooms and was blasted by jets of acid for 20d6 damage. He failed his save and got out of that room to get healed.

Room N70: The party had to use a Knock charge from their wand to get through this door. All they found was some broken statues.

Room N71: This room was fun for the DM. A ghost occupied this room. Actually it was just a light white piece of cloth in a fog filled room. The fog and wind kept the cloth aloft. That gave it some semblance of motion. After some very careful testing, and 5 minutes later, the party entered the room to discover the trick.
Now I just need to make a similar room with a real ghost.

Room N72: This room had a lovely fountain in it. Well not really. It was a nasty ancient fountain with blood flowing in it.

For some odd reason, the party chose not to drink from the fountain.

And we called it a night after that.

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