3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • Games
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Session Fifteen Log

27th May 2019
Player
Charlotte
Tim
​Dec
​Jay
​Chris
Ewan
Character
Berta
Tiny Tracey
​Clint
​Valtius
​Turwell
Shamos
Info
Level 3
Level 3
Level 2
​Level 3
Level 3
Level 3
It's a bank holiday Monday and session fifteen has 6 players! It's been a while since there was a full house.

The adventure began with the PCs at the gates to Castle Torrog. A winding mountain path descending into the foothills before them.

​The characters have a plan for this session.
  • Yes. And a  'cunning' plan too!.
  • Let's see how their plan survives first contact with the adventure.
​
Firstly; they'll head down to the ruins in the valley below. In a much earlier session they encountered a massive steel disc emblazoned with a flame motif in one of the basements. Now that Shamos has access to 2nd level spells, he has acquired Knock and they want to open the disc and see what's behind it.
If they can't open the disc, then they plan to head further south and investigate a part of the forest where they saw some bugbear activity a few sessions ago.
  • Remember.
  • Use Knock open the disc, if the disc opens explore beyond it.
  • ​If the disc doesn't open, head south and investigate bugbears.

The party followed the mountain path until it reached the edge of the shallow valley.

The path had come to the crossroad. Heading further west along the road would take the characters to the ruins. But it would also bring them close to the old tower. The old tower that usually contained goblins.
Undeterred, the characters continued to head west. Soon enough the old tower came into sight and they spotted a goblin on the roof.

Unfortunately they were also spotted by the goblin lookout who blew his horn alerting all the other goblins in the old tower.

​All 10 goblins sallied forth from the old tower to attack the party. As the 2 groups closed in on each other across the open ground, the fighters charged in as fast as possible and the spellcaster attempted to advance to a position where they can use their spells effectively at range.
  • Yes! The tower strikes back. Lured in again.
  • The party decided on the direct approach here.
  • They could of tried to stealth round to the ruins. But given their recent awful record at stealth rolls, it probably would have come to this anyway.

Meanwhile, the goblins advanced at a slower pace, even though they were practically at the limits of the their bow range, the goblins rained arrows down on the advancing fighters. The long range made it harder to hit, but the weight of the number of attacks mostly negated this penalty and the goblins land at least a couple of hits every round whilst the party closed.
  • So this engagement started at a range of 220'.
  • Charging characters cover 50-60' per round.
  • Firing a bow and advancing gives a movement of 30'.
  • This means it'll take about 3 rounds for both sides to close.
  • When 10 goblins with +5 to hit fire their bows - even with disadvantage, they're going to get some hits in. - And they do!
Picture
Picture
  • Apparently one of the design goals of D&D 5e was to make lower level enemies still provide a threat. Looks like it worked here.

Of the charging fighters, Tiny Tracey took the brunt of the damage as she has the lowest AC. Tracey managed to get within javelin range and launched a single failed attack before being felled by arrows.
  • Being a barbarian, Tracey eschews armour in favour of more hit points and  the ability to half damage taken when in a 'Rage'.
  • However Rage ends if barbarian does not hit someone with a melee attack, or takes no damage in a round.
  • Not the most useful ability when charging across an open field at archers.

The remaining fighters closed for melee and Tiny Tracey is revived by Clint. But the fight is over over before she has the chance to land a blow.

​After looting the remains of the goblins, the party moved on to the ruins.

When the party reached the ruins, they decided upon a rest to recoup lost hit points.
Picture
Picture
As the party were resting, they heard a loud droning/buzzing noise.

Immediately suspicious and paranoid, the party ran through a corridor into a part of the ruins and down into the basement.
Whilst waiting there in the dark; Valtius became inpatient and curious. He headed back up stairs to see what causing the buzzing.
  • Had curiosity not got the better of Valtius, the encounter would have passed the party by without noticing them.
  • But once Valtius went up and spotted them, they also spotted him.

It turns out that the buzzing was being caused by 'giant-wasps'! It also turns out that they had now spotted Valtius.
  • Giant Wasps! 8 of them.
  • Rolled a 20 on the encounter roll. 4x2 giant wasps.
  • Previously for encounters I've rolled things that the party have mostly already fought, goblins, hobgoblins, orges, worgs, bugbears etc.
  • Finally, something different.

Rapidly, 2 giant wasps darted in and attacked.

1st attack: Critical hit! Double damage and poison damage.

2nd attack: Critical hit! Double damage and poison damage.
  • Curiosity nearly killed the errr.. warlock?

Valtius was now in bad way. A really bad way and only conscious by the thinnest sliver of a margin. He chose to flee back to the party - bringing all the giant wasps with him.
Berta stood at the door in an attempt to fend off the encroaching giant wasps once Valtius had run past.
But it's difficult to hold off a swarm of fast flying creatures when you're a dwarf.

So the giant wasps filled the room, taking a few attacks of opportunity whilst doing so.

A battle ensued and the party prevailed. The wasps are fierce and can deal out damage quite quickly, but are relatively easy to defeat.
  • Turns out that giant wasps are quite scary.
  • They move fast and hit hard, nearly twice as a fast a player character.
  • They have nasty poisonous attacks, not quite as nasty as giant spider poison, but nasty enough.
  • "Not poison again!" Said one player!
  • Luckily, giant wasps have fairly low AC and HP, so they can be taken down easier than giant spiders.
  • This means that out there somewhere is a giant wasp's nest. That might be an interesting thing to explore...

After their short rest, the party goes down to the basement with the metal disc. The characters had first encountered the disc several months ago in the early days of their adventures. They discovered it was constructed of iron and bronze fashioned to display a flame motif.
The characters believe that this image is linked to Acaron the Flame, one of the 'Hidden Powers of Ascuria' who conquered much of the continent millennia ago.
  • This is correct. The 'Hidden Powers of Ascuria' are the main villainous architects that have created 'The Surrendered Lands'.​
  • No one knows the location of Ascuria, hence they are called 'The Hidden Powers'.
​
They investigated it back then and discovered that it might be hollow or have something behind it. No matter what they tried, they could not open it. So they left it alone.
  • Opening the disc requires 3 artifacts.
  • During session one the characters acquired notes from the old tower that begin this quest chain and provides them with information about them.
  • They've never bothered to try and have them translated.

But now that he had reached level 3, Shamos had acquired the Knock spell that allowed him to unlock anything locked. So the decision was made to return here and open the disc.
 
So now that the party had returned to the disc and Shamos cast his Knock spell.
There was a distinct 'click noise followed by another 'click' noise. Nothing else happened.
  • You know the definition of insanity...

Shamos cast Knock again.
There was a distinct 'click noise followed by another 'click' noise. Nothing else happened.
  • Is trying the same thing over and over...

Shamos cast Knock again.
There was a distinct 'click noise followed by another 'click' noise. Nothing else happened.
  • And expecting a different result.

By now, Shamos had run out spell slots and sorcery points - and the disc was still closed.
  • Between me and you, the disc has 3 locks, each time one lock is opened, it locks the two other locks.
  • Using the 3 artifacts at the same time will open the disc (see above).
  • Or casting 3 Knock spells simultaneously.

Undeterred and led by Tiny Tracey, the party hacked at the disc with weapons, zapped it with spells. All to no avail.
  • They even thought of bringing an anvil in to try and heat it up.
  • Shamos pointed out that they were resorting to 'burning it with' again.
Still undeterred, the party decided that perhaps the clicking noise had changed something in the undead dungeon area that they had explored months ago.
  • That's some sort of logic... I guess?

So the party returned to the undead dungeon and proceeded to remap it. They cautiously explored the area again but found it to be empty and unpopulated. They spent much time looking for anything hidden.

Eventually their diligence paid off and in one area they found a concealed door that they had missed before. Beyond the concealed door they found a trapped chest that they managed to disarm. Within was a nice haul of loot and cash.

"We managed to find everything in the dungeon!" Yelled Tracey jubilantly.
  • Oh no you haven't.

Energised by the find and still undeterred, they returned to the disc and tried to open it again.
  • Sigh. Here we go again.

None of their attempts to open it succeeded. Tracey decided that they should dig around the disc to see if they could discover anything.
  • Just to clarify: The disc lies horizontally and is embedded in the stone floor. It is flush with the floor.

The ground around the disc is constructed of sturdy brickwork and it's hard going. Eventually the party discover that the disc is about 1 foot in thickness. Although none of this helps them to open the disc.

Still undeterred, Tracey decides to start digging under the disc.
  • Dig underneath the disc!
  • At this point during the session I reached for my calculator.
  • The disc has a diameter of 15 feet which is about 5 m, halved gives a radius of 2.5m. It has a thickness of 1 foot or 0.3 m.
  • So 2.5 x 2.5 = 6.25.
  • 6.25 x 3.14 = 19.625.
  • 19.625 x 0.3 = 5,887.5 cubic metres. Because the disc is hollow, lets half that volume to 2,945.75
  • Apparently steel weights 7850 kg per cubic metre.
  • So 2943,75 x 7850 = 23,108,437.5.
  • Divide this by 1,000 means that the disc weighs roughly 23.1 metric tons.
Picture
Picture
Picture
​​Some concern is raised that this might be dangerous, but Tracey points to Berta and explains that the dwarf is a miner.
  • Perhaps I need not have bothered with my calculations.

Berta responds that she knows nothing about mining.
  • No it was worth it!

With some reluctance, Tracey decides to stop digging.
  • Ah well.
The attempts to open the disc have not proven successful and it's too late to go south now. So the party decide to rest and return to Castle Torrog.
  • Thank god, I was starting to get tired of saying, "That has no effect.".

However, during the night, something happens. During Tracey's watch she feels a vibration through the ground. Suddenly a long insect-like creature burst from the ground rearing up to attack. Tracey tries to rouse the other party members with almost no success, only Valtius wakes.
  • I rolled an Ankheg! Another new creature.
  • The fact that it is a burrowing creature that appeared close to where they party had been digging was purely coincidental!

Tracey attacks the creature and lands a telling blow. The creature responds by biting and grappling Tracey.

Most of the party wakes now and moves to attack the giant insect. This round the creature spews acidic projectile vomit at the party.
​
In the next couple of rounds, the creature is dispatched.

Berta slept through the entire fight. The giant insect had burrowed up from underground, leaving a tunnel behind.

Tracey decided that she would explore the tunnel.
  • The fact that it is a burrowing creature that appeared close to where they party had been digging was purely coincidental! But that didn't stop them being suspicious! 

She tied a length of rope to her ankle and began crawling down the tunnel, hoping that her small stature would allow her to explore the tunnel.
  • I ruled that there might be some treasure to be found in ankheg poop down the tunnel.
  • But I also rules that the tunnel would be quite unstable and would require some DEX checks from Tracey to traverse safely.

Unfortunately her rather clumsy crawling caused the tunnel to begin collapsing in on herself. Tracey was pulled out of the tunnel, but being pulled out of a collapsing tunnel by your ankle is not consequence free and she took some damage.
  • Tracey failed her DEX check and I rolled for the tunnel's stability and the tunnel collapsed in on itself.
  • Even through Tracey has a rope attached, the tunnel is small and when it collapses, it does so almost immediately.
  • Essentially Tracey was pulled through the crushing weight of the loose earth by her ankle.
  • Owww!

After this the party finished their rest and in the morning returned to civilisation.
  • That's the end of session fifteen.
  • So much for their plan. They completely ignored it at the first possibly opportunity to pointlessly hammer on something which it seems will clearly not simply open for them. I know it's meta-gaming a bit, but have none of them ever played a game with gear-gating before?
  • They were quite lucky to find a missed haul of treasure in the undead dungeon. Otherwise, they would've left with very little XP.
  • Keep this quiet. But when opened, the disc activates a wormhole that leads to another world, many, many light-years away. This world is Ascuria, home of the hidden powers.
  • The party has also done some damage to the stonework that holds the disc tightly in place. There may be a consequence to this. Something to think about.

End of session fifteen.
Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • Games
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact