August 6th, 2017
The Journey to the Dwarven Quarry
From my left:
Chris playing Deckard the 3rd/6th
level human ex-fighter/thief
Connor playing Niall Lightbearer (DM's
prerogative. Deal.) the 3rd level human cleric
Zack playing LaVeya the 6th
level human druid
Michael playing Ivan Lok'tar the 1st
level (Viking) dwarven fighter
Matt playing Mirin the 4th
level human spellsword
Nick playing Merrick the 6th
level human fighter
Thomas playing ????? the 2nd
level half-orc witch
Sarai playing Desorna the 6th
level elven axe-maiden
Hunter playing Flever Graveltoes the
1st (2nd) level gnome ranger
Paige playing Keeva the 3rd
level halfling infiltrator
and the kindly DM playing Ydee the 6th
level half-elf thief for the absent Catherine
At the start of the game the party was
in Treefold and preparing to go look into the troubles that had been
reported at a dwarven quarry a couple of days northeast of town. The
quarry had increased production for the new stone buildings in
Treefold and the troubles had slowed down the construction
considerably. With a request for the party to investigate from the
mayor, and another request from Deckard's . . . underground contact,
the party prepared to take the journey to the northeast. Also the
party was introduced to a very gruff and not quite pleasant dwarf
named Ivan Lok'Tar who was going with them to make the journey to the
quarry.
But first a slight rewind of time so
that some players could level up. Niall, who the church had finally
given a name after his first adventures, was ready to train for third
level and Flever was ready to train for second level. Niall's
training went well and he returned to the group ready to venture
forth, but Flever decided that he would rather save his money,
perhaps for future chicken-inspired purchases, so he only gained the
basic advantages of increased hit points and spell points (and saves,
which I forgot to remind him to adjust, so fix that whydoncha).
The party headed northeast along what
was called the dwarven road, a very hard packed earthen road created
by the very heavy stone carts that delivered stone from the quarry.
It cut cross country and avoided following waterways to ensure that
the heavy carts never got stuck in swampy sections along the way.
On the second day on the trail as the
party left the edge of one of many stands of trees along the road
they came into a relatively clear area. Continuing forward along the
well marked road they were surprised when two boulders slammed into
the group, knocking two of the party off of their feet. A quick look
around showed the heads and shoulders of two giants over the trees on
a rise off of the road to the northeast as two more rocks hit party
members. Forgoing staying nicely grouped to make better targets for
hurled boulders the adventurers spread apart, some charging forward
to hand to hand combat while others stayed back to fire their long
range weapons.
Flever, hoping to make the giants'
lives more difficult, or at least hinder them from easily picking up
new rocks to throw, cast an entangle spell at the giants. The giants
were too large to be affected by the entrapping nature of the spell,
but their boulder piles quickly became overgrown and they had
difficulty picking up new boulders to throw as they had to wrestle
the plants for a boulder. Most of the charging adventurers avoided
the entangle spell's area of effect, except for Ivan who found
himself momentarily trapped in the border growth. As arrows,
crossbow bolts, and occasional spells rained down on the giants they
moved to attack the adventurers. When they hit they did severe
damage to their targets, but the fury of Merrick meant he did severe
damage in return. With some buffs and some healing the party
survived the combat and felled the giants. A large quantity of coins
was taken from the corpses, but a worry surfaced as well as another
giant had appeared on the near horizon near the end of the battle,
but after taking stock of the situation it ran away, possibly in fear
but possibly to take word to its tribe.
The adventurers reached the quarry the
next afternoon. The quarry had been carved into the rocky hillside
at the edge of a tall cliff that rose around a hundred feet above the
surrounding hills. There were five terraced 'steps' down into the
depths, each roughly ten feet high and twenty feet deep. A stone
ramp that fit in the curve of each of the half-circle tiers allowed
the stone carts to be drawn out of the depths. But the area around
each of the top tier and around the ground level was covered by the
bodies of dwarves and the sturdy oxen which had pulled the carts.
Boulders similar in size to the ones the party had been pelted with
the previous day littered the area. Most of the corpses showed signs
of having been battered to death by large blunt objects like the tree
trunk clubs the giants had been wielding the day before, but several
corpses had been hacked to bits by a giant's blade instead.
On the first tier down from ground
level was the remains of a large stone building against the cliff
face to the left. It looked like it had been a barracks area but the
place was now broken stone and collapsed in on itself. Half the
party went down to examine it while the other half stayed up to
watching for giants. The ruin looked destroyed, but LaVeya thought
she heard a faint moaning coming from within. With ghostly lantern
and turning into bird form she hopped in through one of the larger
openings near the back wall to investigate.
Inside she found two dwarves who were
still alive, though both grievously wounded and unconscious. One was
barely active enough to be able to moan while the other was silent.
With the help of several of her companions, both dwarves were freed
from beneath the rubble and healed by the druid until they were able
to move under their own power. After they had all rejoined their
friends on the top tier of the quarry the older dwarf, a greybeard
named Gander, could tell them the story.
The quarry had been hit by two
misfortunes in rapid succession: first was that the fifth tier down,
the newest and smallest bottom tier of the quarry, had breached two
small fissures. Once enough stone had been quarried the narrow
fissures were cave openings that didn't feel right or good to the
dwarves. After sending messages to Treefold informing their contacts
there of the situation and suspending operations until some response
could be received, the dwarves finished the stones that they had
already quarried and then waited. After a week and a few days of
waiting impatiently, two groups of dwarves led by one of the shift
leaders went to explore them and both groups had been attacked by
unknown creatures that seemed to drain the very life from their
targets, leaving them as little more than withered husks. As Gander
told them of this, he pointed to the corpses in the bottom-most tier.
The story continued from there. The leaders of the clan here,
consisting of Gander, the other dwarf who had survived with him that
used to lead one of the quarry teams, the dwarven cleric, and another
dwarven fighter who led the second of the three teams had gathered to
talk about their options. Over the preceding days the cleric had
gone down and cast eternal rest on all of the desiccated dwarven
corpses who had made it back to daylight from the tunnels, just in
case whatever had killed them in such a manner might also reanimate
them, and had cast spells to hopefully prevent those creatures within
from coming out under the dark of night. They were discussing their
options for the future and what to do with the fifth tier when
several large stones slammed into the building where they were,
killing the cleric and the other fighter and knocking the two
surviving dwarves unconscious. Next they knew the party had arrived.
While this story was being told Merrick
had noticed some movement in the trees on top of the cliff and off to
the east. A giant's face was seen peering down at the group by the
quarry before it vanished back into the treeline. Feeling that their
clerical options might need to be reinforced before descending to the
bottom of the quarry, and not wanting to meet a large group of giants
after the problems they had had with the previous pair, the
adventurers decided to head back to town to rest up, see what
assistance they might be able to gain, and then to return at a later
date to deal with either or both of the problems at the quarry.
The journey back was interrupted by an
ambush of giants during the middle of the night, including a
humongous one who must be some sort of leader. There were four
total, the biggest of which wielded a giant-sized bastard sword.
Most of the party was surprised by the attack as they were asleep and
unarmored (with the exception of LaVeya in her bedroll of comfort*).
Once dragged out of her sleeping bag and made aware of the situation
she used a plant growth spell to erect a tall wall of brambles that
the giants had to hack their way through before they could attack the
group, giving them time to get fully equipped and armored before the
giants broke through. Lucky for the adventurers! It also gave
LaVeya enough time to cast her call lightning spell (which took
longer than usual to form thanks to the less than ideal conditions)
and blast a pair of the giants twice before they cleared the
obstacle. Then the battle was on!
The giant leader had been one of the
two damaged by the lightning, but he still was a tough fight for the
adventurers who were arrayed against him. Finally he was taken down
along with the other lightning-struck giant but a lot of damage had
been dealt out to the party and the healers had been spending a lot
of time trying to keep the front line upright. Then two juvenile
giants who had been sent around to attack from the rear made their
presence known, and the adventurers began to worry all the more.
Finally five of the giants were killed
with the sixth, one of the juveniles, running away to fight another
day, and perhaps take word of the defeat to any others that may have
survived. The badly battered adventurers quickly searched the
corpses and decided to try to force march their way through the rest
of the night to Treefold. Hundreds of coins were added to the
hundreds already in the bag of holding, and several magical items
were found including the immense sword the giant had been wielding.
Since a huge sword was not easily portable, the party did what they
could to hide it by imbedding the point in the ground beside a tree
in the woods nearby and then camouflaging it as best as they could.
The other items the party took with them to town.
Arriving around highsun and looking
quite a bit like stumbling zombies after a force march on inadequate
sleep the party arrived in Treefold. The two dwarves said that they
were going to send messages to others of their clan and see what
reinforcements they could receive. Since this quarry was the only
one in the vicinity and the stonework was needed for the new
constructions it was essential to get it operational again soon.
With the battered party getting rooms
at the inn (almost all of the rooms at the inn for that matter. That
is a gigantic party) and preparing to rest and recover from their
adventure, we ended there for the evening.**
Experience points for the party:***
Deckard: 5158
Niall Lightbearer: 3158
LaVeya: 5158
Ivan Lok'tar: 5158
Mirin: 5158
Merrick: 5158
(Thomas): 4000
Desorna: 1158
Flever Graveltoes: 1158
Keeva: 1158
Ydee: 2837
Footnotes:
*- The bedroll of comfort is a
wonderful, wonderful item. Those resting in it are guaranteed to
regain their full spellpoints after a good night's sleep, and they
can sleep in armor with no ill effects. This can be very useful
since trying to sleep in armor for most others requires a
constitution test (roll under the character's CON score on a d20)
with a penalty to the target equal to the base armor value of the
armor. So a character with a 14 CON trying to sleep in leather armor
(+2 base armor value) would need to roll under a 12 to get effective
sleep while a character with a 14 CON trying to sleep in their plate
armor (+8 base armor value) would need to roll under a 6 to get
effective sleep. Characters sleeping in armor will have a penalty to
all physical action rolls (including combat, thief skills, and the
like) equal to half the base armor value the following day, even if
they get effective sleep. If they fail to get effective sleep they
will have the armor penalties PLUS penalties for exhaustion. The downside? Those sleeping in the magic bedroll sleep so soundly that they need to be under attack to have a chance to awaken. Preferably the attack is the toe of an ally's boot rather than a giant's club smashing their head open.
**- As the adventurers searched the
corpses of the dead dwarves (don't judge. Murderhobos are
murderhobos. Plus, the lawful good cleric wasn't with them as they
did this) they discovered that their bodies had already been robbed
of all coins. Interesting side note: almost every coin taken from
the giants is embossed with a dwarven rune. The party will likely be
expected to return a high percentage of these coins as restitution to
the families of the dead dwarves the coins were originally taken
from. How ugly they are about it may affect the percentage. But the
party can happily let the new dwarf member of the party, Ivan
Lok'tar, make that charisma test (rolling under CHA on a d20) for
them.****
***- This is a good time to bring up
the rule for leveling when one has enough points to level more than
one level at a time. No one can level more than once after each
full-session adventure. So while, say, Ivan the 1st level
dwarven fighter is just shy of 4th level as far as
experience points go, he can only level to level 2 after this
adventure. He will have to go on another full-session adventure
before he can get any of the benefits, even the ones that are almost
automatic (i.e. hit points), before he can gain ANY of the benefits
of level 3. AND that is one full-session adventure AFTER being
trained! A character cannot gain any benefits of, say, having
enough experience to be third level until after they have trained for
second level and then gone on an adventure as a 2nd level
character. *****
**** For those who read these and
aren't playing in the game, Ivan Lok'tar has a charisma of 3. Yes,
3. THREE. i.e. he has only a 10% chance to make that test. Also
known as “Don't let Ivan talk to ANYONE! Not even himself!”
***** Mentioning no names of characters
who may seem to think that paying to go up a level is a waste of
money that might instead be spent on more items for his chicken-child
FLEVER GRAVELTOES. You are stuck where you are until you pay to
level. But don't worry. If you want to save money I am sure that
Ivan will help by making that successful CHA test to reduce the
costs.****
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