September 18th, 2016
Why We Don't Split The Party
The
party today from my left to my right:
Chris playing Valandil the bloodthirsty elven spellsword
Scout/Sabre/Sarai playing the feckless half-elven witch
Nick playing Merrick the half-crazed-with-frustration human fighter
Nilo (before the headache got too bad) playing Arden the halfling cleric who was handed off to Nick so maybe with two characters to control he could make a successful attack someday
Hunter playing Dorni the very skittish gnome thief
Zack playing Ahri the front line hand to hand combat magic-user
The
party started off where they had magically appeared, in the entry
chamber of the complex with its muck encrusted walls and somewhat
slimy floor after they had all gone through the angel faced door.
Well, except for the spellsword, but he was there with them too. He
was fine. Just fine. No worries. Just fine.
The
party had a brief bickering session as they tried to decide where
they should go next. They were all fully healed and had gained back
some spellpoints at least during their time . . . wherever they had
been. Though some of the party wanted to climb up to the upper level,
in the end they descended to the lower level so they could make sure
the orcs they had fought before (two of whom they had befriended
thanks to Ahri's charm spells and pumped for information about the
downstairs level where they had come from) were not going to come up
behind them again. Proceeding through the dungeon as they had before
they returned to the cave where they had fought the eleven orcs. The
bodies of the nine they had killed were still there, though they
appeared to have been nibbled on by rats and such. Following the
southern passageway out of this cave, they found their way quickly to
another cave that had three other passages out of it in more or less
the cardinal directions. A faint nose was heard from the south, so
the party headed south. As they continued down the hall the sound
became identifiable as rushing water.
Entering
this room they were struck by the sight of quite a few bodies lying
limp on the ground near the river that flowed through the room.
Closer investigations showed that the corpses were those of orcs,
including an orc shaman. All of these creatures seemed to have died
by the same manner; their heads appeared to have been cracked open
and their brains removed. A search of the bodies turned up a little
bit of loot, and hidden under the shaman's leather bracers was a
rough map and a cleric scroll of heal wounds and bless. There were
two orc boats pulled up on the far side of the fast flowing river, 20
feet away. After no luck was had in making a crossing by using a
grappling hook, the spellsword stripped down and swam across the
river. He managed to get one of the boats back across to the other
side and the party crossed over. A single orc corpse was found on the
far side of the river, but it had died in the same manner as its
fellows. A passage led further south into darkness, and with some
resistance from some of their members the party continued on.
After
some time following the hallway the party came to a four way
intersection. The main passage continued west while a second passage
branched off to the northwest and through an opening in the south
wall was a cave. The party, following the left hand rule today,
entered the cave to explore. Inside they found a juvenile mind
flayer, still badly wounded from the battle with the orcs a couple of
days previously. Combat began, though several players were wondering
WTF for. Luckily, as badly damaged as it was, they were able to hurt
it worse causing it to plane shift and leave the area. The magic-user
had a nasty wound on her forehead from where the mind flayer's
tentacle tried to burrow into her brain, but the party survived and
found some minor loot the flayer had left behind.
After
this the party crossed to the northwest passage which quickly led
into a cavern where the floor sloped steeply down to the side of a
river. A far shore was faintly visible across the river with
something on it. The fighter and spellsword went back for one of the
orc boats and, after spending some time and a lot of effort bringing
it down the hallway, they used it to cross to the far shore while the
rest of the party waited on the other side. There was a great heap of
refuse washed up on the far shore, and a smell of rot among it. The
spellsword used his bendy staff (his long bow which was good for
nothing else since its bowstring had broken) to stir it up,
aggravating the rot grubs within the mess. After some seriously fast
torch applications later which caused the foul things to pop as the
flame touched them, the duo managed to discover a necklace made of
coins and a dagger that in spite of seeming to be covered in filth
was still as bright and shiny as the day it was forged. The
spellsword took the dagger and added the necklace to the treasure
bag.
Following
the only remaining passage through its twists and turns finally
brought the party to a fork in the passage with another passage
heading off to the left while the original continued ahead. A short
way down the left passage they found a cave with a sloped floor
running downhill from their right to their left and at the far left
wall there was a large hole in the floor. A quick look down the hole
showed that it dropped down to a rapidly rushing river. Considering
this a dead end, they returned to the intersection and continued on.
A
bit later the passage opened into a large cave with another passage
exiting it opposite where they entered. The party began to search for
secret doors around the walls of the cavern, spreading out to do the
most exploring in the least time. While they were spread out, four
bizarre monsters that looked to be made out of rock stepped out of
the walls and attacked. When injured they would step back into the
walls again so they were out of reach. More appeared and the battle
went badly for the party for a while with many characters taking
damage and the magic-user being dropped to zero at one point. In the
end the party was victorious and they continued searching. Three
places that sounded hollow were found, but the party could find no
ways to open them. In the end the cleric's footman's flail was
pressed into service and holes were smashed in the walls revealing
several small treasure hoards which the party was quick to acquire
with several bricks worth of coins, a ring and a wand.
Having
had more than enough to occupy them for one adventure, the party
began to head back to the previous level and the old students'
barracks so they could rest up. The spellsword insisted that he was
just fine and wanted more things to kill. The gnome thief chose to
follow along with him, and in spite of the human fighter's insistence
that the party should stay together, the party split and the
spellsword and thief took the unexplored western passage out of the
cavern with four exits.
A
short time later the two found an intersection with one passage
heading west and a second continuing north. They took the west
passage and came into a room with three human sized birdlike
creatures which the spellsword entered combat with while the
terrified gnome ran. Unfortunately, without any light, the gnome was
running more or less blind. One wrong turn at the first intersection
had her charging into another room where another of these bird-like
creatures was. It moved to attack and the gnome ran again, managing
to find her way back to the room where the spellsword was trying to
overcome his three, opponents. In a panic, the gnome threw a dagger
hitting the thing chasing her, and then when it closed she attacked
it with her short sword in a near panic. She managed to kill it after
taking some damage and being near to collapse. Fear getting the
better of her, she ran again, turning different directions until she
finally stumbled, skidded and fell, and found her head and shoulders
hanging over a drop off with her arms dangling down. Carefully she
backed away and lit a candle for some light. The candle and her
low-light vision allowed her to see that she was in a previously
unexplored cavern with a spiraling passageway that descended into the
depths she had almost fallen into. Terrified and alone, she backed up
against the wall, tried to hide herself, and blew out the candle,
hoping that someone friendly would find her before monsters did.
Meanwhile,
safely ensconced in the old barracks, the four settled down for the
night. Ahri the magic-user cast two identify spells on the wand and
the ring discovering that the wand was a wand of magic missiles and
the ring was a ring of shielding. The party rested eight hours and
regained their spell points where the magic-user again cast identify
and learned that there was a potion of extra healing in the mind
flayer's treasure along with a as-of-yet unidentified potion. Further
castings showed that the wand had 17 charges and its command word was
Castigore. Then, concerned over the missing party members, the four
went in search of the others after providing a bit of clerical
healing to the party so no one was at 1 hit point anymore.
The
gnome had spent a horrifyingly long night, but when she heard noises
and saw some light down the corridor she peeked around the corner to
see it was her friends. She hurried down to join them and told of
what she knew of the spellsword's battle with the bird-things. The
party explored the direction the two had gone and found a room with
the corpses of the four bird-men, all of whom had obviously been
hacked to death, apparently with the spellsword's weapon. No sign of
the spellsword was found, though there were marks in the blood of the
bird-things that showed that someone wearing boots had been dragged
through the blood and down the hallway, though the bloody trail
disappeared quickly.
Returning
back to the cavern with four exits, the party chose the only
unexplored passage, the eastern one. The passage went in about twenty
feet before it branched; one branch going north at the 30' mark and
the other south at the 40' mark. The right hand rule was in effect as
always, so the party went south, coming into a small cave with a
webbed cocoon in the NE corner. As they moved to investigate, fearing
the worst, the giant spider on the ceiling dropped on the witch,
biting her. She failed her save versus poison and felt her body begin
to stiffen. The magic-user used a charge from the wand and the party
attacked with wild abandon, killing the thing quickly. The fighter
then moved to cut through the cocoon, revealing the desiccated corpse
of an orc. After taking any coins on its body, the party tried to
figure what to do next to find their missing friend and ally.
There
the adventure ended for the night, and the party will continue its
hunt next week.
Side
Notes: The characters do not know, but the players do, that the
battle between the spellsword and the bird-men ended with mutually
assured destruction as the last round of battle was a tied initiative
and the spellsword struck a killing blow at the same time the bird
thing dropped him to zero.
Also,
my wandering monster encounter rolls for the night should have been
used for rolling character stats as I couldn't get a 1 on a d6, which
was probably just fine with Hunter. Still...
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