Wednesday, August 31, 2005

Session #36

Well this session was certainly entertaining.

The party got another good taste of incorporeal undead.
And thanks to a high level trap, another PC death was added to the pile of bodies.

This will be the last session entry for 2 weeks. I am off onto another vacation. This time it's Lake Tahoe. More Texas Hold'em and I'm guessing to see the sights. But my main goal is to get some hold'em in while the Labor Day tourists are throwing away their money at the casinos. Of course, I could just as easily be someone else's Labor Day tourist...hmmm.

Map

(Doing this session quick due to a lack of time.)

The party left room N72, still choosing not to drink from the blood fountain.

Room N73: The door to this room has been blasted off of it hinges, from the inside. The party finds inside the room a bunch of destroyed tubes leading from the wall to a stone bier that holds a shattered green glass coffin. They attempt to figure out the room, but are unable to figure anything out.

Room N74: The door to this room was the most interesting part of the room. It contained 2 traps, one on the handle of the door, the other on the latch of the door. The first trap is a minor nuisance, a Dictum spell. Those that fail their saves simply wait a minute for the effects to wear off.

The 2nd trap is much, much worse. A Wail of the Banshee spell triggers after the party uses their Wand of Knock to unlock the door and then open it. Everyone in the area has to make a DC23 fortitude save. Everyone except the NPC-ified Zorak makes the save. So he uses his re-roll to try again...and fails again.

Zorak collapses to the ground from the loud shriek. He literally died of fright.

The party, being neutral greedy (as Gary Gygax puts it - "all good players are neutral greedy"), loot his body and search the room before properly giving last respects to Zorak's corpse.

The room was similar to room N73. Several tubes leading to a stand that holds a green glass sarcophagus. Except this coffin is intact, and occupied.

Inside is the decayed body of a woman that appeared to be breathing and asleep. The party defeats their curiosity (the same curiosity that got them into trouble with the gelugon) and chooses not to open her coffin.

The party returns to the garrison and buries Zorak's body next to Dugan and Dalron. Afterwards they return to adventuring, minus their best source of Haste, Invisibility, and area blasts.

Rooms N77 & N78: Well I forgot to remove them from the map. The party encountered some more locked doors to this room. Now a little gun-shy because of Zorak's death to a similar door.

Well maybe the maps will tease the players and pique their curiosity.

Room N79: There was a dry fountain in this room. Torin steps into the room to scout alone, but is attacked.

Four dread wights jumped from the fountain and walls. Three of them swarming Torin.
Long story short, the party's 2 Scarabs of Life Protection saved them big.

The wights could only miss the party on a 1. Every round charge of charge would be drained from the scarabs. The clerics were caught with their pants down, and their first actions were either to cast Death Ward or a failed attempt at turning undead.

Had there been no scarabs, there would have been a TPK. But the party made it out alive with some minor scratches, and a total of 5 points of constitution being drained.

Room N80: The party decided to buff up before entering this room. The 6 wraiths and 1 dread wraith stood no chance against a properly prepared party. The dread wraith fled once it had lost most of its hp.

The party chose to charge recklessly into another room before their buffs wore off.

I let them...but one day it will catch up to them.

Rom N75: Another combat against 4 dread wraiths.

With the party prepared, the wraiths take a bad beating. Not having Zorak around hurt, but now the party is getting a lot more XP.

The party stops and searches this room and room N80. Nothing...probably because incorporeal things don't have much use for equipment.

Room N36: The small walkway of this room was safe, but behind the metal bars were over 2 dozen morghs.

The party lets them stay where they are at.

Room N35: This room had several atrocious acts of murder, suicide, and self mutilation carved into the stone walls.

As the party entered the room, they had to make a will save.

Round 1: Cleez fails his save. The walls come alive and Cleez joins them in their horrid acts.
Round 2: While the party tries to save Cleez, Torin fails his save. Cleez gets himself a piercing...
Round 3: More of the same. Torin gets a piercing.
Round 4: Rinse, repeat.
Round 5: Torin and Cleez are released from the magic of the area. But there's a reason for it.

The stone bodies on the walls join together in the center of the room and form a horrid creature known as Pure Vice (which has the stats of a marilith demon).

Round 5: The party attacks it. It attacks back with all 11 of its attacks. Valden takes just under 50hp in damage.
Round 6: Valden, Torin, and Cleez wail into her. Krieg heals Valden. Pure Vice rolls much better this round and deals 80 points of damage to Valden.
Round 7: Krieg casts Heal on Valden. The party takes her down before she gets to attack again.

No treasure again!

Room N34: This room has 2 very deep pits with piles of bones in each. There were also things moving in the pits, with some kind of gore rimming them.

The party smelled a trap and left well enough alone.

Room N33: The room with the undead jerks harassed the party. The party covered their ears and left.

Back to the garrison they went.

Session over.
See you in a few weeks.

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